Game character transmission method, device, electronic equipment and storage medium

文档序号:1119084 发布日期:2020-10-02 浏览:20次 中文

阅读说明:本技术 游戏角色的传送方法、装置、电子设备及存储介质 (Game character transmission method, device, electronic equipment and storage medium ) 是由 朱林果 于 2020-06-24 设计创作,主要内容包括:本申请提供一种游戏角色的传送方法、装置、电子设备及存储介质,涉及游戏技术领域。其中,通过第一终端设备的图形用户界面显示游戏世界的当前游戏场景画面,当前游戏场景画面中包括游戏角色,图形用户界面上所显示的当前游戏场景画面通过虚拟摄像机确定;响应于游戏场景传送指令,可以在图形用户界面上显示场景传送画面以及加载目标场景数据,场景传送画面为通过虚拟摄像机确定的传送画面数据所生成的画面;响应目标场景数据加载完成后,控制游戏角色进入目标场景,由于在进行目标场景数据的加载时,并未引入其他的游戏场景,因此,在游戏角色的传送过程中几乎不会增加第一终端设备的性能消耗,并且不会给游戏设计师增加额外的工作量。(The application provides a game role transmission method, a game role transmission device, electronic equipment and a storage medium, and relates to the technical field of games. The method comprises the steps that a current game scene picture of a game world is displayed through a graphical user interface of first terminal equipment, the current game scene picture comprises game roles, and the current game scene picture displayed on the graphical user interface is determined through a virtual camera; in response to a game scene transfer instruction, a scene transfer picture generated by transfer picture data determined by the virtual camera and loading target scene data may be displayed on the graphical user interface; after the loading of the response target scene data is finished, the game role is controlled to enter the target scene, and other game scenes are not introduced when the loading of the target scene data is carried out, so that the performance consumption of the first terminal device is hardly increased in the transmission process of the game role, and extra workload is not increased for a game designer.)

1. A method of transferring a game character, comprising:

displaying a current game scene picture of a game world through a graphical user interface of first terminal equipment, wherein the current game scene picture comprises game roles, and the current game scene picture displayed on the graphical user interface is determined through a virtual camera;

in response to a game scene transmission instruction, displaying a scene transmission picture and loading target scene data on the graphical user interface, wherein the scene transmission picture is a picture generated by the transmission picture data determined by the virtual camera;

and after the data loading of the target scene is responded, controlling the game role to enter the target scene.

2. The method of claim 1, wherein the step of displaying the scene transmission screen on the graphical user interface comprises:

controlling to generate a transmission transition model;

determining, by the virtual camera, at least partial model data of the transfer transition model;

generating the scene transmission picture according to the at least part of the model data.

3. The method of claim 1, wherein the scene transmission picture is a picture generated by shooting a transmission transition model in the game world by the virtual camera.

4. The method of claim 1, wherein the step of controlling the game character to enter the target scene is further followed by:

controlling changing the game character from the position information in the current game scene to the corresponding position information in the target scene.

5. The method of any of claims 1-4, wherein the graphical user interface further displays an interaction control, the interaction control comprising a plurality of sub-interaction controls, the method further comprising:

and responding to a game scene transmission instruction, determining a target sub-interaction control from the plurality of sub-interaction controls, wherein the target sub-interaction control is configured to refuse to respond to the interaction operation, and non-target sub-interaction controls in the plurality of sub-interaction controls are configured to respond to the interaction operation to control the game role to execute corresponding game logic.

6. The method of claim 5, further comprising:

and after the target scene data is loaded, configuring the target sub-interaction control to respond to interaction operation to control the game role to execute corresponding game logic.

7. The method of claim 5, wherein the non-target sub-interaction control comprises at least one of: game setting control, player visual angle adjusting control and task bar control.

8. The method of claim 1, wherein prior to displaying a scene transfer screen and loading target scene data on the graphical user interface in response to a game scene transfer instruction, the method further comprises:

displaying a scene selection control in response to an operation of controlling the game character to move to a position where the transition model is transferred;

determining the target scene in response to operation of the scene selection control.

9. The method of claim 1, wherein the graphical user interface further displays a transfer control, and wherein transferring the instruction in response to the game scene comprises:

an operation of causing the game character to transfer to the target scene in response to a trigger of a transfer control on a graphical user interface, wherein the transfer control includes: at least one scene selection control.

10. A game character transfer apparatus, comprising: the device comprises a display module, a response module and a control module;

the display module is used for displaying a current game scene picture of a game world through a graphical user interface of the first terminal device, wherein the current game scene picture comprises game roles, and the current game scene picture displayed on the graphical user interface is determined through the virtual camera;

the response module is used for responding to a game scene transmission instruction, displaying a scene transmission picture and loading target scene data on the graphical user interface, wherein the scene transmission picture is a picture generated by the transmission picture data determined by the virtual camera;

and the control module is used for controlling the game role to enter a target scene after the target scene data loading is finished.

11. An electronic device, comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating over the bus when the electronic device is operating, the processor executing the machine-readable instructions to perform the steps of the method for transferring a game character according to any one of claims 1-9.

12. A storage medium, characterized in that the storage medium has stored thereon a computer program which, when executed by a processor, performs the steps of the method of transmission of a game character according to any one of claims 1 to 9.

Technical Field

The present application relates to the field of game technologies, and in particular, to a method and an apparatus for transmitting a game character, an electronic device, and a storage medium.

Background

A Role-playing game (RPG) is one of game types in which a player is responsible for playing a Role that plays in a real or fictitious world, and is popular because it provides an infinite imagination play space for the player as a large-world RPG type game developed based on the RPG game.

In the existing big world RPG type game, when a game character controlled by a player needs to be transferred from a current scene to another scene, the game character controlled by the player is transferred from the current game world scene to another scene in the transfer process, the resource data of the original game world scene is loaded and updated until the resource data of the original game world scene is completely loaded and prepared, and the game character is controlled to return to the original game world scene.

