WO2020233566A1 - 对象跳跃控制方法、装置、计算机设备及存储介质 - Google Patents
对象跳跃控制方法、装置、计算机设备及存储介质 Download PDFInfo
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- WO2020233566A1 WO2020233566A1 PCT/CN2020/091031 CN2020091031W WO2020233566A1 WO 2020233566 A1 WO2020233566 A1 WO 2020233566A1 CN 2020091031 W CN2020091031 W CN 2020091031W WO 2020233566 A1 WO2020233566 A1 WO 2020233566A1
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- virtual object
- jumping
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- target landing
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/573—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/426—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
Definitions
- the embodiments of the present application relate to the field of network technology, and in particular to an object jump control method, device, computer equipment, and storage medium.
- a zombie-shaped confrontation virtual object can move around the user virtual object to attack the user virtual object.
- the server may control the counter-virtual object to jump, for example, from one end of the non-walkable area to the other end.
- the object jump control process may include: the server manually configures a link bridge in each non-walkable area based on the jump point selected by the user, and the link bridge includes two jump points selected by the user.
- the server can control against the virtual object, jumping from one jumping point to another.
- the above method requires manual configuration of link bridges in each non-walkable area.
- the game scene usually includes a large number of non-walkable areas, which requires manual configuration of a large number of link bridges, which will also occupy a large amount of memory of the server, which consumes a lot of manpower, memory and other resources and costs Higher, resulting in lower resource utilization.
- an object jump control method, device, computer equipment, and storage medium are provided.
- an object jumping control method which is executed by a computer device, and the method includes:
- the first virtual object is controlled to jump from the current position to the target landing place.
- an object jumping control device comprising:
- the determining module is configured to determine the first virtual object according to the location of the destination when the current position of the first virtual object satisfies the jumping condition during the movement of the first virtual object to the destination in the virtual scene The target landing location;
- the determining module is further configured to determine the jumping trajectory of the first virtual object from the current position to the target landing place according to the current position and the target landing place;
- the jumping control module is used to control the first virtual object to jump from the current position to the target landing place according to the jumping track.
- the destination refers to the current position of the target virtual object in the virtual scene, or a selected position in the virtual scene.
- the jumping condition includes: no walking route is included between the current location and the destination, or in the direction of the shortest route between the current location and the destination, An obstacle is included in front of the current position.
- the determining module is further configured to determine the jumping speed of the first virtual object at the current position according to the current position and the target landing location; according to the jumping speed, Determine a jumping track of the first virtual object from the current position to the target landing place.
- a computer device including a memory and a processor, the memory stores computer-readable instructions, and when the computer-readable instructions are executed by the processor, the processor executes The steps of the object jump control method.
- one or more non-volatile storage media storing computer-readable instructions.
- the computer-readable instructions When executed by one or more processors, the one or more processors execute The steps of the object jump control method.
- FIG. 1 is a schematic diagram of a scene of an object jumping control method provided by an embodiment of the present application
- FIG. 2 is a schematic diagram of a scene interface of an object jumping control method provided by an embodiment of the present application
- FIG. 3 is a flowchart of an object jump control method provided by an embodiment of the present application.
- FIG. 4 is a flowchart of object state detection provided by an embodiment of the present application.
- FIG. 5 is a flowchart of object state detection provided by an embodiment of the present application.
- Fig. 6 is a schematic diagram of a jumping barrier provided by an embodiment of the present application.
- FIG. 7 is a schematic diagram of an interface of a jumping barrier provided by an embodiment of the present application.
- FIG. 8 is a schematic diagram of a jumping track provided by an embodiment of the present application.
- FIG. 9 is a flowchart of object jump control provided by an embodiment of the present application.
- FIG. 10 is a schematic structural diagram of an object jump control device provided by an embodiment of the present application.
- FIG. 11 is a schematic structural diagram of a terminal provided by an embodiment of the present application.
- FIG. 12 is a schematic structural diagram of a server provided by an embodiment of the present application.
- the embodiments of the present application mainly relate to an electronic game scene.
