Game processing method and device, electronic equipment, storage medium and program product

By obtaining map construction parameters and detecting game complexity, we automatically generate game maps that meet user needs, which solves the problem that game maps in the existing technology are difficult to match user needs, and achieves efficient game map generation and improved game experience.

CN120019841APending Publication Date: 2025-05-20BEIJING ZITIAO NETWORK TECH CO LTD
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Patent Information

Application Number
CN202311542791.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-11-17
Publication Date
2025-05-20

AI Technical Summary

Technical Problem

In the prior art, random generation of game maps makes it difficult to match user needs and requires manual modification, resulting in low generation efficiency and high labor cost.

Method used

By responding to user triggering operations, obtain map construction parameters, including map size parameters and complexity conditions, build the initial game map, and generate the target game map when the game complexity reaches the specified conditions.

Benefits of technology

It automatically generates a target game map that meets complexity conditions, supports flexible settings for the complexity of the game map, saves labor costs, improves game generation efficiency, and improves game experience.

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Abstract

The embodiment of the invention provides a game processing method and device, electronic equipment, a storage medium and a program product. The method comprises the steps that in response to a first trigger operation, map construction parameters are obtained, and the map construction parameters at least comprise map size parameters and complexity conditions; an initial game map is constructed based on the map size parameters, game complexity corresponding to the initial game map is determined, and the game complexity is associated with a game passing path in the initial game map; and under the condition that the game complexity is detected to meet the complexity condition, generating a target game map based on the initial game map. According to the technical scheme of the embodiment of the invention, the method achieves the automatic generation of the target game map meeting the complexity condition, supports the flexible setting of the complexity of the game map, saves the labor cost, improves the game generation efficiency, and improves the game experience.
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Description

Technical Field

[0001] Embodiments of the present disclosure relate to computer application technologies, and in particular, to a game processing method, apparatus, electronic device, storage medium, and program product. Background Art

[0002] In a game scenario, a game map is almost an essential component. For example, in a game, the game map, as an important support for the game scenario, is closely related to the difficulty and interestingness of the game.

[0003] In related technologies, game maps are often randomly generated, making it difficult to match the needs of game users. When it is necessary to modify a game map, it generally requires professionals to manually modify it, which results in poor real-time performance of generating game maps and high labor costs, affecting not only the generation efficiency of game maps but also the usage experience of game users. Summary of the Invention

[0004] The present disclosure provides a game processing method, apparatus, electronic device, storage medium, and program product to solve the problem that game maps do not match user needs.

[0005] In a first aspect, embodiments of the present disclosure provide a game processing method, which includes:

[0006] Responding to a first trigger operation to obtain map construction parameters, where the map construction parameters at least include map size parameters and complexity conditions;

[0007] Constructing an initial game map based on the map size parameters and determining the game complexity corresponding to the initial game map, where the game complexity is associated with the game passage paths in the initial game map;

[0008] Generating a target game map based on the initial game map when it is detected that the game complexity reaches the complexity conditions.

[0009] In a second aspect, embodiments of the present disclosure further provide a game processing apparatus, which includes:

[0010] A map construction trigger module, configured to respond to a first trigger operation to obtain map construction parameters, where the map construction parameters at least include map size parameters and complexity conditions;

[0011] An initial map generation module, configured to construct an initial game map based on the map size parameters and determine the game complexity corresponding to the initial game map, where the game complexity is associated with the game passage paths in the initial game map;

[0012] A game map generation module, configured to generate a target game map based on the initial game map when it is detected that the game complexity reaches the complexity condition.

[0013] In a third aspect, an embodiment of the present disclosure further provides an electronic device, which includes:

[0014] One or more processors;

[0015] A storage device for storing one or more programs,

[0016] When the one or more programs are executed by the one or more processors, the one or more processors implement the game processing method as described in any one of the embodiments of the present disclosure.

[0017] In a fourth aspect, an embodiment of the present disclosure further provides a computer program product, and the computer-executable instructions are used to execute the game processing method as described in any one of the embodiments of the present disclosure when executed by a computer processor.

[0018] In a fifth aspect, an embodiment of the present disclosure further provides a computer program product, which includes a computer program that implements the game processing method as described in any one of the embodiments of the present disclosure when executed by a processor.

[0019] The technical solution of the embodiment of the present disclosure first obtains map construction parameters in response to a first trigger operation, where the map construction parameters at least include map size parameters and complexity conditions, and can associate the first trigger operation with the obtained map construction parameters to perform map construction in a targeted manner. Then, an initial game map is constructed based on the map size parameters, and the game complexity corresponding to the initial game map is determined. Since the game complexity is associated with the game passage paths in the initial game map, the game complexity of the initial game map can be objectively and accurately determined. Finally, when it is detected that the game complexity meets the complexity condition, a target game map is generated based on the initial game map, increasing the detection of the generated target game map, making the generated game map meet the requirements, solving the technical problems of difficult matching of user requirements and high manual modification costs caused by random generation of game maps in the related art, realizing automatic generation of a target game map that meets the complexity condition, supporting flexible setting of the complexity of the game map, saving labor costs, improving game generation efficiency, and enhancing the game experience. Description of the Drawings

[0020] In combination with the accompanying drawings and with reference to the following specific embodiments, the above and other features, advantages, and aspects of the embodiments of the present disclosure will become more apparent. Throughout the drawings, the same or similar reference numerals denote the same or similar elements. It should be understood that the drawings are schematic and that the original elements and elements are not necessarily drawn to scale.

[0021] Figure 1 It is a schematic flowchart of a game processing method provided by an embodiment of the present disclosure;

[0022] Figure 2 It is a schematic flowchart of another game processing method provided by an embodiment of the present disclosure;

[0023] Figure 3 It is a schematic flowchart of yet another game processing method provided by an embodiment of the present disclosure

[0024] Figure 4 It is a schematic structural diagram of a game processing device provided by an embodiment of the present disclosure;

[0025] Figure 5 It is a schematic structural diagram of an electronic device provided by an embodiment of the present disclosure. Specific Embodiments

[0026] The embodiments of the present disclosure will be described in more detail below with reference to the accompanying drawings. Although some embodiments of the present disclosure are shown in the drawings, it should be understood that the present disclosure can be implemented in various forms and should not be construed as limited to the embodiments set forth herein. On the contrary, these embodiments are provided to more thoroughly and completely understand the present disclosure. It should be understood that the drawings and embodiments of the present disclosure are only for exemplary purposes and are not used to limit the protection scope of the present disclosure.

[0027] It should be understood that the various steps recorded in the method embodiments of the present disclosure can be executed in a different order and / or in parallel. In addition, the method embodiments may include additional steps and / or omit the steps shown. The scope of the present disclosure is not limited in this regard.

[0028] The term "including" and its variations used herein are open-ended, that is, "including but not limited to". The term "based on" is "at least partially based on". The term "one embodiment" means "at least one embodiment"; the term "another embodiment" means "at least one additional embodiment"; the term "some embodiments" means "at least some embodiments". The relevant definitions of other terms will be given in the following description.

[0029] It should be noted that the concepts such as "first" and "second" mentioned in the present disclosure are only used to distinguish different devices, modules, or units, and are not used to limit the order of functions performed by these devices, modules, or units or their interdependent relationships.

[0030] It should be noted that the modification of "one" and "multiple" mentioned in this disclosure is illustrative rather than restrictive. Those skilled in the art should understand that unless otherwise clearly specified in the context, it should be understood as "one or more".