Therefore, in the existing transmission mode of the game character, the terminal device is required to load or preload the content of another scene, so that the consumption of the performance of the terminal device is large, and the introduction of another scene increases the additional design of the scene by the game designer, and increases a lot of unnecessary workload for the transmission function itself.

Disclosure of Invention

In view of the above-mentioned shortcomings in the prior art, an object of the present application is to provide a method and an apparatus for transferring a game character, an electronic device, and a storage medium, which hardly increase the performance consumption of a first terminal device during the transfer of the game character and do not add extra workload to a game designer.

In order to achieve the above purpose, the technical solutions adopted in the embodiments of the present application are as follows:

in a first aspect, an embodiment of the present application provides a method for transmitting a game character, including:

displaying a current game scene picture of a game world through a graphical user interface of first terminal equipment, wherein the current game scene picture comprises game roles, and the current game scene picture displayed on the graphical user interface is determined through a virtual camera;

in response to a game scene transmission instruction, displaying a scene transmission picture and loading target scene data on a graphical user interface, wherein the scene transmission picture is a picture generated by transmission picture data determined by a virtual camera;

and after the data loading of the response target scene is finished, controlling the game role to enter the target scene.

Optionally, the step of displaying the scene transfer screen on the graphical user interface includes:

controlling to generate a transmission transition model;

determining, by the virtual camera, at least a portion of the model data conveying the transition model;

a scene transfer picture is generated from at least part of the model data.

Alternatively, the scene transfer pictures are pictures generated by shooting a transfer transition model in the game world by a virtual camera.

Optionally, after the step of controlling the game character to enter the target scene, the method further includes:

the game character is controlled to be changed from the position information in the current game scene to the corresponding position information in the target scene.

Optionally, the graphical user interface further displays an interactive control, where the interactive control includes a plurality of sub-interactive controls, and the method further includes:

and responding to a game scene transmission instruction, determining a target sub-interaction control from the plurality of sub-interaction controls, wherein the target sub-interaction control is configured to refuse to respond to the interaction operation, and a non-target sub-interaction control in the plurality of sub-interaction controls is configured to respond to the interaction operation to control the game role to execute the corresponding game logic.

Optionally, the method further includes:

and after the target scene data is loaded, configuring the target sub-interaction control to respond to the interaction operation to control the game role to execute the corresponding game logic.

Optionally, the non-target sub-interaction control comprises at least one of: game setting control, player visual angle adjusting control and task bar control.

Optionally, in response to the game scene transmission instruction, before displaying the scene transmission screen on the graphical user interface and loading the target scene data, the method further includes:

displaying a scene selection control in response to an operation of controlling the game character to move to a position where the transition model is transferred;

in response to an operation of the scene selection control, a target scene is determined.

Optionally, the graphical user interface further displays a transmission control, and the transmitting the instruction in response to the game scene includes:

an operation of causing a game character to be transferred to a target scene in response to a trigger of a transfer control on a graphical user interface, wherein the transfer control includes: at least one scene selection control.

Optionally, the transmitting the instruction in response to the game scene includes: responding to the operation of controlling the game character to move to the position of the transfer transition model, wherein the transfer transition model is the transfer model corresponding to the target scene.

Optionally, the scene transmission screen includes: a transfer effect, a game character placed in the transfer effect.

Optionally, the graphical user interface further includes: and loading progress information corresponding to the target scene data.

Optionally, the method further includes:

determining whether the target scene data is completely loaded;

and if the loading is finished, displaying a corresponding prompt message on the graphical user interface.

In a second aspect, an embodiment of the present application provides a transmission device for a game character, including: the device comprises a display module, a response module and a control module;

the display module is used for displaying a current game scene picture of the game world through a graphical user interface of the first terminal device, wherein the current game scene picture comprises game roles, and the current game scene picture displayed on the graphical user interface is determined through the virtual camera;

the response module is used for responding to the game scene transmission instruction, displaying a scene transmission picture and loading target scene data on the graphical user interface, wherein the scene transmission picture is a picture generated by the transmission picture data determined by the virtual camera;

and the control module is used for controlling the game role to enter the target scene after the data loading of the target scene is finished.

Optionally, the response module is specifically configured to control generation of the transfer transition model;

determining, by the virtual camera, at least a portion of the model data conveying the transition model;

a scene transfer picture is generated from at least part of the model data.

Alternatively, the scene transfer pictures are pictures generated by shooting a transfer transition model in the game world by a virtual camera.

Optionally, the control module is further configured to control changing the position information of the game character in the current game scene into corresponding position information in the target scene.

Optionally, the graphical user interface further displays an interaction control, the interaction control includes a plurality of sub-interaction controls, and the response module is further configured to determine a target sub-interaction control from the plurality of sub-interaction controls in response to the game scene transmission instruction, where the target sub-interaction control is configured to reject response to the interaction operation, and a non-target sub-interaction control of the plurality of sub-interaction controls is configured to control the game character to execute the corresponding game logic in response to the interaction operation.

Optionally, the apparatus further comprises: and the configuration module is used for configuring the target sub-interactive control into a corresponding game logic which responds to the interactive operation and controls the game role to execute the corresponding game after the target scene data is loaded.

Optionally, the non-target sub-interaction control comprises at least one of: game setting control, player visual angle adjusting control and task bar control.

Optionally, the responding module is further configured to display a scene selection control in response to an operation of controlling the game character to move to a position where the transition model is transmitted;

in response to an operation of the scene selection control, a target scene is determined.

Optionally, the graphical user interface further displays a transfer control, and the response module is specifically configured to respond to an operation of triggering the transfer control on the graphical user interface to transfer the game character to the target scene, where the transfer control includes: at least one scene selection control.

