CN113476848B - Tree chain map generation method and device, storage medium and electronic equipment - Google Patents

Tree chain map generation method and device, storage medium and electronic equipment Download PDF

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Publication number
CN113476848B
CN113476848B CN202110772330.2A CN202110772330A CN113476848B CN 113476848 B CN113476848 B CN 113476848B CN 202110772330 A CN202110772330 A CN 202110772330A CN 113476848 B CN113476848 B CN 113476848B
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node
map
tree
nodes
current game
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CN113476848A (en
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刘杰
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5378Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5526Game data structure
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
    • Y02D10/00Energy efficient computing, e.g. low power processors, power management or thermal management

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Radar, Positioning & Navigation (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The embodiment of the disclosure relates to a method and a device for generating a tree-shaped chained map, a storage medium and electronic equipment, and relates to the technical field of computers, wherein the method comprises the following steps: acquiring interactive controls included in a current game scene, and carrying out abstract processing on each interactive control to obtain nodes of each interactive control; respectively taking a node with the highest-level interaction control as a root node, taking a node of the next-highest-level interaction control as a father node, and traversing a preset control configuration table to obtain child nodes corresponding to the father node; acquiring unique identifiers of all nodes from a preset control configuration table, and configuring vector values between a father node and a child node according to the unique identifiers; and calculating the vector distance between the father node and the child node according to the vector value, and creating a connecting line between the father node and the child node according to the vector distance so as to generate a tree-shaped chained map corresponding to the current game scene. The embodiment of the disclosure improves the activation efficiency of the node.

Description

Tree chain map generation method and device, storage medium and electronic equipment
Technical Field
The embodiment of the disclosure relates to the technical field of computers, in particular to a generation method of a tree-like chained map, a generation device of the tree-like chained map, a computer-readable storage medium and electronic equipment.
Background
In game development, there are many functions that focus on client performance. Among them, a chain map having a hierarchical structure is particularly common.
In the existing chained map generation schemes, the implementation is mostly based on the following scheme: the chain map can be obtained by setting interactive controls with mutually independent functions and mutually independent effects, abstracting the interactive controls into nodes and splicing the nodes; meanwhile, in the process of splicing the interactive control, any change on the interactive control is not needed, and the interactive control is simply spliced according to a certain logic rule and corresponding requirements.
However, the above scheme has the following drawbacks: on the one hand, when a certain node in the chained map needs to be activated, all the nodes in the chained map need to be traversed to be positioned to the node needing to be activated, so that the activation efficiency of the node is lower; on the other hand, when a certain interaction control is updated, all nodes included in the chained map need to be changed, so that the updating efficiency is lower; on the other hand, if the number of nodes is increased, the program corresponding to the chained map also needs to realize the functions again, and the old functions cannot be directly reused, so that many loopholes are generated, and the development efficiency is reduced.
Therefore, it is necessary to provide a new generation method and device of the tree-shaped chained map.
It should be noted that the information of the present invention in the above background section is only for enhancing understanding of the background of the present disclosure, and thus may include information that does not form the prior art that is already known to those of ordinary skill in the art.
Disclosure of Invention
An object of the present disclosure is to provide a method of generating a tree-like chained map, an apparatus of generating a tree-like chained map, a computer-readable storage medium, and an electronic device, which further overcome, at least to some extent, the problem of low activation efficiency of nodes due to limitations and drawbacks of the related art.
According to one aspect of the present disclosure, there is provided a method of generating a tree-like chained map, including:
acquiring interactive controls included in a current game scene, and carrying out abstract processing on each interactive control to obtain nodes of each interactive control;
respectively taking a node with the highest-level interaction control as a root node, taking a node of the next-highest-level interaction control as a father node, and traversing a preset control configuration table to obtain a child node corresponding to the father node;
acquiring unique identifiers of all the nodes from the preset control configuration table, and configuring vector values between the father node and the child node according to the unique identifiers;
And calculating the vector distance between the father node and the child node according to the vector value, and creating a connecting line between the father node and the child node according to the vector distance so as to generate a tree-shaped chained map corresponding to the current game scene.
In one exemplary embodiment of the present disclosure, configuring vector values between the parent node and child node according to the unique identification includes:
configuring a display layer in the current game scene, and determining the boundary size of a map grid where the current game scene is located according to the position size occupied by the display size of the display layer in the current game scene;
dividing the map grid where the current game scene is located into target grids with preset shapes according to the boundary sizes of the map grids and preset dividing rules; wherein each of the target grids comprises one or more nodes;
and determining a target position of the interaction control in the target grid according to the unique identification, and configuring a vector value between the father node and the child node according to the target position.
In an exemplary embodiment of the present disclosure, dividing the map grid in which the current game scene is located into target grids having a preset shape according to the boundary size of the map grid and a preset division rule, includes:
Calculating inter-layer distance relationships between layers included in the current game scene and inter-line distance relationships between each line included in the current game scene;
dividing the map grid where the current game scene is located into target grids with preset shapes according to the boundary sizes of the map grids, the inter-layer distance relationships, the line distance relationships and preset dividing rules;
wherein the shape of the target mesh comprises a matrix mesh and/or a circular mesh.
