Game branch animation interaction method and device, electronic equipment and storage medium

By setting different timelines for different branch animations and jumping the timeline during animation switching, the problem of large resource overhead and lag during animation switching is solved, and the smoothness of game animation and game production efficiency is improved.

CN119280797APending Publication Date: 2025-01-10BEIJING PERFECT WORLD SOFTWARE TECH DEV CO LTD
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Patent Information

Application Number
CN202311616620.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-11-29
Publication Date
2025-01-10

AI Technical Summary

Technical Problem

In the prior art, context switching is required when switching animations, resulting in large resource overhead, lag, and affecting user experience.

Method used

Set different timelines for different branch animations, and jump timelines when switching animations to avoid unloading and loading of resources such as models and curves, and directly switch to the target timeline to play the target branch animation.

Benefits of technology

It effectively reduces the resource overhead of animation switching, improves the fluency of game animation, reduces the configuration difficulty of game producers, and improves game production efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to a game branch animation interaction method and device, electronic equipment and a storage medium, and the method comprises the steps: detecting a first operation of a user on a target control at a branch node when the game animation is played to the branch node; determining a target branch animation associated with the target control and a target time axis corresponding to the target branch animation; wherein time axes corresponding to different branch animations are different; and switching a current time axis where the game animation is located to the target time axis, and playing the target branch animation on the target time axis. According to the technical scheme, time axis skipping is carried out during animation switching, so that context switching is not needed, unloading and loading of resources such as models and curves are avoided, scenes, roles and the like do not need to be repeatedly configured, resource overhead of animation switching is effectively reduced, and smoothness of game animation switching is improved.
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Description

Technical Field

[0001] The present application relates to the field of computer technology, and in particular to an interactive method, device, electronic device and storage medium for game branch animation. Background Art

[0002] Nowadays, animation technology is widely used in games, with exquisite scenes, vivid character performances, pleasant soundtracks, etc., all designed to create an audio-visual feast for users. In addition, in order to give users a better immersive experience, game developers will also add Quick Time Events (QTE) to the animations, combining the user's operation and visual experience together. Each keystroke of the user will bring significant effects, and often special actions that cannot be done in the general game process, coupled with exquisite, delicate and shocking animation clips, thus giving users a deeply immersive gaming experience.

[0003] Through QTE, the game can be directed to different branch animations, but multiple branch animations often mean a lot of resource overhead. First, switching between animations often requires context switching, that is, unloading and loading resources such as object models and curves, which will also cause repeated configuration of scenes and characters, greatly increasing the resource overhead of game animations, causing freezes when switching branch animations, affecting the user's experience of the game. Summary of the invention

[0004] In order to solve the above technical problems or at least partially solve the above technical problems, the embodiments of the present application provide an interactive method, device, electronic device and storage medium for game branch animation, so as to reduce the resource overhead generated during the game animation switching process, avoid lag when the animation switches, and improve the user's immersive experience in the game.

[0005] According to one aspect of an embodiment of the present application, a method for interacting with a game branch animation is provided, comprising:

[0006] When the game animation is played to a branch node, detecting a first operation of the user on a target control at the branch node;

[0007] Determine a target branch animation associated with the target control, and a target timeline corresponding to the target branch animation; wherein different branch animations correspond to different timelines;

[0008] The current timeline where the game animation is located is switched to the target timeline, and the target branch animation is played on the target timeline.

[0009] According to another aspect of an embodiment of the present application, there is provided an interactive device for a game branch animation, comprising:

[0010] A detection module, used for detecting a first operation of a user on a target control at a branch node when the game animation is played to the branch node;

[0011] A determination module, used to determine a target branch animation associated with the target control, and a target timeline corresponding to the target branch animation; wherein different branch animations correspond to different timelines;

[0012] The switching module is used to switch the current timeline where the game animation is located to the target timeline, and play the target branch animation on the target timeline.

[0013] According to another aspect of an embodiment of the present application, a storage medium is further provided, which includes a stored program, and the above steps are executed when the program is run.

