Game scene auditing method and device, electronic equipment and storage medium

By generating and controlling the moving paths of mobile characters on the room layout map, efficient audit of multi-room game scenes is solved, and the problem of inefficient auditing in the existing technology is solved.

CN119548831AInactive Publication Date: 2025-03-04SHENZHEN MINIPLAY TECH CO LTD
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Patent Information

Application Number
CN202510123285.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-01-26
Publication Date
2025-03-04
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

The existing technology is inefficient when reviewing multi-room game scenarios, and needs to gradually enter each space for review. It takes too long to improve the review efficiency.

Method used

By obtaining the target building map resources, loading the room layout map of each building unit, generating the moving path of the mobile character on the room layout map, and setting the collision parameters between the mobile character and the obstacles, controlling the moving character to move in the room layout map according to the moving path and auditing each room.

Benefits of technology

Efficient audit of multi-room game scenes is achieved, and the review efficiency is significantly improved by automatically moving characters in the room layout map.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game scene auditing method and device, electronic equipment and a storage medium. The game scene auditing method comprises the steps that target building map resources are obtained, a room layout map of each building unit is loaded according to the target building map resources, and the room layout maps are used for displaying the distribution situation of multiple rooms; generating a moving path of a moving role on the room layout map based on the room layout map; according to the moving path, a collision parameter between the moving role and an obstacle is set, and the collision parameter is used for defining an interaction mode between the moving role and the obstacle; and according to the interaction mode of the collision parameters, controlling the mobile role to move in the room layout map according to the moving path and auditing each room. The method is used for improving the auditing efficiency of the multi-room game scene.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a game scene review method, device, electronic device and storage medium. Background Art

[0002] Some game platforms provide players with UCG (User Content Generated) functions. Players can edit and create part of the game content, including game scenes, buildings, props, etc., through the editor provided by the game platform.

[0003] The game content created by players can reduce the pressure on developers to continuously update and provide developers with unforeseen new ways of playing and new ideas. However, the challenges that come with this kind of gameplay are copyright issues and violations. Player creations may involve infringement of others' copyrights, or the generated content may not comply with community regulations. Therefore, the game platform will review the content generated by players, and the review method will be modified according to the review content.

[0004] In buildings or multiple enclosed and stacked spaces, it is generally necessary to audit each space. The conventional practice is to enter these spaces step by step for audit, which is too time-consuming and not conducive to improving audit efficiency. Summary of the invention

[0005] One purpose of the present application is to propose a game scene review method, device, electronic device and storage medium to improve the review efficiency of multi-room game scenes.

[0006] According to one aspect of an embodiment of the present application, a game scene review method is provided, comprising: Obtaining a target building map resource, and loading a room layout map of each building unit according to the target building map resource, wherein the room layout map is used to display the distribution of multiple rooms; Based on the room layout map, generating a moving path of the mobile character on the room layout map; According to the moving path, setting a collision parameter between the moving character and the obstacle, wherein the collision parameter is used to define an interaction mode between the moving character and the obstacle; Based on the interaction mode of the collision parameter, the mobile character is controlled to move in the room layout map according to the moving path and each room is audited.

[0007] According to one aspect of an embodiment of the present application, a game scene review device is provided, comprising: A layout map acquisition module is used to acquire a target building map resource, and load a room layout map of each building unit according to the target building map resource, wherein the room layout map is used to display the distribution of multiple rooms; A moving path generating module, used for generating a moving path of a mobile character on the room layout map based on the room layout map; A parameter setting module, used for setting the collision parameters between the mobile character and the obstacle according to the moving path, wherein the collision parameters are used for defining the interaction mode between the mobile character and the obstacle; The scene review module is used to control the mobile character to move in the room layout map according to the moving path and review each room based on the interaction mode of the collision parameter.

[0008] According to one aspect of an embodiment of the present application, an electronic device is provided, comprising: one or more processors; a storage device for storing one or more programs, wherein when the one or more programs are executed by the one or more processors, the electronic device implements the methods provided in the above-mentioned various optional implementation modes.

