Updating method and device of game blocking graph and electronic equipment

By providing a graphical user interface on the terminal device to display the game scene and the blocking map, controlling the movement of game objects and updating pixel values, the problem of inaccurate blocking map correction in the existing technology is solved, and the blocking map is accurately matched with the scene requirements, thereby improving development efficiency.

CN120679170APending Publication Date: 2025-09-23NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510842743.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-20
Publication Date
2025-09-23

AI Technical Summary

Technical Problem

In the existing technology, the modification of the game blocking map relies on manual visual judgment and lacks quantitative standards. As a result, the modified blocking map is difficult to accurately match the actual scene requirements and needs to be repeatedly entered into the game for testing and verification, which affects development efficiency.

Method used

Provide a graphical user interface through the terminal device, obtain the initial blocking map of the game scene, display the scene screen and blocking map on the interface, control the movement of game objects, display contour marks in response to editing operations, and update the pixel values ​​in the blocking map to match the actual needs of the scene.

Benefits of technology

By building an intuitive visual editing environment, users can outline the correct contour marks in real time on the interface and accurately modify the blocking map, which improves development efficiency and ensures that the blocking map matches the actual needs of the scene.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game blocking graph updating method and device and electronic equipment. The method comprises the steps of obtaining an initial blocking graph of a game scene; wherein the image position in the initial blocking image corresponds to the scene position in the game scene; the graph position has a pixel value, and the pixel value is used for indicating whether the scene position corresponding to the graph position allows the game object to exist or not; displaying at least part of a scene picture of the game scene on a graphical user interface, and displaying at least part of an initial blocking graph; controlling the game object to move in the game scene, and displaying an object identifier corresponding to the game object in at least part of the initial blocking graph; in response to an editing operation for at least part of the initial blocking graph, displaying a contour identifier in the at least part of the initial blocking graph based on an operation parameter of the editing operation; and updating the pixel value of the image position in the target image area surrounded or partially surrounded by the contour identifier in the initial blocking image. In the mode, the adjusted blocking graph is accurately matched with the actual scene requirement, and the development efficiency is improved.
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Description

Technical Field

[0001] The present invention relates to the technical field of game technology, and in particular to a method, device and electronic equipment for updating a game blocking map. Background Art

[0002] In game development, to restrict the character's range of movement and prevent them from entering restricted areas or clipping through the game scene, it's necessary to configure blocking data for the game scene. Typically, a blocking map is constructed based on the scene's characteristics. The map uses black and white areas to distinguish between passable areas: black areas are assigned a blocking value of 0, allowing the character to move within them; white areas are assigned a blocking value of 1, making them restricted areas. Any entry into these areas by the character will be blocked. During gameplay, the character's range of movement is restricted by reading the blocking values ​​in the map.

[0003] When a game character enters a restricted area or is mistakenly blocked in a passable area, the obstruction map needs to be corrected. In related technologies, this correction relies on manual visual judgment. Developers identify the problem area through observation, take screenshots to record the scene coordinates, and then make regional modifications to the obstruction map. This correction method lacks quantitative standards, making it difficult for the modified obstruction map to accurately match actual scene requirements. Repeated in-game testing and verification is required, affecting development efficiency. Summary of the Invention

[0004] In view of this, the purpose of the present invention is to provide a method, device and electronic device for updating a game blocking map, so that the adjusted blocking map matches the actual needs of the scene and improves development efficiency.

[0005] In a first aspect, an embodiment of the present invention provides a method for updating a game blocking map, providing a graphical user interface through a terminal device; the method comprises: obtaining an initial blocking map of a game scene; wherein the map position in the initial blocking map corresponds to the scene position in the game scene; the map position has a pixel value, and the pixel value is used to indicate whether the scene position corresponding to the map position allows the existence of a game object; displaying at least a portion of the scene screen of the game scene on the graphical user interface, and displaying at least a portion of the initial blocking map; controlling the movement of the game object in the game scene, and displaying an object identifier corresponding to the game object in at least a portion of the initial blocking map; wherein the position of the object identifier in at least a portion of the initial blocking map corresponds to the position of the game object in the game scene; in response to an editing operation on at least a portion of the initial blocking map, displaying a contour identifier in at least a portion of the initial blocking map based on the operation parameters of the editing operation; and updating the pixel value of the map position in the target map area surrounded or partially surrounded by the contour identifier in the initial blocking map.

[0006] In a second aspect, an embodiment of the present invention further provides a device for updating a game blocking map, comprising: a first acquisition module for acquiring an initial blocking map of a game scene; wherein the map position in the initial blocking map corresponds to the scene position in the game scene; the map position has a pixel value, and the pixel value is used to indicate whether the scene position corresponding to the map position allows the game object to exist; a first display module for displaying at least part of the scene screen of the game scene in a graphical user interface, and displaying at least part of the initial blocking map; a first control module for controlling the movement of game objects in the game scene, and displaying an object identifier corresponding to the game object in at least part of the initial blocking map; wherein the position of the object identifier in at least part of the initial blocking map corresponds to the position of the game object in the game scene; a first editing module for responding to an editing operation on at least part of the initial blocking map, and displaying a contour identifier in at least part of the initial blocking map based on the operation parameters of the editing operation; a first updating module for updating the pixel value of the map position in the target map area surrounded or partially surrounded by the contour identifier in the initial blocking map.

[0007] In a third aspect, an embodiment of the present invention provides an electronic device including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned method for updating the game blocking map.

[0008] In a fourth aspect, an embodiment of the present invention provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned game blocking map updating method.

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

[0010] The above-mentioned method, device and electronic device for updating the game blocking map obtain an initial blocking map of the game scene; wherein the map position in the initial blocking map corresponds to the scene position in the game scene; the map position has a pixel value, and the pixel value is used to indicate whether the scene position corresponding to the map position allows the game object to exist; display at least part of the scene screen of the game scene on a graphical user interface, and display at least part of the initial blocking map; control the movement of the game object in the game scene, and display the object identifier corresponding to the game object in at least part of the initial blocking map; wherein the position of the object identifier in at least part of the initial blocking map corresponds to the position of the game object in the game scene; in response to an editing operation on at least part of the initial blocking map, a contour identifier is displayed in at least part of the initial blocking map based on the operation parameters of the editing operation; and the pixel value of the map position in the target map area surrounded or partially surrounded by the contour identifier in the initial blocking map is updated. In this method, an intuitive visual editing environment is constructed by synchronously presenting the scene screen and at least part of the blocking map in a graphical user interface. When the user controls the movement of the game object in the scene, the object identifier that completely corresponds to the position of the game object will be synchronously displayed in the blocking map. If the user finds that the blocking map deviates from the actual needs, the game object can be controlled to move along the actual passage boundary in the scene. The user can outline the correct contour identifier along the object identifier trajectory on the blocking map of the user interface in real time. The terminal accurately modifies the pixel value of the image position in the target image area surrounded or partially surrounded by the contour identifier in the blocking map based on the contour identifier, so that the adjusted blocking map matches the actual needs of the scene, thereby improving development efficiency.

[0011] Other features and advantages of the present invention will be described in the following description, and in part will become apparent from the description, or understood by practicing the present invention. The purposes and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0012] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0013] In order to more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0014] Figure 1 A schematic diagram of an embodiment of the present invention providing an indication of updating of a game blocking map;

[0015] Figure 2A flowchart of a method for updating a game blocking map provided by an embodiment of the present invention;

[0016] Figure 3 A schematic diagram of a game scene provided by an embodiment of the present invention;

[0017] Figure 4 A schematic diagram of a graphical user interface provided by an embodiment of the present invention;

[0018] Figure 5 A schematic diagram of an initial blocking map provided by an embodiment of the present invention;

[0019] Figure 6 A schematic diagram of a contour marker provided by an embodiment of the present invention;

[0020] Figure 7 A schematic diagram of a device for updating a game blocking map provided by an embodiment of the present invention;

[0021] Figure 8 A schematic structural diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0022] To make the objectives, technical solutions, and advantages of the embodiments of the present invention more clear, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the embodiments described are only part of the embodiments of the present invention, not all of them. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work shall fall within the scope of protection of the present invention.

[0023] In related technologies, the process of correcting the blocking map often relies on the tester to intuitively judge the location of the blocking in the game, capture the corresponding scene location and coordinates, and then hand it over to the art engineer to correct the blocking map, and repeat this process until the blocking map is correct. In this process, the location of the tester's screenshot is usually just a point, but the blocking problem may be a blocking error in an area or a line. Therefore, when making corrections, the art engineer can only enter the game test by himself, judge the degree of deviation by eye, and then correct the regional deviation of the blocking map. For example, Figure 1 In the scene map, the blocking boundary of the land block map was corrected from line 1 to line 2. Because the art engineers could only visually judge and modify the in-game blocking deviations during this process, lacking a quantitative standard, the modified blocking map was inaccurate and required repeated in-game testing and verification, significantly impacting development efficiency.

[0024] Based on this, embodiments of the present invention provide a method, device, and electronic device for updating a game block map. In one embodiment of the present invention, the game block map updating method can be executed on a local terminal device or a server. When the game block map updating method is executed on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0025] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game block map update method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0026] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0027] To facilitate understanding of this embodiment, a method for updating a game blocking map disclosed in an embodiment of the present invention is first introduced in detail. Figure 2 As shown, the method for updating the game blocking map provides a graphical user interface through a terminal device, and the method includes the following steps:

[0028] Step S202: Obtain an initial blocking map of the game scene; wherein the map position in the initial blocking map corresponds to the scene position in the game scene; the map position has a pixel value, and the pixel value is used to indicate whether the scene position corresponding to the map position allows the game object to exist.