[0014] According to another aspect of the embodiment of the present application, there is provided an electronic device, comprising: a processor, a communication interface, a memory and a communication bus, wherein the processor, the communication interface and the memory communicate with each other via the communication bus;

[0015] The memory is used to store computer programs;

[0016] The processor is used to implement the above method steps when executing a computer program.

[0017] According to another aspect of an embodiment of the present application, a computer-readable storage medium is provided, on which a computer program is stored, and when the computer program is executed by a processor, the above method steps are implemented.

[0018] The above technical solution provided by the embodiment of the present application has the following advantages compared with the prior art:

[0019] In order to solve the technical problem in the prior art that context switching during animation switching causes high resource overhead and causes lag, different branch animations are set with different timelines, and the timeline jumps when the animation switches. This eliminates the need for context switching, avoids unloading and loading of resources such as models and curves, and eliminates the need for repeated configuration of scenes and characters, effectively reducing the resource overhead of animation switching and improving the smoothness of game animation switching. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the invention and, together with the description, serve to explain the principles of the invention.

[0021] In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings required for use in the embodiments or the description of the prior art will be briefly introduced below. Obviously, for ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0022] Figure 1 A schematic diagram of an editing interface for a game branch event type provided in an embodiment of the present application;

[0023] Figure 2 A schematic diagram of an editing interface for game branch event configuration information provided by another embodiment of the present application;

[0024] Figure 3 A schematic diagram of the timeline before and after a branch event is triggered provided in an embodiment of the present application;

[0025] Figure 4 A flowchart of an interactive method for game branch animation provided in an embodiment of the present application;

[0026] Figure 5 A flowchart of an interactive method for game branch animation provided by another embodiment of the present application;

[0027] Figure 6 A flowchart of an interactive method for game branch animation provided by another embodiment of the present application;

[0028] Figure 7 A flowchart of an interactive method for game branch animation provided by another embodiment of the present application;

[0029] Figure 8 A schematic diagram of the structure of an interactive device for game branch animation provided in an embodiment of the present application;

[0030] Fig. 9 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0031] In order to make the purpose, technical solution and advantages of the embodiments of the present application clearer, the technical solution in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without making creative work are within the scope of protection of this application.

[0032] In order to solve the technical problem in the prior art that context switching during animation switching causes large resource overhead and generates lag, the embodiment of the present application sets different timelines for different branch animations, and performs timeline jumps when the animation switches, thereby eliminating the need for context switching, avoiding the unloading and loading of resources such as models and curves, and eliminating the need for repeated configuration of scenes and characters, effectively reducing the resource overhead of animation switching, and improving the smoothness of game animation switching. At the same time, it also reduces the difficulty of game configuration for game producers and improves game production efficiency.

[0033] The technical solution of the present application configures a corresponding timeline for each branch animation at a game branch node when editing and designing the game.

[0034] Specifically, when editing a game, when designing a branch animation at a game branch node, that is, a branch event, a timeline branch can be added to the branch event and the corresponding timeline branch length can be set.

[0035] like Figure 1 As shown, you can select the type of branch event, such as movement event, sound event, QTE-UI branch event, QTE-Object branch event, QTE-area branch event, etc.

[0036] After selecting the branch event type, you can set various configuration information for the branch event. Figure 2 As shown, for the QTE-Object branch event, on the corresponding configuration interface, you can set the Object model in the event, the associated timeline ID of each Object model, the variable conditions required for display, the schematic special effect ID, the character variable assignment, the temperament attribute assignment, and whether it is a destructible object, etc. If the Object model is a destructible object, you can also set the number of clicks required for destruction, the associated timeline after destruction, the character variable assignment, the temperament attribute assignment, etc.

[0037] In addition, on the QTE-Object branch event configuration interface, you can also set each timeline branch, including setting the timeline branch ID and branch length.

