Game scene processing method and device, equipment and storage medium
By adjusting the lighting type and other environmental elements of the game scene according to the day and night change configuration table, the problem of insufficient perception of light changes in the existing technology is solved, a more realistic game scene simulation is achieved, and the player's gaming experience is enhanced.
Patent Information
- Application Number
- CN202510883969.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2021-06-28
- Publication Date
- 2025-09-16
AI Technical Summary
In the prior art, the frame-by-frame changes in lighting in game scenes result in players having a weaker perception of light changes and are unable to truly simulate light changes in the real world.
By determining the lighting type corresponding to the current time period based on the preset day and night change configuration table, and rendering and displaying the corresponding lighting type on the graphical user interface, combined with the adjustment of elements such as temperature, light, smoke and virtual animals, the time period switching and transition of the lighting type can be achieved.
It improves players' perception of lighting changes, enhances the realism and immersion of game scenes, and improves the gaming experience.
Smart Images

Figure CN120643908A_ABST
Abstract
Description
[0001] This application is a divisional application of the invention patent application with a filing date of June 28, 2021, a parent application number of 2021107221363, and an invention name of “Method, device, equipment and storage medium for processing game scenes”. Technical Field
[0002] The present application relates to the field of game technology, and more specifically, to a method, apparatus, device, and storage medium for processing a game scene. Background Art
[0003] In a game scene environment, such as a massively multiplayer online role-playing game, it is necessary to present a simulation of the day and night changes in the real world in the game scene so that players can have a more realistic experience when controlling the virtual character to play the game.
[0004] In the prior art, the day and night changes in the game scene are generally performed by continuously playing the day and night lighting changes in the game scene, that is, according to the current time point in the game scene, the lighting in the game scene is controlled to change frame by frame, and different time points correspond to different lighting.
[0005] However, this method of switching between day and night does not allow players to perceive light changes much more effectively, as the lighting in the game scene changes frame by frame. This makes it impossible to simulate and restore real-world light changes in the virtual game scene on the graphical user interface. Summary of the Invention
[0006] The purpose of this application is to address the deficiencies in the above-mentioned prior art and provide a method, device, equipment and storage medium for processing a game scene, so as to solve the problem in the prior art that players have a weak perception of light changes and are unable to realistically simulate and restore light changes in the real world for virtual game scenes on a graphical user interface.
[0007] To achieve the above objectives, the technical solutions adopted in the embodiments of the present application are as follows: In a first aspect, an embodiment of the present application provides a method for processing a game scene, wherein a first terminal device provides a graphical user interface, and the graphical user interface displays at least part or all of the game scene. The method includes: Determining, based on the current time in the game, a first lighting type corresponding to a first time period of the current time from a preset day / night change configuration table; the day / night change configuration table includes a correspondence between multiple time periods and lighting types, with different time periods corresponding to different lighting types; The game scene under the first lighting type is rendered and displayed on the graphical user interface.
[0008] Optionally, the method further includes: Controlling the current time in the game to advance at a preset speed; In response to the current time in the game entering a second time period, switching the first lighting type to a second lighting type within a preset transition time, wherein the second time period is different from the first time period; Render and display the game scene under the second lighting type on the graphical user interface. Optionally, before rendering and displaying the game scene under the second lighting type on the graphical user interface, the method further includes: Within the preset transition time, a lighting change effect of the game scene switching from the first lighting type to the second lighting type is rendered and displayed on the graphical user interface.
[0009] Optionally, the day and night change configuration table further includes: a correspondence between the multiple time periods and the influencing temperature, wherein the influencing temperature is a temperature change value in the game scene under the effect of the lighting type corresponding to each time period; the method further includes: Determining, according to the current time, from the diurnal change configuration table, an impact temperature corresponding to the first time period in which the current time lies; According to the impact temperature, the temperature in the game scene is controlled and adjusted.
[0010] Optionally, controlling the temperature in the game scene to adjust according to the impact temperature includes: According to the impact temperature, the basic temperature of the game scene is controlled to be adjusted based on the initial basic temperature of the first time period.
[0011] Optionally, before controlling the base temperature of the game scene to be adjusted based on the initial base temperature of the first time period according to the impact temperature, the method further includes: The initial base temperature is determined according to the state parameters of the virtual city in the game scene.
