Scene layout method and device, equipment, medium and program product
By allowing virtual characters to attach to scene elements and construct layouts in virtual scenes, the problem of low player interactivity is solved, and richer interactions and efficient scene layout operations are achieved.
Patent Information
- Application Number
- CN202410302985.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-03-15
- Publication Date
- 2025-09-16
AI Technical Summary
In the prior art, the way players interact with the game world using possession gameplay is simple and has low interactivity.
By allowing virtual characters to attach to scene elements in a virtual scene and constructing a scene layout through movement control operations, the movement and layout of scene elements are guided by layout instruction information.
It enriches the ways in which players interact with virtual scenes, improves interactivity, simplifies the operation steps of scene layout, and improves the efficiency of human-computer interaction.
Smart Images

Figure CN120643916A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of computer technology, and in particular to a scene layout method, apparatus, device, medium, and program product. Background Art
[0002] In games, possession is a common mechanism that allows players to possess their own virtual characters into other virtual characters.
[0003] In related technologies, players can control a first virtual character to possess an NPC (Non-Player Character) in the game. After the possession is successful, the player will temporarily lose control of the first virtual character and instead control the possessed NPC. By possessing the NPC, the player can avoid the enemy's pursuit.
[0004] However, in related technologies, the ways in which players use possession gameplay to interact with the game world are relatively simple and limited, and the interactivity between players and the game world is low. Summary of the Invention
[0005] The present application provides a scene layout method, apparatus, device, medium, and program product. The technical solution is as follows:
[0006] In one aspect, a scene layout method is provided, the method comprising:
[0007] Displaying a first virtual character in a virtual scene, wherein the virtual scene also includes a first scene element;
[0008] In response to receiving a possession operation for the first scene element, displaying a possession effect of the first virtual character being possessed by the first scene element, wherein when the first virtual character is possessed by the first scene element, the movement control operation received by the main control terminal acts on the first scene element;
[0009] Displaying layout instruction information, where the layout instruction information is used to indicate a scheme for constructing a scene layout through scene elements;
[0010] receiving the movement control operation on the first scene element, wherein the movement control operation is used to move the first scene element to a first scene position and construct a first scene layout with second scene elements at other scene positions;
[0011] Based on the matching relationship between the first scene layout and the layout indication information, a scene layout result is displayed.
[0012] In another aspect, a scene layout device is provided, the device comprising:
[0013] A display module, configured to display a first virtual character in a virtual scene, wherein the virtual scene further includes a first scene element;
[0014] the display module is configured to display, in response to receiving a possession operation for the first scene element, a possession effect of the first virtual character being possessed by the first scene element, wherein when the first virtual character is possessed by the first scene element, the movement control operation received by the main control terminal acts on the first scene element;
[0015] The display module is used to display layout indication information, where the layout indication information is used to indicate a scheme for constructing a scene layout through scene elements;
[0016] A receiving module, configured to receive the movement control operation on the first scene element, wherein the movement control operation is used to move the first scene element to a first scene position and construct a first scene layout with second scene elements at other scene positions;
[0017] The display module is used to display the scene layout result based on the matching relationship between the first scene layout and the layout indication information.
[0018] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement any of the above-mentioned scene layout methods.
[0019] On the other hand, a computer-readable storage medium is provided, wherein the storage medium stores at least one instruction, at least one program, code set or instruction set, and the at least one instruction, the at least one program, the code set or instruction set is loaded and executed by a processor to implement any of the above-mentioned scene layout methods.
[0020] In another aspect, a computer program product or computer program is provided, the computer program product or computer program including computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform any of the above-described scene layout methods.
[0021] The beneficial effects of the technical solutions provided in the embodiments of the present application include at least:
[0022] By performing a possession operation on the first scene element in the virtual scene, the first virtual character is possessed by the first scene element, so that the player can control the movement of the first scene element in the virtual scene. The player can move the first scene element to the first scene position and the second scene element at other scene positions to construct a first scene layout, and the terminal will display the scene layout result according to the matching relationship between the first scene layout and the layout indication information. On the one hand, by possessing the scene elements in the virtual scene to complete the specified scene layout, the way players interact with the virtual scene is enriched, and the interactivity between players and the virtual scene is improved; on the other hand, compared with the method of controlling the virtual character to pick up the scene elements and then controlling the virtual character to move the scene elements, the layout information in the virtual scene is directly modified by possessing the scene elements, which simplifies the operation steps when performing scene layout and improves the efficiency of human-computer interaction. BRIEF DESCRIPTION OF THE DRAWINGS
[0023] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.
[0024] Figure 1 This is a schematic diagram of the process of possession gameplay provided by an exemplary embodiment of the present application;
[0025] Figure 2 This is a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application;
[0026] Figure 3 is a flowchart of a scene layout method provided by an exemplary embodiment of the present application;
[0027] Figure 4 is a flowchart of a scene layout method provided by another exemplary embodiment of the present application;
[0028] Figure 5 This is a schematic diagram of the interface before possession provided by an exemplary embodiment of the present application;
[0029] Figure 6 This is a schematic diagram of the interface after attachment provided by an exemplary embodiment of the present application;
[0030] Figure 7 This is a schematic diagram of an interface for displaying scene thumbnails provided by an exemplary embodiment of the present application;
[0031] Figure 8 This is a schematic diagram of a scene layout based on a plot NPC model provided by an exemplary embodiment of the present application;
[0032] Figure 9 is a schematic diagram of a scene thumbnail provided by an exemplary embodiment of the present application;
[0033] Figure 10 is a flowchart of a scene layout method provided by another exemplary embodiment of the present application;
[0034] Figure 11 This is a schematic diagram of the interface of the water-land element provided by an exemplary embodiment of the present application;
[0035] Figure 12 is a schematic diagram of an interface of a gain effect provided by an exemplary embodiment of the present application;
[0036] Figure 13 This is a schematic diagram of an interface for eliminating skills provided by an exemplary embodiment of the present application;
[0037] Figure 14 is a structural block diagram of a scene layout device provided by an exemplary embodiment of the present application;
[0038] Figure 15 It is a structural block diagram of a computer device provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0039] To make the objectives, technical solutions, and advantages of this application more clear, the following will further describe the embodiments of this application in detail with reference to the accompanying drawings. Obviously, the embodiments described are only part of the embodiments of this application, not all of them. Based on the embodiments in this application, all other embodiments obtained by ordinary technicians in this field without making any creative efforts are within the scope of protection of this application.
[0040] In this application, the terms "first", "second", etc. are used to distinguish identical or similar items with substantially the same effects and functions. It should be understood that there is no logical or temporal dependency between "first" and "second", nor is there any limitation on the quantity and execution order.
[0041] The following is a brief introduction to the nouns involved in this application.
[0042] Virtual Scene: A virtual scene includes the scene displayed when an application is running on a terminal, for example, the game scene displayed when a shooting game is running on a terminal. This virtual scene includes at least one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene, and is not limited in this embodiment of the present application. This virtual scene can be completely fictional, a simulation of the real world, or a semi-simulation and semi-fictional scene.
[0043] Virtual Characters: Virtual characters are movable objects within a virtual scene. These movable objects can be virtual people, virtual animals, or animated characters, for example, people, animals, plants, oil drums, walls, rocks, etc. displayed within the virtual scene. Optionally, when the virtual scene is implemented as a three-dimensional virtual scene, the virtual characters are three-dimensional models created using animation skeletal technology. Each virtual character has its own unique shape and volume within the three-dimensional virtual environment, occupying a portion of the space within the three-dimensional virtual environment.
[0044] Possession is a common mechanic in games, allowing players to possess their own virtual characters. In related art, players can control a first virtual character to possess an in-game NPC (Non-Player Character). Upon successful possession, the player temporarily loses control of the first virtual character and takes control of the possessed NPC. By possessing the NPC, the player can evade enemy pursuit. However, in related art, the ways players interact with the game world using possession are relatively simple and limited, resulting in low interactivity between the player and the game world.
[0045] This application provides a scene layout method that can complete the specified scene layout by possessing scene elements in the virtual scene, enriching the way players interact with the virtual scene and improving the interactivity between players and the virtual scene. Figure 1 The following briefly describes the scene layout method provided in this application.
[0046] For illustration, please refer to Figure 1 , which shows a schematic diagram of the process of a possession game. Figure 1 As shown, interface 110 displays a tree element 101 and a virtual character 102. Tree element 101 is a scene element in the game scene that has a possession function, and virtual character 102 is a virtual character representing the player. When the player clicks the "Transformation" button 103 in interface 110, virtual character 102 is possessed by tree element 101, and the player now has control over the movement of tree element 101.
[0047] After the virtual character 102 attaches to the tree element 101, the element movement control 104 and the scene layout diagram 105 are displayed in the interface 120, wherein the element movement control 104 is used to control the movement of the tree element 101 in the game scene, and the scene layout diagram 105 is used to display the specified scene layout provided by the game system. The player needs to move the tree element 101 according to the position of the tree element 101 indicated in the scene layout diagram 105 to complete the specified scene layout.
[0048] It should be noted that only one tree element 101 is displayed in interface 110 and interface 120 for illustration. Normally, in the possession gameplay provided in this application, multiple scene elements with possession functions will be displayed in the game scene. Players and their teammates can possess scene elements to collaborate to complete the specified scene layout. The completed game interface is shown in interface 130. Multiple tree elements, multiple stone elements and multiple flower elements in interface 130 together constitute the specified scene layout as shown in scene layout diagram 105.
[0049] Next, the implementation environment of the scene layout method provided by this application is described.
[0050] Figure 2 A schematic diagram of an implementation environment provided by an exemplary embodiment of the present application is shown, which includes: a first terminal 210, a server 220, and a second terminal 230.
[0051] An application supporting virtual scenes is installed and running in the first terminal 210. For example, the application can be any one of a massively multiplayer online role-playing game (MMORPG), a virtual reality (VR) application, an augmented reality (AR) application, a three-dimensional map program, a first-person shooter (FPS), a third-person shooter (TPS), a multiplayer online battle arena (MOBA), a simulation game (SLG), a party casual game, a tower defense game, a social game, and the like. Alternatively, the application can be a stand-alone application, such as a stand-alone three-dimensional game program, or a network-based application.
[0052] The first terminal 210 is a terminal used by the first user. The first user uses the first terminal 210 to control the first virtual character in the virtual scene. The control is not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, etc.
