Game passing connection method and device and electronic equipment

By adding gradual in and out stages in game cutscenes, players' control is gradually deprived and restored, and the shooting angle of the virtual camera is adjusted, the problem of poor connection between game operations and game cutscenes is solved, and a smoother gaming experience is achieved.

CN120154900APending Publication Date: 2025-06-17NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311729487.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-12-14
Publication Date
2025-06-17

AI Technical Summary

Technical Problem

In the existing game design, the connection between game operations and game cutscenes leads players to feel obvious plot switching, affecting the game experience.

Method used

By adding gradual in and out stages before and after the game cutscene, the player's character and lens control is gradually deprived and restored, and the shooting angle of the virtual camera is adjusted, thereby achieving seamless connection.

Benefits of technology

It effectively eliminates the connection between game operations and game cutscenes, so that players cannot feel the plot switching, and improves the smoothness and immersion of the game experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure CN120154900A_ABST
Patent Text Reader

Abstract

The invention provides a game passing connection method and device and electronic equipment, and the method comprises the steps: controlling a game role to find a way to a first position point when the game role moves to a passing trigger region, and gradually adjusting a shooting angle of a virtual camera to a shooting angle corresponding to a first frame of picture in a game passing animation; playing a game passing animation when the game role looks way to the first position point; if playing of the game passing animation is completed, the shooting angle of the virtual camera is controlled to be gradually adjusted to the shooting angle specified for the virtual camera of the game in advance, and the game role is controlled to find a way from the role position corresponding to the last frame of picture in the game passing animation to the second position point. According to the mode, the gradual-in stage and the gradual-out stage of the passing animation are added, so that a player cannot feel the connection point of game operation and game passing, and smoother and immersive game experience is provided for the player.
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Description

Technical Field

[0001] The present disclosure relates to the technical field of game design, and in particular, to a method, apparatus, and electronic device for connecting game cutscenes. Background Art

[0002] In the game experience, in order to develop the plot or strengthen the continuous shots of the protagonist's development, plot contents such as game cutscenes will be interspersed in the game operation. Therefore, how to smoothly connect each part to bring a smooth game experience to players is very important.

[0003] In the related art, there are two ways to connect game operations and game cutscenes. The first is to have a black screen or a white screen appear before playing the game cutscene animation, and then have a black screen or a white screen appear again after the playback ends; the second is to have a black border fade in before playing the game cutscene animation, and have the black border fade out after the playback ends. However, after the black screen, white screen, or black border fades in, the above two methods will directly deprive the player of the control over the game character and the camera, and even deprive the player of the control over the entire game screen, making the player feel obvious when entering and leaving the game cutscene, resulting in the interruption of the player's game experience and affecting the player's game experience. Summary of the Invention

[0004] The purpose of the present disclosure is to provide a method, apparatus, and electronic device for connecting game cutscenes, so as to achieve phased control of the game character and the virtual camera by the player, making the player unable to feel the connection point between the game operation and the game cutscene, and providing a more smooth and immersive game experience for the player.

[0005] In a first aspect, the present disclosure provides a method for connecting game cutscenes. A graphical user interface is provided through a terminal device, and a first scene image formed by shooting a game scene from a first shooting angle of a virtual camera of the game is displayed in the graphical user interface. The game scene includes a game character controlled by the terminal device. The method includes: in response to the game character moving to a cutscene trigger area in the game scene, controlling the game character to find a path to a first position point within the cutscene trigger area; adjusting the camera parameters of the virtual camera during the path finding process, so that the virtual camera gradually adjusts from the first shooting angle to a second shooting angle, and displaying a second scene image captured by the virtual camera during the adjustment process in the graphical user interface; wherein, the second shooting angle is determined according to the shooting angle corresponding to the first frame of the preset game cutscene animation; in response to the game character finding the path to the first position point, controlling to play the preset game cutscene animation in the graphical user interface; in response to the completion of the playback of the preset game cutscene animation, controlling to gradually adjust the shooting angle of the virtual camera to a third shooting angle, and controlling the game character to find a path from the character position corresponding to the last frame of the preset game cutscene animation to a second position point in the game scene, wherein the third shooting angle is a shooting angle specified in advance for the virtual camera of the game.

[0006] In a second aspect, the present disclosure provides a device for connecting game cutscenes. A graphical user interface is provided through a terminal device. In the graphical user interface, a first scene image formed by photographing a game scene from a first shooting angle of a virtual camera of the game is displayed. The game scene includes a game character controlled by the terminal device. The device includes: a first pathfinding module, configured to control the game character to find a path to a first position point within the cutscene trigger area in response to the game character moving to the cutscene trigger area in the game scene; a first adjustment module, configured to adjust the camera parameters of the virtual camera during the pathfinding process, so that the virtual camera gradually adjusts from the first shooting angle to a second shooting angle, and display a second scene image photographed by the virtual camera during the adjustment process in the graphical user interface; wherein, the second shooting angle is determined according to the shooting angle corresponding to the first frame of a preset game cutscene animation; an animation playing module, configured to control the playback of the preset game cutscene animation in the graphical user interface in response to the game character finding a path to the first position point; a second adjustment module, configured to control the shooting angle of the virtual camera to gradually adjust to a third shooting angle in response to the completion of the playback of the preset game cutscene animation, and control the game character to find a path from the character position corresponding to the last frame of the preset game cutscene animation to a second position point in the game scene, wherein the third shooting angle is a shooting angle specified in advance for the virtual camera of the game.

[0007] In a third aspect, the present disclosure provides an electronic device, which includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned method for connecting game cutscenes.

[0008] In a fourth aspect, the present disclosure provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the above-mentioned method for connecting game cutscenes.

[0009] The embodiments of the present disclosure bring the following beneficial effects:

[0010] A method, device, and electronic device for connecting game cutscenes provided by the present disclosure first respond to a game character moving to a cutscene trigger area in a game scene, control the game character to find a path to a first position point within the cutscene trigger area, and adjust the camera parameters of a virtual camera during the pathfinding process so that the virtual camera gradually adjusts from a first shooting angle to a second shooting angle, and display a second scene image captured by the virtual camera during the adjustment process in a graphical user interface; wherein, the second shooting angle is determined according to the shooting angle corresponding to the first frame of a preset game cutscene animation; then, in response to the game character finding a path to the first position point, control to play the preset game cutscene animation in the graphical user interface; then, in response to the completion of the playback of the preset game cutscene animation, control to gradually adjust the shooting angle of the virtual camera to a third shooting angle, and control the game character to find a path from the character position corresponding to the last frame of the preset game cutscene animation to a second position point in the game scene, and the third shooting angle is a shooting angle specified in advance for the virtual camera of the game. This method makes the player not feel the connection point between game operations and game cutscenes by adding a fade-in stage and a fade-out stage to the cutscene animation, gradually depriving the player of character control and camera control during the fade-in stage, and gradually restoring the player's character control and camera control during the fade-out stage, providing a more smooth and immersive gaming experience for the player.

[0011] Other features and advantages of the present disclosure will be described in the following specification, or, some features and advantages can be inferred from the specification or determined without doubt, or can be known by implementing the above technologies of the present disclosure.

[0012] To make the above objects, features, and advantages of the present disclosure more obvious and understandable, the following specific preferred embodiments are given, and in conjunction with the accompanying drawings, the detailed description is as follows. Description of the Drawings

[0013] To more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following will briefly introduce the drawings required for use in the description of the specific embodiments or the prior art. Obviously, the following drawings are some embodiments of the present disclosure. For those of ordinary skill in the art, without creative efforts, other drawings can also be obtained based on these drawings.