[0012] Optionally, the day-night change configuration table further includes: a correspondence between the multiple time periods and lighting status information, wherein the lighting status information is used to represent the on / off status of the lighting in the game scene in each time period; the method further includes: Determining, according to the current time, from the day and night change configuration table, the lighting status information corresponding to the first time period of the current time; According to the light status information, the on / off status of the light at the preset position in the game scene is controlled and adjusted.
[0013] Optionally, the day and night change configuration table further includes: a correspondence between the multiple time periods and smoke status information, the smoke status information being used to indicate whether the virtual building in the game scene emits smoke in each time period; the method further includes: Determining, according to the current time, from the day-night change configuration table, the smoke information corresponding to the first time period in which the current time lies; According to the smoke information, the smoke state of the preset virtual building in the game scene is controlled and adjusted.
[0014] Optionally, the method further includes: According to the current time, obtaining the weather status of the game scene at the current time; According to the weather status, the weather status and the game scene under the first lighting type are rendered and displayed on a graphical user interface.
[0015] Optionally, the day and night change configuration table further includes: a correspondence between the multiple time periods and virtual animal appearance information, wherein the virtual animal appearance information is used to indicate the appearance information of the virtual animal in the game scene within each time period; the method further includes: According to the current time, determining the virtual animal appearance information corresponding to the first time period of the current time from the day and night change configuration table; According to the virtual animal appearance information, the virtual animal appearance information and the game scene under the first lighting type are rendered and displayed on a graphical user interface.
[0016] Optionally, the different illumination types are illumination types with different light angles and / or different light intensities.
[0017] In a second aspect, another embodiment of the present application provides a device for processing a game scene, which provides a graphical user interface through a first terminal device, and displays at least part or all of the game scene on the graphical user interface. The device includes: a determination module and a display module, wherein: The determination module is configured to determine, based on the current time in the game, a first lighting type corresponding to a first time period within the current time from a preset day / night change configuration table; the day / night change configuration table includes a correspondence between multiple time periods and lighting types, with different time periods corresponding to different lighting types; The display module is used to render and display the game scene under the first lighting type on the graphical user interface.
[0018] Optionally, the device further includes: a control module and a switching module, wherein: The control module is used to control the current time in the game to advance at a preset speed; The switching module is configured to switch the first lighting type to a second lighting type within a preset transition time in response to the current time in the game entering a second time period, wherein the second time period is different from the first time period; The display module is specifically used to render and display the game scene under the second lighting type on the graphical user interface.
[0019] Optionally, the display module is specifically configured to render and display, on the graphical user interface, a lighting change effect of the game scene switching from the first lighting type to the second lighting type within the preset transition time.
[0020] Optionally, the day and night change configuration table further includes: a correspondence between the multiple time periods and the affected temperature, wherein the affected temperature is a temperature change value in the game scene under the effect of the lighting type corresponding to each time period; The determining module is specifically configured to determine, according to the current time, from the diurnal change configuration table, the impact temperature corresponding to the first time period in which the current time lies; The control module is specifically configured to control and adjust the temperature in the game scene according to the influencing temperature.
[0021] Optionally, the control module is specifically configured to control the base temperature of the game scene to be adjusted based on the initial base temperature of the first time period according to the impact temperature.
[0022] Optionally, the determination module is specifically configured to determine the initial base temperature according to state parameters of the virtual city in the game scene.
[0023] Optionally, the day and night change configuration table further includes: a correspondence between the multiple time periods and light status information, wherein the light status information is used to represent the on / off status of the light in the game scene in each time period; The determining module is specifically configured to determine, according to the current time, from the day and night change configuration table, the lighting status information corresponding to the first time period in which the current time lies; The control module is specifically used to control the on / off state of the light at a preset position in the game scene according to the light state information.
[0024] Optionally, the day and night change configuration table further includes: a correspondence between the multiple time periods and smoke status information, the smoke status information being used to indicate whether the virtual building in the game scene emits smoke in each time period; The determining module is specifically configured to determine, according to the current time, from the day-night change configuration table, the smoke information corresponding to the first time period in which the current time lies; The control module is specifically configured to control and adjust the smoke state of the preset virtual building in the game scene according to the smoke information.
[0025] Optionally, the device further comprises: an acquisition module, configured to acquire, based on the current time, the weather status of the game scene at the current time; The display module is specifically configured to render and display the weather status and the game scene under the first lighting type on a graphical user interface according to the weather status.
