Game match scene reproduction method and device, and electronic device

CN121422484BActive Publication Date: 2026-10-30NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411022217.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-07-29
Publication Date
2026-10-30
Estimated Expiration
2044-07-29

AI Technical Summary

Technical Problem

但是,由于游戏中敌方目标的移动往往千差万别,因此游戏开发组很难做出能模拟真实游戏情境的训练,一般只能做最基础的机械练习,练习效果有限

Benefits of technology

[0009]本公开提供的一种游戏中的对局场景重现方法、装置和电子设备,在游戏对局过程中,响应于目标游戏账号触发的录制指令,记录游戏对局中目标游戏角色对应的游戏数据,其中,游戏数据包括:游戏场景数据及目标游戏角色对应的游戏行为数据;在游戏对局结束后,响应于目标游戏账号触发的游戏重现指令,基于游戏场景数据渲染生成游戏对局对应的游戏场景和位于游戏场景中的目标游戏角色;然后响应于角色扮演指令,为目标游戏账号配置目标游戏角色对应的控制权限,并向目标游戏账号发送基于游戏行为数据生成的操作指引信息,以使目标游戏账号能够根据操作指引信息在游戏场景中控制目标游戏角色复现目标游戏角色在游戏对局中执行过的游戏行为。该方式能够通过录制的游戏对局中的游戏角色对应的游戏数据,对录制的游戏对局场景进行真实的还原再现,以便玩家对录制的游戏对局场景中的游戏角色执行的游戏行为进行观看学习和代入练习,从而该方式降低了游戏训练关卡制作成本,丰富了游戏训练场景,也提升了玩家游戏体验感。

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Abstract

The present disclosure provides a method, device and electronic equipment for game match scene reproduction in a game. During a game match, game scene data and game behavior data corresponding to a target game character in the game match can be recorded. In response to a game reproduction instruction, a game scene corresponding to the game match and the target game character in the game scene are generated based on the game scene data. In response to a role-playing instruction, the target game character is configured with control authority and operation guide information is sent to the target game account. The target game account can control the target game character to reproduce the game behavior performed by the target game character in the game match according to the operation guide information. This method records the game data of the game character in the game match, and reproduces the recorded game match scene in a training scene, so that the player can learn the game behavior corresponding to the game character in the recorded game match scene, thereby enriching the game training scene.
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Description

Technical Field

[0001] This disclosure relates to the field of game interaction design technology, and in particular to a method, apparatus and electronic device for reproducing game scenes. Background Technology

[0002] To improve their gaming skills, players typically practice in game training levels. Two methods for creating training levels are available: one is through training grounds set up by the game development team, which usually include targets for players to attack, moving either statically or along fixed routes for shooting practice; the other is for players to create custom training levels using the game's custom level editor. However, because enemy target movements in games are often highly variable, game development teams struggle to create training that truly simulates realistic game scenarios, generally limiting them to basic, mechanical practice with limited effectiveness. Custom level creation, on the other hand, involves a highly complex editing process, requiring some programming knowledge, resulting in a high learning curve, high production costs, and difficulty in mass-producing diverse training scenarios. Summary of the Invention

[0003] The purpose of this disclosure is to provide a method, apparatus, and electronic device for reproducing game scenarios in a game, so as to generate player game training scenarios based on recorded game data, thereby enriching player training scenarios and improving player game experience.

[0004] Firstly, this disclosure provides a method for reproducing a game scene in a game. The method includes: during a game match, in response to a recording command triggered by a target game account, recording game data corresponding to a target game character in the game match, wherein the game data includes: game scene data and game behavior data corresponding to the target game character; after the game match ends, in response to a game reproduction command triggered by the target game account, rendering and generating a game scene corresponding to the game match and a target game character located in the game scene based on the game scene data; in response to a role-playing command, configuring control permissions corresponding to the target game character for the target game account, and sending operation guidance information generated based on the game behavior data to the target game account, so that the target game account can control the target game character in the game scene to reproduce the game behavior performed by the target game character in the game match according to the operation guidance information.

[0005] Secondly, this disclosure provides a device for reproducing game scenes in a game. The device includes: a game recording module, used to record game data corresponding to a target game character during the game in response to a recording command triggered by a target game account, wherein the game data includes: game scene data and game behavior data corresponding to the target game character; a game reproduction module, used to render and generate a game scene corresponding to the game and a target game character located in the game scene based on the game scene data in response to a game reproduction command triggered by a target game account after the game ends; and a role-playing module, used to configure control permissions corresponding to the target game character for the target game account in response to a role-playing command, and send operation guidance information generated based on the game behavior data to the target game account, so that the target game account can control the target game character in the game scene to reproduce the game behavior performed by the target game character in the game.

[0006] Thirdly, this disclosure provides an electronic device including a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the game scene reproduction method described above.

[0007] Fourthly, this disclosure provides a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the game scene reproduction method described above.

[0008] The embodiments disclosed herein bring the following beneficial effects:

[0009] This disclosure provides a method, apparatus, and electronic device for reproducing game scenes in a game. During a game, in response to a recording command triggered by the target game account, game data corresponding to the target game character is recorded. This game data includes game scene data and game behavior data corresponding to the target game character. After the game ends, in response to a game reproduction command triggered by the target game account, a game scene corresponding to the game and the target game character located within that scene are rendered based on the game scene data. Then, in response to a role-playing command, control permissions corresponding to the target game character are configured for the target game account, and operation guidance information generated based on the game behavior data is sent to the target game account. This allows the target game account to control the target game character within the game scene to reproduce the game behaviors performed by the target game character during the game. This method can realistically reproduce recorded game scenes using game data corresponding to the game character in the recorded game, allowing players to watch, learn, and practice the game behaviors performed by the game character in the recorded game scene. This method reduces the cost of creating game training levels, enriches game training scenarios, and enhances the player's gaming experience.

[0010] Other features and advantages of this disclosure will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.

[0011] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0012] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0013] Figure 1 A flowchart illustrating a method for reproducing a game scene in an embodiment of this disclosure;

[0014] Figure 2 A schematic diagram illustrating the target recording scene range provided in an embodiment of this disclosure;

[0015] Figure 3 This is a schematic diagram of a historical game scene from the perspective of the target game, provided in an embodiment of this disclosure.

[0016] Figure 4 A schematic diagram illustrating the determination of a target recording scene range provided in an embodiment of this disclosure;

[0017] Figure 5 A schematic diagram illustrating the determination of the center point provided in an embodiment of this disclosure;

[0018] Figure 6 A schematic diagram illustrating the determination of a target radius according to an embodiment of this disclosure;

[0019] Figure 7 A schematic diagram of a target plane provided for an embodiment of this disclosure;

[0020] Figure 8 A schematic diagram illustrating the determination of a target height according to an embodiment of this disclosure;

[0021] Figure 9 A schematic diagram of a three-dimensional spatial range provided for an embodiment of this disclosure;

[0022] Figure 10 This is a schematic diagram illustrating a scene reproduction in a role-playing scenario provided by an embodiment of this disclosure;

[0023] Figure 11 The diagram shown is a schematic of the selection controls corresponding to multiple reproduction types provided in the embodiments of this disclosure;

[0024] Figure 12 This is a schematic diagram illustrating a recreated scene in a role-playing viewing scenario, as provided in an embodiment of this disclosure.

[0025] Figure 13 This is a schematic diagram illustrating a recreated scene in a bystander viewing scenario, as provided in an embodiment of this disclosure.

[0026] Figure 14 A schematic diagram of a device for reproducing game scenes in an embodiment of this disclosure;

[0027] Figure 15 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0028] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.

[0029] Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely to illustrate selected embodiments of the disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of protection of this disclosure.

[0030] In one embodiment of this disclosure, the game scene replay method can run on a local terminal device or a server. When the game scene replay method runs 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.

[0031] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game scene reproduction method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0032] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0033] In one possible implementation, embodiments of this disclosure provide a method for reproducing game scenarios, such as... Figure 1 As shown, the method includes the following specific steps:

[0034] Step S102: During the game, in response to the recording command triggered by the target game account, record the game data corresponding to the target game character in the game. The game data includes: game scene data and game behavior data corresponding to the target game character.

[0035] In practice, players first need to log in to the game via their terminal device, i.e., through their target game account. After logging in, players can select a game character and control that character to participate in gameplay. During gameplay, players may encounter situations they wish to record for closer study, such as witnessing a skilled player's impressive maneuvers but not understanding them on the spot and wanting to record them for observation and learning. Based on this, players can record gameplay scenes by triggering recording commands. These recording commands can be triggered by the recording controls displayed in the graphical user interface, by pressing a specific key on the keyboard or mouse, or by using a game controller.

[0036] During a game match, players can trigger a recording command to record game data for all game characters or a selected character. The target character can be any character in the match or a selected character. This game data includes, but is not limited to, game scene data and the target character's behavioral data. This behavioral data includes any actions the target character can perform, such as running, jumping, and casting skills, and may also include data such as changes in the target character's health, whether they are under control effects, changes in defense, and changes in healing.

[0037] In practical applications, once game data recording is complete, the recorded game data is saved to a preset location in the target game. This preset location can be determined according to development needs; for example, it could be the storage location of the level corresponding to the training ground interface in the game, or it could be the game's preset database. When players engage in training scenarios or need to recreate scenarios, the recorded game data is retrieved from the preset location, and the game scenario is recreated based on the recorded game data.

[0038] Step S104: After the game ends, in response to the game replay command triggered by the target game account, the game scene corresponding to the game and the target game character located in the game scene are rendered and generated based on the game scene data.

[0039] In practice, the aforementioned game replay command can be generated by the player triggering a control displayed on the game interface, a specified mouse button, or a keyboard key. After a player enters the training ground or a game ends, they trigger the game replay command through their target game account. The system loads game data stored in a preset location and renders a graphical user interface based on the game scene data within that data, generating the game scene corresponding to the match and the target game character within it. Specifically, because the player records game data, the system can realistically recreate the game scene based on this data.

[0040] Step S106: In response to the role-playing instruction, configure the control permissions corresponding to the target game character for the target game account, and send operation guidance information generated based on game behavior data to the target game account, so that the target game account can control the target game character in the game scene to reproduce the game behavior performed by the target game character in the game match according to the operation guidance information.

[0041] In practical implementation, the specific triggering method for the aforementioned role-playing commands can be determined according to development needs. For example, players can generate role-playing commands by triggering a control displayed in the graphical user interface, or by pressing a specific key on the keyboard. Specifically, when the target game account triggers a role-playing command, control permissions corresponding to the target game character will be configured for the target game account, and operation guidance information will be sent to the target game account to be displayed in the graphical user interface provided by the terminal device logged into by the target game account. The operation guidance information is generated based on the game behavior data corresponding to the target game character in the recorded game data. This operation guidance information includes the game behavior to be performed by the target game character during the game, as well as the triggering operations to control this game behavior.