Optionally, the response module is specifically configured to respond to an operation of controlling the game character to move to a position where the transition model is transmitted, where the transition model is a transmission model corresponding to the target scene.

Optionally, the scene transfer screen includes: a transfer effect, a game character placed in the transfer effect.

Optionally, the graphical user interface further comprises: and loading progress information corresponding to the target scene data.

Optionally, the apparatus further comprises: determining whether the target scene data is completely loaded; and if the loading is finished, displaying a corresponding prompt message on the graphical user interface.

In a third aspect, an embodiment of the present application provides an electronic device, including: the game character transmission method comprises a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, when the electronic device runs, the processor and the storage medium are communicated through the bus, and the processor executes the machine-readable instructions to execute the steps of the game character transmission method of the first aspect.

In a fourth aspect, an embodiment of the present application provides a storage medium, where a computer program is stored on the storage medium, and the computer program is executed by a processor to perform the steps of the method for transmitting a game character according to the first aspect.

The beneficial effect of this application is:

in the transmission method, the device, the electronic device and the storage medium of the game role provided by the embodiment of the application, the current game scene picture of the game world is displayed through the graphical user interface of the first terminal device, the current game scene picture also comprises the game role, and the current game scene picture displayed on the graphical user interface is determined by the virtual camera, so that when the game role is transmitted, the scene transmission picture and the loading target scene data can be displayed on the graphical user interface in response to the game scene transmission instruction, and the scene transmission picture is a picture generated by the transmission picture data determined by the virtual camera; after the loading of the response target scene data is completed, the game role is controlled to enter the target scene, and in the process, because other game scenes are not introduced when the target scene data is loaded, compared with the prior art, the performance consumption of the first terminal device is hardly increased in the transmission process of the game role, and extra workload is not increased for a game designer.

Drawings

In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are required to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained from the drawings without inventive effort.

Fig. 1 is an architecture diagram of a cloud interaction system according to an embodiment of the present application;

fig. 2 is a schematic flow chart illustrating a method for transmitting a game character according to an embodiment of the present disclosure;

FIG. 3 is a flow chart illustrating another method for delivering a game character according to an embodiment of the present disclosure;

fig. 4 is a schematic flow chart illustrating a method for transmitting a game character according to an embodiment of the present application;

FIG. 5 is a flow chart illustrating another method for delivering a game character according to an embodiment of the present disclosure;

fig. 6 is a schematic flow chart illustrating a method for transmitting a game character according to an embodiment of the present application;

FIG. 7 is a schematic diagram illustrating a game character transmission according to an embodiment of the present disclosure;

FIG. 8 is a functional block diagram of a transfer device for game characters according to an embodiment of the present disclosure;

FIG. 9 is a functional block diagram of a transmission device for game characters according to an embodiment of the present disclosure;

fig. 10 is a schematic structural diagram of an electronic device according to an embodiment of the present application.

Detailed Description

In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are some embodiments of the present application, but not all embodiments. The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations.

Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.

It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined and explained in subsequent figures.

The method for transmitting the game characters in one embodiment of the application can be operated on a terminal device or a server. The terminal device may be a local terminal device. When the transmission method of the game character runs on the server, the transmission method of the game character can be realized and executed based on a cloud interactive system, wherein the cloud interactive system comprises the server and the client device.

Fig. 1 is an architecture diagram of a cloud interaction system provided in an embodiment of the present application, and as shown in fig. 1, the system may include: a client device 10 and a server 20, wherein the client device 10 may be connected to the server 20 via a network 30.

In an optional embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud games. Taking a cloud game as an example, a cloud game refers to a game mode based on cloud computing. In the cloud game operation mode, the game program operation main body and the game picture presentation main body are separated, the storage and operation of the transmission method of the game role are completed on the cloud game server, and the client device 10 is used for receiving and sending data and presenting the game picture, for example, the client device 10 may be a display device with a data transmission function near the user side, such as a mobile terminal, a television, a computer, a palmtop computer, and the like; however, the terminal device performing the information processing is a cloud game server in the cloud. When a game is played, a player operates the client device 10 to transmit an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as a game screen and the like are encoded and compressed, the data are returned to the client device 10 through a network, and finally, the data are decoded by the client device 10 and the game screen is output.

In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with the player through a graphical user interface, namely, a game program is downloaded and installed and operated through an electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the player through holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game screen and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.

In the current game process, when meeting the situation that a game role controlled by a player needs to be transmitted to other scenes, the existing transmission method of the game role has two methods, one method is to transfer the game role controlled by the player to another scene, load and update the resource data of the original game world scene until the resource data of the original world scene is completely loaded and prepared, and then the game role returns to the original game world scene; the other method is to display an interface to cover the whole game picture, so that the player knows that the game is loading the resource data, and then is prompted to wait until the resource data of the game is prepared, and then the interface is removed to return to the game world scene.

Therefore, for the first processing mode of the transfer function, on one hand, the terminal device is required to load or preload the content of another scene, which increases the consumption of the performance of the terminal device, on the other hand, the additional design of another scene by a game designer is increased, and a lot of work load which is unnecessary for the transfer function is increased; for the second method for processing the transfer function, the player can intuitively feel that the game content is switched, the switching can interrupt the game flow of the player, the smooth feeling of the game flow is an important part of the game experience, and the scheme greatly reduces the smooth feeling of the game flow in the transfer function.

In view of this, embodiments of the present application provide a method for transferring a game character, which hardly increases performance consumption of a terminal device during the transfer of the game character, and does not add extra workload to a game designer.

In some embodiments, the method for transmitting the game character provided by the application does not interrupt the game flow of the player, and the game experience of the player can be improved.