[0038] like Figure 2 As shown, there are two timeline branches, the ID of timeline branch 01 is 1, the branch length is 19, and the ID of timeline branch 02 is 2, the branch length is 15.

[0039] In this way, when the animation is switched later, the accumulated frame lengths will be used for jumping according to the order of establishing the timeline branches corresponding to the branch events. For example, when switching from the Nth frame of the main animation E to the branch event Object1, when the branch animation A of Object1 is finished playing, the timeline 1 corresponding to Object1 is switched to the timeline 2 corresponding to the branch event Object2, and the branch animation B of the branch event Object2 is played at the N+19th frame of the main animation E.

[0040] For QTE-UI branch events, game designers pre-configure the branch animation and timeline ID associated with the UI branch event to display the required variable conditions; they can also configure the user attribute information corresponding to the branch event, such as character variable assignment, temperament attribute assignment, etc., that is, after the user selects the UI branch event, the user attribute information can be adjusted and assigned.

[0041] For QTE-area branch events, game designers pre-configure the viewport coordinates, branch animations and timeline IDs associated with each area branch event to display the required variable conditions. They can also configure user attribute information such as character variable assignments, temperament attribute assignments, etc. corresponding to the branch events.

[0042] By designing branch events in this way, game designers no longer need to configure jump frames of different branch animations. They can directly jump according to the cumulative frame lengths one by one based on the establishment order and branch length of the timeline branches, which reduces the difficulty of game configuration for game developers and improves game production efficiency.

[0043] like Figure 3 As shown, after the branch event is triggered, the timeline is switched. When switching to branch event Object1, branch animation A is played according to timeline 1; when switching to branch event Object2, branch animation B is played according to timeline 2.

[0044] First, a game branch animation interaction method provided by an embodiment of the present invention is introduced below.

[0045] Figure 4 The following is a flow chart of an interactive method for game branch animation provided in an embodiment of the present application. Figure 4 As shown, the method comprises the following steps:

[0046] Step S11, when the game animation is played to a branch node, detecting a first operation of the user on a target control at the branch node;

[0047] Step S12, determining the target branch animation associated with the target control, and the target timeline corresponding to the target branch animation; wherein different branch animations correspond to different timelines;

[0048] Step S13, switching the current timeline where the game animation is located to the target timeline, and playing the target branch animation on the target timeline.

[0049] In this embodiment, since different branch animations are set with different timelines, the timeline jumps when the animation switches, so there is no need to switch contexts, avoiding the unloading and loading of resources such as models and curves, and there is no need to repeatedly configure game scenes, characters, etc., which effectively reduces the resource overhead of animation switching and improves the smoothness of game animation switching. It also reduces the difficulty of game configuration for game producers and improves game production efficiency.

[0050] In an optional embodiment, for each branch node of the game animation, there are multiple controls for users to choose from for directing the game to different branch events. These controls can have various forms, including UI controls, such as buttons, switches, toggle keys, tabs, menus, drop-down boxes, text boxes, radio buttons, check boxes, sliders, steppers, etc.; they can also include model controls, that is, using Object models as controls to direct branch events, such as buildings, animals, plants, props, NPCs, etc. in the game scene; they can also include area controls, that is, using specific areas in the game as controls to direct branch events, such as the left viewport area or the right viewport area of ​​a specific person or object in the game.

[0051] In an optional embodiment, when the game animation is played to a branch node in step S11, a candidate control at the branch node is obtained; and the candidate control is highlighted. For example, the candidate control corresponding to the branch node is three model controls in the game scene: a carriage, a tree, and a lotus. The three model controls of the carriage, the tree, and the lotus are highlighted and stroked.

[0052] In an optional embodiment, the number of frames of each branch animation can be preset, and when the animation is switched, the time axis jump can be automatically completed according to the accumulated animation frame length. In the above step S13, the target time axis is switched from the Nth frame of the current time axis. The method also includes: after the target branch animation is played, the target time axis is switched from the target time axis to the current time axis, and the N+Fth frame of the current time axis is switched from the Nth frame of the current time axis to the Nth frame of the current time axis. b Frame continues to play the game animation, where F b The number of frames to animate the target branch.