[0029] In the initial blocking map of the above-mentioned game scene, the image positions in the initial blocking map correspond to the scene positions in the game scene, that is, any image position in the initial blocking map can find a unique corresponding scene position point in the game scene. The image position has a pixel value, and the pixel value is used to indicate whether the scene position corresponding to the image position allows the existence of the game object. Here, the initial blocking map uses black and white areas to distinguish whether the scene position corresponding to the image position allows the existence of the game object: the image position in the black area is assigned a pixel value of 0, and the game object can move within the black area; the image position in the white area is set with a blocking value of 1, which is regarded as a restricted area. Once the game object touches it, it will be intercepted. During the game, the activity range of the game character is limited by reading the pixel values ​​in the initial blocking map.

[0030] The above-mentioned initial blocking map can be generated by the height map corresponding to the scene. It can be understood that the pixel position in the height map has a mapping relationship with the scene position of the game scene, and the pixel value in the height map is associated with the terrain height of the scene position mapped by the pixel position; all pixel positions with pixel values ​​equal to the preset pixel threshold are identified from the height map, and these pixel positions are connected into a continuous first contour line. The first contour line indicates that the edge distribution of the pixel positions at this position is the preset pixel threshold, which can be used to characterize the boundary of the specific terrain height in the height map. The initial blocking map can be obtained with the first contour line as the boundary in the height map. In the initial blocking map, the image position located on the first side of the first contour line has a first pixel value, and the image position located on the second side of the first contour line has a second pixel value; the first pixel value and the second pixel value are different, indicating that the first contour line is the boundary, and the existence status of the game objects corresponding to the image areas on both sides is different, and the existence status is divided into existence or non-existence.

[0031] For example, if the preset pixel threshold corresponds to a pixel value of 150 meters above sea level at a mountain, the pixel positions in the height map whose pixel values ​​are the preset pixel threshold are identified, and a continuous first contour line is generated. The first contour line is a closed curve surrounding the mountain. The pixel values ​​corresponding to the pixel positions within the first contour line in the height map are higher than the preset pixel threshold, indicating that the mountain is steep, and the pixel positions outside the first contour line are lower than the preset pixel threshold, indicating a plain at the foot of the mountain.

[0032] The initial occlusion map is obtained by dividing the first contour line in the height map. The area inside the contour line in the initial occlusion map is set to white, and the pixel value is set to 1, indicating that the scene position corresponding to the image position inside the contour line does not allow the existence of game objects. The area outside the contour line is set to black, and the pixel value is set to 0, indicating that the scene position corresponding to the image position outside the contour line allows the existence of game objects.

[0033] Step S204: display at least a portion of the game scene on the graphical user interface, and display at least a portion of the initial blocking map.

[0034] By determining the object scene position of the game object in the game scene, a scene area screen around the position can be displayed on the graphical user interface.

[0035] At the same time, based on the correspondence between the image position in the initial blocking map and the scene position in the game scene, the object image position corresponding to the object scene position is determined in the initial blocking map, and at least the initial blocking map area around the object image position is displayed at a specified position in the graphical user interface, so that the image position corresponding to the scene position in the scene screen can be displayed in the graphical user interface, thereby realizing the linked display of the scene screen and the blocking image.

[0036] Step S206: Control the game object to move in the game scene, and display an object identifier corresponding to the game object in at least a portion of the initial blocking map; wherein the position of the object identifier in at least a portion of the initial blocking map corresponds to the position of the game object in the game scene.

[0037] The object identifier may be a highlighted dot or arrow icon that indicates the position of the game object in the game scene within the initial block map displayed on the interface. The position of the object identifier within at least a portion of the initial block map corresponds to the position of the game object in the game scene.

[0038] Here, users can control the movement of game objects within the game scene. The terminal will display an object identifier (such as a highlighted dot or arrow icon) within the initial block diagram displayed in the graphical user interface based on the game object's scene position. The position of the object identifier corresponds one-to-one with the scene coordinates of the game object within the scene.

[0039] Step S208: In response to an editing operation on at least a portion of the initial block image, a contour marker is displayed in at least a portion of the initial block image based on an operation parameter of the editing operation.

[0040] When the user controls the movement of the game object in the scene, the object identifier in the initial blocking map displayed in the user interface will synchronously follow the movement of the game object. If the user finds that the blocking map deviates from the actual needs, specifically manifested as: the boundary lines of different pixel values ​​in the initial blocking map do not match the area outlines of the actual pass area in the scene; or, a scene area in the game scene that originally allowed the existence of game objects, but the pixel values ​​of the image area corresponding to the scene area in the initial blocking map indicate that the game objects are not allowed to exist; or, the user wants to change the area range in the game scene where game objects are allowed to exist.

[0041] At this time, the user can control the game object through the terminal device to move along the edge line of the actual passage area in the scene corresponding to the game development scene requirements, and at the same time, draw points in real time along the moving position of the object identifier on the displayed blocking map, and outline the correct contour identifier based on the drawn point identifier. The image position corresponding to the contour identifier is a boundary line with different pixel values ​​in the initial blocking map. By modifying the target image area surrounded or partially surrounded by the contour identifier in the initial blocking map, the deviation of the initial blocking map can be corrected to achieve precise alignment of the blocking map logic with the scene requirements.

[0042] Step S210: Update the pixel value of the image position in the target image area surrounded or partially surrounded by the contour mark in the initial blocking image.

[0043] The above-mentioned target map area refers to a map area that deviates from the actual demand, that is, the pixel value of the target map area does not meet the actual demand expectations and needs to be corrected. For example, when the pixel value of a certain map area in the initial blocking map is wrong, the scene area corresponding to the map area can allow the existence of game objects, but the pixel value of the map area indicates that the game objects are not allowed to exist, the map area is the target map area. Alternatively, the boundary line of different pixel values ​​of the blocking map is misaligned with the outline of the actual pass area of ​​the scene, then the deviation range around the boundary line constitutes the target map area.

[0044] Users use their devices to control game objects along the edges of the actual traversable area within the scene, corresponding to the game's development requirements. These edges can take various forms, including a closed loop or an open line with a clear start and end point. Therefore, the target map area can be the area enclosed or partially enclosed by the outline markers in the initial obstruction map.

[0045] Here, a scaling parameter of at least a portion of the initial blocking image in the graphical user interface is obtained; based on the interface position of the contour marker in the graphical user interface and the scaling parameter, an image position indicated by the contour marker in the initial blocking image is determined, thereby obtaining a target image region enclosed or partially enclosed by the contour marker in the initial blocking image. Specifically, based on the scaling parameter, a known image position in the initial blocking image, and an interface position corresponding to the known image position in the initial blocking image, the interface coordinates of the contour marker can be converted into image position coordinates in the initial blocking image, thereby obtaining the target image region enclosed or partially enclosed by the contour marker in the initial blocking image.

[0046] Furthermore, the pixel value of the image position in the target image area is updated so that the pixel value of the image position in the updated target image area indicates the existence state of the game object allowed in the target scene area corresponding to the target image area, which is consistent with the actual existence state of the game object in the target scene area; the existence state includes: existence or non-existence.

[0047] The above-mentioned method, device and electronic device for updating the game blocking map obtain an initial blocking map of the game scene; wherein the map position in the initial blocking map corresponds to the scene position in the game scene; the map position has a pixel value, and the pixel value is used to indicate whether the scene position corresponding to the map position allows the game object to exist; display at least part of the scene screen of the game scene on a graphical user interface, and display at least part of the initial blocking map; control the movement of the game object in the game scene, and display the object identifier corresponding to the game object in at least part of the initial blocking map; wherein the position of the object identifier in at least part of the initial blocking map corresponds to the position of the game object in the game scene; in response to an editing operation on at least part of the initial blocking map, a contour identifier is displayed in at least part of the initial blocking map based on the operation parameters of the editing operation; and the pixel value of the map position in the target map area surrounded or partially surrounded by the contour identifier in the initial blocking map is updated.

[0048] In this method, an intuitive visual editing environment is constructed by synchronously presenting the scene screen and at least part of the blocking map in a graphical user interface. When the user controls the movement of the game object in the scene, the object identifier that completely corresponds to the position of the game object will be synchronously displayed in the blocking map. If the user finds that the blocking map deviates from the actual needs, the game object can be controlled to move along the actual passage boundary in the scene. The user can outline the correct contour identifier along the object identifier trajectory on the blocking map of the user interface in real time. The terminal accurately modifies the pixel value of the image position in the target image area surrounded or partially surrounded by the contour identifier in the blocking map based on the contour identifier, so that the adjusted blocking map matches the actual needs of the scene, thereby improving development efficiency.

[0049] The following embodiments provide specific implementations of obtaining an initial blocking map.

[0050] In one method, a game scene includes at least one scene block, and the scene block is pre-set with a position coordinate range in the game scene; a height map corresponding to the scene block is obtained; wherein the pixel position in the height map has a mapping relationship with the scene position of the scene block: the pixel value is associated with the terrain height of the scene position mapped by the pixel position; a blocking map unit corresponding to the scene block is generated based on the height map; wherein the position coordinate range of the blocking map unit is consistent with the position coordinate range corresponding to the scene block corresponding to the blocking map unit in the game scene; the map position in the blocking map unit corresponds to the scene position in the scene block; and an initial blocking map is obtained based on at least one blocking map unit.

[0051] For example, Figure 3 As shown, the game scene consists of multiple scene plots arranged continuously. The coordinates of the lower left corner of the lower left corner of the scene plot are set to (1.1). Since the length and width of each scene plot are both 1000 units, the position coordinate range of each scene plot can be calculated.