[0026] Optionally, the day and night change configuration table further includes: a correspondence between the multiple time periods and virtual animal appearance information, wherein the virtual animal appearance information is used to indicate the appearance information of the virtual animal in the game scene within each time period; The determining module is specifically configured to determine, according to the current time, from the day and night change configuration table, the virtual animal appearance information corresponding to the first time period of the current time; The display module is specifically configured to render and display the virtual animal appearance information and the game scene under the first lighting type on a graphical user interface according to the virtual animal appearance information.
[0027] Optionally, the different illumination types are illumination types with different light angles and / or different light intensities.
[0028] In the third aspect, another embodiment of the present application provides a processing device for a game scene, comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the processing device for the game scene is running, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of any method described in the first aspect above.
[0029] In a fourth aspect, another embodiment of the present application provides a storage medium having a computer program stored thereon, and when the computer program is executed by a processor, the steps of any method described in the first aspect are executed.
[0030] The beneficial effect of the present application is that: by adopting the game scene processing method provided by the present application, the first lighting type corresponding to the first time period of the current time can be determined from the preset day and night change table according to the current time, and then the game scene under the first lighting type is rendered and displayed on the graphical user interface, that is, the transformation of the lighting type in the present application is based on the time period, and different time periods may correspond to different lighting types. Since the lighting types corresponding to different time periods vary greatly compared to the lighting types corresponding to different time points, the lighting transformation method provided by the present application can improve the player's perception of lighting changes, and on the graphical user interface, for the virtual game scene, the real simulation and restoration of the light changes in the real world make the game more realistic, thereby improving the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0031] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following is a brief introduction to the drawings required for use in the embodiments. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.
[0032] Figure 1 A flowchart of a method for processing a game scene provided in one embodiment of the present application; Figure 2 A flowchart of a method for processing a game scene provided in another embodiment of the present application; Figure 3 A flowchart of a method for processing a game scene provided in another embodiment of the present application; Figure 4 A schematic diagram of the structure of a device for processing a game scene provided in one embodiment of the present application; Figure 5 A schematic structural diagram of a device for processing a game scene according to another embodiment of the present application; Figure 6 A schematic diagram of the structure of a game scene processing device provided in one embodiment of the present application. DETAILED DESCRIPTION
[0033] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in combination with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments.
[0034] The components of the embodiments of the present application generally described and illustrated in the drawings herein may be arranged and designed in a variety of different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the claimed application, but rather merely represents selected embodiments of the present application. All other embodiments obtained by those skilled in the art based on the embodiments of the present application without creative effort are within the scope of protection of the present application.
[0035] In addition, the flowcharts used in this application illustrate operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowcharts may not be implemented in order, and steps that have no logical contextual relationship may be reversed or performed simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or may remove one or more operations from the flowcharts.
[0036] In one embodiment of the present disclosure, the method for processing a game scene can be run on a terminal device or a server. The terminal device can be a local terminal device. When the method for processing a game scene is run on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and a client device.
[0037] In an optional embodiment, various cloud applications, such as cloud gaming, can be run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game scene processing method are completed on the cloud gaming server. The role of the client device is to receive and send data and present 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, TV, computer, PDA, etc.; but the terminal device that performs information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, 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.
[0038] In an optional embodiment, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in various ways, for example, it can be rendered and displayed on the terminal display, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface including the game screen, 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.
[0039] In one possible implementation, an embodiment of the present invention provides a method for processing a game scene, providing a graphical user interface through a first terminal device, wherein the first terminal device can be the local terminal device mentioned above, or it can be the client device in the cloud interaction system mentioned above.
[0040] The following is an explanation of a method for processing a game scene provided by an embodiment of the present application in combination with multiple specific application examples. Figure 1 A flowchart of a method for processing a game scene provided in one embodiment of the present application is shown as follows: Figure 1 As shown, the method includes: S101: According to the current time in the game, determine a first lighting type corresponding to a first time period of the current time from a preset day and night change configuration table.
[0041] The day and night change configuration table includes the correspondence between multiple time periods and light types, and different time periods correspond to different light types.
[0042] In one embodiment of the present application, for example, a day and night in the game can be divided into five time periods, each time period corresponding to a different lighting type, and the lighting information in the game scene is rendered and displayed cyclically according to the lighting type of a day and night, wherein the lighting type of a day and night in the game can be divided into the following five time periods: 10:00-12:00; 12:00-14:00; 14:00-20:00; 20:00-03:00; 03:00-10:00; it should be understood that the above embodiment is only an exemplary description, and of course, a day and night in the game can also be divided into four, six or any other multiple time periods. The specific number of time periods corresponding to a day and night in the game can be flexibly adjusted and configured according to user needs, and is not limited to the above embodiment.