[0053] Optionally, when playing multiple target branch animations continuously, start from the N+Fth target branch animation of the current timeline. S Frame continues to play the game animation, where F S The sum of frames of multiple target branch animations.

[0054] For example, the frame number of branch animation 1 is F b , the frame number of branch animation 2 is F c , the frame number of branch animation 3 is Fd If the playback order of the branch animation is 1-2-3, and the current timeline switches from frame N to branch animation 1, the starting playback frame of branch animation 1 is frame N, and the starting playback frame of branch animation 2 is frame N+F. b Frame, the starting playback frame of branch animation 3 is N+F b +F c Frame; After the time-sharing animation 3 is finished playing, start from the N+F b +F c +F d Frames continue playing game animations.

[0055] In this way, game designers no longer need to configure the jump frames of different branch animations. They can directly jump according to the accumulated frame lengths of the branch animations, which reduces the difficulty of game configuration for game producers and improves game production efficiency.

[0056] In an optional embodiment, different branch animations may be provided for different users at game branch nodes. Figure 5 This is a flow chart of an interactive method for game branch animation provided by another embodiment of the present application. Figure 5 As shown, the method further comprises the following steps:

[0057] Step S21, obtaining user attribute information corresponding to the user;

[0058] Step S22, selecting a candidate branch animation that matches the user attribute information from the branch animations corresponding to the branch node;

[0059] Step S23, when the game animation is played to a branch node, the candidate controls corresponding to the candidate branch animation are displayed at the branch node.

[0060] The above step S12 determines the target branch animation associated with the target control, including: step S24, selecting the candidate branch animation associated with the target control as the target branch animation.

[0061] The user attribute information may include:

[0062] (1) Character attributes: These usually include the character’s level, experience points, occupation, gender, appearance, etc. These attributes reflect the character’s identity and characteristics in the game.

[0063] (2) Ability attributes: This includes the character's intelligence, attack power, defense power, speed, hit rate, etc. These attributes determine the character's combat ability and action efficiency in the game.

[0064] (3) Skill attributes: These include the character’s skill level, skill range, skill effect, etc. Skills are the embodiment of a character’s special abilities in the game and can enhance the character’s combat capabilities.

[0065] (4) Item attributes: These include items held by the character, such as weapons, equipment, props, etc. These items can enhance the character's abilities or provide additional effects.

[0066] (5) Status attributes: These include the character’s health, magic points, fatigue points, etc. These attributes reflect the character’s status in the game, such as whether it has been hurt, whether it needs to rest, etc.

[0067] (6) Other attributes: These include the character’s social attributes, such as interpersonal relationships, reputation, etc., as well as some other special attributes, such as luck, hatred, etc.

[0068] For example, there are three branch animations A, B, and C at a branch node, and branch animation C requires a wisdom value of 50. If the user's current wisdom value is 45, only the controls corresponding to branch animations A and B are displayed at the branch node for the user to choose, and the control corresponding to branch animation C is grayed out and cannot be selected (the trigger condition will be prompted when the mouse is hovered), and the user can only choose between branch animations A and B.

[0069] In this way, different optional branch animations (branch events) are provided for different users, so as to provide more targeted game content for different users, and the game can be directed to different results according to different users, thereby making the game more diversified.

[0070] In an optional embodiment, in order to facilitate the user to know the approximate content of each branch animation in advance, the corresponding preview animation can be displayed after the user performs a certain operation on the control of the branch animation. Before the above step S11 detects the user's first operation on the target control at the branch node, the method also includes: detecting the user's second operation on the target control at the branch node; displaying the preview animation associated with the target control; the preview animation is used to preview the branch animation associated with the target control.

[0071] The second operation is different from the first operation. For example, the first operation may be a single click operation, and the second operation may be a mouse hover operation; or the first operation may be a double click operation, and the second operation may be a single click operation; and so on.