[0042] In practical applications, when recreating game scenarios, because the target game account is configured with the corresponding control permissions for the target game character, players can control the target game character to operate in the recreated game scenario. Furthermore, players can imitate the game behavior of the target game character during recording based on the operation guidance information displayed in the graphical user interface, thereby achieving the effect of actually immersing themselves in a game scenario to practice operating a specific game character.

[0043] This disclosure provides a method for reproducing game match scenes. This method can realistically reproduce recorded game match scenes by using game data corresponding to game characters in recorded game matches. This allows players to watch, learn, and practice the game behaviors performed by game characters in recorded game match scenes. As a result, this method reduces the production cost of game training levels, enriches game training scenes, and enhances the player's gaming experience.

[0044] The following examples describe a method for recording game data.

[0045] Specifically, the process of recording game data corresponding to the target game character in a game match in response to the recording instruction triggered by the target game account may include: determining the target recording scene range in response to the recording instruction triggered by the target game account, and identifying the game character within the target recording scene range as the target game character; and recording the game data corresponding to the target game character within the target recording scene range in a game match.

[0046] In practical implementation, after a player logged into the target game account sends a recording command, the target recording scene area is first determined. This target recording scene area is a certain range of three-dimensional scene space within the game's match scene. This target recording scene area can be determined according to recording rules or player settings. After determining the target recording scene area, the game data of all game characters within the target recording scene area are recorded. All game characters within the target recording scene area can be considered the target game character. The shape corresponding to the target recording scene area can be determined according to development requirements; for example, the target recording scene area can be a cylinder, sphere, or cuboid.

[0047] In an optional embodiment, during a game match, in response to a kill event, a recording control is provided to the target game account; in response to the target game account's triggering operation on the recording control, the target game account triggers a recording command. Specifically, during a game match, if a kill event occurs, a recording control can be displayed in the graphical user interface provided by the terminal device logged into the target game account. When the player logged into the target game account triggers the recording control, the target game account triggers a recording command. The kill event occurring during the game match can be the target game account's controlled character being killed, the target game account's controlled character killing another game character, or other game characters being killed, etc.

[0048] When a kill occurs during a game match, the target game account triggers a recording command. The specific process of determining the target recording scene range can include: recording the first movement trajectory and the second movement trajectory of the killed character; and determining the target recording scene range based on the scene range surrounding the first and second movement trajectories. Specifically, the scene range surrounding the first and second movement trajectories can be defined as the target recording scene range, and a scene range larger than the first and second movement trajectories can also be defined as the target recording scene range.

[0049] In an optional embodiment, the specific process of determining the target recording scene range based on the scene range surrounding the first and second movement trajectories may include: determining a first scene range surrounding the first and second movement trajectories; expanding the first scene range outward by a preset range to obtain an expanded first scene range, and determining the expanded first scene range as the target recording scene range; wherein, the target game characters within the target recording scene range include: the killed character, the killing character, and a first game character and a second game character at a preset distance from the killed character. The preset distance can be determined according to research and development needs.

[0050] In practical implementation, the preset range for expanding the first scene range outward can be determined based on development needs or game operations. For example, the preset range can be a fixed range, or it can be the frame with the furthest distance between the killed character and the game character associated with the killed character and the center point of the first scene range within the recording time, and the first scene range can be expanded to this distance. The game character associated with the killed character and the game character associated with the killed character can be a game character that fights against or assists the killed character or the character associated with the killed character.

[0051] In one specific embodiment, the aforementioned killed character can be a controlled virtual character controlled by the target game account during a game match, and the aforementioned kill event can be the killing of a controlled virtual character. Based on this, during a game match, if a controlled virtual character is killed, a death replay video will be played in the graphical user interface provided by the terminal device logged into the target game account. Players can view the process of the killing character killing the controlled virtual character in the death replay video. During this process, players can send recording commands to record data. Specifically, after the player sends a recording command, the system automatically determines the target recording scene range. After generating the target recording scene range, the system will completely record the game behavior and game scene data of each game character within the target recording scene range in the death replay video, forming recorded game data, which will be used as the basis for reproduction.

[0052] For example, assuming the target recording scene range is a cylinder, the method for determining the target recording scene range includes: recording the first movement trajectory of the controlled virtual object and the second movement trajectory of the killed character during the entire time period of the current death replay video; taking the two points with the greatest horizontal distance between these two movement trajectories as the diameter of a circle, taking the midpoint as the center point C; taking the two points with the greatest vertical distance between the two movement trajectories, adding the character's height to this distance as the height of the cylinder; drawing a cylinder based on the center point C and the cylinder's height, such that both the first and second movement trajectories are contained within this cylinder, and extending outwards by a certain distance, so that this cylinder can encompass the controlled virtual character, the killed character, and other nearby related characters. Figure 2 The diagram shown is a schematic representation of a target recording scene range provided in an embodiment of this disclosure. Figure 2 The space corresponding to the cylinder in the diagram is the target recording scene range. Point C is the center point of the cylinder. The solid line trajectory under the feet of the character model is the first movement trajectory, and the dashed line trajectory under the feet of the character model is the second movement trajectory.

[0053] The above methods can record game data corresponding to game characters in the game scene when a kill occurs during a game match, thus enriching the game recording scenarios.

[0054] The following examples provide another way to record game data.

[0055] Specifically, during a game match, the system controls the terminal device corresponding to the target game account to play recorded data of historical game match scenes. Based on this, the specific process of recording game data corresponding to the target game character in response to the recording command triggered by the target game account can include: determining the recording start time in response to the recording start command triggered by the target game account; determining the recording end time and the target recording scene range in response to the recording end command triggered by the target game account, and recording the game data of the target game character within the target recording scene range in the recorded data of historical game match scenes between the recording start time and the recording end time.

[0056] In practical implementation, the recorded data corresponding to the aforementioned historical game scenes can be the recorded data contained in the recording system. The aforementioned record start and record end commands can be triggered by a control displayed in the graphical user interface, a key on the keyboard, or a gesture. For example, a player clicks the record start button displayed in the graphical user interface to trigger the record start command; at this time, the record start button changes to a record stop button, and the player clicks the record stop button again to trigger the record end command. The record start button can be a control displayed in the graphical user interface or a key on the keyboard (e.g., F1 or F2). Specifically, when playing recorded data corresponding to historical game scenes in the graphical user interface, the recording time needs to be determined based on the record start and record end commands, and the game data of the game characters within the target recording scene range during that recording time needs to be obtained from the recorded data.

[0057] In one specific embodiment, before determining the recording start time in response to a recording start command triggered by the target game account, in response to playing the recorded data corresponding to the historical game scene, the system controls the display of a first character identifier of the game character contained in the recorded data of the historical game scene on the terminal device corresponding to the target game account; in response to the target game account's selection operation for the target first character identifier, the game character corresponding to the target first character identifier is determined as the target game character. Based on this, the specific process of determining the recording end time and the target recording scene range in response to the recording end command triggered by the target game account may include: in response to the recording end command triggered by the target game account, determining the recording end time, and calculating the third movement trajectory of the target game character in the recorded data corresponding to the historical game scene from the recording start time to the recording end time; determining the second scene range surrounding the third movement trajectory, and determining the second scene range as the target recording scene range.

[0058] In practice, when players watch replays of historical game matches using the target game account in the recording system, they can record from the perspective of a specific game character. Specifically, when playing the replay data of a historical game match in the graphical user interface (GUI), the GUI displays the first character identifiers of all game characters included in the historical match. These first character identifiers can be character portraits, character names, or account information, etc. Players can then select any first character identifier and designate the game character corresponding to that identifier as the target game character, displaying the game scene from the target game character's perspective in the GUI.

[0059] like Figure 3The image shown is a schematic diagram of a historical game scene from the target game's perspective, provided in an embodiment of this disclosure. Figure 3 The avatar displayed at the top center is the primary character's identifier, while the primary character's identifier with the recorder icon at the bottom is the target's primary character's identifier. Figure 3 The character model displayed is the game character corresponding to the target character identifier. Players can press the record button at any time while viewing the scene to start recording, and press the record button again to stop recording. Figure 3 The bottom right corner displays the record button. Initially, the record button shows "Start Recording," but after the first press, it changes to "End Recording." The system will then mark the recording time period (e.g., ...). Figure 3 The time between the two circles in the playback time shown below is the recording time period. The third movement trajectory of the game character corresponding to the first target character identifier within this time period is calculated, and the target recording scene range surrounding the third movement trajectory is determined.

[0060] In practice, the aforementioned target recording scene range is automatically generated by the system based on the target game character's third movement trajectory. For example... Figure 4 The diagram shown is a schematic representation of determining the target recording scene range according to an embodiment of this disclosure. Figure 4 The space corresponding to the cylinder in the image is the target recording scene area, the character model is the target game character, the curve under the target game character's feet is the third movement trajectory, and point C is the center point of the third movement trajectory.

[0061] In another optional embodiment, when players view recorded data corresponding to historical game scenes in the recording system, they can record based on those historical game scenes. Specifically, if the player is watching the recording from a free-view perspective rather than the perspective of a specific game character, the system will prompt the player to draw the target recording scene range by defining the center, radius, and height of a circle when the record button is pressed. During recording, the player can adjust the size and position of the target recording scene range at any time, and the final definition of the recording scene range is based on the state when recording stops. Specifically, the player can draw the target recording scene range in the following way:

[0062] In response to a first trigger operation by the target game account targeting a pre-selected identifier, the system determines the touch point of the first trigger operation in the first scene position of the recorded data corresponding to the historical game scene, and sets the first scene position as the center point; in response to a movement control operation by the target game account targeting the pre-selected identifier, the system controls the pre-selected identifier to move; in response to a second trigger operation by the target game account targeting the pre-selected identifier, the system determines the touch point of the second trigger operation in the second scene position of the recorded data corresponding to the historical game scene, and determines the target radius based on the first and second scene positions; a target plane is established based on the center point and the target radius; in response to a movement control operation by the target game account targeting the pre-selected identifier toward a preset direction, the system controls the pre-selected identifier to move toward the preset direction; in response to a third trigger operation targeting the pre-selected identifier, the system determines the touch point of the third trigger operation in the third scene position of the recorded data corresponding to the historical game scene, and determines the target height based on the third and second scene positions; based on the target plane and the target height, a three-dimensional spatial range is generated, and the three-dimensional spatial range is defined as the target recording scene range.