[0014] Figure 1 It is a flowchart of a method for connecting game cutscenes provided by an embodiment of the present disclosure;

[0015] Figure 2 It is a schematic diagram of seamless connection of game cutscenes provided by an embodiment of the present disclosure;

[0016] Figure 3 It is a schematic structural diagram of a device for connecting game cutscenes provided by an embodiment of the present disclosure;

[0017] Figure 4 A structural schematic diagram of an electronic device provided by an embodiment of the present disclosure. Detailed implementation manners

[0018] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present disclosure. Apparently, the described embodiments are some but not all of the embodiments of the present disclosure. Components of the embodiments of the present disclosure usually described and illustrated in the accompanying drawings here can be arranged and designed in various different configurations.

[0019] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed present disclosure, but merely represents selected embodiments of the present disclosure. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present disclosure without creative efforts fall within the scope of protection of the present disclosure.

[0020] In the game experience, in order to develop the plot or strengthen the continuous shots of the protagonist's development, plot contents such as game cutscenes will be interspersed in the game operation. Game cutscenes are usually implemented using game art assets and real-time rendering. Therefore, it is very important how to smoothly connect each part and bring a smooth game experience to players.

[0021] Two ways of connecting game operations and game cutscenes are provided in the related art. The first is that a black screen or a white screen appears before playing the game cutscene animation, and a black screen or a white screen appears again after the playback ends; the second is that black borders fade in before playing the game cutscene animation, and the black borders fade out after the playback ends. However, using the direct cut method of a black screen or a white screen will directly deprive players of the control of the game screen, and the game experience is abruptly interrupted; using the method of fading in and out of black borders, at the moment when the black borders fade in, players will realize that the plot starts to play at this moment, and the control of the game characters and the camera by players is interrupted. At the moment when the black borders fade out, players can also realize that the plot is about to end, and the control of the game characters and the camera by players is about to be restored. This method is smoother than the direct cut of a black screen or a white screen, but the connection is still relatively abrupt, and players can clearly realize the connection point of the plot.

[0022] The above two methods both very abruptly deprive players of the control rights of the character and the camera, and even the control right of the entire game screen, making players clearly realize that they are about to "start playing the video" when entering the game cutscene, and can clearly realize that "the video playback ends" when exiting the game cutscene, seriously hindering the consistent empathy emotions established between players and game characters during game operations and game cutscenes. Over time, the game experience of players is constantly interrupted, and it is easy to cause discomfort to players.

[0023] The player's character control right refers to the player's right to manipulate the game character's movement and interaction by operating the game controller, keyboard, mouse and other input devices. The player's camera control right refers to the player's right to manipulate the game character's movement by operating the game controller, keyboard, mouse and other input devices, so that the game camera automatically follows the game character, and the player has the right to manipulate the position and direction of the camera in the game.

[0024] Based on the above problems, the embodiments of the present invention provide a method, device and electronic device for connecting game cutscenes. The technology can be applied to any game cutscene connection scene, especially the seamless connection scene of game cutscenes, so that players cannot feel the connection point between game operations and game cutscenes, ensuring that players and game characters can establish consistent empathy emotions in game operations and game cutscenes, thereby bringing players a smooth gaming experience.

[0025] In one embodiment of the present disclosure, the method for connecting game scenes can be run on a local terminal device or a server. When the method for connecting game scenes is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0026] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the connection method of the game transition are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0027] In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present game screens. The local terminal device is used to interact with players through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The ways for the local terminal device to provide the graphical user interface to players can include various methods. For example, it can be rendered and displayed on the display screen of the terminal, or provided to players through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, which includes game screens, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0028] In an alternative embodiment, a graphical user interface is provided through a terminal device. Here, the terminal device can be the aforementioned local terminal device or the client device in the aforementioned cloud interaction system. The first scene screen formed by shooting a game scene from the first shooting angle of the virtual camera of the game is displayed in the graphical user interface. The game scene includes a game character controlled by the terminal device, such as Figure 1 As shown, the method includes the following specific steps:

[0029] Step S102, in response to the game character moving to the cutscene trigger area in the game scene, control the game character to find a path to the first position point within the cutscene trigger area.

[0030] Players can control the game character in the game scene through the terminal device. The cutscene trigger area in the above game scene can be determined according to R & D requirements. The cutscene trigger area can be a certain fixed scene area in the game scene or a scene area determined according to the character state of the game character. For example, if the game character has a larger body size, the corresponding scene area range of the cutscene trigger area is also larger; or if the moving speed of the game character is faster, the corresponding scene area range of the cutscene trigger area is also larger, etc.

[0031] The above first position point can be a certain fixed position within the cutscene trigger area, and this first position point is used to indicate the position corresponding to the game character in the first frame of the preset game cutscene animation. In specific implementation, when the player controls the game character to move to the cutscene trigger area, the player's character control right will be gradually deprived. That is, the game character will automatically find a path from the current position to the first position point. At this time, the player cannot control the movement of the game character, but the pathfinding speed of the game character during the pathfinding process gradually switches from the current movement speed of the game character to the preset pathfinding speed.

[0032] Step S104, during the pathfinding process, adjust the camera parameters of the virtual camera so that the virtual camera gradually adjusts from the first shooting angle to the second shooting angle, and display the second scene image captured by the virtual camera during the adjustment process in the graphical user interface; wherein, the second shooting angle is determined according to the shooting angle corresponding to the first frame of the preset game cutscene.

[0033] In specific implementation, when the player controls the game character to move to the cutscene trigger area, gradually deprive the player of the character control right and the camera control right. At this time, the game character will automatically pathfind from the current position to the first position point, and during the pathfinding process, adjust the camera parameters of the virtual camera based on the current shooting angle of the virtual camera (that is, the first shooting angle), so that the shooting angle of the virtual camera adjusts in the direction closer to the shooting angle corresponding to the first frame of the preset game cutscene. Among them, the camera parameters include the camera position (also known as camera displacement) and the camera orientation (also known as rotation angle). Specifically, if the angle difference between the current shooting angle of the virtual camera and the shooting angle corresponding to the first frame of the preset game cutscene is relatively large, when the game character pathfinds to the first position point, the shooting angle of the virtual camera adjusts to the second shooting angle, but this second shooting angle is different from the shooting angle corresponding to the first frame of the preset game cutscene, but is closer to the shooting angle corresponding to the first frame of the preset game cutscene. If the angle difference between the current shooting angle of the virtual camera and the shooting angle corresponding to the first frame of the preset game cutscene is relatively small, during the pathfinding process, the shooting angle of the virtual camera adjusts to the shooting angle corresponding to the first frame of the preset game cutscene.

[0034] In specific implementation, when entering the game cutscene, the actions, directions, and speeds of the game characters currently operated by the player are unknown, and the gap from the game characters in the first frame of the game cutscene at the beginning may be very large. If there is no processing and the game cutscene is directly connected, there will definitely be a jump in the game characters. Therefore, before entering the game cutscene, partially deprive the player of the character control right to make the game characters controlled by the player reach the first position point of the game cutscene according to the imagined actions, directions, and speeds, so as to achieve a smoother connection. At the same time, when the game character enters the cutscene trigger area, the shooting angle of the virtual camera currently operated by the player is unknown, and the gap from the shooting angle corresponding to the first frame of the game cutscene at the beginning may be very large. If there is no processing and the first frame of the game cutscene at the beginning is directly connected, there will definitely be a jump in the image. Therefore, before entering the game cutscene, it is necessary to partially deprive the player of the camera control right so that the virtual camera slightly deviates based on the shooting angle obtained by the current player's operation, so as to achieve a smooth connection with the first frame of the game cutscene.

[0035] Step S106: In response to the game character finding its way to the first position point, control the playback of a preset game cutscene animation in the graphical user interface.

[0036] In specific implementation, when the game character automatically finds its way to the first position point, play a preset game cutscene animation in the graphical user interface with the first frame being the game character at the first position point. The animation content in this preset game cutscene animation is pre-set by the art staff. Specifically, there are many types of game cutscene animations. The shooting angles corresponding to each frame in the game cutscene animation may be the same, or the shooting angles corresponding to some frames may be different. For example, the shooting angle corresponding to the first frame and the last frame in the game cutscene animation is different. For example, the first frame is shot from a third-person perspective, while the last frame is shot from a first-person perspective; or the first frame is shot from a long-distance perspective, while the last frame is shot from a close-up perspective, etc.