[0009] According to one aspect of an embodiment of the present application, a computer program medium is provided, on which computer-readable instructions are stored. When the computer-readable instructions are executed by a processor of a computer, the computer executes the methods provided in the above-mentioned various optional implementations.

[0010] According to one aspect of the embodiments of the present application, a computer program product or a computer program is provided, the computer program product or the computer program includes computer instructions, the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the methods provided in the above various optional implementations.

[0011] In the present application, the target building map resource is first obtained, and the room layout map of each building unit is loaded according to the target building map resource; the room layout map is used to display the distribution of multiple rooms; based on the room layout map, a moving path of a mobile character on the room layout map is generated; according to the moving path, collision parameters between the mobile character and obstacles are set, and the interaction mode between the mobile character and obstacles is defined according to the collision parameters; based on the interaction mode of the collision parameters, the mobile character is controlled to move in the room layout map according to the moving path and each room is audited. The present application can formulate corresponding audit methods for multi-room game scenarios, thereby improving the audit efficiency in the game scenario.

[0012] Other features and advantages of the present application will become apparent from the following detailed description, or may be learned in part by the practice of the present application.

[0013] It should be understood that the foregoing general description and the following detailed description are exemplary only and are not restrictive of the present application. BRIEF DESCRIPTION OF THE DRAWINGS

[0014] The above and other objects, features and advantages of the present application will become more apparent by describing in detail exemplary embodiments thereof with reference to the attached drawings.

[0015] Figure 1 A flowchart of a game scene review method provided by an embodiment of the present application is shown.

[0016] Figure 2 A schematic diagram showing the horizontal path on the room layout map.

[0017] Figure 3 A schematic diagram showing vertical paths between room layout maps at each level.

[0018] Figure 4 A schematic diagram of the structure of a game scene review device provided by an embodiment of the present application is shown.

[0019] Figure 5 A schematic structural diagram of an electronic device provided by an embodiment of the present application is shown. DETAILED DESCRIPTION

[0020] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in a variety of forms and should not be construed as limited to the examples set forth herein; rather, these example embodiments are provided so that the description of the present application will be more comprehensive and complete and the concepts of the example embodiments will be fully conveyed to those skilled in the art. The accompanying drawings are only schematic illustrations of the present application and are not necessarily drawn to scale. The same reference numerals in the figures represent the same or similar parts, and thus their repeated description will be omitted.

[0021] In addition, the described features, structures or characteristics may be combined in one or more example embodiments in any suitable manner. In the following description, many specific details are provided to provide a full understanding of the example embodiments of the present application. However, those skilled in the art will appreciate that the technical solution of the present application may be practiced while omitting one or more of the specific details, or other methods, components, steps, etc. may be adopted. In other cases, known structures, methods, implementations or operations are not shown or described in detail to avoid obscuring the present application and making the various aspects of the present application obscure.

[0022] Some of the blocks shown in the accompanying drawings are functional entities that do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or in one or more hardware modules or integrated circuits, or in different networks and / or processor devices and / or microcontroller devices.

[0023] Figure 1 A flowchart of a game scene review method provided by an embodiment of the present application is shown, and the method includes the following steps: S100, obtaining a target building map resource, and loading a room layout map of each building unit according to the target building map resource, where the room layout map is used to display the distribution of multiple rooms.

[0024] Specifically, the target building map resource may include multiple building units or only one building unit.

[0025] Each building unit includes at least one floor, and each floor is provided with a plurality of enclosed spaces in the form of rooms, and doors are provided at the connection between the rooms and the external space. The room layout map is used to indicate the relative positions and layouts of the plurality of rooms, and on each floor, a corridor may be provided to connect the rooms at both ends.

[0026] When loading the target building map resource, the floor view of each building unit in the target building map resource can be obtained through the modeling tool; then the plane outline is extracted for each floor view, and the outlines of the walls, doors and windows of each floor are extracted to obtain the room layout map of each building unit.

[0027] Specifically, if each building unit has more than one floor, a room layout map of each floor is obtained, and when generating the room layout map, the hierarchical passages between each floor, such as stairs, need to be retained.

[0028] S200, based on the room layout map, generating a moving path of the mobile character on the room layout map.

[0029] Specifically, the moving path represents a moving route that complies with preset rules when the mobile character moves on the room layout map.