[0063] In practical implementation, the aforementioned pre-selected identifier can be a cursor identifier. The position of the cursor identifier in the graphical user interface is controlled by a mouse or gamepad. When the mouse or gamepad is not clicked, movement of the mouse or gamepad joystick can control the cursor identifier to hover at any position in the graphical user interface. For touch-enabled devices, the aforementioned pre-selected identifier can be determined based on the touch point of the touch operation, and the pre-selected identifier moves in the graphical user interface following the position change of the touch point. The specific operations corresponding to the first, second, and third trigger operations can be determined according to development needs; for example, they can be click operations or long-press operations.

[0064] For example, assuming the target recording scene is a cylinder, when a player clicks on a specific location on the ground within a historical game scene (equivalent to the first scene location mentioned above) using a pre-selected identifier, that first scene location is designated as the center point, which is also the center of the cylinder's base. At this point, a circular graphic appears at the trigger location of the pre-selected identifier, such as... Figure 5 The diagram shown is a schematic diagram of the determination of the center point provided in an embodiment of this disclosure. Figure 5 The arrow marker (equivalent to a pre-selected marker) points to the center point of the circle. The player then controls the pre-selected marker's movement within the graphical user interface. As the pre-selected marker moves, a dashed line is created between the center point and the ground it points to. This dashed line is defined as the radius of the base circle, creating a dashed circle, as shown below. Figure 6The diagram illustrates the determination of a target radius. When a player performs a second trigger action on a pre-selected identifier (e.g., clicks the pre-selected identifier), the location of the touch point of the second trigger action is determined within the second scene position in the recorded data corresponding to the historical game scene. Based on the first and second scene positions, the target radius is determined. A target plane is established based on the center point and the target radius; this target plane is also the base of the cylinder. Figure 7 The image shown is a schematic diagram of a target plane. Figure 7 The circle in the image represents the target plane, which is the plane after the player performs the second trigger operation on the pre-selected marker. Figure 6 The dashed lines in the circle are formed by turning the dashed lines into solid lines.

[0065] In the specific implementation, when the player performs the second trigger operation, the trigger position corresponding to the second trigger operation (equivalent to the second scene position mentioned above) is recorded. For example, the screen coordinates corresponding to this trigger position are (x1, y1). Furthermore, the player can control the pre-selected marker to move in a preset direction, which can be vertical or above the second scene position, etc. At this time, as the pre-selected marker moves, the y-axis difference (y2-y1) between the current pre-selected marker's coordinates (x2, y2) and the recorded coordinates (x1, y1) is taken. This difference is then converted according to the scale of the current screen and the game scene to determine the current height of the cylinder. Since the pre-selected marker has not been clicked at this time, the height is undetermined. The part of the cylinder except for the bottom is drawn with dashed lines, such as... Figure 8 This is a schematic diagram illustrating the determination of a target height according to an embodiment of the present disclosure. Figure 8 The vertical dotted line in the diagram represents the height of the cylinder, which is also the target height. When the player clicks the pre-selected marker, a three-dimensional spatial range is generated based on the target plane and the cylinder's height, and this three-dimensional spatial range is defined as the target recording scene range. For example... Figure 9 The diagram shown is a schematic representation of a three-dimensional spatial range. Figure 9 The control range corresponding to the cylinder in the diagram is also the three-dimensional space range.

[0066] In an optional embodiment, after the target recording scene area is drawn, the player can also adjust the position, radius, and height of the target recording scene area. In a specific embodiment, in response to the pre-selected identifier being located at the center point of the target recording scene area, the center point is controlled to be displayed in a preset display mode within the target recording scene area; in response to the fourth trigger operation triggered by the target game account for the pre-selected identifier, the display format of the target recording scene area is controlled to switch to a specified display format; in response to the movement control operation triggered by the target game account for the pre-selected identifier, the target recording scene area is controlled to move in the graphical user interface following the movement control operation. The preset display mode and specified display format can both be determined according to development needs.

[0067] For example, when the preselected marker is hovered over or moved to the center point of the target recording scene, the center point is displayed in a preset display mode (highlighted or displayed in a specified color, etc.). At this time, if the player triggers the preselected marker, the entire target recording scene area switches to the specified display format, for example, from solid line to dashed line. Then, as the preselected marker moves, the position of the target recording scene area displayed in the specified display format moves. If the player triggers the preselected marker again (for example, by clicking the preselected marker), the trigger position is set as the center point position, thereby moving the target recording scene area to the trigger position and switching its display format back to the previous display format (for example, from dashed line to solid line).

[0068] In another optional embodiment, in response to the pre-selected identifier being located at a designated position on the target plane within the target recording scene range, the display mode of the target plane is switched to a preset display mode; in response to a fifth trigger operation triggered by the target game account for the pre-selected identifier, the display of a connecting line from the center point to the designated position is controlled; wherein the length of the connecting line matches the target radius of the target plane; in response to a movement control operation triggered by the target game account for the pre-selected identifier, the length of the connecting line is controlled to change to adjust the length of the target radius. The designated position can be any position on the target plane or an edge position of the target plane, and the fifth trigger operation can be a click operation or a long press operation, etc.

[0069] For example, when the preselected marker hovers over or moves to a specified position on the target plane within the target recording scene range, the edge of the target plane is displayed in a preset display mode (highlighted or displayed in a specified color, etc.). At this time, the player triggers the preselected marker, and a dotted line (equivalent to the connecting line mentioned above) is drawn from the center point to the player's trigger position. The bottom surface of the target plane is determined by the radius of this dotted line, and the entire target plane is displayed as a dotted line. Then, as the preselected marker moves, the length of the dotted line is adjusted. If the player triggers the preselected marker again (for example, by clicking the preselected marker), the length of the line connecting the trigger position and the center point is determined as the adjusted radius length, and the target plane is displayed as a solid line.

[0070] In another optional embodiment, in response to the pre-selected identifier being located on the vertical plane of the target recording scene range, a height line is displayed on the vertical plane of the target recording scene range; in response to the sixth trigger operation triggered by the target game account for the pre-selected identifier, the intersection point of the height line corresponding to the sixth trigger operation and the target plane is determined; in response to the movement control operation of the pre-selected identifier towards a preset direction triggered by the target game account, the pre-selected identifier is controlled to move towards the preset direction; in response to the seventh trigger operation triggered by the target game account for the pre-selected identifier, the touch point position of the seventh trigger operation is determined to be the fourth scene position in the recording data corresponding to the historical game scene, and the target height is determined based on the fourth scene position and the intersection point.

[0071] For example, when the pre-selected marker hovers over or moves to the vertical plane of the target recording scene, a dashed line perpendicular to the bottom plane is drawn using the point projected onto the vertical plane at the current position of the pre-selected marker (equivalent to the height line mentioned above). At this time, the player triggers the pre-selected marker, and a dashed line (equivalent to the connecting line mentioned above) is drawn from the center point to the player's trigger position. The intersection point of the height line corresponding to the trigger position of the pre-selected marker and the target plane is taken as (x1, y1). As the pre-selected marker moves, the y-axis difference (y2-y1) between the current coordinates of the pre-selected marker (x2, y2) and the coordinates of the intersection point (x1, y1) is taken and converted according to the scale of the current screen and the game scene to obtain the target height.

[0072] The above method allows players to create practice levels directly using scenarios encountered in actual games, solving the problems of complex and time-consuming level creation. In the replay section, players can practice using multiple different attacking and defending characters from both sides, improving the practice effect and moving beyond the current training grounds that only allow one-sided attacks. Furthermore, by setting the target recording scene range to generate game recording information, recording space can be saved, preventing the recording of excessive redundant information.

[0073] The following examples are used to describe the method of scene reproduction.

[0074] After a game ends, in response to a game replay command triggered by the target game account, a game scene corresponding to the game match and the target game character located within the game scene are rendered based on game scene data. In response to the rendered game scene, at least one of the following information is displayed on the scene screen corresponding to the rendered game scene: recording duration, current playback duration, and a play / pause control; after the play / pause control is triggered, the rendering of the game scene corresponding to the game match is paused, and the play / pause control is switched to a start playback control.

[0075] In practice, the recording duration is the duration of recording game data. The current playback duration can be displayed on the scene screen through a progress bar and / or display time. The display position and display form of the play / pause control in the graphical user interface can be determined according to the development needs.

[0076] Furthermore, the aforementioned target game characters include multiple ones; the specific process of configuring control permissions corresponding to the target game characters for the target game account in response to role-playing instructions and sending operation guidance information generated based on game behavior data to the target game account may include: in response to role-playing instructions, determining a first target game character from multiple target game characters based on the role-playing instructions; configuring control permissions corresponding to the first target game character for the target game account and sending operation guidance information generated based on game behavior data corresponding to the first target game character to the target game account. Specifically, the aforementioned first target game character can be any one of the multiple target game characters.

[0077] In practical implementation, in response to the rendered game scene corresponding to the game match, control the display of multiple target game character second character identifiers on the scene screen corresponding to the rendered game scene. This allows players to select any one of the target game characters for role-playing, and perform corresponding operations based on the game data recorded by the other target game characters. This allows players to simulate gameplay in an environment close to a real game scene. Based on this, the specific process of responding to a role-playing command and determining the first target game character from multiple target game characters can include: in response to a selection operation of a target second character identifier among the multiple target game character second character identifiers, triggering a role-playing command and determining the target game character corresponding to the target second character identifier as the first target game character.

[0078] In practice, the aforementioned second role identifier can be a character avatar, character name, or character model, etc., and the aforementioned target second role identifier can be any one of multiple second role identifiers.

[0079] In an optional embodiment, after configuring the control permissions corresponding to the first target game character for the target game account, it is necessary to control the display of the game scene from the perspective of the first target game character on the terminal device corresponding to the target game account.

[0080] Furthermore, the aforementioned operation guidance information includes: operation control identifiers corresponding to the game actions performed by the target game character during the game; wherein, the operation control identifiers are displayed on the terminal device corresponding to the target game account in chronological order.

[0081] In practical implementation, the aforementioned operation control identifiers are used to indicate the operation controls and triggering methods corresponding to the game actions performed by the target game character during the game. For example, the operation control identifier could be an identifier for triggering the left mouse button, the right mouse button, or the middle mouse button, or it could be an identifier for triggering a key displayed on the keyboard, etc. Specifically, players can control the first target game character to perform game actions through the terminal device, and other target game characters will perform corresponding operations according to the recorded game data. Thus, players can imitate the operations of the first target game character during recording based on the operation control identifiers indicated by the displayed operation guidance information, so that the first target game character can reproduce the game actions performed in the game scene.