[0052] Obtain a height map corresponding to each scene plot. It is understood that the pixel positions in the height map are mapped to the scene positions of the scene plots, and the pixel values ​​are associated with the terrain height of the scene position mapped by the pixel positions. Identify all pixel positions in the height map whose pixel values ​​are equal to a preset pixel threshold, and connect these positions into a continuous contour line to represent the boundary of a specific terrain height in the height map. An initial obstruction map can be obtained with the first contour line as the dividing line. With the first contour line as the dividing line, the existence states of the game objects corresponding to the areas on both sides of the map are different, and the existence state is divided into existence or non-existence.

[0053] According to the height map corresponding to each scene plot, a blocking map unit corresponding to each scene plot is generated; the position coordinate range of the blocking map unit is consistent with the position coordinate range of the scene plot corresponding to the blocking map unit in the game scene; the map position in the blocking map unit corresponds to the scene position in the scene plot.

[0054] That is, the scene plot and the blocking map unit corresponding to the scene plot have a strictly corresponding geometric mapping relationship in terms of spatial position, and the coordinate ranges of the two completely overlap, ensuring that the physical area of ​​each scene plot and its corresponding blocking map logical area are seamlessly aligned in space, and the position coordinate ranges of each scene plot and blocking map unit are completely aligned. For example, the horizontal coordinate range of scene plot A is [1, 1001] and the vertical coordinate range is Y [1, 1001], and the coordinate range of the corresponding blocking map unit A' is exactly the same. The image position in the blocking map unit corresponds to the scene position in the scene plot.

[0055] Finally, these blocking map units are arranged in the order of the corresponding scene plots to obtain an initial blocking map, and the map positions in the initial blocking map correspond to the scene positions in the game scene.

[0056] Specifically, the method of obtaining the occlusion map through the height map is as follows:

[0057] Identify pixel positions in the height map whose pixel values ​​are a preset pixel threshold and generate a continuous first contour line; wherein the first contour line is used to: indicate the edge distribution of pixel positions whose pixel values ​​are the preset pixel threshold; based on the first contour line, obtain a blocking image unit corresponding to the scene block; wherein, in the blocking image unit, the image position located on the first side of the first contour line has a first pixel value, and the image position located on the second side of the first contour line has a second pixel value; the first pixel value and the second pixel value are different.

[0058] For example, if the preset pixel threshold corresponds to a pixel value of 150 meters above sea level at a mountain, the pixel positions in the height map whose pixel values ​​are the preset pixel threshold are identified, and a continuous first contour line is generated. The first contour line is a closed curve surrounding the mountain. The pixel values ​​corresponding to the pixel positions within the first contour line in the height map are higher than the preset pixel threshold, indicating that the mountain is steep, and the pixel positions outside the first contour line are lower than the preset pixel threshold, indicating a plain at the foot of the mountain.

[0059] The initial blocking map is generated using the first contour line as the boundary. The area inside the contour line in the initial blocking map is white, and the pixel value is set to 1, indicating that the scene position corresponding to the image position inside the contour line does not allow the existence of game objects. The area outside the contour line is black, and the pixel value is set to 0, indicating that the scene position corresponding to the image position outside the contour line allows the existence of game objects.

[0060] In one method, the object scene position of the game object in the game scene is determined, and a scene screen within a first specified area where the object scene position is located is displayed on a graphical user interface; based on the object scene position, an object graph position corresponding to the object scene position is determined in an initial blocking map, and an initial blocking map within a second specified area where the object graph position is located is displayed at a specified position in the graphical user interface, wherein the initial blocking map within the second specified area includes a graph position corresponding to the scene position in the scene screen.

[0061] The first designated area may be the object scene position and a designated area around the object scene position. The second designated area may be the object image position and a designated area around the object image; wherein the initial blocking image within the second designated area includes the image position corresponding to the scene position in the scene image.

[0062] Here, the object scene position of the game object in the game scene is determined, and the object scene position and the regional scene screen of a specified range around the object scene position are displayed in the graphical user interface; at the same time, based on the correspondence between the image position in the initial blocking image and the scene position in the game scene, the object image position corresponding to the object scene position is determined, and the image area around the object image position in the initial blocking image is displayed at a specified position in the graphical user interface, so that the image position corresponding to the scene position in the scene screen can be displayed in the graphical user interface, thereby realizing the linked display of the scene screen and the blocking image.

[0063] In one embodiment, a game scene includes multiple scene plots; an initial blocking map is composed of multiple blocking map units, an object scene position of a game object in the game scene is determined, and a first scene plot where the game object is located and a first map position corresponding to the object scene position are obtained; a scene screen of multiple scene plots including the first scene plot is displayed on a graphical user interface; a first blocking map unit where the first map position is located is determined, and multiple blocking map units including the first blocking map unit are displayed at a specified position in the graphical user interface with preset zoom parameters; wherein the multiple blocking map units at least include: blocking map units corresponding to multiple scene plots.

[0064] That is to say, the game scene includes multiple scene plots; the initial blocking map is composed of multiple blocking map units, and the first scene plot where the game object is located and the first blocking map unit where the first map position is located are determined by determining the object scene position of the game object in the game scene, and the first map position corresponding to the object scene position. While the scene screen of the multiple scene plots including the first scene plot is displayed on the graphical user interface, multiple blocking map units including the first blocking map unit are also displayed at this specified position, and the multiple blocking map units displayed on the interface at least include the blocking map unit corresponding to the scene plot displayed on the interface.

[0065] In one implementation, a plurality of blocking image units including the first blocking image unit are zoomed and displayed at a designated position in a graphical user interface using a preset zoom parameter.

[0066] For example, Figure 4 As shown, the graphical user interface displays the first scene plot where the game object is located and the two scene plots around it, and the first blocking map unit and the eight blocking map units around it are displayed in the upper right corner of the graphical user interface. The object identifier corresponding to the game object is also displayed in the initial blocking map. These nine blocking map units are reduced in size with preset zoom parameters. Users can zoom in and out on the displayed blocking map units as needed to achieve a refined view of the details of the blocking map.

[0067] In this method, by synchronously presenting the scene screen and at least a portion of the blocking map in the graphical user interface, the actual existing area of ​​the game object is compared with the allowed existing area indicated by the corresponding pixel value in at least a portion of the blocking map, so that the developer can intuitively determine whether the two are consistent.

[0068] In one embodiment, in response to an edit trigger operation on at least a portion of an initial block image, control is performed to display an editing window, wherein the editing window displays at least a portion of the initial block image and an object identifier; in response to an edit operation on at least a portion of the initial block image in the editing window, a contour identifier is displayed in at least a portion of the initial block image based on an operation parameter of the edit operation.

[0069] The above-mentioned editing trigger operation can be a trigger operation for the editing control in the graphical user interface. When the editing control is triggered, the editing window is displayed. At this time, the initial blocking map and object identification in the graphical user interface will be synchronously presented in the window. The user can perform zoom operations on the displayed initial blocking map in the editing window according to actual needs to achieve a refined view of the details of the blocking map.

[0070] Here, when the user controls the game object to move in the scene, the object identifier in the initial blocking map displayed in the user interface will synchronously follow the movement of the game object. If the user finds that the blocking map deviates from the actual needs, for example, the boundary lines of different pixel values ​​in the initial blocking map do not match the outline of the actual passable area in the scene; or the pixel values ​​of the image area corresponding to a certain scene area in the game scene that originally allowed the game object to exist indicate that the game object is not allowed to exist; or the area where the game object is allowed to exist in the game scene is narrowed or expanded. At this time, the user can control the game object to move along the edge line of the actual passable area in the scene, and the user can outline the correct outline identifier in real time along the object identifier trajectory on the blocking map in the user interface.

[0071] In a specific embodiment, Figure 5 As shown, the game objects in the scene can dock normally at the river bank, and the pixel values ​​of the positions in the image area A where the corresponding object identifiers are located in the blocking map are all 1, which means that the game objects are not allowed to exist on the river bank. However, in the actual blocking map, the image area A expands outward by several image positions, covering the edge area of ​​the river bank where docking is supposed to be possible, resulting in a deviation from the actual scene.

[0072] At this time, the user can trigger the operation through editing to display the editing window in the interface. The initial blocking map and object identification in the graphical user interface will be synchronously presented in the window. The user controls the game object to move along the edge line of the river bank by controlling the terminal device. At the same time, the object identification on the initial blocking map will follow the movement of the game object, and the points will be drawn in real time along the moving position of the object identification. The correct contour identification will be outlined according to the drawn point identification to correct the deviation of the initial blocking map.

[0073] Specifically, in response to a movement control operation, the game object is controlled to move along a specified edge in the game scene; in response to a point marking operation, a point marking identifier is displayed in at least a portion of the initial blocking map; wherein the point display position of the point marking identifier matches the movement position of the object identifier in at least a portion of the initial blocking map when the game object moves along the specified edge in the game scene; based on the point marking identifier, a contour identifier is generated and displayed in at least a portion of the initial blocking map.

[0074] The above-mentioned movement control operation refers to the movement control operation of the user on the game object. The user can control the game object to move along the edge of the actual passage area in the game scene through the movement control operation, such as Figure 5 The above-mentioned point marking operation refers to the user marking the position of the moving object identifier. The point display position of the point marking identifier matches the moving position of the object identifier in the initial blocking map displayed in the graphical user interface when the game object moves along the edge of the actual passage area in the game scene. Specifically, when the game object moves along the edge of the actual passage area in the scene, the blocking map displayed in the graphical user interface will synchronously update the position of the object identifier. By observing the movement trajectory of the object identifier, the user can directly mark the point on the graphical user interface to accurately outline the edge contour of the actual passage area.

[0075] Finally, the point markers on the connection interface display are connected to generate and display the contour marker in the graphical user interface. The image position corresponding to the contour marker is a boundary line with different pixel values ​​in the initial blocking image.

[0076] Specifically, the point markings are sequentially connected according to the arrangement order of the point markings to generate a contour marking; and the contour marking is displayed in at least a portion of the initial blocking map.