In addition, when the existing game role is transmitted to other scenes, generally, a game enters a scene data loading interface to be transmitted, a player cannot perform any operation, and only can wait for the completion of loading, so that the game experience of the player is poor. In some embodiments, the method for transmitting the game character provided by the application can also complete part of operations in the loading process, and can improve the game interaction experience of the player.

Fig. 2 is a schematic flow chart of a method for transmitting a game character according to an embodiment of the present disclosure, where the method may be applied to a first terminal device, where the first terminal device may display a graphical user interface, and the first terminal device may be the aforementioned local terminal device, or may be a client device in the aforementioned cloud interaction system, for example, the local terminal device may be a mobile phone, a tablet, a computer, and the like, and the present disclosure is not limited herein.

As shown in fig. 2, the method for transmitting a game character may include:

s101, displaying a current game scene picture of a game world through a graphical user interface of first terminal equipment, wherein the current game scene picture comprises game characters, and the current game scene picture displayed on the graphical user interface is determined through a virtual camera.

The game world can be an imaginary world corresponding to a game, and the game world can include a plurality of game scenes, and each game scene can display a corresponding game scene picture on the graphical user interface through a corresponding virtual camera. The game role can be a game role controlled by a player, the virtual camera is a camera which is responsible for presenting images in the game, and can comprise a two-dimensional virtual camera and a three-dimensional virtual camera, the application is not limited herein, and the virtual camera can be different according to actual game scenes; in the 2D game scene, a corresponding 2D picture can be displayed through the two-dimensional virtual camera, and in the 3D game scene, a corresponding 3D picture can be displayed through the three-dimensional virtual camera.

Of course, it should be noted that the graphical user interface may also display other content interfaces, such as a game setting interface, a game taskbar interface, and the like, which is not limited herein.

And S102, responding to a game scene transmission instruction, displaying a scene transmission picture on a graphical user interface and loading target scene data, wherein the scene transmission picture is a picture generated by the transmission picture data determined by the virtual camera.

The target scene data may be scene data corresponding to a target scene (a target game scene), and the target scene may include scene elements such as buildings, trees, sky, roads, virtual props, Non-player characters (NPCs), and the like in the game world, but is not limited thereto; correspondingly, the target scene data may include data corresponding to each scene element.

The game scene transmission instruction is used for transmitting the game character in the game scene picture from the current game scene to a target scene, and the game scene transmission instruction can be generated by the operation of a player on the game character and the current game scene in which the game character is positioned. For example, the game scene transmission instruction may be generated by a player through operations such as clicking, sliding, dragging, and the like on the game character or any scene position in the current game scene by touching the display screen, or may be an operation completed through a key associated with a gamepad, or may be an operation completed through a key corresponding to a keyboard, which is not limited herein.

In the game process, if the game scene transmission instruction is monitored, a scene transmission picture and loading target scene data can be displayed on a graphical user interface, wherein the scene transmission picture can be a picture generated by the transmission picture data determined by the virtual camera. Optionally, the scene transmission screen may include a partial screen of the current game scene, a transmission special effect screen (for example, a transmission channel, a door, a beam of light, etc.), and a game character. For example, a scene transfer frame may include a part of a current game scene and a game character located in a transmission channel, but not limited thereto.

The method comprises the steps that a current game scene picture of a game world is displayed through a graphical user interface of a first terminal device, and the current game scene picture comprises game roles, so that when the game roles are transmitted, a scene transmission picture and target scene data can be displayed on the graphical user interface and loaded in response to a game scene transmission instruction, wherein the target scene data are scene data corresponding to the target scene and can be different according to different target scenes, and the game roles in the current game scene picture can be controlled to enter the target scene through loading the target scene data when the target scene data are loaded, so that the transmission function of the game roles is realized.

In the process, when the target scene data is loaded, other game scenes are not introduced, that is, in the transmission process, the current game scene is not changed, and only the scene picture is changed, so that compared with the prior art, the performance consumption of the first terminal device is hardly increased in the transmission process of the game role, and extra workload is not increased for a game designer.

S103, after the loading of the data of the response target scene is finished, controlling the game role to enter the target scene.

In the transmission process, if the target scene data is loaded, the game role can be controlled to enter the target scene corresponding to the target scene data, so that the game role can be displayed in the target scene, and the game role can be transmitted to any target scene. Of course, the display position of the game character in the target scene is not limited in this application, and optionally, the display position may be a default position, such as a scene entry position of the target scene, or may be a specific scene position in the target scene (e.g., a specific scene position specified by the player during the game character process), but is not limited thereto.

To sum up, in the method for transmitting a game character provided in the embodiment of the present application, a current game scene picture of a game world is displayed through a graphical user interface of a first terminal device, and the current game scene picture includes a game character, and the current game scene picture displayed on the graphical user interface is determined by a virtual camera, so that when the game character is transmitted, a scene transmission picture and target scene data can be displayed on the graphical user interface and loaded in response to a game scene transmission instruction, and the scene transmission picture is a picture generated by transmission picture data determined by the virtual camera; after the loading of the response target scene data is completed, the game role is controlled to enter the target scene, and in the process, because other game scenes are not introduced when the target scene data is loaded, compared with the prior art, the performance consumption of the first terminal device cannot be increased in the transmission process of the game role, and extra workload cannot be added to a game designer.

Fig. 3 is a schematic flow chart of another method for transmitting a game character according to an embodiment of the present disclosure. Optionally, as shown in fig. 3, the step of displaying the scene transmission screen on the graphical user interface includes:

s201, controlling and generating a transmission transition model.