[0037] Step S108: In response to the completion of the playback of the preset game cutscene animation, control the gradual adjustment of the shooting angle of the virtual camera to the third shooting angle, and control the game character to find its way from the character position corresponding to the last frame in the preset game cutscene animation to the second position point in the game scene, where the third shooting angle is the shooting angle pre-specified for the virtual camera of the game.

[0038] In specific implementation, there may be countless situations for the game screen corresponding to the last frame of the game cutscene. Without processing, there will definitely be a jump in the screen when directly connecting to the scene formed by the shooting angle of the virtual camera for game operations. Even if the function of automatic lens transition is used, due to the large difference between the front and back images, it is impossible to ensure the connection effect. To solve this problem, this solution will, when the playback of the preset game cutscene animation is completed, control the shooting angle of the virtual camera to gradually adjust to the third shooting angle pre-specified for the virtual camera of the game. The third shooting angle can be the first shooting angle, or the shooting angle determined according to the player's lens control operation, or the shooting angle set by the system, etc.

[0039] At the end of the game cutscene, that is, when the preset game cutscene animation finishes playing, the player usually obtains a new task, that is, the game character will go to the target location purposefully. The handling method of existing games is that when the game cutscene ends, the game character stops in place and waits for the player to control it. This way will cause the empathy accumulated by the player and the game character during the game cutscene to be suddenly interrupted, and the player will suddenly realize that what was just played was a game cutscene and now they have to control the game themselves. To avoid interrupting the empathy accumulated by the player and the game character during the game cutscene, this solution adds a soft plot fade-out stage between the game cutscene and the game operation. That is, at the moment when the game cutscene ends, the game character inherits the position and speed of the last frame of the game cutscene animation, and gives the game character an initial pathfinding speed and a pathfinding target point (equivalent to the above-mentioned second position point) at the end stage of the cutscene plot, and pathfinds to the target point according to the configured pathfinding state. Specifically, when the game cutscene ends, inherit the current character position of the game character, and use the current character speed of the game character as the initial pathfinding speed, and realize the smooth transition of the game character from the game cutscene to the game operation through animation blending technology.

[0040] In practical applications, the specific position point corresponding to the above-mentioned second position point in the game scene can be determined according to the R & D requirements, and this second position point can be any position point in the game scene. In a specific embodiment, it supports manually setting waypoints in the plot editor to set the second position point for the game character's end pathfinding. First, add a "pathfinding waypoint setting" button. After clicking, the plot is set to the last frame, and then a waypoint debugging function is provided to automatically fill in the parameters into the second position point. Then, add a clear waypoint button in the plot editor. After clicking, the waypoint information is cleared.

[0041] In an alternative embodiment, after the game cutscene ends, the game character's pathfinding supports being interrupted by the player's operation input in the middle. Since the soft plot fade-out duration is within 0.5 - 2 seconds, the player is not aware of the change in character control rights. Before the end of the soft plot fade-out, the player usually continues to control the game character purposefully. If the player has no operation input, the game character stops moving after pathfinding to the second position point.

[0042] A method for connecting game cutscenes provided by an embodiment of the present invention. This method makes the player not feel the connection point between the game operation and the game cutscene by adding a fade-in stage and a fade-out stage to the cutscene animation, gradually depriving the player of the character control right and the camera control right during the fade-in stage, and gradually restoring the player's character control right and camera control right during the fade-out stage, providing a more smooth and immersive game experience for the player.

[0043] The following preferred embodiments are used to describe how to blur the connection point between the game field and the game operation.

[0044] Specifically, in response to the game character moving to the cutscene trigger area in the game scene, control the operation controls displayed in the graphical user interface to be hidden and then control a first identifier to gradually appear in the graphical user interface within a first preset duration; wherein, the appearance of the first identifier is used to indicate that a game cutscene animation is about to be played in the graphical user interface.

[0045] In specific implementation, before the game character moves to the cutscene trigger area, the operation controls are always displayed in the graphical user interface, and the player can control the movement of the game character through the operation controls, or control the game character to release skills, etc. When the game character moves to the cutscene trigger area, the operation controls displayed in the graphical user interface disappear, and a first identifier appears in the graphical user interface. The first identifier gradually appears in the graphical user interface within a first preset duration. The display position of the first identifier in the graphical user interface can be determined according to R & D requirements. For example, the first identifier can appear at the edge of the graphical user interface, or at a certain fixed position in the graphical user interface, etc. The display style of the first identifier can be determined according to R & D requirements. For example, the first identifier can be a black dot, or a black or white border displayed around the graphical user interface, etc. The specific duration corresponding to the first preset duration can be determined according to R & D requirements. For example, the first preset duration can be any duration within 0 seconds to 0.5 seconds, or 0.5 seconds, etc.

[0046] During the process of playing a preset game cutscene animation in the graphical user interface, the first identifier is continuously displayed. Based on this, in response to the remaining playing duration of the preset game cutscene animation being a second preset duration, control the first identifier to gradually disappear from the graphical user interface within the second preset duration; in response to the first identifier disappearing from the graphical user interface, control the preset game cutscene animation to finish playing, and display the operation controls in the graphical user interface. The specific duration corresponding to the second preset duration can be determined according to R & D requirements. For example, the second preset duration can be any duration within 0 seconds to 0.5 seconds, or 0.5 seconds, etc.

[0047] Specifically, before the preset game cutscene animation finishes playing, the first identifier starts to gradually disappear from the graphical user interface. When the first identifier completely disappears, the operation controls that were previously hidden are displayed in the graphical user interface, thus entering the soft plot fade - out stage. The soft plot fade - out stage is also the stage between the game cutscene and the game operation. It starts from the position where the game character reaches the last frame of the game cutscene animation and ends when the game character automatically path - finds to the second position point. The duration is usually in the range of 0.2 seconds to 2 seconds. During the soft plot fade - out stage, by gradually returning the character control right and camera control right to the player, a seamless fade - out game experience is achieved.

[0048] In a specific embodiment, the above-mentioned first identifier may be a black border. When entering the soft plot fade-in stage, the game operation control disappears and the black border fades out. The duration of the black border fading out is usually between 0 and 0.5 seconds. Before the game cutscene ends, the black border fades out gradually, and the duration of the black border fading out is usually between 0 and 0.5 seconds. When the black border completely disappears, the game operation control appears, and then the soft plot fade-out stage begins.

[0049] In the above manner, when the game character detaches from or returns to the player's control, the game character stops in place, the camera lens leaves or returns to the default operation perspective, the first identifier fades in or out, and the operation control disappears or appears, all of which can partially affect the relationship between the player and the game character. By solving the above technical problems step by step, gradually depriving or returning the player's control right, the connection point between game operations and game cutscenes is blurred, ensuring that the player and the game character establish a consistent empathy emotion during game operations and game cutscenes, thus bringing the player a smooth gaming experience.

[0050] The following preferred embodiments are used to describe the method of soft plot fade-in.

[0051] Specifically, the soft plot fade-in is a stage between game operations and game cutscenes, starting from when the game character reaches the cutscene trigger area and ending when the game character reaches the position where its first frame in the game cutscene is located (equivalent to the above-mentioned first position point), and the duration is usually in the range of 0.2 seconds to 2 seconds. By gradually depriving the player of the control rights of the character and the camera, a seamless fade-in gaming experience is achieved.

[0052] To achieve seamless connection between game operations and game cutscenes, a cutscene trigger area needs to be configured for the game cutscene. In an alternative embodiment, the scene trigger area can be a certain fixed scene area in the game scene. After the game character enters this fixed scene area, the moving speed of the game character will automatically change to the specified speed required for the preset game scene animation, so that when entering the game cutscene, the moving speed of the game character can be seamlessly connected to the moving speed of the game character in the preset game cutscene animation.