[0082] When the target game account triggers a role-playing command, the game scene corresponding to the game match from the perspective of the target game character, generated based on recorded game data, is played in the graphical user interface provided by the terminal device logged into the target game account. Simultaneously, the operation control identifiers corresponding to the game actions performed by the target game character during the match are displayed on the scene screen corresponding to the game scene. These operation control identifiers are displayed in a chain in the graphical user interface according to the time sequence in which the corresponding operation controls were triggered. For example... Figure 10 The image shown is a schematic diagram illustrating a scene reproduction in a role-playing scenario provided by an embodiment of this disclosure. Figure 10 The scene shown contains four game characters. The black character model represents the primary target game character, while the gray character model represents the target game character from the perspective of the primary target game character. Figure 10 The bottom of the scene screen displays a chain of identifiers corresponding to the operation controls performed by the first target game character during the game. This chain includes 5 operation control identifiers. Figure 10 A playback window is displayed on the right side of the scene shown in the image. This playback window displays the playback type (e.g., ...). Figure 10 "Substitution operation" in the recording (e.g., recording duration) Figure 10 (1 minute 8 seconds), current playback duration (e.g.) Figure 10 The system includes a 24-second timer and play / pause controls, as well as a secondary character identifier for each target game character, allowing players to switch their primary target game character at any time and easily simulate the actions of different target game characters.

[0083] Furthermore, in response to the target game account controlling the target game character to perform a target game action in the game scene, it is determined whether the target game action is consistent with the game action corresponding to the first operation control identifier that the target game character should currently reproduce as indicated by the operation guidance information. If they are consistent, the first operation control identifier is displayed on the terminal device corresponding to the target game account in a first display mode; if they are inconsistent, the first operation control identifier is displayed on the terminal device corresponding to the target game account in a second display mode. Specifically, the first display mode and the second display mode are different display modes, and the specific display mode corresponding to the first display mode and the second display mode can be determined according to the development needs. For example, the first display mode can be adding a green border to the operation control identifier, and the second display mode can be adding a red border to the operation control identifier, etc. The first operation control identifier can be the operation control identifier that should be executed at the current moment displayed in the graphical user interface.

[0084] In practical implementation, when the target game action performed by the player-controlled target game character matches the game action corresponding to the first operation control identifier that the currently playing target game character should perform, it indicates that the player has correctly executed the trigger operation corresponding to the target game character. The first operation control identifier will then be displayed in the first display mode to indicate that the current operation is correct. Conversely, when the target game action performed by the player-controlled target game character does not match the game action corresponding to the first operation control identifier that the currently playing target game character should perform, it indicates that the player has incorrectly executed the operation corresponding to the target game character. The first operation control identifier will then be displayed in the second display mode to indicate that the current operation is incorrect, thus assisting the player in imitating the operation.

[0085] In an optional embodiment, if the first operation control identifier is displayed in the graphical user interface in a second display mode, the playback of the scene corresponding to the game match scene in the graphical user interface is stopped. Since the first operation control identifier in the graphical user interface is displayed in the second display mode, it indicates that the player's current operation is incorrect. In order to better simulate the game behavior of the target game character in the game match scene, it is necessary to stop playing the game match scene generated by the recorded game data rendering when the player's operation is inconsistent with the operation corresponding to the target game character during recording, so that the operation of the target game character to perform the target game behavior can be practiced again later.

[0086] In an optional embodiment, in response to a triggering operation of a reset control displayed in the graphical user interface, the game scene from the perspective of the target game character, generated based on recorded game scene data, is restarted in the graphical user interface. This method can help players simulate operations in an environment that closely resembles a real game situation.

[0087] The following examples are used to describe different ways of reproducing a scenario.

[0088] Specifically, in response to a game replay command triggered by the target game account, game data is retrieved from a preset location. The graphical user interface (GUI) of the terminal device corresponding to the target game account displays multiple replay types' selection controls, as well as the game scene corresponding to the game match rendered based on game scene data and the target game character located within the game scene. Each of the multiple replay types is configured with corresponding information replay rules. Players can trigger the selection controls corresponding to any replay type to replay the scene and practice their actions. The information replay rules differ for different replay types, resulting in variations in the game scene displayed in the GUI and different viewing angles and control methods for the game character within the game scene.

[0089] Specifically, when a player triggers a game replay command, game data is retrieved from a preset location, and the first frame of the game scene corresponding to the game match, rendered based on the game scene data, is displayed in the graphical user interface. Multiple selection controls corresponding to different replay types are displayed on this first frame. Each replay type has pre-configured information replay rules, which can be determined according to development needs. For example... Figure 11 The diagram shows a selection control corresponding to multiple reproduction types provided in an embodiment of this disclosure. Figure 11 It contains three selection controls: a spectator view control, an immersive view control, and an immersive operation control. In other words, the graphical user interface displays three reproduction types: free-view spectator view, immersive first-person view of a character, and immersive operation practice of a character.

[0090] The selection controls for different replay types will display game scene images from different perspectives in the graphical user interface (GUI). Specifically, in free-view observation, the game scene displayed in the GUI can include all game characters included in the game data, allowing players to freely switch perspectives and view various operational details within the game scene. When viewing from a first-person perspective of a specific character, the game scene displayed in the GUI can include the player's selected target game character, allowing them to view the character's actions from that perspective. The GUI will also display the operation control icons corresponding to the target game character's actions during the game, making it easy for players to understand the operational details of the currently viewed target game character. When practicing with a specific character (equivalent to role-playing), the game scene displayed in the GUI can include the player's selected target game character and the operation control icons corresponding to the target game character's actions during the game. Players can control the target game character through their terminal device, and other target game characters will perform corresponding operations according to the game data. Players can then imitate the recorded actions of the target game character based on the displayed operation control icons.

[0091] In an optional embodiment, in response to a character immersion viewing command, operation guidance information generated based on the game behavior data corresponding to the target game character is sent to the target game account. This causes the terminal device corresponding to the target game account to display the game scene from the perspective of the target game character, and displays the operation guidance information on the scene screen corresponding to the game scene. The aforementioned character immersion viewing command can be triggered by the player activating the immersion viewing control displayed in the graphical user interface, or it can be triggered by the player pressing a designated button; the specific trigger can be determined according to development needs.

[0092] In practical implementation, in response to the rendered game scene corresponding to the game match, control the display of multiple second character identifiers corresponding to the target game characters on the scene screen corresponding to the rendered game scene. Displaying the second character identifier for each target game character allows the player to select one of the target game characters and view the game scene from the perspective of the selected target game character, thereby watching the selected target game character's game operations. Based on this, the specific process of sending operation guidance information generated based on the game behavior data corresponding to the target game character to the target game account in response to the character substitution viewing command can include: in response to the selection operation of a target second character identifier among the multiple target game character second character identifiers, triggering a role-playing command, and determining the target game character corresponding to the target second character identifier as the first target game character.

[0093] Once the primary target game character is identified, the graphical user interface (GUI) will display a scene view from the perspective of that character, generated based on game data. The GUI will also show the corresponding control icons for the actions that control the primary target game character. These control icons will be displayed in a chain in the GUI according to the order in which they were triggered. For example, if the game data records three actions controlling the primary target game character, then those three control icons will be displayed in the GUI in the order they occurred.

[0094] like Figure 12 The image shown is a schematic diagram illustrating a recreated scene in a role-playing viewing scenario, as provided in an embodiment of this disclosure. Figure 12 The scene shown contains four game characters. The black character model represents the primary target game character, while the gray character model represents the target game character from the perspective of the primary target game character. Figure 12 The bottom of the scene screen displays a chain of identifiers (i.e., operation guidance information) corresponding to the operation controls performed by the first target game character in the game. This chain of identifiers includes 5 operation control identifiers, which are used to indicate the corresponding operation controls and triggering methods when the first target game character performs game actions. Figure 12 The five operation control icons in the text are used to indicate: first, press the "SHIFT" key on the keyboard, then click the left mouse button, then press the E key on the keyboard, then click the left mouse button again, and finally click the right mouse button. Figure 12 A playback window is displayed on the right side of the scene shown in the image. This playback window displays the target reproduction type (e.g., ...). Figure 12 The "immersive viewing" option in the text), and the recording duration corresponding to the game recording information (such as...). Figure 12 (1 minute 8 seconds), current playback duration (e.g.) Figure 12 The game recording includes a 24-second timer and play / pause controls, as well as a second character identifier for each game character. This allows players to select a primary target character's actions and then trigger a specific first character identifier from the displayed second character identifiers. This switches the game scene displayed in the graphical user interface to the perspective of the corresponding first character, allowing players to watch the actions of that character. This method facilitates players watching the actions of different game characters at any time.

[0095] When viewing the game in character mode, the aforementioned operation guidance information includes: the identifiers of the operation controls corresponding to the game actions performed by the target game character during the game; and the changes in the display method of the operation control identifiers as the game scene from the perspective of the target game character is displayed on the terminal device corresponding to the target game account. That is, as the scene displayed in the graphical user interface changes, the operation controls used by the target game character also change. Therefore, in order to distinguish which operation controls the target game character has already used, which are currently in use, and which have not yet been used, the display method of the operation control identifiers needs to be adjusted in real time, so that players can easily understand the details of the actions being performed by the currently viewed target game character.

[0096] In one optional embodiment, when the game scene from the perspective of the target game character begins to be displayed on the terminal device corresponding to the target game account, the operation control identifier is displayed in a third display mode; if the game behavior executed by the target game character in response to the operation control corresponding to the second operation control identifier is currently displayed on the terminal device corresponding to the target game account, the display mode of the second operation control identifier displayed on the terminal device corresponding to the target game account is switched from the third display mode to the fourth display mode; if the game behavior executed by the target game character in response to the operation control corresponding to the second operation control identifier has been completed on the terminal device corresponding to the target game account, the display mode of the second operation control identifier displayed on the terminal device corresponding to the target game account is switched from the fourth display mode to the fifth display mode.

[0097] Specifically, the third, fourth, and fifth display methods described above are different display methods. For example, the third display method may display the operation control icon with a first transparency or a first color, the fourth display method may display the operation control icon with an outer border, and the fifth display method may display the operation control icon with a second transparency or a second color, etc. The second operation control mentioned above can be any operation control icon corresponding to the operation prompt information. This method makes it convenient for players to understand the operation currently being performed by the target game character, as well as the operation that will be performed soon.

[0098] In another optional embodiment, in response to a spectator command, the game scene is displayed on the terminal device corresponding to the target game account; in response to a game view adjustment operation, the scene screen displayed on the terminal device corresponding to the target game account changes based on the game view adjustment operation. The aforementioned spectator command can be triggered by the player clicking a spectator control displayed in the graphical user interface, or it can be triggered by the player pressing a specified button, depending on the development requirements.

