Game picture control method and device and electronic equipment

By hiding game characters on the game server side and creating non-player characters, the problem of poor client display pressure and player substitution during group parade activities is solved, achieving higher immersion and lower server communication pressure.

CN119386462APending Publication Date: 2025-02-07NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411412704.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-10
Publication Date
2025-02-07

AI Technical Summary

Technical Problem

When holding a group parade in the game, multiple player characters have a certain position at the same time, resulting in increased pressure on the client, and the player has a poor sense of substitution for the parade, so he cannot obtain an immersive activity experience.

Method used

By configuring the first game character among multiple game characters as invisible on the game server side and sending a cruise start command to its corresponding client, create a non-player character with the same appearance as the first game character, and control the non-player. Characters move, hidden game characters follow non-player characters, and virtual shots also follow hidden game characters.

Benefits of technology

It increases the immersion of players' parades, reduces the communication pressure on the server, avoids the pressure on the client to display, and provides a smoother gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119386462A_ABST
    Figure CN119386462A_ABST
Patent Text Reader

Abstract

The invention provides a game picture control method and device and electronic equipment, a game server configures a first game role to be invisible when a virtual cruise activity starts, so that a first game client side hides and displays the first game role in a game scene and creates a non-player role with the same appearance as the first game role; a moving route is sent to the first game client, so that the non-player character moves according to the moving route, the hidden first game character moves along with the non-player character, and a lens for shooting the game scene in the first game client moves along with the hidden first game character; and when the virtual cruise activity is finished, the first game role is configured to be visible, so that the first game client destroys the non-player role and displays the first game role in the game scene. According to the method, the game role is replaced by the non-player role for cruising, and the game role is hidden in the cruising process, so that the cruising immersion experience of the player is improved, and the communication pressure of the server is reduced.
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Description

Technical Field

[0001] The present disclosure relates to the technical field of game interaction design, and in particular to a game screen control method, device and electronic device. Background Art

[0002] It is quite common to hold collective parade activities in the game, and collective parade activities can increase player interaction and immersive experience. However, in collective parade activities, there are often situations where multiple player characters exist at a certain location in a game scene at the same time. At this time, if a player character moves, it is necessary to notify all player characters of the movement message so that the client can make a player movement display according to the corresponding movement message, thereby increasing the display pressure of the client. Based on this, the related technology adopts layering technology to reduce the display pressure of the client. At the same time, in order to let all players see the player characters participating in the collective parade activities, after the player signs up for the collective parade activities, the game scene will refresh the NPC of the corresponding character image. The NPC acts as the spokesperson of the parade player character and walks from one side of the game scene to the other. However, in this way, the player will see that there are two characters belonging to him in the game scene: the player character and the NPC corresponding to the player character, which leads to the poor sense of substitution of the player in the parade activities and the inability to obtain an immersive activity experience. Summary of the invention

[0003] The present disclosure aims to provide a method, device and electronic device for controlling a game screen, so as to enhance the immersion of a player in a game scene.

[0004] In a first aspect, the present disclosure provides a game screen control method, which is applied to a game server, and the method includes: obtaining multiple game characters in a game scene that sign up for a virtual parade activity, configuring a first game character among the multiple game characters to be invisible, and sending a parade start instruction to a first game client corresponding to the first game character, so that the first game client creates a first non-player character with the same appearance as the character corresponding to the first game character in the game scene while hiding and displaying the first game character in the game scene; sending a target moving route to the first game client, so that the first game client controls the first non-player character to move according to the target moving route; wherein the hidden first game character follows the movement of the first non-player character, and the virtual lens of the first game client that shoots the game scene follows the movement of the hidden first game character; if the virtual parade activity ends, configuring the first game character to be visible, and sending a parade end instruction to the first game client, so that the first game client destroys the first non-player character and displays the first game character in the game scene.

[0005] In a second aspect, the present disclosure provides a game screen control method, which is applied to a game client, and the method includes: displaying a graphical user interface by running a game program, the graphical user interface including a game scene screen obtained by capturing a game scene with a virtual lens, the game scene including a target game character controlled by the client, and the virtual lens following the target game character to move; sending a registration instruction for a virtual parade activity to a game server, so that the game server sends a parade start instruction for the target game character when the virtual parade activity starts; if the parade start instruction is received, while hiding and displaying the target game character in the game scene, a target non-player character with the same character appearance as the target game character is created in the game scene; receiving a target moving route sent by the game server, and controlling the target non-player character to move according to the target moving route; wherein the hidden target game character follows the target non-player character to move, and the virtual lens follows the hidden target game character to move; if the parade end instruction sent by the game server is received, based on the parade end instruction, the target non-player character is destroyed and the target game character is displayed in the game scene.

[0006] In a third aspect, the present disclosure provides a game screen control device, which is arranged in a game server, and the device includes: a character acquisition module, which is used to acquire multiple game characters that sign up for a virtual parade activity in a game scene; a first configuration module, which is used to configure a first game character among the multiple game characters to be invisible, and send a parade start instruction to a first game client corresponding to the first game character, so that the first game client creates a first non-player character with the same appearance as the character corresponding to the first game character in the game scene while hiding and displaying the first game character in the game scene; a movement control module, which is used to send a target movement route to the first game client, so that the first game client controls the first non-player character to move according to the target movement route; wherein the hidden first game character follows the movement of the first non-player character, and the virtual lens of the first game client that shoots the game scene follows the movement of the hidden first game character; a second configuration module, which is used to configure the first game character to be visible if the virtual parade activity ends, and send a parade end instruction to the first game client, so that the first game client destroys the first non-player character and displays the first game character in the game scene.

[0007] In a fourth aspect, the present disclosure provides a game screen control device, which is arranged on a game client, and the device includes: a screen display module, which is used to display a graphical user interface by running a game program, wherein the graphical user interface includes a game scene screen obtained by capturing a game scene with a virtual lens, and the game scene includes a target game character controlled by the client, and the virtual lens moves following the target game character; an activity registration module, which is used to send a registration instruction for a virtual parade activity to a game server, so that the game server sends a parade start instruction for the target game character when the virtual parade activity starts; a character creation module, which is used to create a target non-player character with the same character appearance as the target game character in the game scene while hiding and displaying the target game character in the game scene if a parade start instruction is received; a character movement module, which is used to receive a target movement route sent by the game server, and control the target non-player character to move according to the target movement route; wherein the hidden target game character moves following the target non-player character, and the virtual lens moves following the hidden target game character; and a character destruction module, which is used to destroy the target non-player character and display the target game character in the game scene based on the parade end instruction if a parade end instruction is received from the game server.

[0008] In a fifth aspect, the present disclosure provides an electronic device, which includes a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned game screen control method.

[0009] In a sixth aspect, the present disclosure provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game screen control method.

[0010] The embodiments of the present disclosure bring the following beneficial effects:

[0011] The present disclosure provides a game screen control method, device and electronic device. First, a game server obtains multiple game characters in a game scene that have signed up for a virtual parade activity, configures a first game character among the multiple game characters to be invisible, and sends a parade start instruction to a first game client corresponding to the first game character, so that the first game client creates a first non-player character with the same appearance as the character corresponding to the first game character in the game scene while hiding and displaying the first game character in the game scene; sends a target moving route to the first game client, so that the first game client controls the first non-player character to move according to the target moving route; wherein the hidden first game character follows the movement of the first non-player character, and the virtual lens in the first game client that shoots the game scene follows the movement of the hidden first game character; if the virtual parade activity ends, the first game character is configured to be visible, and a parade end instruction is sent to the first game client, so that the first game client destroys the first non-player character and displays the first game character in the game scene. This method uses non-player characters to participate in the parade instead of game characters, and hides the game characters during the parade, making players think that the game characters they control are participating in the parade, thereby increasing the player's immersion in the parade. In addition, this method transmits information corresponding to non-player characters during the parade, thereby reducing the communication pressure on the server.

[0012] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by implementing the above-mentioned technology of the present disclosure.