[0072] Optionally, the adjustment triggered by the second operation may be preset. If the second operation is a mouse hovering operation, the mouse hovering time may be set. For example, the preview animation is played only when the hovering time on the control exceeds 1 second.

[0073] Optionally, the preview animation may be a set of key frames extracted from the branch animation, and the length of the preview animation is much shorter than that of the branch animation.

[0074] In this embodiment, the preview animation can be used to prompt the user of the game plot direction corresponding to the branch animation, making it easier for the user to choose the game branch plot.

[0075] For example, in the animation, the user fights an NPC on both sides of a lake. The NPC jumps up and attacks by stepping on a lotus. This triggers a QTE, and there are three options under the branch event, which are respectively associated with the carriage, tree, and lotus models in the scene. If the user hovers the mouse over the carriage model, a special effect of the carriage running away will appear, indicating that the user will jump to the animation of jumping on the carriage and running away if the user clicks the carriage model; if the user hovers the mouse over the tree model, a special effect of the user hiding behind the tree will appear, indicating that the user will jump to the animation of hiding behind the tree if the user clicks the tree model.

[0076] For another example, in the animation, the user is attacked by a sneak attack on an open plain. The user discovers the attack in time, triggering a QTE. There are two options under the branch event, which are respectively associated with the viewport coordinates on the left and the viewport coordinates on the right. If the user hovers the mouse over the left viewport, a special effect of the user flashing to the left will appear; if the user hovers the mouse over the right viewport, a special effect of the user flashing to the right will appear.

[0077] In an optional embodiment, based on the user's selection of a branch animation, the user attribute information can be changed, and different subsequent game animations can be triggered for the user according to different user attribute information. The above step S12 determines the target branch animation associated with the target control, including: determining the user attribute information corresponding to the target control; and selecting the target branch animation that matches the user attribute information from the branch animations corresponding to the branch node.

[0078] The target control may be a UI control, such as a text box, a slider, a stepper, etc. By detecting the option, text UI control, etc. clicked by the user, the branch animation corresponding to the UI control is matched, and user attribute information, such as role variables and temperament attributes, is assigned.

[0079] Optionally, the method further includes: triggering a game plot corresponding to the user attribute information.

[0080] For example, there are two optional controls A and B at the branch node. Control A assigns a value of 1 to the character's personal variable with ID 100051, and control B assigns a value of 2 to the character's personal variable with ID 100051. If the user selects A, the value of the character's personal variable 100051 is 1, the branch animation corresponding to control A is played, and the task whose judgment condition is that the value of 100051 is equal to 1 is triggered; if B is selected, the value of the character's personal variable 100051 is 2, the branch animation corresponding to control B is played, and the task whose judgment condition is that the value of 100051 is equal to 2 is triggered.

[0081] In this way, different branch animations correspond to different results. By changing the user's attribute information, such as character attributes, temperament attributes, etc., different follow-up tasks, achievements or other gameplay can be triggered for different users, ensuring that the choices made by users can bring differentiated and personalized results.

[0082] In an optional implementation, the user attribute information may also be adjusted according to a first operation of the user on the target control. The method further includes: determining the user attribute information corresponding to the first operation; and adjusting the user attribute information according to the first operation.

[0083] For example, in a battle game, users can choose three different weapon models A, B, and C at the branch node. The attack power and defense power of the weapon selected by the user are different. When the user selects weapon A, the attack power is 100 and the defense power is 30; when the user selects weapon B, the attack power is 80 and the defense power is 60; when the user selects weapon C, the attack power is 50 and the defense power is 90.

[0084] In this embodiment, the user attribute information can be adjusted based on the control at the branch node selected by the user to provide the user with a differentiated and personalized gaming experience.