[0099] In practical implementation, when a player is spectating, the terminal device corresponding to the target game account renders the game scene based on game scene data. This game scene displays all target game characters included in the recorded game data, and the graphical user interface (GUI) sequentially plays the recorded actions of these target game characters according to the recording time. While displaying the game scene in the GUI, the scene can be adjusted based on the player's perspective. Specifically, this perspective adjustment can involve sliding the mouse button while dragging, or rotating a specified control within the GUI. When the player adjusts their perspective, the game scene displayed in the GUI changes accordingly, allowing the player to freely view the details of each action within the game scene.

[0100] like Figure 13 The diagram shown is a schematic representation of a scene reproduction in a bystander viewing scenario provided by an embodiment of this disclosure. Figure 13 The scene shown contains four target game characters, and a playback window is displayed on the right side of the scene. This playback window displays the target reproduction type (e.g., ...). Figure 13 The "spectator" option in the text, and the recording duration corresponding to the game recording information (such as...). Figure 13 (1 minute 8 seconds), current playback duration (e.g.) Figure 13 (24 seconds in the middle) and play / pause controls (such as...) Figure 13 (The "11" control in the text). When the player clicks the play / pause control, the scene playing in the graphical user interface will pause, and the play / pause control will switch to the start playback control. When the player clicks the start playback control, the scene will continue playing.

[0101] In this method, players can record the scenario in real time. Since the game data of each character in the current scenario is recorded, players can realistically recreate the scenario after returning to the training ground. During the recreation, players can observe from various perspectives as bystanders, directly view the first-person perspective of a specific character, or even actually immerse themselves in the character's position to practice their actions. This solves the problem of high production costs for training levels and enhances the player's gaming experience.

[0102] Corresponding to the game scene reproduction method described above, this disclosure provides a game scene reproduction device that provides a graphical user interface through a terminal device; such as Figure 14 As shown, the device includes:

[0103] The game recording module 90 is used to record game data corresponding to the target game character in response to the recording command triggered by the target game account during the game. The game data includes game scene data and game behavior data corresponding to the target game character.

[0104] The game replay module 91 is used to render and generate the game scene corresponding to the game match and the target game character located in the game scene based on the game scene data after the game match ends, in response to the game replay command triggered by the target game account.

[0105] The role-playing module 92 is used to respond to role-playing instructions, configure the control permissions corresponding to the target game character for the target game account, and send operation guidance information generated based on game behavior data to the target game account, so that the target game account can control the target game character in the game scene to reproduce the game behavior performed by the target game character in the game.

[0106] The device for recreating game scenes in the aforementioned game can realistically reproduce the recorded game scene by using the game data corresponding to the game characters in the recorded game scene. This allows players to watch, learn, and practice the game behaviors performed by the game characters in the recorded game scene. As a result, this method reduces the production cost of game training levels, enriches game training scenes, and enhances the player's gaming experience.

[0107] Specifically, the game recording module 90 is used to: respond to a recording instruction triggered by the target game account, determine the target recording scene range, and identify the game characters within the target recording scene range as the target game characters; and record the game data corresponding to the target game characters within the target recording scene range during the game.

[0108] Furthermore, the aforementioned device also includes a recording trigger module, used to: in response to a kill event occurring during a game match, control the provision of a recording control to the target game account; and in response to a triggering operation of the recording control by the target game account, control the target game account to trigger a recording command.

[0109] In the specific implementation, the process of determining the target recording scene range includes: recording the first movement trajectory and the second movement trajectory of the killed character in the kill event; and determining the target recording scene range based on the scene range surrounding the first and second movement trajectories.

[0110] Furthermore, the specific process of determining the target recording scene range also includes: determining a first scene range surrounding the first movement trajectory and the second movement trajectory; expanding the first scene range outward by a preset range to obtain an expanded first scene range, and determining the expanded first scene range as the target recording scene range; wherein, the target game characters within the target recording scene range include: the killed character, the killing character, and a first game character at a preset distance from the killed character and a second game character at a preset distance from the killing character.

[0111] In a specific implementation, the aforementioned device further includes a video playback module, used to: control the terminal device corresponding to the target game account to play video data corresponding to historical game scenes during the game; based on this, the aforementioned game recording module 90 is also used to: determine the recording start time in response to the recording start command triggered by the target game account; determine the recording end time and the target recording scene range in response to the recording end command triggered by the target game account, and record the game data corresponding to the target game character within the target recording scene range in the video data corresponding to the historical game scenes between the recording start time and the recording end time.

[0112] Furthermore, the aforementioned device also includes a first identifier selection module, configured to: before determining the recording start time in response to a recording start command triggered by the target game account, in response to playing the recorded data corresponding to the historical game scene, control the display of a first character identifier of the game character contained in the recorded data of the historical game scene on the terminal device corresponding to the target game account; in response to the target game account's selection operation for the target first character identifier, determine the game character corresponding to the target first character identifier as the target game character; based on this, the aforementioned game recording module 90 is also configured to: in response to a recording end command triggered by the target game account, determine the recording end time, and calculate the third movement trajectory of the target game character in the recorded data corresponding to the historical game scene from the recording start time to the recording end time; determine the second scene range surrounding the third movement trajectory, and determine the second scene range as the target recording scene range.

[0113] Furthermore, the aforementioned device also includes a range determination module, configured to: in response to a first trigger operation by the target game account for a pre-selected identifier, determine the location of the touch point of the first trigger operation in the first scene position in the video recording data corresponding to the historical game scene, and determine the first scene position as the center point; in response to a movement control operation by the target game account for the pre-selected identifier, control the pre-selected identifier to move; in response to a second trigger operation by the target game account for the pre-selected identifier, determine the location of the touch point of the second trigger operation in the second scene position in the video recording data corresponding to the historical game scene, and determine the target radius based on the first scene position and the second scene position; establish a target plane based on the center point and the target radius; in response to a movement control operation triggered by the target game account for the pre-selected identifier to move in a preset direction, control the pre-selected identifier to move in a preset direction; in response to a third trigger operation for the pre-selected identifier, determine the location of the touch point of the third trigger operation in the third scene position in the video recording data corresponding to the historical game scene, and determine the target height based on the third scene position and the second scene position; generate a three-dimensional spatial range based on the target plane and the target height, and determine the three-dimensional spatial range as the target recording scene range.

[0114] Furthermore, the aforementioned device also includes a range movement module, used for: in response to the pre-selected identifier being located at the center point of the target recording scene range, controlling the center point to be displayed in a preset display mode within the target recording scene range; in response to the fourth trigger operation triggered by the target game account for the pre-selected identifier, controlling the display format of the target recording scene range to switch to a specified display format; and in response to the movement control operation triggered by the target game account for the pre-selected identifier, controlling the target recording scene range to move following the movement control operation.

[0115] Furthermore, the aforementioned device also includes a range adjustment module, used for: in response to the pre-selected identifier being located at a designated position on the target plane within the target recording scene range, controlling the display mode of the target plane to switch to a preset display mode; in response to a fifth trigger operation triggered by the target game account for the pre-selected identifier, controlling the display of a connecting line from the center point to the designated position; wherein the length of the connecting line matches the target radius of the target plane; and in response to a movement control operation triggered by the target game account for the pre-selected identifier, controlling the length of the connecting line to change, thereby adjusting the length of the target radius.

[0116] Furthermore, the aforementioned range adjustment module is also used to: control the display of a height line on the vertical plane of the target recording scene range in response to the pre-selected identifier being located on the vertical plane of the target recording scene range; determine the intersection point of the height line corresponding to the sixth trigger operation and the target plane in response to the sixth trigger operation triggered by the target game account for the pre-selected identifier; control the pre-selected identifier to move in the preset direction in response to the movement control operation of the pre-selected identifier triggered by the target game account; and determine the fourth scene position in the recording data corresponding to the historical game scene in response to the seventh trigger operation triggered by the target game account for the pre-selected identifier, and determine the target height based on the fourth scene position and the intersection point.

[0117] Furthermore, the aforementioned device also includes an information display module, used to: in response to rendering a game scene corresponding to a game match, control the display of at least one of the following information on the scene screen corresponding to the rendered game scene: recording duration, current playback duration, and play / pause control; after the play / pause control is triggered, pause the rendering of the game scene corresponding to the game match, and switch the play / pause control to a start playback control.

[0118] In a specific implementation, the aforementioned target game characters include multiple ones; the aforementioned role-playing module 92 is used to: respond to a role-playing instruction, determine a first target game character from multiple target game characters based on the role-playing instruction; configure the control permissions corresponding to the first target game character for the target game account, and send operation guidance information generated based on the game behavior data corresponding to the first target game character to the target game account.

[0119] Furthermore, the aforementioned device also includes a second identifier display module, configured to: in response to the rendering of a game scene corresponding to a game match, control the display of second character identifiers corresponding to multiple target game characters on the scene screen corresponding to the rendered game scene; based on this, the aforementioned role-playing module 92 is configured to: in response to a selection operation of a target second character identifier among the second character identifiers corresponding to multiple target game characters, trigger a role-playing instruction, and determine the target game character corresponding to the target second character identifier as the first target game character.

[0120] Furthermore, the aforementioned device also includes a perspective adjustment module, used to: after configuring the control permissions corresponding to the first target game character for the target game account, control the terminal device corresponding to the target game account to display the game scene from the perspective of the first target game character.

[0121] In practice, the above-mentioned operation guidance information includes: operation control identifiers corresponding to the game behaviors performed by the target game character in the game; wherein, the operation control identifiers are displayed on the terminal device corresponding to the target game account in chronological order.

[0122] Furthermore, the aforementioned device also includes a behavior determination module, used to: in response to the target game account controlling the target game character to perform a target game behavior in the game scene, determine whether the target game behavior is consistent with the game behavior corresponding to the first operation control identifier that the target game character should currently reproduce as indicated by the operation guidance information; if consistent, control the terminal device corresponding to the target game account to display the first operation control identifier in a first display mode; if inconsistent, control the terminal device corresponding to the target game account to display the first operation control identifier in a second display mode.

[0123] Furthermore, the aforementioned device will also include an immersion viewing module, used to: in response to a character immersion viewing command, send operation guidance information generated based on the game behavior data corresponding to the target game character to the target game account, so that the terminal device corresponding to the target game account displays the game scene from the perspective of the target game character, and displays the operation guidance information on the scene screen corresponding to the game scene.

[0124] In a specific implementation, the aforementioned operation guidance information includes: operation control identifiers corresponding to the game behaviors performed by the target game character in the game; based on this, the aforementioned device also includes a display change module, used to: control the display mode of the operation control identifiers to change during the process of displaying the game scene from the perspective of the target game character on the terminal device corresponding to the target game account.

