Methods, apparatus, electronic devices and storage media for generating interface transition animations

By calculating the positional relationship and scaling ratio of virtual objects and the viewpoint in a 2D game interface, a 3D motion effect interface transition animation is generated, which solves the problem of poor immersion when switching between 2D game interfaces and improves the user experience.

CN119680191BActive Publication Date: 2026-03-06NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 2 Cites 0 Cited by

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-09-22
Publication Date
2026-03-06

AI Technical Summary

Technical Problem

In existing technologies, the immersive experience of interface transition animations when switching between two-dimensional game interfaces is poor, and they cannot simulate the movement of the camera in a three-dimensional scene, resulting in a poor user experience.

Method used

By determining the proximity relationship between virtual objects in the game interface and the virtual viewpoint of the main game interface, the scaling ratio of each virtual object is calculated, and interface transition animations are generated based on these ratios to simulate the three-dimensional motion effect from the first virtual viewpoint to the second virtual viewpoint.

Benefits of technology

It enhances the immersive experience of interface transition animations, allowing virtual objects to play according to their respective scaling ratios within the animation, simulating the movement of a camera in a 3D scene, and improving the user experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119680191B_ABST
    Figure CN119680191B_ABST
Patent Text Reader

Abstract

This application provides a method, apparatus, electronic device, and storage medium for generating interface transition animations. The method includes determining a second game interface to be transitioned to based on the triggered interface switching event when a switching event is triggered in a first game interface; then determining a main game interface corresponding to the first game interface and the second game interface; determining the position information of each virtual object in the main game interface, and determining the scaling ratio of each virtual object based on the position information of each virtual object; finally, generating an interface transition animation from the first game interface to the second game interface based on the scaling ratio of each virtual object, so that each virtual object in the interface transition animation plays animation according to its corresponding scaling ratio, simulating the movement effect of the camera in a three-dimensional scene and increasing the immersiveness of the animation effect.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This application relates to the field of texture generation technology, and in particular to a method, apparatus, electronic device and storage medium for generating interface transition animations. Background Technology

[0002] This section is intended to provide background or context for the embodiments of this application as set forth in the claims. The description herein is not intended to be a prior art simply because it is included in this section.

[0003] Currently, 2D game interfaces or activities frequently involve switching between different 2D game interfaces, such as the main game interface switching to different sub-game interfaces, or a sub-game interface switching to the main game interface or other sub-game interfaces. When switching game interfaces, it is usually necessary to generate interface transition animations during the transition process. However, current technologies produce interface transition animations with poor immersion, and 2D game interface switching cannot simulate the movement effects of the camera in a 3D scene. Summary of the Invention

[0004] In view of this, this application proposes a method, apparatus, electronic device and storage medium for generating interface transition animations.

[0005] This application provides a method for generating interface transition animations, which provides a graphical user interface for a target game through a terminal device. The target game includes multiple game interfaces, and each game interface includes virtual objects. The method includes:

[0006] In response to a screen switching event triggered in the first game interface, a second game interface to be switched to is determined based on the screen switching event; wherein, the first game interface is the game screen corresponding to the first virtual perspective, the second game interface is the game screen corresponding to the second virtual perspective, and the first game interface and the second game interface are two-dimensional game interfaces.

[0007] Determine the main game interface corresponding to the first game interface and the second game interface;

[0008] The position information corresponding to the virtual object in the main game interface is determined, and the scaling ratio of the virtual object is determined based on the position information corresponding to the virtual object; wherein, the position information is used to represent the distance relationship between the virtual object and the virtual view of the main game interface;

[0009] Based on the scaling ratio of the virtual object, a transition animation is generated to switch from the first game interface to the second game interface, so as to simulate the three-dimensional motion effect of moving from the first virtual perspective to the second virtual perspective.

[0010] Based on the same inventive concept, an exemplary embodiment of this application also provides an apparatus for generating interface transition animations, which provides a graphical user interface for a target game through a terminal device. The target game includes multiple game interfaces, and each game interface includes virtual objects. The apparatus includes:

[0011] The response module responds to a screen switching event triggered in the first game interface and determines the second game interface to be switched to based on the screen switching event; wherein, the first game interface is the game screen corresponding to the first virtual perspective, the second game interface is the game screen corresponding to the second virtual perspective, and the first game interface and the second game interface are two-dimensional game interfaces.

[0012] The first determining module determines the main game interface corresponding to the first game interface and the second game interface;

[0013] The second determining module determines the position information corresponding to the virtual object in the main game interface, and determines the scaling ratio of the virtual object based on the position information corresponding to the virtual object; wherein, the position information is used to represent the distance relationship between the virtual object and the virtual view of the main game interface;

[0014] The generation module generates an interface transition animation based on the scaling ratio of the virtual object, switching from the first game interface to the second game interface, to simulate the three-dimensional motion effect of moving from the first virtual perspective to the second virtual perspective.

[0015] Based on the same inventive concept, an exemplary embodiment of this application also provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable by the processor, wherein the processor executes the program to implement the interface transition animation generation method described above.

[0016] Based on the same inventive concept, an exemplary embodiment of this application also provides a non-transitory computer-readable storage medium storing computer instructions for causing a computer to execute the interface transition animation generation method described above.

[0017] As can be seen from the above, the interface transition animation generation method, apparatus, electronic device, and storage medium provided in this application, when a switching interface event is triggered in the first game interface, determines the second game interface to be transitioned to based on the triggered switching interface event; wherein, the first game interface is the game screen corresponding to the first virtual perspective, the second game interface is the game screen corresponding to the second virtual perspective, and the first game interface and the second game interface are two-dimensional game interfaces; then, the main game interface corresponding to the first game interface and the second game interface is determined; and the position information corresponding to each virtual object in the main game interface is determined, and the scaling ratio of each virtual object is determined based on the position information corresponding to each virtual object; wherein, the position information is used to represent the distance relationship between each virtual object and the virtual perspective of the main game interface; finally, an interface transition animation from the first game interface to the second game interface is generated according to the scaling ratio of each virtual object to simulate the three-dimensional motion effect of moving from the first virtual perspective to the second virtual perspective, so that each virtual object in the interface transition animation plays animation according to its corresponding scaling ratio, simulating the movement effect of the camera in the three-dimensional scene, and increasing the immersiveness of the animation effect. Attached Figure Description

[0018] To more clearly illustrate the technical solutions in this application or related technologies, the drawings used in the description of the embodiments or related technologies will be briefly introduced below. Obviously, the drawings described below are only embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0019] Figure 1 This is a schematic diagram illustrating one application scenario of an embodiment of this application;

[0020] Figure 2 This is a flowchart illustrating a method for generating interface transition animations according to an embodiment of this application.