[0043] S102: Rendering and displaying the game scene under the first lighting type on a graphical user interface. This setting method ensures that the lighting type in the game scene is the same within the same time period, that is, the lighting in the game scene will not change within the same time period. Only in different time periods will the lighting in the game scene be different. In this way, players can intuitively feel the lighting changes in the game scene in different time periods, thereby improving players' perception of lighting changes in the game scene.
[0044] By adopting the method for processing game scenes provided in the present application, the first lighting type corresponding to the first time period of the current time can be determined from the preset day and night change table according to the current time, and then the game scene under the first lighting type is rendered and displayed on the graphical user interface. That is, the transformation of the lighting type in the present application is based on time periods, and different time periods may correspond to different lighting types. Since the lighting types corresponding to different time periods vary greatly compared to the lighting types corresponding to different time points, the lighting transformation method provided in the present application can improve the player's perception of lighting changes, thereby improving the player's gaming experience.
[0045] In some possible embodiments, different lighting types may include lighting types with different light angles and / or different light intensities.
[0046] Optionally, based on the above embodiment, the embodiment of the present application can also provide a method for processing a game scene. The implementation process of the above method is illustrated below with reference to the accompanying drawings. Figure 2 A flowchart of a method for processing a game scene provided in another embodiment of the present application is shown as follows: Figure 2 As shown, the method further includes: S103: Control the current time in the game to advance at a preset speed.
[0047] Among them, the speed of advancing time in the game can be the same as the speed of advancing time in reality, that is, the time in the game can be the same as the time in the display, and advances according to the speed of advancing time in reality; the speed of advancing time in the game can be different from the speed of advancing time in reality, and advances according to a pre-set speed, and can also be open to users for customized settings.
[0048] S104: In response to the current time in the game entering the second time period, switching the first lighting type to the second lighting type within a preset transition time.
[0049] The second time period and the first time period are different time periods.
[0050] In an embodiment of the present application, during the switching process between the two time periods, since the lighting types corresponding to the time periods are different, the lighting in the game scene also needs to be switched during the switching process between the two time periods, and the switching of the lighting needs to be completed within a preset transition time. The length of the preset transition time can be flexibly configured according to user needs. In an embodiment of the present application, the preset transition time can be, for example, 10S. Within the preset transition time, the player can clearly observe how the lighting changes between the two time periods in the game scene, further improving the player's perception of the scene-based lighting changes, and when the lighting of adjacent time periods in the game scene is switched, the lighting in the game scene is not switched directly, but is switched within the preset transition time, so that there is switching time between the switching of the lighting, and the switching of the lighting is a gradual transition without being abrupt, further improving the player's gaming experience.
[0051] S105: Rendering and displaying the game scene under the second lighting type on the graphical user interface.
[0052] After the lighting type transition is completed, the game scene under the second lighting type is rendered and displayed on the graphics user, and the current time in the game is controlled to continue to advance at the preset speed.
[0053] In some possible embodiments, when the lighting type in S104 is transitioning, for example, a lighting change effect of the game scene switching from the first lighting type to the second lighting type can be rendered and displayed on the graphical user interface within a preset transition time, wherein the lighting change effect can be pre-configured in the configuration stage, and the lighting change effects corresponding to different lighting types during the switching process are not necessarily the same. By pre-configuring the lighting change effect, the viewing experience of the lighting changes in the game can be improved, further improving the player's gaming experience.
[0054] In some possible embodiments, the day and night change configuration table also includes, for example: the correspondence between multiple time periods and influencing temperatures, where the influencing temperature is the temperature change value in the game scene under the influence of the lighting type corresponding to each time period; wherein the influencing temperature can be, for example, an influencing temperature value, or an influencing temperature range value, and the specific type of influencing temperature can be flexibly set according to user needs, and this application does not impose any restrictions here.
[0055] Correspondingly, the method may further include: determining, according to the current time, an impact temperature corresponding to the first time period of the current time from a day and night change configuration table; and controlling and adjusting the temperature in the game scene according to the impact temperature.