[0077] That is to say, according to the arrangement order of the point marking marks, the point marking marks are connected in sequence to generate outline marks, which are used to intuitively mark the boundaries of the areas where game objects are allowed and not allowed to exist.

[0078] For example, Figure 5 For example, the user can control the game object to move along the edge of the river bank by controlling the terminal device. At the same time, the object marker on the initial blocking map will follow the movement of the game object, and the point marking operation will be performed along the moving position of the object marker. The point marking markers are connected in sequence according to the arrangement order of the point marking markers to generate a Figure 6 The contour marker shown in the figure is a boundary line of different pixel values ​​in the initial blocking image. The terminal will accurately modify the pixel values ​​of the image position in the target image area surrounded or partially surrounded by the contour marker in the blocking image based on the contour marker, so that the adjusted blocking image matches the actual needs of the scene and improves development efficiency.

[0079] In one method, scaling parameters of at least part of an initial blocking image in a graphical user interface are obtained; based on the interface position and scaling parameters of the contour marker in the graphical user interface, the image position indicated by the contour marker in the initial blocking image is determined, and a target image area surrounded or partially surrounded by the contour marker in the initial blocking image is obtained; the pixel value of the image position in the target image area is updated; wherein the pixel value of the image position in the updated target image area indicates the existence state of the game object in the target scene area corresponding to the target image area, which is consistent with the existence state of the game object in the target scene area; the existence state includes: existence or non-existence.

[0080] That is, the scaling parameters of at least part of the initial blocking map in the graphical user interface are obtained; and the image position indicated by the contour marker in the initial blocking map is calculated and determined based on the interface position and scaling parameters of the contour marker in the graphical user interface. Specifically, the interface positions of the tracing points of the tracing point markers constituting the contour marker can be determined first, and then, based on the scaling parameters, the known image positions in the initial blocking map and the interface positions corresponding to the image positions, the tracing point interface positions can be converted into image position coordinates in the initial blocking map, thereby determining the image position indicated by the contour marker in the initial blocking map, and then locating the target image area surrounded or partially surrounded by the contour marker in the initial blocking map, and updating the pixel values ​​of the image positions in the target image area, so that the target image area indicated by the updated pixel values ​​corresponds to the existence state of the game object in the scene area, which is consistent with the actual existence state of the game object in the target scene area, and the existence state includes: existence or non-existence.

[0081] For example, Figure 6 For example, the target image area is the image area surrounded by the right side of the outline mark and the image area A. The pixel value of the target image area is corrected to 0, indicating that the target image area allows the existence of game objects.

[0082] The following embodiments provide an implementation method for determining the image position indicated by the contour marker in the initial occlusion image.

[0083] The outline mark is composed of the point mark; and the point mark interface position of the point mark in the graphical user interface is determined;

[0084] Obtaining an image edge position of at least a portion of an initial blocking image displayed in a graphical user interface, wherein the image edge position is: a position on an edge line of at least a portion of the initial blocking image displayed in the graphical user interface; determining edge data corresponding to at least a portion of the initial blocking image; wherein the edge data includes: first edge interface coordinates of the image edge position in the graphical user interface, and first edge image position coordinates of the image edge position in at least a portion of the initial blocking image; determining a dot map position of a dot marker in the initial blocking image based on a scaling parameter, a dot map interface position, and the edge data, to obtain an image position indicated by a contour marker in the initial blocking image.

[0085] The above-mentioned interface position of the tracing point is the interface position of the tracing point marker in the graphical user interface, that is, the pixel position of the tracing point marker in the graphical user interface.

[0086] The above-mentioned image edge position is a position on the edge line of at least a portion of the initial blocking image displayed in the graphical user interface. The above-mentioned edge data are: the first edge interface coordinates of the image edge position in the graphical user interface, and the first edge image position coordinates of the image edge position in at least a portion of the initial blocking image. Here, when the graphical user interface displays a portion of the initial blocking image, the first edge image position coordinates can be the position at the edge of a specified area range within the scene image position corresponding to the object scene position, and the position can be determined based on the scene image position and the specified area range threshold. When the graphical user interface displays a complete initial blocking image, the image edge position can directly be the physical edge of the complete initial blocking image, and the first edge image position coordinates are the image position coordinates corresponding to the physical edge of the initial blocking image.

[0087] For example, Figure 3 As shown, the game scene consists of multiple scene tiles arranged in a row. Each scene tile corresponds to a blocking map unit, and the coordinates of the lower left corner of the lower left scene tile are (1, 1). The length and width of each scene tile are both 1000 units. Therefore, the position coordinate range of each scene tile can be determined. Because the position coordinate range of a blocking map unit is exactly the same as its corresponding scene tile, the coordinate range of all blocking map units can be clearly defined. When the initial blocking map displayed in the graphical user interface is: the first blocking map unit corresponding to the object scene position and the eight surrounding blocking map units, the position coordinate ranges of the nine blocking map units can be obtained based on the scene map position. The position coordinates of the lower left corner of the initial blocking map displayed in the graphical user interface are the coordinates of the lower left corner of the lower left blocking map unit adjacent to the first blocking map unit. This position coordinate is determined as the first edge map position coordinate.

[0088] Here, the position of the tracing mark in the initial blocking map is determined according to the scaling parameter, the tracing interface position and the edge data, and the map position indicated by the contour mark in the initial blocking map is obtained.

[0089] Specifically, a first difference between the horizontal coordinate of the point drawing interface position and the horizontal coordinate in the first edge interface coordinate is obtained, and the first difference is multiplied by the scaling parameter to obtain a first product result; based on the first product result and the horizontal coordinate in the first edge map position coordinate, the horizontal coordinate in the point drawing map position is obtained; a second difference between the vertical coordinate of the interface position and the vertical coordinate in the first edge interface coordinate is obtained, and the second difference is multiplied by the scaling parameter to obtain a second product result; based on the second product result and the vertical coordinate in the first edge map position coordinate, the vertical coordinate in the point drawing map position is obtained.

[0090] That is to say, a first difference between the horizontal coordinate of the point drawing interface position and the horizontal coordinate in the first edge interface coordinate is obtained, and the first difference is multiplied by the scaling parameter to obtain a first product result; the horizontal coordinate in the point drawing position is obtained according to the first product result and the horizontal coordinate in the first edge map position coordinate; a second difference between the vertical coordinate of the interface position and the vertical coordinate in the first edge interface coordinate is obtained, and the second difference is multiplied by the scaling parameter to obtain a second product result; finally, the vertical coordinate in the point drawing position is obtained according to the second product result and the vertical coordinate in the first edge map position coordinate.

[0091] Furthermore, the first product result is added to the abscissa of the first edge map position coordinate to obtain the abscissa of the plotted point map position. The second product result is added to the ordinate of the first edge map position coordinate to obtain the ordinate of the plotted point map position.

[0092] For example, the first edge interface coordinate is A(Xa, Ya), and the plot point interface position is

[0093] For example, B(Xb, Yb), the scaling parameter is Scale1, the first edge map position coordinates are C(Xc, Yc), and the plot point map position is D(Xd, Yd).

[0094] The calculation formula for the plotted point position D(Xd,Yd) is:

[0095] Xd=Xc+Scale1(Xb-Xa), Yd=Yc+Scale1(Yb-Ya)

[0096] In one embodiment, a contour identifier is composed of a dot identifier; a game scene includes at least one scene plot; an initial blocking map is composed of at least one blocking map unit; a position coordinate range of the blocking map unit is consistent with a position coordinate range of a scene plot corresponding to the blocking map unit in the game scene; a map position in the blocking map unit corresponds to a scene position in the scene plot; based on the dot map position indicated by the dot identifier and the position coordinate range of the blocking map unit, a target blocking map unit where the dot identifier is located is determined; an image corresponding to the target blocking map unit is obtained, the dot map position is marked in the image, and a contour modification schematic diagram corresponding to the target blocking map unit is obtained; based on the contour modification schematic diagram, a target map area surrounded or partially surrounded by the contour identifier is determined in the target blocking map unit.

[0097] The image corresponding to the target blocking map unit is exactly the same in size and content as the target blocking map unit, so as to ensure that the marked position accurately matches the corresponding position of the target blocking map unit, and the user's markup on the image can accurately reflect the actual position of the target blocking map unit.

[0098] by Figure 3 As shown, the game scene consists of multiple scene blocks arranged continuously, each scene block corresponds to a blocking map unit, and the coordinates of the lower left corner of the scene block are (1,1). The length and width of each scene block are both 1000 units, so the position coordinate range of each scene block can be determined.

[0099] According to the position of the tracing point map indicated by the tracing point marker and the position coordinate range of each blocking map unit, the target blocking map unit where the tracing point marker is located is determined.

[0100] The user can obtain the image corresponding to the target obstruction map unit, mark the image position indicated by the contour marker in the initial obstruction map, and generate a contour modification schematic diagram of the target obstruction map unit. Then, using a drawing tool such as Photoshop, the contour modification schematic diagram and the corresponding target obstruction map unit image are set as different layers, the contour modification schematic layer is set to a semi-transparent state and overlapped with the target obstruction map unit layer. Based on the visual effect after the overlap, the target map area surrounded or partially surrounded by the contour marker is determined in the target obstruction map unit. Furthermore, the contour modification schematic diagram can be compared with the corresponding target scene plot to update the scene content of the target scene plot.