[0013] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, the following specifically cites preferred implementation modes and describes them in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0014] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0015] Figure 1 A flowchart of a game screen control method provided by an embodiment of the present disclosure;

[0016] Figure 2 A flowchart of a role parade provided by an embodiment of the present disclosure;

[0017] Figure 3 A logical schematic diagram of a cruise interruption provided by an embodiment of the present disclosure;

[0018] Figure 4 A flowchart of a game screen control method provided by an embodiment of the present disclosure;

[0019] Figure 5 A schematic diagram of displaying result information in a graphical user interface provided in an embodiment of the present disclosure;

[0020] Figure 6 A schematic diagram of the structure of a game screen control device provided by an embodiment of the present disclosure;

[0021] Figure 7 A schematic diagram of the structure of another game screen control device provided by an embodiment of the present disclosure;

[0022] Figure 8 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0023] In order to make the purpose, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all the embodiments. The components of the embodiments of the present disclosure described and shown in the drawings here can be arranged and designed in various different configurations.

[0024] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure claimed for protection, but merely represents selected embodiments of the present disclosure. Based on the embodiments in the present disclosure, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present disclosure.

[0025] It is quite common to hold collective parade activities in the game, and collective parade activities can increase player interaction and immersive experience, adding unforgettable memories to each activity. However, in collective parade activities, there is often a situation where multiple player characters exist at a certain location in a game scene at the same time. At this time, if a player character moves, it is necessary to notify all player characters of the movement message so that the client can make a player movement display according to the corresponding movement message, thereby increasing the client display pressure. Based on this, the related technology uses layered technology to reduce the display pressure of the client and the server pressure. For example, if 1,000 player characters are at the same location point, 10 virtual scenes will be made for this location point, and then every 100 player characters are in one place. If one of the 100 player characters moves, it will only tell the other 99 player characters, instead of telling 9,999 player characters. Here, the server pressure is reduced, and the client also displays a maximum of 100 player characters, thereby reducing the display pressure of the client.

[0026] Based on the above technology, since the characters of players participating in the collective parade need to be visible to all players, after the players sign up for the collective parade, the game scene will swipe out an NPC (non-player character) with the corresponding character image. The appearance of the NPC is the same as that of the player character. The NPC acts as the spokesperson of the parade player character and walks from one side of the game scene to the other side. There will be no restrictions or impacts on the participants along the way. The players on the parade will see an identical self walking as an NPC. This method has a poor sense of immersion, and the players do not know the meaning of the parade. If they participate for the first time, they may not know that there will be a corresponding scene to swipe out their image spokesperson. They only know that they have been teleported to a location after signing up. Players have a low perception of the subsequent activities and a poor sense of integration, making it difficult to form unforgettable memories.

[0027] Based on the above problems, the embodiments of the present invention provide a method, device and electronic device for controlling a game screen. The technology can be applied to the display scene of a parade activity in a game.

[0028] In order to facilitate understanding of the embodiment of the present invention, a game screen control method disclosed in the embodiment of the present invention is first described in detail. The method is applied to a game server, such as Figure 1 As shown, the method comprises the following specific steps:

[0029] Step S102, obtaining multiple game characters that sign up for a virtual parade activity in the game scene.

[0030] In specific implementation, players can sign up for virtual parade activities in the parameter game according to their needs. The virtual parade activities usually require collective participation to increase player interaction and immersive experience. Specifically, players can control the game character to sign up for the virtual parade activities through the game client. After the game character successfully signs up, the game server can obtain the character information corresponding to the game character. When the virtual parade activity starts, the game client corresponding to the game character that signed up for the virtual parade activity will display the parade countdown, and enter the parade mode after the countdown ends.

[0031] Step S104, configuring a first game character among multiple game characters to be invisible, and sending a parade start instruction to a first game client corresponding to the first game character, so that the first game client creates a first non-player character with the same appearance as the character corresponding to the first game character in the game scene while hiding and displaying the first game character in the game scene.

[0032] The first game character can be any one of the game characters that sign up for the virtual parade. It can also be understood that all game characters that sign up for the virtual parade need to be the first game character once, but the order of each game character as the first game character is pre-set. Specifically, if the virtual parade begins, the game server will create non-player characters (NPCs for short) corresponding to the game characters participating in the virtual parade in the game scene in a preset order. The preset order can be the order of registration, the order of character levels from high to low, or other orders determined according to research and development needs.

[0033] The game server configures the first game character to be invisible, that is, the aoi tag corresponding to the first game character is set to 0, so that the first game character is hidden in the game scene, and the movement information corresponding to the first game character will not be synchronized to the game client corresponding to other game characters in the game scene, thereby reducing the data synchronization pressure of the game server. Among them, the above-mentioned aoi tag is used to indicate whether to synchronize the movement information of the first game character to other game characters, because the first game character is hidden in the game scene, but the first game character is still in the game scene. If the aoi tag is not processed, the players corresponding to other game characters will see the first game character following the first non-player character corresponding to the first game character in the game client, resulting in the first game character's patrol performance not being consistent with reality.

[0034] In a specific implementation, when the game server configures the first game character to be invisible, it will send a parade start instruction to the first game client corresponding to the first game character. After receiving the parade start instruction, the first game client will hide and display the first game character in the game scene, and create a first non-player character with the same appearance as the character corresponding to the first game character in the game scene. Among them, after the first game character is hidden and displayed, not only will the first game client not display the first game character, but the game clients corresponding to other game characters in the game scene will not display the first game character either. The first game character is equivalent to a "transparent person" in the game scene. Although the first game character will not be displayed in the game scene, the first game character is still located in the game scene, and the first non-player character with the same appearance as the first game character will replace the first game character and be displayed in the game scene, so that the player thinks that the first game character controlled by himself participates in the virtual parade activity, and a fake effect is displayed, thereby increasing the player's sense of participation in the virtual parade activity.

[0035] After the game server configures the first game character as invisible, the first game character is hidden and displayed in the game scene, and the movement information corresponding to the first game character will not be synchronized to other game characters in the game scene. For example, when 1000 game characters are in a parade scene, the movement information of the first game character does not need to be synchronized to the game client corresponding to 999 game characters. What is synchronized is the NPC information, not the character information, so as not to cause communication pressure to the server. The NPC information here refers to the appearance character information, action information, movement information, etc. of the first non-player character corresponding to the first game character. At the same time, since the present disclosure uses layering technology to reduce the display pressure of the game client, that is, the display of the game characters is treated differently. For example, the game characters can be in the first virtual layer of the game scene, and can also be in the second virtual layer of the game scene. Only the game characters in the same layer can receive the message of each other's movement, but the NPC belongs to all virtual layers, so that all players can see the non-player characters corresponding to all game characters in the parade scene, increase the atmosphere of the parade, and reduce the pressure of the game server.

[0036] Step S106, sending the target moving route to the first game client, so that the first game client controls the first non-player character to move according to the target moving route; wherein the hidden first game character follows the movement of the first non-player character, and the virtual lens for shooting the game scene in the first game client follows the movement of the hidden first game character.

[0037] In specific implementation, the parade route corresponding to each game character in the virtual parade is usually pre-set. In a specific embodiment, the parade route in the virtual parade is fixed, that is, the parade route corresponding to each game character is the same. After the first game client creates the first non-player character corresponding to the first game character, the game server will send a target moving route to the first game client. The target moving route can be the entire route of the parade route or a part of the route of the parade route. After the first game client receives the target moving route, the moving speed and moving direction of the first non-player character will be adjusted so that the first non-player character moves according to the target moving route. In the process of the first non-player character moving, the first game character hidden in the game scene follows the first non-player character, and the position of the first game character hidden in the game scene is always consistent with the position of the first non-player character, so that the player will think that the virtual parade activity is participated in by the game character controlled by himself, and will not perceive that the virtual parade activity is participated in by the generated non-player character.

[0038] It should be noted that the present invention uses NPCs to replace game characters for patrolling, and during the patrolling process, the game characters are hidden, and the game server controls the walking route of the game characters in the patrolling scene. The game client controls the movement of the NPC according to the route. The virtual lens for shooting the game scene in the first game client is bound to the position of the game character from beginning to end, and the corresponding position data is sent to the game server when the character moves. The game server controls AOI (the display and hiding logic of the surrounding NPCs and the surrounding game characters) according to the data, so that the game server controls the virtual lens and pays attention to the NPC patrol all the way. The game characters and NPCs that swipe around the game character meet the mobile cognition (there are game characters entering and disappearing from the field of vision).