[0031] The names of the messages or information exchanged between multiple devices in the embodiments of this disclosure are only for illustrative purposes and do not limit the scope of these messages or information.

[0032] It can be understood that before using the technical solutions disclosed in the embodiments of this disclosure, the types, usage scopes, usage scenarios, etc. of the personal information involved in this disclosure should be informed to the user and the user's authorization should be obtained in an appropriate manner in accordance with relevant laws and regulations.

[0033] For example, when responding to receiving an active request from the user, a prompt message is sent to the user to clearly prompt the user that the operation requested by the user will require obtaining and using the user's personal information. Thus, the user can autonomously choose whether to provide personal information to software or hardware such as an electronic device, application program, server, or storage medium that performs the operations of the technical solutions of this disclosure according to the prompt message.

[0034] As an optional but non-limiting implementation manner, the way of sending a prompt message to the user in response to receiving an active request from the user can be, for example, in the form of a pop-up window, and the prompt message can be presented in text in the pop-up window. In addition, the pop-up window can also carry selection controls for the user to choose "agree" or "disagree" to provide personal information to the electronic device.

[0035] It can be understood that the above process of notifying and obtaining the user's authorization is only illustrative and does not limit the implementation manners of this disclosure. Other ways that meet relevant laws and regulations can also be applied to the implementation manners of this disclosure.

[0036] It can be understood that the data involved in this technical solution (including but not limited to the data itself, the acquisition or use of the data) should comply with the requirements of corresponding laws, regulations and related provisions.

[0037] Figure 1The flowchart shows a game processing method provided by an embodiment of the present disclosure. The embodiment is applicable to the situation of deleting an object and restoring the object after deletion. The method can be executed by a game processing device, which can be implemented in the form of software and / or hardware. Optionally, it can be implemented by an electronic device, which can be a mobile terminal, a PC, a server, etc. Among them, the device for executing the game processing provided by the embodiment of the present disclosure can be integrated in an application software that supports the game processing function, and the software can be installed in the game processing of the electronic device. The application software can be a type of software for game production or game application. Specific application software will not be elaborated here one by one, as long as it can implement game processing. It can also be a specially developed application program, integrated in the software that can implement game processing, or integrated in the corresponding page. Users can implement game processing through the page integrated in the PC.

[0038] As Figure 1 shown, the method of this embodiment specifically may include:

[0039] S110. In response to a first trigger operation, obtain map construction parameters, where the map construction parameters at least include map size parameters and complexity conditions.

[0040] Among them, the first trigger operation can be understood as an operation used to start constructing a target game map after being triggered. The map construction parameters can be understood as parameters associated with the construction of the game map. Optionally, the map construction parameters can be the map size parameters and complexity parameters of the target game map, etc. Specifically, the map size parameters at least include an initial map height value and an initial map width value. The initial map height value and the initial map width value can be understood as parameters used to indicate at least how many texture points can be planned in the game map. It should be noted that the texture points here are not pixel points. One texture point can correspond to one texture. The parameter value corresponding to the texture point can be used to indicate the game composition objects displayed at that position, such as roads, walls, buildings, or other obstacles, etc. The complexity parameter specifically may include a complexity condition. For example, it can specifically be the specific complexity level that the game complexity of the initial game map needs to reach, or the complexity level range in which the game complexity of the initial game map is located, etc. The complexity level is used to indicate the difficulty of getting out of the game in the target game map.

[0041] In addition, the map construction parameters can also include at least one of parameters such as a rendering resolution parameter, a rendering style parameter (such as a princess style, a children's style, an oil painting style, or a horror style, etc.), and a rendering color tone parameter (such as a warm color tone, a cold color tone, or a color tone based on a certain color, etc.). The map construction parameters at least include map size parameters and complexity conditions.

[0042] In the embodiments of the present disclosure, there can be multiple ways to generate the first trigger operation. Exemplarily, the first trigger operation can be a control trigger operation acting on a preset map construction control, where the map construction control can be a physical control and / or a virtual control. The virtual control can be understood as a control displayed on the function interface of the application software or on the page. Specifically, the control trigger operation acting on the preset map construction control can be an operation of clicking, pressing, dragging, or sliding the preset map construction control. Optionally, the click operation can be a single click operation or multiple click operations (such as a double click operation, etc.). The first trigger operation can also be a pre-action instruction (such as a gesture, etc.) input by a shooting device, or a preset voice control instruction (such as a preset voice control command) input by a sound collection device, etc.

[0043] As an optional technical solution of the embodiments of the present disclosure, in response to the first trigger operation, map construction parameters are obtained. Specifically, a map parameter entry interface is first displayed, where the map parameter entry interface includes at least one map parameter entry item; in response to a parameter entry trigger operation acting on the map parameter entry item, the entered map construction parameters are obtained.

[0044] Among them, the map parameter entry item can be understood as a function item for map construction parameters. In terms of the operation method, the map parameter entry item can be a parameter input type function item or a selection type function item (such as a selection control corresponding to specific parameters or a parameter automatic switching control, etc.). Specifically, in terms of the entered content, the map parameter entry item includes one or more of a function item for entering the initial map height value corresponding to the target game map, a function item for entering the initial map width value corresponding to the target game map, and a function item for entering the complexity condition corresponding to the target game map.

[0045] Considering the actual needs of users and the convenience of user operations, the map parameter entry item can only include a function item for entering the complexity condition corresponding to the target game map. The advantage of such a setting is that it can accurately obtain map construction parameters that meet the user's needs according to the user's operation, so that the constructed target game map meets the user's needs.

[0046] As another optional technical solution of the embodiments of the present disclosure, the map construction parameters corresponding to the first trigger operation can be automatically obtained based on the first trigger operation. Exemplarily, in response to the first trigger operation, the preset initial map height value and initial map width value are obtained, and the game complexity of the currently generated target game map is obtained, and the game complexity of the target game map to be generated is determined based on the game complexity of the currently generated target game map.

[0047] S120. Construct an initial game map based on the map size parameters, and determine the game complexity corresponding to the initial game map.

[0048] As mentioned above, the game complexity can be used to indicate the difficulty of clearing the corresponding game map.

[0049] Optionally, an initial game map is constructed according to the map size parameters through a preset map construction algorithm. Among them, the map construction algorithm can be one or more of algorithms such as depth - first algorithm, recursive division algorithm, or random Prim algorithm.

[0050] Taking the recursive division algorithm as an example, a two - dimensional array can be initialized based on the map size parameters (including the initial map height value and the initial map width value). Among them, the initialized two - dimensional array has default values. Furthermore, the game two - dimensional array of the initial game map is generated by using the recursive division algorithm and the initialized two - dimensional array. Different game composition objects can be marked with different attribute values in the game two - dimensional array. For example, the attribute value corresponding to the blocking element in the game composition object can be marked with 1, and the attribute value corresponding to the passing element can be marked with 0, etc.

[0051] Assume that the initial map height value is h and the initial map width value is w. First, a two - dimensional array of w*h can be initialized, denoted as map[h][w], and all the values on the outermost layer of the two - dimensional array are set to the value corresponding to the outer wall, such as 1. Then, the two - dimensional data is processed through the recursive division algorithm to generate a basic game two - dimensional array map of w*h.