[0021] Figure 3 This is a schematic diagram of a process for determining the location information corresponding to a virtual object according to an embodiment of this application;

[0022] Figure 4 This is a schematic diagram of the structure of a game interface according to an embodiment of this application;

[0023] Figure 5 This is a schematic diagram of another game interface structure according to an embodiment of this application;

[0024] Figure 6 This is a schematic diagram of the structure of a first type of game interface in a practical application scenario of this application embodiment;

[0025] Figure 7 This is a schematic diagram of the structure of a second type of game interface in a practical application scenario of this application embodiment;

[0026] Figure 8 This is a schematic diagram of the structure of a third type of game interface in a practical application scenario of this application embodiment;

[0027] Figure 9 This is a schematic diagram of the structure of a fourth type of game interface in a practical application scenario of this application embodiment;

[0028] Figure 10 This is a schematic diagram of the structure of a device for generating interface transition animations according to an embodiment of this application;

[0029] Figure 11 This is a schematic diagram of the structure of a specific electronic device according to an embodiment of this application. Detailed Implementation

[0030] The principles and spirit of this application will now be described with reference to several exemplary embodiments. It should be understood that these embodiments are provided merely to enable those skilled in the art to better understand and implement this application, and are not intended to limit the scope of this application in any way. Rather, these embodiments are provided to make this application more thorough and complete, and to fully convey the scope of this application to those skilled in the art.

[0031] According to embodiments of this application, a method, system, electronic device, and storage medium for generating interface transition animations are proposed.

[0032] It is understood that before using the technical solutions of the various embodiments in this application, users will be informed of the type, scope of use, and usage scenarios of the personal information involved in an appropriate manner, and user authorization will be obtained.

[0033] For example, upon receiving a user's active request, a prompt message is sent to the user to explicitly inform them that the requested operation will require the acquisition and use of the user's personal information. This allows the user to independently choose, based on the prompt message, whether to provide personal information to the software or hardware such as electronic devices, applications, servers, or storage media performing the operations described in this application.

[0034] As an optional but not limited implementation, in response to a user's active request, sending a prompt message to the user can be done via a pop-up window, where the prompt message can be presented in text format. Furthermore, the pop-up window can also include a selection control allowing the user to choose "agree" or "disagree" to provide personal information to the electronic device.

[0035] It is understood that the above notification and user authorization process is merely illustrative and does not limit the implementation of this application. Other methods that comply with relevant laws and regulations may also be applied to the implementation of this application.

[0036] In this article, it is important to understand that any number of elements in the accompanying figures is for illustrative purposes and not for limitation, and any naming is for distinction only and has no limiting meaning.

[0037] The principles and spirit of this application will be explained in detail below with reference to several representative embodiments. Invention Overview

[0039] Currently, the generated 2D interface transition animations are relatively simple. For example, some technologies mainly control the transparency of virtual objects in the game interface to make the transition screen appear and disappear. However, this method results in a lack of smooth transition between the virtual objects in the two interfaces when the transition screen appears, leading to a rigid overall effect and poor user immersion. Other technologies generate interface transition animations by shifting or scaling the entire game interface. This method causes all virtual objects in the game interface to move or scale in the same way, giving the user a stretched image feeling, resulting in a poor user experience. Furthermore, neither of these two technologies can simulate the movement of a camera in a 3D scene, leading to a noticeable disconnect in the user experience.

[0040] To address the aforementioned problems, this application provides a method for generating interface transition animations, specifically including:

[0041] When a screen switching event is triggered in the first game interface, the second game interface to be transitioned to is determined based on the triggered screen switching event. The first game interface is the game screen corresponding to the first virtual perspective, and the second game interface is the game screen corresponding to the second virtual perspective; both the first and second game interfaces are two-dimensional game interfaces. Then, the main game interface corresponding to the first and second game interfaces is determined. The position information corresponding to each virtual object in the main game interface is determined, and the scaling ratio of each virtual object is determined based on the position information. The position information indicates the proximity of each virtual object to the virtual perspective of the main game interface. Finally, a screen transition animation is generated based on the scaling ratio of each virtual object, switching from the first game interface to the second game interface to simulate the three-dimensional motion effect of moving from the first virtual perspective to the second virtual perspective. This allows each virtual object in the screen transition animation to play animation according to its corresponding scaling ratio, meaning different virtual objects can be scaled according to different scaling ratios. This allows the screen transition animation to simulate the movement of the camera in a three-dimensional scene, increasing the immersiveness of the animation effect.

[0042] After introducing the basic principles of this application, the various non-limiting embodiments of this application will be described in detail below.

[0043] Application Scenarios Overview

[0044] In specific application scenarios, the interface transition animation generation method of this application can be applied to various systems that require the generation of interface transition animations. As an example, see [reference needed]. Figure 1 This application scenario includes at least one server 102 and at least one terminal 101. Terminal devices include, but are not limited to, desktop computers, mobile phones, mobile computers, tablets, media players, smart wearable devices, personal digital assistants (PDAs), or other electronic devices capable of performing the aforementioned functions. The server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms. The server and terminal can communicate via a network to transmit data. The network can be a wired network or a wireless network; this application does not specifically limit its use.

[0045] The server can be a server that provides various services. Specifically, the server can be used to provide background services for applications running on the terminal. Optionally, in some implementations, the interface transition animation generation method provided in this application embodiment can be executed by the terminal device. The server can be hardware or software. When the server is hardware, it can be implemented as a distributed server cluster composed of multiple servers, or as a single server. When the server is software, it can be implemented as multiple software programs or software modules (e.g., software programs or software modules used to provide distributed services), or as a single software program or software module. This application embodiment does not specifically limit this.

[0046] Optionally, the aforementioned wireless or wired networks use standard communication technologies and / or protocols. The network is typically the Internet, but can be any network, including but not limited to local area networks (LANs), metropolitan area networks (MANs), wide area networks (WANs), mobile, wired or wireless networks, private networks, or any combination of virtual private networks. In some embodiments, technologies and / or formats including Hypertext Markup Language (HTML), Extensible Markup Language (XML), etc., are used to represent data exchanged over the network. Furthermore, conventional encryption technologies such as Secure Socket Layer (SSL), Transport Layer Security (TLS), Virtual Private Network (VPN), and Internet Protocol Security (IPsec) can be used to encrypt all or some links. In other embodiments, customized and / or dedicated data communication technologies can be used to replace or supplement the aforementioned data communication technologies.

[0047] The following describes a method for generating interface transition animations according to exemplary embodiments of this application, using specific application scenarios. It should be noted that the above application scenarios are shown only to facilitate understanding of the spirit and principles of this application, and the embodiments of this application are not limited in any way. Rather, the embodiments of this application can be applied to any applicable scenario.