[0053] The first terminal 210 is connected to the server 220 via a wireless network or a wired network.
[0054] Server 220 may be a standalone physical server, a server cluster or distributed system consisting of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud computing services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. Server 220 may include at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center.
[0055] Cloud technology refers to a managed technology that unifies hardware, software, and network resources within a wide area network (WAN) or local area network (LAN) to enable data computing, storage, processing, and sharing. Cloud technology is a general term for network, information technology, integration technology, management platform technology, and application technology, all based on the cloud computing business model. It can form a resource pool for on-demand, flexible, and convenient use. Cloud computing technology will become a crucial support. Backend services in technical network systems, such as those for video websites, image websites, and more portals, require significant computing and storage resources. With the rapid development and application of the internet industry, every item will likely have its own unique identifier, requiring transmission to backend systems for logical processing. Data of varying levels will be processed separately, requiring robust system support for all types of industry data, which can only be achieved through cloud computing. Alternatively, server 220 can also be implemented as a node in a blockchain system.
[0056] The server 220 is used to provide background services for applications in the first terminal 210 and the second terminal 230. Optionally, the server 220 performs primary computing tasks, and the first terminal 210 and the second terminal 230 perform secondary computing tasks; alternatively, the server 220 performs secondary computing tasks, and the first terminal 210 and the second terminal 230 perform primary computing tasks; alternatively, the server 220, the first terminal 210, and the second terminal 230 perform collaborative computing tasks using a distributed computing architecture.
[0057] The second terminal 230 has an application installed and running that supports virtual scenes. For example, the application can be any of MMORPGs, VR applications, AR applications, 3D map applications, FPSs, TPSs, MOBAs, strategy games, casual party games, tower defense games, social games, and the like. Alternatively, the application can be a standalone application, such as a standalone 3D game, or a network-based application.
[0058] The second terminal 230 is a terminal used by the second user. The second user uses the second terminal 230 to control the second virtual character in the virtual scene. The control is not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, etc.
[0059] The virtual characters controlled by the first user via the first terminal 210 and the second user via the second terminal 230 are located at different positions in the same virtual scene. For example, the first user and the second user are in the same virtual game. Optionally, the first virtual character controlled by the first user via the first terminal 210 belongs to a first camp, and the second virtual character controlled by the second user via the second terminal 230 belongs to the first camp. The first camp and the second camp have a competitive relationship; alternatively, the first camp and the second camp have a cooperative relationship.
[0060] Optionally, the applications installed on the first terminal 210 and the second terminal 230 are the same, or the applications installed on the two terminals are the same type of applications on different control system platforms. The embodiment of the present application does not limit the form of the applications installed on the first terminal 210 and the second terminal 230, including but not limited to Apps (Applications), mini-programs, etc. installed in the first terminal 210 and the second terminal 230, and can also be in the form of web pages. The first terminal 210 can generally refer to one of multiple terminals, and the second terminal 230 can generally refer to one of multiple terminals. This embodiment only uses the first terminal 210 and the second terminal 230 as an example. The device types of the first terminal 210 and the second terminal 230 are the same or different, and the device types include: at least one of: a smartphone, a tablet computer, a wearable device, a PC (Personal Computer), an e-book reader, a digital player, a laptop computer, and a desktop computer. The following embodiment is illustrated by taking the terminal including a smartphone as an example.
[0061] It should be noted that before collecting the user's relevant data and during the process of collecting the user's relevant data, this application can display a prompt interface, pop-up window or output voice prompt information. The prompt interface, pop-up window or voice prompt information is used to remind the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining the user's relevant data after obtaining the user's confirmation operation on the prompt interface or pop-up window. Otherwise (that is, when the user's confirmation operation on the prompt interface or pop-up window is not obtained), the relevant steps of obtaining the user's relevant data are terminated, that is, the user's relevant data is not obtained. In other words, all user data collected by this application are collected with the user's consent and authorization, and the collection, use and processing of relevant user data need to comply with relevant laws, regulations and standards.
[0062] Next, the scene layout method provided by this application is described.
[0063] Figure 3 This is a flow chart of a scene layout method provided by an embodiment of the present application, in which the method is applied to Figure 1 Taking the first terminal shown as an example for description, the method includes the following steps 310 to 350.
[0064] Step 310: Display the first virtual character in the virtual scene.
[0065] Illustratively, the first terminal is the master terminal, and the virtual scene is the scene provided by an application installed and running on the first terminal. For example, if the application is a massively multiplayer online role-playing game, the first terminal displays a game entry for the massively multiplayer online role-playing game. When a player clicks on the entry, the first terminal displays the game scene.
[0066] Optionally, the first virtual character is a virtual character controlled by the first terminal.
[0067] In some embodiments, the virtual scene further includes a second virtual character, the number of which may be one or more. The second virtual character belongs to the same faction as the first virtual character, and the second virtual character may be a virtual character controlled by another terminal (except the first terminal) or a virtual character controlled by the system.
[0068] Illustratively, the above virtual scene is a 10-person dungeon mission scene in a massively multiplayer online role-playing game. 10 people form a team to enter the dungeon. The 10 people include virtual characters that can be fully controlled by real players, or the 10 people include some virtual characters controlled by real players and the other part are artificial intelligence (AI) virtual characters controlled by the system.
[0069] The virtual scene also includes a first scene element.
[0070] Illustratively, scene elements refer to elements added to a virtual scene when constructing a virtual scene, including but not limited to: buildings (such as houses, bridges, etc.), plants (such as flowers, trees, etc.), decorations (such as furniture, picture frames, etc.), weather elements (such as raindrops, snowflakes, etc.), terrain elements (such as stones, gravel, etc.), vehicle elements (such as car parts, etc.), etc., and the embodiments of the present application do not limit this.
[0071] In the embodiment of the present application, the first scene element refers to a scene element in the virtual scene that has a possession function.
[0072] Optionally, the first scene element is generated by the system according to configuration information, and the configuration information may be pre-configured by a planner, or the configuration information may be set by the player himself.
[0073] For example, if a planner configures the first scene element as "flower," the system can generate "flowers" in the virtual scene as scene elements with the possession function. The planner can also configure the generation of "flowers," such as the number and location of the flowers. Alternatively, before starting a game, a player can select the first scene element from the element list. If they select "tree" as the scene element, the system will generate "trees" in the game scene as scene elements with the possession function after the game starts.
[0074] In some embodiments, a first mark is displayed on the first scene element, and the first mark is used to indicate that the first scene element is an element that can currently be possessed, wherein the element that can currently be possessed means that the first scene element is an element that has the possession function and is not possessed by other virtual characters.
[0075] Schematically, the element edge border of the first scene element is displayed with a first highlight effect as the first mark; or, a possession icon is displayed above the first scene element as the first mark; or, a prompt text (such as: can be possessed) is displayed above the first scene element as the first mark, etc. The embodiments of the present application are not limited to this.
[0076] Step 320 : In response to receiving the possession operation for the first scene element, displaying a possession effect of the first virtual character possessing the first scene element.
[0077] Illustratively, a possession animation corresponding to the first virtual character is displayed as the possession effect. The possession animation refers to an animation of the first virtual character being possessed by the first scene element, for example, the first virtual element is displayed as being integrated into the first scene element.
[0078] In some embodiments, before receiving the possession operation for the first scene element, the first virtual character is at a first position and the first scene element is at a second position. Optionally, the situation where the first virtual character possesses the first scene element includes at least one of the following situations:
[0079] Case 1: The first virtual character moves from the first position to the second position and attaches to the first scene element.
[0080] Among them, the way the first virtual character moves from the first position to the second position includes flying, walking, jumping, teleporting, transmitting, rolling, etc., which is not limited in the embodiment of the present application.
[0081] Optionally, the first virtual character is shown moving from the first position to the second position and being attached to the first scene element, and the first virtual character's first observation perspective of the virtual scene is switched to a second observation perspective corresponding to the first scene element.
[0082] Illustratively, after a player triggers the possession operation, the player's controlled first virtual character moves from a first position to a second position and possesses a first scene element. After the possession, the first virtual character disappears from the virtual scene, and the system switches the first virtual character's first viewing angle of the virtual scene to a second viewing angle corresponding to the first scene element. Illustratively, in the second viewing angle, the first scene element is located in the center of the first terminal's display screen.
[0083] In the above embodiment, the virtual character controlled by the player goes directly to the location of the first scene element. Possessed The method is more intuitive , which is more in line with the physical logic and intuitive feeling of the real world, and the system will automatically switch the observation perspective after possession. It is convenient for players to control the movement of scene elements after possession, improving the efficiency of human-computer interaction.
[0084] Case 2: The first scene element moves from the second position to the first position and is possessed by the first virtual character.
[0085] Optionally, the way the second scene element moves from the second position to the first position matches the element type corresponding to the second scene element. For example, if the second scene element is implemented as a flower element, the way the second scene element moves from the second position to the first position can be implemented as a floating manner.
[0086] Optionally, the first scene element is displayed as moving from the second position to the first position, and the first virtual character at the first position is attached to the first scene element.
[0087] Schematically, after the player triggers the possession operation, the first scene element moves from the second position to the first position, and the first virtual character at the first position is possessed by the first scene element. After the possession, the first virtual character disappears in the virtual scene, and the first scene element after possession is displayed at the first position.
[0088] In the above embodiment, the first scene element moves to the location of the virtual character controlled by the player, and the virtual character controlled by the player can directly attach to the first scene element, which can save the time of moving the virtual character and improve the game experience. High possession efficiency.
[0089] Case 3: The first virtual character moves from the first position to the target position, the first scene element moves from the second position to the target position, and the first virtual character attaches to the first scene element at the target position.
[0090] Optionally, the target location can be implemented as a location between the first location and the second location. Illustratively, after the player triggers the possession operation, the first virtual character moves from the first location toward the second location, and the first scene element moves from the second location toward the first location. After the first virtual character and the first scene element converge at the target location, the first virtual character possesses the first scene element.
[0091] Alternatively, the target position can be implemented as a specified position in the virtual scene, which can be a position between the first position and the second position, or other positions. Schematically, the target position is the attachment point position in the virtual scene. The first virtual character needs to move to the attachment point position before it can attach to the first scene element. The first virtual character cannot perform the attachment operation at a position other than the attachment point position.