[0052] Optionally, the game complexity corresponding to the initial game map is determined based on preset complexity - related factors. Among them, the complexity - related factors include at least one of factors such as the game passing paths in the initial game map, the initial map height value and the initial map width value corresponding to the initial game map, and the resources occupied by the initial game map (such as rendering time consumption, etc.).

[0053] In the embodiments of the present disclosure, considering the main gameplay of the game, the game complexity can be associated with the game passing paths in the initial game map. Specifically, the game complexity can be associated with target path parameters such as the total number of game passing paths in the initial game map, the length of the game passing paths, the passing time spent passing through the game passing paths, the total number of walking steps corresponding to the game passing paths, and the number of times being blocked by blocking elements during the passing process corresponding to the game passing paths.

[0054] As an alternative technical solution of the embodiment of the present disclosure, the total number of game passing paths included in the initial game map can be determined, and the game complexity corresponding to the initial game map can be determined based on the total number, wherein the game complexity has a negative correlation with the total number. In other words, the more the total number of game passing paths included in the initial game map, the lower the game complexity.

[0055] As another alternative technical solution of the embodiment of the present disclosure, the shortest passing path among all the game passing paths included in the initial game map can be determined, and the game complexity corresponding to the initial game map can be determined based on the total number of walking steps corresponding to the shortest passing path and / or the number of times of being blocked by blocking elements during the passing process of the shortest passing path, wherein the game complexity has a positive correlation with the total number of walking steps corresponding to the shortest passing path and / or the number of times of being blocked by blocking elements during the passing process of the shortest passing path. In other words, the more the total number of walking steps corresponding to the shortest passing path and / or the number of times of being blocked by blocking elements during the passing process of the shortest passing path, the higher the game complexity.

[0056] S130. When it is detected that the game complexity reaches the complexity condition, a target game map is generated based on the initial game map.

[0057] As described above, the complexity condition may be a specific complexity level that the game complexity of the initial game map needs to reach, or a range of complexity levels in which the game complexity of the initial game map is located, etc. On this basis, the game complexity reaching the complexity condition may be that the currently determined game complexity of the initial game map is the same as or higher than the specific complexity level to be reached in the complexity condition. Or, the currently determined game complexity of the initial game map is within the range of complexity levels defined in the complexity condition, etc.

[0058] Considering the situation where the widths of all game component objects in the generated initial game map are the same, the visualization effect of the initial game map is single and the simulation effect is poor. Therefore, in the embodiments of the present invention, the width of at least part of the passing elements and / or the width of at least part of the blocking elements included in the initial game map can be adjusted to obtain a target game map. The advantage of such a setting is that it can make the simulation ability of the initial game map stronger and the presented effect of the initial game map more abundant. In some scenarios, by widening the passing elements or thickening the blocking elements, it is also possible to provide scene support for interacting with game objects to present a better interaction effect. For example, some game interaction objects can be added to the passing elements, or when a game object collides with a blocking element, different effects can be generated between the game object and the blocking element according to the thickness of the blocking element, etc.

[0059] In the embodiments of the present invention, there are various ways to adjust the width of at least part of the communication elements and / or the width of at least part of the blocking elements included in the initial game map. For example, an intermediate game map to be optimized can be initialized. Then, sampling is performed in the initial game map, and the attribute values corresponding to each mapping point in the initial game map are filled into the intermediate game map according to a preset adjustment multiple to obtain a target game map.

[0060] In order to make the target game map present a more rich and variable visualization effect, specifically, the to-be-processed mapping points in the initial game map can be traversed to determine the object type corresponding to the to-be-processed mapping point, where the object type includes blocking elements and passing elements; based on the object type corresponding to the to-be-processed mapping point, a target widening parameter corresponding to the to-be-processed mapping point is determined, a target mapping point corresponding to the to-be-processed mapping point is generated based on the target widening parameter, and a target game map is generated based on the target mapping point.

[0061] Optionally, the to-be-processed mapping points in the initial game map are traversed in the order of first horizontal and then vertical or first vertical and then horizontal. In the embodiments of the present disclosure, the width of part or all of the blocking elements and / or passing elements can be adjusted. Therefore, the object type corresponding to each to-be-processed mapping point can be determined one by one, and then whether to adjust it or keep it unchanged. The target widening parameters corresponding to different to-be-processed mapping points can be the same or different. In other words, the target widening parameters corresponding to different to-be-processed mapping points in the same element area of the communication elements or blocking elements can be the same or different. The target widening parameters corresponding to the to-be-processed mapping points in different element areas can be the same or different. The same is true for blocking elements.

[0062] Taking the widening of the passage elements in the initial game map as an example, assume that the set road width is road. First, widen the passage elements in the initial game map horizontally. At this time, a new two-dimensional array WidthMap[h][(w - 2)*road] of the map can be set, where the width of WidthMap is (w - 2)*road and the height is h. First, also set the outermost layer of the two-dimensional array as a blocking element. Then, traverse the height of the initial game map map in the range from 1 to h - 1 and set it as x. The second nested loop traverses the width of the initial game map map in the range from 1 to w - 1 and sets it as y. Obtain the value at the (x, y) coordinate in the initial game map map as value. Obtain the value at the (x, y + 1) coordinate in the initial game map map as nextValue. Obtain the value at the (x, y - 1) coordinate in the initial game map map as preValue. The third nested loop traverses the path width in the range from 0 to road and sets it as z. Get newY = (y - 1)*road + 1, and WidthMap[x][ny + w] = value. If value is a wall, and nextValue is not a blocking element, and prevValue is not a blocking element, it means that the current is a vertical blocking element, and the vertical blocking element does not need to be widened, so value = 0 (passage element). After the triple loop ends, a new map NewMap with a width widened by road times is obtained, that is, the target game map.

[0063] Optionally, considering that there may be a situation where the generated initial game map only includes mutually perpendicular blocking elements, therefore, when generating the target game map based on the initial game map, at least part of the trajectories of the blocking elements included in the initial game map can be adjusted to obtain the target game map. The advantage of this setting is that it can increase the styles of the game map, make the game map present diversity, enrich the visualization effect of the game map, and improve the user's visual and usage experience.

[0064] In the embodiment of the present invention, the trajectories to be adjusted may include linear blocking elements and right-angle blocking elements. Optionally, when the trajectories to be adjusted in the initial game map include linear blocking elements, the linear blocking elements are distorted based on a preset distortion constant, a preset distortion direction, and preset distortion points in the trajectories, and the target game map is generated based on the distorted blocking elements.

[0065] Wherein, the preset distortion constant is less than the width of the passing element associated with the linear blocking element in the initial game map. The preset distortion direction can be the distortion direction of the linear blocking element preset according to actual requirements. For example, the preset distortion direction can be to distort to the left, to distort to the right, or to distort both left and right simultaneously. The preset distortion point in the trajectory can be understood as the texture position where distortion occurs in the trajectory, or in other words, the texture position in the blocking element trajectory when the trajectory is subjected to distortion processing.