[0056] In some possible embodiments, the temperature adjustment can be, for example, based on the influencing temperature, to control the basic temperature of the game scene and adjust it on the basis of the initial basic temperature of the first time period, that is, the adjustment value of the basic temperature is the sum of the initial basic temperature and the day and night temperature, wherein the influencing temperature is taken as an example of the influencing temperature range, and the day and night temperature can be any value within the influencing temperature range. In the embodiment of the present application, the initial basic temperature can be determined by the state parameters of the virtual city, that is, the initial basic temperature can be determined based on the state parameters of the virtual city in the game scene. The specific setting method of the initial basic temperature can be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0057] In some other possible embodiments, the day and night change configuration table further includes: a correspondence between multiple time periods and lighting status information, where the lighting status information is used to represent the on / off status of the lighting in the game scene in each time period.
[0058] Correspondingly, the method also includes: determining the lighting status information corresponding to the first time period of the current time from the day and night change configuration table according to the current time; and controlling the on and off status of the lights at the preset positions in the game scene according to the lighting status information.
[0059] For example, in some possible embodiments, the on / off status of lights in the game scene is not only determined by the configuration in the day and night change configuration table, but also needs to be determined by the actual situation of the virtual buildings at the preset positions. For example, for the lights of some virtual buildings at preset positions in the game scene that are uninhabited or unable to work, their on / off status is closed regardless of the current time period. For example, if the current time is in the time period of 20:00-03:00, the on / off status of the lights should be on during this time period. However, since the first virtual building in the current game scene is unable to work, the on / off status of the lights of the first virtual building is closed. It should be understood that the above embodiments are only exemplary, and how the specific on / off status of the lights is determined can be flexibly adjusted according to user needs, and is not limited to the above embodiments.
[0060] In some other possible embodiments, the day and night change configuration table further includes: a correspondence between multiple time periods and smoke status information, where the smoke status information is used to indicate whether a virtual building in the game scene is smoking in each time period.
[0061] Correspondingly, the method may also include: determining the smoke information corresponding to the first time period of the current time from the day and night change configuration table according to the current time; and controlling the smoke state of the preset virtual building in the game scene to adjust according to the smoke information.
[0062] For example, in some possible embodiments, the smoke status in the game scene is not only determined by the configuration in the day and night change configuration table, but also needs to be determined according to the actual situation at the preset location. For example, the smoke status of a virtual building at a preset location that is uninhabited or unable to work is in the off state regardless of the current time period. It should be understood that the above embodiment is only an exemplary description, and how the specific smoke status is determined can be flexibly adjusted according to user needs, and is not limited to the above embodiment.
[0063] In one embodiment of the present application, an example is provided in which a day and night change configuration table includes: multiple time period information, duration ratio information corresponding to each time period, affected temperature range information corresponding to each time period, lighting status information corresponding to each time period, and smoke information corresponding to each time period. The multiple time period information can be divided into the following five time periods: 10:00-12:00; 12:00-14:00; 14:00-20:00; 20:00-03:00; 03:00-10:00. At this time, the corresponding day and night change configuration table can be shown in Table 1, for example.
[0064]
[0065] Table 1 Among them, the duration ratio is determined according to the proportion of the time occupied by each time period in a day and night. The affected temperature in each time period can take any value or fluctuate arbitrarily within the affected temperature range. When the light status is 0, it means that the on / off status of the light at the preset position in the current game scene is off. When the light status is 1, it means that the on / off status of the light at the preset position in the current game scene is on. When the smoke information is 0, it means that the smoke status of the preset virtual building in the game scene is not smoking. When the smoke information is 1, it means that the smoke status of the preset virtual building in the game scene is smoking. It should be understood that the above embodiment is only an exemplary description. The information included in the specific day and night change configuration table and the content corresponding to each information can be flexibly adjusted according to user needs and are not limited to the above embodiment.
[0066] In some other possible embodiments, the day and night change configuration table further includes: a correspondence between multiple time periods and virtual animal appearance information, where the virtual animal appearance information is used to indicate the appearance information of the virtual animal in the game scene within each time period.