[0101] Corresponding to the above method embodiment, see Figure 7 Schematic diagram of a device for updating a game blocking map shown in FIG. 1 , the device comprising:

[0102] A first acquisition module 702 is configured to acquire an initial blocking map of the game scene; wherein a map position in the initial blocking map corresponds to a scene position in the game scene; the map position has a pixel value, and the pixel value is used to indicate whether the scene position corresponding to the map position allows the game object to exist;

[0103] A first display module 704 is configured to display at least a portion of the game scene on a graphical user interface and at least a portion of the initial blocking map;

[0104] A first control module 706 is configured to control the movement of a game object in the game scene and to display an object identifier corresponding to the game object in at least a portion of the initial blocking map; wherein the position of the object identifier in at least a portion of the initial blocking map corresponds to the position of the game object in the game scene;

[0105] A first editing module 708 is configured to, in response to an editing operation on at least a portion of the initial blockage image, display a contour marker in at least a portion of the initial blockage image based on an operation parameter of the editing operation;

[0106] The first updating module 710 is configured to update the pixel values ​​of the image positions in the target image region surrounded or partially surrounded by the contour marker in the initial blocking image.

[0107] In this method, an intuitive visual editing environment is constructed by synchronously presenting the scene screen and at least part of the blocking map in a graphical user interface. When the user controls the movement of the game object in the scene, the object identifier that completely corresponds to the position of the game object will be synchronously displayed in the blocking map. If the user finds that the blocking map deviates from the actual needs, the game object can be controlled to move along the actual passage boundary in the scene. The user can outline the correct contour identifier along the object identifier trajectory on the blocking map of the user interface in real time. The terminal accurately modifies the pixel value of the image position in the target image area surrounded or partially surrounded by the contour identifier in the blocking map based on the contour identifier, so that the adjusted blocking map matches the actual needs of the scene, thereby improving development efficiency.

[0108] The above-mentioned game scene includes at least one scene block, and the scene block is pre-set with a position coordinate range in the game scene; the above-mentioned first acquisition module is also used to: obtain a height map corresponding to the scene block; wherein the pixel position in the height map has a mapping relationship with the scene position of the scene block: the pixel value is associated with the terrain height of the scene position mapped by the pixel position; based on the height map, a blocking map unit corresponding to the scene block is generated; wherein the position coordinate range of the blocking map unit is consistent with the position coordinate range corresponding to the scene block corresponding to the blocking map unit in the game scene; the map position in the blocking map unit corresponds to the scene position in the scene block; and an initial blocking map is obtained based on at least one blocking map unit.

[0109] The above-mentioned device also includes: a first generation module, used to identify pixel positions in the height map whose pixel values ​​are a preset pixel threshold, and generate a continuous first contour line; wherein the first contour line is used to: indicate the edge distribution of pixel positions whose pixel values ​​are the preset pixel threshold; based on the first contour line, obtain a blocking image unit corresponding to the scene block; wherein, in the blocking image unit, the image position located on the first side of the first contour line has a first pixel value, and the image position located on the second side of the first contour line has a second pixel value; the first pixel value and the second pixel value are different.

[0110] The above-mentioned device includes a second display module, which is used to determine the object scene position of the game object in the game scene, and display the scene screen within the first specified area where the object scene position is located on the graphical user interface; based on the object scene position, determine the object graph position corresponding to the object scene position in the initial blocking map, and display the initial blocking map within the second specified area where the object graph position is located at the specified position in the graphical user interface, wherein the initial blocking map within the second specified area includes the graph position corresponding to the scene position in the scene screen.

[0111] The above-mentioned game scene includes multiple scene blocks; the second display module is also used to determine the object scene position of the game object in the game scene, obtain the first scene block where the game object is located, and the first image position corresponding to the object scene position; display the scene screen of the multiple scene blocks including the first scene block on the graphical user interface; determine the first blocking image unit where the first image position is located, and display multiple blocking image units including the first blocking image unit at a specified position in the graphical user interface; wherein the multiple blocking image units at least include: blocking image units corresponding to the multiple scene blocks.

[0112] The device includes a second display module for zooming and displaying a plurality of blocking image units including the first blocking image unit at a designated position in the graphical user interface using preset zoom parameters.

[0113] The first editing module is further configured to: in response to an edit trigger operation on at least a portion of the initial blocking image, control the display of an editing window, wherein the editing window displays at least a portion of the initial blocking image and an object identifier; and in response to an edit operation on at least a portion of the initial blocking image in the editing window, display a contour identifier in at least a portion of the initial blocking image based on an operation parameter of the editing operation.

[0114] The above-mentioned first editing module is also used to: respond to the movement control operation, control the game object to move along the specified edge in the game scene; respond to the point marking operation, display the point marking identifier in at least part of the initial blocking map; wherein the point display position of the point marking identifier matches the movement position of the object identifier in at least part of the initial blocking map when the game object moves along the specified edge in the game scene; based on the point marking identifier, generate and display the contour identifier in at least part of the initial blocking map.

[0115] The above-mentioned device includes a third display module, which is used to connect the tracing point identifiers in sequence according to the arrangement order of the tracing point identifiers to generate contour identifiers; and display the contour identifiers in at least part of the initial blocking map.

[0116] The above-mentioned first update module is used to obtain the scaling parameters of at least part of the initial blocking map in the graphical user interface; based on the interface position and scaling parameters of the contour marker in the graphical user interface, determine the map position indicated by the contour marker in the initial blocking map, and obtain the target map area surrounded or partially surrounded by the contour marker in the initial blocking map; update the pixel value of the map position in the target map area; wherein, the pixel value of the map position in the updated target map area, the target scene area corresponding to the indicated target map area, is consistent with the existence state of the game object in the target scene area; the existence state includes: existence or non-existence.

[0117] The above-mentioned contour identifier is composed of a tracing point identifier; the above-mentioned device includes a first determination module, which is used to determine the tracing point interface position of the tracing point identifier in the graphical user interface; obtain the image edge position of at least a portion of the initial blocking image displayed in the graphical user interface, wherein the image edge position is: the position on the edge line of at least a portion of the initial blocking image displayed in the graphical user interface; determine the edge data corresponding to at least a portion of the initial blocking image; wherein the edge data includes: the first edge interface coordinates of the image edge position in the graphical user interface, and the first edge image position coordinates of the image edge position in at least a portion of the initial blocking image; based on the scaling parameter, the tracing point interface position and the edge data, determine the tracing point image position of the tracing point identifier in the initial blocking image, and obtain the image position indicated by the contour identifier in the initial blocking image.

[0118] The above-mentioned device includes a second determination module, which is used to obtain a first difference between the horizontal coordinate of the point drawing interface position and the horizontal coordinate in the first edge interface coordinate, multiply the first difference by the scaling parameter to obtain a first product result; based on the first product result and the horizontal coordinate in the first edge map position coordinate, obtain the horizontal coordinate in the point drawing map position; obtain a second difference between the vertical coordinate of the interface position and the vertical coordinate in the first edge interface coordinate, multiply the second difference by the scaling parameter to obtain a second product result; based on the second product result and the vertical coordinate in the first edge map position coordinate, obtain the vertical coordinate in the point drawing map position.

[0119] The above-mentioned device includes a third determining module, which is used to add the first product result and the horizontal coordinate in the first edge map position coordinate to obtain the horizontal coordinate in the plotting point map position.

[0120] The above-mentioned device includes a fourth determining module, which is used to add the second product result and the vertical coordinate in the position coordinate of the first edge map to obtain the vertical coordinate in the position of the plotting point map.

[0121] The above-mentioned contour identifier is composed of a tracing point identifier; the game scene includes at least one scene plot; the initial blocking map is composed of at least one blocking map unit; the position coordinate range of the blocking map unit is consistent with the position coordinate range of the scene plot corresponding to the blocking map unit in the game scene; the map position in the blocking map unit corresponds to the scene position in the scene plot; the above-mentioned device includes a fifth determination module, which is used to determine the target blocking map unit where the tracing point identifier is located based on the tracing point map position indicated by the tracing point identifier and the position coordinate range of the blocking map unit; obtain an image corresponding to the target blocking map unit, mark the tracing point map position in the image, and obtain a contour modification schematic diagram corresponding to the target blocking map unit; based on the contour modification schematic diagram, determine the target map area surrounded or partially surrounded by the contour identifier in the target blocking map unit.

[0122] This embodiment further provides an electronic device including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned game block map updating method. The electronic device can be a server or a terminal device.

[0123] See also Figure 8 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine executable instructions that can be executed by the processor 100. The processor 100 executes the machine executable instructions to implement the above-mentioned game blocking map updating method.

[0124] Furthermore, Figure 8 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0125] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 8 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.

[0126] The processor 100 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by hardware integrated logic circuits in the processor 100 or software instructions. The above processor 100 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the various methods, steps, and logic block diagrams disclosed in the embodiments of the present invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly implemented and executed by a hardware decoding processor, or by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 101. The processor 100 reads the information in the memory 101 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.

[0127] The processor in the above-mentioned electronic device can implement the following operations of the above-mentioned game blocking map updating method by executing machine-executable instructions: obtaining an initial blocking map of the game scene; wherein the map position in the initial blocking map corresponds to the scene position in the game scene; the map position has a pixel value, and the pixel value is used to indicate whether the scene position corresponding to the map position allows the game object to exist; displaying at least part of the scene screen of the game scene on a graphical user interface, and displaying at least part of the initial blocking map; controlling the movement of the game object in the game scene, and displaying the object identifier corresponding to the game object in at least part of the initial blocking map; wherein the position of the object identifier in at least part of the initial blocking map corresponds to the position of the game object in the game scene; in response to an editing operation on at least part of the initial blocking map, displaying a contour identifier in at least part of the initial blocking map based on the operation parameters of the editing operation; updating the pixel value of the map position in the target map area surrounded or partially surrounded by the contour identifier in the initial blocking map.