[0039] Step S108: If the virtual parade activity ends, the first game character is configured to be visible, and a parade end instruction is sent to the first game client, so that the first game client destroys the first non-player character and displays the first game character in the game scene.

[0040] In a specific implementation, when the virtual parade activity ends, the game server will configure the first game character to be visible, that is, the aoi mark corresponding to the first game character is set to 1, so that the first game character is displayed in the game scene, and the movement information corresponding to the first game character will be synchronized to the game clients corresponding to other game characters in the game scene. After the game server configures the first game character to be visible, it will send a parade end instruction to the first game client. The first game client will destroy the first non-player character after receiving the parade end instruction, and display the first game character in the game scene, so as to exit the parade mode and restore the movement control of the first game character. It should be noted that when the first game character is displayed in the game scene in the first game client, the game character will also be displayed at the location of the first non-player character on other game clients and the first non-player character will be destroyed. This method will not cause the phenomenon that two characters with the same character image exist in the game scene at the same time, thereby increasing the immersive experience of the parade.

[0041] An embodiment of the present invention provides a method for controlling a game screen. This method uses a non-player character to participate in a parade instead of a game character, and hides the game character during the parade, so that the player thinks that the game character he controls participates in the parade, thereby increasing the player's sense of immersion in the parade. In addition, this method transmits information corresponding to the non-player character during the parade, thereby reducing the communication pressure on the server.

[0042] The following examples are used to describe how non-player characters are created and destroyed.

[0043] Specifically, the specific process of configuring the first game character among multiple game characters as invisible may include: when the virtual parade activity starts, determining whether the first game character among multiple game characters meets the preset parade conditions; if the first game character meets the preset parade conditions, configuring the first game character as invisible.

[0044] In specific implementation, if a virtual parade activity starts, the game server will determine in a preset order whether the game characters participating in the virtual parade activity meet the preset parade conditions. If the preset parade conditions are met, a non-player character corresponding to the game character needs to be created in the game scene; if the preset parade conditions are not met, the game character is skipped and the next game character of the game character is judged to meet the preset parade conditions. It should be noted that if a game character does not currently meet the preset parade conditions, the game character is skipped, and the game server will continue to monitor whether the game character meets the preset parade conditions. If so, a non-player character corresponding to the game character is immediately created in the game scene so that the game character can participate in the virtual parade activity in a timely manner.

[0045] The above-mentioned preset parade conditions can be determined according to the corresponding virtual parade activities. Usually, different virtual parade activities correspond to different preset parade conditions, and the preset parade conditions corresponding to different virtual parade activities can be determined according to research and development needs. For example, when a virtual parade activity requires two game characters to parade as a combination, the preset parade conditions may include: both parties are in the parade scene; both parties are in the same game team and there are no other game characters, or both parties are in a single-player team state, mainly to avoid the situation where the team members are uncontrollable when there are other game characters, resulting in abnormal parade performance. Virtual parade activities can also be performed by a single game character, and the corresponding preset parade conditions may include: the game character is in the parade scene.

[0046] In an optional embodiment, if the first game character does not meet the preset cruising conditions, information that the first game character does not meet the preset cruising conditions is sent to the first game client, and the information may include but is not limited to the reason why the first game character currently does not meet the preset cruising conditions, and which preset cruising conditions the first game character does not meet, etc. After the first game client receives the information that the first game character does not meet the preset cruising conditions, the information may be displayed in the first game client according to the player's operation, so that the player can adjust the state of the first game character based on the information to make the first game character meet the preset cruising conditions.

[0047] Before configuring the first game character among multiple game characters to be invisible, it is necessary to obtain account information and character information of the character accounts corresponding to the multiple game characters respectively; based on the account information and character information corresponding to the multiple game characters respectively, generate character numbers and character creation data of non-player characters to be created corresponding to each game character; wherein the character creation data corresponding to the game character is bound to the character number, the character numbers of non-player characters corresponding to different game characters are different, and the character creation data is used to create a non-player character with the same character appearance as the game character.

[0048] In specific implementation, the above account information may include but is not limited to game accounts; character information may include but is not limited to character appearance data, character level data, and character battle data, etc. When the game server receives a registration for a virtual parade activity from a certain game character, it first needs to obtain the account information and character information corresponding to the game character, and then generate a unique NPC number (equivalent to the above character number) and character creation data corresponding to the game character based on the obtained information. The NPC number is unique, and the non-player characters created subsequently will be bound to the NPC code, so that the game server can identify the corresponding relationship between the non-player character and the game character.

[0049] In an optional embodiment, when the game server recognizes that the first game character meets the preset parade conditions, the first game character is set to be invisible, and a parade start instruction is sent to the first game client corresponding to the first game character, wherein the parade start instruction includes the character creation data and the first character configuration data corresponding to the first game character; wherein the first character configuration data is used to instruct the first game character to be hidden and displayed in the game client. After the first game client receives the parade start instruction, a first non-player character having the same appearance as the first game character is generated in the game scene according to the character creation data, and the first game character in the game scene is hidden and displayed according to the first character configuration data, so that the player cannot perceive that the first game character has been replaced by the first non-player character, and thinks that it is a virtual parade activity in which the first game character participates.

[0050] In a specific embodiment, the first character configuration data is equivalent to the configuration data in which the aoi mark is configured as 0.

[0051] In an optional embodiment, if the first game character meets the preset parade conditions or the first game character among the multiple game characters is configured to be invisible, the game server will also send the character creation data corresponding to the first game character to the second game client corresponding to the second game character other than the first game character in the game scene, so that the second game client can create the first non-player character in the game scene based on the character creation data corresponding to the first game character, so that the second game client can also display the scene of the first non-player character parading in the game scene. The above-mentioned second game client can be the game client corresponding to the game character that has participated in the virtual parade activity in the game scene, or it can be the game client corresponding to the game character that has not participated in the virtual parade activity.

[0052] In an optional embodiment, if the virtual tour activity ends, the game server will send a character destruction message to the second game client so that the second game client destroys the first non-player character in the game scene. Specifically, when the virtual tour activity ends, the game server will send a character destruction message to the second game client, and after receiving the character destruction message, the second game client will display the first game character in the game scene while destroying the first non-player character in the game scene.

[0053] Furthermore, when the game server sends the target movement route to the first game client, it also sends the target movement route to the second game client, so that the first non-player character in the second game client moves according to the target movement route. This method can synchronize the movement of the first non-player character in the first game client and the second game client, so that players can have an immersive tour experience.

[0054] In an optional embodiment, when the first game character is not visible in the game scene, the movement information of the first game character is limited from being synchronized to the second game client. Specifically, when the first game character is hidden and displayed in the game scene, the first game character will move with the first non-player character. At this time, the game server will not synchronize the movement information of the first game character to the second game client, but will only synchronize the movement information of the first non-player character (that is, the target movement route) to the second game client, thereby reducing the communication pressure of the game server.

[0055] In an optional embodiment, when the first game character is visible in the game scene, the movement information of the first game character is synchronized to the second game client. Specifically, when the first game character is visible in the game scene, the first non-player character has not been displayed in the game scene or the first non-player character has been destroyed, so that the first game character will not move with the first non-player character, but will move with the player's operation, so when the first game character is displayed in the game scene, the movement information of the first game character will be synchronized to the second game client to restore the data synchronization method in the non-parade mode.

[0056] In an optional embodiment, if the first game character meets the preset parade conditions or the first game character among the multiple game characters is configured as invisible, the movement control of the hidden first game character is restricted through the movement control operation in the first game client. Since the game server configures the first game character as invisible during the parade, the first game character in the game scene will be hidden. At this time, in order to prevent the player's operation from disrupting the parade order, the player is prohibited from controlling the movement of the hidden first game character through the movement control operation performed in the first game client during the parade, that is, the first game client ignores the movement control operation.

[0057] Furthermore, if the virtual parade ends, the restriction on the movement control of the hidden first game character through the movement control operation in the first game client is lifted. This method can restore the player's movement control of the first game character at the end of the parade, so that the first game character can be controlled to move in the game scene according to the player's needs.

[0058] In an optional embodiment, when the virtual parade activity starts, the number of non-player characters corresponding to the game characters participating in the virtual parade activity displayed on the same screen in the control game client is less than a preset number threshold. The above-mentioned preset number threshold can be determined according to research and development requirements and the parade rules corresponding to the virtual parade activity. For example, the preset number threshold can be 10 or 12.