- the electronic game scene includes a virtual scene and a virtual object.
- the virtual object refers to an object in the virtual scene with a certain behavior ability, for example, at least one behavior such as jumping, walking, or running;
- the virtual object may be a user virtual object used to represent the image of the user; or, the virtual object may be used to represent a confrontation virtual object pre-configured in the game to compete with the user virtual object.
- a zombie-shaped confrontation virtual object may be Attacks on user virtual objects.
- the virtual object may also be a user-affiliated virtual object used to represent an associated user virtual object in the virtual scene, such as props, virtual pets, or vehicles carried by the user virtual object in the virtual scene Wait.
- the virtual object can be in any form, for example, a person, an animal, or any virtual shape.
- a zombie-shaped confrontation virtual object can be in any form, for example, a person, an animal, or any virtual shape.
- the counter virtual object can move toward the user virtual object, and the counter virtual object moves around the user virtual object to attack the user virtual object.
- the user can also control the movement of the user virtual object to avoid the counter virtual object.
- Object attack or the user can control the user virtual object to fight against the virtual object, for example, the user virtual object uses virtual props to fight against the virtual object.
- the counter virtual object can also adopt a jumping behavior to jump towards the user virtual object; for example, as shown in Figure 1, if the user virtual object is located on the roof of the house, the counter virtual object is located On the ground, the confronting virtual object can jump to the roof.
- Fig. 2 is a schematic diagram of the actual scene interface of Fig. 1. From Fig. 2, the virtual scene corresponding to Fig. 1 can be understood more clearly.
- the user can also select a destination in the virtual scene in advance, and the user virtual object can move in the direction of the destination.
- the user virtual object can also adopt a jumping behavior, such as If the user virtual object is running along the shortest route, if it encounters an obstacle, such as a river, the user virtual object can also jump to the opposite bank of the river.
- the user-attached virtual object can also follow the user's virtual object to move in real time.
- the user-attached virtual object can also adopt a jumping behavior, for example, the user's virtual object moves fast on a virtual staircase
- the virtual pet dog of the user virtual object can also jump to the ladder where the user virtual object is currently located.
- the virtual scene may be a simulated scene of the real world, a semi-simulated and semi-fictional scene, or a purely fictitious scene.
- the virtual scene may include at least one of the sky, land, or ocean, and the land may include at least one environmental element such as a desert or a city.
- the virtual object can move in the virtual scene. Taking shooting games as an example, the virtual object is free to fall in the sky of the virtual scene, glides or opens the parachute to fall, etc., before running, jumping, crawling or bending on the land You can also swim, float, or dive in the ocean.
- the virtual object can also move in the virtual scene on a vehicle.
- Only the above scene is used for illustration. There is no specific limitation.
- the computer device may obtain the game configuration file of the game application in advance.
- the game configuration file may include the application program of the electronic game, page display data or virtual scene data, etc., so that when the computer device starts the electronic game
- the game configuration file can be called to render and display the electronic game page.
- the game configuration file may also include behavior logic of the virtual object, and the computer device may control the jumping behavior of the virtual object based on the behavior logic.
- the computer device may be a terminal. The terminal controls the virtual object to jump based on the behavior logic of the virtual object in real time. Based on the jumping process, the game data corresponding to the jumping process is determined, and the game data is rendered and displayed.
- the game data may include virtual scene data, behavior data of virtual objects in the virtual scene, and the like.
- the computer device may also be a server, and the server may be a background server of the game application.
- the server may send the jump information of the virtual object to the terminal in real time based on the behavior logic of the virtual object, for example, the landing place during the jump, At least one of jumping speed or jumping track, so that the terminal determines the game data corresponding to the jumping process based on the jumping information, and renders and displays the game data.
- the terminal may be any terminal that installs the application program, which is not specifically limited in the embodiment of the present application.
- the terminal may be any device installed with the electronic game, such as a mobile phone terminal, a PAD (Portable Android Device, tablet computer) terminal, or a computer terminal.