In an exemplary embodiment of the present disclosure, configuring vector values between the parent node and child node according to the target location includes:
traversing the child node, taking the position of the parent node as an initial coordinate, taking the target position as a termination coordinate, and configuring a vector value between the parent node and the child node according to the initial coordinate and the termination coordinate.
In one exemplary embodiment of the present disclosure, creating a link between the parent node and child node according to the vector distance to generate the tree-chained map includes:
scaling up or down the vector distance in equal proportion to obtain a line with a size;
According to the size of the line and a preset line pointing angle, the father node and the child node are connected in series;
and repeating the step of connecting the father node and the child node in series until all the father nodes and the child nodes are connected in series, and forming the tree-shaped chained map by the father nodes and the child nodes after the connection is completed.
In an exemplary embodiment of the present disclosure, the generating method of the tree-shaped chained map further includes:
acquiring a unique identifier of a node to be added with a special effect from a preset control configuration table;
positioning the node to be added with the special effect in the tree-shaped chain map according to the unique identifier of the node to be added with the special effect;
and adding the special effect script to the node to be added with the special effect according to the positioning result so as to finish the addition of the special effect.
In an exemplary embodiment of the present disclosure, the generating method of the tree-shaped chained map further includes:
when touch operation on any node of the interactive control is detected, acquiring a unique identifier of the touched node from the preset control configuration table;
determining the level of the touched node in the current game scene in the tree-shaped chained map according to the unique identifier of the touched node;
Invoking a display layer included in a level of the touched node in the current game scene to display attribute information of the touched node;
the attribute information of the touched node includes a plurality of types of node names, hierarchy information of the nodes, and whether the nodes are activated.
According to an aspect of the present disclosure, there is provided a generation apparatus of a tree-like chained map, including:
the interactive control processing module is used for acquiring interactive controls included in the current game scene, and carrying out abstract processing on each interactive control to obtain nodes of each interactive control;
the child node determining module is used for taking the node with the highest-level interaction control as a root node, taking the node with the next-highest-level interaction control as a father node, and traversing a preset control configuration table to obtain child nodes corresponding to the father node;
the vector value configuration module is used for acquiring the unique identifier of each node from the preset control configuration table and configuring the vector value between the father node and the child node according to the unique identifier;
and the chained map generating module is used for calculating the vector distance between the father node and the child node according to the vector value, and creating a connecting line between the father node and the child node according to the vector distance so as to generate a tree chained map corresponding to the current game scene.
According to an aspect of the present disclosure, there is provided a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements the method of generating a tree-like chain map of any one of the above.
According to one aspect of the present disclosure, there is provided an electronic device including:
a processor; and
a memory for storing executable instructions of the processor;
wherein the processor is configured to execute the tree chain map generation method of any one of the above via execution of the executable instructions.
According to the method for generating the tree-shaped chained map, on one hand, the nodes corresponding to the interaction controls are obtained by obtaining the interaction controls included in the current game scene and carrying out abstract processing on each interaction control; then, respectively taking the node with the highest-level interaction control as a root node, taking the node of the next-highest-level interaction control as a father node, and traversing a preset control configuration table to obtain a child node corresponding to the father node; acquiring unique identifiers of all nodes from a preset control configuration table, and configuring vector values between a father node and a child node according to the unique identifiers; finally, calculating the vector distance between the father node and the child node according to the vector value, and creating a connecting line between the father node and the child node according to the vector distance to generate a tree-shaped chained map corresponding to the current game scene, wherein each node in the generated tree-shaped chained map has a unique identifier, the unique identifier exists in a preset control configuration table, when a certain node needs to be activated, the node can be positioned directly according to the unique identifier of the node, and the problem that in the prior art, when the certain node in the chained map needs to be activated, all the nodes in the chained map need to be traversed to be positioned to the node needing to be activated, and the activation efficiency of the node is lower is avoided; on the other hand, when a certain interactive control needs to be updated, the node of the interactive control can be directly positioned according to the unique identifier of the interactive control, so that the interactive control is updated, and the problem that in the prior art, all nodes included in the chained map need to be changed when the certain interactive control is updated, so that the updating efficiency is lower is avoided; on the other hand, when the new node is needed, the front node and the rear node of the new node can be searched in the preset control configuration table, and then the adding position is allocated to the new node according to the positions of the front node and the rear node in the tree-shaped chained map, so that the addition of the new node is realized, other nodes normally run, the problems that in the prior art, if the number of the new nodes is increased, the programs corresponding to the chained map also need to realize functions again, the old functions cannot be directly reused, a plurality of loopholes can be generated, and the development efficiency is reduced are avoided.
It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the disclosure.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the disclosure and together with the description, serve to explain the principles of the disclosure. It will be apparent to those of ordinary skill in the art that the drawings in the following description are merely examples of the disclosure and that other drawings may be derived from them without undue effort.
Fig. 1 schematically illustrates a flowchart of a method of generating a tree-like chained map in accordance with an example embodiment of the present disclosure.
Fig. 2 schematically illustrates an example diagram of a node with a chain structure according to an example embodiment of the present disclosure.
Fig. 3 schematically illustrates a method flow diagram for configuring vector values between the parent and child nodes according to the unique identification according to an example embodiment of the present disclosure.