[0048] It should be understood that, although Figure 2 and Figure 3The steps in the flowchart are shown sequentially as indicated by the arrows, but these steps are not necessarily executed in the order indicated by the arrows. Unless otherwise specified herein, there is no strict order in which these steps are executed, and they can be performed in other orders. Figure 2 and Figure 3 At least some of the steps in the process may include multiple sub-steps or multiple stages. These sub-steps or stages are not necessarily completed at the same time, but can be executed at different times. The execution order of these sub-steps or stages is not necessarily sequential, but can be executed in turn or alternately with other steps or at least some of the sub-steps or stages of other steps.

[0049] Exemplary methods

[0050] refer to Figure 2 This application provides a method for generating interface transition animations. The execution entity of this method can be, but is not limited to, a server or a terminal device. The method provides a graphical user interface (GUI) of a target game through a terminal device. The target game includes multiple game interfaces, each including at least one virtual object. The method includes the following steps:

[0051] S101, in response to triggering a switching interface event in the first game interface, determine the second game interface to be switched to based on the switching interface event; wherein, the first game interface is the game screen corresponding to the first virtual perspective, the second game interface is the game screen corresponding to the second virtual perspective, and the first game interface and the second game interface are two-dimensional game interfaces.

[0052] In practice, both the first and second game interfaces can be any of multiple game interfaces. For ease of distinction, the game interface about to be switched to is generally referred to as the first game interface, and the game interface to be switched to is referred to as the second game interface. The interface switching event can be set as needed and is not limited thereto. For example, a virtual control that can jump to multiple game interfaces can be set in the first game interface. When a virtual control is selected, it is equivalent to triggering the interface switching event, and the game interface corresponding to the selected virtual control is the second game interface. Optionally, in some embodiments, the target game also includes a target virtual character controlled by the user. When the target virtual character moves to a specified position in the first game interface, it is equivalent to triggering the interface switching event. At the same time, the second game interface can be determined according to the specified position, that is, different specified positions correspond to different game interfaces to be switched to.

[0053] Considering the connections between different game interfaces and the overall continuity of the game when switching between them, the first game interface and the second game interface include the same virtual objects. That is, the same virtual object exists in both the first and second game interfaces, ensuring continuity between them. It is often the switching between such game interfaces that requires consideration of user immersion. Optionally, the number of identical virtual objects is not limited; for example, it can be one, two, or three, or other quantities. Optionally, the virtual objects in the game interface can be virtual buildings, virtual plants, virtual mountains, virtual rivers, virtual animals, or any other virtual objects existing in the target game. Optionally, the first game interface and the second game interface may not include the same virtual objects; that is, the first game interface and the second game interface can be two parallel sub-game interfaces belonging to a main game interface.

[0054] It should be noted that since different game interfaces correspond to different game scenes, and when the game scene changes, the display form of various virtual objects on the game interface will also change to highlight this change. Therefore, the same virtual object will have different display forms in the first game interface and the second game interface. This display form can be the size of the virtual object, the degree of occlusion, the integrity of the object, and the display surface of the object, etc. (Reference) Figure 4 and Figure 5 , Figure 4 and Figure 5 The game interface includes the virtual object "Big Tree 002," but due to... Figure 4 The middle corresponds to the game scene when the target virtual character 001 is far away from the tree 002, while Figure 5 This refers to the game scene when the target virtual character 001 is relatively close to the tree 002. Therefore... Figure 5 The big tree 002 in the middle is bigger than Figure 4 The large tree 002 in the image appears to have a larger volume.

[0055] It should be noted that when the game interface is a 3D game interface, the virtual objects in the game are generally three-dimensional virtual models. This is equivalent to creating a virtual 3D world within the game interface. Therefore, when switching interfaces, the virtual camera in the virtual world can be directly controlled to move, displaying the animation effects of the interface transition. However, when the game interface is a 2D game interface, the virtual objects in the game are essentially drawn on a plane. In this case, it is impossible to simulate the 3D effect of virtual objects in a 3D scene by directly moving the virtual camera in the 2D game interface. However, the interface transition animation generation method provided in this application embodiment can simulate 3D transition effects even when all game interfaces are 2D. Therefore, even when the game interface is 3D, the interface transition animation generation method provided in this application embodiment can achieve 3D transition effects without moving the virtual camera.

[0056] S102, determine the main game interface corresponding to the first game interface and the second game interface.

[0057] In specific implementation, the target game includes multiple game interfaces, which can generally be divided into a global game interface and sub-game interfaces. All virtual objects in the sub-game interface generally exist in the global game interface. That is, the number of virtual objects in the sub-game interface is less than or equal to the number of virtual objects in the global game interface. Therefore, in order to avoid missing any virtual objects, when determining the location information corresponding to each virtual object, the main game interface corresponding to the first game interface and the second game interface is first determined. Optionally, the main game interface may include all virtual objects in the first game interface and the second game interface. In some embodiments, the main game interface may overlap with the first game interface or the second game interface. For example, if a first game interface includes 5 virtual objects and a second game interface includes 3 virtual objects, and these 3 virtual objects belong to the above 5 virtual objects, then the first game interface can be determined as the main game interface.

[0058] To quickly determine the main game interface, in some embodiments, determining the main game interface corresponding to the first game interface and the second game interface specifically includes:

[0059] Determine a global game interface that includes all virtual objects of the target game from the plurality of game interfaces;

[0060] The global game interface is designated as the main game interface.

[0061] In practice, to improve the efficiency of determining the main game interface, the global game interface, which includes all virtual objects of the target game, can be designated as the main game interface. It should be noted that since this global game interface includes all virtual objects of the target game, it can serve as the main game interface for any two game interfaces.

[0062] In some embodiments, determining the main game interface corresponding to the first game interface and the second game interface specifically includes:

[0063] A third game interface is determined from the plurality of game interfaces, which includes virtual objects that simultaneously include the first game interface and the second game interface;

[0064] The third game interface is designated as the main game interface.

[0065] In practice, to facilitate accurate computer identification of the main game interface, a third game interface can be selected from the plurality of game interfaces. This third game interface includes virtual objects that simultaneously constitute both the first and second game interfaces, and is then designated as the main game interface. It should be noted that this third game interface may overlap with either the first or second game interface.

[0066] refer to Figure 7 and Figure 8 ,in, Figure 7 The virtual objects (7 mountain peaks) in the game include Figure 8 All virtual objects (two mountain peaks) in the context of the universe, i.e. Figure 7 The corresponding game interface includes Figure 7 and Figure 8 All virtual objects (7 mountain peaks) in the corresponding two game interfaces can therefore be... Figure 7 The corresponding game interface is determined as the main game interface. Furthermore, if the virtual objects included in the first and second game interfaces are identical, the main game interface can be randomly selected from them.

[0067] In some embodiments, other methods can also be used to determine the main game interface, and there are no limitations on this. For example, the hierarchical relationships between various game interfaces can be marked in advance, and then the main game interface can be determined from multiple game interfaces of the target game based on these hierarchical relationships.