The transfer transition model is used for transferring the game role in the current game scene to the target scene, and one or more transfer transition models can be included in a game world according to the actual application scene. When the game world comprises a transfer transition model, the game role in the current game scene can be transferred to any target scene through the transfer transition model (for example, a certain transfer transition model can transfer the game role from the current game scene to the game scene A and can also transfer the game scene B), namely, any target scene is transferred through the transfer transition model; when a plurality of transfer transition models are included, each transfer transition model may correspond to a corresponding target scene, for example, when a first transfer transition model, a second transfer transition model, and a third transfer transition model are included, optionally, the first transfer transition model may correspond to a game scene a, the second transfer transition model may correspond to a game scene B, and the third transfer transition model may correspond to a game scene C, that is, if the target scene is the game scene a, the first transfer transition model is controlled to be generated; if the target scene is the game scene B, the second transmission transition model is generated by control, but not limited to this.

Alternatively, the transfer transition model may appear in different images in different games, such as a transfer channel, a door, a beam of light, etc.

And S202, determining at least part of model data of the transition model to be transmitted through the virtual camera.

After the transfer transition model is generated, at least part of model data of the transfer transition model can be determined by the virtual camera, so that a corresponding scene transfer picture can be generated.

S203, generating a scene transmission picture according to at least part of model data.

Based on the at least part of the model data, a scene transmission picture can be generated according to the at least part of the model data, and the generated scene transmission picture can include a game character, a transmission transition model and some related transmission special effects, but not limited thereto. Alternatively, the scene transmission screen may include a transmission aperture special effect and a game character placed in the transmission aperture. Compared with the existing situation that the whole game picture is covered through one interface, the game picture is transmitted through the scene, so that the player can observe the transmission process of the game role, the game flow of the player can not be interrupted, the player can feel the true game substitution feeling, and the game experience of the player can be improved.

In addition, in order to fully understand the present application, the present application further describes a specific implementation manner of the scene transmission picture, wherein, in response to the game scene transmission instruction, the transmission transition model may be bound to the virtual camera in the game, which is responsible for rendering the image, in a position such that the virtual camera is always located inside the transmission transition model mask, and optionally, the transmission transition model may be used to mask the virtual camera in the game, which is responsible for rendering the image, so that the player can only observe the scene in the transmission transition model, wherein the transmission transition model may be made into a special effect or a chartlet model according to the requirement of the game designer, of course, some information and the like that the game designer wants to convey to the player may also be added to the scene in the transmission transition model, and the present application is not limited herein. In the embodiment of the present application, compared to the second conventional transfer function processing method, the control of the player on the game character is not completely cut off, that is, the game character itself may exist in the current game scene, and the player may still control part of the operations of the game character, which is specifically described in the following related description.

Alternatively, the scene transfer pictures are pictures generated by shooting a transfer transition model in the game world by a virtual camera.

The scene transfer screen may be a screen generated by capturing a transfer transition model in the game world with a virtual camera. Of course, it should be noted that the scene transmission picture may include a part of the current game scene picture in addition to the picture corresponding to the transmission transition model, and the application is not limited herein. Compared with the prior art, because other game scenes are not introduced, the first terminal device is not required to be loaded or preloaded with another scene, and therefore the performance consumption of the first terminal device is hardly increased by the method for transmitting the game role provided by the embodiment of the application, and extra workload is not increased for a game designer.

Fig. 4 is a flowchart illustrating a further method for transmitting a game character according to an embodiment of the present application. Optionally, as shown in fig. 4, after the step of controlling the game character to enter the target scene, the method further includes:

s301, the game role is controlled to be changed from the position information in the current game scene to the corresponding position information in the target scene.

It can be understood that, after the game character is controlled to enter the target scene, the position information of the game character is also controlled to be changed into the corresponding position information in the target scene, so that the game character can be displayed at the corresponding position in the target scene, and the game interaction experience of the player is improved.

Fig. 5 is a flowchart illustrating another method for transmitting a game character according to an embodiment of the present disclosure. Optionally, as shown in fig. 5, the graphical user interface further displays an interaction control, where the interaction control may include a plurality of sub-interaction controls, and the method further includes:

s401, responding to a game scene transmission instruction, determining a target sub-interaction control from a plurality of sub-interaction controls, wherein the target sub-interaction control is configured to refuse to respond to interaction operation, and non-target sub-interaction controls in the sub-interaction controls are configured to respond to the interaction operation to control a game role to execute corresponding game logic.

The multiple sub-interactive controls are used for performing different operations, such as game setting, adjustment of a view angle of a player game role, adjustment of a state of the player game role, and the like.

Optionally, in some games, in order to avoid a user operation that affects scene loading, in response to a game scene transmission instruction, a target sub-interaction control may be determined from the plurality of sub-interaction controls, and the target sub-interaction control is configured to reject a response interaction operation, that is, the target sub-interaction control is displayed on a current graphical user interface but is inoperable, and even if a user touches the target sub-interaction control, a corresponding function is not triggered.

For example, a graphical user interface includes a first sub-interaction control, a second sub-interaction control, and a third sub-interaction control. The first sub-interactive control may be a game setting control, and may be used to adjust game sound effects (for example, sound effects are turned on or off), set user operation habits, background colors, background music, and the like, but not limited thereto, and some other game settings may also be performed according to an actual application scenario; the second sub-interaction control may be a player game view angle adjustment control, and may be configured to adjust a view direction of the game character, for example, a current view angle of the game character faces forward, and the player may adjust the view angle of the game character to face left by acting on (for example, clicking, sliding, or the like) the control, so that game interaction experience of the player may be improved; the third sub-interaction control may be a player game character state adjustment control, for example, a player may control a player game character to move, jump, attack, and the like by acting on (e.g., clicking, sliding, and the like) the control.

Based on the above further description of the interactive controls, in response to the game scene transmission instruction, optionally, in the transmission process, a general game character may maintain a static state or maintain a preset action, and the third sub-interactive control may be configured to reject to respond to the interactive operation according to the actual application scene, in one possible implementation manner, in order to distinguish states of the sub-interactive controls in the graphical user interface (whether configured to reject to respond to the interactive operation), and give a visual feeling to a player, the sub-interactive controls configured to reject to respond to the interactive operation may be hidden in the graphical user interface, or may be set to a disabled state (for example, may be set to a gray state), of course, the present application is not specifically limited herein, and may be flexibly adjusted according to the actual application scene. In addition, the first sub-interactive control and the second sub-interactive control may be configured to respond to an interactive operation to control a game character to execute a corresponding game logic, and are distinguished from the third sub-interactive control, and may be different in color, shape, and the like, which is not limited herein.