Fig. 4 schematically illustrates an example diagram of a presentation layer according to an example embodiment of the present disclosure.
Fig. 5 schematically illustrates an example diagram of a target grid according to an example embodiment of the disclosure.
Fig. 6 schematically illustrates an example diagram of a tree-like chained map in accordance with an example embodiment of the present disclosure.
Fig. 7 schematically illustrates a flowchart of another tree-chained map generation method according to an example embodiment of the present disclosure.
Fig. 8 schematically illustrates a flowchart of another tree-chained map generation method according to an example embodiment of the present disclosure.
Fig. 9 schematically illustrates an example diagram of an attribute information presentation according to an example embodiment of the present disclosure.
Fig. 10 schematically illustrates a flowchart of another tree-chained map generation method according to an example embodiment of the present disclosure.
Fig. 11 schematically illustrates a block diagram of a generation apparatus of a tree-like chained map according to an exemplary embodiment of the present disclosure.
Fig. 12 schematically illustrates an electronic device for implementing the above-described generation method of the tree-chained map according to an exemplary embodiment of the present disclosure.
Detailed Description
Example embodiments will now be described more fully with reference to the accompanying drawings. However, the exemplary embodiments may be embodied in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concept of the example embodiments to those skilled in the art. The described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a thorough understanding of embodiments of the present disclosure. One skilled in the relevant art will recognize, however, that the aspects of the disclosure may be practiced without one or more of the specific details, or with other methods, components, devices, steps, etc. In other instances, well-known technical solutions have not been shown or described in detail to avoid obscuring aspects of the present disclosure.
Furthermore, the drawings are merely schematic illustrations of the present disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and thus a repetitive description thereof will be omitted. Some of the block diagrams shown in the figures are functional entities and do not necessarily correspond to physically or logically separate entities. These functional entities may be implemented in software or in one or more hardware modules or integrated circuits or in different networks and/or processor devices and/or microcontroller devices.
In game development, there are many functions that focus on client performance. Among them, a chain map having a hierarchical structure is particularly common.
In the existing chained map generation schemes, the implementation is mostly based on the following scheme: the chain map can be obtained by setting interactive controls with mutually independent functions and mutually independent effects, abstracting the interactive controls into nodes and splicing the nodes; meanwhile, in the process of splicing the interactive control, any change on the interactive control is not needed, and the interactive control is simply spliced according to a certain logic rule and corresponding requirements.
However, on the one hand, the above-described method is simple to manufacture, but has extremely poor performance and excessively depends on the UI; moreover, when the nodes are complicated to a certain extent, the nodes are basically unrealized, the realization efficiency is extremely low, and the optimization cannot be performed; complex interactions or animation representations, on the other hand, are essentially unrealizable; for example, when the same node has the functions of double-finger and/or single-finger scaling and movement, the same node cannot be realized; on the other hand, each time there is a change, the interactive control needs to be readjusted, if the number of nodes is increased, the program also needs to realize the functions again, the old functions cannot be directly reused basically, a plurality of bugs can be generated, and repeated reworking is needed; further, complex node patterns cannot be added basically, and additional changes are required for the nodes on each UI due to the added patterns.
In this example embodiment, a method for generating a tree-like chained map is provided first, where the method may operate on a terminal device, a server cluster, or a cloud server; of course, those skilled in the art may also operate the methods of the present disclosure on other platforms as desired, which is not particularly limited in the present exemplary embodiment. Referring to fig. 1, the generation method of the tree-type chain map may include the steps of:
S110, acquiring interaction controls included in a current game scene, and carrying out abstract processing on each interaction control to obtain nodes of each interaction control;
s120, respectively taking a node with the highest-level interaction control as a root node, taking a node of the next-highest-level interaction control as a father node, and traversing a preset control configuration table to obtain a child node corresponding to the father node;
s130, acquiring unique identifiers of all the nodes from the preset control configuration table, and configuring vector values between the father node and the child node according to the unique identifiers;
and S140, calculating the vector distance between the father node and the child node according to the vector value, and creating a connecting line between the father node and the child node according to the vector distance so as to generate a tree-shaped chained map corresponding to the current game scene.
In the method for generating the tree-shaped chained map, on one hand, the nodes corresponding to the interaction controls are obtained by acquiring the interaction controls included in the current game scene and carrying out abstract processing on each interaction control; then, respectively taking the node with the highest-level interaction control as a root node, taking the node of the next-highest-level interaction control as a father node, and traversing a preset control configuration table to obtain a child node corresponding to the father node; acquiring unique identifiers of all nodes from a preset control configuration table, and configuring vector values between a father node and a child node according to the unique identifiers; finally, calculating the vector distance between the father node and the child node according to the vector value, and creating a connecting line between the father node and the child node according to the vector distance to generate a tree-shaped chained map corresponding to the current game scene, wherein each node in the generated tree-shaped chained map has a unique identifier, the unique identifier exists in a preset control configuration table, when a certain node needs to be activated, the node can be positioned directly according to the unique identifier of the node, and the problem that in the prior art, when the certain node in the chained map needs to be activated, all the nodes in the chained map need to be traversed to be positioned to the node needing to be activated, and the activation efficiency of the node is lower is avoided; on the other hand, when a certain interactive control needs to be updated, the node of the interactive control can be directly positioned according to the unique identifier of the interactive control, so that the interactive control is updated, and the problem that in the prior art, all nodes included in the chained map need to be changed when the certain interactive control is updated, so that the updating efficiency is lower is avoided; on the other hand, when the new node is needed, the front node and the rear node of the new node can be searched in the preset control configuration table, and then the adding position is allocated to the new node according to the positions of the front node and the rear node in the tree-shaped chained map, so that the addition of the new node is realized, other nodes normally run, the problems that in the prior art, if the number of the new nodes is increased, the programs corresponding to the chained map also need to realize functions again, the old functions cannot be directly reused, a plurality of loopholes can be generated, and the development efficiency is reduced are avoided.