[0128] In this method, an intuitive visual editing environment is constructed by synchronously presenting the scene screen and at least part of the blocking map in a graphical user interface. When the user controls the movement of the game object in the scene, the object identifier that completely corresponds to the position of the game object will be synchronously displayed in the blocking map. If the user finds that the blocking map deviates from the actual needs, the game object can be controlled to move along the actual passage boundary in the scene. The user can outline the correct contour identifier along the object identifier trajectory on the blocking map of the user interface in real time. The terminal accurately modifies the pixel value of the image position in the target image area surrounded or partially surrounded by the contour identifier in the blocking map based on the contour identifier, so that the adjusted blocking map matches the actual needs of the scene, thereby improving development efficiency.

[0129] The above-mentioned game scene includes at least one scene block, and the scene block is pre-set with a position coordinate range in the game scene; the processor in the above-mentioned electronic device can implement the following operations of the above-mentioned game blocking map updating method by executing machine-executable instructions: obtaining a height map corresponding to the scene block; wherein the pixel position in the height map has a mapping relationship with the scene position of the scene block: the pixel value is associated with the terrain height of the scene position mapped by the pixel position; based on the height map, a blocking map unit corresponding to the scene block is generated; wherein the position coordinate range of the blocking map unit is consistent with the position coordinate range corresponding to the scene block corresponding to the blocking map unit in the game scene; the map position in the blocking map unit corresponds to the scene position in the scene block; and an initial blocking map is obtained based on at least one blocking map unit.

[0130] The processor in the above-mentioned electronic device can implement the following operations of the above-mentioned game blocking map updating method by executing machine-executable instructions: identifying pixel positions in the height map whose pixel values ​​are a preset pixel threshold, and generating a continuous first contour line; wherein the first contour line is used to: indicate the edge distribution of pixel positions whose pixel values ​​are a preset pixel threshold; based on the first contour line, obtain the blocking map unit corresponding to the scene block; wherein, in the blocking map unit, the map position located on the first side of the first contour line has a first pixel value, and the map position located on the second side of the first contour line has a second pixel value; the first pixel value and the second pixel value are different.

[0131] The processor in the above-mentioned electronic device can implement the following operations of the above-mentioned game blocking map updating method by executing machine-executable instructions: determining the object scene position of the game object in the game scene, and displaying the scene screen within the first specified area where the object scene position is located in the graphical user interface; based on the object scene position, determining the object graph position corresponding to the object scene position in the initial blocking map, and displaying the initial blocking map within the second specified area where the object graph position is located at the specified position in the graphical user interface, wherein the initial blocking map within the second specified area includes the graph position corresponding to the scene position in the scene screen.

[0132] The above-mentioned game scene includes multiple scene blocks; the processor in the above-mentioned electronic device can implement the following operations of the above-mentioned game blocking map updating method by executing machine-executable instructions: determining the object scene position of the game object in the game scene, obtaining the first scene block where the game object is located, and the first map position corresponding to the object scene position; displaying the scene screen of multiple scene blocks including the first scene block on the graphical user interface; determining the first blocking map unit where the first map position is located, and displaying multiple blocking map units including the first blocking map unit at a specified position in the graphical user interface; wherein the multiple blocking map units at least include: blocking map units corresponding to multiple scene blocks.

[0133] The processor in the above-mentioned electronic device can implement the following operations of the above-mentioned game blocking map updating method by executing machine-executable instructions: zooming and displaying multiple blocking map units including the first blocking map unit at a specified position in the graphical user interface with preset zoom parameters.

[0134] The processor in the above-mentioned electronic device can implement the following operations of the above-mentioned game blocking map updating method by executing machine-executable instructions: in response to an editing trigger operation on at least a portion of the initial blocking map, control the display of an editing window, wherein the editing window displays at least a portion of the initial blocking map and an object identifier; in response to an editing operation on at least a portion of the initial blocking map in the editing window, display a contour identifier in at least a portion of the initial blocking map based on the operation parameters of the editing operation.

[0135] The processor in the above-mentioned electronic device can implement the following operations of the above-mentioned game blocking map updating method by executing machine-executable instructions: in response to the movement control operation, control the game object to move along the specified edge in the game scene; in response to the point marking operation, display the point marking identifier in at least part of the initial blocking map; wherein the point display position of the point marking identifier matches the movement position of the object identifier in at least part of the initial blocking map when the game object moves along the specified edge in the game scene; based on the point marking identifier, generate and display the contour identifier in at least part of the initial blocking map.

[0136] The processor in the above-mentioned electronic device can implement the following operations of the above-mentioned game blocking map updating method by executing machine-executable instructions: connecting the point markers in sequence according to the arrangement order of the point markers to generate outline markers; and displaying the outline markers in at least part of the initial blocking map.

[0137] The processor in the above-mentioned electronic device can implement the following operations of the above-mentioned game blocking map updating method by executing machine-executable instructions: obtaining the scaling parameters of at least part of the initial blocking map in the graphical user interface; determining the map position indicated by the contour marker in the initial blocking map based on the interface position and scaling parameters of the contour marker in the graphical user interface, and obtaining the target map area surrounded or partially surrounded by the contour marker in the initial blocking map; updating the pixel value of the map position in the target map area; wherein, the pixel value of the map position in the updated target map area, the target scene area corresponding to the indicated target map area, is consistent with the existence state of the game object in the target scene area; the existence state includes: existence or non-existence.

[0138] The above-mentioned contour identifier is composed of a tracing point identifier; the processor in the above-mentioned electronic device can implement the following operations of the above-mentioned game blocking map updating method by executing machine-executable instructions: determining the tracing point interface position of the tracing point identifier in the graphical user interface; obtaining the image edge position of at least part of the initial blocking map displayed in the graphical user interface, wherein the image edge position is: the position on the edge line of at least part of the initial blocking map displayed in the graphical user interface; determining the edge data corresponding to at least part of the initial blocking map; wherein the edge data includes: the first edge interface coordinates of the image edge position in the graphical user interface, and the first edge map position coordinates of the image edge position in at least part of the initial blocking map; based on the scaling parameter, the tracing point interface position and the edge data, determining the tracing point map position of the tracing point identifier in the initial blocking map, and obtaining the map position indicated by the contour identifier in the initial blocking map.

[0139] The processor in the above-mentioned electronic device can implement the following operations of the above-mentioned game blocking map updating method by executing machine-executable instructions: obtaining a first difference between the horizontal coordinate of the point tracing interface position and the horizontal coordinate in the first edge interface coordinate, multiplying the first difference by the scaling parameter to obtain a first product result; obtaining the horizontal coordinate in the point tracing map position based on the first product result and the horizontal coordinate in the first edge map position coordinate; obtaining a second difference between the vertical coordinate of the interface position and the vertical coordinate in the first edge interface coordinate, multiplying the second difference by the scaling parameter to obtain a second product result; obtaining the vertical coordinate in the point tracing map position based on the second product result and the vertical coordinate in the first edge map position coordinate.

[0140] The processor in the above-mentioned electronic device can implement the following operations of the above-mentioned game blocking map updating method by executing machine executable instructions: adding the first product result and the horizontal coordinate in the first edge map position coordinate to obtain the horizontal coordinate in the point drawing map position.

[0141] The processor in the above-mentioned electronic device can implement the following operations of the above-mentioned game blocking map updating method by executing machine executable instructions: adding the second product result and the vertical coordinate in the first edge map position coordinate to obtain the vertical coordinate in the point drawing map position.

[0142] The above-mentioned contour identifier is composed of a tracing point identifier; the game scene includes at least one scene block; the initial blocking map is composed of at least one blocking map unit; the position coordinate range of the blocking map unit is consistent with the position coordinate range of the scene block corresponding to the blocking map unit in the game scene; the map position in the blocking map unit corresponds to the scene position in the scene block; the processor in the above-mentioned electronic device can implement the following operations of the above-mentioned game blocking map updating method by executing machine-executable instructions: based on the tracing point map position indicated by the tracing point identifier and the position coordinate range of the blocking map unit, determine the target blocking map unit where the tracing point identifier is located; obtain the image corresponding to the target blocking map unit, mark the tracing point map position in the image, and obtain the contour modification schematic diagram corresponding to the target blocking map unit; based on the contour modification schematic diagram, determine the target map area surrounded or partially surrounded by the contour identifier in the target blocking map unit.

[0143] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the interactive control method of the above game.

[0144] The machine-executable instructions stored in the above-mentioned machine-readable storage medium can implement the following operations in the updating method of the above-mentioned game blocking map by executing the machine-executable instructions: obtaining an initial blocking map of the game scene; wherein, the map position in the initial blocking map corresponds to the scene position in the game scene; the map position has a pixel value, and the pixel value is used to indicate whether the scene position corresponding to the map position allows the game object to exist; displaying at least part of the scene screen of the game scene on a graphical user interface, and displaying at least part of the initial blocking map; controlling the movement of the game object in the game scene, and displaying the object identifier corresponding to the game object in at least part of the initial blocking map; wherein, the position of the object identifier in at least part of the initial blocking map corresponds to the position of the game object in the game scene; in response to an editing operation on at least part of the initial blocking map, displaying a contour identifier in at least part of the initial blocking map based on the operation parameters of the editing operation; updating the pixel value of the map position in the target map area surrounded or partially surrounded by the contour identifier in the initial blocking map.

[0145] In this method, an intuitive visual editing environment is constructed by synchronously presenting the scene screen and at least part of the blocking map in a graphical user interface. When the user controls the movement of the game object in the scene, the object identifier that completely corresponds to the position of the game object will be synchronously displayed in the blocking map. If the user finds that the blocking map deviates from the actual needs, the game object can be controlled to move along the actual passage boundary in the scene. The user can outline the correct contour identifier along the object identifier trajectory on the blocking map of the user interface in real time. The terminal accurately modifies the pixel value of the image position in the target image area surrounded or partially surrounded by the contour identifier in the blocking map based on the contour identifier, so that the adjusted blocking map matches the actual needs of the scene, thereby improving development efficiency.