[0066] Continuing with the previous example, traverse the two-dimensional array, count the starting points and ending points of all linear blocking elements, and record them in a new one-dimensional array. Traverse the blocking element array. Assume that the starting coordinates of the current blocking element are (a, b) and the ending coordinates are (c, d). If it is vertical, then b == d; if it is horizontal, then a == c. Set a distortion constant e, where e < road. Taking a vertical blocking element as an example, randomly select one of the ways of distorting to the left, distorting to the right, or distorting both left and right simultaneously. If it is distorted to the left, it is necessary to traverse whether all the elements in the rectangle with (a, b - e) as the upper left corner and (c, b - 1) as the lower right corner are passing elements (such as roads). If so, distortion can be performed. Randomly select a value of (a, c) as the abscissa of the distortion midpoint, and randomly select a value of (0, e) as the ordinate to obtain the midpoint coordinates (m, n). According to the starting point and the midpoint, and the midpoint and the ending point, obtain two straight line functions, obtain the discrete points in the two-dimensional coordinates within the current range of the straight line functions, set these points as blocking elements, and change all the points in the original wall except the starting point and the ending point to passing elements. Similar methods can be used for distorting to the right and distorting both left and right simultaneously.

[0067] As another alternative implementation manner of the embodiment of the present disclosure, a Bézier curve can be used to perform distortion processing on the linear blocking element based on the preset distortion constant, the preset distortion direction, and the preset distortion point in the trajectory.

[0068] Optionally, when the trajectory to be adjusted in the initial game map includes a right-angled blocking element, for a single right angle, determine the hypotenuse corresponding to the trajectory forming the right angle; modify the texture points corresponding to the trajectory in the initial game map to updated passing element points, and generate updated blocking element points corresponding to the trajectory based on the hypotenuse to obtain the target game map.

[0069] Wherein, the right-angled blocking element can be understood as a blocking element with a right angle between two connected blocking elements. Exemplarily, the right-angled blocking element can be a single right-angle side blocking element, a T-shaped double right-angle side blocking element, or a cross-shaped four right-angle side blocking element. When adjusting the trajectory of the right-angled blocking element, one or more trajectories corresponding to the right angles can be adjusted.

[0070] It is understandable that a right-angled blocking element is composed of two linear blocking elements that serve as the right-angled sides. Therefore, in the embodiments of the present disclosure, when adjusting the right-angled blocking element, the adjustment method of the linear blocking element can also be combined to distort one of the right-angled sides of the right-angled blocking element.

[0071] Specifically, generating the blocking element points corresponding to the trajectory based on the hypotenuse may include: adjusting the texture points located on the hypotenuse to updated blocking element points; or, taking the center point of the hypotenuse as the center of a circle and the half length of the hypotenuse as the radius to draw a circle, using the semi-circle between the vertices of the right-angled sides of the trajectory as the updated trajectory, and adjusting the texture points located on the updated trajectory to updated blocking element points.

[0072] Among them, the texture point can be understood as the point for identifying the texture of which game component object is placed at this position in the game map. Generally, it is the property value mark corresponding to the game component object.

[0073] For example, for a single right-angled side blocking element, the coordinates of the three vertices of the single right-angled side blocking element can be recorded, ABC, where A is the right-angled vertex, and B and C are the vertices of the right-angled sides respectively. At this time, there are at least the following two processing methods for adjusting the trajectory of the single right-angled side blocking element: a. Change the blocking elements corresponding to AB and AC to passable elements, calculate the linear function of the hypotenuse BC, and calculate the data points of the two-dimensional array passed by BC (corresponding to the texture points on the game map). Change these data points to the property values corresponding to the blocking elements. b. Change the blocking elements corresponding to AB and AC to passable elements, calculate the midpoint of the hypotenuse BC as the center of the circle, and use half of the length of BC as the radius to obtain the circumcircle of this right triangle ABC. Finally, change the data points of the two-dimensional array passed by this semi-circular arc to the property values corresponding to the blocking elements.

[0074] For the case of a T-shaped double right-angled side blocking element, record the coordinates of four points, ABCD, where A is the vertex of the two right-angled sides, and BCD are the vertices of the sides. At this time, there are at least the following two processing methods for adjusting the trajectory of the T-shaped double right-angled side blocking element: a. Randomly select the two right-angled sides of a right angle and adjust them according to the method of adjusting the trajectory of the single right-angled side blocking element, and the remaining right-angled side becomes a single wall. b. For the two right-angled sides of each right angle, adjust them according to method a in the method of adjusting the blocking element trajectory of the single right-angled side blocking element, that is, change the data points of the two-dimensional array passed by the hypotenuses corresponding to the two right angles to the property values corresponding to the blocking elements, and retain the blocking elements shared by the double right angles.

[0075] For the four right-angle blocking elements of the cross, record the coordinates of five points corresponding to the four right-angle blocking elements of the cross, A, B, C, D, and E, where A is the vertex, and B, C, D, and E are the vertices of the four right-angled sides respectively. At this time, there are at least the following two processing methods for adjusting the trajectory of the four right-angle blocking elements of the cross: a. Similar to the T-shaped double right-angle blocking elements, randomly select the two right-angled sides of a right angle and adjust them in the same way as the trajectory of the single right-angle blocking element. b. Randomly select a right-angled side and set it as a passing element. C. Randomly select a right-angled side and perform a distortion process according to the adjustment method of the linear blocking element.

[0076] It should be noted that the above processing methods for the right-angled blocking elements are only examples and not limitations. One or more adjustment methods in the embodiments of the present invention can be used in combination to adjust the trajectory. Of course, other methods that can change the trajectory can also be used.

[0077] Optionally, in the case where it is detected that the game complexity does not reach the complexity condition, reconstruct the initial game map based on the map size parameters again to update the initial game map. Furthermore, determine the complexity of the updated initial game map. In the case where it is detected that the game complexity reaches the complexity condition, generate a target game map based on the initial game map.

[0078] It should be noted that when reconstructing the initial game map based on the map size parameters again, the same or different map construction algorithms can be used, and the same or different map construction parameters can also be used. Since most of the relevant map construction algorithms are random, the initial game map can be updated, and then the game complexity of the initial game map can be updated to generate a target game map that meets the complexity condition.

[0079] In the case where the game complexity reaches the complexity condition, the target map patch corresponding to the map point can be determined based on the attribute value corresponding to each map point in the initial game map, and the initial game map can be rendered based on the target map patch to obtain the target game map.

[0080] In the embodiments of the present invention, different attribute values can be used to mark the original unadjusted map points and the adjusted map points, and then different target map patches can be used for rendering, so that the visualization effect of the target game map is more abundant.

[0081] The technical solution of the embodiment of the present disclosure first obtains map construction parameters in response to a first trigger operation, where the map construction parameters at least include map size parameters and complexity conditions, and can associate the first trigger operation with the obtained map construction parameters to perform map construction in a targeted manner. Then, an initial game map is constructed based on the map size parameters, and the game complexity corresponding to the initial game map is determined. Since the game complexity is associated with the game passage paths in the initial game map, the game complexity of the initial game map can be objectively and accurately determined. Finally, when it is detected that the game complexity meets the complexity conditions, a target game map is generated based on the initial game map, increasing the detection of the generated target game map, making the generated game map meet the requirements, solving the technical problems in the related art such as the difficulty in matching user requirements caused by the random generation of game maps and the resulting manual modification cost, realizing the automatic generation of a target game map that meets the complexity conditions, supporting the flexible setting of the complexity of the game map, saving labor costs, improving the game generation efficiency, and enhancing the game experience.