[0030] The preset rules include but are not limited to time requirements, browsing order, etc.

[0031] For example, the moving path indicates the moving route that takes the shortest time for the mobile character to move on the room layout map; or indicates the moving route that the mobile character takes to browse each room in the room layout map in a preset browsing order.

[0032] As an optional implementation, in order to improve the efficiency of reviewing the room layout map, the moving path is the shortest moving route when moving on the room layout map, and the moving path can ensure that the mobile character can browse all rooms.

[0033] A mobile character refers to a virtual entity that can be manipulated to move. Its movement in the room layout map can be controlled through an input device. When operating the mobile character, the scene around it can be captured through the mobile character, which is used to realize scene review in the room layout map.

[0034] S300: setting collision parameters between the mobile character and the obstacle according to the moving path, where the collision parameters are used to define the interaction mode between the mobile character and the obstacle.

[0035] Specifically, the collision parameters are used to define the physical properties of the interaction between the mobile character and the obstacles, which can determine how the mobile character interacts with the obstacles in the room layout map.

[0036] Obstacles in the room layout map can be walls, props, NPCs (Non-Player Characters), etc.

[0037] The interaction between the moving character and the obstacle may be such that the moving character passes through the obstacle.

[0038] S400, based on the interaction mode of the collision parameters, controlling the mobile character to move in the room layout map according to the moving path and reviewing each room.

[0039] Specifically, according to the interaction mode corresponding to the set collision parameters, the mobile character is controlled to move in the room layout map according to the moving path.

[0040] During the movement, the objects or scenes placed in each room can be reviewed to determine whether there is any user-generated content that does not comply with regulations in each building unit.

[0041] In this embodiment, by acquiring the target building map resource, the room layout map of each building unit is loaded according to the target building map resource. The room layout map is used to display the distribution of multiple rooms. Based on the room layout map, the moving path of the mobile character on the room layout map is generated. The moving path represents the moving route that meets the preset rules when the mobile character moves on the room layout map. On this basis, the collision parameters are set to define the interaction method between the mobile character and the obstacle. The mobile character can directly pass through the obstacle according to the moving path to meet the preset rules. Further, in this embodiment, the moving path is the shortest moving route. Based on the interaction method of the collision parameters, the mobile character is controlled to move in the room layout map according to the moving path and each room is audited. The present application can formulate corresponding audit methods for multi-room game scenes, thereby improving the audit efficiency in multi-room game scenes.

[0042] Further, the moving path includes a horizontal path. S200, based on the room layout map, generating a moving path of the mobile character on the room layout map, including: S211, based on the room layout map, obtain the relative relationship between each room.

[0043] S213, canceling the collision interaction detection, and setting a straight path segment between the two rooms according to the room distribution relationship.

[0044] S215, obtaining the starting room and the ending room, and generating a horizontal path for the mobile character to move from the starting room to the ending room according to the straight path segment between the two rooms.

[0045] Specifically, releasing the collision interaction detection means eliminating the collision detection between the mobile character and the partition walls of each room, and the mobile character can directly pass through the wall.

[0046] When the collision interaction detection is not disabled, to move the character from room A to room B separated from room A, it is necessary to walk out of the door of room A, pass through the connecting passage between room A and room B, and then enter room B from the door of room B. This method is generally longer than the path taken by passing through the dividing wall between room A and room B.

[0047] Two rooms are selected as endpoints, the straight line between the two endpoints is used as the straight line path segment of the two rooms, and the straight line path segments between every two rooms are combined to form a moving path.

[0048] In addition, by setting the starting room and the end room, the room movement order is determined to make the total horizontal path distance the shortest.

[0049] Figure 2 A schematic diagram showing the horizontal path on the room layout map.

[0050] like Figure 2 As shown, the room layout map shows the distribution between room A, room B, room C, room D and room E.

[0051] Figure 2 The dotted line in represents the horizontal path, i.e., the moving path of the mobile character on the room layout map.

[0052] For example, take room A as the starting room, pass through the wall in room A to reach room B, then pass through the wall from room B to reach room C, and so on, and finally reach room E, which is the end room.