[0146] The above-mentioned game scene includes at least one scene block, and the scene block is pre-set with a position coordinate range in the game scene; the machine executable instructions stored in the above-mentioned machine-readable storage medium can implement the following operations in the updating method of the above-mentioned game blocking map by executing the machine executable instructions: obtaining a height map corresponding to the scene block; wherein the pixel position in the height map has a mapping relationship with the scene position of the scene block: the pixel value is associated with the terrain height of the scene position mapped by the pixel position; based on the height map, a blocking map unit corresponding to the scene block is generated; wherein the position coordinate range of the blocking map unit is consistent with the position coordinate range corresponding to the scene block corresponding to the blocking map unit in the game scene; the map position in the blocking map unit corresponds to the scene position in the scene block; and an initial blocking map is obtained based on at least one blocking map unit.

[0147] The machine-executable instructions stored in the above-mentioned machine-readable storage medium can implement the following operations in the updating method of the above-mentioned game blocking map by executing the machine-executable instructions: identifying pixel positions in the height map whose pixel values ​​are a preset pixel threshold, and generating a continuous first contour line; wherein the first contour line is used to: indicate the edge distribution of pixel positions whose pixel values ​​are a preset pixel threshold; based on the first contour line, obtain the blocking map unit corresponding to the scene block; wherein, in the blocking map unit, the map position located on the first side of the first contour line has a first pixel value, and the map position located on the second side of the first contour line has a second pixel value; the first pixel value and the second pixel value are different.

[0148] The machine executable instructions stored in the above-mentioned machine-readable storage medium can implement the following operations in the updating method of the above-mentioned game blocking map by executing the machine executable instructions: determining the object scene position of the game object in the game scene, and displaying the scene screen within the first specified area where the object scene position is located in the graphical user interface; based on the object scene position, determining the object map position corresponding to the object scene position in the initial blocking map, and displaying the initial blocking map within the second specified area where the object map position is located at the specified position in the graphical user interface, wherein the initial blocking map within the second specified area includes the map position corresponding to the scene position in the scene screen.

[0149] The above-mentioned game scene includes multiple scene blocks; the machine-executable instructions stored in the above-mentioned machine-readable storage medium can implement the following operations in the updating method of the above-mentioned game blocking map by executing the machine-executable instructions: determining the object scene position of the game object in the game scene, obtaining the first scene block where the game object is located, and the first map position corresponding to the object scene position; displaying the scene screen of multiple scene blocks including the first scene block on the graphical user interface; determining the first blocking map unit where the first map position is located, and displaying multiple blocking map units including the first blocking map unit at a specified position in the graphical user interface; wherein the multiple blocking map units at least include: blocking map units corresponding to multiple scene blocks.

[0150] The machine executable instructions stored in the above-mentioned machine-readable storage medium can implement the following operations in the updating method of the above-mentioned game blocking map by executing the machine executable instructions: at a specified position in the graphical user interface, multiple blocking map units including the first blocking map unit are zoomed and displayed with preset zoom parameters.

[0151] The machine-executable instructions stored in the above-mentioned machine-readable storage medium can implement the following operations in the updating method of the above-mentioned game blocking map by executing the machine-executable instructions: in response to an edit trigger operation on at least a portion of the initial blocking map, controlling the display of an editing window, wherein the editing window displays at least a portion of the initial blocking map and an object identifier; in response to an edit operation on at least a portion of the initial blocking map in the editing window, displaying a contour identifier in at least a portion of the initial blocking map based on the operation parameters of the editing operation.

[0152] The machine-executable instructions stored in the above-mentioned machine-readable storage medium can implement the following operations in the updating method of the above-mentioned game blocking map by executing the machine-executable instructions: in response to a movement control operation, controlling the game object to move along a specified edge in the game scene; in response to a point marking operation, displaying a point marking identifier in at least a portion of the initial blocking map; wherein the point display position of the point marking identifier matches the movement position of the object identifier in at least a portion of the initial blocking map when the game object moves along a specified edge in the game scene; based on the point marking identifier, generating and displaying a contour identifier in at least a portion of the initial blocking map.

[0153] The machine executable instructions stored in the above-mentioned machine-readable storage medium can implement the following operations in the updating method of the above-mentioned game blocking map by executing the machine executable instructions: connecting the point markers in sequence according to the arrangement order of the point markers to generate contour markers; and displaying the contour markers in at least part of the initial blocking map.

[0154] The machine executable instructions stored in the above-mentioned machine-readable storage medium can implement the following operations in the updating method of the above-mentioned game blocking map by executing the machine executable instructions: obtaining the scaling parameters of at least part of the initial blocking map in the graphical user interface; determining the map position indicated by the contour marker in the initial blocking map based on the interface position and scaling parameters of the contour marker in the graphical user interface, and obtaining the target map area surrounded or partially surrounded by the contour marker in the initial blocking map; updating the pixel value of the map position in the target map area; wherein, the pixel value of the map position in the updated target map area, the target scene area corresponding to the indicated target map area, is consistent with the existence state of the game object in the target scene area; the existence state includes: existence or non-existence.

[0155] The above-mentioned contour identifier is composed of a tracing point identifier; the machine executable instructions stored in the above-mentioned machine-readable storage medium can implement the following operations in the updating method of the above-mentioned game blocking map by executing the machine executable instructions: determining the tracing point interface position of the tracing point identifier in the graphical user interface; obtaining the image edge position of at least part of the initial blocking map displayed in the graphical user interface, wherein the image edge position is: the position on the edge line of at least part of the initial blocking map displayed in the graphical user interface; determining the edge data corresponding to at least part of the initial blocking map; wherein the edge data includes: the first edge interface coordinates of the image edge position in the graphical user interface, and the first edge image position coordinates of the image edge position in at least part of the initial blocking map; based on the scaling parameter, the tracing point interface position and the edge data, determining the tracing point image position of the tracing point identifier in the initial blocking map, and obtaining the image position indicated by the contour identifier in the initial blocking map.

[0156] The machine-executable instructions stored in the above-mentioned machine-readable storage medium can implement the following operations in the update method of the above-mentioned game blocking map by executing the machine-executable instructions: obtain a first difference between the horizontal coordinate of the point tracing interface position and the horizontal coordinate in the first edge interface coordinates, multiply the first difference by the scaling parameter to obtain a first product result; obtain the horizontal coordinate in the point tracing map position based on the first product result and the horizontal coordinate in the first edge map position coordinates; obtain a second difference between the vertical coordinate of the interface position and the vertical coordinate in the first edge interface coordinates, multiply the second difference by the scaling parameter to obtain a second product result; obtain the vertical coordinate in the point tracing map position based on the second product result and the vertical coordinate in the first edge map position coordinates.

[0157] The machine executable instructions stored in the above-mentioned machine-readable storage medium can implement the following operations in the update method of the above-mentioned game blocking map by executing the machine executable instructions: adding the first product result and the horizontal coordinate in the first edge map position coordinate to obtain the horizontal coordinate in the point drawing map position.

[0158] The machine executable instructions stored in the above-mentioned machine-readable storage medium can implement the following operations in the updating method of the above-mentioned game blocking map by executing the machine executable instructions: adding the second product result and the vertical coordinate in the first edge map position coordinate to obtain the vertical coordinate in the point drawing map position.

[0159] The above-mentioned contour identifier is composed of a tracing point identifier; the game scene includes at least one scene block; the initial blocking map is composed of at least one blocking map unit; the position coordinate range of the blocking map unit is consistent with the position coordinate range of the scene block corresponding to the blocking map unit in the game scene; the map position in the blocking map unit corresponds to the scene position in the scene block; the machine executable instructions stored in the above-mentioned machine-readable storage medium can realize the following operations in the updating method of the above-mentioned game blocking map by executing the machine executable instructions: based on the tracing point map position indicated by the tracing point identifier and the position coordinate range of the blocking map unit, determine the target blocking map unit where the tracing point identifier is located; obtain the image corresponding to the target blocking map unit, mark the tracing point map position in the image, and obtain the contour modification schematic diagram corresponding to the target blocking map unit; based on the contour modification schematic diagram, determine the target map area surrounded or partially surrounded by the contour identifier in the target blocking map unit.

[0160] The computer program product of the game blocking map updating method, device and electronic device provided in the embodiments of the present invention includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the method described in the previous method embodiments. The specific implementation can be found in the method embodiments and will not be repeated here.

[0161] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the above-described systems and devices can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0162] In addition, in the description of the embodiments of the present invention, unless otherwise expressly specified or limited, the terms "mounted," "connected," and "connected" should be understood in a broad sense. For example, they may refer to fixed connections, detachable connections, or integral connections; they may refer to mechanical connections or electrical connections; they may refer to direct connections or indirect connections through an intermediate medium; and they may refer to internal communication between two components. Those skilled in the art will understand the specific meanings of the above terms in the present invention based on the specific circumstances.

[0163] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.

[0164] In the description of the present invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate and simplify the description of the present invention. They are not intended to indicate or imply that the devices or components referred to must have, be constructed, or operate in a specific orientation, and therefore should not be construed as limitations on the present invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0165] Finally, it should be noted that the above embodiments are only specific implementation methods of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed by the present invention, or replace some of the technical features therein with equivalents. Such modifications, changes or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be based on the scope of protection of the claims.

Claims

1. A method for updating a game blocking map, characterized in that: Providing a graphical user interface through a terminal device; the method includes: Obtaining an initial blocking map of a game scene; wherein a map position in the initial blocking map corresponds to a scene position in the game scene; the map position has a pixel value, and the pixel value is used to indicate whether a game object is allowed to exist at the scene position corresponding to the map position; Displaying at least a portion of the scene image of the game scene on the graphical user interface, and displaying at least a portion of the initial blocking map; Controlling the game object to move in the game scene and displaying an object identifier corresponding to the game object in the at least partial initial blocking map; wherein the position of the object identifier in the at least partial initial blocking map corresponds to the position of the game object in the game scene; In response to an editing operation on the at least portion of the initial block map, displaying a contour marker in the at least portion of the initial block map based on an operation parameter of the editing operation; The pixel value of the image position in the target image area surrounded or partially surrounded by the contour marker in the initial blocking image is updated.