Hereinafter, a tree-type chain map generating method according to an exemplary embodiment of the present disclosure will be explained and illustrated in detail with reference to the accompanying drawings.
First, an application scenario of an exemplary embodiment of the present disclosure is explained and explained. Specifically, in the game scenario, there are one or more nodes with a chained structure (each node is an interactive control), and specifically, reference may be made to fig. 2. Fig. 2 may include a plurality of nodes such as node 1, node 2, … …, and node 9, and if a node update or addition of a new node is required for a certain node, all nodes need to be traversed. In this case, there is caused a problem that the update efficiency is low.
In order to solve the above technical problems, in a method for generating a tree-shaped chained map provided in the present disclosure:
in step S110, an interaction control included in the current game scene is obtained, and each interaction control is abstracted to obtain a node of each interaction control.
Specifically, taking a current game scene as an example of a game scene of a sea warfare game, an interaction control designed in an example embodiment of the disclosure is explained and illustrated. Specifically, traversing the current game scene may obtain all the interactive controls included in the current game scene, which may include: durability (iburation), gunfire attack (ifeire), spells attack (iCurseAtt), collision damage percentage (iCollisionAddPercent), and the like, and then abstract processing is carried out on each interaction control to obtain the node of each interaction control.
In step S120, the node with the highest level interaction control is taken as the root node, the node with the next highest level interaction control is taken as the father node, and the preset control configuration table is traversed to obtain the child node corresponding to the father node.
The preset control configuration table may be as follows in table 1:
TABLE 1
Based on the above table 1, it can be known that the node with ID (unique identifier) of 1 may be the root node (it may be considered that it has the highest hierarchy if there is no pre-node), and the nodes with ID of 2 and 3 may be the parent nodes, and of course, other parent nodes may be also included in the above table 1, which are not listed here. It should be noted that, table 1 only plays a certain exemplary role, and does not include all node information; meanwhile, the preset control configuration table may also include information such as attribute values, skill levels, scaling, resource paths and the like of each interactive control, which are not listed here one by one.
In step S130, a unique identifier of each node is obtained from the preset control configuration table, and a vector value between the parent node and the child node is configured according to the unique identifier.
In the present exemplary embodiment, first, the unique identification of each node is obtained from the above table 1, and then, the vector value between the parent node and the child node is configured according to the unique identification of each node. Wherein, referring to fig. 3, configuring the vector value between the parent node and the child node according to the unique identification may include the steps of:
step S310, configuring a display layer in the current game scene, and determining the boundary size of the map grid where the current game scene is located according to the position size occupied by the display size of the display layer in the current game scene.
Specifically, referring to fig. 4, a presentation layer shown as a 401 area may be configured in the current game scene, and a display size of the presentation layer may be determined according to a total display size of the current game scene; for example, the display size of the presentation layer may be one third or one fourth of the total display size of the current game scene, or the like, which is not particularly limited in this example. Further, when the presentation layer configuration is completed, the unoccupied portion of the current game scene may be determined as the boundary size of the map grid, which may be specifically shown as 402 in fig. 4.
Step S320, dividing the map grid where the current game scene is located into target grids with preset shapes according to the boundary sizes of the map grids and preset dividing rules; wherein each of the target grids includes one or more nodes therein.
In the present exemplary embodiment, first, the inter-layer distance relationship between the layers included in the current game scene and the inter-line distance relationship between each line included in the current game scene are calculated; secondly, dividing the map grid where the current game scene is located into target grids with preset shapes according to the boundary sizes of the map grids, the inter-layer distance relationships, the line distance relationships and preset dividing rules; wherein the shape of the target mesh comprises a matrix mesh and/or a circular mesh.
Specifically, in order to more accurately position each node in the tree-shaped chain map, accurate determination is required to divide the map grid into accurate target grids; therefore, in order to further improve the accuracy of the target grid, it is necessary to calculate the inter-layer distance relationship and the line distance relationship between the layers according to the actual distribution positions of the interactive controls having different layer relationships and position relationships included in the current game scene; wherein each layer may include one or more rows, which is not particularly limited in this example. Further, after the inter-layer distance relationship and the inter-line distance relationship are obtained, the map grid can be divided into matrix grids and/or circular grids according to the boundary size, the inter-layer distance relationship and the inter-line distance relationship of the map grid, or some layers or lines can be enlarged or reduced according to the specific inter-layer distance relationship and the inter-line distance relationship, so that the matrix grids and/or circular grids are obtained. The obtained circular grid may be specifically shown in fig. 5, and meanwhile, the rectangular grid is similar to the circular grid, which is not described herein.