[0053] Further, the moving path includes a vertical path. S200, based on the room layout map, generating a moving path of the mobile character on the room layout map, including: S221, obtaining the layer distribution data in the vertical direction, where the layer distribution data includes room layout maps of multiple layers at different heights.

[0054] S223, obtaining the vertical paths between the room layout maps of each height level according to the level distribution data.

[0055] S225, based on the vertical path, generate a moving path for the mobile character between the room layout maps at each level.

[0056] Specifically, the vertical direction refers to the Z-axis direction of the building unit, that is, the direction indicating the height of the building unit.

[0057] A building unit may have multiple floors, each floor corresponds to a room layout map, and the room layout maps of each floor may be different.

[0058] The level distribution data represents the layout map of rooms located at different height levels according to the height.

[0059] For example, a building unit has three floors, the first floor is the lowest, the second floor is higher than the first floor, and the third floor is higher than the second floor.

[0060] The vertical path may refer to a path from the first floor to the second floor, a path from the second floor to the third floor, or a path from the first floor to the third floor, and this example is not to be regarded as limiting the starting point and the end point of the vertical path.

[0061] When moving in the vertical direction, the position of the starting point depends on the end point of the moving path of the room layout map at that level; the position of the end point can be set according to the specific actual situation. For example, if moving according to the straight-line distance between levels, the end point of the vertical path may not belong to the movable area or interactive position, so it is necessary to set the collision parameters on the vertical path to ensure normal jumps on the vertical path.

[0062] Further, S300, according to the moving path, setting collision parameters between the moving character and the obstacle includes: S310, obtaining the type of moving path.

[0063] S320: Obtain, according to the type of the moving path, an obstacle distribution range to which obstacles interacting with the moving character in the moving path belong.

[0064] S330: Based on the obstacle distribution range, collision parameters between the mobile character and obstacles within the obstacle distribution range are set.

[0065] Specifically, the types of moving paths are different, and the positions of obstacles that collide and interact with the moving character are also different.

[0066] For example, the horizontal movement path will interact with the wall separating the two rooms. In order to shorten the distance of the movement route, the moving character will pass through the wall separating the two rooms to achieve the effect of moving from one room to another.

[0067] After obtaining the obstacle distribution range, obstacle parameters are set for the obstacles within the obstacle distribution range, so that the mobile character can pass through the obstacles according to the path of the moving path, thereby completing the movement between the rooms.

[0068] Furthermore, the moving path includes a horizontal path and a vertical path. The horizontal path is used to represent the moving route in the room layout map of the same floor.

[0069] Vertical paths are used to represent movement routes in room layout maps at different levels.

[0070] Further, the type of the moving path includes a horizontal path. S320, according to the type of the moving path, obtaining the obstacle distribution range to which the obstacle interacting with the moving character in the moving path belongs, including: S321, obtaining obstacles that overlap in a horizontal path in the room layout map, and obtaining a distribution range of the obstacles.

[0071] Further, the type of the moving path includes a vertical path. S320, according to the type of the moving path, obtaining the obstacle distribution range to which the obstacle interacting with the moving character in the moving path belongs, including: S323, obtaining the starting level and the ending level of the vertical path, the starting level is used to represent the room layout map where the mobile character is before moving, and the ending level is used to represent the room layout map where the mobile character is after moving.

[0072] S325: According to the starting level and the ending level, obstacles having an overlapping relationship between the mobile character jumping from the starting level to the ending level are determined to obtain the obstacle distribution range.

[0073] Figure 3 A schematic diagram showing vertical paths between room layout maps at each level.

[0074] like Figure 3 As shown, the vertical path represents the movement path between the room layout map of the first level and the room layout map of the second level.

[0075] exist Figure 3 In the diagram, the first level is the starting level and the second level is the ending level. The dotted line indicates the vertical path between the first and second levels.

[0076] Further, S400, based on the interaction mode of the collision parameter, controls the mobile character to move in the room layout map according to the moving path and reviews each room, including: S410, obtaining collision parameters, and controlling the mobile character to move between rooms along the moving path according to the interaction mode indicated by the collision parameters.

[0077] S420, during the moving process, the layout resources of each room are rendered to perform the review operation.