[0059] In specific implementation, during the parade, the second game client, as a non-parade object, will only enter and leave the field of view as an NPC. Since the parade route is usually fixed and there are not many non-player characters displayed on the same screen, it will not cause pressure on the display and information synchronization of the second game client. Assume that there are 1,000 game characters participating in the virtual parade, but during the parade, the non-player characters corresponding to these game characters are played in turn, and 1,000 non-player characters will not appear at once. Only a preset number of non-player characters will be displayed on the same screen, and the display image instance can also be repeatedly applied, which will not cause display pressure. When the first game client is the parade object, the screen of the first game client will also display at most a preset number of non-player characters, which will not cause display pressure on the first game client.

[0060] Furthermore, at the end of the virtual parade, the game server configures the first game character to be visible, and sends a parade end instruction to the first game client, the parade end instruction including the second character configuration data and the character destruction information; wherein the second character configuration data is used to indicate that the first game character is visible in the game client, and the character destruction information is used to indicate the destruction of the first non-player character in the game scene. In a specific embodiment, the second configuration data is equivalent to the aoi flag being configured as 1.

[0061] In order to facilitate understanding of the embodiments of the present invention, Figure 2 A flowchart of the role tour is provided. Figure 2The server in the game server is equivalent to the game server, the tour client is equivalent to the first game client, and the non-tour client is equivalent to the second game client. When the game server receives the tour user's registration for the virtual tour activity, it will first obtain the account information corresponding to the tour user and the role information of the corresponding first game character, and determine whether the first game character meets the preset tour conditions. If it meets the preset tour conditions, it will send the tour countdown to the first game client, so that the first game client will display the countdown interface, and during the countdown, create the role number and role creation data of the non-player role to be created corresponding to the first game character in the game server. After the creation, it will send the tour start instruction to the first game client, and configure the corresponding aoi mark of the first game character, so that the first game character is invisible in the game scene, and the movement information of the first game character is not synchronized. After the first game character receives the tour start instruction, it will hide the first game character in the game scene and configure the first game character to be in the tour state, keep the virtual lens following the first game character to shoot, and prohibit the player from clicking on the ground of the scene map to send a movement message, that is, restrict the player from controlling the movement of the first game character. When the game server sends the parade start instruction to the first game client, it also sends the character creation data corresponding to the first game character to the first game client and the second game client, so that the first game client and the second game client respectively create a non-player character with a corresponding image in the game scene displayed by each (the non-player character is also the first non-player character with the same appearance as the first game character); then the game server also sends a message to the first game client and the second game client that the non-player character moves from point A to point B (equivalent to the above-mentioned target moving route), so that the first game client controls the first game character to adjust the moving speed of the non-player character according to the moving message, so that the non-player character moves along the specified route, and the first game character moves with the non-player character, and the second game client controls the non-player character to move from point A to point B. At the end of the virtual parade activity, the aoi mark corresponding to the first game character is configured to 1, so that the first game character is visible in the game scene, and the movement restriction of the first game character by the first game client is lifted; at this time, the game server also sends a message to destroy the first non-player character to the first game client and the second game client, so that the first game client and the second game client respectively destroy the first non-player character in the game scene, and display the corresponding first game character in the game scene.

[0062] In this method, the game server and the game client do not need to make any additional modifications to the bottom layer of the game engine to achieve the display purpose; in addition, the game server can present the parade effect to the player without additional modification based on the original AOI protocol logic. At the same time, the game client will not add additional display logic due to the parade gameplay, and will not hand over the control of the camera to the game server. The parade player himself will also have the display and hiding logic of the characters in the field of view. If only the NPC moves, the game client will also move with the NPC lens, but the data about the moving part is not synchronized. The game server will always think that the player is still at the starting position and will no longer synchronize the messages of other players around him. This does not conform to the mobile cognition. Therefore, the present disclosure hides the game character and controls the game character to move with the NPC, so that the AOI messages in the field of view will be accurately synchronized. This method can also increase the player's sense of immersion, making the player really think that the game character he controls is the object of the parade.

[0063] The following embodiment is used to describe the method of interrupting the tour

[0064] Specifically, if the game server receives a tour interruption instruction sent to the first game client, the first game character is configured to be visible, so that the first game character in the game scene is visible and the first game character is controlled to move according to the movement control operation of the first game client.

[0065] The triggering method of the above-mentioned tour interruption instruction can be determined according to the research and development needs. In the specific implementation, various situations may be encountered during the tour. For example, the player jumps to the scene through the small map jump button, or the player actively closes the first game client, which will trigger the tour interruption instruction; among them, for the scene where the player actively closes the first game client, since the hidden first game character in the tour process follows the NPC to move, it still needs to rely on the first game client character's own mobile data synchronization. When the first game client is offline, it cannot be synchronized, so it is necessary to execute the jump logic, that is, to trigger the tour interruption instruction. When the game client receives the tour interruption instruction, it will configure the first game character to be visible, so that the first game character appears in the game scene displayed by the first game client, and release the first game client's mobile control authority over the first game character, so that the player can control the first game character to move in the game scene through the first game client.

[0066] In another optional embodiment, if the game server receives a tour interruption instruction sent to the first game client, the first non-player character is controlled to be displayed in the game scene, and the first non-player character is controlled to be destroyed when the virtual tour activity ends. In order to ensure the normal performance of the game tour, the tour NPC is not destroyed and continues to move along the original route until the virtual tour activity ends and the NPC is destroyed, so that the tour scene seen by the player other than the one who sent the tour interruption instruction also includes the first non-player character, so that the tour activity effect is better.

[0067] like Figure 3 FIG. 1 is a logic diagram of a cruise interruption provided by an embodiment of the present invention. Figure 3 When the touring client (equivalent to the first game client mentioned above) initiates a jump-off command (equivalent to the touring interrupt command mentioned above), the game server will configure the first game character to be visible and restore the first game client's mobile control authority over the first game character, so that the first game client can display the first game character, and the non-touring client can display the first game character when the virtual touring activity ends.

[0068] In the above method, when the player chooses to leave in the middle of the tour, the game server will destroy the corresponding NPC, and the player can resume free operation smoothly without forced control.

[0069] Corresponding to the above method embodiment, the embodiment of the present invention also provides another game screen control method, which is applied to a game client, such as Figure 4 As shown, the method comprises the following specific steps:

[0070] Step S402, displaying a graphical user interface by running the game program, wherein the graphical user interface includes a game scene screen obtained by capturing the game scene with a virtual lens, wherein the game scene includes a target game character controlled by a game client, and the virtual lens moves following the target game character.

[0071] In a specific implementation, the game scene screen displayed in the graphical user interface is obtained by real-time acquisition of the game scene by a virtual lens, and the virtual lens is bound to the target game character, that is, the virtual lens always moves with the target game character. The target game character is equivalent to the first game character in the above embodiment.

[0072] Step S404, sending a registration instruction for the virtual parade activity to the game server, so that the game server sends a parade start instruction for the target game character when the virtual parade activity starts.

[0073] Step S406: If a tour start instruction is received, a target non-player character having the same appearance as the target game character is created in the game scene while the target game character in the game scene is hidden and displayed.

[0074] In a specific implementation, the above-mentioned tour start instruction includes the first character configuration data and the character creation data corresponding to the target game character. The game client can generate a target non-player character with the same appearance as the target game character in the game scene according to the character creation data, and hide the target game character in the game scene when the creation of the target non-player character is completed.

[0075] Step S408, receiving the target moving route sent by the game server, and controlling the target non-player character to move according to the target moving route; wherein the hidden target game character moves following the target non-player character, and the virtual camera moves following the hidden target game character.

[0076] Step S410: If a tour end instruction sent by the game server is received, based on the tour end instruction, the target non-player character is destroyed and the target game character is displayed in the game scene.

[0077] The above-mentioned game screen control method uses non-player characters to replace game characters to participate in the parade, and hides the game characters during the parade, so that players think that the game characters they control participate in the parade, thereby increasing the players' parade immersion.

[0078] The following embodiments are used to describe the display content in the game client.