And step S330, determining a target position of the interaction control in the target grid according to the unique identification, and configuring a vector value between the father node and the child node according to the target position.
Specifically, configuring the vector value between the parent node and the child node according to the target position includes: traversing the child node, taking the position of the parent node as an initial coordinate, taking the target position as a termination coordinate, and configuring a vector value between the parent node and the child node according to the initial coordinate and the termination coordinate.
In the exemplary embodiment schematically shown in fig. 3, the accuracy of the vector value is further improved, and the accuracy of the tree-like chained map is further improved, because the vector value between the parent node and the child node can be configured through the initial coordinate where the parent node is located and the termination coordinate where the child node is located.
In step S140, a vector distance between the parent node and the child node is calculated according to the vector value, and a connection line between the parent node and the child node is created according to the vector distance, so as to generate a tree-chained map corresponding to the current game scene.
In the present exemplary embodiment, first, the vector distance is scaled up or down in equal proportion to obtain a line having a size; secondly, according to the size of the line and a preset line pointing angle (for example, 90 degrees, but of course, other degrees may be used), the parent node and the child node are connected in series in this example without any special limitation; and finally, repeating the step of connecting the father node and the child node in series until all the father nodes and the child nodes are connected in series, and forming the tree-shaped chained map by the father nodes and the child nodes after the connection is completed. The obtained tree-like chain map is specifically shown with reference to fig. 6.
Hereinafter, a specific application procedure of the tree-shaped chain map generating method of the exemplary embodiment of the present disclosure will be explained and described with reference to fig. 7 and 8.
Firstly, the generation method of the tree-shaped chained map can be used for adding special effects of the nodes. Referring to fig. 7, the special effect adding process of the node may include the steps of:
step S710, obtaining a unique identifier of a node to be added with a special effect from a preset control configuration table;
step S720, positioning the node to be added with the special effect in the tree-shaped chain map according to the unique identifier of the node to be added with the special effect;
and step 730, adding the special effect script to the node to be added with the special effect according to the positioning result so as to finish the addition of the special effect.
Secondly, the generation method of the tree-shaped chained map can be used for displaying the attribute information of the nodes. Referring to fig. 8, the attribute information presentation method of the node may include the steps of:
step S810, when a touch operation on any node of the interactive control is detected, acquiring a unique identifier of the touched node from the preset control configuration table;
step S820, determining the level of the touched node in the current game scene in the tree-shaped chained map according to the unique identifier of the touched node;
Step S830, invoking a display layer included in a level where the touched node is located in the current game scene, to display attribute information of the touched node; the attribute information of the touched node includes a node name, level information of the node, whether the node is activated, etc., and a specific display result may be shown in fig. 9.
The tree-like chain map generating method according to the exemplary embodiment of the present disclosure is further explained and illustrated below with reference to fig. 10. Referring to fig. 10, the generation method of the tree chain map may include the steps of:
step S1010, the UI designates the corresponding presentation layer for determining the boundary size of the map grid; meanwhile, the presentation layer can additionally perform interactive related operation, and the UI only needs to maintain the style of a single node;
step S1020, acquiring the front node and the rear node of each node through a preset control configuration table;
step S1030, dividing the map grid into N x M matrix grids or circular grids according to the specific function requirement, wherein the number of the grids is 0-N clockwise, and the number of the grid turns is 0-M from inside to outside;
step S1040, obtaining a unique identifier of each node, and obtaining unique identifiers of front and rear nodes of each node; meanwhile, if no node exists in the map grid, the corresponding configuration table does not have information related to the node;
Step S1050, traversing child nodes of the father node, setting vector values of the child node and the father node based on 0,0 point, and calculating the vector distance between the father node and the child node through vector calculation;
in step S1060, a connection line between two nodes is created to point to the 90 degree direction, so that the series connection can be performed, and the whole tree-shaped chained map can be dynamically generated.
The generation method of the tree-shaped chained map disclosed by the embodiment of the disclosure can be suitable for model animation adaptation and can effectively display according to the screen resolution of the display device. The specific reasons are as follows: first, model animation adaptation. Assuming that each activated node needs to be added with a special effect, adding the special effect by connecting wires (when a node is newly activated, according to the existing scheme, the limit situation needs to be traversed through all nodes, and the cost is relatively high; and secondly, displaying according to the screen resolution size. The interactive controls added to the panel on the interface now only play a role in acquiring the size and hooking map, so that the common panel is only adapted in the game. The display device can be normally displayed without additionally adapting the function independently; meanwhile, when the size is directly designated, the size of the panel is not read, the content outside the panel can be created, the display of the screen is large, and the display of the screen is small; for example, more decorative animations/special effects such as stars on the background can be displayed outside the boundary, and the display of the stippling outside the interface on some special screens/ipads with folding screens can be displayed.