[0067] Correspondingly, the method may also include: determining, according to the current time, the virtual animal appearance information corresponding to the first time period of the current time from the day and night change configuration table; rendering and displaying the virtual animal appearance information and the game scene under the first lighting type on the graphical user interface according to the virtual animal appearance information; wherein, different locations in the game scene may correspond to different virtual animals that may appear, and different virtual animals may correspond to different appearance times, for example, some animals that travel at night may only appear in the game scene at night and not during the day, and some animals that travel during the day may only appear in the game scene during the day and not at night. How to configure the specific virtual animal appearance information can be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0068] Optionally, based on the above embodiment, the embodiment of the present application can also provide a method for processing a game scene. The implementation process of the above method is illustrated below with reference to the accompanying drawings. Figure 3 A flowchart of a method for processing a game scene provided in another embodiment of the present application is shown as follows: Figure 3 As shown, the method may further include: S106: According to the current time, obtain the weather status of the game scene at the current time.
[0069] In some possible embodiments, the weather in the game scene can be configured according to preset weather switching rules, and the weather can be played in a loop or randomly according to the preset weather switching rules. The weather conditions can include, for example, sunny, light rain, heavy rain, storm, light snow, heavy snow, blizzard, sandstorm and other weather conditions, and are not limited to those given in the above embodiments.
[0070] S107: Rendering and displaying the weather status and the game scene under the first lighting type on the graphical user interface according to the weather status.
[0071] For example, the lighting of the first lighting type may be different at 10 a.m. on a sunny day and at 10 a.m. on a snowy day. That is, the current lighting type in the game scene is corresponding to the superposition of weather and time.
[0072] In some possible embodiments, the relationship between the day and night changes and the weather effects in the game scene is superimposed. For example, in certain preset extremely bad weather conditions, all virtual factories in the game scene cannot work under extremely bad weather conditions. Therefore, no matter which preset time period the current time is in, the lights of all virtual factories in the game scene are all in the off state, and the smoke state of all virtual factories is no smoke. It should be understood that the above embodiments are only exemplary descriptions, and how the specific day and night rules and weather rules are superimposed, and whether the superimposed effect has priority, etc. can be flexibly adjusted according to user needs, and are not limited to the above embodiments.
[0073] This method of superimposing day and night changes and weather effects, since both day and night changes and weather effects have their own corresponding independent change rules, enriches the diversity of environmental effects in the game scene and further improves the player's gaming experience during the game.
[0074] The method for processing the game scene provided in this application can not only improve the visual experience of the game, but also improve the player's perception of the changes between day and night. The method provided in this application can also realize the linkage performance within the game scene with other elements in the scene, such as lights, smoke or animals, thereby enhancing the player's immersion and sense of reality during the game.
[0075] The following is an explanation of the game scene processing device provided by the present application with reference to the accompanying drawings. The game scene processing device can execute the above Figure 1-Figure 3 The specific implementation and beneficial effects of the processing method of any game scene are as mentioned above and will not be repeated below.
[0076] Figure 4 This is a structural diagram of a device for processing a game scene according to an embodiment of the present application. Figure 4 As shown, a graphical user interface is provided by a first terminal device, and at least part or all of the game scene is displayed on the graphical user interface. The apparatus includes: a determination module 201 and a display module 202, wherein: Determination module 201 is used to determine the first lighting type corresponding to the first time period of the current time from a preset day and night change configuration table based on the current time in the game; the day and night change configuration table includes a correspondence between multiple time periods and lighting types, and different time periods correspond to different lighting types.
[0077] The display module 202 is configured to render and display the game scene under the first lighting type on a graphical user interface.
[0078] Optionally, based on the above embodiment, the embodiment of the present application may further provide a device for processing a game scene, as follows with reference to the accompanying drawings: Figure 4The implementation process of the given device is described with an example. Figure 5 This is a structural diagram of a device for processing a game scene according to another embodiment of the present application, as shown in FIG. Figure 5 As shown, the device further includes: a control module 203 and a switching module 204, wherein: The control module 203 is used to control the current time in the game to advance at a preset speed; a switching module 204 for switching the first lighting type to the second lighting type within a preset transition time in response to the current time in the game entering a second time period, wherein the second time period is different from the first time period; The display module 202 is specifically configured to render and display the game scene under the second lighting type on the graphical user interface.
[0079] Optionally, the display module 202 is specifically configured to render and display a lighting change effect of the game scene switching from the first lighting type to the second lighting type on the graphical user interface within a preset transition time.
[0080] Optionally, the day and night change configuration table further includes: a correspondence between multiple time periods and affected temperatures, where the affected temperatures are the temperature change values in the game scene under the effect of the lighting type corresponding to each time period; The determination module 201 is specifically configured to determine, based on the current time, the impact temperature corresponding to the first time period of the current time from the diurnal change configuration table; The control module 203 is specifically configured to control the temperature in the game scene according to the influencing temperature.