[0079] Specifically, before the virtual parade begins, a countdown notification for entering the virtual parade is displayed in the control graphical user interface. The countdown notification allows players to prepare for the start of the parade and give them a sense of experience. That is, the countdown notification is the game server notifying players in advance to prepare for the start, which is just a reminder mode. Because there are hundreds of game characters parading, the game characters actually have a queuing process. Players may see that other game characters are already parading, but their own game characters are not, because the parade is carried out in a certain order.

[0080] In an optional embodiment, when the virtual parade activity begins, the game server will determine whether the target game character meets the preset parade conditions, and if so, send a parade start instruction for the target game character; before receiving the parade start instruction, the game client will also receive result information sent by the game server on whether the target game character meets the preset parade conditions, and control the display of the result information in the graphical user interface.

[0081] In specific implementation, before the parade begins, the game client will have a permanent interface that can prompt the player to initiate the necessary conditions for the parade (equivalent to the above-mentioned preset parade conditions). Specifically, the preset parade conditions can include multiple ones, and the target game character will not enter the parade state unless it meets any of the preset parade conditions. For example, when the virtual parade activity requires two people to cooperate to complete, the game server will determine whether the target game character meets the following preset parade conditions:

[0082] 1. Both parties are in the parade scene.

[0083] 2. Both parties are in the same game team and there are no other game characters, or both game characters are in a single-player, no-team state. This is mainly to avoid the situation where the team members are uncontrollable when there are other game characters, resulting in abnormal parade performance.

[0084] 3. Before the parade begins, if both parties are in the same team, the team leader is judged to be able to teleport, otherwise both parties are judged to be able to teleport. Because in addition to combat and escorting, there are actually quite a lot of checks on the teleportation status of game characters. When the parade officially begins, both game characters need to be teleported to the starting position and hidden.

[0085] Corresponding to the above preset cruising conditions, Figure 5 A schematic diagram of displaying result information in a graphical user interface provided by an embodiment of the present invention, Figure 5 The result information includes whether the target game character meets the above three preset parade conditions. Figure 5 The check mark includes two check marks and one cross mark. The check mark indicates that the corresponding preset cruise condition has been met, and the cross mark indicates that the corresponding preset cruise condition has not been met.

[0086] At the beginning of the parade, the game client will create a target non-player character with the same appearance as the target game character according to the character creation data sent by the game server, and control the target non-player character to move according to the parade route and sequence. For example, during the parade, the non-player character walks from one side to the other along a straight line, and the floats carrying the non-player characters will appear one by one, and the non-player characters will appear in a line. Specifically, when the game client creates the target non-player character, the target game character in the game scene will be hidden, and the target game character will move with the target non-player character. The virtual camera will still follow the target game character for shooting. In fact, the player's real game character is hidden here and walks in the same position as the target non-player character, so that the AOI message about the player's own control of the game character itself can also be accurately synchronized.

[0087] In an optional embodiment, in response to the closing of the game client or a jump operation to the game scene, a tour interruption instruction is triggered, and the tour interruption instruction is sent to the game server, so that the game server configures the target game character to be visible; when the game server configures the target game character to be visible, the target game character displayed in the game scene is controlled and the target game character is controlled to move according to the movement control operation of the game client, and the target non-player character is controlled to be displayed in the game scene, so as to destroy the target non-player character when the virtual tour activity ends.

[0088] In the specific implementation, for the scenario where two people participate in the parade at the same time, the above function will restore the two game characters to the status of character display, and restore the character's map interface click movement, etc. In this case, in order to ensure normal game performance, the parade NPC is not destroyed and continues to move along the original route.

[0089] Corresponding to the above method embodiment, the embodiment of the present invention further provides a game screen control device, which is arranged in a game server, such as Figure 6 As shown, the device comprises:

[0090] The role acquisition module 60 is used to acquire multiple game characters that sign up for the virtual parade activity in the game scene.

[0091] The first configuration module 61 is used to configure a first game character among multiple game characters to be invisible, and send a tour start instruction to a first game client corresponding to the first game character, so that the first game client hides and displays the first game character in the game scene, and creates a first non-player character with the same appearance as the character corresponding to the first game character in the game scene.

[0092] The movement control module 62 is used to send a target movement route to the first game client, so that the first game client controls the first non-player character to move according to the target movement route; wherein the hidden first game character follows the movement of the first non-player character, and the virtual lens for shooting the game scene in the first game client follows the movement of the hidden first game character.

[0093] The second configuration module 63 is used to configure the first game character to be visible if the virtual parade activity ends, and send a parade end instruction to the first game client, so that the first game client destroys the first non-player character and displays the first game character in the game scene.

[0094] The above-mentioned game screen control device uses non-player characters to participate in the parade instead of game characters, and hides the game characters during the parade, so that players think that the game characters they control participate in the parade, thereby increasing the player's parade immersion. In addition, this method transmits information corresponding to the non-player characters during the parade, thereby reducing the communication pressure on the server.

[0095] Specifically, the position of the first game character hidden in the game scene is always consistent with the position of the first non-player character.

[0096] In a specific implementation, the first configuration module 61 is used to: determine whether a first game character among multiple game characters meets a preset parade condition when a virtual parade activity starts; if the first game character meets the preset parade condition, configure the first game character to be invisible.

[0097] Furthermore, the above-mentioned device also includes an information transmission module, which is used to: if the first game character does not meet the preset parade conditions, send information that the first game character does not meet the preset parade conditions to the first game client.

[0098] Furthermore, the above-mentioned device also includes a data acquisition module, which is used to: before configuring the first game character among the multiple game characters to be invisible, obtain the account information and role information of the role accounts corresponding to the multiple game characters respectively; generate the role number and role creation data of the non-player character to be created corresponding to each game character according to the account information and role information corresponding to the multiple game characters respectively; wherein the role creation data corresponding to the game character is bound to the role number, the role numbers of the non-player characters corresponding to different game characters are different, and the role creation data is used to create a non-player character with the same role appearance as the game character.

[0099] Furthermore, the above-mentioned device also includes a parade number determination module, which is used to: when the virtual parade activity starts, control the number of non-player characters corresponding to the game characters participating in the virtual parade activity displayed on the same screen in the game client to be less than a preset number threshold.

[0100] In a specific implementation, the above-mentioned tour start instruction includes character creation data and first character configuration data corresponding to the first game character; wherein the first character configuration data is used to instruct the first game character to be hidden and displayed in the game client.

[0101] Furthermore, the above-mentioned device also includes a data sending module, which is used to: if a first game character among multiple game characters is configured to be invisible, send character creation data corresponding to the first game character to a second game client corresponding to a second game character other than the first game character in the game scene, so that the second game client creates a first non-player character in the game scene based on the character creation data corresponding to the first game character.

[0102] Furthermore, the above-mentioned device also includes an information sending module, which is used to: if the virtual parade activity ends, send character destruction information to the second game client, so that the second game client destroys the first non-player character in the game scene.

[0103] Furthermore, the above device also includes a route sending module, which is used to: send the target movement route to the first game client and send the target movement route to the second game client at the same time, so that the first non-player character in the second game client moves according to the target movement route.

[0104] In a specific implementation, when the first game character is not visible in the game scene, synchronization of the movement information of the first game character to the second game client is restricted.

[0105] In a specific implementation, when the first game character is visible in the game scene, the movement information of the first game character is synchronized to the second game client.

[0106] Furthermore, the above-mentioned tour end instruction includes second character configuration data and character destruction information; wherein the second character configuration data is used to indicate that the first game character is visible in the game client, and the character destruction information is used to indicate the destruction of the first non-player character in the game scene.

[0107] Furthermore, the above-mentioned device also includes a movement restriction module, which is used to: if a first game character among the multiple game characters is configured to be invisible, restrict the movement control of the hidden first game character through the movement control operation in the first game client.

[0108] Furthermore, the above-mentioned device also includes a lifting module, which is used to: if the virtual parade activity ends, lift the restriction on the movement control of the hidden and displayed first game character through the movement control operation in the first game client.

[0109] Furthermore, the above-mentioned device also includes a tour interruption module, which is used to: if a tour interruption instruction sent to the first game client is received, configure the first game character to be visible, so that the first game character in the game scene is visible and control the first game character to move according to the movement control operation of the first game client.

[0110] Furthermore, the tour interruption module is further configured to: if a tour interruption instruction sent to the first game client is received, control the first non-player character to be displayed in the game scene, and control the first non-player character to be destroyed when the virtual tour activity ends.