[0085] In an optional embodiment, when the control leading to the branch event is an Object model, that is, the target control includes a target model control, the target model control selected by the user is detected by ray detection. Figure 6 As shown, the above step S12 determines the target branch animation associated with the target control, including:

[0086] Step S31, when the model corresponding to the target model control is a destructible object, judging whether the destructible condition of the model is met according to the third operation detected by the user;

[0087] Step S32, when the destructible condition of the model is met, playing the destruction special effects corresponding to the model;

[0088] Step S33, determining the target branch animation corresponding to the model after destruction and the target time axis corresponding to the target branch animation;

[0089] The above step S13 includes: step S34, after the destruction special effect is played, the current time axis of the game animation is switched to the target time axis, and the target branch animation corresponding to the model destruction is played on the target time axis.

[0090] For example, the animation plot is that the user fights against the NPC on both sides of the lake. The NPC jumps up and attacks by stepping on the lotus. At this time, the QTE is triggered. There are three options under the branch event, which are respectively associated with the carriage, tree, and lotus model in the scene. The lotus is a destructible object. The number of clicks to destroy the lotus is 1. If the user clicks the lotus model once, a destruction effect of the lotus being shattered will appear. The target branch animation corresponding to the lotus destruction is determined to be the animation of the user hiding behind the tree and the target timeline corresponding to the target branch animation. After the destruction effect is played, switch to the target timeline to play the animation of the user hiding behind the tree.

[0091] In this embodiment, by using the models in the animation scene as controls to direct the game to different branch events, the interaction of the game branch animation is combined with the animation scene, reducing the sense of separation caused by the existing QTE controls, allowing users to have a better game participation experience. At the same time, the design of destructible objects also adds a sense of surprise to the animation, subtly cultivating users' habit of watching animations.

[0092] In another optional embodiment, when the control leading to the branch event is a viewport control, the screen area selected by the user is detected by ray. Figure 7 As shown, the above step S11 includes:

[0093] Step S41, when a first operation is detected, obtaining the operation position coordinates of the first operation;

[0094] Step S42: determining a target viewport control corresponding to the first operation according to the viewport area where the operation position coordinates are located.

[0095] For example, in the animation plot, the user is attacked by a sneak attack on an open plain. The user discovers it in time, and a QTE is triggered. There are two options under the branch event, which are respectively associated with the viewport coordinates on the left and the viewport coordinates on the right. If it is detected that the user clicked on the left viewport, the target viewport control is determined to be the left viewport control, and the corresponding target branch animation is the animation of the user dodging to the left.

[0096] In this embodiment, the game branch nodes are directed to different regional branch events through the viewport control, which makes more effective use of game resources, improves the player's sense of participation when watching the animation, and thus enhances the game immersion experience.

[0097] The following are device embodiments of the present application, which can be used to execute method embodiments of the present application.

[0098] Figure 8 This is a schematic diagram of the structure of an interactive device for game branch animation provided in an embodiment of the present application. The device can be implemented as part or all of an electronic device through software, hardware, or a combination of both. Figure 8As shown, the interactive device of the game branch animation includes:

[0099] A detection module 81, used for detecting a first operation of a user on a target control at a branch node when the game animation is played to the branch node;

[0100] The determination module 82 is used to determine the target branch animation associated with the target control, and the target time axis corresponding to the target branch animation; wherein different branch animations correspond to different time axes;

[0101] The switching module 83 is used to switch the current timeline where the game animation is located to the target timeline, and play the target branch animation on the target timeline.

[0102] Optionally, the switching module 83 is used to switch from the Nth frame of the current timeline to the target timeline. The switching module 83 is also used to switch from the target timeline to the current timeline after the target branch animation is played. b Frame continues to play the game animation, where F b The number of frames to animate the target branch.

[0103] Optionally, the switching module 83 is used to switch from the N+Fth target branch animation of the current time axis when playing multiple target branch animations continuously. S Frame continues to play the game animation, where F S The sum of frames of multiple target branch animations.