[0082] Figure 2 It is a flowchart of another game processing method provided by the embodiment of the present disclosure. On the basis of the above embodiment, the technical solution of this embodiment further refines the determination method of the game complexity corresponding to the initial game map. Optionally, determining the game complexity corresponding to the initial game map includes: determining the game passage paths in the initial game map based on the depth-first traversal algorithm, and determining the game complexity corresponding to the initial game map based on the game passage paths, where the game passage paths are the passage paths between a preset game entry point and a preset game exit point. For specific implementation manners, reference may be made to the description of this embodiment. Among them, the same or similar technical features as those in the foregoing embodiment will not be described again.

[0083] As Figure 2 shown, the method of this embodiment may specifically include:

[0084] S210. In response to a first trigger operation, obtain map construction parameters, where the map construction parameters at least include map size parameters and complexity conditions.

[0085] S220. Construct an initial game map based on the map size parameters.

[0086] S230. Determine the game passage paths in the initial game map based on the depth-first traversal algorithm, and determine the game complexity corresponding to the initial game map based on the game passage paths.

[0087] Among them, the game passage path is the passage path between a preset game entrance point and a preset game exit point. In an embodiment of the present invention, during the process of determining the game passage path in the initial game map based on the depth-first traversal algorithm, the target path parameter can be recorded.

[0088] Specifically, the target path parameter corresponding to the game passage path can be determined, and the game complexity corresponding to the initial game map can be determined based on the target path parameter. When the target path parameter includes the total number of walking steps corresponding to the game passage path and the number of times blocked during the passage, the game complexity corresponding to the initial game map can be obtained by performing a weighted sum of the total number of walking steps corresponding to the game passage path and the number of times blocked during the passage. Among them, being blocked can be understood as being blocked by blocking elements in the game scene. Specifically, the blocking element can be understood as a scene component element in the game scene that hinders the movement of the game object. For example, a wall in the game scene, etc.

[0089] For the sake of easy understanding, a specific scenario is taken as an example for illustration. First, a step counter count = 0 can be set, and a counter tryCount for the number of times blocked during the passage can be set. Set the current coordinate curPos[x, y], with the coordinate point [1, 1] as the starting point and the coordinate point [w - 2, h - 2] as the target point. If there is a path on the right side currently, the current direction is set to direction = r; if there is a path below currently, the current direction is set to direction = d. And mark [1, 1] as having been walked through. Define going right goRight = (1, 0), going down goDown = (0, 1), going left goLeft = (-1, 0), and going up goUp = (0, -1).

[0090] For each texture point in the initial game map, the priority of changing the walking direction in the case of being blocked by a blocking element can be determined in its corresponding walking direction. Specifically, 4 arrays can be set, which are the order priorities of the next action of the texture point in different directions. Exemplarily, a. The array when the direction is down, downArray = [goRight, goDown, goLeft]; b. The array when the direction is right, rightArray = [goDown, goRight, goUp]; c. The array when the direction is up, upArray = [goRight, goUp, goLeft]; d. The array when the direction is left, leftArray = [goDown, goLeft, goUp].

[0091] Then, according to the current direction, traverse the direction data, the current coordinate curPos+xxxArray[i], get the next coordinate position [nx,ny], if the new coordinate is not a blocking element, and the new coordinate has not been walked, the current coordinate is updated to curPos=[nx,ny]. Otherwise, i=i+1 to change a new direction. If all directions are not satisfied, the current loop ends, tryCount=tryCount+1, and automatically returns to the previous loop. Otherwise, mark curPos as the point that has been walked, set the current direction according to i, count=count+1. If the game exit point is not reached, return to execute the operation of traversing the direction data according to the current direction to determine the next walk.

[0092] If curPos is the target point, that is, the game exit point, the algorithm ends, and the game complexity corresponding to the initial game map can be calculated. Specifically, calculate value = a*count+b&*tryCount, where a and b are specific constants representing weights, and get the game complexity value.

[0093] S240, when it is detected that the game complexity reaches the complexity condition, generating a target game map based on the initial game map.

[0094] Continue using the above example, if the game complexity value is greater than the threshold complexValue, continue, otherwise regenerate the initial game map.

[0095] The solution of the embodiment of the present disclosure can simulate the path used in the real game scene to the greatest extent by determining the game path in the initial game map based on the depth-first traversal algorithm, and then determine the game complexity corresponding to the initial game map based on the game path, so that the determined game complexity is more in line with the actual situation, and can better determine the game map that fits the user's needs, thereby further improving the game experience.

[0096] Figure 3Schematic diagram of another game processing method provided by an embodiment of the present disclosure. On the basis of the technical solution of the above embodiment, the technical solution of this embodiment adds optimization of the game map application scenario. Optionally, after generating the target game map based on the initial game map, it includes: in response to a first trigger operation, displaying a game interface based on the target game map, where the game interface includes game objects; in response to a second trigger operation input in the game interface, obtaining game association information corresponding to the game interface, where the game association information includes at least one of game scene association information, game object association information, and object manipulation association information; generating object language information corresponding to the game object based on the game association information, and displaying the object language information, where the object language information is an interaction language for interacting with the object manipulation object. For specific implementation manners, reference may be made to the description of this embodiment. Among them, technical features that are the same as or similar to the foregoing embodiments will not be described herein again.

[0097] As Figure 3 shown, the method of this embodiment may specifically include:

[0098] S310. In response to a first trigger operation, obtain map construction parameters, where the map construction parameters at least include map size parameters and complexity conditions.

[0099] S320. Construct an initial game map based on the map size parameters, and determine the game complexity corresponding to the initial game map.

[0100] Among them, the game complexity is associated with the game passage paths in the initial game map.

[0101] S330. When it is detected that the game complexity reaches the complexity condition, generate a target game map based on the initial game map.

[0102] S340. Display a game interface based on the target game map, where the game interface includes game objects.

[0103] Among them, the game interface can be understood as a functional interface through which a user can play the game. A game object can be understood as a virtual object that walks in the target game map and is controlled by a game manipulation object.

[0104] As described above, the target game map can be rendered onto the game interface based on the target map patches corresponding to each texture point.

[0105] S350. Obtain game association information corresponding to the game interface.

[0106] Among them, the game-related information, by way of example, the game-related information includes at least one of game scene-related information, game object-related information, and object manipulation-related information. By way of example, the game scene-related information may include. The object manipulation-related information may include, but is not limited to: information input by the object manipulation object for manipulating the game object, such as manipulating the game object to walk, attack, or cast a spell, etc., and object-related information of the object manipulation object, such as historical operation data, etc.

[0107] The game object-related information may at least include game object status information. Further, the game object status information may be the performance status of the game object in the game. For example, the skill usage status and / or object attributes of the game object, etc.

[0108] The game scene-related information at least includes at least one of the game complexity corresponding to the target game map, the current game status information, and the historical game loading information. Among them, the current game status information includes at least one of information such as whether it is a failure, the current elapsed time, the task progress, the distance to the target location, and special triggers. The historical game result status information may include, but is not limited to, at least one of information such as the historical number of failures, the historical number of challenges, the historical highest score, and the historical lowest score, etc.

[0109] S360. Generate object language information corresponding to the game object based on the game-related information, and display the object language information.

[0110] Among them, the object language information is an interaction language with the object manipulation object.

[0111] After obtaining the game-related information, known technologies may be used to generate object language information corresponding to the game object based on the game-related information. For example, an artificial intelligence model may be used to generate object language information corresponding to the game object according to the game-related information.

[0112] Optionally, the object language information is text information.