[0111] The game screen control device provided in the embodiment of the present disclosure has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference may be made to the corresponding contents in the aforementioned method embodiment.

[0112] Corresponding to the above Figure 4 The method embodiment shown in the figure, the embodiment of the present invention also provides another game screen control device, which is arranged on the game client, such as Figure 7 As shown, the device comprises:

[0113] The screen display module 70 is used to display a graphical user interface by running the game program. The graphical user interface includes a game scene screen obtained by capturing the game scene with a virtual lens. The game scene includes a target game character controlled by a game client, and the virtual lens moves along with the target game character.

[0114] The activity registration module 71 is used to send a registration instruction for the virtual parade activity to the game server, so that the game server sends a parade start instruction for the target game character when the virtual parade activity starts.

[0115] The character creation module 72 is used for creating a target non-player character with the same appearance as the target game character in the game scene while hiding and displaying the target game character in the game scene if a tour start instruction is received.

[0116] The character movement module 73 is used to receive the target movement route sent by the game server and control the target non-player character to move according to the target movement route; wherein the hidden target game character moves following the target non-player character, and the virtual camera moves following the hidden target game character.

[0117] The character destroying module 74 is used for destroying the target non-player character and displaying the target game character in the game scene based on the tour ending instruction if a tour ending instruction is received from the game server.

[0118] The above-mentioned game screen control device uses non-player characters to replace game characters to participate in the parade, and hides the game characters during the parade, so that players think that the game characters they control participate in the parade, thereby increasing the players' parade immersion.

[0119] Furthermore, the above-mentioned device also includes a countdown module, which is used to control the display of a countdown notification for entering the virtual parade activity in the graphical user interface before the virtual parade activity begins.

[0120] Furthermore, when the virtual parade activity starts, the game server determines whether the target game character meets the preset parade conditions, and sends a parade start instruction for the target game character if the preset parade conditions are met. Based on this, the above device also includes a result display module, which is used to: before receiving the parade start instruction, receive the result information sent by the game server whether the target game character meets the preset parade conditions, and control the display of the result information in the graphical user interface.

[0121] Furthermore, the above-mentioned device also includes a tour closing module, which is used to: in response to the closing of the game client or the jump operation of the game scene, trigger the tour interruption instruction, and send the tour interruption instruction to the game server, so that the game server configures the target game character as visible; when the game server configures the target game character as visible, control the target game character displayed in the game scene and control the target game character to move according to the movement control operation of the game client, and control the target non-player character to be displayed in the game scene, so as to destroy the target non-player character when the virtual tour activity ends.

[0122] The game screen control device provided in the embodiment of the present disclosure has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference may be made to the corresponding contents in the aforementioned method embodiment.

[0123] The present disclosure also provides an electronic device, such as Figure 8 As shown, the electronic device includes a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned game screen control method.

[0124] Specifically, the above-mentioned game screen control method is applied to a game server, including: obtaining multiple game characters in a game scene that have signed up for a virtual parade activity; configuring a first game character among the multiple game characters to be invisible, and sending a parade start instruction to a first game client corresponding to the first game character, so that the first game client creates a first non-player character with the same appearance as the character corresponding to the first game character in the game scene while hiding and displaying the first game character in the game scene; sending a target moving route to the first game client, so that the first game client controls the first non-player character to move according to the target moving route; wherein the hidden first game character follows the movement of the first non-player character, and the virtual lens in the first game client that shoots the game scene follows the movement of the hidden first game character; if the virtual parade activity ends, configuring the first game character to be visible, and sending a parade end instruction to the first game client, so that the first game client destroys the first non-player character and displays the first game character in the game scene.

[0125] In an optional embodiment, the position of the first game character hidden in the game scene is always consistent with the position of the first non-player character.

[0126] In an optional embodiment, the step of configuring the first game character among the multiple game characters to be invisible includes: when the virtual parade activity starts, determining whether the first game character among the multiple game characters meets the preset parade conditions; if the first game character meets the preset parade conditions, configuring the first game character to be invisible.

[0127] In an optional embodiment, the method further includes: if the first game character does not meet the preset cruising condition, sending information indicating that the first game character does not meet the preset cruising condition to the first game client.

[0128] In an optional embodiment, before configuring the first game character among multiple game characters to be invisible, the method further includes: obtaining account information and character information of character accounts corresponding to the multiple game characters respectively; generating character numbers and character creation data of non-player characters to be created corresponding to each game character according to the account information and character information corresponding to the multiple game characters respectively; wherein the character creation data corresponding to the game character is bound to the character number, the character numbers of non-player characters corresponding to different game characters are different, and the character creation data is used to create a non-player character with the same character appearance as the game character.

[0129] In an optional embodiment, the method further includes: when the virtual parade activity starts, controlling the number of non-player characters corresponding to the game characters participating in the virtual parade activity displayed on the same screen in the game client to be less than a preset number threshold.

[0130] In an optional embodiment, the above-mentioned tour start instruction includes character creation data and first character configuration data corresponding to the first game character; wherein the first character configuration data is used to indicate that the first game character is hidden and displayed in the game client.

[0131] In an optional embodiment, the above method also includes: if a first game character among multiple game characters is configured to be invisible, sending character creation data corresponding to the first game character to a second game client corresponding to a second game character other than the first game character in the game scene, so that the second game client creates a first non-player character in the game scene based on the character creation data corresponding to the first game character.

[0132] In an optional embodiment, the method further includes: if the virtual tour activity ends, sending character destruction information to the second game client, so that the second game client destroys the first non-player character in the game scene.

[0133] In an optional embodiment, the method further includes: sending the target movement route to the second game client while sending the target movement route to the first game client, so that the first non-player character in the second game client moves according to the target movement route.

[0134] In an optional embodiment, when the first game character is not visible in the game scene, synchronization of the movement information of the first game character to the second game client is restricted.

[0135] In an optional embodiment, when the first game character is visible in the game scene, the movement information of the first game character is synchronized to the second game client.

[0136] In an optional embodiment, the above-mentioned tour end instruction includes second character configuration data and character destruction information; wherein the second character configuration data is used to indicate that the first game character is visible in the game client, and the character destruction information is used to indicate the destruction of the first non-player character in the game scene.

[0137] In an optional embodiment, the method further includes: if a first game character among the multiple game characters is configured to be invisible, restricting movement control of the hidden first game character through movement control operations in the first game client.

[0138] In an optional embodiment, the method further includes: if the virtual tour activity ends, lifting the restriction on the movement control of the hidden and displayed first game character through the movement control operation in the first game client.

[0139] In an optional embodiment, the above method also includes: if a tour interruption instruction sent to the first game client is received, the first game character is configured to be visible, so that the first game character in the game scene is visible and the first game character is controlled to move according to the movement control operation of the first game client.

[0140] In an optional embodiment, the method further includes: if a tour interruption instruction sent to the first game client is received, controlling the first non-player character to be displayed in the game scene, and controlling the first non-player character to be destroyed when the virtual tour activity ends.

[0141] The above-mentioned game screen control method uses non-player characters to participate in the parade instead of game characters, and hides the game characters during the parade, so that players think that the game characters they control participate in the parade, thereby increasing the player's parade immersion. In addition, this method transmits information corresponding to the non-player characters during the parade, thereby reducing the communication pressure on the server.

[0142] In addition, the above-mentioned game screen control method can also be applied to a game client, and the method includes: displaying a graphical user interface by running a game program, the graphical user interface includes a game scene screen obtained by capturing a game scene with a virtual lens, the game scene includes a target game character controlled by the game client, and the virtual lens follows the target game character to move; sending a registration instruction for a virtual parade activity to a game server, so that the game server sends a parade start instruction for the target game character when the virtual parade activity starts; if the parade start instruction is received, while hiding and displaying the target game character in the game scene, a target non-player character with the same character appearance as the target game character is created in the game scene; receiving a target moving route sent by the game server, and controlling the target non-player character to move according to the target moving route; wherein the hidden target game character follows the target non-player character to move, and the virtual lens follows the hidden target game character to move; if the parade end instruction sent by the game server is received, based on the parade end instruction, the target non-player character is destroyed and the target game character is displayed in the game scene.