[0078] Specifically, the collision parameters are obtained, and according to the interaction mode indicated by the collision parameters, the mobile character is controlled to move between the rooms, so as to realize the review of the items and props placed in each room.

[0079] Figure 4 A schematic diagram of the structure of a game scene review device provided by an embodiment of the present application is shown, and the game scene review device includes: The layout map acquisition module 41 is used to acquire the target building map resource and load the room layout map of each building unit according to the target building map resource. The room layout map is used to display the distribution of multiple rooms.

[0080] The moving path generating module 42 is used to generate a moving path of the mobile character on the room layout map based on the room layout map.

[0081] The parameter setting module 43 is used to set the collision parameters between the mobile character and the obstacle according to the moving path, and the collision parameters are used to define the interaction mode between the mobile character and the obstacle.

[0082] The scene review module 44 is used to control the mobile character to move in the room layout map according to the moving path and review each room based on the interaction method of the collision parameters.

[0083] Further, the moving path generating module 42 is configured as follows: Based on the room layout map, a room distribution relationship on a first direction plane is obtained.

[0084] Disable collision interaction detection and set a straight path segment between two rooms based on the room distribution relationship.

[0085] Get the starting room and the ending room, and generate a horizontal path for the mobile character to move from the starting room to the ending room based on the straight path segment between the two rooms.

[0086] Further, the moving path generation module 42 is configured as follows: The layer distribution data in the vertical direction is obtained, where the layer distribution data includes room layout maps of multiple layers at different heights.

[0087] According to the level distribution data, vertical paths between room layout maps at each height level are obtained.

[0088] Based on the vertical path, the moving path of the mobile character between the room layout maps at each level is generated.

[0089] Furthermore, the parameter setting module 43 is configured as follows: Gets the type of movement path.

[0090] According to the type of the moving path, the obstacle distribution range to which the obstacles interacting with the moving character in the moving path belong is obtained.

[0091] Based on the obstacle distribution range, set the collision parameters between the moving character and obstacles within the obstacle distribution range.

[0092] Furthermore, the parameter setting module 43 is also configured to: Obstacles that overlap in a horizontal path in the room layout map are obtained to obtain the obstacle distribution range.

[0093] Furthermore, the parameter setting module 43 is also configured to: Get the starting level and ending level of the vertical path. The starting level is used to represent the room layout map where the mobile character is before moving, and the ending level is used to represent the room layout map where the mobile character is after moving.

[0094] According to the starting level and the ending level, obstacles with overlapping relationship between the mobile character jumping from the starting level to the ending level are determined, and the obstacle distribution range is obtained.

[0095] Furthermore, the scene review module 44 is configured to: Get the collision parameters, and control the mobile character to move between rooms along the moving path according to the interaction method indicated by the collision parameters.

[0096] During the move, render the layout assets for each room for review.

[0097] Reference below Figure 5 An electronic device 50 according to an embodiment of the present application is described. Figure 5 The electronic device 50 shown is merely an example and should not bring any limitation to the functions and scope of use of the embodiments of the present application.

[0098] like Figure 5 As shown, the electronic device 50 is in the form of a general computing device. The components of the electronic device 50 may include but are not limited to: at least one processing unit 510, at least one storage unit 520, and a bus 530 connecting different system components (including the storage unit 520 and the processing unit 510).

[0099] The storage unit stores program codes, which can be executed by the processing unit 510, so that the processing unit 510 executes the steps according to various exemplary embodiments of the present application described in the description of the exemplary method described above in this specification. For example, the processing unit 510 can execute the following steps: Figure 1 The steps shown in .

[0100] The storage unit 520 may include a readable medium in the form of a volatile storage unit, such as a random access storage unit (RAM) 5201 and / or a cache storage unit 5202 , and may further include a read-only storage unit (ROM) 5203 .

[0101] The storage unit 520 may also include a program / utility 5204 having a set (at least one) of program modules 5205, such program modules 5205 including but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination may include an implementation of a network environment.

[0102] Bus 530 may represent one or more of several types of bus structures, including a memory unit bus or memory unit controller, a peripheral bus, an accelerated graphics port, a processing unit, or a local bus using any of a variety of bus architectures.