[0092] In the above embodiment, the virtual character and the virtual scene element controlled by the player all move to the same target position. When the target position is implemented as a position between the first position and the second position, Reduced the first virtual character and the first The time it takes for scene elements to converge improves the efficiency of possession.
[0093] In some embodiments, a possession control is displayed, and the possession control is used to control the first virtual character to be attached to the first scene element; in response to receiving a trigger operation on the possession control, a possession effect of the first virtual character being attached to the first scene element is displayed.
[0094] Illustratively, a possession button is displayed on the interface of the first terminal, and when the player clicks the possession button, the player can possess the first virtual element displayed in the virtual scene.
[0095] Optionally, when the distance between the first virtual character and the first scene is less than or equal to a preset distance, in response to receiving a trigger operation on the possession control, a possession effect of the first virtual character being possessed by the first scene element is displayed.
[0096] For example, assuming the preset distance is 10 meters, the player controls the first virtual character to move in the virtual scene. When the distance between the first virtual character and the first scene element is less than or equal to 10 meters, the player clicks the possession button to possess the first virtual element displayed in the virtual scene. By setting the preset distance, the player-initiated possession operation is restricted. Prevent players from accidentally attaching themselves to scene elements when they are far away from the props, reduce the occurrence of similar misoperations, and thus reduce Less waste of operating resources.
[0097] Optionally, when the distance between the first scene element and the first virtual character is less than or equal to a preset distance, the possession control is displayed.
[0098] Illustratively, the possession button is displayed only when the distance between the first virtual character and the first scene element is less than or equal to 10 meters.
[0099] When the first virtual character is attached to the first scene element, the movement control operation received by the main control terminal acts on the first scene element.
[0100] Schematically, before performing the possession operation, the player cannot control the movement of the first scene element, and the movement control operation triggered by the player on the main control terminal (i.e., the first terminal) is used to control the movement of the first virtual character in the virtual scene; after performing the possession operation, the player can control the movement of the first scene element. At this time, the player can trigger the movement control operation on the main control terminal, and the movement control operation is used to control the movement of the first scene element in the virtual scene.
[0101] Optionally, the number of the above-mentioned first virtual characters can be one or more. Illustratively, in a game, the first virtual character controlled by the player refers to a virtual person. The player can control the virtual person to possess a first scene element. After successful possession, the player can control the first scene element to move within the virtual scene. Alternatively, the first virtual character controlled by the player is a virtual person and a virtual pet. The player can control the virtual person or the virtual pet to possess a first scene element. Assuming that the player controls the virtual pet to possess a first scene element, after successful possession, the player can control the virtual person and the first scene element to move within the virtual scene.
[0102] In some embodiments, after the first virtual character is attached to the first scene element, a second mark is displayed on the first scene element, and the second mark is used to prompt that the first scene element is currently attached.
[0103] Schematically, the element edge border of the first scene element is displayed with a second highlight effect as the second mark, wherein the first highlight effect and the second highlight effect are different, for example, the first highlight effect is a green highlight effect, and the second highlight effect is a red highlight effect; or, a prompt text (such as: possessed) is displayed above the first scene element as the second mark, etc., and this embodiment of the present application is not limited to this.
[0104] Step 330: Display layout instruction information.
[0105] The layout indication information is used to indicate a scheme for constructing a scene layout through scene elements.
[0106] Optionally, the layout indication information includes planning of layout information such as positions and sizes of scene elements in the virtual scene. The layout indication information may be implemented as at least one of the following:
[0107] 1. Layout instructions that clearly indicate element location and element size.
[0108] Illustratively, the layout instruction information directly and specifically specifies layout information such as the position and size of each scene element in the virtual scene.
[0109] Take the scene layout diagram as an example. The scene layout diagram is a scene thumbnail of the virtual scene. In the scene thumbnail, the position of the marked scene element in the virtual scene can be represented by the icon corresponding to the scene element, and the text corresponding to the scene element represents the size of the marked scene element in the virtual scene.
[0110] Optionally, the layout indication information may be referred to as first layout indication information, and the first layout indication information includes the designated layout positions corresponding to the first scene element and the second scene element, respectively.
[0111] In some embodiments, the first layout indication information further includes designated layout sizes corresponding to the first scene element and the second scene element, respectively.
[0112] In the above embodiment, the layout instruction information specifies the position, size and other layout information of the scene elements in the virtual scene. Players can directly follow the layout instructions to layout the scene, which helps players to perform movement operations more accurately. to avoid misoperation.
[0113] 2. Layout instructions that do not specify element positions and element sizes.
[0114] Illustratively, the layout instruction information does not directly specify the position, size, and other layout information of each scene element in the virtual scene, but proposes one or more layout targets. The layout instruction information can be implemented as a position description, size description, and the like in the scene.
[0115] Taking position description as an example, the position description can be implemented as "surrounding virtual character A", "horizontally aligned with virtual character A", etc. Taking size description as an example, the size description can be implemented as "covering virtual character A", etc.
[0116] It should be noted that step 330 can be executed simultaneously with step 310, or simultaneously with step 320, or before step 310, or after step 310 and before step 320, or after step 320. This embodiment of the present application does not limit this.
[0117] Optionally, the layout indication information may be referred to as second layout indication information, and the second layout indication information includes position descriptions corresponding to the first scene element and the second scene element, respectively.
[0118] In some embodiments, the second layout indication information further includes size descriptions corresponding to the first scene element and the second scene element respectively.
[0119] In the above embodiment, the layout instruction information does not specify the layout information such as the position and size of the scene elements in the virtual scene. There are multiple ways for players to achieve their layout goals, which increases the diversity of layout operations.
[0120] Step 340: Receive a movement control operation on the first scene element.
[0121] The movement control operation is used to move the first scene element to a first scene position, and to construct a first scene layout with the second scene elements at other scene positions.
[0122] Schematically, the first scene position refers to the position of the first scene element when the mobile control operation is terminated. When the mobile control operation is terminated, the first scene element and the second scene element displayed by the first terminal constitute the first scene layout.
[0123] Optionally, the second scene element includes a scene element with a possession function in the virtual scene. Schematically, the virtual scene includes multiple scene elements with a possession function, and the player or the player's teammates can move these scene elements through the possession operation to construct the first scene layout.
[0124] Optionally, the second scene elements also include scene elements in the virtual character that do not have the possession function, that is, the second scene elements include scene elements currently existing in the virtual scene that do not have the possession function and cannot be moved by the player. Illustratively, if the player controls scene element 1 to align with scene element 2, which is fixedly displayed in the virtual scene, then virtual element 1 and virtual element 2 together constitute a first scene layout, which refers to the current positions of virtual element 1 and virtual element 2.
[0125] Optionally, when the first scene element moves to the first scene position; in response to receiving a release operation on the first scene element, a release animation is displayed; after the release animation is played, the first virtual character is displayed and the first scene element in an unpossessed state is displayed at the first scene position.
[0126] Illustratively, when the player controls the first virtual character to move to the first scene position, the player may choose to place the first scene element at the first scene position and release the control over the first scene element.
[0127] Optionally, when the first virtual character is attached to the first scene element, an element movement control is displayed; and a trigger operation on the element movement control is received as a movement control operation.
[0128] Schematically, when the first virtual character successfully possesses the first scene element, an element movement control may be displayed in the interface displayed on the first terminal, and the element movement control is used to control the movement of the first scene element in the virtual scene. That is, when the first virtual character successfully possesses the first scene element, an element movement control is displayed to trigger the movement operation of the first scene element in the possessed state. Improve the efficiency of human-computer interaction.
[0129] In some embodiments, the first scene element is a scene element controlled by a single person.
[0130] For illustration, the first scene element is implemented as a "flower element" as an example. After player 1 controls the first virtual character to possess the "flower element", player 1 can independently control the "flower element" to move in the virtual scene.
[0131] In other embodiments, the first scene element is a scene element controlled by multiple people in a collaborative manner.
[0132] Optionally, when the first virtual character is attached to the first scene element and the number of the multiple virtual characters currently attached to the first scene element reaches a preset number, the element movement control is displayed.
[0133] Illustratively, when the number of virtual characters possessing a first scene element is greater than or equal to a preset number, the first scene element can be controlled and moved by the terminals corresponding to the possessed virtual characters. In a virtual scene, the first scene element can be implemented as a larger scene element such as a bridge or a house. The scene element can be designed to require the control of multiple virtual characters, for example, requiring three people to control it, that is, three virtual characters must simultaneously possess the scene element for it to move.
[0134] The first virtual character is a virtual character selected from among multiple virtual characters to control the first scene element. Illustratively, the first virtual character can be the first virtual character to attach to the first scene element, the last virtual character to attach to the first scene element, or the highest-ranking virtual character among the multiple virtual characters attached to the first scene element, etc., and this embodiment of the present application is not limited thereto.
[0135] In the above embodiment, when the number of virtual characters possessing the first scene element is greater than or equal to the preset number, and the first virtual character is selected as the virtual character controlling the first scene element, it is determined that the player has the movement control authority over the first scene element. The possession operation process of the first scene element has been enriched, and when multiple characters possess the first In the case of scene elements, the system automatically assigns roles with element control permissions according to preset rules to avoid multiple roles Operation conflicts between them occur.
[0136] Optionally, the first scene element includes multiple element parts. For example, the first scene element is implemented as a car, and the multiple element parts are implemented as four tires of the car.
[0137] When the first virtual character is attached to the first element part of the multiple element parts, and the multiple element parts are attached respectively, the element movement control is displayed, and the element movement control is used to control the movement of the first element part in coordination with the other element parts.
[0138] Schematically, if the first scene element is a car, four virtual characters need to be attached to the four tires of the car before the car can move. The terminals corresponding to the four virtual characters can simultaneously trigger the element movement control to control the movement of the car in the virtual scene.
[0139] In the above embodiment, when the first scene element includes multiple element parts, after the multiple virtual characters are attached to different element parts, they need to cooperate to control the movement of the first scene element in the virtual scene. Increased interactivity between multiple players in the possession mode.
[0140] In some embodiments, the layout indication information includes planning of size layout information of scene elements in the virtual scene.
[0141] Optionally, when the first virtual character possesses the first scene element, the zoom control operation received by the master terminal is applied to the first scene element. For example, after performing the possession operation, the player can scale the size of the first scene element. At this time, the player can trigger the zoom control operation on the master terminal to control the size of the first scene element, such as enlarging or shrinking the first scene element.