[0053] In another alternative embodiment, when configuring the cutscene trigger area, it is necessary to calculate and generate the cutscene trigger area in the game by configuring the pathfinding duration and pathfinding state (walking, running or sprinting) of the game character within the cutscene trigger area. Specifically, the cutscene trigger area is determined through the following steps 10-11:

[0054] Step 10, obtain the target character size of the game character, and determine the target pathfinding speed of the game character based on the target character size.

[0055] In specific implementation, the pathfinding states (also known as pathfinding types) corresponding to different character body types are different, and the pathfinding speeds corresponding to different pathfinding states are also different. Therefore, it is necessary to determine the pathfinding speed based on the character body type of the game character.

[0056] In a specific embodiment, the target pathfinding type corresponding to the target character body type can be determined from a preset data table, and the pathfinding speed corresponding to the target pathfinding type can be determined as the target pathfinding speed of the game character; wherein, the preset data table includes: multiple character body types, the pathfinding type corresponding to each character body type, and the pathfinding speed corresponding to each pathfinding type; the pathfinding types at least include walking, running, and sprinting, etc. The above preset data table can be set according to R & D requirements.

[0057] Step 11, based on the target pathfinding speed and the preset pathfinding duration, determine the pathfinding radius, and generate a cutscene trigger area centered on the first position point with the pathfinding radius as the radius.

[0058] In specific implementation, the pathfinding radius is calculated through the target pathfinding speed and the preset pathfinding duration, and the specific calculation method can be determined according to R & D requirements. For example, the product of the target pathfinding speed and the preset pathfinding duration can be determined as the pathfinding radius, or the result of dividing the target pathfinding speed by the preset pathfinding duration can be determined as the pathfinding radius. The above cutscene trigger area can be a circular area centered on the first position point with the pathfinding radius as the radius, or a square area with the pathfinding radius as the side length and the first position point as the midpoint, etc.

[0059] When preloading the game cutscene, a cutscene trigger area centered on the position of the game character corresponding to the first frame of the game cutscene animation (equivalent to the above first position point) with the pathfinding radius as the radius will be automatically generated. After the game character reaches the cutscene trigger area, it will automatically switch to the specified pathfinding state and automatically pathfind to the first position point. During this process, the player can still control the character to move forward, but only the speed and moving direction of the game character are slightly switched by the program. By partially depriving the player of the character control right, the game character controlled by the player can reach the first position point at the envisioned speed.

[0060] It should be noted that the soft plot fade-in duration is equal to the preset pathfinding duration. The configuration personnel of the game cutscene can control the speed of the soft plot fade-in by configuring different pathfinding states and pathfinding durations, so as to configure a soft plot fade-in stage that is more suitable for connecting the opening effect of the current game cutscene. Since the soft plot fade-in stage is very short, with a duration usually between 0.2 - 2 seconds, the player can only slightly perceive or simply not have time to perceive that their character control right has been partially deprived before entering the game cutscene.

[0061] In an optional embodiment, during the process of the game character finding its way to the first position point in the cutscene triggering area, the moving speed of the game character is adjusted so that the moving speed of the game character is gradually adjusted from the current moving speed to the target pathfinding speed; wherein the pathfinding time of the game character finding its way to the first position point matches the preset pathfinding time. Specifically, in the soft plot stage, the player's current action will be integrated into the pathfinding action, so during the pathfinding process, the moving speed of the game character will gradually change from the current moving speed during the operation to the target pathfinding speed.

[0062] The state of the player before entering the game cutscene is unknown, but the first frame of the game cutscene is known, so a section of automatically calculated camera movement can be added before the player enters the game cutscene to achieve seamless connection of the scene screen. Specifically, when the game character moves to the cutscene trigger area in the game scene, it is determined that the angle difference between the first shooting angle of the virtual camera and the shooting angle corresponding to the first frame of the preset game cutscene is not greater than the preset angle threshold, and the shooting angle of the virtual camera is controlled to adjust from the first shooting angle to the second shooting angle within a specified duration; wherein the second shooting angle is the shooting angle corresponding to the first frame of the preset game cutscene. It is determined that the angle difference between the first shooting angle of the virtual camera and the shooting angle corresponding to the first frame of the preset game cutscene is greater than the preset angle threshold, and the shooting angle of the virtual camera is controlled to adjust to the second shooting angle based on the preset adjustment parameters within the specified duration; wherein the second shooting angle is a shooting angle close to the shooting angle corresponding to the first frame of the preset game cutscene.

[0063] In specific implementation, the preset angle threshold can be determined according to research and development requirements. For example, the preset angle threshold can be set to 30 degrees or 40 degrees, etc. The specified duration can also be determined according to research and development requirements. When the angle difference between the first shooting angle of the virtual camera and the shooting angle corresponding to the first frame of the preset game cutscene is not greater than the preset angle threshold, automatic lens fade-in is used, that is, the lens fade-in duration is configured to achieve automatic transition from the first shooting angle of the virtual camera to the second shooting angle corresponding to the first frame of the preset game cutscene. When the angle difference is greater than the preset angle threshold, manual lens fade-in is used, that is, according to the preset adjustment parameters, the first shooting angle of the virtual camera is adjusted in the direction close to the shooting angle corresponding to the first frame of the game cutscene, that is, the virtual camera may not be adjusted to the shooting angle corresponding to the first frame of the preset game cutscene in the end, and the preset game cutscene has begun to play.

[0064] The specific parameters corresponding to the above preset adjustment parameters can be determined according to R & D requirements. In a specific embodiment, the above preset adjustment parameters include the lens fade-in duration, as well as parameters such as the offset of the lens center point, the rotation of the spring arm, and the fov offset. Adjusting the camera parameters of the virtual camera based on the preset adjustment parameters can achieve a small offset on the game lens controlled by the current player.

[0065] It should be noted that the lens fade-in duration and the soft plot fade-in duration are not necessarily equal. If the virtual camera rotates quickly, players will easily notice, so the lens fade-in duration cannot be too short and needs to be controlled between 0.5 - 2 seconds. The configuration personnel of the game cutscene can control the speed of the lens fade-in by configuring different lens fade-in methods, fade-in durations, lens offsets and other attributes, so as to configure a soft plot fade-in stage that is more suitable for connecting the beginning effect of the current game cutscene. Since the lens fade-in stage is very short, players can only slightly perceive or don't have time to perceive that their lens control rights have been partially deprived before entering the game cutscene.

[0066] As Figure 2 shown is a schematic diagram of seamless connection of a game cutscene provided by an embodiment of the present invention. Before the soft plot fades in, players can perform game operations through operation controls, etc. During the soft plot fade-in stage, gradually deprive the player of the character control right and the lens control right, and blur the operation to the connection point of the game cutscene in the UI interface. Figure 2 The opening shot in

[0067] refers to the first frame of the game cutscene animation, and the ending shot refers to the last frame of the game cutscene animation. During the soft plot fade-out stage, gradually return the player's character control right and the lens control right, and blur the operation to the connection point of the game cutscene in the UI interface.

[0068] The following preferred embodiments are used to describe the method of soft plot fade-out.

[0069] Specifically, the step of controlling the game character to pathfind from the character position corresponding to the last frame of the preset game cutscene animation to the second position point in the game scene includes: controlling the game character to pathfind from the character position corresponding to the last frame of the game cutscene animation to the second position point in the game scene based on the character speed corresponding to the last frame of the game cutscene animation.