- PAD Portable Android Device, tablet computer
- Fig. 3 is a flowchart of an object jump control method provided by an embodiment of the present application.
- the execution subject of this embodiment of the invention is a computer device. Referring to FIG. 3, the method includes:
- the computer device obtains the destination of the first virtual object, and controls the movement of the first virtual object to the destination.
- the first virtual object may be a user virtual object, a confrontation virtual object that competes with the user virtual object, a user-affiliated virtual object of the user virtual object, or a supplementary virtual object of the confrontation virtual object.
- the destination refers to the current position of the target virtual object in the virtual scene, or the selected position in the virtual scene.
- the target virtual object may also be any one of a user virtual object, a confrontation virtual object that confronts the user virtual object, a user-attached virtual object of the user virtual object, or an attachment virtual object of the confrontation virtual object.
- the first virtual object can follow the target virtual object to move in real time.
- the counter virtual object chases the user virtual object; for example, the zombie virtual object chases the user within the target scene.
- Virtual object the user-attached virtual object follows the user's virtual object to move in real time, for example, a virtual pet follows the user's virtual object to move in real time.
- the subsidiary virtual object in the counter virtual object moves in real time following the counter virtual object, for example, the small zombie virtual object moves in real time with the big zombie virtual object, or the virtual soldier moves with the virtual captain.
- the task collaboration object of the first virtual object may also follow the first virtual object in real time.
- the target virtual object may include, but is not limited to: a second virtual object within the target scene range of the first virtual object, a third virtual object having a confrontational association relationship with the first virtual object, or a first virtual object A task collaboration object of a virtual object, etc.
- the computer device may determine the destination of the first virtual object based on any of the following four methods.
- the computer device determines the second virtual object as the target virtual object, obtains the current position of the target virtual object, and sets The current location of the target virtual object is determined as the destination.
- the target virtual object may be a user virtual object
- the first virtual object may be a confrontation virtual object of the user virtual object
- the computer device may be configured with one or more confrontation virtual objects within a certain scene range.
- Each counter virtual object corresponds to a target scene range.
- the target virtual object and the first virtual object may be user virtual objects.
- the target virtual object and the first virtual object may belong to the same team, and the automatic follow mode of the first virtual object is on
- the computer device uses the current position of the teammate virtual object as the destination, and controls the first virtual object to follow the teammate virtual object in real time Move.
- the computer device determines a third virtual object that has a confrontational association relationship with the first virtual object as the target virtual object, acquires the current position of the target virtual object, and determines the current position of the target virtual object as The destination.
- the target virtual object may be a user virtual object
- the first virtual object may be a confrontation virtual object of the user virtual object
- the computer device may store a confrontation association between the first virtual object and the third virtual object For example, if the user virtual object B is chased by the virtual object A in real time, the destination of the confrontation virtual object A is the current location of the user virtual object B.
- the computer device determines the task collaboration object of the first virtual object as the target virtual object, acquires the current position of the target virtual object, and determines the current position of the target virtual object as the destination.
- the first virtual object may be a user virtual object or a confrontation virtual object
- the task collaboration object of the first virtual object may be a virtual object with virtual affiliation or a teammate virtual object belonging to the same team, or ,
- a virtual pet, a virtual captain’s soldier virtual object, or a small zombie virtual object For example, the virtual pet of the user virtual object can move with the user virtual object in real time.
- the computer device obtains the selected position in the virtual scene, and determines the current position of the target virtual object as the destination.
- the destination may be a pre-selected scene location, for example, a destination is pre-selected, and multiple virtual objects quickly occupy the destination, for example, the top of a mountain or in front of a weapon warehouse.
- the computer device can use the current location of the target virtual object as the destination, or the location selected by the user as the destination, to control the movement of the first virtual object, and the target virtual object can be connected to the first virtual object.
- the object has a confrontation relationship, a task cooperation relationship, etc., which enrich the applicability of the object jump control method.
- the computer device detects whether the current position of the first virtual object satisfies the jumping condition according to the current position of the first virtual object.