On the other hand, the generated tree-like chained map can be reused (other items/systems can directly call the tree-like chained map); moreover, the labor can be saved, the program can be designed according to own ideas by only 1 time of production, and repeated modification can be avoided (if the program is an old scheme, the program is changed once and all the program is changed, and the complex chain relation basic interaction control can not be done); furthermore, more complex chain relations can be supported, so that bug (chain relations can be normally generated under the condition of mismatching of a table) can be avoided, and the chain relations which do not accord with expectations can be directly displayed and directly changed).
The disclosure also provides a device for generating the tree-shaped chained map. Referring to fig. 11, the tree chained map generating apparatus may include an interactive control processing module 1110, a child node determining module 1120, a vector value configuring module 1130, and a chained map generating module 1140. Wherein:
the interaction control processing module 1110 may be configured to obtain interaction controls included in a current game scenario, and perform abstract processing on each interaction control to obtain nodes of each interaction control;
the child node determining module 1120 may be configured to take a node with a highest level interaction control as a root node, take a node with a next highest level interaction control as a parent node, and traverse a preset control configuration table to obtain a child node corresponding to the parent node;
The vector value configuration module 1130 may be configured to obtain a unique identifier of each node from the preset control configuration table, and configure a vector value between the parent node and the child node according to the unique identifier;
the chained map generating module 1140 may be configured to calculate a vector distance between the parent node and the child node according to the vector value, and create a connection line between the parent node and the child node according to the vector distance, so as to generate a tree chained map corresponding to the current game scene.
In one exemplary embodiment of the present disclosure, configuring vector values between the parent node and child node according to the unique identification includes:
configuring a display layer in the current game scene, and determining the boundary size of a map grid where the current game scene is located according to the position size occupied by the display size of the display layer in the current game scene;
dividing the map grid where the current game scene is located into target grids with preset shapes according to the boundary sizes of the map grids and preset dividing rules; wherein each of the target grids comprises one or more nodes;
And determining a target position of the interaction control in the target grid according to the unique identification, and configuring a vector value between the father node and the child node according to the target position.
In an exemplary embodiment of the present disclosure, dividing the map grid in which the current game scene is located into target grids having a preset shape according to the boundary size of the map grid and a preset division rule, includes:
calculating inter-layer distance relationships between layers included in the current game scene and inter-line distance relationships between each line included in the current game scene;
dividing the map grid where the current game scene is located into target grids with preset shapes according to the boundary sizes of the map grids, the inter-layer distance relationships, the line distance relationships and preset dividing rules;
wherein the shape of the target mesh comprises a matrix mesh and/or a circular mesh.
In an exemplary embodiment of the present disclosure, configuring vector values between the parent node and child node according to the target location includes:
traversing the child node, taking the position of the parent node as an initial coordinate, taking the target position as a termination coordinate, and configuring a vector value between the parent node and the child node according to the initial coordinate and the termination coordinate.
In one exemplary embodiment of the present disclosure, creating a link between the parent node and child node according to the vector distance to generate the tree-chained map includes:
scaling up or down the vector distance in equal proportion to obtain a line with a size;
according to the size of the line and a preset line pointing angle, the father node and the child node are connected in series;
and repeating the step of connecting the father node and the child node in series until all the father nodes and the child nodes are connected in series, and forming the tree-shaped chained map by the father nodes and the child nodes after the connection is completed.
In an exemplary embodiment of the present disclosure, the generating apparatus of the tree chain map may further include:
the first identifier obtaining module can be used for obtaining the unique identifier of the node to be added with the special effect from a preset control configuration table;
the node positioning module can be used for positioning the node to be added with the special effect in the tree-shaped chain map according to the unique identifier of the node to be added with the special effect;
and the script adding module can be used for adding the special effect script to the node to be added with the special effect according to the positioning result so as to complete the addition of the special effect.
In an exemplary embodiment of the present disclosure, the generating apparatus of the tree chain map may further include:
the second identifier obtaining module may be configured to obtain, when a touch operation on a node of any one of the interaction controls is detected, a unique identifier of the touched node from the preset control configuration table;
the hierarchy determining module can be used for determining the hierarchy of the touched node in the current game scene in the tree-like chained map according to the unique identifier of the touched node;
the attribute display module can be used for calling a display layer included in the level of the touched node in the current game scene to display attribute information of the touched node; the attribute information of the touched node includes a plurality of types of node names, hierarchy information of the nodes, and whether the nodes are activated.
The specific details of each module in the above-mentioned generation device of the tree-shaped chain map are already described in detail in the corresponding generation method of the tree-shaped chain map, so that the details are not repeated here.
It should be noted that although in the above detailed description several modules or units of a device for action execution are mentioned, such a division is not mandatory. Indeed, the features and functionality of two or more modules or units described above may be embodied in one module or unit in accordance with embodiments of the present disclosure. Conversely, the features and functions of one module or unit described above may be further divided into a plurality of modules or units to be embodied.
Furthermore, although the steps of the methods in the present disclosure are depicted in a particular order in the drawings, this does not require or imply that the steps must be performed in that particular order or that all illustrated steps be performed in order to achieve desirable results. Additionally or alternatively, certain steps may be omitted, multiple steps combined into one step to perform, and/or one step decomposed into multiple steps to perform, etc.
In an exemplary embodiment of the present disclosure, an electronic device capable of implementing the above method is also provided.