[0113] Optionally, the displaying of the object language information includes: displaying the object language information in a preset display manner; and / or, generating a target object voice based on the object language information and playing the target object voice. Among them, the preset display manner includes, but is not limited to, a preset display position and / or a preset display format. For example, the preset display position may be a position linked to the game object, such as a display position around the head of the game object. The preset display format may be understood as the information format of the object language information, such as text format, picture format, video format, or animation format, etc.

[0114] The technical solution of the embodiment of the present disclosure, first, by displaying a game interface based on the target game map, realizes the visual display of the target game map. Then, obtains game-related information corresponding to the game interface, generates object language information corresponding to the game object based on the game-related information, and displays the object language information, which can make the object language corresponding to the game object more suitable for the game scene, improve the interaction experience between the object controller and the game object in the game, increase the interest of the game. Even for a single-player game, there can be rich communication information, greatly improving the user's interaction experience.

[0115] Figure 4 FIG. is a schematic structural diagram of a game processing device provided by an embodiment of the present disclosure, as Figure 4 shown, the device includes: a map construction trigger module 410, an initial map generation module 420, and a game map generation module 430.

[0116] Among them, the map construction trigger module 410 is configured to obtain map construction parameters in response to a first trigger operation, where the map construction parameters at least include map size parameters and complexity conditions; the initial map generation module 420 is configured to construct an initial game map based on the map size parameters and determine the game complexity corresponding to the initial game map, where the game complexity is associated with the game passage paths in the initial game map; the game map generation module 430 is configured to generate a target game map based on the initial game map when it is detected that the game complexity reaches the complexity condition.

[0117] The technical solution of the embodiment of the present disclosure, first, the map construction trigger module responds to the first trigger operation to obtain map construction parameters, where the map construction parameters at least include map size parameters and complexity conditions, which can associate the first trigger operation with the obtained map construction parameters to perform map construction in a targeted manner. Then, the initial map generation module constructs an initial game map based on the map size parameters and determines the game complexity corresponding to the initial game map. Since the game complexity is associated with the game passage paths in the initial game map, the game complexity of the initial game map can be objectively and accurately determined. Finally, the game map generation module generates a target game map based on the initial game map when it is detected that the game complexity meets the complexity condition, increasing the detection of the generated target game map, making the generated game map meet the requirements, solving the technical problems in the related art such as the difficulty in matching user requirements caused by the random generation of game maps and the resulting manual modification cost, realizing the automatic generation of a target game map that meets the complexity condition, supporting the flexible setting of the complexity of the game map, saving labor costs, improving the game generation efficiency, and enhancing the game experience.

[0118] Based on the above optional technical solutions, optionally, the initial map generation module 420 is configured to:

[0119] Determine the game passage path in the initial game map based on the depth-first traversal algorithm, and determine the game complexity corresponding to the initial game map based on the game passage path, where the game passage path is the passage path between a preset game entrance point and a preset game exit point.

[0120] Based on the above optional technical solutions, optionally, the initial map generation module 420 is specifically configured to: determine the target path parameters corresponding to the game passage path, and determine the game complexity corresponding to the initial game map based on the target path parameters, where the target path parameters include the total number of walking steps corresponding to the game passage path and the number of times blocked during passage.

[0121] Based on the above optional technical solutions, optionally, the game map generation module 430 includes:

[0122] A width adjustment unit, configured to adjust the width of at least some of the passage elements and / or the width of at least some of the blocking elements included in the initial game map to obtain a target game map.

[0123] Based on the above optional technical solutions, optionally, the width adjustment unit includes: a processing type determination subunit and a map widening subunit.

[0124] Wherein, the processing type determination subunit is configured to traverse the to-be-processed texture points in the initial game map and determine the object type corresponding to the to-be-processed texture points, where the object type includes blocking elements and passage elements; the map widening subunit is configured to determine the target widening parameters corresponding to the to-be-processed texture points based on the object type corresponding to the to-be-processed texture points, generate target texture points corresponding to the to-be-processed texture points based on the target widening parameters, and generate a target game map based on the target texture points.

[0125] Based on the above optional technical solutions, optionally, the game map generation module 430 includes:

[0126] A trajectory adjustment unit, configured to adjust the trajectory of at least some of the blocking elements included in the initial game map to obtain a target game map.

[0127] Based on the above optional technical solutions, optionally, the game processing device further includes: a game interface display module, a game information acquisition module, and an object language generation module.

[0128] Among them, the game interface display module is used to display a game interface based on the target game map after generating the target game map based on the initial game map, where the game interface includes game objects; the game information acquisition module is used to acquire game association information corresponding to the game interface, where the game association information includes at least one of game scene association information, game object association information, and object manipulation association information; the object language generation module is used to generate object language information corresponding to the game object based on the game association information and display the object language information, where the object language information is an interaction language for manipulating the object.

[0129] Based on the above optional technical solutions, optionally, the object language generation module is used to:

[0130] display the object language information in a preset display manner; and / or,

[0131] generate a target object voice based on the object language information and play the target object voice.

[0132] Based on the above optional technical solutions, optionally, the game processing device further includes: an initial map update module, which is used to, after determining the game complexity corresponding to the initial game map, reconstruct the initial game map based on the map size parameters again in the case where it is detected that the game complexity does not reach the complexity condition, so as to update the initial game map.

[0133] The game processing device provided by the embodiments of the present disclosure can execute the game processing method provided by any embodiment of the present disclosure, and has corresponding functional modules and beneficial effects for executing the method.

[0134] It should be noted that the various units and modules included in the above device are only divided according to functional logic, but are not limited to the above division, as long as the corresponding functions can be realized; in addition, the specific names of the functional units are only for the convenience of mutual distinction and do not limit the protection scope of the embodiments of the present disclosure.

[0135] Figure 5 It is a schematic structural diagram of an electronic device provided by an embodiment of the present disclosure. Below, refer to Figure 5 , which shows an electronic device suitable for implementing the embodiments of the present disclosure (such as Figure 5Schematic structural diagram of the terminal device or server 500 therein. The terminal device in the embodiments of the present disclosure may include, but is not limited to, mobile terminals such as mobile phones, laptop computers, digital broadcast receivers, PDAs (Personal Digital Assistants), PADs (Tablet Computers), PMPs (Portable Multimedia Players), vehicle terminals (such as vehicle navigation terminals), etc., and fixed terminals such as digital TVs, desktop computers, etc. Figure 5 The electronic device shown is merely an example and should not impose any limitations on the functions and usage scope of the embodiments of the present disclosure.

[0136] As Figure 5 shown, the electronic device 500 may include a processing device (such as a central processing unit, a graphics processing unit, etc.) 501, which may perform various appropriate actions and processes according to the program stored in the read-only memory (ROM) 502 or the program loaded from the storage device 508 into the random access memory (RAM) 503. In the RAM 503, various programs and data required for the operation of the electronic device 500 are also stored. The processing device 501, the ROM 502, and the RAM 503 are connected to each other through a bus 504. The editing / output (I / O) interface 505 is also connected to the bus 504.

[0137] Generally, the following devices may be connected to the I / O interface 505: an input device 506 including, for example, a touch screen, a touchpad, a keyboard, a mouse, a camera, a microphone, an accelerometer, a gyroscope, etc.; an output device 507 including, for example, a liquid crystal display (LCD), a speaker, a vibrator, etc.; a storage device 508 including, for example, a magnetic tape, a hard disk, etc.; and a communication device 509. The communication device 509 may allow the electronic device 500 to communicate with other devices wirelessly or wiredly to exchange data. Although Figure 5 the electronic device 500 with various devices is shown, it should be understood that it is not required to implement or have all the shown devices. More or fewer devices may be implemented or had alternatively.