[0104] Optionally, the device further comprises:

[0105] An acquisition module is used to obtain user attribute information corresponding to the user;

[0106] A selection module, used to select a candidate branch animation matching the user attribute information from the branch animations corresponding to the branch node;

[0107] A display module, used for displaying candidate controls corresponding to candidate branch animations at a branch node when the game animation is played to the branch node;

[0108] The determination module 82 is used to select a candidate branch animation associated with a target control as a target branch animation.

[0109] Optionally, the device further includes: a display module.

[0110] The detection module 81 is further configured to detect a second operation of the user on the target control at the branch node before detecting a first operation of the user on the target control at the branch node;

[0111] The display module is used to display the preview animation associated with the target control; the preview animation is used to preview the branch animation associated with the target control.

[0112] Optionally, the determination module 82 is used to determine user attribute information corresponding to the target control; and select a target branch animation that matches the user attribute information from the branch animations corresponding to the branch nodes.

[0113] Optionally, the device further comprises:

[0114] An attribute determination module, used to determine user attribute information corresponding to the first operation;

[0115] The attribute adjustment module is used to adjust the user attribute information according to the first operation.

[0116] Optionally, in the case where the target control includes a target model control, the determination module 82 is used to determine whether the destructible condition of the model is met according to the third operation of the user detected when the model corresponding to the target model control is a destructible object; when the destructible condition of the model is met, play the destruction special effect corresponding to the model; determine the target branch animation corresponding to the model after the model is destroyed and the target timeline corresponding to the target branch animation;

[0117] The switching module 83 is used to switch the current time axis of the game animation to the target time axis after the destruction special effect is played, and play the target branch animation corresponding to the model destruction on the target time axis.

[0118] Optionally, when the target control includes a target viewport control, the detection module 81 is used to obtain the operation position coordinates of the first operation when the first operation is detected; and determine the target viewport control corresponding to the first operation according to the viewport area where the operation position coordinates are located.

[0119] The present application also provides an electronic device, such as Fig. 9 As shown, the electronic device may include: a processor 1501 , a communication interface 1502 , a memory 1503 and a communication bus 1504 , wherein the processor 1501 , the communication interface 1502 , and the memory 1503 communicate with each other via the communication bus 1504 .

[0120] Memory 1503, used for storing computer programs;

[0121] The processor 1501 is used to implement the steps of the above method embodiment when executing the computer program stored in the memory 1503.

[0122] The communication bus mentioned in the above electronic device can be a Peripheral Component Interconnect (PCI) bus or an Extended Industry Standard Architecture (EISA) bus, etc. The communication bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, only one thick line is used in the figure, but it does not mean that there is only one bus or one type of bus.

[0123] The communication interface is used for communication between the above electronic device and other devices.

[0124] The memory may include a random access memory (RAM) or a non-volatile memory (NVM), such as at least one disk memory. Optionally, the memory may also be at least one storage device located away from the aforementioned processor.

[0125] The above-mentioned processor can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field programmable gate array (FPGA) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components.

[0126] The present application also provides a computer-readable storage medium having a computer program stored thereon, and the computer program implements the steps of the above method embodiment when executed by a processor.

[0127] It should be noted that, for the above-mentioned device, electronic device and computer-readable storage medium embodiments, since they are basically similar to the method embodiments, the description is relatively simple, and the relevant parts can be referred to the partial description of the method embodiments.

[0128] It should be further noted that, in this article, relational terms such as "first" and "second" are only used to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Moreover, the terms "include", "comprise" or any other variants thereof are intended to cover non-exclusive inclusion, so that a process, method, article or device including a series of elements includes not only those elements, but also other elements not explicitly listed, or also includes elements inherent to such process, method, article or device. In the absence of further restrictions, the elements defined by the sentence "comprise a ..." do not exclude the presence of other identical elements in the process, method, article or device including the elements.

[0129] The above is only a specific implementation of the present application, so that those skilled in the art can understand or implement the present application. Various modifications to these embodiments will be apparent to those skilled in the art, and the general principles defined herein can be implemented in other embodiments without departing from the spirit or scope of the present invention. Therefore, the present application will not be limited to the embodiments shown herein, but will conform to the widest range consistent with the principles and novel features applied for herein.