[0068] S103, determine the position information corresponding to the virtual objects in the main game interface, and determine the scaling ratio of each virtual object based on the position information corresponding to the virtual objects; wherein, the position information is used to represent the distance relationship between the virtual objects and the virtual view of the main game interface.

[0069] In practical implementation, considering that objects in the real-world scene do not scale proportionally with the user's movement, for example, when a user faces east and sees a mountain and a tree in front of it, as the user moves towards the foot of the mountain, especially when very close to the tree, the tree appears significantly larger than before, while the mountain does not change size noticeably during the user's movement. That is, in real life, when the mountain is far from the user and the tree is close, even if the user moves the same distance towards the tree and the mountain, they are not proportionally enlarged in the user's view. To simulate this 3D effect in the real world, in this embodiment, the position information corresponding to each virtual object in the main game interface is first determined. This position information is used to represent the distance relationship between each virtual object and the virtual viewpoint of the main game interface. Then, the scaling ratio of each virtual object is determined based on the position information corresponding to each virtual object. Optionally, the scaling ratio of each virtual object can be determined directly based on the principle that objects appear larger when closer and smaller when farther away. For example, if a main game interface includes two virtual objects, A and B, and the distance between A and the virtual viewpoint is less than the distance between B and the virtual viewpoint, then the scaling ratio of A should be greater than the scaling ratio of B.

[0070] To determine the position information of each virtual object in a two-dimensional game interface, in some embodiments, determining the position information corresponding to the virtual object in the main game interface specifically includes:

[0071] In the main game interface, the position information of each virtual object in the main game interface is determined based on the planar distance between each virtual object and the target virtual character; wherein, the main game interface includes the target virtual character controlled by the user.

[0072] In practical implementation, considering that in many 2D game interfaces, virtual objects do not possess a concept of depth (i.e., all virtual objects reside on the same plane), it is not possible to directly obtain the distance relationship between each virtual object and the virtual viewpoint of the main game interface. Furthermore, the inventors discovered that 2D game interfaces typically include a target virtual character controlled by the user. The user explores various game interfaces by controlling this target virtual character. Therefore, the user's perspective is generally aligned with the perspective of the target virtual character within the game interface. Thus, the position of the target virtual character within the game interface can be used as a reference position for the virtual viewpoint. Further, the position information of each virtual object in the main game interface can be determined based on the planar distance between each virtual object and the target virtual character within the main game interface. Optionally, the planar distance can be directly used to determine the position information of each virtual object, representing the distance between the virtual object and the virtual viewpoint of the main game interface. Alternatively, a distance conversion coefficient can be set first, and then the difference between this coefficient and the planar distance can be used to obtain the position information of each virtual object.

[0073] refer to Figure 4 , Figure 4 In the image, 001 represents the target virtual character. Optionally, the distance between the target virtual character and the aforementioned camera view can be set to 0, meaning the virtual character is the virtual object closest to the camera view by default. Then, the six virtual objects from 002 to 007 are placed... Figure 4 The planar distance (straight-line distance) between the target virtual character 001 at a mid-range distance serves as the position information for each of the six virtual objects. When determining these planar distances, the center point between the target virtual character and a certain virtual object can be determined first, and then the distance between the two center points can be used to determine the position information of that virtual object. Figure 4 In the middle, if the results of directly calculating the planar distances between the target virtual character and each virtual object are sorted from smallest to largest, the order is: Big Tree 002, Small Tree 003, First Mountain 004, Second Mountain 005, Third Mountain 006, Sun 007, while... Figure 4 In the corresponding game scene, the virtual objects are ordered from near to far from the virtual viewpoint as follows: big tree 002, small tree 003, first mountain 004, second mountain 005, third mountain 006, and sun 007. It can be seen that the two are completely identical. Therefore, in some embodiments, the position information of each virtual object can be determined by the planar distance between the virtual object and the target virtual character.

[0074] To further accurately determine the position information of each virtual object in the 2D game interface, refer to Figure 3 In some embodiments, determining the position information corresponding to the virtual object in the main game interface specifically includes the following steps:

[0075] S301, determine the occlusion relationship between the virtual objects in the main game interface.

[0076] In practical implementation, considering that within the same game interface, virtual objects positioned in the foreground (closer to the virtual viewpoint) are less likely to be occluded, while those positioned in the background (farthest from the virtual viewpoint) are more likely to be occluded, the position information of each virtual object in the main game interface can be determined based on the occlusion relationships between them. Optionally, when determining the occlusion relationships between the virtual objects in the main game interface, image recognition technology can be used. For example, AI image recognition or a trained neural network model can be used directly to identify the occlusion relationships between the virtual objects in the main game interface.

[0077] In order to quickly and accurately determine the occlusion relationships between various virtual objects, in some embodiments, determining the occlusion relationships between various virtual objects in the main game interface specifically includes:

[0078] Each virtual object in the main game interface is identified as a target virtual object;

[0079] For each target virtual object, a target game interface including the target virtual object is determined from the plurality of game interfaces, and the unobstructed complete display form of the target virtual object is determined based on the display form of the target virtual object in each target game interface;

[0080] Based on the complete display form and the display form of the target virtual object in each of the target game interfaces, the occlusion relationship between the virtual objects in the main game interface is determined.

[0081] In practice, the complete display form of a virtual object can be determined by comparing its appearance in different game interfaces. (Refer to...) Figure 5 and Figure 4 , Figure 5 In the middle, the first mountain 004 is clearly obscured by the large tree 002, however, Figure 4 The first mountain in the middle of the mountain had no other large trees to block its view, so it was in contrast to... Figure 5 compared to, Figure 4 The first mountain 004 in the game is more complete, forming a complete triangle. After determining the complete display form of each target virtual object, the complete display form can be compared with the display form of the target virtual object in each of the target game interfaces to obtain the occlusion relationship between the virtual objects.

[0082] S302, based on the occlusion relationship, sort all the virtual objects in the main game interface by occlusion.

[0083] In practice, after determining the occlusion relationships between the virtual objects in the main game interface, the occlusion order of all the virtual objects in the main game interface can be determined according to these occlusion relationships. For example, if a main game interface includes three virtual objects A, B, and C, where A is occluded by B and B is occluded by C, then the occlusion order of the three objects can be determined as: C, B, A.

[0084] S303, determine the distance relationship between each virtual object and the virtual view of the main game interface based on the occlusion sorting result corresponding to each virtual object.

[0085] In practice, after sorting the occlusion of all virtual objects in the main game interface, the distance between each virtual object and the virtual viewpoint of the main game interface can be determined based on the occlusion sorting result for each virtual object. For example, if the occlusion sorting results for the three virtual objects are C, B, and A, then the distance between them and the virtual viewpoint is: C < B < A.