[0070] In an alternative embodiment, when the preset game cutscene finishes playing, the game character will pathfind to a second position point in the game scene based on the character position and character speed corresponding to the last frame of the preset game cutscene. During the process of the game character pathfinding to the second position point in the game scene, in response to a movement control operation, the game character is controlled to move in the game scene based on the movement control operation. The above movement control operation can be an operation by the player on an operation control displayed in the graphical user interface. The player can control the game character to move by triggering the operation control at any time during the game character pathfinding. Additionally, when the player controls the game character to move, the virtual camera may not immediately follow the game character to take pictures. Therefore, the camera parameters of the virtual camera need to gradually transition to the camera parameters for following the game character to move and capture the game scene images based on a fusion technology.

[0071] In an alternative example, a lens transition screen is connected after the last frame of the preset game cutscene. The shooting angle corresponding to the lens transition screen is determined based on the shooting angle corresponding to the last frame and a third shooting angle. That is, the present disclosure can generate a lens transition animation based on the fourth shooting angle corresponding to the last frame and the third shooting angle. Based on this, the step of controlling the shooting angle of the virtual camera to be gradually adjusted to the third shooting angle in response to the completion of the preset game cutscene playback includes: in response to the completion of the preset game cutscene playback, controlling the playback of the lens transition animation and controlling the shooting angle of the virtual camera to be gradually adjusted to the third shooting angle, where the lens transition animation is used to simulate the change of the shooting angle of the virtual camera from the fourth shooting angle to the third shooting angle.

[0072] Specifically, when playing the preset game cutscene, the virtual camera corresponding to the preset game cutscene is different from the virtual camera operated by the player. Before playing the preset game cutscene, the scene image displayed in the graphical user interface is captured by the virtual camera operated by the player, while when playing the preset game cutscene, the scene image displayed in the graphical user interface is captured by the virtual camera for shooting the preset game cutscene. When playing the preset game cutscene in the graphical user interface, the virtual camera operated by the player is entrusted to the virtual camera corresponding to the preset game cutscene. Thus, at the end of the preset game cutscene playback, the camera angle of the virtual camera operated by the player will automatically switch from the second shooting angle to the shooting angle corresponding to the last frame of the preset game scene animation. During the playback of the lens transition animation, the virtual camera operated by the player transitions from the shooting angle corresponding to the last frame to the shooting angle corresponding to the lens transition animation and is then gradually adjusted to the third shooting angle.

[0073] In an optional embodiment, when the lens transition animation finishes playing, in response to the shooting angle of the virtual camera not being adjusted to the third shooting angle, during the process of controlling the game character to pathfind from the character position corresponding to the last frame of the preset game cutscene animation to the second position point in the game scene, the shooting angle of the virtual camera is gradually adjusted to the third shooting angle. Specifically, if the angular difference between the fourth shooting angle corresponding to the last frame of the preset game cutscene animation and the third shooting angle is greater than the specified angle threshold, when the lens transition animation finishes playing, the camera angle of the virtual camera cannot be adjusted to the third shooting angle. At this time, during the pathfinding process of the game character, it is necessary to finely adjust the shooting angle of the virtual camera to adjust the shooting angle of the virtual camera to the third shooting angle or close to the third shooting angle.

[0074] If the angular difference between the fourth shooting angle corresponding to the last frame of the preset game cutscene animation and the third shooting angle is not greater than the specified angle threshold, when the lens transition animation finishes playing, the camera angle of the virtual camera will be adjusted to the third shooting angle. At this time, it is not necessary to finely adjust the shooting angle of the virtual camera during the pathfinding process of the game character.

[0075] In specific implementation, the present invention makes customized processing at the end of the last frame of the game cutscene animation. Specifically, before the animation production staff produces the game cutscene animation, they need to confirm the type of game operation lens to be connected next with the game cutscene configuration staff. In most cases, it is the default game operation perspective, or it may be a fixed game operation perspective such as fighting or driving a boat. In short, when the animation production staff produces the last frame of the game cutscene animation, they need to produce a lens transition screen that connects to the game operation view. This can ensure that the difference between the last frame of the game cutscene animation and the scene screen captured by the virtual camera during the game operation to be connected is very small. On this basis, by calling the function of automatic lens transition, a smooth transition can be achieved.

[0076] It should be noted that the lens fade-out duration (equivalent to the adjustment duration of the shooting angle of the virtual camera) and the ending pathfinding duration of the game character are not necessarily equal. The game cutscene configuration staff can control the speed of the lens fade-out by configuring different lens fade-out methods and fade-in durations and other attributes, so as to configure a soft plot fade-out stage that is more suitable for connecting the ending effect of the current game cutscene. Since the lens fade-out stage is very short, players can only slightly perceive or don't even have time to perceive that part of their lens control rights are returned, and then they enter the game operation.

[0077] Corresponding to the above method embodiments, embodiments of the present invention further provide a connection device for game cutscenes. A graphical user interface is provided through a terminal device, and a first scene picture formed by shooting a game scene from a first shooting angle of a virtual camera of the game is displayed in the graphical user interface. The game scene includes a game character controlled by the terminal device, such as Figure 3 As shown, the device includes:

[0078] A first pathfinding module 30, configured to control the game character to find a path to a first position point within the cutscene trigger area in response to the game character moving to the cutscene trigger area in the game scene.

[0079] A first adjustment module 31, configured to adjust the camera parameters of the virtual camera during the pathfinding process, so that the virtual camera gradually adjusts from the first shooting angle to the second shooting angle, and display a second scene picture captured by the virtual camera during the adjustment process in the graphical user interface; wherein, the second shooting angle is determined according to the shooting angle corresponding to the first frame of the preset game cutscene animation.

[0080] An animation playback module 32, configured to control the playback of the preset game cutscene animation in the graphical user interface in response to the game character finding a path to the first position point.

[0081] A second adjustment module 33, configured to control the shooting angle of the virtual camera to gradually adjust to the third shooting angle in response to the completion of the playback of the preset game cutscene animation, and control the game character to find a path from the character position corresponding to the last frame of the preset game cutscene animation to a second position point in the game scene, where the third shooting angle is the shooting angle specified in advance for the virtual camera of the game.

[0082] For the above connection device for game cutscenes, by adding a fade-in stage and a fade-out stage to the cutscene animation, gradually depriving the player of the character control right and the camera control right during the fade-in stage, and gradually restoring the player's character control right and camera control right during the fade-out stage, the player cannot feel the connection point between the game operation and the game cutscene, providing a more smooth and immersive game experience for the player.

[0083] In specific implementation, the above device further includes a region determination module, configured to: obtain the target character body type of the game character, determine the target pathfinding speed of the game character based on the target character body type; determine the pathfinding radius based on the target pathfinding speed and the preset pathfinding duration, and generate a cutscene trigger area centered on the first position point with the pathfinding radius as the radius.

[0084] Further, the first pathfinding module 30 is configured to: determine, from a preset data table, a target pathfinding type corresponding to the target character body type, and determine the pathfinding speed corresponding to the target pathfinding type as the target pathfinding speed of the game character; wherein, the preset data table includes: multiple character body types, the pathfinding type corresponding to each character body type, and the pathfinding speed corresponding to each pathfinding type; the pathfinding types at least include walking, running, and sprinting.

[0085] Further, the above device further includes a speed determination module, configured to: during the process of the game character pathfinding to the first position point within the cutscene trigger area, adjust the movement speed of the game character, so that the movement speed of the game character gradually adjusts from the current movement speed to the target pathfinding speed; wherein, the pathfinding duration for the game character to pathfind to the first position point matches the preset pathfinding duration.

[0086] Further, the above first adjustment module 31 is further configured to: determine that the angular difference between the first shooting angle of the virtual camera and the shooting angle corresponding to the first frame in the preset game cutscene animation is not greater than the preset angle threshold, and control the shooting angle of the virtual camera to adjust from the first shooting angle to the second shooting angle within the specified duration; wherein, the second shooting angle is the shooting angle corresponding to the first frame in the preset game cutscene animation; determine that the angular difference between the first shooting angle of the virtual camera and the shooting angle corresponding to the first frame in the preset game cutscene animation is greater than the preset angle threshold, and control the shooting angle of the virtual camera to adjust to the second shooting angle based on the preset adjustment parameters within the specified duration; wherein, the second shooting angle is a shooting angle close to the shooting angle corresponding to the first frame in the preset game cutscene animation.