[0143] In an optional embodiment, before the virtual tour activity begins, the method further includes: controlling the graphical user interface to display a countdown notification for entering the virtual tour activity.

[0144] In an optional embodiment, when the virtual parade activity starts, the game server determines whether the target game character meets the preset parade conditions, and sends a parade start instruction for the target game character if the preset parade conditions are met; before receiving the parade start instruction, the above method also includes: receiving result information sent by the game server on whether the target game character meets the preset parade conditions, and controlling the display of the result information in the graphical user interface.

[0145] In an optional embodiment, the method further includes: in response to closing the game client or a jump operation to the game scene, triggering a tour interruption instruction, and sending the tour interruption instruction to the game server so that the game server configures the target game character as visible; when the game server configures the target game character as visible, controlling the target game character displayed in the game scene and controlling the target game character to move according to the movement control operation of the game client, and controlling the target non-player character to be displayed in the game scene so as to destroy the target non-player character at the end of the virtual tour activity.

[0146] The above-mentioned game screen control method uses non-player characters to replace game characters to participate in the parade, and hides the game characters during the parade, so that players think that the game characters they control participate in the parade, thereby increasing the players' parade immersion.

[0147] Further, Figure 8 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .

[0148] The memory 100 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 8 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0149] The processor 101 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit in the processor 101 or the instruction in the form of software. The above processor 101 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 gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and completes the steps of the method of the above embodiment in combination with its hardware.

[0150] An embodiment of the present invention further provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game content sharing method. The specific implementation can be found in the method embodiment, which will not be repeated here.

[0151] Specifically, the above-mentioned game screen control method is applied to a game server, including: obtaining multiple game characters in a game scene that have signed up for a virtual parade activity; configuring a first game character among the multiple game characters to be invisible, and sending a parade start instruction to a first game client corresponding to the first game character, so that the first game client creates a first non-player character with the same appearance as the character corresponding to the first game character in the game scene while hiding and displaying the first game character in the game scene; sending a target moving route to the first game client, so that the first game client controls the first non-player character to move according to the target moving route; wherein the hidden first game character follows the movement of the first non-player character, and the virtual lens in the first game client that shoots the game scene follows the movement of the hidden first game character; if the virtual parade activity ends, configuring the first game character to be visible, and sending a parade end instruction to the first game client, so that the first game client destroys the first non-player character and displays the first game character in the game scene.

[0152] In an optional embodiment, the position of the first game character hidden in the game scene is always consistent with the position of the first non-player character.

[0153] In an optional embodiment, the step of configuring the first game character among the multiple game characters to be invisible includes: when the virtual parade activity starts, determining whether the first game character among the multiple game characters meets the preset parade conditions; if the first game character meets the preset parade conditions, configuring the first game character to be invisible.

[0154] In an optional embodiment, the method further includes: if the first game character does not meet the preset cruising condition, sending information indicating that the first game character does not meet the preset cruising condition to the first game client.

[0155] In an optional embodiment, before configuring the first game character among multiple game characters to be invisible, the method further includes: obtaining account information and character information of character accounts corresponding to the multiple game characters respectively; generating character numbers and character creation data of non-player characters to be created corresponding to each game character according to the account information and character information corresponding to the multiple game characters respectively; wherein the character creation data corresponding to the game character is bound to the character number, the character numbers of non-player characters corresponding to different game characters are different, and the character creation data is used to create a non-player character with the same character appearance as the game character.

[0156] In an optional embodiment, the method further includes: when the virtual parade activity starts, controlling the number of non-player characters corresponding to the game characters participating in the virtual parade activity displayed on the same screen in the game client to be less than a preset number threshold.

[0157] In an optional embodiment, the above-mentioned tour start instruction includes character creation data and first character configuration data corresponding to the first game character; wherein the first character configuration data is used to indicate that the first game character is hidden and displayed in the game client.

[0158] In an optional embodiment, the above method also includes: if a first game character among multiple game characters is configured to be invisible, sending character creation data corresponding to the first game character to a second game client corresponding to a second game character other than the first game character in the game scene, so that the second game client creates a first non-player character in the game scene based on the character creation data corresponding to the first game character.

[0159] In an optional embodiment, the method further includes: if the virtual tour activity ends, sending character destruction information to the second game client, so that the second game client destroys the first non-player character in the game scene.

[0160] In an optional embodiment, the method further includes: sending the target movement route to the second game client while sending the target movement route to the first game client, so that the first non-player character in the second game client moves according to the target movement route.

[0161] In an optional embodiment, when the first game character is not visible in the game scene, synchronization of the movement information of the first game character to the second game client is restricted.

[0162] In an optional embodiment, when the first game character is visible in the game scene, the movement information of the first game character is synchronized to the second game client.

[0163] In an optional embodiment, the above-mentioned tour end instruction includes second character configuration data and character destruction information; wherein the second character configuration data is used to indicate that the first game character is visible in the game client, and the character destruction information is used to indicate the destruction of the first non-player character in the game scene.

[0164] In an optional embodiment, the method further includes: if a first game character among the multiple game characters is configured to be invisible, restricting movement control of the hidden first game character through movement control operations in the first game client.

[0165] In an optional embodiment, the method further includes: if the virtual tour activity ends, lifting the restriction on the movement control of the hidden and displayed first game character through the movement control operation in the first game client.

[0166] In an optional embodiment, the above method also includes: if a tour interruption instruction sent to the first game client is received, the first game character is configured to be visible, so that the first game character in the game scene is visible and the first game character is controlled to move according to the movement control operation of the first game client.

[0167] In an optional embodiment, the method further includes: if a tour interruption instruction sent to the first game client is received, controlling the first non-player character to be displayed in the game scene, and controlling the first non-player character to be destroyed when the virtual tour activity ends.

[0168] The above-mentioned game screen control method uses non-player characters to participate in the parade instead of game characters, and hides the game characters during the parade, so that players think that the game characters they control participate in the parade, thereby increasing the player's parade immersion. In addition, this method transmits information corresponding to the non-player characters during the parade, thereby reducing the communication pressure on the server.

[0169] In addition, the above-mentioned game screen control method can also be applied to a game client, and the method includes: displaying a graphical user interface by running a game program, the graphical user interface includes a game scene screen obtained by capturing a game scene with a virtual lens, the game scene includes a target game character controlled by the game client, and the virtual lens follows the target game character to move; sending a registration instruction for a virtual parade activity to a game server, so that the game server sends a parade start instruction for the target game character when the virtual parade activity starts; if the parade start instruction is received, while hiding and displaying the target game character in the game scene, a target non-player character with the same character appearance as the target game character is created in the game scene; receiving a target moving route sent by the game server, and controlling the target non-player character to move according to the target moving route; wherein the hidden target game character follows the target non-player character to move, and the virtual lens follows the hidden target game character to move; if the parade end instruction sent by the game server is received, based on the parade end instruction, the target non-player character is destroyed and the target game character is displayed in the game scene.

[0170] In an optional embodiment, before the virtual tour activity begins, the method further includes: controlling the graphical user interface to display a countdown notification for entering the virtual tour activity.

[0171] In an optional embodiment, when the virtual parade activity starts, the game server determines whether the target game character meets the preset parade conditions, and sends a parade start instruction for the target game character if the preset parade conditions are met; before receiving the parade start instruction, the above method also includes: receiving result information sent by the game server on whether the target game character meets the preset parade conditions, and controlling the display of the result information in the graphical user interface.

[0172] In an optional embodiment, the method further includes: in response to closing the game client or a jump operation to the game scene, triggering a tour interruption instruction, and sending the tour interruption instruction to the game server so that the game server configures the target game character as visible; when the game server configures the target game character as visible, controlling the target game character displayed in the game scene and controlling the target game character to move according to the movement control operation of the game client, and controlling the target non-player character to be displayed in the game scene so as to destroy the target non-player character at the end of the virtual tour activity.

[0173] The above-mentioned game screen control method uses non-player characters to replace game characters to participate in the parade, and hides the game characters during the parade, so that players think that the game characters they control participate in the parade, thereby increasing the players' parade immersion.

[0174] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for enabling a computer device (which can be a personal computer, a client, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present invention. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0175] In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as limiting the present invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0176] Finally, it should be noted that the above-described embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above-described embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-described embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.