[0086] S304, the proximity relationship corresponding to each virtual object is used as the location information corresponding to each virtual object.

[0087] In practice, after determining the distance relationship between each virtual object and the virtual viewpoint, the distance relationship corresponding to each virtual object can be directly used as the position information of each virtual object. It should be noted that the position information corresponding to each virtual object can be the specific distance between each virtual object and the viewing camera, or it can be the distance relationship between the virtual object and the virtual viewpoint.

[0088] In some embodiments, determining the scaling ratio of the virtual object based on the position information corresponding to the virtual object specifically includes:

[0089] The distance type of each virtual object is determined based on the location information corresponding to each virtual object. The virtual objects are divided into multiple distance types according to their distance from the virtual viewpoint of the main game interface. The multiple distance types include at least a near distance type and a far distance type.

[0090] The scaling ratio of each virtual object is determined based on its distance type, wherein different distance types correspond to different scaling ratios.

[0091] In practice, when determining the scaling ratio of each virtual object, the virtual objects can first be classified according to their corresponding position information, and then a corresponding scaling ratio can be set for each distance type of virtual object. Optionally, different distance types correspond to different scaling ratios. Generally, the farther the virtual view from the main game interface (i.e., the far-distance type), the smaller the corresponding scaling ratio; the closer the virtual view from the main game interface (i.e., the near-distance type), the larger the corresponding scaling ratio. Optionally, the specific scaling ratios set for different distance types can be set as needed. Generally, they can be set according to the rule of near objects appearing larger and far objects appearing smaller. For example, if a certain distance type includes near-distance, medium-distance, and far-distance types, the scaling ratio corresponding to the near-distance type can be set to 3, the scaling ratio corresponding to the medium-distance type can be set to 1.6, and the scaling ratio corresponding to the far-distance type can be set to 1.

[0092] In some embodiments, determining the scaling ratio of the virtual object based on the position information corresponding to the virtual object specifically includes:

[0093] The distance of each virtual object from the virtual viewpoint of the main game interface is determined based on the position information corresponding to each virtual object;

[0094] Based on a preset conversion coefficient and the distance of each virtual object from the virtual viewpoint of the main game interface, the scaling ratio of each virtual object is determined; wherein, the preset conversion coefficient is used to determine the mapping relationship between the distance length and the scaling ratio.

[0095] In practice, when determining the scaling ratio of each virtual object, the distance of each virtual object from the virtual viewpoint of the main game interface can be determined first based on its position information. Then, the scaling ratio of each virtual object is determined based on a preset conversion coefficient and its distance from the virtual viewpoint of the main game interface. Optionally, the preset conversion coefficient can be set as needed and is not limited thereto. Generally, the farther each virtual object is from the virtual viewpoint of the main game interface, the smaller the corresponding scaling ratio.

[0096] S104, Based on the scaling ratio of the virtual object, generate an interface transition animation to switch from the first game interface to the second game interface, so as to simulate the three-dimensional motion effect of moving from the first virtual perspective to the second virtual perspective.

[0097] In practice, after determining the scaling ratio of each virtual object, a transition animation can be generated to switch from the first game interface to the second game interface based on the scaling ratio of each virtual object. This allows different virtual objects to correspond to different scaling ratios during animation playback, thereby simulating the camera movement effect in a 3D scene. (Reference) Figure 6 and Figure 9 , Figure 6 The first game interface includes 7 mountain peaks. Figure 9 This is the second game interface you'll be transitioning to, which includes two mountain peaks. Figure 6 There are many mountain peaks, so Figure 6 Define the main game interface, then... Figure 6 Switch to the corresponding game interface Figure 9 At that time, through Figure 6 The seven mountain peaks in the middle are scaled (enlarged) according to their respective scaling ratios. The final scaling ratios of the different mountain peaks are different due to the different backgrounds, thus simulating that in a three-dimensional scene, the camera moves from far to near towards the middle mountain peak.

[0098] In some embodiments, a transition animation is generated based on the scaling ratio of the virtual object to switch from the first game interface to the second game interface, specifically including:

[0099] Determine the scaling reference point for the interface transition animation in the first game interface;

[0100] The interface transition animation is generated based on the scaling ratio of each virtual object and the scaling reference point, wherein the first game interface serves as the start keyframe of the interface transition animation, and the second game interface serves as the end keyframe of the interface transition animation.

[0101] In practice, the scaling reference point for the interface transition animation is the starting point for scaling the animation. All virtual objects are scaled according to this reference point. For example, when the scaling reference point is located at the center of the first game interface, all virtual objects are enlarged from the center outwards or shrunk from the outside towards the center. The specific scaling reference point can be set as needed. In some embodiments, a point can be randomly selected in the first game interface as the scaling reference point.

[0102] In some embodiments, determining the scaling reference point of the interface transition animation in the first game interface specifically includes:

[0103] Identify the same virtual objects included in both the first game interface and the second game interface;

[0104] In the first game interface, the scaling reference point of the interface transition animation is determined based on the position of the same virtual object in the first game interface.

[0105] In practice, to ensure the best effect of the interface transition animation, the scaling reference point of the interface transition animation can be determined based on the position of the same virtual object included in both the first game interface and the second game interface in the first game interface.

[0106] In some embodiments, determining the scaling reference point for the interface transition animation based on the position of the same virtual object in the first game interface specifically includes:

[0107] The center point of the same virtual object in the first game interface is determined based on the position of the same virtual object in the first game interface;

[0108] The scaling reference point is determined based on the center point.

[0109] In specific implementation, to accurately determine the scaling reference point, it can be determined based on the center point of the identical virtual object in the first game interface. Optionally, when the number of identical virtual objects is 1, the center point of the identical virtual object can be directly used as the scaling reference point. When the number of identical virtual objects is multiple, the center point of each virtual object can be determined first, and then the scaling reference point can be determined based on the line connecting all the center points. Optionally, the point with the shortest distance from all the connecting lines can be determined as the scaling reference point.

[0110] In some embodiments, a transition animation is generated based on the scaling ratio of each virtual object, switching from the first game interface to the second game interface, specifically including:

[0111] Based on the second game interface, determine the main virtual object and other virtual objects other than the main virtual object from the main game interface;

[0112] Adjust the transparency of the other virtual objects during the interface transition animation.

[0113] In practice, considering that scaling each virtual object by its scaling factor might result in some virtual objects remaining in the second game interface even though the second game interface itself doesn't include them, directly generating transition animations by scaling only these virtual objects could lead to disjointed visuals. To avoid this, the main virtual object and all other virtual objects in the second game interface are first defined. The main virtual object generally refers to the virtual object to be ultimately displayed in the second game interface; alternatively, all virtual objects in the second game interface can be designated as the main virtual object. After defining the other virtual objects, their transparency can be adjusted to gradually fade them out during the animation, eventually disappearing completely and preventing disjointed visuals.