- the computer device may obtain the current position of the first virtual object, and detect whether the current position of the first virtual object satisfies the jumping condition according to the current position and the destination.
- the jumping condition may be: no walking route is included between the current location and the destination.
- the walking route refers to a route that uses a walking mode to move.
- the computer device can detect whether a walking route is included between the current location and the destination based on the current position. When the current location and the destination do not include a walking route, the computer device determines the first The current position of the virtual object satisfies the jumping condition.
- the computer device may use a navigation grid to indicate the positions of various scene objects and virtual objects in the virtual scene, for example, the positions of houses, rivers, containers, or vehicles.
- the navigation grid includes a plurality of polygonal grids, and each polygonal grid is used to represent a position node in the virtual scene.
- the computer device can also determine the walking between the current position and the destination based on the navigation grid. route. In this step, the computer device can use the target path finding algorithm to find the walking route from the node at the current location to the node at the destination according to the location node where the current location is located. For the walking route from the location node to the location node where the destination is located, it is determined that the current location meets the jumping condition; otherwise, it is determined that the current location does not meet the jumping condition.
- the target pathfinding algorithm can be set based on needs, which is not limited in the embodiment of the present application.
- the target pathfinding algorithm may be an A* (A-Star, heuristic search) algorithm.
- the navigation mesh can be a Nav Mesh (navigation mesh).
- Each polygonal mesh includes multiple adjacent polygons.
- the adjacent polygonal meshes are connected.
- the virtual object can walk from the polygonal mesh to the adjacent polygons. grid.
- the adjacent polygon mesh refers to a polygon mesh that has a common side with the polygon mesh around the polygon mesh.
- the process of searching the walking route can include: the computer device takes the polygon grid where the current location is located as the starting point and the polygon grid where the destination is located as the end point.
- the computer equipment uses the A* algorithm to sequentially search for multiple intermediate nodes from the start point to the end point, thereby searching A route is drawn. When the search fails, it means that the two points are unreachable.
- a computer device when searching for a route, when an intermediate node is found, it can continue to search for the next intermediate node based on the current intermediate node and the end point until the end point is reached, and the computer device does not need to store the multiple found
- the intermediate node only needs to determine that there is a walking route between the current location and the destination, and there is no need to obtain each intermediate node included in the specific walking route. Therefore, storage time is saved, route search results can be quickly determined, and processing efficiency is improved.
- the jumping condition may also be: an obstacle is included in front of the current position in the direction of the shortest route between the current position and the destination.
- the computer device can determine the shortest route between the current location and the destination.
- the shortest route can be a straight line from the current location to the destination.
- the computer device can control the first virtual object to move along the shortest route, and the computer device can detect whether an obstacle is included in the first target range in front of the current position in the direction along the shortest route.
- the computer device determines that the current position satisfies the jumping condition (the target range in this step is called the first target range to distinguish the second target range in step 303).
- the first target range may be set based on needs.
- the first target range refers to a range within 1 meter or 2 meters in front of the first virtual object.
- the obstacle refers to a physical object that blocks the first virtual object from walking, for example, at least one of a river, a rock, or a railing.
- the computer device may periodically execute the process of step 302, and when the current position meets the jumping condition, execute the process of subsequent steps 303-306, that is, the object jumping process.
- the first virtual object may be an AI (Artificial Intelligence) object pre-configured in the game, and the AI object may be used to fight against the user virtual object, for example, a zombie-shaped confrontation Virtual object, the AI object can perform the jumping process based on the pre-configured behavior tree.
- the behavior tree refers to a tree structure composed of AI object behavior nodes and used to indicate the behavior logic of the AI object. The execution of the behavior node is affected by the parent node And control.
- This step may also be: when the first virtual object is an AI object, the computer device may be the first node in the behavior tree of the first virtual object, and the first node is used to instruct to perform the detection of step 302 according to the target period. Process, so as to realize the periodic update of the detection status of the current position.