[0142] Step 350: Display the scene layout result based on the matching relationship between the first scene layout and the layout indication information.
[0143] In some embodiments, when the first scene layout matches the scene layout indicated by the layout indication information, a first layout result is displayed, where the first layout result is used to indicate that the scene layout is successful.
[0144] Optionally, when the first scene layout matches the scene layout indicated by the layout indication information and the layout countdown has not ended, the first layout result is displayed.
[0145] Indicatively, there are requirements for the time it takes for players to construct a scene layout. For example, if the time is 2 minutes, a 2-minute countdown will begin from the moment the layout indication information starts to be displayed. Before the countdown ends, if the first scene layout matches the scene layout indicated by the layout indication information, the layout is successful.
[0146] In some embodiments, when the first scene layout does not match the scene layout indicated by the layout indication information, a second layout result is displayed, where the second layout result is used to indicate that the scene layout has failed.
[0147] Optionally, when the first scene layout does not match the scene layout indicated by the layout indication information and the layout countdown ends, the second layout result is displayed.
[0148] Illustratively, after the countdown ends, if the first scene layout does not match the scene layout indicated by the layout indication information, the layout fails.
[0149] Among them, each scene element is the first scene element and the second scene element mentioned above.
[0150] Optionally, the first layout indication information includes designated layout positions corresponding to the first scene element and the second scene element respectively; and the second layout indication information includes position descriptions corresponding to the first scene element and the second scene element respectively.
[0151] Taking the layout indication information as the first layout indication information as an example, if the scene position of each scene element in the first scene layout matches the specified layout position of each scene element in the layout indication information, the first layout result is displayed. If the scene position of each scene element in the first scene layout does not match the specified layout position of each scene element in the layout indication information, the second layout result is displayed.
[0152] Illustratively, if the designated layout position of the first scene element in the layout indication information is position point A, and the designated layout position of the second scene element is position point B, and if the scene position of the first scene element in the first scene layout is position point A and the scene position of the second scene element is position point B, then the match is successful, and the first layout result is displayed. If the scene position of the first scene element in the first scene layout is not position point A, and / or the scene position of the second scene element is not position point B, then the match fails, and the second layout result is displayed.
[0153] Taking the second layout indication information as an example, if the scene positions of each scene element in the first scene layout conform to the corresponding position descriptions of each scene element in the layout indication information, the first layout result is displayed. If the scene positions of each scene element in the first scene layout do not conform to the corresponding position descriptions of each scene element in the layout indication information, the second layout result is displayed.
[0154] Illustratively, the positions of the first and second scene elements in the layout indication information are described as "aligning the scene elements with the target virtual object." In the first scene layout, the scene position of the first scene element is position point A, and the scene position of the second scene element is position point B. If position points A, B, and the position of the target virtual object are aligned, a match is successful, and the first layout result is displayed. If position points A, B, and the position of the target virtual object are not aligned, a match fails, and the second layout result is displayed.
[0155] In the above embodiment, the scene layout result is determined based on the position matching relationship between the position of each scene element in the first scene layout constructed by the player and the position indication information. Build scenes from the perspective of position matching, The scenes required by the system improve the accuracy of scene construction.
[0156] Optionally, the first layout indication information further includes designated layout sizes corresponding to the first scene element and the second scene element respectively; and the second layout indication information further includes size descriptions corresponding to the first scene element and the second scene element respectively.
[0157] Taking the layout indication information as the first layout indication information as an example, if the scene position of each scene element in the first scene layout matches the specified layout position of each scene element in the layout indication information, and the element size of each scene element in the first scene layout matches the specified layout size of each scene element in the layout indication information, the first layout result is displayed. If the scene position of each scene element in the first scene layout does not match the specified layout position of each scene element in the layout indication information, and / or the element size of each scene element in the first scene layout does not match the specified layout size of each scene element in the layout indication information, the second layout result is displayed.
[0158] Illustratively, in the layout indication information, the specified layout position of the first scene element is position point A and the specified layout size is 10, the specified layout position of the second scene element is position point B and the specified layout size is 20, and in the first scene layout, the scene position of the first scene element is position point A and the element size is 10, and the scene position of the second scene element is position point B and the element size is 20, then the match is successful, and the first layout result is displayed. If in the first scene layout, the scene position of the first scene element is not position point A and / or the element size is not 10, and / or the scene position of the second scene element is not position point B and / or the element size is not 20, then the match fails, and the second layout result is displayed.
[0159] Taking the layout indication information as the second layout indication information as an example, if the scene position of each scene element in the first scene layout conforms to the position description of each scene element in the layout indication information, and the element size of each scene element in the first scene layout conforms to the size description of each scene element in the layout indication information, the first layout result is displayed. If the scene position of each scene element in the first scene layout does not conform to the position description of each scene element in the layout indication information, and / or the element size of each scene element in the first scene layout does not conform to the size description of each scene element in the layout indication information, the second layout result is displayed.
[0160] Illustratively, the position description of the first scene element and the second scene element in the layout indication information is "making the scene element and the target virtual object on the same horizontal line", and the size description is "making the scene element and the target virtual object the same size". In the first scene layout, the scene position of the first scene element is position point A and the element size is 10, and the scene position of the second scene element is position point B and the element size is 10. Position points A, B and the position of the target virtual object are on the same horizontal line, and the size of the target virtual object is also 10, which indicates that the match is successful, and the first layout result is displayed. If position points A, B and the position of the target virtual object are not on the same horizontal line, and / or the size of the target virtual object is not 10, it indicates that the match failed, and the second layout result is displayed.
[0161] Determine the scene layout result based on the position matching relationship between the position of each scene element and the position indication information, and the size matching relationship between the size and the size indication information in the first scene layout constructed by the player, Match from position and The scene is built at an angle that matches the size, and the scene that meets the system requirements is constructed, which further improves the accuracy of the scene construction. It not only improves the efficiency but also enhances the refinement of the constructed scenes.
[0162] Optionally, the scene layout method provided in the embodiments of the present application can be applied to different applications.
[0163] For example, let's consider an application implemented as a massively multiplayer online role-playing game (MMORPG). In such games, players assume the role of a fictional character and control many of that character's activities. For example, they enter a game instance and assume the role of the character to complete system-assigned tasks. The aforementioned virtual scene can be implemented as a copy mission scene within the MMORPG. Players can control their virtual character to possess a scene element within the copy mission scene that has a possession function, thereby constructing the scene within a specified timeframe according to a system-specified scene layout. Optionally, a target virtual object is also displayed within the copy mission scene; this target virtual object is the boss (leader) within the copy.
[0164] If the first layout result is displayed, it indicates that the current scene layout is successful. If the scene layout game phase of the dungeon has not yet ended, the next layout instruction information will continue to be displayed, and the player will control the scene elements to construct the scene layout according to the latest layout instruction information. If the scene layout game phase of the dungeon has ended, the dungeon will enter the next game phase. Optionally, before entering the next game phase, an animation of the target virtual object's attribute value decreasing will be displayed, indicating that after the player successfully completes the scene layout game phase of the dungeon, the boss in the dungeon will receive health damage.
[0165] If the second layout result is displayed, it indicates that the current scene layout has failed. Optionally, an animation of the target virtual object attacking the first virtual character is displayed. In an exemplary embodiment, if the player's layout fails, the boss in the dungeon will attack the virtual character controlled by the player, causing health damage to the virtual character, or directly eliminating the virtual character. Before the player completes In the case of scene layout, the virtual character controlled by the player is given certain damage, which increases the tension and excitement of the game. Make players more involved and focused on the game. Players need to plan strategies and actions more carefully to deal with BOSS attacks. Helps to increase the attractiveness and fun of the game.
[0166] For example, an application implemented as a party casual game can be used as an example. In such a game, players can create a game scene by themselves (for example, a racing game scene, a shooting game scene, etc.). Players can control virtual characters to possess various materials (such as building blocks, cardboard, cloth, etc.), thereby building a specified scene such as a castle, a forest, etc. within a specified time.
[0167] When the first layout result is displayed, it means that the current scene layout is successful, and the player can obtain certain rewards, such as virtual gold coin rewards, experience value rewards, etc.
[0168] When the second layout result is displayed, it means that the current scene layout has failed, and the player will receive certain penalties, such as reduced proficiency, reduced experience points, etc.
[0169] For example, taking the application implemented as a shooting game as an example, the above-mentioned virtual scene can be implemented as a game scene in a large-scale shooting game. Players can control the virtual character to possess the scene elements with possession function in the game scene, thereby building the scene according to the scene layout given by the system within the specified time.
[0170] When the first layout result is displayed, it means that the current scene layout is successful, and the player can obtain certain rewards, such as virtual prop rewards, airdrop rewards, warehouse keys, etc.
[0171] When the second layout result is displayed, it means that the current scene layout has failed, and the player will receive certain penalties, such as reduced health, random equipment drops, etc.
[0172] In summary, the scene layout method provided in the embodiment of the present application enables the first virtual character to possess the first scene element through the possession operation on the first scene element in the virtual scene, so that the player can control the first scene element to move in the virtual scene. The player can move the first scene element to the first scene position and the second scene element at other scene positions to construct the first scene layout, and the terminal will display the scene layout result according to the matching relationship between the first scene layout and the layout indication information. On the one hand, by possessing the scene elements in the virtual scene to complete the specified scene layout, the way of interacting with the virtual scene is enriched, and the interactivity between the player and the virtual scene is improved; on the other hand, compared with the method of controlling the virtual character to pick up the scene element and then controlling the virtual character to move the scene element, the layout information in the virtual scene is directly modified by possessing the scene element, which simplifies the operation steps when performing scene layout and improves the efficiency of human-computer interaction.
[0173] In some embodiments, the virtual scene includes multiple sub-scene areas. The first layout indication information is implemented as scene thumbnails corresponding to multiple scene sub-areas as an example for explanation. Figure 3 The illustrated embodiment can also be implemented as Figure 4 Steps 410 to 450 are shown.
[0174] Step 410: Display the first virtual character in the virtual scene.
[0175] The virtual scene also includes a first scene element.