Those skilled in the art will appreciate that the various aspects of the present disclosure may be implemented as a system, method, or program product. Accordingly, various aspects of the disclosure may be embodied in the following forms, namely: an entirely hardware embodiment, an entirely software embodiment (including firmware, micro-code, etc.) or an embodiment combining hardware and software aspects may be referred to herein as a "circuit," module "or" system.
An electronic device 1200 according to such an embodiment of the present disclosure is described below with reference to fig. 12. The electronic device 1200 shown in fig. 12 is merely an example, and should not be construed as limiting the functionality and scope of use of the disclosed embodiments.
As shown in fig. 12, the electronic device 1200 is in the form of a general purpose computing device. Components of electronic device 1200 may include, but are not limited to: the at least one processing unit 1210, the at least one memory unit 1220, a bus 1230 connecting the different system components (including the memory unit 1220 and the processing unit 1210), and a display unit 1240.
Wherein the storage unit stores program code that is executable by the processing unit 1210 such that the processing unit 1210 performs steps according to various exemplary embodiments of the present disclosure described in the above-described "exemplary methods" section of the present specification. For example, the processing unit 1210 may perform step S110 shown in fig. 1: acquiring interactive controls included in a current game scene, and carrying out abstract processing on each interactive control to obtain nodes of each interactive control; step S120: respectively taking a node with the highest-level interaction control as a root node, taking a node of the next-highest-level interaction control as a father node, and traversing a preset control configuration table to obtain a child node corresponding to the father node; step S130: acquiring unique identifiers of all the nodes from the preset control configuration table, and configuring vector values between the father node and the child node according to the unique identifiers; step S140: and calculating the vector distance between the father node and the child node according to the vector value, and creating a connecting line between the father node and the child node according to the vector distance so as to generate a tree-shaped chained map corresponding to the current game scene.
The storage unit 1220 may include a readable medium in the form of a volatile storage unit, such as a Random Access Memory (RAM) 12201 and/or a cache memory 12202, and may further include a Read Only Memory (ROM) 12203.
Storage unit 1220 may also include a program/utility 12204 having a set (at least one) of program modules 12205, such program modules 12205 including, but not limited to: an operating system, one or more application programs, other program modules, and program data, each or some combination of which may include an implementation of a network environment.
Bus 1230 may be a local bus representing one or more of several types of bus structures including a memory unit bus or memory unit controller, a peripheral bus, an accelerated graphics port, a processing unit, or using any of a variety of bus architectures.
The electronic device 1200 may also communicate with one or more external devices 1300 (e.g., keyboard, pointing device, bluetooth device, etc.), one or more devices that enable a user to interact with the electronic device 1200, and/or any device (e.g., router, modem, etc.) that enables the electronic device 1200 to communicate with one or more other computing devices. Such communication may occur through an input/output (I/O) interface 1250. Also, the electronic device 1200 may communicate with one or more networks such as a Local Area Network (LAN), a Wide Area Network (WAN), and/or a public network such as the internet through the network adapter 1260. As shown, the network adapter 1260 communicates with other modules of the electronic device 1200 over bus 1230. It should be appreciated that although not shown, other hardware and/or software modules may be used in connection with electronic device 1200, including, but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, data backup storage systems, and the like.
From the above description of embodiments, those skilled in the art will readily appreciate that the example embodiments described herein may be implemented in software, or may be implemented in software in combination with the necessary hardware. Thus, the technical solution according to the embodiments of the present disclosure may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (may be a CD-ROM, a U-disk, a mobile hard disk, etc.) or on a network, including several instructions to cause a computing device (may be a personal computer, a server, a terminal device, or a network device, etc.) to perform the method according to the embodiments of the present disclosure.
In an exemplary embodiment of the present disclosure, a computer-readable storage medium having stored thereon a program product capable of implementing the method described above in the present specification is also provided. In some possible implementations, various aspects of the disclosure may also be implemented in the form of a program product comprising program code for causing a terminal device to carry out the steps according to the various exemplary embodiments of the disclosure as described in the "exemplary methods" section of this specification, when the program product is run on the terminal device.
A program product for implementing the above-described method according to an embodiment of the present disclosure may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may be run on a terminal device, such as a personal computer. However, the program product of the present disclosure is not limited thereto, and in this document, a readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
The program product may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium can be, for example, but is not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or a combination of any of the foregoing. More specific examples (a non-exhaustive list) of the readable storage medium would include the following: an electrical connection having one or more wires, a portable disk, a hard disk, random Access Memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
The computer readable signal medium may include a data signal propagated in baseband or as part of a carrier wave with readable program code embodied therein. Such a propagated data signal may take any of a variety of forms, including, but not limited to, electro-magnetic, optical, or any suitable combination of the foregoing. A readable signal medium may also be any readable medium that is not a readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
Program code for carrying out operations of the present disclosure may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, C++ or the like and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computing device, partly on the user's device, as a stand-alone software package, partly on the user's computing device, partly on a remote computing device, or entirely on the remote computing device or server. In the case of remote computing devices, the remote computing device may be connected to the user computing device through any kind of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or may be connected to an external computing device (e.g., connected via the Internet using an Internet service provider).