[0125] Furthermore, the aforementioned display change module is also used to: display the operation control identifier in a third display mode when the game scene from the perspective of the target game character begins to be displayed on the terminal device corresponding to the target game account; if the game behavior executed by the operation control corresponding to the second operation control identifier is currently displayed on the terminal device corresponding to the target game account, control the display mode of the second operation control identifier displayed on the terminal device corresponding to the target game account to switch from the third display mode to the fourth display mode; if the game behavior executed by the operation control corresponding to the second operation control identifier has been completed on the terminal device corresponding to the target game account, control the display mode of the second operation control identifier displayed on the terminal device corresponding to the target game account to switch from the fourth display mode to the fifth display mode.

[0126] Furthermore, the aforementioned device also includes a spectator module, used to: in response to a spectator command, control the display of the game scene on the terminal device corresponding to the target game account; and in response to a game perspective adjustment operation, control the scene display on the terminal device corresponding to the target game account to change based on the game perspective adjustment operation.

[0127] The game scene reproduction device provided in this embodiment has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment.

[0128] This disclosure also provides an electronic device, such as... Figure 15 As shown, the electronic device includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the game scene reproduction method described above.

[0129] Specifically, the method for reproducing the game scene in the aforementioned game includes: during the game, in response to a recording command triggered by the target game account, recording the game data corresponding to the target game character in the game, wherein the game data includes: game scene data and game behavior data corresponding to the target game character; after the game ends, in response to a game reproduction command triggered by the target game account, rendering and generating the game scene corresponding to the game and the target game character located in the game scene based on the game scene data; in response to a role-playing command, configuring the control permissions corresponding to the target game character for the target game account, and sending operation guidance information generated based on the game behavior data to the target game account, so that the target game account can control the target game character in the game scene to reproduce the game behavior performed by the target game character in the game according to the operation guidance information.

[0130] The aforementioned method for recreating game scenarios can realistically reproduce recorded game scenarios by using game data corresponding to game characters in recorded game matches. This allows players to watch, learn, and practice the game behaviors performed by game characters in the recorded game scenarios. As a result, this method reduces the production cost of game training levels, enriches game training scenarios, and enhances the player's gaming experience.

[0131] In an optional embodiment, the step of recording game data corresponding to the target game character in a game match in response to a recording instruction triggered by the target game account includes: determining the target recording scene range in response to a recording instruction triggered by the target game account, and identifying the game character within the target recording scene range as the target game character; and recording the game data corresponding to the target game character within the target recording scene range in a game match.

[0132] In an optional embodiment, the method further includes: in response to a kill event occurring during a game, controlling the provision of a recording control to the target game account; and in response to the target game account's triggering operation on the recording control, controlling the target game account to trigger a recording command.

[0133] In an optional embodiment, the step of determining the target recording scene range includes: recording the first movement trajectory and the second movement trajectory corresponding to the killed character in the kill event; and determining the target recording scene range based on the scene range surrounding the first and second movement trajectories.

[0134] In an optional embodiment, the step of determining the target recording scene range based on the scene range surrounding the first movement trajectory and the second movement trajectory includes: determining a first scene range surrounding the first movement trajectory and the second movement trajectory; expanding the first scene range outward by a preset range to obtain an expanded first scene range, and determining the expanded first scene range as the target recording scene range; wherein, the target game characters within the target recording scene range include: the killed character, the killing character, and a first game character and a second game character that are at a preset distance from the killed character and at a preset distance from the killing character.

[0135] In an optional embodiment, the method further includes: during a game, controlling the terminal device corresponding to the target game account to play recorded data of historical game scenes; and recording game data corresponding to the target game character in the game in response to a recording instruction triggered by the target game account, including: determining the recording start time in response to a recording start instruction triggered by the target game account; determining the recording end time and the target recording scene range in response to a recording end instruction triggered by the target game account, and recording the game data corresponding to the target game character within the target recording scene range in the recorded data of historical game scenes between the recording start time and the recording end time.

[0136] In an optional embodiment, before determining the recording start time in response to a recording start command triggered by the target game account, the method further includes: in response to playing recorded data corresponding to a historical game scene, controlling the display of a first character identifier of the game character contained in the recorded data corresponding to the historical game scene on the terminal device corresponding to the target game account; in response to the target game account's selection operation for the target first character identifier, determining the game character corresponding to the target first character identifier as the target game character; the step of determining the recording end time and the target recording scene range in response to a recording end command triggered by the target game account includes: in response to the recording end command triggered by the target game account, determining the recording end time, and calculating the third movement trajectory of the target game character in the recorded data corresponding to the historical game scene from the recording start time to the recording end time; determining the second scene range surrounding the third movement trajectory, and determining the second scene range as the target recording scene range.

[0137] In an optional embodiment, the target recording scene range is determined as follows: In response to a first trigger operation by the target game account for a pre-selected identifier, the touch point of the first trigger operation is determined to be a first scene position in the video data corresponding to a historical game scene, and the first scene position is determined as the center point; In response to a movement control operation by the target game account for the pre-selected identifier, the pre-selected identifier is controlled to move; In response to a second trigger operation by the target game account for the pre-selected identifier, the touch point of the second trigger operation is determined to be a second scene position in the video data corresponding to a historical game scene, and a target radius is determined based on the first scene position and the second scene position; A target plane is established based on the center point and the target radius; In response to a movement control operation triggered by the target game account for the pre-selected identifier to move in a preset direction, the pre-selected identifier is controlled to move in the preset direction; In response to a third trigger operation for the pre-selected identifier, the touch point of the third trigger operation is determined to be a third scene position in the video data corresponding to a historical game scene, and a target height is determined based on the third scene position and the second scene position; A three-dimensional spatial range is generated based on the target plane and the target height, and the three-dimensional spatial range is determined as the target recording scene range.

[0138] In an optional embodiment, the method further includes: in response to the preselected identifier being located at the center point of the target recording scene range, controlling the center point to be displayed in the target recording scene range in a preset display mode; in response to the fourth trigger operation triggered by the target game account for the preselected identifier, controlling the display format of the target recording scene range to switch to a specified display format; and in response to the movement control operation triggered by the target game account for the preselected identifier, controlling the target recording scene range to move following the movement control operation.

[0139] In an optional embodiment, the method further includes: in response to the pre-selected identifier being located at a designated position on the target plane within the target recording scene range, controlling the display mode of the target plane to switch to a preset display mode; in response to a fifth trigger operation triggered by the target game account for the pre-selected identifier, controlling the display of a connecting line from the center point to the designated position; wherein the length of the connecting line matches the target radius of the target plane; in response to a movement control operation triggered by the target game account for the pre-selected identifier, controlling the length of the connecting line to change, so as to adjust the length of the target radius.

[0140] In an optional embodiment, the method further includes: in response to the preselected identifier being located on a vertical plane within the target recording scene range, controlling the display of a height line on the vertical plane of the target recording scene range; in response to a sixth trigger operation triggered by the target game account for the preselected identifier, determining the intersection point of the height line corresponding to the sixth trigger operation and the target plane; in response to a movement control operation triggered by the target game account for the preselected identifier moving in a preset direction, controlling the preselected identifier to move in a preset direction; and in response to a seventh trigger operation triggered by the target game account for the preselected identifier, determining the touch point position of the seventh trigger operation in the fourth scene position in the video recording data corresponding to the historical game scene, and determining the target height based on the fourth scene position and the intersection point.

[0141] In an optional embodiment, the method further includes: in response to rendering a game scene corresponding to a game match, controlling the display of at least one of the following information on the scene screen corresponding to the rendered game scene: recording duration, current playback duration, and play / pause control; after the play / pause control is triggered, pausing the rendering of the game scene corresponding to the game match, and switching the play / pause control to a start playback control.

[0142] In an optional embodiment, the aforementioned target game characters include multiple ones; the steps of configuring control permissions corresponding to the target game characters for the target game account in response to the role-playing command, and sending operation guidance information generated based on game behavior data to the target game account, include: in response to the role-playing command, determining a first target game character from multiple target game characters based on the role-playing command; configuring control permissions corresponding to the first target game character for the target game account, and sending operation guidance information generated based on game behavior data corresponding to the first target game character to the target game account.

[0143] In an optional embodiment, the method further includes: in response to rendering a game scene corresponding to a game match, controlling the display of second character identifiers corresponding to multiple target game characters on the scene screen corresponding to the rendered game scene; in response to a role-playing instruction, determining a first target game character from multiple target game characters based on the role-playing instruction, including: in response to a selection operation of a target second character identifier among the second character identifiers corresponding to multiple target game characters, triggering a role-playing instruction, and determining the target game character corresponding to the target second character identifier as the first target game character.

[0144] In an optional embodiment, after configuring the control permissions corresponding to the first target game character for the target game account, the method further includes: controlling the terminal device corresponding to the target game account to display the game scene from the perspective of the first target game character.

[0145] In an optional embodiment, the above-mentioned operation guidance information includes: operation control identifiers corresponding to the game behaviors performed by the target game character in the game; wherein, the operation control identifiers are displayed on the terminal device corresponding to the target game account in chronological order.

[0146] In an optional embodiment, the method further includes: responding to the target game account controlling the target game character to perform target game behavior in the game scene, determining whether the target game behavior is consistent with the game behavior corresponding to the first operation control identifier that the target game character should currently reproduce as indicated by the operation guidance information; if consistent, controlling the terminal device corresponding to the target game account to display the first operation control identifier in a first display mode; if inconsistent, controlling the terminal device corresponding to the target game account to display the first operation control identifier in a second display mode.

[0147] In an optional embodiment, the method further includes: in response to a character immersion viewing instruction, sending operation guidance information generated based on game behavior data corresponding to the target game character to the target game account, so that the terminal device corresponding to the target game account displays the game scene from the perspective of the target game character, and displays the operation guidance information on the scene screen corresponding to the game scene.

[0148] In an optional embodiment, the above-mentioned operation guidance information includes: operation control identifiers corresponding to game behaviors performed by the target game character in the game; the above method further includes: during the process of displaying the game scene from the perspective of the target game character on the terminal device corresponding to the target game account, controlling the display mode of the operation control identifiers to change.

[0149] In an optional embodiment, the step of changing the display mode of the control operation control identifier includes: when the game scene from the perspective of the target game character begins to be displayed on the terminal device corresponding to the target game account, displaying the control operation control identifier in a third display mode; if the target game character currently responds to the game behavior executed by the control operation corresponding to the second control operation control identifier on the terminal device corresponding to the target game account, controlling the display mode of the second control operation control identifier displayed on the terminal device corresponding to the target game account to switch from the third display mode to the fourth display mode; if the game behavior executed by the control operation corresponding to the second control operation control identifier has been completed on the terminal device corresponding to the target game account, controlling the display mode of the second control operation control identifier displayed on the terminal device corresponding to the target game account to switch from the fourth display mode to the fifth display mode.