In summary, by applying the embodiment of the present application, a player can control a game character to perform other interactive operations through a non-target sub-interactive control of a graphical user interface in a process of controlling the game character to be transmitted to a target scene, so that game interactive experience of the player can be improved.

Optionally, as shown in fig. 5, the method further includes:

s402, after the target scene data is loaded, configuring the target sub-interactive control to respond to the interactive operation to control the game role to execute the corresponding game logic.

Based on the above embodiment, after the target scene data is loaded, the target sub-interaction control may be configured to respond to the interaction operation to control the game character to execute the corresponding game logic, which may be understood as adjusting the target sub-interaction control to be in a controllable state, so that the interaction control may adjust the response state in time according to the loading condition of the target scene data, thereby improving the game interaction experience of the player.

Based on the above example in S401, if it is monitored that the target scene data is loaded completely, the graphical user interface may switch from displaying the current game scene screen to displaying a screen corresponding to the target scene, alternatively, the third sub-interactive control can be configured to control the game character to execute corresponding game logic (which can be understood as a responsive state or a controllable state) in response to the interactive operation, and in one possible implementation, a third sub-interactive control hidden in the graphical user interface may be displayed in situ and configured to control the game character to execute the corresponding game logic in response to the interactive operation (e.g., the color returns to the original color before rejecting the response interaction, etc.), of course, the present application is not limited in detail herein, and the uncontrollable process of setting the sub-interaction control can be adjusted accordingly.

In some embodiments, the non-target sub-interaction control may include at least one of: game setting control, player visual angle adjusting control and task bar control.

The description of the game setting control and the player perspective adjustment control can refer to the relevant parts of the aforementioned interaction control, and the description of the application is not repeated herein. The taskbar control may be configured to view historical check-in status, current completed game task, pending game task, and the like, but is not limited thereto. In addition, it should be noted that, according to an actual application scenario, other non-target sub-interaction controls may also be included, for example, a backpack control may be used to view existing props and used props in a backpack.

Fig. 6 is a flowchart illustrating a further method for transmitting a game character according to an embodiment of the present application. Optionally, before the responding to the game scene transmission instruction, displaying the scene transmission picture on the graphical user interface and loading the target scene data, the method further includes:

s501, responding to the operation of controlling the game role to move to the position where the transition model is transmitted, and displaying a scene selection control.

The scene selection control can be used for selecting a target scene, and one of at least one selectable scene can be selected as the target scene through the scene selection control. For example, the player controls the game character to move to the position where the transition model is transferred, and in response to the control operation, optionally, a scene selection list may be displayed on the graphical user interface, where the scene selection list may include a control corresponding to each selectable scene, and the player may select the target scene by clicking the control.

And S502, responding to the operation of the scene selection control, and determining a target scene.

According to the operation process, after the scene selection control is displayed, the target scene can be selected by acting on the scene selection control, so that the game role can be transmitted to any target scene through the transmission transition model, and the characteristics of selectable target scene and simple operation are realized.

For example, if the game character is at a first position (for example, beside a certain rockery) in the current first game scene and the transfer transition model is at a second position (for example, beside a certain castle) in the current first game scene, the player may control the game character to move from the current first position to the second position, and optionally, when the distance between the game character and the transfer transition model satisfies a preset distance, a scene selection control may be displayed on the graphical user interface, and a target scene may be selected from at least one selectable scene through the scene selection control, where it needs to be mentioned that the selectable scenes may be distinguished according to scene identifications, for example, when 3 selectable scenes are included, the identifications of the selectable scenes may be: B. c, D, wherein the scene corresponds to the second game scene, the third game scene and the fourth game scene, respectively, one of the game scenes may be selected as the target scene (for example, the third game scene with the scene id C).

Optionally, the graphical user interface further displays a transmission control, and the transmitting the instruction in response to the game scene includes:

an operation of causing a game character to be transferred to a target scene in response to a trigger of a transfer control on a graphical user interface, wherein the transfer control includes: at least one scene selection control.

In contrast to the transfer transition model of the foregoing embodiment, in the present embodiment, the transfer may be accomplished through a transfer control on a graphical user interface, for example, the graphical user interface may include a corresponding transfer control through which the game character may be transferred to any target scene, and after selecting the transfer control, the menu bar may include one or more scene selection controls, and the player may select the target scene from a plurality of selectable scenes.

The game role can be transmitted through the transmission control of the graphical user interface when the game role controlled by the player is positioned at any position in a game scene by displaying the corresponding transmission control on the graphical user interface; in addition, the game role controlled by the player can be transmitted to any target scene through the setting of the scene selection control in the transmission control, namely, the player can transmit the game role to any target scene at any position in the game scene, so that the transmission mode is more flexible, and the game interaction experience of the player is improved.

In addition, it should be noted that the position of the game character in the game scene may be determined according to a map corresponding to the game scene, for example, a certain intersection may be provided, or may be determined according to an identifier (for example, a rockery, a forest, and the like) of each scene element in the game scene.

In some embodiments, the transmitting the instruction in response to the game scene includes: responding to the operation of controlling the game character to move to the position of the transfer transition model, wherein the transfer transition model is the transfer model corresponding to the target scene.

Alternatively, one transfer transition model may correspond to one or more target scenes, that is, a game character may be transferred to one or more target scenes through one transfer transition model. Alternatively, the transfer transition model may appear in different images in different games, such as a transfer channel, a door, a beam of light, etc. For example, it is assumed that a game character moves to a certain door and then is transmitted to the next game scene corresponding to the door.