[0114] In some embodiments, the method further includes:

[0115] For any two game interfaces among the multiple game interfaces, determine the main game interface corresponding to the two game interfaces, and determine the scaling ratio of the virtual object based on the position information of the virtual object in the two game interfaces; generate an interface transition animation between the two game interfaces based on the scaling ratio of the virtual object, and save the interface transition animation between the two game interfaces to the transition animation dataset.

[0116] In response to triggering a screen transition event between any two game interfaces, the screen transition animation between any two game interfaces is obtained from the transition animation dataset.

[0117] In practical implementation, to ensure a continuous depth-of-field movement effect for the user in the game—that is, to allow for fast and smooth playback of multiple interface transition animations when the user switches between game interfaces—interface transition animations between any two game interfaces in the target game can be generated in advance and saved to a transition animation dataset. When a switch event between any two game interfaces is triggered, the interface transition animation between those two game interfaces can be directly retrieved from the transition animation dataset, without needing to generate the interface transition animation in real time. It should be noted that the process of generating interface transition animations between any two game interfaces is similar to generating interface transition animations for switching from the first game interface to the second game interface. The specific process can be referred to in the above embodiment for generating interface transition animations for switching from the first game interface to the second game interface, and will not be elaborated further.

[0118] The interface transition animation generation method provided in this application, when a switching event is triggered in a first game interface, determines the second game interface to be transitioned to based on the triggered switching event; wherein, the first game interface and the second game interface include the same virtual objects, and the same virtual objects are displayed in different forms in the first game interface and the second game interface; then, the main game interface in the first game interface and the second game interface is determined; and the position information corresponding to each virtual object in the main game interface is determined, and the scaling ratio of each virtual object is determined based on the position information corresponding to each virtual object; wherein, the position information is used to represent the distance relationship between each virtual object and the virtual viewpoint of the main game interface; finally, an interface transition animation from the first game interface to the second game interface is generated according to the scaling ratio of each virtual object, so that each virtual object in the interface transition animation plays animation according to its corresponding scaling ratio, that is, different virtual objects can be scaled according to different scaling ratios, so that the interface transition animation can simulate the movement effect of the camera in a three-dimensional scene, increasing the immersion of the animation effect. In addition, this application reduces the cost of scene modeling. When the game interface is a two-dimensional interface, there is no need to convert the two-dimensional interface into a three-dimensional interface. The motion simulation of the camera in the three-dimensional scene is realized through two-dimensional means.

[0119] Exemplary device

[0120] Based on the same inventive concept, corresponding to any of the above embodiments, this application also provides an interface transition animation generation device, which provides a graphical user interface of a target game through a terminal device. The target game includes multiple game interfaces, and each game interface includes at least one virtual object.

[0121] refer to Figure 10 The interface transition animation generation device includes:

[0122] The response module 201 responds to a screen switching event triggered in the first game interface and determines the second game interface to be switched to based on the screen switching event; wherein, the first game interface is the game screen corresponding to the first virtual perspective, the second game interface is the game screen corresponding to the second virtual perspective, and the first game interface and the second game interface are two-dimensional game interfaces.

[0123] The first determining module 202 determines the main game interface corresponding to the first game interface and the second game interface;

[0124] The second determining module 203 determines the position information corresponding to the virtual objects in the main game interface, and determines the scaling ratio of the virtual objects based on the position information corresponding to the virtual objects; wherein, the position information is used to represent the distance relationship between each virtual object and the virtual view of the main game interface.

[0125] The generation module 204 generates an interface transition animation that switches from the first game interface to the second game interface based on the scaling ratio of the virtual object.

[0126] In some embodiments, the plurality of game interfaces are all two-dimensional game interfaces.

[0127] In some embodiments, the first determining module is specifically used for:

[0128] Determine a global game interface that includes all virtual objects of the target game from the plurality of game interfaces;

[0129] The global game interface is designated as the main game interface.

[0130] In some embodiments, the first determining module is specifically used for:

[0131] A third game interface is determined from the plurality of game interfaces, which includes virtual objects that simultaneously include the first game interface and the second game interface;

[0132] The third game interface is designated as the main game interface.

[0133] In some embodiments, the second determining module information is specifically used for:

[0134] In the main game interface, the position information of each virtual object in the main game interface is determined based on the planar distance between the virtual object and the target virtual character; wherein, the main game interface includes the target virtual character controlled by the user.

[0135] In some embodiments, the second determining module information is specifically used for:

[0136] Determine the occlusion relationships between the virtual objects in the main game interface;

[0137] Based on the occlusion relationship, all virtual objects in the main game interface are sorted by occlusion.

[0138] The distance relationship between each virtual object and the virtual viewpoint of the main game interface is determined based on the occlusion sorting result corresponding to each virtual object.

[0139] The proximity relationship corresponding to each virtual object is used as the location information corresponding to each virtual object.

[0140] In some embodiments, the second determining module information is specifically used for:

[0141] Each virtual object in the main game interface is identified as a target virtual object;

[0142] From the plurality of game interfaces, a target game interface including the target virtual object is determined, and based on the display form of the target virtual object in each of the target game interfaces, the complete display form of the target virtual object that is not obscured is determined;

[0143] Based on the complete display form and the display form of the target virtual object in each of the target game interfaces, the occlusion relationship between the virtual objects in the main game interface is determined.

[0144] In some embodiments, the second determining module information is specifically used for:

[0145] The distance type of each virtual object is determined based on the location information corresponding to each virtual object. The virtual objects are divided into multiple distance types according to their distance from the virtual viewpoint of the main game interface. The multiple distance types include at least a near distance type and a far distance type.

[0146] The scaling ratio of each virtual object is determined based on its distance type, wherein different distance types correspond to different scaling ratios.

[0147] In some embodiments, the second determining module information is specifically used for:

[0148] The distance of each virtual object from the virtual viewpoint of the main game interface is determined based on the position information corresponding to each virtual object;

[0149] Based on a preset conversion coefficient and the distance of each virtual object from the virtual viewpoint of the main game interface, the scaling ratio of each virtual object is determined; wherein, the preset conversion coefficient is used to determine the mapping relationship between the distance length and the scaling ratio.

[0150] In some embodiments, the generation module is specifically used for:

[0151] Determine the scaling reference point for the interface transition animation in the first game interface;

[0152] The interface transition animation is generated based on the scaling ratio of each virtual object and the scaling reference point, wherein the first game interface serves as the start keyframe of the interface transition animation, and the second game interface serves as the end keyframe of the interface transition animation.

[0153] In some embodiments, the generation module is specifically used for:

[0154] Identify the same virtual objects included in both the first game interface and the second game interface;

[0155] In the first game interface, the scaling reference point of the interface transition animation is determined based on the position of the same virtual object in the first game interface.