2. The method according to claim 1, characterized in that The game scene includes at least one scene plot, and the scene plot is pre-set with a position coordinate range in the game scene; The step of obtaining the initial blocking map of the game scene includes: Obtaining a height map corresponding to the scene plot; wherein a pixel position in the height map has a mapping relationship with a scene position of the scene plot: the pixel value is associated with a terrain height of the scene position mapped by the pixel position; generating a blocking map unit corresponding to the scene plot based on the height map; wherein a position coordinate range of the blocking map unit is consistent with a position coordinate range of the scene plot corresponding to the blocking map unit in the game scene; and a map position in the blocking map unit corresponds to a scene position in the scene plot; The initial blocking map is obtained based on at least one of the blocking map elements.

3. The method according to claim 2, characterized in that The step of generating a blocking map unit corresponding to the scene block based on the height map includes: Identify pixel positions in the height map whose pixel values ​​are within a preset pixel threshold, and generate a continuous first contour line; wherein the first contour line is used to indicate edge distribution of pixel positions whose pixel values ​​are within the preset pixel threshold; Based on the first contour line, a blocking image unit corresponding to the scene block is obtained; wherein, in the blocking image unit, the image position located on the first side of the first contour line has a first pixel value, and the image position located on the second side of the first contour line has a second pixel value; the first pixel value and the second pixel value are different.

4. The method according to claim 1, wherein The step of displaying at least a portion of the scene screen of the game scene on the graphical user interface and displaying at least a portion of the initial blocking map includes: Determining an object scene position of the game object in the game scene, and displaying a scene image within a first designated area where the object scene position is located on the graphical user interface; Based on the object scene position, an object image position corresponding to the object scene position is determined in the initial blocking map, and an initial blocking map within a second specified area where the object image position is located is displayed at a specified position in the graphical user interface, wherein the initial blocking map within the second specified area includes a map position corresponding to the scene position in the scene screen.

5. The method according to claim 2, characterized in that The game scene includes a plurality of scene plots; The step of displaying at least a portion of the scene screen of the game scene on the graphical user interface and displaying at least a portion of the initial blocking map includes: Determining an object scene position of the game object in the game scene, obtaining a first scene plot where the game object is located, and a first graphic position corresponding to the object scene position; and displaying a scene image of a plurality of scene plots including the first scene plot on the graphical user interface; Determine a first blocking map unit where the first map position is located, and display multiple blocking map units including the first blocking map unit at a designated position in the graphical user interface; wherein the multiple blocking map units at least include: blocking map units corresponding to the multiple scene plots.

6. The method according to claim 5, wherein the step of displaying a plurality of blocking image units including the first blocking image unit at a designated position in the graphical user interface comprises: A plurality of blocking image units including the first blocking image unit are zoomed and displayed at a designated position in the graphical user interface using a preset zoom parameter.

7. The method according to claim 1, characterized in that The step of displaying a contour marker in the at least partially initial block image in response to an editing operation on the at least partially initial block image based on an operation parameter of the editing operation comprises: In response to an edit trigger operation for the at least part of the initial blocking map, controlling display of an edit window, wherein the edit window displays the at least part of the initial blocking map and the object identifier; In response to an editing operation on the at least part of the initial block map in the editing window, a contour marker is displayed in the at least part of the initial block map based on an operation parameter of the editing operation.

8. The method according to claim 7, characterized in that In response to an editing operation on at least a portion of the initial block map in the editing window, the step of displaying a contour marker in the at least a portion of the initial block map based on an operation parameter of the editing operation comprises: In response to a movement control operation, controlling the game object to move along a designated edge in the game scene; In response to the point marking operation, displaying a point marking identifier in the at least partial initial blocking map; wherein the display position of the point marking identifier matches the movement position of the object identifier in the at least partial initial blocking map when the game object moves along the designated edge in the game scene; Based on the plotted point identifiers, a contour identifier is generated and displayed in the at least partially initial occlusion map.

9. The method according to claim 8, characterized in that The step of generating and displaying a contour marker in the at least partial initial block map based on the plotted point marker comprises: According to the arrangement order of the drawing point identifiers, the drawing point identifiers are sequentially connected to generate a contour identifier; and the contour identifier is displayed in the at least partial initial blocking map.

10. The method according to claim 1, characterized in that The step of updating the pixel value of the image position in the target image area surrounded or partially surrounded by the contour mark in the initial blocking image comprises: obtaining a scaling parameter of at least a portion of the initial occlusion map in the graphical user interface; Based on the interface position of the contour marker in the graphical user interface and the scaling parameter, determining the image position indicated by the contour marker in the initial blocking image, and obtaining a target image area surrounded or partially surrounded by the contour marker in the initial blocking image; Update the pixel value of the image position in the target image area; wherein, the pixel value of the image position in the updated target image area indicates that the existence state of the game object in the target scene area corresponding to the target image area is allowed, which is consistent with the existence state of the game object in the target scene area; the existence state includes: existence or non-existence.

11. The method according to claim 10, characterized in that The outline mark is composed of point marks; The step of determining the image position indicated by the contour marker in the initial blocking image based on the interface position of the contour marker in the graphical user interface and the scaling parameter comprises: Determine a point-tracing interface position of the point-tracing mark in the graphical user interface; Obtaining an edge position of the at least part of the initial blocking image displayed in the graphical user interface, wherein the edge position is: a position on an edge line of the at least part of the initial blocking image displayed in the graphical user interface; Determining edge data corresponding to the at least portion of the initial blocking map; wherein the edge data includes: first edge interface coordinates of the image edge position in the graphical user interface, and first edge map position coordinates of the image edge position in the at least portion of the initial blocking map; Based on the scaling parameter, the point mapping interface position and the edge data, a point mapping position of the point mapping marker in the initial blocking map is determined, and a map position indicated by the contour marker in the initial blocking map is obtained.

12. The method according to claim 11, characterized in that The step of determining the position of the tracing point marker in the initial blocking map based on the scaling parameter, the tracing point interface position, and the edge data includes: Obtaining a first difference between the horizontal coordinate of the point drawing interface position and the horizontal coordinate of the first edge interface coordinate, and performing a product operation on the first difference and the scaling parameter to obtain a first product result; Obtaining the abscissa of the position of the plotted point map based on the first multiplication result and the abscissa of the position coordinate of the first edge map; Obtaining a second difference between the vertical coordinate of the interface position and the vertical coordinate in the first edge interface coordinate, and performing a product operation on the second difference and the scaling parameter to obtain a second product result; The vertical coordinate in the position of the plotted point map is obtained based on the second multiplication result and the vertical coordinate in the position coordinate of the first edge map.

13. The method according to claim 12, characterized in that The step of obtaining the abscissa in the position of the plotted point map based on the first multiplication result and the abscissa in the position coordinate of the first edge map includes: The first product result is added to the horizontal coordinate in the first edge map position coordinate to obtain the horizontal coordinate in the point plotting map position.

14. The method according to claim 12, characterized in that The step of obtaining the vertical coordinate in the position of the plotted point map based on the second multiplication result and the vertical coordinate in the position coordinate of the first edge map includes: The second multiplication result is added to the vertical coordinate in the first edge map position coordinate to obtain the vertical coordinate in the point plotting map position.

15. The method according to claim 10, characterized in that The outline identifier is composed of a dot identifier; the game scene includes at least one scene plot; the initial blocking map is composed of at least one blocking map unit; the position coordinate range of the blocking map unit is consistent with the position coordinate range of the scene plot corresponding to the blocking map unit in the game scene; The image position in the blocking image unit corresponds to the scene position in the scene plot; The step of determining the target image area surrounded or partially surrounded by the contour mark in the initial blocking image comprises: Determine the target blocking image unit where the tracing point marker is located based on the tracing point map position indicated by the tracing point marker and the position coordinate range of the blocking image unit; Acquire an image corresponding to the target blocking image unit, mark the position of the plotted point diagram in the image, and obtain a contour modification schematic diagram corresponding to the target blocking image unit; Based on the contour modification schematic diagram, a target image region surrounded or partially surrounded by the contour marker is determined in the target blocking image unit.

16. A device for updating a game blocking map, characterized in that: Providing a graphical user interface through a terminal device; the device includes: A first acquisition module is configured to acquire an initial blocking map of a game scene; wherein a map position in the initial blocking map corresponds to a scene position in the game scene; the map position has a pixel value, and the pixel value is used to indicate whether a game object is allowed to exist at the scene position corresponding to the map position; A first display module, configured to display at least a portion of the game scene on the graphical user interface, and to display at least a portion of the initial blocking map; a first control module, configured to control the movement of the game object in the game scene and to display an object identifier corresponding to the game object in at least a portion of the initial blocking map; wherein a position of the object identifier in the at least a portion of the initial blocking map corresponds to a position of the game object in the game scene; a first editing module configured to, in response to an editing operation on the at least portion of the initial blocking image, display a contour marker on the at least portion of the initial blocking image based on an operation parameter of the editing operation; The first updating module is configured to update the pixel values ​​of the image positions in the target image area surrounded or partially surrounded by the contour marker in the initial blocking image.

17. An electronic device, characterized in that: The method comprises a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the method for updating the game blocking map according to any one of claims 1 to 15.

18. A machine-readable storage medium, characterized in that The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions prompt the processor to implement the game blocking map updating method described in any one of claims 1-15.