Alternatively, the game character or the current game scene may be acted on by clicking, sliding, dragging, and the like in the touch display screen to control the game character to move to the position where the transition model is transferred, for example, to control the game character to move to the transmission channel to trigger the transfer. Of course, the practical application scenario is not limited thereto, and may include a plurality of operation modes.

For example, the current first game scene includes a game character operated by a player and a transfer transition model corresponding to a target scene, if the game character needs to be transferred to the target scene (for example, a second game scene), optionally, the game character may be selected, the game character is dragged to a position where the transfer transition model corresponding to the target scene is located in a dragging manner, if the dragging is successful, a scene transfer picture may be displayed on a graphical user interface and target scene data may be loaded, for subsequent related operations, see the foregoing related description, and this application is not described herein again. Through the setting of conveying transition model for the player can audio-visually see the process that the game role conveys, can not break player's game flow, lets the player more have the substitution and feels, improves player's gaming experience.

Optionally, the scene transmission screen may include: a transfer effect, a game character placed in the transfer effect.

The expression form of the transmission special effect can be one or a combination of a plurality of special effects such as a transmission aperture, a transmission tunnel and a transmission door, the application is not limited in the description, and the game character is placed in the transmission special effect to enable a player to have a game substituting feeling.

Optionally, after the loading of the data of the target scene is completed, when the game character is controlled to enter the target scene, the transfer transition model and the game character placed in the transfer transition model may be displayed at a preset position of the target scene, so as to remind the player that the game character has been transferred to the target scene, and give the player a sense of substitution of a real game. The preset position may be a default position in a target scene (for example, a gate of a castle, etc.), or may be a position designated by a player when the player transmits a game character (for example, a side of a rockery, etc.), and the preset position is not limited herein and may be flexibly set according to an actual application scene.

In some embodiments, the graphical user interface further comprises: and loading progress information corresponding to the target scene data.

Optionally, according to an actual application scenario, the graphical user interface may also include loading progress information corresponding to the target scenario data, and the loading progress information may represent the loading progress of the target scenario data, so that a player may visually observe the loading progress. Optionally, the loading progress information may be reflected in various manners such as a progress bar and a progress value, and the application is not limited herein and may be flexibly adjusted according to an actual application scenario.

In some embodiments, the above method further comprises: determining whether the target scene data is completely loaded; and if the loading is finished, displaying a corresponding prompt message on the graphical user interface.

In practice, in the loading process, resource data contents (e.g., scene element data and the like) of a missing target scene can be counted and loaded according to a determined target scene, the loading progress can be asynchronously monitored through a corresponding game program in the loading process, or the loading progress can be checked at a fixed time interval or a fixed frame interval, if the monitoring or checking of the loading completion is finished, a corresponding prompt message can be displayed on the graphical user interface to remind a player, so that the player can visually know the transmission progress of a game role, and the game interaction experience of the player is improved. Optionally, the prompting message may be: and the target scene data is loaded and jumps to the target scene. Of course, other prompting messages are also possible, and the application is not limited herein.

In some embodiments, based on the above-mentioned transmission method for the game character, for example, in the present first game scene, the game character controlled by the player is included, and the game character is located at a first position in the first game scene, during the game, the player may control the game character to mark the first position as number 1, and if the player needs to control the game character to perform a certain game task in a second game scene and then return to the position marked as number 1 in the first game scene, when the player controls the game character to return to the position marked as number 1 in the first game scene, the player may implement the transmission function of the game character by using the foregoing transmission method, and specifically, refer to the following transmission process.

Fig. 7 is a schematic transmission diagram of a game character according to an embodiment of the present application. Wherein, during the game, the player controls the game character to move from a first position in the first game scene to a second position in the second game scene to execute a certain game task (for example, to pick up equipment), optionally, as shown in fig. 7(a), the player can control the game character 11 to mark the second position X2 as 2, after completing the game task, in the second game scene, the player can control the game character 11 to move to the position in the second game scene where the transition model 13 is transmitted, the first terminal device can display a scene selection control 15 on the graphical user interface in response to the operation of controlling the game character 11 to move to the position where the transition model 13 is transmitted, the player can select the aforementioned first game scene as the target scene through the scene selection control 15, the position of label 1 in the first game scene as the target position in the target scene, at this time, the first terminal device may display a scene transfer screen on a graphical user interface, where the scene transfer screen may include a transfer aperture special effect and a game character placed in the transfer aperture, and the graphical user interface may display non-target sub-interaction controls, such as a game setting control 161, a player viewing angle adjustment control 163, and a taskbar control 164, through which a player may perform corresponding interaction.

As shown in fig. 7(b), if the data loading of the first game scene is completed, the first game scene may be displayed, and optionally, the transfer transition model 13 may be displayed at a position X1 marked as number 1 in the first game scene, where the transfer transition model 13 may display a transfer aperture special effect, and the game character 11 may be in the transfer aperture, and after the first game scene is displayed, the player state adjustment control 162 may be configured to control the game character to execute corresponding game logic in response to an interactive operation, that is, the graphical user interface may display non-target sub-interactive controls such as a game setting control 161, a player state adjustment control 162, a player perspective adjustment control 163, and a taskbar control 164. When the data loading of the first game scene is completed, the coordinates of the game character can be modified to the coordinates marked as 1 in the first game scene.

Of course, it should be noted that the present application is not limited to the foregoing marking manner, and the marking may be performed according to scene elements in a game scene, such as a castle, a forest, a river, a rockery, or according to an entire game map, such as a certain intersection, but is not limited thereto; the transmission mode of the game character in the actual application scene is not limited to the above expression form, and can be flexibly adjusted according to the actual application scene. Of course, the application of the present application is not limited to the application scenario of the transmission method of the game character, and the method may be applied to a large-world RPG type game, but is not limited thereto, and may also be applied to other games.