Furthermore, the above-described figures are only schematic illustrations of processes included in the method according to the exemplary embodiments of the present disclosure, and are not intended to be limiting. It will be readily appreciated that the processes shown in the above figures do not indicate or limit the temporal order of these processes. In addition, it is also readily understood that these processes may be performed synchronously or asynchronously, for example, among a plurality of modules.
Other embodiments of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the application disclosed herein. This application is intended to cover any adaptations, uses, or adaptations of the disclosure following, in general, the principles of the disclosure and including such departures from the present disclosure as come within known or customary practice within the art to which the disclosure pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.

Claims (10)

1. A method of generating a tree-like chained map, comprising:
acquiring interactive controls included in a current game scene, and carrying out abstract processing on each interactive control to obtain nodes of each interactive control;
respectively taking a node with the highest-level interaction control as a root node, taking a node of the next-highest-level interaction control as a father node, and traversing a preset control configuration table to obtain a child node corresponding to the father node;
Acquiring unique identifiers of all the nodes from the preset control configuration table, and configuring vector values between the father node and the child node according to the unique identifiers;
and calculating the vector distance between the father node and the child node according to the vector value, and creating a connecting line between the father node and the child node according to the vector distance so as to generate a tree-shaped chained map corresponding to the current game scene.
2. The method of generating a tree-chained map in accordance with claim 1, wherein configuring vector values between the parent node and child node in accordance with the unique identification comprises:
configuring a display layer in the current game scene, and determining the boundary size of a map grid where the current game scene is located according to the position size occupied by the display size of the display layer in the current game scene;
dividing the map grid where the current game scene is located into target grids with preset shapes according to the boundary sizes of the map grids and preset dividing rules; wherein each of the target grids comprises one or more nodes;
and determining a target position of the interaction control in the target grid according to the unique identification, and configuring a vector value between the father node and the child node according to the target position.
3. The method for generating a tree-shaped chained map according to claim 2, wherein dividing the map grid in which the current game scene is located into target grids having a preset shape according to the boundary sizes of the map grids and a preset division rule, comprises:
calculating inter-layer distance relationships between layers included in the current game scene and inter-line distance relationships between each line included in the current game scene;
dividing the map grid where the current game scene is located into target grids with preset shapes according to the boundary sizes of the map grids, the inter-layer distance relationships, the line distance relationships and preset dividing rules;
wherein the shape of the target mesh comprises a matrix mesh and/or a circular mesh.
4. The method of generating a tree-chained map in accordance with claim 2, wherein configuring vector values between the parent node and child node according to the target location comprises:
traversing the child node, taking the position of the parent node as an initial coordinate, taking the target position as a termination coordinate, and configuring a vector value between the parent node and the child node according to the initial coordinate and the termination coordinate.
5. The method of generating a tree-chained map in accordance with claim 1, wherein creating a link between the parent node and child node from the vector distance to generate the tree-chained map comprises:
scaling up or down the vector distance in equal proportion to obtain a line with a size;
according to the size of the line and a preset line pointing angle, the father node and the child node are connected in series;
and repeating the step of connecting the father node and the child node in series until all the father nodes and the child nodes are connected in series, and forming the tree-shaped chained map by the father nodes and the child nodes after the connection is completed.
6. The method of generating a tree-like chained map in accordance with claim 1, further comprising:
acquiring a unique identifier of a node to be added with a special effect from a preset control configuration table;
positioning the node to be added with the special effect in the tree-shaped chain map according to the unique identifier of the node to be added with the special effect;
and adding the special effect script to the node to be added with the special effect according to the positioning result so as to finish the addition of the special effect.
7. The method of generating a tree-like chained map in accordance with claim 1, further comprising:
when touch operation on any node of the interactive control is detected, acquiring a unique identifier of the touched node from the preset control configuration table;
determining the level of the touched node in the current game scene in the tree-shaped chained map according to the unique identifier of the touched node;
invoking a display layer included in a level of the touched node in the current game scene to display attribute information of the touched node;
the attribute information of the touched node includes a plurality of types of node names, hierarchy information of the nodes, and whether the nodes are activated.
8. A tree-like chain map generation apparatus, comprising:
the interactive control processing module is used for acquiring interactive controls included in the current game scene, and carrying out abstract processing on each interactive control to obtain nodes of each interactive control;
the child node determining module is used for taking the node with the highest-level interaction control as a root node, taking the node with the next-highest-level interaction control as a father node, and traversing a preset control configuration table to obtain child nodes corresponding to the father node;
The vector value configuration module is used for acquiring the unique identifier of each node from the preset control configuration table and configuring the vector value between the father node and the child node according to the unique identifier;
and the chained map generating module is used for calculating the vector distance between the father node and the child node according to the vector value, and creating a connecting line between the father node and the child node according to the vector distance so as to generate a tree chained map corresponding to the current game scene.
9. A computer readable storage medium having stored thereon a computer program, wherein the computer program when executed by a processor implements the method of generating a tree-chained map according to any one of claims 1-7.
10. An electronic device, comprising:
a processor; and
a memory for storing executable instructions of the processor;
wherein the processor is configured to perform the method of generating a tree-chained map of any one of claims 1-7 via execution of the executable instructions.
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