[0087] In specific implementation, the above second adjustment module 33 is configured to: control the game character to pathfind from the character position corresponding to the last frame to the second position point in the game scene based on the character speed corresponding to the last frame in the game cutscene animation.

[0088] Specifically, the above device further includes a character movement module, configured to: during the process of the game character pathfinding to the second position point in the game scene, in response to a movement control operation, control the game character to move in the game scene based on the movement control operation.

[0089] Further, the above device further includes a transition animation generation module, configured to: generate a lens transition animation based on the fourth shooting angle corresponding to the last frame and the third shooting angle. Based on this, the above second adjustment module 33 is further configured to: in response to the completion of the playback of the preset game cutscene animation, control the playback of the lens transition animation and control the shooting angle of the virtual camera to gradually adjust to the third shooting angle, wherein the lens transition animation is used to simulate the change of the shooting angle of the virtual camera from the fourth shooting angle to the third shooting angle.

[0090] Further, the above device further includes a third adjustment module, configured to: when the lens transition animation finishes playing, in response to the shooting angle of the virtual camera not being adjusted to the third shooting angle, control the shooting angle of the virtual camera to be gradually adjusted to the third shooting angle during the process that the game character pathfinds from the character position corresponding to the last frame of the preset game cutscene to the second position point in the game scene.

[0091] In specific implementation, the above device further includes an identification display module, configured to: in response to the game character moving to the cutscene trigger area in the game scene, control the operation controls displayed in the graphical user interface to be hidden, and control a first identification to gradually appear in the graphical user interface within a first preset time; wherein the appearance of the first identification is used to indicate that a game cutscene is about to be played in the graphical user interface.

[0092] In practical applications, during the process of playing the preset game cutscene in the graphical user interface, the first identification is continuously displayed.

[0093] Further, the above device further includes an identification cancellation module, configured to: in response to the remaining playing duration of the preset game cutscene being a second preset duration, control the first identification to be gradually cancelled in the graphical user interface within the second preset duration; in response to the first identification being cancelled in the graphical user interface, control the preset game cutscene to finish playing, and display the operation controls in the graphical user interface.

[0094] The device for connecting game cutscenes provided by the embodiments of the present disclosure has the same implementation principle and the same technical effects as those of the foregoing method embodiments. For a brief description, for the parts not mentioned in the device embodiments, reference may be made to the corresponding content in the foregoing method embodiments.

[0095] The embodiments of the present disclosure further provide an electronic device, as Figure 4 shown, the electronic device includes a processor and a memory, the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above method for connecting game cutscenes.

[0096] Specifically, a graphical user interface is provided by a terminal device. A first scene image formed by shooting a game scene from a first shooting angle of a virtual camera of the game is displayed in the graphical user interface. The game scene includes a game character controlled by the terminal device. The method for connecting game cutscenes includes: in response to the game character moving to a cutscene trigger area in the game scene, controlling the game character to find a path to a first position point within the cutscene trigger area; adjusting the camera parameters of the virtual camera during the pathfinding process so that the virtual camera gradually adjusts from the first shooting angle to a second shooting angle, and displaying a second scene image captured by the virtual camera during the adjustment process in the graphical user interface; wherein, the second shooting angle is determined according to the shooting angle corresponding to the first frame of a preset game cutscene animation; in response to the game character finding a path to the first position point, controlling to play the preset game cutscene animation in the graphical user interface; in response to the completion of the playback of the preset game cutscene animation, controlling to gradually adjust the shooting angle of the virtual camera to a third shooting angle, and controlling the game character to find a path from the character position corresponding to the last frame of the preset game cutscene animation to a second position point in the game scene, wherein the third shooting angle is a shooting angle specified in advance for the virtual camera of the game.

[0097] The above method for connecting game cutscenes, by adding a fade-in stage and a fade-out stage to the cutscene animation, gradually depriving the player of character control and camera control during the fade-in stage, and gradually restoring the player's character control and camera control during the fade-out stage, enables the player not to feel the connection point between game operations and game cutscenes, providing a more smooth and immersive gaming experience for the player.

[0098] In an alternative embodiment, the above cutscene trigger area is determined in the following manner: obtaining the target character body type of the game character, determining the target pathfinding speed of the game character based on the target character body type; determining a pathfinding radius based on the target pathfinding speed and a preset pathfinding duration, and generating a cutscene trigger area centered on the first position point with the pathfinding radius as the radius.

[0099] In an alternative embodiment, the step of determining the target pathfinding speed of the game character based on the target character body type includes: determining, from a preset data table, the target pathfinding type corresponding to the target character body type, and determining the pathfinding speed corresponding to the target pathfinding type as the target pathfinding speed of the game character; wherein, the preset data table includes: multiple character body types, the pathfinding type corresponding to each character body type, and the pathfinding speed corresponding to each pathfinding type; the pathfinding types include at least walking, running, and sprinting.

[0100] In an alternative embodiment, the above method further includes: during the process of the game character pathfinding to the first position point within the cutscene trigger area, adjusting the movement speed of the game character so that the movement speed of the game character gradually adjusts from the current movement speed to the target pathfinding speed; wherein, the pathfinding duration for the game character to pathfind to the first position point matches the preset pathfinding duration.

[0101] In an alternative embodiment, the step of adjusting the camera parameters of the virtual camera during pathfinding so that the virtual camera gradually adjusts from the first shooting angle to the second shooting angle includes: determining that the angle difference between the first shooting angle of the virtual camera and the shooting angle corresponding to the first frame of the preset game cutscene animation is not greater than the preset angle threshold, and controlling the shooting angle of the virtual camera to adjust from the first shooting angle to the second shooting angle within a specified duration; wherein, the second shooting angle is the shooting angle corresponding to the first frame of the preset game cutscene animation; determining that the angle difference between the first shooting angle of the virtual camera and the shooting angle corresponding to the first frame of the preset game cutscene animation is greater than the preset angle threshold, and controlling the shooting angle of the virtual camera to adjust to the second shooting angle within a specified duration based on the preset adjustment parameters; wherein, the second shooting angle is a shooting angle close to the shooting angle corresponding to the first frame of the preset game cutscene animation.

[0102] In an alternative embodiment, the above step of controlling the game character to pathfind from the character position corresponding to the last frame of the preset game cutscene animation to the second position point in the game scene includes: controlling the game character to pathfind from the character position corresponding to the last frame to the second position point in the game scene based on the character speed corresponding to the last frame of the game cutscene animation.

[0103] In an alternative embodiment, the above method further includes: during the process of the game character pathfinding to the second position point in the game scene, in response to a movement control operation, controlling the game character to move in the game scene based on the movement control operation.

[0104] In an alternative embodiment, the above method further includes: generating a lens transition animation based on the fourth shooting angle and the third shooting angle corresponding to the last frame; the step of, in response to the completion of the playback of the preset game cutscene animation, controlling the shooting angle of the virtual camera to gradually adjust to the third shooting angle includes: in response to the completion of the playback of the preset game cutscene animation, controlling the playback of the lens transition animation and controlling the shooting angle of the virtual camera to gradually adjust to the third shooting angle, wherein the lens transition animation is used to simulate the change of the shooting angle of the virtual camera from the fourth shooting angle to the third shooting angle.

[0105] In an alternative embodiment, the above method further includes: when the lens transition animation finishes playing, in response to the shooting angle of the virtual camera not being adjusted to the third shooting angle, controlling the shooting angle of the virtual camera to be gradually adjusted to the third shooting angle during the process of the game character finding a path from the character position corresponding to the last frame of the preset game cutscene animation to the second position point in the game scene.