[0176] Illustratively, the aforementioned virtual scene can be implemented as a dungeon quest scene in an MMORPG game, which also includes other virtual characters belonging to the same faction as the first virtual character. This means that the dungeon quest is a multiplayer collaborative task. For example, a 10-player dungeon quest involves 10 players entering the dungeon quest scene. Each of the 10 players' virtual characters can possess scene elements, thereby collaboratively completing the scene layout specified by the system.
[0177] For illustration, please refer to Figure 5 , which shows a schematic diagram of an interface of a virtual scene. The game scene displayed by the interface 510 can be implemented as a copy mission scene in an MMORPG game. After entering the copy mission scene, the player can obtain the possession skill. The possession skill supports the player to control the virtual character to possess the scene elements in the virtual scene and control their movement. The scene elements include but are not limited to: tree elements, flower elements, stone elements, etc.
[0178] like Figure 5As shown, after the virtual character 501 controlled by the player enters the copy mission scene, the interface 510 displays a "transformation" button 502, which is used to trigger the possession skill. The scene elements with the possession function in the current copy mission scene include a tree element 503.
[0179] Step 420 : In response to receiving the possession operation for the first scene element, displaying a possession effect of the first virtual character possessing the first scene element.
[0180] When the first virtual character is attached to the first scene element, the movement control operation received by the main control terminal acts on the first scene element.
[0181] For illustration, please refer to Figure 5 , click the "Transformation" button 502, the virtual character 501 controlled by the player can be attached to the tree element 503. Optionally, if the virtual character 501 controlled by the player is successfully attached to the tree element 503, the "Transformation" button 502 is canceled.
[0182] Please refer to Figure 6 , which shows a schematic diagram of an interface after possession. In the interface 610, the tree element 601 is in a possessed state, and the element movement control 602 is displayed in the interface 610. The player can control the tree element 601 to move in the copy task scene through the element movement control 602.
[0183] Regarding the possession effect of the first virtual character being possessed by the first scene element, the first virtual character being possessed by the first scene element is to change the model of the first virtual character into the model of the first scene element, and then delete the model of the first scene element, so as to realize the possession effect.
[0184] Taking the tree element as an example, when the player uses the possession function and there is a tree around, the player character will transform its own model into a tree and delete the original tree model in the scene, thereby achieving the sensory effect of the player character turning into a tree and being able to operate and move.
[0185] Step 430: Display scene thumbnails corresponding to the multiple scene sub-areas.
[0186] The scene thumbnail includes graphic areas corresponding to a plurality of sub-scene areas.
[0187] When the designated layout position of the target scene element is a target sub-scene area among multiple sub-scene areas, the element identifier of the target scene element is displayed in the graphic area corresponding to the target sub-scene area; the target scene element includes at least one of the first scene element and the second scene element.
[0188] Optionally, the element identifier of the target scene element matches the element type of the target scene element, for example, displaying a tree icon indicates a tree element, displaying a flower icon indicates a flower element, and displaying a stone icon indicates a stone element.
[0189] For illustration, please refer to Figure 7 , which shows a schematic diagram of an interface for displaying scene thumbnails. In the interface 710, the copy mission scene includes multiple sub-scene areas 720, and the multiple sub-scene areas 720 correspond to scene thumbnails 701. Players can move the currently possessed tree element 702 according to the display position of each element icon in the scene thumbnail 701.
[0190] like Figure 7 As shown, the scene thumbnail 701 includes multiple diagram areas for displaying tree icons, indicating that there can be multiple designated layout positions for the tree element 702, such as: sub-scene area 730, sub-scene area 740, sub-scene area 750, sub-scene area 760, etc.
[0191] Step 440: Receive a movement control operation on the first scene element.
[0192] The movement control operation is used to move the first scene element to a first scene position, and to construct a first scene layout with second scene elements at other scene positions.
[0193] For illustration, please refer to Figure 7 Players can use the element movement control 703 to control the movement of the tree element 702 in the copy mission scene.
[0194] Optionally, when the first scene element moves to the first scene position and the first scene position belongs to the designated layout position of the first scene element in the scene thumbnail, a release control is displayed; in response to receiving a trigger operation for the release control, a release animation is displayed; after the release animation is played, the first virtual character and the first scene element in an unpossessed state are displayed at the first scene position.
[0195] like Figure 7 As shown, the tree element 702 is moved to the sub-scene area 730. When the sub-scene area 730 belongs to the specified layout position of the tree element 702 in the scene thumbnail 701, a release button is displayed. The release button can place the tree element 702 in the specified sub-scene area and release the possession effect.
[0196] After clicking the release button, the empty model of the sub-scene area 730 is changed to the model of the tree element 702, and the player's original character model (such as the character model corresponding to the virtual character 501) is restored, thereby achieving the effect of placing the tree element 702 in the sub-scene area 730 and releasing the possession.
[0197] The following describes the specific technical implementation details when players place scene elements into scene sub-areas. For schematic purposes, please refer to Figure 8 , schematic diagram 800 shows 49 plot NPC models placed in 7 rows and 7 columns at the same intervals. The 49 plot NPC models are regarded as multiple sub-scene areas in the copy mission scene.
[0198] During the game, each plot NPC model realizes the placement of scene elements by loading BUFF. For example, placing a tree element into the sub-scene area means loading the "tree BUFF" into the corresponding plot NPC model, and the "tree BUFF" has the effect of turning the plot NPC model into a tree model; placing a flower element into the sub-scene area means loading the "flower BUFF" into the corresponding plot NPC model, and the "flower BUFF" has the effect of turning the plot NPC model into a flower model; placing a stone element into the sub-scene area means loading the "stone BUFF" into the corresponding plot NPC model, and the "stone BUFF" has the effect of turning the plot NPC model into a stone model.
[0199] Taking the tree model as an example, from the player's perception, a tree appears in the sub-scene area; when the "tree BUFF" in the sub-scene area is removed, from the player's perception, the tree in the sub-scene area disappears.
[0200] In this embodiment of the application, the buffs of the original plot NPC model are transferred to the player's corresponding avatar model, thus achieving the possession effect. Alternatively, the buffs of the player's corresponding avatar model are transferred to the unbuffed plot NPC model, thus achieving the effect of placing scene elements in the sub-scene area and removing the possession.
[0201] Step 450: Display the scene layout result based on the matching relationship between the first scene layout and the layout indication information.
[0202] Illustratively, in an embodiment of the present application, the player builds the scene according to the scene thumbnail given during the game. At the end of the time limit, if the scene layout in the scene thumbnail is not successfully restored, the layout fails. If the scene layout in the scene thumbnail is successfully restored, the layout is successful. The method for judging failure and success is: put the land NPC model in the scene in a 7*7 array, and store different situations (i.e., the scene layout corresponding to different scene thumbnails) in different arrays. Select the corresponding array according to the situation that occurs, and then compare the elements in the array with the status of the land NPC model array that the player will layout. If it meets the requirements, it is a success, otherwise it fails. The specific judgment steps are as follows:
[0203] Step 1: Number all plot NPC models according to their arrangement and store them in an array.
[0204] Among them, in the 7*7 plot, the NPC model number of the plot in the upper left corner is 271, and the NPC model number of the plot in the lower right corner is 217. The remaining numbers also correspond to the corresponding NPC models of the plots in their positions. The array corresponding to the 7*7 plot can be implemented as follows:
[0205] {271, 272, 273, 274, 275, 276, 277,
[0206] 261, 262, 263, 264, 265, 266, 267,
[0207] 251, 252, 253, 254, 255, 256, 257,
[0208] 241, 242, 243, 244, 245, 246, 247,
[0209] 231, 232, 233, 234, 235, 236, 237,
[0210] 221, 222, 223, 224, 225, 226, 227,
[0211] 211, 212, 213, 214, 215, 216, 217}
[0212] Step 2: Translate the scene thumbnail into an array for storage.
[0213] The embodiment of the present application includes a variety of scene thumbnails. In the copy mission scene, the scene thumbnails will appear randomly, and each scene thumbnail has its own corresponding array. Figure 9 As shown, it shows a schematic diagram of a scene thumbnail. The array obtained by translating the scene thumbnail 900 can be specifically implemented as follows:
[0214] {Empty, empty, empty, empty, empty, empty, empty,
[0215] Sky, stone, tree, tree, tree, stone, sky,
[0216] Empty, tree, flower, flower, flower, tree, empty,
[0217] Empty, tree, flower, flower, flower, tree, empty,
[0218] Empty, tree, flower, flower, flower, tree, empty,
[0219] Sky, stone, tree, tree, tree, stone, sky,
[0220] Empty, empty, empty, empty, empty, empty, empty}
[0221] Step 3: Check whether the player's placement meets the scene thumbnail requirements.
[0222] Each time a check is performed, the player retrieves the corresponding translated array based on the scene thumbnail and the array corresponding to the NPC model of the plot in the current scene. The NPC model in the current scene is then compared to see if it meets the requirements, that is, if it carries the buff specified in the scene thumbnail. If all of them meet the requirements, the player can be considered to have completed the required placement; otherwise, it is considered incomplete.
[0223] Optionally, in the embodiment of the present application, at the end of the time limit, if the scene layout fails, the player will receive a penalty result. Schematically, the game copy scene provided in the embodiment of the present application also includes a BOSS, please refer to Figure 5 ,exist Figure 5 In the game, the boss is "Meishi" 504, the enemy that players face in this dungeon.
[0224] Optionally, when the health of "Meishu" 504 reaches a preset health level, a scene requirement can be put forward to the player, that is, a scene thumbnail is displayed in the copy mission scene, and the player needs to build the corresponding scene according to the scene thumbnail. If the scene layout is not completed within the specified time, "Meishu" 504 will attack the player, such as eliminating the virtual character 501 controlled by the player.
[0225] To sum up, the scene layout method provided in the embodiment of the present application completes the specified scene layout by possessing scene elements in the virtual scene, enriching the way players interact with the virtual scene and improving the interactivity between the player and the virtual scene; on the other hand, compared with the method of controlling the virtual character to pick up scene elements and then controlling the virtual character to move scene elements, the layout information in the virtual scene is directly modified by possessing scene elements, which simplifies the operation steps when performing scene layout and improves the efficiency of human-computer interaction.
[0226] In addition, in this application, a scene thumbnail is displayed as layout instruction information to guide the player to specify the scene layout. The scene thumbnail can intuitively display the overall structure and layout of the virtual scene, allowing players to clearly see the See the position and relationship of each element in the virtual scene. This intuitive display method helps players understand the scene more quickly. The requirements of scene layout are met to improve the accuracy and efficiency of layout.