[0150] In an optional embodiment, the method further includes: responding to a spectator command, controlling the display of a game scene on the terminal device corresponding to the target game account; and responding to a game perspective adjustment operation, controlling the scene screen corresponding to the game scene displayed on the terminal device corresponding to the target game account to change based on the game perspective adjustment operation.

[0151] Furthermore, Figure 15 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103 and the memory 100 connected via the bus 102.

[0152] The memory 100 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 15 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0153] Processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 101 or by instructions in software form. The processor 101 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can 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 methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0154] This disclosure also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the game scene reproduction method described above.

[0155] Specifically, the method for reproducing the game scene in the aforementioned game includes: during the game, in response to a recording command triggered by the target game account, recording the game data corresponding to the target game character in the game, wherein the game data includes: game scene data and game behavior data corresponding to the target game character; after the game ends, in response to a game reproduction command triggered by the target game account, rendering and generating the game scene corresponding to the game and the target game character located in the game scene based on the game scene data; in response to a role-playing command, configuring the control permissions corresponding to the target game character for the target game account, and sending operation guidance information generated based on the game behavior data to the target game account, so that the target game account can control the target game character in the game scene to reproduce the game behavior performed by the target game character in the game according to the operation guidance information.

[0156] The aforementioned method for recreating game scenarios can realistically reproduce recorded game scenarios by using game data corresponding to game characters in recorded game matches. This allows players to watch, learn, and practice the game behaviors performed by game characters in the recorded game scenarios. As a result, this method reduces the production cost of game training levels, enriches game training scenarios, and enhances the player's gaming experience.

[0157] In an optional embodiment, the step of recording game data corresponding to the target game character in a game match in response to a recording instruction triggered by the target game account includes: determining the target recording scene range in response to a recording instruction triggered by the target game account, and identifying the game character within the target recording scene range as the target game character; and recording the game data corresponding to the target game character within the target recording scene range in a game match.

[0158] In an optional embodiment, the method further includes: in response to a kill event occurring during a game, controlling the provision of a recording control to the target game account; and in response to the target game account's triggering operation on the recording control, controlling the target game account to trigger a recording command.

[0159] In an optional embodiment, the step of determining the target recording scene range includes: recording the first movement trajectory and the second movement trajectory corresponding to the killed character in the kill event; and determining the target recording scene range based on the scene range surrounding the first and second movement trajectories.

[0160] In an optional embodiment, the step of determining the target recording scene range based on the scene range surrounding the first movement trajectory and the second movement trajectory includes: determining a first scene range surrounding the first movement trajectory and the second movement trajectory; expanding the first scene range outward by a preset range to obtain an expanded first scene range, and determining the expanded first scene range as the target recording scene range; wherein, the target game characters within the target recording scene range include: the killed character, the killing character, and a first game character and a second game character that are at a preset distance from the killed character and at a preset distance from the killing character.

[0161] In an optional embodiment, the method further includes: during a game, controlling the terminal device corresponding to the target game account to play recorded data of historical game scenes; and recording game data corresponding to the target game character in the game in response to a recording instruction triggered by the target game account, including: determining the recording start time in response to a recording start instruction triggered by the target game account; determining the recording end time and the target recording scene range in response to a recording end instruction triggered by the target game account, and recording the game data corresponding to the target game character within the target recording scene range in the recorded data of historical game scenes between the recording start time and the recording end time.

[0162] In an optional embodiment, before determining the recording start time in response to a recording start command triggered by the target game account, the method further includes: in response to playing recorded data corresponding to a historical game scene, controlling the display of a first character identifier of the game character contained in the recorded data corresponding to the historical game scene on the terminal device corresponding to the target game account; in response to the target game account's selection operation for the target first character identifier, determining the game character corresponding to the target first character identifier as the target game character; the step of determining the recording end time and the target recording scene range in response to a recording end command triggered by the target game account includes: in response to the recording end command triggered by the target game account, determining the recording end time, and calculating the third movement trajectory of the target game character in the recorded data corresponding to the historical game scene from the recording start time to the recording end time; determining the second scene range surrounding the third movement trajectory, and determining the second scene range as the target recording scene range.

[0163] In an optional embodiment, the target recording scene range is determined as follows: In response to a first trigger operation by the target game account for a pre-selected identifier, the touch point of the first trigger operation is determined to be a first scene position in the video data corresponding to a historical game scene, and the first scene position is determined as the center point; In response to a movement control operation by the target game account for the pre-selected identifier, the pre-selected identifier is controlled to move; In response to a second trigger operation by the target game account for the pre-selected identifier, the touch point of the second trigger operation is determined to be a second scene position in the video data corresponding to a historical game scene, and a target radius is determined based on the first scene position and the second scene position; A target plane is established based on the center point and the target radius; In response to a movement control operation triggered by the target game account for the pre-selected identifier to move in a preset direction, the pre-selected identifier is controlled to move in the preset direction; In response to a third trigger operation for the pre-selected identifier, the touch point of the third trigger operation is determined to be a third scene position in the video data corresponding to a historical game scene, and a target height is determined based on the third scene position and the second scene position; A three-dimensional spatial range is generated based on the target plane and the target height, and the three-dimensional spatial range is determined as the target recording scene range.

[0164] In an optional embodiment, the method further includes: in response to the preselected identifier being located at the center point of the target recording scene range, controlling the center point to be displayed in the target recording scene range in a preset display mode; in response to the fourth trigger operation triggered by the target game account for the preselected identifier, controlling the display format of the target recording scene range to switch to a specified display format; and in response to the movement control operation triggered by the target game account for the preselected identifier, controlling the target recording scene range to move following the movement control operation.

[0165] In an optional embodiment, the method further includes: in response to the pre-selected identifier being located at a designated position on the target plane within the target recording scene range, controlling the display mode of the target plane to switch to a preset display mode; in response to a fifth trigger operation triggered by the target game account for the pre-selected identifier, controlling the display of a connecting line from the center point to the designated position; wherein the length of the connecting line matches the target radius of the target plane; in response to a movement control operation triggered by the target game account for the pre-selected identifier, controlling the length of the connecting line to change, so as to adjust the length of the target radius.

[0166] In an optional embodiment, the method further includes: in response to the preselected identifier being located on a vertical plane within the target recording scene range, controlling the display of a height line on the vertical plane of the target recording scene range; in response to a sixth trigger operation triggered by the target game account for the preselected identifier, determining the intersection point of the height line corresponding to the sixth trigger operation and the target plane; in response to a movement control operation triggered by the target game account for the preselected identifier moving in a preset direction, controlling the preselected identifier to move in a preset direction; and in response to a seventh trigger operation triggered by the target game account for the preselected identifier, determining the touch point position of the seventh trigger operation in the fourth scene position in the video recording data corresponding to the historical game scene, and determining the target height based on the fourth scene position and the intersection point.

[0167] In an optional embodiment, the method further includes: in response to rendering a game scene corresponding to a game match, controlling the display of at least one of the following information on the scene screen corresponding to the rendered game scene: recording duration, current playback duration, and play / pause control; after the play / pause control is triggered, pausing the rendering of the game scene corresponding to the game match, and switching the play / pause control to a start playback control.

[0168] In an optional embodiment, the aforementioned target game characters include multiple ones; the steps of configuring control permissions corresponding to the target game characters for the target game account in response to the role-playing command, and sending operation guidance information generated based on game behavior data to the target game account, include: in response to the role-playing command, determining a first target game character from multiple target game characters based on the role-playing command; configuring control permissions corresponding to the first target game character for the target game account, and sending operation guidance information generated based on game behavior data corresponding to the first target game character to the target game account.

[0169] In an optional embodiment, the method further includes: in response to rendering a game scene corresponding to a game match, controlling the display of second character identifiers corresponding to multiple target game characters on the scene screen corresponding to the rendered game scene; in response to a role-playing instruction, determining a first target game character from multiple target game characters based on the role-playing instruction, including: in response to a selection operation of a target second character identifier among the second character identifiers corresponding to multiple target game characters, triggering a role-playing instruction, and determining the target game character corresponding to the target second character identifier as the first target game character.

[0170] In an optional embodiment, after configuring the control permissions corresponding to the first target game character for the target game account, the method further includes: controlling the terminal device corresponding to the target game account to display the game scene from the perspective of the first target game character.

[0171] In an optional embodiment, the above-mentioned operation guidance information includes: operation control identifiers corresponding to the game behaviors performed by the target game character in the game; wherein, the operation control identifiers are displayed on the terminal device corresponding to the target game account in chronological order.

[0172] In an optional embodiment, the method further includes: responding to the target game account controlling the target game character to perform target game behavior in the game scene, determining whether the target game behavior is consistent with the game behavior corresponding to the first operation control identifier that the target game character should currently reproduce as indicated by the operation guidance information; if consistent, controlling the terminal device corresponding to the target game account to display the first operation control identifier in a first display mode; if inconsistent, controlling the terminal device corresponding to the target game account to display the first operation control identifier in a second display mode.

[0173] In an optional embodiment, the method further includes: in response to a character immersion viewing instruction, sending operation guidance information generated based on game behavior data corresponding to the target game character to the target game account, so that the terminal device corresponding to the target game account displays the game scene from the perspective of the target game character, and displays the operation guidance information on the scene screen corresponding to the game scene.

[0174] In an optional embodiment, the above-mentioned operation guidance information includes: operation control identifiers corresponding to game behaviors performed by the target game character in the game; the above method further includes: during the process of displaying the game scene from the perspective of the target game character on the terminal device corresponding to the target game account, controlling the display mode of the operation control identifiers to change.

[0175] In an optional embodiment, the step of changing the display mode of the control operation control identifier includes: when the game scene from the perspective of the target game character begins to be displayed on the terminal device corresponding to the target game account, displaying the control operation control identifier in a third display mode; if the target game character currently responds to the game behavior executed by the control operation corresponding to the second control operation control identifier on the terminal device corresponding to the target game account, controlling the display mode of the second control operation control identifier displayed on the terminal device corresponding to the target game account to switch from the third display mode to the fourth display mode; if the game behavior executed by the control operation corresponding to the second control operation control identifier has been completed on the terminal device corresponding to the target game account, controlling the display mode of the second control operation control identifier displayed on the terminal device corresponding to the target game account to switch from the fourth display mode to the fifth display mode.

[0176] In an optional embodiment, the method further includes: responding to a spectator command, controlling the display of a game scene on the terminal device corresponding to the target game account; and responding to a game perspective adjustment operation, controlling the scene screen corresponding to the game scene displayed on the terminal device corresponding to the target game account to change based on the game perspective adjustment operation.