Claims

1. A game screen control method, characterized in that: The method is applied to a game server, and the method comprises: Acquire multiple game characters that sign up for a virtual parade in a game scene; configuring a first game character among the plurality of game characters to be invisible, and sending a tour start instruction to a first game client corresponding to the first game character, so that the first game client creates a first non-player character in the game scene with the same appearance as that of the first game character while hiding and displaying the first game character in the game scene; Sending a target movement route to the first game client, so that the first game client controls the first non-player character to move according to the target movement route; wherein the hidden first game character follows the movement of the first non-player character, and a virtual camera in the first game client that shoots the game scene follows the movement of the hidden first game character; If the virtual tour activity ends, the first game character is configured to be visible, and a tour end instruction is sent to the first game client, so that the first game client destroys the first non-player character and displays the first game character in the game scene.

2. The method according to claim 1, characterized in that The position of the first game character hidden in the game scene is always consistent with the position of the first non-player character.

3. The method according to claim 1, characterized in that The step of configuring the first game character among the plurality of game characters to be invisible comprises: When the virtual parade activity starts, determining whether a first game character among the plurality of game characters meets a preset parade condition; If the first game character meets the preset parade condition, the first game character is configured to be invisible.

4. The method according to claim 3, characterized in that The method further comprises: If the first game character does not meet the preset patrol condition, information indicating that the first game character does not meet the preset patrol condition is sent to the first game client.

5. The method according to claim 1, characterized in that: Before the step of configuring the first game character among the plurality of game characters to be invisible, the method further comprises: Obtaining account information and character information of character accounts corresponding to the multiple game characters respectively; According to the account information and character information respectively corresponding to the multiple game characters, character numbers and character creation data of the non-player characters to be created corresponding to each of the game characters are generated; wherein the character creation data corresponding to the game characters is bound to the character numbers, the non-player characters corresponding to different game characters have different character numbers, and the character creation data is used to create a non-player character with the same character appearance as the game character.

6. The method according to claim 5, characterized in that The method further comprises: When the virtual parade activity starts, the number of non-player characters corresponding to the game characters participating in the virtual parade activity displayed on the same screen in the game client is controlled to be less than a preset number threshold.

7. The method according to claim 5, characterized in that The tour start instruction includes character creation data and first character configuration data corresponding to the first game character; wherein the first character configuration data is used to instruct the first game character to be hidden and displayed in the game client.

8. The method according to claim 7, characterized in that The method further comprises: If a first game character among the multiple game characters is configured to be invisible, character creation data corresponding to the first game character is sent to a second game client corresponding to a second game character other than the first game character in the game scene, so that the second game client creates the first non-player character in the game scene based on the character creation data corresponding to the first game character.

9. The method according to claim 8, characterized in that The method further comprises: If the virtual tour activity ends, character destruction information is sent to the second game client so that the second game client destroys the first non-player character in the game scene.

10. The method according to claim 8, characterized in that The method further comprises: While sending the target movement route to the first game client, the target movement route is sent to the second game client, so that the first non-player character in the second game client moves according to the target movement route.

11. The method according to claim 10, characterized in that When the first game character is not visible in the game scene, synchronization of the movement information of the first game character to the second game client is restricted.

12. The method according to claim 11, characterized in that When the first game character is visible in the game scene, the movement information of the first game character is synchronized to the second game client.

13. The method according to claim 1, characterized in that The tour end instruction includes second character configuration data and character destruction information; wherein the second character configuration data is used to indicate that the first game character is visible in the game client, and the character destruction information is used to indicate the destruction of the first non-player character in the game scene.

14. The method according to claim 1, characterized in that The method further comprises: If a first game character among the multiple game characters is configured to be invisible, movement control of the first game character that is hidden and displayed is restricted through movement control operations in the first game client.

15. The method according to claim 14, characterized in that The method further comprises: If the virtual tour activity ends, the restriction on the movement control of the hidden first game character through the movement control operation in the first game client is lifted.

16. The method according to claim 1, characterized in that The method further comprises: If a tour interruption instruction sent to the first game client is received, the first game character is configured to be visible, so that the first game character in the game scene is visible and the first game character is controlled to move according to the movement control operation of the first game client.

17. The method according to claim 16, characterized in that The method further comprises: If a tour interruption instruction sent to the first game client is received, the first non-player character is controlled to be displayed in the game scene, and the first non-player character is controlled to be destroyed when the virtual tour activity ends.

18. A method for controlling a game screen, characterized in that: The method is applied to a game client, and the method comprises: Displaying a graphical user interface by running the game program, the graphical user interface includes a game scene screen obtained by capturing the game scene with a virtual camera, the game scene includes a target game character controlled by the game client, and the virtual camera moves following the target game character; Sending a registration instruction for a virtual parade activity to a game server, so that the game server sends a parade start instruction for the target game character when the virtual parade activity starts; If the tour start instruction is received, while hiding and displaying the target game character in the game scene, a target non-player character having the same appearance as the target game character is created in the game scene; receiving a target moving route sent by the game server, and controlling the target non-player character to move according to the target moving route; wherein the hidden target game character moves following the target non-player character, and the virtual camera moves following the hidden target game character; If a tour end instruction sent by the game server is received, based on the tour end instruction, the target non-player character is destroyed and the target game character is displayed in the game scene.

19. The method according to claim 18, characterized in that Before the virtual tour activity starts, the method further includes: Control the graphical user interface to display a countdown notification for entering the virtual tour activity.

20. The method according to claim 18, characterized in that When the virtual parade activity starts, the game server determines whether the target game characters meet preset parade conditions, and sends a parade start instruction for the target game characters if the preset parade conditions are met; Before receiving the tour start instruction, the method further includes: Receive result information sent by the game server on whether the target game character meets the preset parade conditions, and control the graphical user interface to display the result information.

21. The method according to claim 18, characterized in that The method further comprises: In response to the game client closing or the jump operation for the game scene, triggering a tour interruption instruction, and sending the tour interruption instruction to the game server, so that the game server configures the target game character to be visible; When the game server configures the target game character to be visible, the target game character displayed in the game scene is controlled and moved according to the movement control operation of the game client, and the target non-player character is controlled to be displayed in the game scene, so as to destroy the target non-player character when the virtual tour activity ends.

22. A game screen control device, characterized in that: The device is arranged on a game server, and comprises: A role acquisition module is used to acquire multiple game characters that sign up for the virtual parade in the game scene; A first configuration module is used to configure a first game character among the multiple game characters to be invisible, and send a tour start instruction to a first game client corresponding to the first game character, so that the first game client creates a first non-player character in the game scene with the same appearance as the character corresponding to the first game character while hiding and displaying the first game character in the game scene; a movement control module, configured to send a target movement route to the first game client, so that the first game client controls the first non-player character to move according to the target movement route; wherein the hidden first game character moves following the first non-player character, and the virtual camera in the first game client that shoots the game scene moves following the hidden first game character; The second configuration module is used to configure the first game character to be visible if the virtual parade activity ends, and send a parade end instruction to the first game client, so that the first game client destroys the first non-player character and displays the first game character in the game scene.

23. A game screen control device, characterized in that: The device is arranged on a game client, and comprises: A screen display module, used to display a graphical user interface by running a game program, wherein the graphical user interface includes a game scene screen obtained by capturing a game scene with a virtual camera, wherein the game scene includes a target game character controlled by the game client, and the virtual camera moves following the target game character; An activity registration module, used for sending a registration instruction for a virtual parade activity to a game server, so that the game server sends a parade start instruction for the target game character when the virtual parade activity starts; A character creation module, configured to create a target non-player character with the same appearance as the target game character in the game scene while hiding and displaying the target game character in the game scene if the tour start instruction is received; A character movement module, used for receiving the target movement route sent by the game server, and controlling the target non-player character to move according to the target movement route; wherein the hidden target game character moves following the target non-player character, and the virtual camera moves following the hidden target game character; The character destroying module is used for destroying the target non-player character and displaying the target game character in the game scene based on the tour ending instruction if a tour ending instruction is received from the game server.

24. An electronic device, characterized in that: The electronic device includes a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the game screen control method described in any one of claims 1 to 21.

25. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by the processor, the computer-executable instructions prompt the processor to implement the game screen control method described in any one of claims 1 to 21.