[0138] Particularly, according to the embodiments of the present disclosure, the processes described above with reference to the flowcharts may be implemented as computer software programs. For example, the embodiments of the present disclosure include a computer program product, which includes a computer program carried on a non-transitory computer-readable medium, and the computer program contains program codes for performing the methods shown in the flowcharts. In such an embodiment, the computer program may be downloaded and installed from the network through the communication device 509, or installed from the storage device 508, or installed from the ROM 502. When the computer program is executed by the processing device 501, the above-mentioned functions defined in the methods of the embodiments of the present disclosure are executed.

[0139] The names of the messages or information exchanged between multiple devices in the embodiments of the present disclosure are for illustrative purposes only and are not intended to limit the scope of these messages or information.

[0140] The electronic device provided in the embodiments of the present disclosure and the game processing method provided in the above embodiments belong to the same inventive concept. Technical details not described in detail in this embodiment can be referred to in the above embodiments, and this embodiment has the same beneficial effects as the above embodiments.

[0141] The embodiments of the present disclosure provide a computer storage medium, on which a computer program is stored, and when the program is executed by a processor, it implements the game processing method provided in the above embodiments.

[0142] It should be noted that the computer-readable medium in the present disclosure can be a computer-readable signal medium, a computer-readable storage medium, or any combination of the two. The computer-readable storage medium can be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the above. More specific examples of the computer-readable storage medium can include, but are not limited to: an electrical connection with one or more wires, a portable computer 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 of the above. In the present disclosure, the computer-readable storage medium can be any tangible medium that contains or stores a program, and this program can be used by or in combination with an instruction execution system, apparatus, or device. In the present disclosure, the computer-readable signal medium can include a data signal propagated in a baseband or as part of a carrier wave, in which the computer-readable program code is carried. Such a propagated data signal can take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above. The computer-readable signal medium can also be any computer-readable medium other than the computer-readable storage medium, and this computer-readable signal medium can send, propagate, or transmit a program for use by or in combination with an instruction execution system, apparatus, or device. The program code contained on the computer-readable medium can be transmitted by any appropriate medium, including but not limited to: wires, optical cables, RF (radio frequency), etc., or any suitable combination of the above.

[0143] In some embodiments, the client and the server can communicate using any currently known or future-developed network protocol such as HTTP (HyperText Transfer Protocol), and can be interconnected with digital data communication in any form or medium (e.g., a communication network). Examples of communication networks include local area networks ("LAN"), wide area networks ("WAN"), the Internet (e.g., the Internet), and end-to-end networks (e.g., ad hoc end-to-end networks), as well as any currently known or future-developed networks.

[0144] The above computer-readable medium can be included in the above electronic device; or it can exist separately and not be assembled into the electronic device.

[0145] The above computer-readable medium carries one or more programs. When the above one or more programs are executed by the electronic device, the electronic device is caused to: in response to a first trigger operation, obtain map construction parameters, where the map construction parameters at least include map size parameters and complexity conditions; construct an initial game map based on the map size parameters and determine the game complexity corresponding to the initial game map, where the game complexity is associated with the game passage paths in the initial game map; and generate a target game map based on the initial game map when it is detected that the game complexity reaches the complexity conditions.

[0146] Computer program code for performing the operations of the present disclosure can be written in one or more programming languages or combinations thereof. The above programming languages include, but are not limited to, object-oriented programming languages such as Java, Smalltalk, C++, and also include conventional procedural programming languages such as the "C" language or similar programming languages. The program code can be executed entirely on the user's computer, partially on the user's computer, executed as a stand-alone software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In the case of a remote computer, the remote computer can be connected to the user's computer through any type of network, including a local area network (LAN) or a wide area network (WAN), or can be connected to an external computer (e.g., by using an Internet service provider to connect through the Internet).

[0147] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of the present disclosure. In this regard, each block in the flowchart or block diagram may represent a module, a segment of a program, or a portion of code that contains one or more executable instructions for implementing the specified logical function. It should also be noted that, in some alternative implementations, the functions noted in the blocks may occur in a different order than that noted in the accompanying drawings. For example, two consecutive blocks shown may actually be executed substantially in parallel, or they may sometimes be executed in the reverse order, depending on the functions involved. It should also be noted that each block in the block diagrams and / or flowcharts, and combinations of blocks in the block diagrams and / or flowcharts, can be implemented by a dedicated hardware-based system that performs the specified functions or operations, or by a combination of dedicated hardware and computer instructions.

[0148] The units involved in the embodiments described in the present disclosure can be implemented in software or in hardware. Among them, the name of the unit does not, in some cases, constitute a limitation on the unit itself. For example, the first acquisition unit can also be described as "the unit for acquiring at least two Internet protocol addresses".

[0149] The functions described above in this document can be performed, at least in part, by one or more hardware logic components. For example, without limitation, exemplary types of hardware logic components that can be used include: Field Programmable Gate Arrays (FPGA), Application Specific Integrated Circuits (ASIC), Application Specific Standard Products (ASSP), System on a Chip (SOC), Complex Programmable Logic Devices (CPLD), and so on.

[0150] In the context of the present disclosure, a machine-readable medium can be a tangible medium that can contain or store a program for use by or in connection with an instruction execution system, apparatus, or device. A machine-readable medium can be a machine-readable signal medium or a machine-readable storage medium. A machine-readable medium can include, but is not limited to, electronic, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatus, or devices, or any suitable combination of the foregoing. More specific examples of a machine-readable storage medium would include an electrical connection based on one or more wires, a portable computer diskette, 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 Disc Read-Only Memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.

[0151] According to one or more embodiments of the present disclosure, [Example 1] provides a game processing method, including: in response to a first trigger operation, obtaining map construction parameters, where the map construction parameters at least include map size parameters and complexity conditions; constructing an initial game map based on the map size parameters, and determining a game complexity corresponding to the initial game map, where the game complexity is associated with a game passage path in the initial game map; and generating a target game map based on the initial game map when it is detected that the game complexity reaches the complexity condition.

[0152] According to one or more embodiments of the present disclosure, [Example 2] provides the method of Example 1, further including:

[0153] Optionally, the determining the game complexity corresponding to the initial game map includes: determining a game passage path in the initial game map based on a depth-first traversal algorithm, and determining the game complexity corresponding to the initial game map based on the game passage path, where the game passage path is a passage path between a preset game entry point and a preset game exit point.

[0154] According to one or more embodiments of the present disclosure, [Example 3] provides the method of Example 2, further including:

[0155] Optionally, the determining the game complexity corresponding to the initial game map based on the game passage path includes: determining target path parameters corresponding to the game passage path, and determining the game complexity corresponding to the initial game map based on the target path parameters, where the target path parameters include the total number of walking steps corresponding to the game passage path and the number of times blocked during passage.

[0156] According to one or more embodiments of the present disclosure, [Example 4] provides the method of Example 1, further including:

[0157] Optionally, the generating a target game map based on the initial game map includes: adjusting the width of at least some passage elements and / or the width of at least some blocking elements included in the initial game map to obtain a target game map.