- the computer device may also add a second node to the behavior tree, where the second node is used to indicate that the process of step 303 is performed when the current position meets the jumping condition.
- the jumping process of subsequent steps 303-306 is executed; when the current position of the AI object does not satisfy In the jumping condition, the normal pathfinding attack logic of the AI object is executed, that is, the AI object is controlled to walk to the user virtual object and attack the user virtual object.
- the first node may be a service node
- the second node may be a task node, for example, a decorator node.
- the service node is taken as an example for description.
- the service node can be set to execute the process of step 302 once a second to determine whether the current position meets the jumping condition, for example, whether the AI object can walk to the user virtual object.
- the computer device sets the state of the AI object to unreachable, otherwise, sets the state of the AI object to reachable, and when it detects that the state of the AI object is unreachable, execute the following step 302- 305's jumping process.
- the computer device determines the target landing place of the first virtual object according to the position of the destination.
- the target landing place refers to a position to be reached by the first virtual object to perform a jumping action.
- the computer device may select a point in the walking area of the destination as the target landing location.
- the computer device may also select a point closer to the destination as the target landing location, or the computer device may directly use the destination as the target landing location.
- this step may include any one of the following four implementation manners.
- the computer device determines the target landing location in the walking area based on the walking area of the destination.
- a walking route is included between any position in the walking area and the destination, that is, the first virtual object at any position in the walking area can walk to the destination.
- the destination may be the current position of the target virtual object in the virtual scene.
- the virtual scene includes multiple walking areas
- the computer device can determine the walking area of the destination based on the location of the destination and the walking areas including the destination.
- the computer device may also select a smaller area in the walking area where the destination is located as the walking area of the destination.
- the process may include: the computer device according to the destination Determine the walking area within the target range including the destination as the walking area of the destination. For example, the computer device may take the destination as the center and acquire a walking area that is not more than the first target distance from the destination.
- the computer device obtains the walking area where the destination is located according to the location of the destination.
- the computer device can also continue to obtain a circular area with the destination as the center and the radius as the first target distance as the walking area of the destination. area. For example, obtain a circular walking area with a radius of 5 meters.
- the computer device may select the target landing location based on the jumping speed of the first virtual object, that is, the process of the following step a; in another possible implementation manner, the computer The device may also obtain the jumping landing point based on the user's selection, which is the process of the following step b.
- Step a The computer device obtains the target landing location corresponding to the maximum jumping speed in the walking area according to the maximum jumping speed of the first virtual object.
- the jumping speed range of the first virtual object is limited, and the computer device can obtain a point that makes the first virtual object jump the farthest according to the maximum jumping speed of the first virtual object, as the target landing point.
- the computer device may obtain the maximum jumping speed of the first virtual object, determine the maximum jumping distance of the first virtual object according to the maximum jumping speed, and the computer device according to the maximum jumping distance and The current position obtains the target landing location corresponding to the maximum jumping distance in the walking area.
- the computer device may determine the maximum jump speed of the first virtual object on the horizontal plane according to the maximum jumping speed of the first virtual object. For the longest jumping distance, the computer device determines the target landing location corresponding to the farthest jumping distance in the walking area of the first virtual object according to the farthest jumping distance.
- the computer device may determine that the first virtual object is at a different level according to the maximum jumping speed of the first virtual object.
- the farthest jumping distance on the horizontal plane and the vertical plane the computer device determines the target corresponding to the farthest jumping distance in the walking area of the first virtual object according to the farthest jumping distance of the first virtual object on the horizontal plane and the vertical plane Drop location.
- Step b The computer device obtains the selected location in the walking area, and determines the selected location as the target landing location.
- the first virtual object may be a user virtual object
- the destination may be the current position of the target virtual object, or a selected position in the virtual scene.
- the computer device can display the walking area of the destination in the application interface, and the user can select the target landing location of the first virtual object in the walking area.
- the computer device obtains the target landing location selected by the user.
- the computer device may also obtain the target landing location selected by the user, and then send the target landing location selected by the user to the server.