[0227] In some embodiments, the gain effect element or the debuff effect element can also be displayed in the virtual scene. Yifeng The construction process of rich scene layout, above Figure 3 or Figure 4 The illustrated embodiment may also include Figure 10Step 1000 is shown. Step 1000 may be performed simultaneously with any step from step 310 to step 350, or step 1000 may be performed before step 310, or step 1000 may be performed between any two adjacent steps from step 310 to step 350, which is not limited in this embodiment of the present application.
[0228] Step 1000: displaying effect elements in a target area in a virtual scene.
[0229] The effect element includes a gain effect element or a debuff effect element. The gain effect element is used to apply a gain effect to the virtual character in the target area, and the debuff effect element is used to apply a debuff effect to the virtual character in the target area.
[0230] Schematically, multiple sub-scene areas in a virtual scene are taken as an example for description, and the target area can be realized as one or more of the multiple sub-scene areas.
[0231] The following describes the debuff effect elements and the buff effect elements respectively.
[0232] 1. Debuff effect elements.
[0233] In an illustrative manner, the debuff effect element can weaken various attributes of the virtual character, such as attack power, defense power, speed, health value, etc.; reduce the effect of skills to weaken the power of skills; limit the character's ability to move, such as freezing, etc., which is not limited in the embodiments of the present application.
[0234] Optionally, when the effect element displayed in the target area is a debuff effect element, the target area cannot be used as the movement end position of the first scene element, that is, the player cannot place the scene element in the target area.
[0235] Illustratively, debuff effect elements can be implemented as terrain elements, such as mountain elements, water elements, desert elements, etc.; debuff effect elements can also be implemented as icons or marks representing negative states, such as skulls, chains or cracks, etc., which are not limited in this embodiment of the present application.
[0236] Take the example of implementing the debuff effect element as water element. For illustration, please refer to Figure 11 , which shows a schematic diagram of a water element interface. In the interface 1100, a water element 1101 is displayed in the target area 1110. The target area 1110 can be implemented as Figure 4 Any one or more of the sub-scene areas described in the embodiment.
[0237] Optionally, the water element is used to apply a deceleration effect to virtual characters in the target area. Illustratively, when a player-controlled virtual character 1102 passes through a water element 1101, the movement speed of the virtual character 1102 is reduced. When the player is laying out a scene, if the target area 1110 where the water element 1101 is located is not suitable for placement of scene elements,
[0238] In some embodiments, debuff effect elements in the virtual scene may be formed by displaying generated animations.
[0239] Optionally, a first generation animation of the debuff effect element is displayed in the target area, and the first generation animation is used to generate the debuff effect element; in response to the end of the first generation animation, the debuff effect element is displayed in the target area.
[0240] Indicatively, there are multiple ways to generate debuff effect elements, and different generation methods represent different generation animations, for example: virtual clouds raining to generate water and ground element animations, virtual fountains spraying water to generate water and ground element animations, and target virtual objects producing virtual tears to generate water and ground element animations, wherein the target virtual object can be realized as a BOSS in the virtual scene (i.e. Figure 5 "Mei Shu" in 504).
[0241] In the embodiment of the present application, during the generation of debuff effect elements, the player can prevent the generation of debuff effect elements by possessing scene elements and moving the scene elements.
[0242] Optionally, in response to the end of the first generated animation, before the debuff effect element is displayed in the target area: when the third scene element moves to the target area and the third scene element meets the elimination conditions of the first generated animation, the generation failure of the debuff effect element is displayed.
[0243] Among them, the third scene element can be realized as a scene element possessed by the first virtual character, that is, the third scene element can be realized as the first scene element; or, the third scene element can be realized as a scene element possessed by the teammate virtual character of the first virtual character.
[0244] By moving the possessed scene elements to the target area, the generation of negative effect elements in the target area is interrupted. exist In the possession gameplay, players are allowed to interrupt the generation of debuff elements through possession operations, avoiding or reducing the player character's It reduces the adverse effects of the game, increases the challenge and fun of the game, and enhances the player's sense of control over the game process.
[0245] Optionally, the third scene element includes at least one of a tree element, a flower element, and a stone element. The above-mentioned situation where the generation of the element displaying the debuff effect fails includes at least one of the following situations:
[0246] Case 1: When the first generation animation refers to the animation of virtual clouds generating water and ground elements when it rains, when the tree element moves to the target area, the first elimination animation is displayed. The first elimination animation includes the animation of the tree element receiving rain; after the elimination animation is played, it is displayed that the generation of the water and ground elements has failed.
[0247] Schematically, a virtual cloud is displayed above the target area of the virtual scene, and an animation effect of rain falling from the virtual cloud is displayed. This animation effect can last for 10 seconds. If the player does not move the tree element to the target area within 10 seconds, the target area will display water and land elements after 10 seconds.
[0248] If the player moves the tree element to the target area within 10 seconds, the water element will not form in the target area, and after 10 seconds, the virtual clouds will stop raining.
[0249] Case 2: When the first generation animation refers to the animation of a virtual fountain spraying water to generate water and ground elements, when the stone element moves to the target area, the second elimination animation is displayed. The second elimination animation includes an animation of the stone element blocking the spring of the virtual fountain; after the second elimination animation is played, it is displayed that the water and ground element generation failed.
[0250] Schematically, a virtual fountain is displayed in the target area of the virtual scene, and an animation effect of the virtual fountain spraying water is displayed. The animation effect can last for 10 seconds. If the player does not move the stone element to the target area within 10 seconds, the target area will display the water element after 10 seconds.
[0251] If the player moves the stone element to the target area within 10 seconds, the water element will not form in the target area, and after 10 seconds, the virtual fountain will stop spraying water.
[0252] Case three: The virtual scene includes a target virtual object, and the distance between the target area and the location of the target virtual object is less than or equal to the preset distance; when the first generation animation refers to the animation in which the target virtual object produces virtual tears to generate water and ground elements, when the flower element moves to the target area, the third elimination animation is displayed; after the third elimination animation is played, it is displayed that the water and ground element generation failed.
[0253] Schematically, the target area in the virtual scene is implemented as multiple sub-scene areas surrounding the dungeon boss. The dungeon boss will generate virtual tears and sprinkle them across these sub-scene areas. This animation effect lasts for 10 seconds. If the player places flower elements in multiple sub-scene areas within 10 seconds, after 10 seconds, the sub-scene areas without flower elements will display water elements; the sub-scene areas with flower elements will display water elements. No water elements will form in the target area, and after 10 seconds, the dungeon boss will stop generating virtual tears.
[0254] In the above embodiment, different scene elements are used to interrupt the generation process of different debuff effect elements. Enriched A way to prevent debuff elements from being generated, Different scene elements are used to interrupt the generation process of different debuff elements. Each scene element has different functions and effects. Players need to choose the corresponding scene element according to different situations to interrupt the generation of debuff effects. It increases the fun of the game and improves the interactivity between players and scene elements.
[0255] 2. Gain effect elements.
[0256] Illustratively, the gain effect element can enhance various attributes of the virtual character, such as attack power, defense power, speed, health value, etc.; improve skill effects, enhance skill power, etc., which is not limited in this embodiment of the present application.
[0257] When the effect element displayed in the target area is a gain effect element, the target area can be used as the movement end position of the first scene element, that is, the player can place the scene element in the target area.
[0258] Illustratively, the gain effect element can be represented by a specific icon or badge, such as a halo, wings, shield, etc., which is not limited in this application.
[0259] In some embodiments, when the effect element displayed in the target area is a gain effect element and the first virtual character moves to the target area, possession prompt information of the combined scene element is displayed; the combined scene element includes at least two scene elements, and the current relative positions of the at least two scene elements in the virtual scene match the relative positions of the at least two scene elements in the layout indication information.
[0260] In response to receiving an attachment operation for a combined scene element, an attachment effect of the first virtual character attached to the combined scene element is displayed, wherein when the first virtual character is attached to the combined scene element, the movement control operation received by the main control terminal acts on at least two scene elements at the same time.
[0261] For illustration, please refer to Figure 12 , which shows a schematic diagram of a gain effect display, such as Figure 12 As shown, a "help mark" 1201 is displayed in the sub-scene area 1210. The "help mark" 1201 is a gain effect element. When the virtual character 1202 controlled by the player is in the sub-scene area 1210, the possession prompt information of the combined scene elements (i.e., the tree element 1203, the stone element 1204 and the stone element 1205) is displayed, for example: Figure 7 A circle mark 1206 for the combined scene element is displayed in the image, and a circle mark 1207 for the element identifier corresponding to the combined scene element is displayed in the scene thumbnail.
[0262] Among them, circle mark 1206 and circle mark 1207 prompt the player that the relative positions of tree element 1203, stone element 1204 and stone element 1205 in the virtual scene match their relative positions in the scene thumbnail, and the tree element 1203, stone element 1204 and stone element 1205 can be combined and controlled.
[0263] At this time, if the player triggers the "Transformation" button 1208, the virtual character 1202 will be attached to the combined scene element, that is, the player can move the combined scene element. During the movement, the relative positions of the tree element 1203, the stone element 1204 and the stone element 1205 will not change. So that players can adjust the positions of multiple scene elements in batches, Improves the layout efficiency of players when laying out scenes.
[0264] In some embodiments, an elimination skill identifier corresponding to the first virtual character is displayed, the elimination skill identifier indicates that the first virtual character has an elimination skill, and the elimination skill is used to eliminate display elements within the skill range; in response to receiving a release operation for the elimination skill at a specified position in the virtual scene, an elimination animation of the display elements within the range corresponding to the specified position is displayed.
[0265] For illustration, please refer to Figure 13 , which shows a schematic diagram of the display of an elimination skill. In interface 1300, the virtual character 1301 controlled by the player has an "eraser" mark 1302, indicating that the virtual character 1301 currently has the "eraser" skill, which can erase the display elements within the range 1303 corresponding to the current "eraser" skill, where the display elements include the above-mentioned debuff effect elements, buff effect elements, first scene elements, second scene elements, etc. Optionally, when the duration of displaying the "eraser" mark 1302 reaches a preset duration, the system will erase the display elements therein according to the "eraser" range 1303 selected by the player. The player can move during this period to move the "eraser" range 1303, thereby adjusting the display elements contained in the "eraser" range 1303.