[0106] In an alternative embodiment, the above method further includes: in response to the game character moving to the cutscene trigger area in the game scene, controlling the operation control displayed in the graphical user interface to be hidden, and controlling a first identifier to gradually appear in the graphical user interface within a first preset time; wherein the appearance of the first identifier is used to indicate that a game cutscene animation is about to be played in the graphical user interface.

[0107] In an alternative embodiment, during the process of playing a preset game cutscene animation in the graphical user interface, the first identifier is continuously displayed.

[0108] In an alternative embodiment, the above method further includes: in response to the remaining playing duration of the preset game cutscene animation being a second preset duration, controlling the first identifier to be gradually cancelled from display in the graphical user interface within the second preset duration; in response to the first identifier being cancelled from display in the graphical user interface, controlling the preset game cutscene animation to finish playing, and displaying the operation control in the graphical user interface.

[0109] Furthermore, Figure 4 The illustrated electronic device further includes a bus 102 and a communication interface 103, and the processor 101, the communication interface 103, and the memory 100 are connected through the bus 102.

[0110] Among them, the memory 100 may include a high-speed random access memory (RAM, Random Access Memory), and may also include a non-volatile memory, such as at least one disk memory. Through at least one communication interface 103 (which can be wired or wireless), a communication connection is realized between this system network element and at least one other network element, and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA bus, a PCI bus, an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For the sake of representation, Figure 4 only a two-way arrow is used to represent it in the figure, but it does not mean that there is only one bus or one type of bus.

[0111] The processor 101 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the integrated logic circuit of the hardware in the processor 101 or the instructions in the form of software. The above-mentioned processor 101 may be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it may also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field-programmable gate array (FPGA for short), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. It can implement or execute each method, step, and logic block diagram disclosed in the embodiments of the present disclosure. The general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present disclosure can be directly embodied as being executed and completed by the hardware decoding processor, or executed and completed by the combination of the hardware and software modules in the decoding processor. The software module may be located in a mature storage medium in the art such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. This storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and combines its hardware to complete the steps of the method in the foregoing embodiments.

[0112] The embodiments of the present disclosure also provide a computer-readable storage medium. The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by the processor, the computer-executable instructions cause the processor to implement the above-mentioned method for connecting game cutscenes.

[0113] Specifically, a graphical user interface is provided through a terminal device. A first scene image formed by photographing a game scene from a first shooting angle of a virtual camera of the game is displayed in the graphical user interface. The game scene includes a game character controlled by the terminal device. The method for connecting game cutscenes includes: in response to the game character moving to a cutscene trigger area in the game scene, controlling the game character to find a path to a first position point within the cutscene trigger area; adjusting the camera parameters of the virtual camera during the pathfinding process so that the virtual camera gradually adjusts from the first shooting angle to a second shooting angle, and displaying a second scene image captured by the virtual camera during the adjustment process in the graphical user interface; wherein, the second shooting angle is determined according to the shooting angle corresponding to the first frame of a preset game cutscene animation; in response to the game character finding a path to the first position point, controlling to play a preset game cutscene animation in the graphical user interface; in response to the completion of playing the preset game cutscene animation, controlling to gradually adjust the shooting angle of the virtual camera to a third shooting angle, and controlling the game character to find a path from the character position corresponding to the last frame of the preset game cutscene animation to a second position point in the game scene, wherein the third shooting angle is a shooting angle specified in advance for the virtual camera of the game.

[0114] The above method for connecting game cutscenes, by adding a fade-in stage and a fade-out stage to the cutscene animation, gradually depriving the player of the character control right and the camera control right during the fade-in stage, and gradually restoring the player's character control right and camera control right during the fade-out stage, enables the player not to feel the connection point between the game operation and the game cutscene, and provides a more smooth and immersive game experience for the player.

[0115] In an alternative embodiment, the above cutscene trigger area is determined in the following manner: obtaining the target character body type of the game character, determining the target pathfinding speed of the game character based on the target character body type; determining a pathfinding radius based on the target pathfinding speed and a preset pathfinding duration, and generating a cutscene trigger area centered on the first position point with the pathfinding radius as the radius.

[0116] In an alternative embodiment, the step of determining the target pathfinding speed of the game character based on the target character body type includes: determining, from a preset data table, the target pathfinding type corresponding to the target character body type, and determining the pathfinding speed corresponding to the target pathfinding type as the target pathfinding speed of the game character; wherein, the preset data table includes: multiple character body types, the pathfinding type corresponding to each character body type, and the pathfinding speed corresponding to each pathfinding type; the pathfinding types at least include walking, running, and sprinting.

[0117] In an alternative embodiment, the above method further includes: during the process of the game character pathfinding to the first position point within the cutscene trigger area, adjusting the movement speed of the game character so that the movement speed of the game character gradually adjusts from the current movement speed to the target pathfinding speed; wherein, the pathfinding duration for the game character to pathfind to the first position point matches the preset pathfinding duration.

[0118] In an alternative embodiment, the step of adjusting the camera parameters of the virtual camera during pathfinding so that the virtual camera gradually adjusts from the first shooting angle to the second shooting angle includes: determining that the angle difference between the first shooting angle of the virtual camera and the shooting angle corresponding to the first frame of the preset game cutscene animation is not greater than the preset angle threshold, and controlling the shooting angle of the virtual camera to adjust from the first shooting angle to the second shooting angle within the specified duration; wherein, the second shooting angle is the shooting angle corresponding to the first frame of the preset game cutscene animation; determining that the angle difference between the first shooting angle of the virtual camera and the shooting angle corresponding to the first frame of the preset game cutscene animation is greater than the preset angle threshold, and controlling the shooting angle of the virtual camera to adjust to the second shooting angle within the specified duration based on the preset adjustment parameters; wherein, the second shooting angle is a shooting angle close to the shooting angle corresponding to the first frame of the preset game cutscene animation.

[0119] In an alternative embodiment, the above step of controlling the game character to pathfind from the character position corresponding to the last frame of the preset game cutscene animation to the second position point in the game scene includes: controlling the game character to pathfind from the character position corresponding to the last frame to the second position point in the game scene based on the character speed corresponding to the last frame of the game cutscene animation.

[0120] In an alternative embodiment, the above method further includes: during the process of the game character pathfinding to the second position point in the game scene, in response to a movement control operation, controlling the game character to move in the game scene based on the movement control operation.

[0121] In an alternative embodiment, the above method further includes: generating a lens transition animation based on the fourth shooting angle and the third shooting angle corresponding to the last frame; the step of, in response to the completion of the playback of the preset game cutscene animation, controlling the shooting angle of the virtual camera to gradually adjust to the third shooting angle includes: in response to the completion of the playback of the preset game cutscene animation, controlling the playback of the lens transition animation and controlling the shooting angle of the virtual camera to gradually adjust to the third shooting angle, wherein the lens transition animation is used to simulate the change of the shooting angle of the virtual camera from the fourth shooting angle to the third shooting angle.

[0122] In an alternative embodiment, the above method further includes: when the lens transition animation finishes playing, in response to the shooting angle of the virtual camera not being adjusted to the third shooting angle, controlling the shooting angle of the virtual camera to be gradually adjusted to the third shooting angle during the process of the game character pathfinding from the character position corresponding to the last frame of the preset game cutscene animation to the second position point in the game scene.

[0123] In an alternative embodiment, the above method further includes: in response to the game character moving to the cutscene trigger area in the game scene, controlling the operation controls displayed in the graphical user interface to be hidden, and controlling a first identifier to gradually appear in the graphical user interface within a first preset time; wherein the appearance of the first identifier is used to indicate that a game cutscene animation is about to be played in the graphical user interface.

[0124] In an alternative embodiment, during the process of playing a preset game cutscene animation in the graphical user interface, the first identifier is continuously displayed.

[0125] In an alternative embodiment, the above method further includes: in response to the remaining playing duration of the preset game cutscene animation being a second preset duration, controlling the first identifier to be gradually hidden in the graphical user interface within the second preset duration; in response to the first identifier being hidden in the graphical user interface, controlling the preset game cutscene animation to finish playing, and displaying the operation controls in the graphical user interface.