[0156] In some embodiments, the generation module is specifically used for:

[0157] The center point of the same virtual object in the first game interface is determined based on the position of the same virtual object in the first game interface;

[0158] The scaling reference point is determined based on the center point.

[0159] In some embodiments, the generation module is specifically used for:

[0160] Based on the second game interface, determine the main virtual object and other virtual objects other than the main virtual object from the main game interface;

[0161] Adjust the transparency of the other virtual objects during the interface transition animation.

[0162] In some embodiments, the apparatus further includes a pre-storage module for:

[0163] For any two game interfaces among the multiple game interfaces, determine the main game interface corresponding to the two game interfaces, and determine the scaling ratio of the virtual object based on the position information of the virtual object in the two game interfaces; generate an interface transition animation between the two game interfaces based on the scaling ratio of the virtual object, and save the interface transition animation between the two game interfaces to the transition animation dataset.

[0164] In response to triggering a screen transition event between any two game interfaces, the screen transition animation between any two game interfaces is obtained from the transition animation dataset.

[0165] For ease of description, the above system is described by dividing it into various modules based on their functions. Of course, in implementing this application, the functions of each module can be implemented in one or more software and / or hardware.

[0166] The system described in the above embodiments is used to implement the corresponding interface transition animation generation method in any of the foregoing embodiments, and has the beneficial effects of the corresponding method embodiments, which will not be repeated here.

[0167] Based on the same inventive concept, corresponding to the methods of any of the above embodiments, this application also provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the program to implement the interface transition animation generation method described in any of the above embodiments.

[0168] Figure 11 This embodiment illustrates a more specific hardware structure of an electronic device, which may include a processor 1010, a memory 1020, an input / output interface 1030, a communication interface 1040, and a bus 1050. The processor 1010, memory 1020, input / output interface 1030, and communication interface 1040 are interconnected internally via the bus 1050.

[0169] The processor 1010 can be implemented using a general-purpose CPU (Central Processing Unit), microprocessor, application-specific integrated circuit (ASIC), or one or more integrated circuits, and is used to execute relevant programs to implement the technical solutions provided in the embodiments of this specification.

[0170] The memory 1020 can be implemented in the form of ROM (Read Only Memory), RAM (Random Access Memory), static storage device, dynamic storage device, etc. The memory 1020 can store the operating system and other applications. When the technical solutions provided in the embodiments of this specification are implemented by software or firmware, the relevant program code is stored in the memory 1020 and is called and executed by the processor 1010.

[0171] The input / output interface 1030 is used to connect input / output modules to realize information input and output. Input / output modules can be configured as components within the device (not shown in the figure) or externally connected to the device to provide corresponding functions. Input devices may include keyboards, mice, touchscreens, microphones, various sensors, etc., while output devices may include displays, speakers, vibrators, indicator lights, etc.

[0172] The communication interface 1040 is used to connect a communication module (not shown in the figure) to enable communication between this device and other devices. The communication module can communicate via wired means (such as USB, Ethernet cable, etc.) or wireless means (such as mobile network, WIFI, Bluetooth, etc.).

[0173] Bus 1050 includes a pathway for transmitting information between various components of the device, such as processor 1010, memory 1020, input / output interface 1030, and communication interface 1040.

[0174] It should be noted that although the above-described device only shows the processor 1010, memory 1020, input / output interface 1030, communication interface 1040, and bus 1050, in specific implementations, the device may also include other components necessary for normal operation. Furthermore, those skilled in the art will understand that the above-described device may only include the components necessary for implementing the embodiments of this specification, and not necessarily all the components shown in the figures.

[0175] The electronic devices described above are used to implement the corresponding interface transition animation generation method in any of the foregoing embodiments, and have the beneficial effects of the corresponding method embodiments, which will not be repeated here.

[0176] Exemplary program product

[0177] Based on the same inventive concept, corresponding to the methods of any of the above embodiments, this application also provides a non-transitory computer-readable storage medium storing computer instructions for causing the computer to execute the interface transition animation generation method as described in any of the above embodiments.

[0178] The computer-readable medium of this embodiment includes permanent and non-permanent, removable and non-removable media, and information storage can be implemented by any method or technology. Information can be computer-readable instructions, data structures, program modules, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other non-transfer medium that can be used to store information accessible by a computing device.

[0179] The computer instructions stored in the storage medium of the above embodiments are used to cause the computer to execute the interface transition animation generation method as described in any of the above embodiments, and have the beneficial effects of the corresponding method embodiments, which will not be repeated here.

[0180] Based on the same inventive concept, corresponding to the methods of any of the above embodiments, this application also provides a computer program product, which includes a computer program. In some embodiments, the computer program is executed by one or more processors to cause the processors to perform the interface transition animation generation method described in the above embodiments, and has the beneficial effects of the corresponding method embodiments, which will not be repeated here.

[0181] In some embodiments, computer program code for performing the operations of this 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 the "C" language or similar programming languages. The program code may execute entirely on the user's computing device, partially on the user's computing device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device may be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or it may be connected to an external computing device (e.g., via the Internet using an Internet service provider).

[0182] Those skilled in the art should understand that the discussion of any of the above embodiments is merely exemplary and is not intended to imply that the scope of this application (including the claims) is limited to these examples; within the framework of this application, the technical features of the above embodiments or different embodiments can also be combined, the steps can be implemented in any order, and there are many other variations of different aspects of the embodiments of this application as described above, which are not provided in the details for the sake of brevity.

[0183] Additionally, to simplify the description and discussion, and to avoid obscuring the embodiments of this application, the well-known power / ground connections to integrated circuit (IC) chips and other components may or may not be shown in the provided drawings. Furthermore, the apparatus may be shown in block diagram form to avoid obscuring the embodiments of this application, and this also takes into account the fact that the details of the implementation of these block diagram apparatuses are highly dependent on the platform on which the embodiments of this application will be implemented (i.e., these details should be fully understood by those skilled in the art). While specific details (e.g., circuits) have been set forth to describe exemplary embodiments of this application, it will be apparent to those skilled in the art that the embodiments of this application can be implemented without these specific details or with variations thereof. Therefore, these descriptions should be considered illustrative rather than restrictive.

[0184] Although this application has been described in conjunction with specific embodiments thereof, many substitutions, modifications, and variations of these embodiments will be apparent to those skilled in the art from the foregoing description. For example, other memory architectures (e.g., dynamic RAM (DRAM)) may be used with the embodiments discussed.

[0185] The embodiments of this application are intended to cover all such substitutions, modifications, and variations that fall within the broad scope of the appended claims. Therefore, any omissions, modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the embodiments of this application should be included within the protection scope of this application.