Fig. 8 is a functional module schematic diagram of a device for transferring a game character, which may be the game terminal, according to an embodiment of the present application, the basic principle and the technical effect of the device are the same as those of the corresponding method embodiment, and for a brief description, the corresponding contents in the method embodiment may be referred to for the parts not mentioned in the embodiment. As shown in fig. 8, the game character transfer apparatus 100 includes: a display module 110, a response module 120, and a control module 130.

The display module 110 is configured to display a current game scene picture of the game world through a graphical user interface of the first terminal device, where the current game scene picture includes a game role, and the current game scene picture displayed on the graphical user interface is determined by the virtual camera; a response module 120, configured to, in response to the game scene transmission instruction, display a scene transmission picture and load target scene data on the graphical user interface, where the scene transmission picture is a picture generated by transmission picture data determined by the virtual camera; and the control module 130 is configured to control the game role to enter the target scene after the target scene data loading is completed.

Optionally, the response module 120 is specifically configured to control generation of the transfer transition model; determining, by the virtual camera, at least a portion of the model data conveying the transition model; a scene transfer picture is generated from at least part of the model data.

Alternatively, the scene transfer pictures are pictures generated by shooting a transfer transition model in the game world by a virtual camera.

Optionally, the control module 130 is further configured to control changing the position information of the game character in the current game scene into the corresponding position information in the target scene.

Optionally, the graphical user interface further displays an interaction control, where the interaction control includes a plurality of sub-interaction controls, and the response module 120 is further configured to determine a target sub-interaction control from the plurality of sub-interaction controls in response to the game scene transmission instruction, where the target sub-interaction control is configured to reject response to the interaction operation, and a non-target sub-interaction control in the plurality of sub-interaction controls is configured to control the game character to execute the corresponding game logic in response to the interaction operation.

Fig. 9 is a functional block diagram of a transmission device for game characters according to an embodiment of the present disclosure. Alternatively, as shown in fig. 9, the transfer device 100 for a game character further includes: and the configuration module 140 is configured to configure the target sub-interactive control to respond to the interactive operation to control the game role to execute the corresponding game logic after the target scene data is loaded.

Optionally, the non-target sub-interaction control comprises at least one of: game setting control, player visual angle adjusting control and task bar control.

Optionally, the responding module 120 is further configured to display a scene selection control in response to an operation of controlling the game character to move to a position where the transition model is transmitted; in response to an operation of the scene selection control, a target scene is determined.

Optionally, the graphical user interface further displays a transfer control, and the response module 120 is specifically configured to respond to an operation of triggering the transfer control on the graphical user interface to transfer the game character to the target scene, where the transfer control includes: at least one scene selection control.

Optionally, the responding module 120 is specifically configured to respond to an operation of controlling the game character to move to a position where the transition model is transmitted, where the transition model is a transmission model corresponding to the target scene.

Optionally, the scene transfer screen includes: a transfer effect, a game character placed in the transfer effect.

Optionally, the graphical user interface further comprises: and loading progress information corresponding to the target scene data.

Optionally, the transfer device 100 for a game character further includes: the determining module is used for determining whether the target scene data is completely loaded; and if the loading is finished, displaying a corresponding prompt message on the graphical user interface.

The above-mentioned apparatus is used for executing the method provided by the foregoing embodiment, and the implementation principle and technical effect are similar, which are not described herein again.

These above modules may be one or more integrated circuits configured to implement the above methods, such as: one or more Application Specific Integrated Circuits (ASICs), or one or more microprocessors (DSPs), or one or more Field Programmable Gate Arrays (FPGAs), among others. For another example, when one of the above modules is implemented in the form of a processing element scheduler code, the processing element may be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).

Fig. 10 is a schematic structural diagram of an electronic device according to an embodiment of the present application. As shown in fig. 10, the electronic device may include: a processor 210, a storage medium 220, and a bus 230, wherein the storage medium 220 stores machine-readable instructions executable by the processor 210, and when the electronic device is operated, the processor 210 communicates with the storage medium 220 via the bus 230, and the processor 210 executes the machine-readable instructions to perform the steps of the above-mentioned method embodiments. The specific implementation and technical effects are similar, and are not described herein again.

Optionally, the present application further provides a storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the computer program performs the steps of the above method embodiments. The specific implementation and technical effects are similar, and are not described herein again.

In the several embodiments provided in the present application, it should be understood that the disclosed apparatus and method may be implemented in other ways. For example, the above-described apparatus embodiments are merely illustrative, and for example, a division of a unit is merely a logical division, and an actual implementation may have another division, for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, devices or units, and may be in an electrical, mechanical or other form.

Units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.

In addition, functional units in the embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, or in a form of hardware plus a software functional unit.

The integrated unit implemented in the form of a software functional unit may be stored in a computer readable storage medium. The software functional unit is stored in a storage medium and includes several instructions to enable a computer device (which may be a personal computer, a server, or a network device) or a processor (processor) to execute some steps of the methods according to the embodiments of the present application. And the aforementioned storage medium includes: a U disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.

It is noted that, in this document, relational terms such as "first" and "second," and the like, may be used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Also, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other identical elements in a process, method, article, or apparatus that comprises the element.

The above description is only a preferred embodiment of the present application and is not intended to limit the present application, and various modifications and changes may be made by those skilled in the art. Any modification, equivalent replacement, improvement and the like made within the spirit and principle of the present application shall be included in the protection scope of the present application. It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined and explained in subsequent figures. The above description is only a preferred embodiment of the present application and is not intended to limit the present application, and various modifications and changes may be made by those skilled in the art. Any modification, equivalent replacement, improvement and the like made within the spirit and principle of the present application shall be included in the protection scope of the present application.

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