[0158] According to one or more embodiments of the present disclosure, [Example 5] provides the method of Example 4, further including:

[0159] Optionally, adjusting at least part of the width of the passable elements and / or at least part of the width of the blocking elements included in the initial game map to obtain a target game map includes: traversing the to-be-processed texture points in the initial game map, determining the object type corresponding to the to-be-processed texture points, where the object type includes blocking elements and passable elements; determining the target widening parameter corresponding to the to-be-processed texture points based on the object type corresponding to the to-be-processed texture points, generating the target texture points corresponding to the to-be-processed texture points based on the target widening parameter, and generating the target game map based on the target texture points.

[0160] According to one or more embodiments of the present disclosure, [Example Six] provides the method of Example One, further including:

[0161] Optionally, generating the target game map based on the initial game map includes: adjusting the blocking element trajectory of at least part of the blocking elements included in the initial game map to obtain the target game map.

[0162] According to one or more embodiments of the present disclosure, [Example Seven] provides the method of Example One, further including:

[0163] Optionally, after generating the target game map based on the initial game map, it further includes: displaying a game interface based on the target game map, where the game interface includes game objects; obtaining game association information corresponding to the game interface, where the game association information includes at least one of game scene association information, game object association information, and object manipulation association information; generating object language information corresponding to the game objects based on the game association information, and displaying the object language information, where the object language information is an interaction language for manipulating the object.

[0164] According to one or more embodiments of the present disclosure, [Example Eight] provides the method of Example Seven, further including:

[0165] Optionally, displaying the object language information includes: displaying the object language information in a preset display manner; and / or generating target object voice based on the object language information and playing the target object voice.

[0166] According to one or more embodiments of the present disclosure, [Example Nine] provides the method of Example One, further including:

[0167] Optionally, after determining the game complexity corresponding to the initial game map, it further includes: in the case where it is detected that the game complexity does not reach the complexity condition, reconstructing the initial game map based on the map size parameters again to update the initial game map.

[0168] According to one or more embodiments of the present disclosure, [Example Ten] provides a game processing device, including: a map construction trigger module, configured to obtain map construction parameters in response to a first trigger operation, where the map construction parameters at least include map size parameters and complexity conditions; an initial map generation module, configured to construct an initial game map based on the map size parameters and determine a game complexity corresponding to the initial game map, where the game complexity is associated with a game passage path in the initial game map; a game map generation module, configured to generate a target game map based on the initial game map when it is detected that the game complexity reaches the complexity condition.

[0169] The above description is only a preferred embodiment of the present disclosure and an explanation of the applied technical principles. Those skilled in the art should understand that the scope of the disclosure involved in the present disclosure is not limited to the technical solutions formed by the specific combination of the above technical features, and should also cover other technical solutions formed by any combination of the above technical features or their equivalent features without departing from the above disclosure concept. For example, the technical solutions formed by mutually replacing the above features with the technical features (but not limited to) having similar functions disclosed in the present disclosure.

[0170] In addition, although the operations are depicted in a particular order, this should not be construed as requiring that the operations be performed in the particular order shown or in sequential order. In certain environments, multitasking and parallel processing may be advantageous. Similarly, although a number of specific implementation details are included in the above discussion, these should not be construed as limiting the scope of the present disclosure. Certain features described in the context of separate embodiments may also be implemented in combination in a single embodiment. Conversely, the various features described in the context of a single embodiment may also be implemented separately or in any suitable sub-combination in multiple embodiments.

[0171] Although the subject matter has been described in language specific to structural features and / or methodological act logic, it should be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or acts described above. Rather, the specific features and acts described above are merely example forms for implementing the claims.

Claims

1. A game processing method, characterized in that: include: In response to the first trigger operation, obtaining game map construction parameters, wherein the game map construction parameters at least include a map size parameter and a complexity condition; constructing an initial game map based on the map size parameters, and determining a game complexity corresponding to the initial game map, wherein the game complexity is associated with a game passage path in the initial game map; When it is detected that the game complexity reaches the complexity condition, a target game map is generated based on the initial game map.

2. The game processing method according to claim 1, characterized in that: The determining of the game complexity corresponding to the initial game map includes: A game path in the initial game map is determined based on a depth-first traversal algorithm, and a game complexity corresponding to the initial game map is determined based on the game path, wherein the game path is a path from a preset game entry point to a preset game exit point.

3. The game processing method according to claim 2, characterized in that: The determining the game complexity corresponding to the initial game map based on the game pass path includes: Determine target path parameters corresponding to the game path, and determine the game complexity corresponding to the initial game map based on the target path parameters, wherein the target path parameters include the total number of steps corresponding to the game path and the number of times blocked during the passage.

4. The game processing method according to claim 1, characterized in that: The generating a target game map based on the initial game map comprises: The width of at least part of the passable elements and / or the width of at least part of the blocking elements contained in the initial game map are adjusted to obtain a target game map.

5. The game processing method according to claim 4, characterized in that: The step of adjusting the width of at least part of the communication elements and / or the width of at least part of the blocking elements included in the initial game map to obtain the target game map includes: Traversing the to-be-processed map points in the initial game map, and determining the object types corresponding to the to-be-processed map points, wherein the object types include blocking elements and passing elements; Determine the target widening parameters corresponding to the map point to be processed based on the object type corresponding to the map point to be processed, generate the target map point corresponding to the map point to be processed based on the target widening parameters, and generate the target game map based on the target map point.

6. The game processing method according to claim 1, characterized in that: The generating a target game map based on the initial game map comprises: The tracks of at least part of the blocking elements included in the initial game map are adjusted to obtain a target game map.

7. The game processing method according to claim 1, characterized in that: After generating the target game map based on the initial game map, the method further includes: Displaying a game interface based on the target game map, wherein the game interface includes game objects; Acquire game-related information corresponding to the game interface, wherein the game-related information includes at least one of game scene-related information, game object-related information, and object manipulation-related information; Object language information corresponding to the game object is generated based on the game-related information, and the object language information is displayed, wherein the object language information is an interactive language for manipulating an object with an object.

8. The game processing method according to claim 7, characterized in that: The displaying of the object language information includes: Displaying the object language information in a preset display mode; and / or, A target object voice is generated based on the object language information, and the target object voice is played.

9. The game processing method according to claim 1, characterized in that: After determining the game complexity corresponding to the initial game map, the method further includes: When it is detected that the game complexity does not meet the complexity condition, the initial game map is rebuilt based on the map size parameter to update the initial game map.

10. A game processing device, characterized in that: include: A map construction triggering module, configured to obtain map construction parameters in response to a first triggering operation, wherein the map construction parameters at least include a map size parameter and a complexity condition; An initial map generation module, used to construct an initial game map based on the map size parameters, and determine a game complexity corresponding to the initial game map, wherein the game complexity is associated with a game path in the initial game map; The game map generation module is used to generate a target game map based on the initial game map when it is detected that the game complexity reaches the complexity condition.

11. An electronic device, characterized in that: The electronic device comprises: one or more processors; a storage device for storing one or more programs, When the one or more programs are executed by the one or more processors, the one or more processors implement the game processing method as described in any one of claims 1-9.

12. A storage medium containing computer executable instructions, characterized in that: The computer executable instructions are used to execute the game processing method as described in any one of claims 1-9 when executed by a computer processor.

13. A computer program product, characterized in that The computer program product comprises a computer program, which, when executed by a processor, implements the game processing method according to any one of claims 1 to 9.

Citation Information

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