Claims

1. A method for generating an interface transition animation, characterized by, The method comprises the following steps: In response to triggering a switching interface event in a first game interface, determining a second game interface to be switched into based on the switching interface event; wherein the first game interface is a game picture corresponding to a first virtual perspective, and the second game interface is a game picture corresponding to a second virtual perspective, and the first game interface and the second game interface are two-dimensional game interfaces; Determining a main game interface corresponding to the first game interface and the second game interface; Determining position information corresponding to the virtual object in the main game interface, and determining a zooming ratio of the virtual object based on the position information corresponding to the virtual object; wherein the position information is used to represent the distance position relationship between the virtual object and the virtual perspective of the main game interface; Generating an interface transition animation from the first game interface to the second game interface based on the zooming ratio of the virtual object, to simulate a three-dimensional motion effect from the first virtual perspective to the second virtual perspective.

2. The method of claim 1, wherein, Determining a main game interface corresponding to the first game interface and the second game interface, specifically comprising: Determining a global game interface including all virtual objects of the target game from the plurality of game interfaces; Determining the global game interface as the main game interface.

3. The method of claim 1, wherein, Determining a main game interface corresponding to the first game interface and the second game interface, specifically comprising: Determining a third game interface including virtual objects of the first game interface and the second game interface from the plurality of game interfaces; Determining the third game interface as the main game interface.

4. The method of claim 1, wherein, Determining position information corresponding to the virtual object in the main game interface, specifically comprising: In the main game interface, determining the position information of each virtual object in the main game interface based on the plane distance between the virtual object and a target virtual character; wherein the main game interface includes the target virtual character controlled by a user.

5. The method of claim 1, wherein, Determining position information corresponding to the virtual object in the main game interface, specifically comprising: Determining the occlusion relationship between each of the virtual objects in the main game interface; Based on the occlusion relationship, performing occlusion sorting on all the virtual objects in the main game interface; Based on the occlusion sorting result corresponding to the virtual object, determining the distance relationship between the virtual object and the virtual perspective of the main game interface; Taking the distance relationship corresponding to the virtual object as the position information corresponding to the virtual object.

6. The method of claim 5, wherein, Determining the occlusion relationship between each of the virtual objects in the main game interface, specifically comprising: Determining each of the virtual objects in the main game interface as a target virtual object; Determining a target game interface including the target virtual object from the plurality of game interfaces, and determining the complete display form of the target virtual object which is not occluded based on the display form of the target virtual object in each of the target game interfaces; Determine the occlusion relationship between each of the virtual objects in the main game interface based on the complete display form and the display form of the target virtual object in each of the target game interfaces.

7. The method of claim 1, wherein, Determine the scaling ratio of the virtual object based on the position information corresponding to the virtual object, specifically including: Determine the distance type of each of the virtual objects based on the position information corresponding to each of the virtual objects, wherein the virtual objects are divided into multiple distance types according to the distance from the virtual perspective of the main game interface; the multiple distance types at least include a near distance type and a far distance type; Determine the scaling ratio of each of the virtual objects based on the distance type of each of the virtual objects, wherein different distance types are correspondingly provided with different scaling ratios.

8. The method of claim 1, wherein, Determine the scaling ratio of the virtual object based on the position information corresponding to the virtual object, specifically including: Determine the distance of each of the virtual objects from the virtual perspective of the main game interface based on the position information corresponding to each of the virtual objects; Determine the scaling ratio of each of the virtual objects based on a preset conversion coefficient and the distance of each of the virtual objects from the virtual perspective of the main game interface; wherein the preset conversion coefficient is used to determine the mapping relationship between the distance length and the scaling ratio.

9. The method of claim 1, wherein, Generate an interface transition animation from the first game interface to the second game interface based on the scaling ratio of the virtual object, specifically including: Determine the scaling reference point of the interface transition animation in the first game interface; Generate the interface transition animation based on the scaling ratio of each of the virtual objects and the scaling reference point, wherein the first game interface is the starting key frame of the interface transition animation, and the second game interface is the ending key frame of the interface transition animation.

10. The method of claim 9, wherein, Determine the scaling reference point of the interface transition animation in the first game interface, specifically including: Determine the same virtual object included in the first game interface and the second game interface; Determine the scaling reference point of the interface transition animation in the first game interface based on the position of the same virtual object in the first game interface.

11. The method of claim 10, wherein, Determine the scaling reference point of the interface transition animation based on the position of the same virtual object in the first game interface, specifically including: Determine the center point of the same virtual object in the first game interface based on the position of the same virtual object in the first game interface; Determine the scaling reference point based on the center point.

12. The method of claim 1, wherein, Generate an interface transition animation from the first game interface to the second game interface based on the scaling ratio of the virtual object, specifically including: Determine the main virtual object in the second game interface from the main game interface and other virtual objects except the main virtual object; Adjust the transparency of the other virtual objects in the interface transition animation.

13. The method of claim 1, wherein, The method further includes: For any two game interfaces in the plurality of game interfaces, a main game interface corresponding to the any two game interfaces is determined, and a scaling ratio of the virtual object is determined based on position information of the virtual object in the any two game interfaces; an interface transition animation between the any two game interfaces is generated based on the scaling ratio of the virtual object, and the interface transition animation between the any two game interfaces is saved to a transition animation data set; In response to triggering a switching interface event between the any two game interfaces, the interface transition animation between the any two game interfaces is obtained from the transition animation data set.

14. A device for generating interface transition animations, characterized in that, A terminal device provides a graphical user interface of a target game, the target game including a plurality of game interfaces, and a game interface including a virtual object; the apparatus includes: A response module, in response to triggering a switching interface event in a first game interface, determines a second game interface to be switched into based on the switching interface event; wherein the first game interface is a game screen corresponding to a first virtual perspective, the second game interface is a game screen corresponding to a second virtual perspective, and the first game interface and the second game interface are two-dimensional game interfaces; A first determination module determines a main game interface corresponding to the first game interface and the second game interface; A second determination module determines position information of the virtual object in the main game interface, and determines a scaling ratio of the virtual object based on the position information of the virtual object; wherein the position information is used to represent the distance position relationship between the virtual object and the virtual perspective of the main game interface; A generation module generates an interface transition animation from the first game interface to the second game interface based on the scaling ratio of the virtual object, to simulate a three-dimensional motion effect from the first virtual perspective to the second virtual perspective.

15. An electronic device, comprising: The non-transitory computer readable storage medium stores computer instructions for causing a computer to perform the method according to any one of claims 1 to 13.

16. A non-transitory computer-readable storage medium, comprising: The non-transitory computer readable storage medium stores computer instructions for causing a computer to perform the method according to any one of claims 1 to 13.

Citation Information

Patent Citations

  • Game control method and device, terminal and storage medium

    CN113398565A

  • Game interface interaction method, game interface interaction device, medium and terminal equipment

    CN113589992A