[0081] Optionally, the control module 203 is specifically configured to control the basic temperature of the game scene to be adjusted based on the initial basic temperature of the first time period according to the impact temperature.
[0082] Optionally, the determination module 201 is specifically configured to determine an initial base temperature according to state parameters of the virtual city in the game scene.
[0083] Optionally, the day and night change configuration table further includes: a correspondence between multiple time periods and lighting status information, where the lighting status information is used to represent the on / off status of the lighting in the game scene in each time period; The determination module 201 is specifically configured to determine, based on the current time, the lighting status information corresponding to the first time period of the current time from the day and night change configuration table; The control module 203 is specifically used to control the on / off state of the lights at the preset positions in the game scene according to the light state information.
[0084] Optionally, the day and night change configuration table further includes: a correspondence between multiple time periods and smoke status information, where the smoke status information is used to indicate whether a virtual building in the game scene emits smoke in each time period.
[0085] The determination module 201 is specifically configured to determine, based on the current time, the smoke information corresponding to the first time period of the current time from the day and night change configuration table; The control module 203 is specifically configured to control and adjust the smoke state of a preset virtual building in the game scene according to the smoke information.
[0086] Continue as Figure 5 As shown, the device further includes: an acquisition module 205, for acquiring the weather status of the game scene at the current time according to the current time; The display module 202 is specifically configured to render and display the weather status and the game scene under the first lighting type on a graphical user interface according to the weather status.
[0087] Optionally, the day and night change configuration table further includes: a correspondence between multiple time periods and virtual animal appearance information, where the virtual animal appearance information is used to indicate the appearance information of the virtual animal in the game scene within each time period.
[0088] The determination module 201 is specifically configured to determine, based on the current time, from the day and night change configuration table the virtual animal appearance information corresponding to the first time period of the current time; The display module 202 is specifically configured to render and display the virtual animal appearance information and the game scene under the first lighting type on the graphical user interface according to the virtual animal appearance information.
[0089] Optionally, different lighting types include lighting types with different light angles and / or different light intensities.
[0090] The above-mentioned device is used to execute the method provided in the above-mentioned embodiment. Its implementation principle and technical effect are similar and will not be repeated here.
[0091] The above modules can be one or more integrated circuits configured to implement the above methods, such as one or more application-specific integrated circuits (ASICs), one or more microprocessors, or one or more field programmable gate arrays (FPGAs). For example, when a module is implemented by scheduling program code through a processing element, the processing element can be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules can be integrated together and implemented in the form of a system-on-a-chip (SOC).
[0092] Figure 6 This is a structural diagram of a processing device for a game scene provided in one embodiment of the present application. The processing device for the game scene can be integrated into a terminal device or a chip of the terminal device.
[0093] like Figure 6 As shown, the processing device of the game scene includes: a processor 501, a storage medium 502 and a bus 503.
[0094] The processor 501 is used to store programs. The processor 501 calls the program stored in the storage medium 502 to execute the above Figure 1-Figure 3 The specific implementation and technical effects of the corresponding method embodiment are similar and will not be described in detail here.
[0095] Optionally, the present application also provides a program product, such as a storage medium, on which a computer program is stored, including a program that, when executed by a processor, executes an embodiment corresponding to the above method.
[0096] In the several embodiments provided in this application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are merely schematic. For example, the division of the units is merely a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0097] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0098] In addition, the functional units in the various embodiments of the present application may be integrated into a single processing unit, or each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or in the form of hardware plus software functional units.
[0099] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium and includes a number of instructions for causing a computer device (which can be a personal computer, server, or network device, etc.) or a processor (English: processor) to perform some steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: USB flash drives, mobile hard drives, read-only memory (English: Read-Only Memory, abbreviated: ROM), random access memory (English: Random Access Memory, abbreviated: RAM), magnetic disks or optical disks, and other media that can store program code.
Claims
1. A method for processing a game scene, characterized in that: A graphical user interface is provided by a first terminal device, wherein at least part or all of a game scene is displayed on the graphical user interface, and the method includes: Determining, based on the current time in the game, a first lighting type corresponding to a first time period in which the current time falls from a preset day / night change configuration table; the day / night change configuration table includes correspondences between multiple time periods and lighting types, and correspondences between the multiple time periods and virtual animal appearance information, with different time periods corresponding to different lighting types, and the virtual animal appearance information indicating the appearance of virtual animals in the game scene within each time period; According to the current time, determining the virtual animal appearance information corresponding to the first time period of the current time from the day and night change configuration table; According to the virtual animal appearance information, the virtual animal appearance information and the game scene under the first lighting type are rendered and displayed on a graphical user interface.