[0126] If the described function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present disclosure. The foregoing storage medium includes: various media such as a USB flash drive, a portable hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disc that can store program codes.

[0127] In the description of the present disclosure, it should be noted that the orientation or positional relationship indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. is based on the orientation or positional relationship shown in the drawings. It is only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation. Therefore, it should not be construed as a limitation to the present disclosure. In addition, the terms "first", "second", "third" are only used for descriptive purposes and cannot be construed as indicating or implying relative importance.

[0128] Finally, it should be noted that the above-described embodiments are only specific embodiments of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than limiting them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that any person skilled in the art within the technical scope disclosed by the present disclosure can still modify the technical solutions recorded in the foregoing embodiments or can easily conceive of changes, or make equivalent replacements for some of the technical features; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should all be covered by the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.

Claims

1. A method for connecting game cutscenes, characterized in that, Provide a graphical user interface through a terminal device. A first scene image formed by shooting a game scene at a first shooting angle of a virtual camera of the game is displayed in the graphical user interface. The game scene includes a game character controlled by the terminal device. The method includes: In response to the game character moving to a cutscene trigger area in the game scene, control the game character to find a path to a first position point within the cutscene trigger area; During the pathfinding process, adjust the camera parameters of the virtual camera so that the virtual camera gradually adjusts from the first shooting angle to a second shooting angle, and display a second scene image captured by the virtual camera during the adjustment process in the graphical user interface; wherein, the second shooting angle is determined according to the shooting angle corresponding to the first frame of a preset game cutscene animation; In response to the game character finding a path to the first position point, control to play the preset game cutscene animation in the graphical user interface; In response to the completion of playing the preset game cutscene animation, control to gradually adjust the shooting angle of the virtual camera to a third shooting angle, and control the game character to find a path from the character position corresponding to the last frame of the preset game cutscene animation to a second position point in the game scene, wherein the third shooting angle is a shooting angle specified in advance for the virtual camera of the game.

2. The method according to claim 1, characterized in that, The cutscene trigger area is determined by the following method: Obtain the target character body type of the game character, and determine the target pathfinding speed of the game character based on the target character body type; Based on the target pathfinding speed and a preset pathfinding duration, determine a pathfinding radius, and generate a cutscene trigger area centered at the first position point with the pathfinding radius as the radius.

3. The method according to claim 2, characterized in that, The step of determining the target pathfinding speed of the game character based on the target character body type includes: From a preset data table, determine the target pathfinding type corresponding to the target character body type, and determine the pathfinding speed corresponding to the target pathfinding type as the target pathfinding speed of the game character; wherein, the preset data table includes: multiple character body types, the pathfinding type corresponding to each character body type, and the pathfinding speed corresponding to each pathfinding type; the pathfinding types at least include walk, run, and sprint.

4. The method according to claim 3, characterized in that, The method further includes: During the process of the game character finding a path to the first position point within the cutscene trigger area, adjust the moving speed of the game character so that the moving speed of the game character gradually adjusts from the current moving speed to the target pathfinding speed; wherein, the pathfinding duration for the game character to find a path to the first position point matches the preset pathfinding duration.

5. The method according to claim 1, characterized in that, The step of adjusting the camera parameters of the virtual camera during the pathfinding process so that the virtual camera gradually adjusts from the first shooting angle to the second shooting angle includes: Determine that the angular difference between the first shooting angle of the virtual camera and the shooting angle corresponding to the first frame in the preset game cutscene is not greater than the preset angle threshold, and control the shooting angle of the virtual camera to be adjusted from the first shooting angle to the second shooting angle within a specified duration; wherein, the second shooting angle is the shooting angle corresponding to the first frame in the preset game cutscene; Determine that the angular difference between the first shooting angle of the virtual camera and the shooting angle corresponding to the first frame in the preset game cutscene is greater than the preset angle threshold, and control the shooting angle of the virtual camera to be adjusted to the second shooting angle based on the preset adjustment parameters within a specified duration; wherein, the second shooting angle is a shooting angle closer to the shooting angle corresponding to the first frame in the preset game cutscene.

6. The method according to claim 1, characterized in that, The step of controlling the game character to pathfind from the character position corresponding to the last frame in the preset game cutscene to the second position point in the game scene includes: Control the game character to pathfind from the character position corresponding to the last frame to the second position point in the game scene based on the character speed corresponding to the last frame in the game cutscene.

7. The method according to claim 6, characterized in that, The method further includes: During the process of the game character pathfinding to the second position point in the game scene, in response to a movement control operation, control the game character to move in the game scene based on the movement control operation.

8. The method according to claim 1, characterized in that, The method further includes: Generate a lens transition animation based on the fourth shooting angle and the third shooting angle corresponding to the last frame. The step of, in response to the completion of the playback of the preset game cutscene, controlling the shooting angle of the virtual camera to be gradually adjusted to the third shooting angle includes: In response to the completion of the playback of the preset game cutscene, control the playback of the lens transition animation and control the shooting angle of the virtual camera to be gradually adjusted to the third shooting angle, wherein the lens transition animation is used to simulate the change of the shooting angle of the virtual camera from the fourth shooting angle to the third shooting angle.

9. The method according to claim 8, characterized in that, The method further includes: When the lens transition animation finishes playing, in response to the shooting angle of the virtual camera not being adjusted to the third shooting angle, control the shooting angle of the virtual camera to be gradually adjusted to the third shooting angle during the process of the game character pathfinding from the character position corresponding to the last frame in the preset game cutscene to the second position point in the game scene.

10. The method according to claim 1, characterized in that, The method further includes: In response to the game character moving to the cutscene trigger area in the game scene, control the operation controls displayed in the graphical user interface to be hidden and control the first identifier to be gradually presented in the graphical user interface within the first preset time; wherein, the first identifier is used to indicate that a game cutscene will be played in the graphical user interface.

11. The method according to claim 10, characterized in that, During the process of playing the preset game cutscene in the graphical user interface, continuously display the first identifier.

12. The method according to claim 11, characterized in that, The method further includes: In response to the remaining playing time of the preset game cutscene being a second preset time, controlling to gradually cancel the display of the first mark in the graphical user interface within the second preset time; In response to canceling the display of the first identifier in the graphical user interface, controlling the preset game cutscene to complete playing, and displaying the operation control in the graphical user interface.

13. A connection device for a game cutscene, characterized in that, A graphical user interface is provided through a terminal device, wherein the graphical user interface displays a first scene image formed by shooting a game scene through a first shooting angle of a virtual camera of the game, wherein the game scene includes a game character controlled by the terminal device, and the apparatus includes: A first pathfinding module, configured to control the game character to pathfind to a first position point in the cutscene triggering area in response to the game character moving to the cutscene triggering area in the game scene; A first adjustment module is used to adjust the camera parameters of the virtual camera during the pathfinding process, so that the virtual camera is gradually adjusted from the first shooting angle to the second shooting angle, and the second scene image captured by the virtual camera during the adjustment process is displayed in the graphical user interface; wherein the second shooting angle is determined according to the shooting angle corresponding to the first frame image in the preset game cutscene animation; An animation playing module, used for controlling the playing of the preset game cutscene animation in the graphical user interface in response to the game character finding its way to the first location point; The second adjustment module is used to control the shooting angle of the virtual camera to be gradually adjusted to a third shooting angle in response to the completion of the preset game cutscene, and to control the game character to find its way from the character position corresponding to the last frame of the preset game cutscene to a second position point in the game scene, wherein the third shooting angle is a shooting angle pre-specified for the virtual camera of the game.

14. An electronic device, characterized in that, The electronic device includes a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the method for connecting game cutscenes as described in any one of claims 1 to 12.

15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method for connecting game cutscenes as described in any one of claims 1 to 12.