[0266] Indicatively, when the number of scene elements is the same as the number required by the scene thumbnail, the player moves away from the crowd. When the number of scene elements exceeds the number required by the scene thumbnail, the player cooperates with other players to eliminate the extra scene elements and then moves away from the crowd.
[0267] In this application, elimination skills are designed, and players can use elimination skills to eliminate elements displayed in the scene, such as: debuff effect elements, gain effect elements, first scene elements, second scene elements, etc. Players can observe elements in the scene Layout, think about how to use the elimination skills most effectively to achieve the purpose of quickly building the required scene, which increases the fun of the game. Taste.
[0268] In some embodiments, if the debuff element is not eliminated within a preset time period, a spreading animation of the elimination skill is displayed. The spreading animation refers to an animation in which the debuff element in the target area spreads to other areas adjacent to the target area in the virtual scene.
[0269] Schematically, the virtual scene includes sub-scene area 1, sub-scene area 2 and sub-scene area 3 as an example. Sub-scene area 1, sub-scene area 2 and sub-scene area 3 are adjacent areas. At 19:08, sub-scene area 1 successfully generates water land element a, and the current coverage range of water land element a is sub-scene area 1; if at 19:10, the water land element a generated by sub-scene area 1 is not eliminated by the player, then the water land element a will spread to sub-scene area 2, that is, the current coverage range of water land element a is sub-scene area 1 and sub-scene area 2; if at 19:12, the water land element a generated by sub-scene area 1 is not eliminated by the player, then the water land element a will spread to sub-scene area 3, that is, the current coverage range of water land element a is sub-scene area 1, sub-scene area 2 and sub-scene area 3.
[0270] It should be noted that the examples in the above embodiments are only for illustrative purposes and are not intended to be limiting. For example, the scene construction method provided in the embodiments of the present application can also be applied to AR applications or VR applications. Schematically, in a VR scenario, a player wears a VR device to carry out activities in a VR virtual world. The player can adjust the position of items placed in the player space (such as the player's cabin) in the VR virtual world. The player space includes virtual items with a possession function. When the player triggers the possession operation for the virtual item, the player is possessed by the virtual item, and all control operations received by the VR device currently worn by the player act on the virtual item. The player can place the virtual item in a specified position. After the placement is successful, the player can switch the possessed item or the player can leave the possessed state.
[0271] For illustration, please refer to Figure 14 , which shows a structural block diagram of a scene layout device provided by an exemplary embodiment of the present application, the device includes the following modules:
[0272] A display module 1410 is configured to display a first virtual character in a virtual scene, wherein the virtual scene further includes a first scene element;
[0273] The display module 1410 is configured to display, in response to receiving a possession operation for the first scene element, a possession effect of the first virtual character being possessed by the first scene element, wherein when the first virtual character is possessed by the first scene element, the movement control operation received by the main control terminal acts on the first scene element;
[0274] The display module 1410 is used to display layout indication information, where the layout indication information is used to indicate a scheme for constructing a scene layout through scene elements;
[0275] A receiving module 1420 is configured to receive the movement control operation on the first scene element, wherein the movement control operation is used to move the first scene element to a first scene position to construct a first scene layout with second scene elements at other scene positions;
[0276] The display module 1410 is configured to display a scene layout result based on a matching relationship between the first scene layout and the layout indication information.
[0277] In some embodiments, the display module 1410 is configured to display first layout indication information, where the first layout indication information includes designated layout positions corresponding to the first scene element and the second scene element, respectively.
[0278] In some embodiments, the virtual scene includes multiple sub-scene areas; the display module 1410 is used to display scene thumbnails corresponding to the multiple scene sub-areas, and the scene thumbnails include graphic areas corresponding to the multiple sub-scene areas respectively; wherein, when the designated layout position of the target scene element is the target sub-scene area among the multiple sub-scene areas, the element identifier of the target scene element is displayed in the graphic area corresponding to the target sub-scene area; the target scene element includes at least one of the first scene element and the second scene element.
[0279] In some embodiments, the display module 1410 is used to display a first layout result when the scene position of each scene element in the first scene layout matches the specified layout position of each scene element in the layout indication information, and the first layout result is used to indicate that the scene layout is successful.
[0280] In some embodiments, the first layout indication information also includes the specified layout sizes corresponding to the first scene element and the second scene element respectively; the display module 1410 is used to display the first layout result when the scene position of each scene element in the first scene layout matches the specified layout position of each scene element in the layout indication information, and the element size of each scene element in the first scene layout matches the specified layout size of each scene element in the layout indication information.
[0281] In some embodiments, the display module 1410 is used to display a possession control, which is used to control the first virtual character to be attached to the first scene element; when the distance between the first virtual character and the first scene is less than or equal to a preset distance, in response to receiving a trigger operation on the possession control, the possession effect of the first virtual character attached to the first scene element is displayed.
[0282] In some embodiments, the first virtual character is located at a first position and the first scene element is located at a second position; the display module 1410 is used to display the first virtual character moving from the first position to the second position and attaching itself to the first scene element, and the first virtual character's first observation perspective of the virtual scene is switched to the second observation perspective corresponding to the first scene element; or, display the first scene element moving from the second position to the first position, and the first virtual character at the first position attaching itself to the first scene element.
[0283] In some embodiments, the display module 1410 is used to display an element movement control when the first virtual character is attached to the first scene element; the receiving module 1420 is used to receive a trigger operation on the element movement control as the movement control operation.
[0284] In some embodiments, the display module 1410 is used to display the element movement control when the first virtual character is attached to the first scene element and the number of multiple virtual characters currently attached to the first scene element reaches a preset number, wherein the first virtual character is the virtual character selected from the multiple virtual characters to control the first scene element.
[0285] In some embodiments, the first scene element includes multiple element parts; the display module 1410 is used to display the element movement control when the first virtual character is attached to the first element part of the multiple element parts and the multiple element parts are attached respectively, and the element movement control is used to control the movement of the first element part in coordination with other element parts.
[0286] In some embodiments, the display module 1410 is used to display effect elements in the target area in the virtual scene, and the effect elements include gain effect elements or debuff effect elements; wherein, the gain effect elements are used to apply a gain effect to the virtual character in the target area, and the debuff effect elements are used to apply a debuff effect to the virtual character in the target area.
[0287] In some embodiments, the display module 1410 is used to display possession prompt information for the combined scene element when the effect element displayed in the target area is the gain effect element and the first virtual character moves to the target area; the combined scene element includes at least two scene elements, and the current relative positions of the at least two scene elements in the virtual scene match the relative positions of the at least two scene elements in the layout indication information; in response to receiving a possession operation for the combined scene element, display the possession effect of the first virtual character possessed by the combined scene element, wherein, when the first virtual character is possessed by the combined scene element, the movement control operation received by the main control terminal acts on the at least two scene elements at the same time.
[0288] In some embodiments, the display module 1410 is used to display a first generation animation of the debuff effect element in the target area, where the first generation animation is used to generate the debuff effect element; when a third scene element moves to the target area and the third scene element meets the elimination condition of the first generation animation, it is displayed that the generation of the debuff effect element fails.
[0289] In some embodiments, the debuff effect element includes a water element, which is used to apply a deceleration effect to the virtual character in the target area; the third scene element includes at least one of a tree element, a flower element, and a stone element; and the display module 1410 is used to:
[0290] In the case where the first generation animation is an animation of virtual clouds raining to generate the water element, when the tree element moves to the target area, a first elimination animation is displayed, the first elimination animation including an animation of the tree element receiving rain; after the elimination animation ends, the water element generation failure is displayed;
[0291] In a case where the first generation animation is an animation of a virtual fountain spraying water to generate the water element, when the stone element moves to the target area, a second elimination animation is displayed, wherein the second elimination animation includes an animation of the stone element blocking the spring of the virtual fountain; after the second elimination animation ends, the water element generation failure is displayed;
[0292] The virtual scene includes a target virtual object, and the distance between the target area and the location of the target virtual object is less than or equal to a preset distance; when the first generation animation refers to the animation in which the target virtual object produces virtual tears to generate the water and land elements, when the flower element moves to the target area, a third elimination animation is displayed; after the third elimination animation is played, the failure of the water and land element generation is displayed.
[0293] In some embodiments, the display module 1410 is used to display an elimination skill identifier corresponding to the first virtual character, wherein the elimination skill identifier indicates that the first virtual character has an elimination skill, and the elimination skill is used to eliminate display elements within the skill range; in response to receiving a release operation of the elimination skill at a specified position in the virtual scene, an elimination animation of the display elements within the range corresponding to the specified position is displayed.
[0294] In some embodiments, the virtual scene includes a target virtual object; the display module 1410 is used to display a second layout result when the first scene layout does not match the scene layout indicated by the layout indication information, and the second layout result is used to indicate that the scene layout has failed; and to display an animation of the target virtual object attacking the first virtual character.
[0295] In summary, the scene layout device provided in the embodiment of the present application enables the first virtual character to possess the first scene element through the possession operation on the first scene element in the virtual scene, so that the player can control the first scene element to move in the virtual scene. The player can move the first scene element to the first scene position and the second scene element at other scene positions to construct the first scene layout, and the terminal will display the scene layout result according to the matching relationship between the first scene layout and the layout indication information. On the one hand, by possessing the scene elements in the virtual scene to complete the specified scene layout, the way of interacting with the virtual scene is enriched, and the interactivity between the player and the virtual scene is improved; on the other hand, compared with the method of controlling the virtual character to pick up the scene element and then controlling the virtual character to move the scene element, the layout information in the virtual scene is directly modified by possessing the scene element, which simplifies the operation steps when performing scene layout and improves the efficiency of human-computer interaction.
[0296] It should be noted that the scene layout device provided in the above embodiment is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the scene layout device and scene layout method embodiments provided in the above embodiment are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0297] Figure 15The following is a block diagram of a computer device 1500 according to an exemplary embodiment of the present application. Computer device 1500 may be a smartphone, a tablet computer, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player, a laptop computer, or a desktop computer. Computer device 1500 may also be referred to as a user device, a portable computer device, a laptop computer device, a desktop computer device, or other similar names.
[0298] Typically, the computer device 1500 includes a processor 1501 and a memory 1502 .