[0103] The electronic device 50 may also communicate with one or more external devices 600 (e.g., keyboards, pointing devices, Bluetooth devices, etc.), may also communicate with one or more devices that enable a user to interact with the electronic device 50, and / or communicate with any device that enables the electronic device 50 to communicate with one or more other computing devices (e.g., routers, modems, etc.). Such communication may be performed via an input / output (I / O) interface 550. The input / output (I / O) interface 550 is connected to a display unit 540. In addition, the electronic device 50 may also communicate with one or more networks (e.g., a local area network (LAN), a wide area network (WAN), and / or a public network, such as the Internet) via a network adapter 560. As shown, the network adapter 560 communicates with other modules of the electronic device 50 via a bus 530. It should be understood that, although not shown in the figure, other hardware and / or software modules may be used in conjunction with the electronic device 50, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0104] Through the description of the above implementation methods, it is easy for those skilled in the art to understand that the example implementation methods described here can be implemented by software, or by combining software with necessary hardware. Therefore, the technical solution according to the implementation method of the present application can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, and includes several instructions to enable a computing device (which can be a personal computer, a mobile terminal, etc.) to execute the game scene review method according to the implementation method of the present application.

[0105] In an exemplary embodiment of the present application, a computer-readable storage medium is also provided, on which computer-readable instructions are stored. When the computer-readable instructions are executed by a processor of a computer, the computer executes the game scene review method described in the above method embodiment.

[0106] According to one embodiment of the present application, a program product for implementing the method in the above method embodiment is also provided, which can adopt a portable compact disk read-only memory (CD-ROM) and include program code, and can be run on a terminal device, such as a personal computer. However, the program product of the present application is not limited thereto, and in this document, a readable storage medium can be any tangible medium containing or storing a program, which can be used by or in combination with an instruction execution system, an apparatus or a device.

[0107] The program product may adopt any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium may be, for example, but not limited to, a system, device or component of electricity, magnetism, light, electromagnetic, infrared, or semiconductor, or any combination thereof. More specific examples (non-exhaustive list) of readable storage media include: an electrical connection with one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination thereof.

[0108] Computer readable signal media may include data signals propagated in baseband or as part of a carrier wave, in which readable program code is carried. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above. Readable signal media may also be any readable medium other than a readable storage medium, which may send, propagate, or transmit a program for use by or in conjunction with an instruction execution system, apparatus, or device.

[0109] The program code embodied on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wired, optical cable, RF, etc., or any suitable combination of the foregoing.

[0110] Program code for performing the operations of the present application may be written in any combination of one or more programming languages, including object-oriented programming languages, such as JAVA, C++, etc., and conventional procedural programming languages, such as "C" or similar programming languages. The program code may be executed entirely on the user computing device, partially on the user device, as a separate software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device may be connected to the user computing device through any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., using an Internet service provider to connect through the Internet).

[0111] It should be noted that, although several modules or units of the equipment for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the embodiments of the present application, the features and functions of two or more modules or units described above can be embodied in one module or unit. On the contrary, the features and functions of one module or unit described above can be further divided into being embodied by multiple modules or units. In addition, although the steps of the method in the present application are described in a specific order in the drawings, this does not require or imply that the steps must be performed in this specific order, or that all the steps shown must be performed to achieve the desired results. Additionally or alternatively, some steps may be omitted, multiple steps may be combined into one step, and / or one step may be decomposed into multiple steps, etc.

[0112] Through the description of the above implementation methods, it is easy for those skilled in the art to understand that the example implementation methods described here can be implemented by software, or by software combined with necessary hardware. Therefore, the technical solution according to the implementation method of the present application can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, and includes a number of instructions to enable a computing device (which can be a personal computer, a mobile terminal, etc.) to execute the method according to the implementation method of the present application.

[0113] Those skilled in the art will readily appreciate other embodiments of the present application after considering the specification and practicing the invention disclosed herein. The present application is intended to cover any modification, use or adaptation of the present application, which follows the general principles of the present application and includes common knowledge or customary techniques in the art that are not disclosed in the present application. The specification and examples are intended to be exemplary only, and the true scope and spirit of the present application are indicated by the appended claims.