2. The method according to claim 1, wherein The method further comprises: Controlling the current time in the game to advance at a preset speed; In response to the current time in the game entering a second time period, switching the first lighting type to a second lighting type within a preset transition time, wherein the second time period is different from the first time period; Render and display the game scene under the second lighting type on the graphical user interface.
3. The method according to claim 2, wherein Before rendering and displaying the game scene under the second lighting type on the graphical user interface, the method further includes: Within the preset transition time, a lighting change effect of the game scene switching from the first lighting type to the second lighting type is rendered and displayed on the graphical user interface.
4. The method according to claim 1, wherein The day and night change configuration table also includes: a correspondence between the multiple time periods and the affected temperature, wherein the affected temperature is a temperature change value in the game scene under the effect of the lighting type corresponding to each time period; the method further includes: Determining, according to the current time, from the diurnal change configuration table, an impact temperature corresponding to the first time period in which the current time lies; According to the impact temperature, the temperature in the game scene is controlled and adjusted.
5. The method according to claim 4, wherein The step of controlling the temperature in the game scene to adjust the temperature according to the impact temperature includes: According to the impact temperature, the basic temperature of the game scene is controlled to be adjusted based on the initial basic temperature of the first time period.
6. The method according to claim 5, wherein Before controlling the base temperature of the game scene to be adjusted based on the initial base temperature of the first time period according to the impact temperature, the method further includes: The initial base temperature is determined according to the state parameters of the virtual city in the game scene.
7. The method according to claim 1, wherein The day and night change configuration table also includes: a correspondence between the multiple time periods and light status information, wherein the light status information is used to represent the on / off status of the light in the game scene in each time period; the method further includes: Determining, according to the current time, from the day and night change configuration table, the lighting status information corresponding to the first time period of the current time; According to the light status information, the on / off status of the light at the preset position in the game scene is controlled and adjusted.
8. The method according to claim 1, wherein The day and night change configuration table also includes: a correspondence between the multiple time periods and smoke status information, wherein the smoke status information is used to indicate whether the virtual building in the game scene is smoking in each time period; the method further includes: Determining, according to the current time, from the day-night change configuration table, the smoke information corresponding to the first time period in which the current time lies; According to the smoke information, the smoke state of the preset virtual building in the game scene is controlled and adjusted.
9. The method according to claim 1, wherein The method further comprises: According to the current time, obtaining the weather status of the game scene at the current time; According to the weather status, the weather status and the game scene under the first lighting type are rendered and displayed on a graphical user interface.
10. The method according to any one of claims 1 to 9, wherein: The different lighting types are lighting types with different light angles and / or different light intensities.
11. A device for processing a game scene, characterized in that: A graphical user interface is provided through a first terminal device, and at least part or all of a game scene is displayed on the graphical user interface. The apparatus includes: a determination module and a display module, wherein: The determination module is configured to determine, based on the current time in the game, a first lighting type corresponding to a first time period within the current time from a preset day / night change configuration table; the day / night change configuration table includes a correspondence between multiple time periods and lighting types, and a correspondence between the multiple time periods and virtual animal appearance information, with different time periods corresponding to different lighting types. The virtual animal appearance information is used to indicate the appearance of virtual animals in the game scene within each time period; The determining module is further configured to determine, based on the current time, from the day and night change configuration table, the virtual animal appearance information corresponding to the first time period of the current time; The display module is used to render and display the virtual animal appearance information and the game scene under the first lighting type on a graphical user interface according to the virtual animal appearance information.
12. A device for processing a game scene, characterized in that: The device includes: a processor, a storage medium and a bus, the storage medium stores machine-readable instructions executable by the processor, and when the processing device of the game scene is running, the processor and the storage medium communicate through the bus, and the processor executes the machine-readable instructions to perform the method described in any one of claims 1 to 10 above.
13. A storage medium, characterized in that: The storage medium stores a computer program, and when the computer program is executed by a processor, the method according to any one of claims 1 to 10 is executed.
Citation Information
Cited By
Day and night alternating illumination implementation method and system for VR large-space open world
CN122156544A