Claims

1. A method for interactive game branch animation, characterized in that: include: When the game animation is played to a branch node, detecting a first operation of the user on a target control at the branch node; Determine a target branch animation associated with the target control, and a target timeline corresponding to the target branch animation; wherein different branch animations have different timelines corresponding to them; The current timeline where the game animation is located is switched to the target timeline, and the target branch animation is played on the target timeline.

2. The method according to claim 1, characterized in that The switching of the current timeline of the game animation to the target timeline comprises: Switching from the Nth frame of the current timeline to the target timeline; The method further comprises: After the target branch animation is played, the target timeline is switched to the current timeline, and the N+Fth timeline of the current timeline is switched to the current timeline. b Frame continues to play the game animation, wherein F b The number of frames to animate the target branch.

3. The method according to claim 2, characterized in that In the case of playing multiple target branch animations continuously, the target branch animations are played from the N+Fth of the current timeline. S Frame continues to play the game animation, wherein F S It is the sum of the frame numbers of the multiple target branch animations.

4. The method according to claim 1, characterized in that: The method further comprises: Obtaining user attribute information corresponding to the user; Selecting a candidate branch animation that matches the user attribute information from among the branch animations corresponding to the branch node; When the game animation is played to a branch node, a candidate control corresponding to the candidate branch animation is displayed at the branch node; The determining the target branch animation associated with the target control includes: A candidate branch animation associated with the target control is selected as the target branch animation.

5. The method according to claim 1, characterized in that Before detecting a first operation of a user on a target control at the branch node, the method further includes: Detecting a second operation of the user on the target control at the branch node; The preview animation associated with the target control is displayed; the preview animation is used to preview the branch animation associated with the target control.

6. The method according to claim 1, characterized in that The determining the target branch animation associated with the target control includes: Determine user attribute information corresponding to the target control; A target branch animation matching the user attribute information is selected from the branch animations corresponding to the branch nodes.

7. The method according to claim 1, characterized in that The method further comprises: Determining user attribute information corresponding to the first operation; The user attribute information is adjusted according to the first operation.

8. The method according to claim 1, characterized in that In the case where the target control includes a target model control, determining the target branch animation associated with the target control includes: In the case where the model corresponding to the target model control is a destructible object, judging whether a destructible condition of the model is satisfied according to a third operation of the user detected; When the destructible condition of the model is met, playing the destruction special effect corresponding to the model; Determine a target branch animation corresponding to the model after destruction and a target timeline corresponding to the target branch animation; The switching of the current timeline where the game animation is located to the target timeline, and playing the target branch animation on the target timeline, comprises: After the destruction special effect is played, the current timeline of the game animation is switched to the target timeline, and the target branch animation corresponding to the destruction of the model is played on the target timeline.

9. The method according to claim 1, characterized in that: In the case where the target control includes a target viewport control, detecting a first operation of the user on the target control at the branch node includes: When the first operation is detected, obtaining the operation position coordinates of the first operation; A target viewport control corresponding to the first operation is determined according to the viewport area where the operation position coordinates are located.

10. An interactive device for game branch animation, characterized in that: include: A detection module, used for detecting a first operation of a user on a target control at a branch node when the game animation is played to the branch node; A determination module, used to determine a target branch animation associated with the target control, and a target timeline corresponding to the target branch animation; wherein different branch animations correspond to different timelines; The switching module is used to switch the current timeline where the game animation is located to the target timeline, and play the target branch animation on the target timeline.

11. An electronic device, characterized in that: include: A processor, a communication interface, a memory and a communication bus, wherein the processor, the communication interface and the memory communicate with each other via the communication bus; The memory is used to store computer programs; The processor is used to implement the steps of the method according to any one of claims 1 to 9 when executing the computer program.

12. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 9 are implemented.