Claims

1. A game scene review method, characterized in that: include: Obtaining a target building map resource, and loading a room layout map of each building unit according to the target building map resource, wherein the room layout map is used to display the distribution of multiple rooms; Based on the room layout map, generating a moving path of the mobile character on the room layout map; According to the moving path, setting a collision parameter between the moving character and the obstacle, wherein the collision parameter is used to define an interaction mode between the moving character and the obstacle; Based on the interaction mode of the collision parameter, the mobile character is controlled to move in the room layout map according to the moving path and each room is audited.

2. The game scene review method according to claim 1, characterized in that: The moving path includes a horizontal path; and generating a moving path of the mobile character on the room layout map based on the room layout map includes: Based on the room layout map, obtaining the relative relationship between the rooms; Release the collision interaction detection, and set a straight path segment between the two rooms according to the room distribution relationship; A starting room and an end room are obtained, and a horizontal path for a mobile character to move from the starting room to the end room is generated according to a straight path segment between the two rooms.

3. The game scene review method according to claim 1, characterized in that: The moving path includes a vertical path; and generating a moving path of the mobile character on the room layout map based on the room layout map includes: Acquire layer distribution data in a vertical direction, wherein the layer distribution data includes room layout maps of multiple layers at different heights; According to the level distribution data, obtaining vertical paths between room layout maps at each height level; Based on the vertical path, a moving path of the mobile character between the room layout maps at each level is generated.

4. The game scene review method according to claim 1, characterized in that: The step of setting the collision parameters between the moving character and the obstacle according to the moving path includes: Obtaining the type of the moving path; Obtaining, according to the type of the moving path, an obstacle distribution range to which an obstacle interacting with the moving character in the moving path belongs; Based on the obstacle distribution range, collision parameters between the mobile character and obstacles within the obstacle distribution range are set.

5. The game scene review method according to claim 4, characterized in that: The type of the moving path includes a horizontal path, and acquiring, according to the type of the moving path, an obstacle distribution range to which an obstacle interacting with the moving character in the moving path belongs includes: Obstacles that overlap in the horizontal path in the room layout map are acquired to obtain a distribution range of the obstacles.

6. The game scene review method according to claim 4, characterized in that: The type of the moving path includes a vertical path, and acquiring, according to the type of the moving path, an obstacle distribution range to which an obstacle interacting with the moving character in the moving path belongs includes: Acquire a starting level and an ending level of the vertical path, wherein the starting level is used to represent a layout map of the room where the mobile character is located before the movement, and the ending level is used to represent a layout map of the room where the mobile character is located after the movement; According to the starting level and the end level, obstacles having an overlapping relationship between when the mobile character jumps from the starting level to the end level are determined, and the obstacle distribution range is obtained.

7. The game scene review method according to claim 1, characterized in that: The interactive method based on the collision parameter controls the mobile character to move in the room layout map according to the moving path and to review each room, including: Acquire the collision parameter, and control the mobile character to move between the rooms along the moving path according to the interaction mode indicated by the collision parameter; During the move, render the layout assets for each room for review.

8. A game scene review device, characterized in that: The device comprises: A layout map acquisition module is used to acquire a target building map resource, and load a room layout map of each building unit according to the target building map resource, wherein the room layout map is used to display the distribution of multiple rooms; A moving path generating module, used for generating a moving path of a mobile character on the room layout map based on the room layout map; A parameter setting module, used for setting the collision parameters between the mobile character and the obstacle according to the moving path, wherein the collision parameters are used for defining the interaction mode between the mobile character and the obstacle; The scene review module is used to control the mobile character to move in the room layout map according to the moving path and review each room based on the interaction mode of the collision parameter.

9. An electronic device, characterized in that: include: one or more processors; A storage device for storing one or more programs, which, when executed by the one or more processors, enables the electronic device to implement the game scene review method as described in any one of claims 1 to 7.

10. A computer-readable storage medium, characterized in that: Computer-readable instructions are stored thereon, and when the computer-readable instructions are executed by a processor of a computer, the computer is caused to execute the game scene review method described in any one of claims 1 to 7.

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