[0299] The processor 1501 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1501 may be implemented in at least one hardware form of digital signal processing (DSP), field-programmable gate array (FPGA), and programmable logic array (PLA). The processor 1501 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a central processing unit (CPU); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1501 may be integrated with a graphics processing unit (GPU), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1501 may also include an artificial intelligence (AI) processor, which is used to process computing operations related to machine learning.
[0300] Memory 1502 may include one or more computer-readable storage media, which may be non-transitory. Memory 1502 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in memory 1502 is used to store at least one instruction, which is executed by processor 1501 to implement the scene layout method provided in the method embodiment of the present application.
[0301] Schematically, the computer device 1500 also includes other components, which can be understood by those skilled in the art. Figure 15 The structure shown in the figure does not constitute a limitation on the computer device 1500, and the computer device 1500 may include more or fewer components than shown in the figure, or combine some components, or adopt a different component arrangement.
[0302] Those skilled in the art will appreciate that all or part of the steps in the various methods of the above embodiments can be completed by instructing the relevant hardware through a program. The program can be stored in a computer-readable storage medium, which can be the computer-readable storage medium contained in the memory in the above embodiments; or it can be a separate computer-readable storage medium that is not assembled into a computer device. The computer-readable storage medium stores at least one instruction, at least one program, code set, or instruction set. The at least one instruction, at least one program, code set, or instruction set is loaded and executed by the processor to implement the scene layout method described in any of the above embodiments.
[0303] Optionally, the computer-readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a solid-state drive (SSD), or an optical disk. Among them, the random access memory may include a resistance random access memory (ReRAM) and a dynamic random access memory (DRAM). The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0304] Those skilled in the art will appreciate that all or part of the steps in the above embodiments may be implemented by hardware or by programs instructing the relevant hardware to perform the steps. The programs may be stored in a computer-readable storage medium, such as a read-only memory, a magnetic disk, or an optical disk. The above are merely optional embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included within the scope of protection of the present application.
Claims
1. A scene layout method, characterized in that: The method comprises: Displaying a first virtual character in a virtual scene, wherein the virtual scene also includes a first scene element; In response to receiving a possession operation for the first scene element, displaying a possession effect of the first virtual character being possessed by the first scene element, wherein when the first virtual character is possessed by the first scene element, the movement control operation received by the main control terminal acts on the first scene element; Displaying layout instruction information, where the layout instruction information is used to indicate a scheme for constructing a scene layout through scene elements; receiving the movement control operation on the first scene element, wherein the movement control operation is used to move the first scene element to a first scene position and construct a first scene layout with second scene elements at other scene positions; Based on the matching relationship between the first scene layout and the layout indication information, a scene layout result is displayed.
2. The method according to claim 1, characterized in that The display layout indication information includes: First layout indication information is displayed, where the first layout indication information includes designated layout positions corresponding to the first scene element and the second scene element respectively.
3. The method according to claim 2, characterized in that The virtual scene includes a plurality of sub-scene areas; The displaying of the first layout indication information includes: Displaying scene thumbnails corresponding to the multiple scene sub-areas, wherein the scene thumbnails include graphic areas corresponding to the multiple sub-scene areas respectively; Among them, when the designated layout position of the target scene element is the target sub-scene area among the multiple sub-scene areas, the element identifier of the target scene element is displayed in the graphic area corresponding to the target sub-scene area; the target scene element includes at least one of the first scene element and the second scene element.
4. The method according to claim 2, characterized in that The displaying of the scene layout result based on the matching relationship between the first scene layout and the layout indication information includes: When the scene position of each scene element in the first scene layout matches the specified layout position of each scene element in the layout indication information, a first layout result is displayed, where the first layout result is used to indicate that the scene layout is successful.
5. The method according to claim 4, characterized in that The first layout indication information also includes designated layout sizes corresponding to the first scene element and the second scene element respectively; The displaying of the first layout result when the scene position of each scene element in the first scene layout matches the specified layout position of each scene element in the layout indication information includes: The first layout result is displayed when the scene position of each scene element in the first scene layout matches the specified layout position of each scene element in the layout indication information, and the element size of each scene element in the first scene layout matches the specified layout size of each scene element in the layout indication information.
6. The method according to any one of claims 1 to 5, characterized in that: In response to receiving the possession operation for the first scene element, displaying the possession effect of the first virtual character being possessed by the first scene element includes: Displaying a possession control, where the possession control is used to control the first virtual character to be possessed by the first scene element; In a case where the distance between the first virtual character and the first scene is less than or equal to a preset distance, in response to receiving a trigger operation on the possession control, a possession effect of the first virtual character being possessed by the first scene element is displayed.
7. The method according to any one of claims 1 to 5, characterized in that: The first virtual character is located at a first position, and the first scene element is located at a second position; The displaying of the possession effect of the first virtual character being attached to the first scene element includes: Displaying that the first virtual character moves from the first position to the second position and is attached to the first scene element, and the first virtual character's first observation perspective of the virtual scene switches to a second observation perspective corresponding to the first scene element; or, The first scene element is displayed to move from the second position to the first position, and the first virtual character at the first position is attached to the first scene element.
8. The method according to any one of claims 1 to 5, characterized in that: The receiving the movement control operation on the first scene element includes: In a case where the first virtual character is attached to the first scene element, displaying an element movement control; A trigger operation on the element movement control is received as the movement control operation.
9. The method according to claim 8, characterized in that The method of displaying an element movement control when the first virtual character is attached to the first scene element includes: When the first virtual character is attached to the first scene element and the number of multiple virtual characters currently attached to the first scene element reaches a preset number, the element movement control is displayed, wherein the first virtual character is the virtual character selected from the multiple virtual characters to control the first scene element.
10. The method according to claim 8, characterized in that The first scene element includes a plurality of element parts; The method of displaying an element movement control when the first virtual character is attached to the first scene element includes: When the first virtual character is attached to the first element part of the multiple element parts, and the multiple element parts are attached respectively, the element movement control is displayed, and the element movement control is used to control the first element part to move in coordination with other element parts.
11. The method according to any one of claims 1 to 5, characterized in that: The method further comprises: Displaying an effect element in a target area in the virtual scene, wherein the effect element includes a gain effect element or a loss effect element; The gain effect element is used to apply a gain effect to the virtual character in the target area, and the debuff effect element is used to apply a debuff effect to the virtual character in the target area.
12. The method according to claim 11, characterized in that The method further comprises: When the effect element displayed in the target area is the gain effect element and the first virtual character moves to the target area, displaying possession prompt information for a combined scene element; the combined scene element includes at least two scene elements, and the relative positions of the at least two scene elements currently in the virtual scene match the relative positions of the at least two scene elements in the layout indication information; In response to receiving an attachment operation for the combined scene element, an attachment effect of the first virtual character attached to the combined scene element is displayed, wherein, when the first virtual character is attached to the combined scene element, the movement control operation received by the main control terminal acts on the at least two scene elements at the same time.
13. The method according to claim 11, characterized in that The target area display effect element in the virtual scene includes: displaying a first generation animation of the debuff effect element in the target area, wherein the first generation animation is used to generate the debuff effect element; When the third scene element moves to the target area and the third scene element meets the elimination condition of the first generation animation, it is displayed that the generation of the debuff effect element fails.
14. The method according to claim 13, characterized in that The debuff effect element includes a water element, and the water element is used to apply a deceleration effect to the virtual character in the target area; the third scene element includes at least one of a tree element, a flower element, and a stone element; When the third scene element moves to the target area and the third scene element meets the elimination condition of the debuff effect element, displaying that the debuff effect element fails to be generated includes: In the case where the first generation animation is an animation of virtual clouds raining to generate the water element, when the tree element moves to the target area, a first elimination animation is displayed, the first elimination animation including an animation of the tree element receiving rain; after the elimination animation ends, the water element generation failure is displayed; In a case where the first generation animation is an animation of a virtual fountain spraying water to generate the water element, when the stone element moves to the target area, a second elimination animation is displayed, wherein the second elimination animation includes an animation of the stone element blocking the spring of the virtual fountain; after the second elimination animation ends, the water element generation failure is displayed; The virtual scene includes a target virtual object, and the distance between the target area and the location of the target virtual object is less than or equal to a preset distance; when the first generation animation refers to the animation in which the target virtual object produces virtual tears to generate the water and land elements, when the flower element moves to the target area, a third elimination animation is displayed; after the third elimination animation is played, the failure of the water and land element generation is displayed.
15. The method according to any one of claims 1 to 5, characterized in that: The method further comprises: Displaying an elimination skill identifier corresponding to the first virtual character, wherein the elimination skill identifier indicates that the first virtual character has an elimination skill, and the elimination skill is used to eliminate display elements within a skill range; In response to receiving a release operation of the elimination skill at a designated position in the virtual scene, an elimination animation of the display elements within a range corresponding to the designated position is displayed.
16. The method according to any one of claims 1 to 5, characterized in that: The virtual scene includes a target virtual object; The displaying of the scene layout result based on the matching relationship between the first scene layout and the layout indication information includes: In a case where the first scene layout does not match the scene layout indicated by the layout indication information, displaying a second layout result, where the second layout result is used to indicate that the scene layout fails; The method further comprises: An animation of the target virtual object attacking the first virtual character is displayed.
17. A scene layout device, characterized in that: The device comprises: A display module, configured to display a first virtual character in a virtual scene, wherein the virtual scene further includes a first scene element; the display module is configured to display, in response to receiving a possession operation for the first scene element, a possession effect of the first virtual character being possessed by the first scene element, wherein when the first virtual character is possessed by the first scene element, the movement control operation received by the main control terminal acts on the first scene element; The display module is used to display layout indication information, where the layout indication information is used to indicate a scheme for constructing a scene layout through scene elements; A receiving module, configured to receive the movement control operation on the first scene element, wherein the movement control operation is used to move the first scene element to a first scene position and construct a first scene layout with second scene elements at other scene positions; The display module is used to display the scene layout result based on the matching relationship between the first scene layout and the layout indication information.
18. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the scene layout method according to any one of claims 1 to 16.
19. A computer-readable storage medium, characterized in that The storage medium stores at least one program, and the at least one program is loaded and executed by the processor to implement the scene layout method according to any one of claims 1 to 16.
20. A computer program product, characterized in that The method comprises a computer program, which, when executed by a processor, implements the scene layout method according to any one of claims 1 to 16.