[0177] If the aforementioned functions are implemented as 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 this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0178] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0179] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A method for reproducing a game scene, characterized in that, The method includes: During a game match, in response to a recording command triggered by the target game account, game data corresponding to the target game character is recorded. The game data includes: game scene data and game behavior data corresponding to the target game character. After the game ends, in response to the game replay command triggered by the target game account, the game scene corresponding to the game and the target game character located in the game scene are rendered and generated based on the game scene data; In response to a role-playing instruction, the system configures control permissions corresponding to the target game character for the target game account and sends operation guidance information generated based on the game behavior data to the target game account, so that the target game account can control the target game character in the game scene to reproduce the game behavior performed by the target game character in the game match according to the operation guidance information.

2. The method according to claim 1, characterized in that, The step of recording game data corresponding to the target game character in a game match in response to a recording command triggered by the target game account includes: In response to a recording command triggered by the target game account, the target recording scene range is determined, and the game characters within the target recording scene range are identified as the target game characters; Record the game data corresponding to the target game character within the target recording scene range during the game match.

3. The method according to claim 2, characterized in that, The method further includes: In response to a kill event occurring during the game, the system provides a recording control for the target game account. In response to the target game account's trigger operation on the recording control, the target game account is controlled to trigger the recording command.

4. The method according to claim 3, characterized in that, The step of determining the target recording scene range includes: Record the first movement trajectory and the second movement trajectory of the killed character in the kill event; The target recording scene range is determined based on the scene range surrounding the first movement trajectory and the second movement trajectory.

5. The method according to claim 4, characterized in that, The step of determining the target recording scene range based on the scene range surrounding the first movement trajectory and the second movement trajectory includes: Determine a first scene range that surrounds the first movement trajectory and the second movement trajectory; The first scene range is expanded outward by a preset range to obtain an expanded first scene range, and the expanded first scene range is determined as the target recording scene range; wherein, the target game characters within the target recording scene range include: the killed character, the killing character, a first game character at a preset distance from the killed character, and a second game character at the preset distance from the killing character.

6. The method according to claim 1, characterized in that, The method further includes: During a game, the system controls the terminal device corresponding to the target game account to play recorded data of historical game scenes. The step of recording game data corresponding to the target game character in a game match in response to a recording command triggered by the target game account includes: In response to a recording start command triggered by the target game account, determine the recording start time; In response to the recording end command triggered by the target game account, the recording end time and target recording scene range are determined, and the game data of the target game character within the target recording scene range in the video data corresponding to the historical game scene are recorded between the recording start time and the recording end time.

7. The method according to claim 6, characterized in that, Before the step of determining the recording start time in response to a recording start command triggered by the target game account, the method further includes: In response to playing the recorded data corresponding to the historical game scene, control the display of the first character identifier of the game character contained in the recorded data corresponding to the historical game scene on the terminal device corresponding to the target game account; In response to the target game account's selection operation for the target first character identifier, the game character corresponding to the target first character identifier is identified as the target game character; The step of determining the recording end time and the target recording scene range in response to the recording end command triggered by the target game account includes: In response to the recording end command triggered by the target game account, the recording end time is determined, and the third movement trajectory of the target game character in the video recording data corresponding to the historical game scene from the recording start time to the recording end time is calculated; Determine the second scene range surrounding the third movement trajectory, and define the second scene range as the target recording scene range.

8. The method according to claim 6, characterized in that, The target recording scene range is determined in the following way: In response to the first trigger operation of the target game account for the pre-selected identifier, the touch point position of the first trigger operation is determined to be the first scene position in the video data corresponding to the historical game scene, and the first scene position is determined as the center point; In response to the target game account's movement control operation on the pre-selected identifier, the pre-selected identifier is controlled to move; In response to the second trigger operation of the target game account for the pre-selected identifier, the touch point position of the second trigger operation is determined to be the second scene position in the video data corresponding to the historical game scene, and the target radius is determined based on the first scene position and the second scene position; Establish a target plane based on the center point and the target radius; In response to the movement control operation of the pre-selected identifier towards a preset direction triggered by the target game account, the pre-selected identifier is controlled to move towards the preset direction. In response to the third trigger operation for the pre-selected identifier, the touch point position of the third trigger operation is determined to be the third scene position in the video data corresponding to the historical game scene, and the target height is determined based on the third scene position and the second scene position. Based on the target plane and the target height, a three-dimensional spatial range is generated, and the three-dimensional spatial range is determined as the target recording scene range.

9. The method according to claim 8, characterized in that, The method further includes: In response to the preselected identifier being located at the center point of the target recording scene range, the center point is controlled to be displayed in a preset display mode within the target recording scene range; In response to the fourth trigger operation triggered by the target game account for the pre-selected identifier, the display format of the target recording scene range is switched to the specified display format; In response to a movement control operation triggered by the target game account targeting the pre-selected identifier, the target recording scene range is controlled to move in accordance with the movement control operation.

10. The method according to claim 8, characterized in that, The method further includes: In response to the preselected identifier being located at a specified position on the target plane within the target recording scene range, the display mode of the target plane is switched to a preset display mode; In response to a fifth trigger operation triggered by the target game account for the pre-selected identifier, control the display of a connecting line from the center point to the specified location; wherein the length of the connecting line matches the target radius of the target plane; In response to a movement control operation triggered by the target game account targeting the pre-selected identifier, the length of the connecting line is changed to adjust the length of the target radius.

11. The method according to claim 8, characterized in that, The method further includes: In response to the preselected identifier being located on the vertical plane of the target recording scene range, control the display of a height line on the vertical plane of the target recording scene range; In response to the sixth trigger operation triggered by the target game account for the pre-selected identifier, the intersection point of the height line corresponding to the sixth trigger operation and the target plane is determined; In response to the movement control operation of the preselected identifier towards a preset direction triggered by the target game account, the preselected identifier is controlled to move towards the preset direction. In response to the seventh trigger operation for the preselected identifier triggered by the target game account, the contact point position of the seventh trigger operation is determined to be the fourth scene position in the video data corresponding to the historical game scene, and the target height is determined based on the fourth scene position and the intersection point.

12. The method according to claim 1, characterized in that, The method further includes: In response to the rendering of the game scene corresponding to the game match, control the display of at least one of the following information on the scene screen corresponding to the rendered game scene: recording duration, current playback duration, and play / pause control; after the play / pause control is triggered, the rendering of the game scene corresponding to the game match is paused, and the play / pause control is switched to a start playback control.

13. The method according to claim 1, characterized in that, The target game characters include multiple ones; The step of configuring control permissions corresponding to the target game character for the target game account in response to a role-playing command, and sending operation guidance information generated based on the game behavior data to the target game account, includes: In response to a role-playing instruction, a first target game character is determined from a plurality of target game characters based on the role-playing instruction; Configure the control permissions corresponding to the first target game character for the target game account, and send operation guidance information generated based on the game behavior data corresponding to the first target game character to the target game account.

14. The method according to claim 13, characterized in that, The method further includes: In response to rendering and generating a game scene corresponding to the game match, control the display of the second character identifiers corresponding to the multiple target game characters on the scene screen corresponding to the rendered game scene; The step of determining a first target game character from a plurality of target game characters in response to a role-playing instruction, based on the role-playing instruction, includes: In response to the selection operation of the target second character identifier among the second character identifiers corresponding to the plurality of target game characters, the role-playing instruction is triggered, and the target game character corresponding to the target second character identifier is determined as the first target game character.

15. The method according to claim 13, characterized in that, After the step of configuring the control permissions corresponding to the first target game character for the target game account, the method further includes: The system controls the display of the game scene from the perspective of the first target game character on the terminal device corresponding to the target game account.

16. The method according to claim 1, characterized in that, The operation guidance information includes: operation control identifiers corresponding to the game behaviors performed by the target game character in the game; wherein, the operation control identifiers are displayed in chronological order on the terminal device corresponding to the target game account.

17. The method according to claim 16, characterized in that, The method further includes: In response to the target game account controlling the target game character to perform a target game behavior in the game scene, it is determined whether the target game behavior is consistent with the game behavior corresponding to the first operation control identifier that the target game character should currently reproduce as indicated by the operation guidance information; If they match, control the terminal device corresponding to the target game account to display the first operation control identifier in a first display mode; If there is a discrepancy, the first operation control identifier is displayed on the terminal device corresponding to the target game account in a second display mode.

18. The method according to claim 1, characterized in that, The method further includes: In response to a character immersion viewing command, operation guidance information generated based on the game behavior data corresponding to the target game character is sent to the target game account, so that the terminal device corresponding to the target game account displays the game scene from the perspective of the target game character, and displays the operation guidance information on the scene screen corresponding to the game scene.

19. The method according to claim 18, characterized in that, The operation guidance information includes: operation control identifiers corresponding to game actions performed by the target game character in the game match; the method further includes: During the process of displaying the game scene from the perspective of the target game character on the terminal device corresponding to the target game account, the display mode of the operation control identifier changes.

20. The method according to claim 19, characterized in that, The step of controlling the display mode of the operation control identifier to change includes: When the game scene from the perspective of the target game character begins to be displayed on the terminal device corresponding to the target game account, the operation control identifier is displayed in a third display mode. If the target game character responds to the operation control corresponding to the second operation control identifier on the terminal device corresponding to the target game account, the display mode of the second operation control identifier on the terminal device corresponding to the target game account is switched from the third display mode to the fourth display mode. If the game behavior executed by the operation control corresponding to the second operation control identifier triggered by the target game character has been displayed on the terminal device corresponding to the target game account, the display mode of the second operation control identifier displayed on the terminal device corresponding to the target game account is switched from the fourth display mode to the fifth display mode.

21. The method according to claim 1, characterized in that, The method further includes: In response to a spectator command, the game scene is displayed on the terminal device corresponding to the target game account; In response to the game view adjustment operation, the scene screen of the game scene displayed on the terminal device corresponding to the target game account changes based on the game view adjustment operation.

22. A device for reproducing game scenes, characterized in that, The device includes: The game recording module is used to record game data corresponding to the target game character during the game in response to the recording command triggered by the target game account. The game data includes: game scene data and game behavior data corresponding to the target game character. The game replay module is used to render and generate the game scene corresponding to the game match and the target game character located in the game scene based on the game scene data in response to the game replay command triggered by the target game account after the game match ends. The role-playing module is used to respond to role-playing instructions, configure the control permissions corresponding to the target game character for the target game account, and send operation guidance information generated based on the game behavior data to the target game account, so that the target game account can control the target game character to reproduce the game behavior performed by the target game character in the game scene according to the operation guidance information.

23. An electronic device, characterized in that, The electronic device includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the game scene reproduction method according to any one of claims 1 to 21.

24. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the game scene reproduction method according to any one of claims 1 to 21.

Citation Information

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