- the terminal where the user is located can display the walking area of the destination, and the terminal sends the target landing location selected by the user to the computer device.
- the computer device can combine the maximum jumping speed of the first virtual object to select the maximum jumping speed in the walking area.
- the reachable point is used as the target landing place, so that a jump of the first virtual object will jump as far as possible to avoid the need to run when the virtual object jumps a short distance. If the first virtual object is The user virtual object can also avoid losing too much vitality value, blood volume, etc. of the user virtual object, and maximize the virtual ability of the first virtual object in the game.
- the computer device can also provide a user with a selection portal, and take the point selected by the user as the target landing location, which better meets the needs of the user and improves the user experience.
- the computer device determines the location closest to the destination in the virtual scene as the target landing location.
- the destination may be the current position of the target virtual object in the virtual scene.
- the computer device can obtain multiple adjacent locations of the destination based on the location of the destination, centering on the destination, and the computer device obtains the distance between each adjacent location and the destination, and according to the multiple A distance, the closest location to the destination is selected from the multiple adjacent locations as the target landing location.
- the computer device can obtain multiple phases of the polygon grid where the destination is located according to the polygon grid where the destination is located. Neighboring polygon meshes, calculate the distance between each adjacent polygon mesh and the polygon mesh where the destination is located in turn, so as to determine the nearest neighbor polygon mesh to the polygon mesh where the destination is located. The location node corresponding to the grid is used as the target location.
- the computer device determines the adjacent position of the destination in the virtual scene as the target landing place.
- the destination may be the current position of the target virtual object in the virtual scene.
- the computer device uses a navigation grid to indicate the position of the object in the virtual scene, the computer device can obtain any phase of the polygon grid where the destination is located according to the polygon grid where the destination is located. Adjacent polygon mesh, the position node corresponding to any adjacent polygon mesh is used as the target landing location.
- the computer device determines the destination as the target landing place.
- the destination can be a selected location in the virtual scene.
- the computer device can also obtain the polygon grid where the destination is located in the navigation grid, and the location node corresponding to the polygon grid where the destination is located, As the target landing place of the first virtual object.
- the first virtual object can jump directly to the destination.
- the computer device can be based on the above-mentioned first to third methods, based on the location in the walking area of the destination, the adjacent location, and the nearest The location, etc., determine where the target falls, so as to avoid collisions between the first virtual object and the target virtual object.
- the computer device can directly use the destination as the target landing location through the fourth method, which saves calculation time and improves the applicability of the object jump control method.
- the computer device detects whether a jumping barrier is included between the current position and the destination, and when a jumping barrier is included between the current position and the destination, the first virtual object is moved to obtain the movement of the first virtual object The current position after.
- Jumping obstacles refer to objects that will be encountered in the air after the first virtual object takes off and before reaching the target landing place.
- the computer device directly executes step 305.
- the computer device may detect whether a jumping barrier is included in the second target range of the current location based on the distance between the current location and the destination, and when the second target range includes a jumping barrier
- the computer device controls the first virtual object to move the target moving distance away from the jumping barrier, that is, controls the moving distance of the first virtual object back to the target, and the computer device obtains the current position after the movement.
- the computer device may also detect the height of the jumping barrier within the second target range, and when the height of the jumping barrier exceeds the target height, control the first virtual object to move away from the jumping barrier.
- the direction of the object moves the distance the target moves.
- the second target range may be a range within the destination direction from the current position that does not exceed the second target distance.
- the second target distance, the target height, and the target movement distance may be set based on needs, which is the case in the embodiment of the present application. There is no specific limitation.
- the second target distance may be 2 meters or 3 meters.
- the target height can be 10 meters or 8 meters.
- the target moving distance can be 3 meters or 1 meter.
- the computer device may store the correspondence between multiple heights and multiple moving distances of the jumping barrier.
- the computer device obtains the height of the jumping barrier within the second target range, and obtains the target moving distance corresponding to the height of the jumping barrier according to the correspondence between the plurality of heights and the moving distance, and controls the first virtual object Move the target movement distance away from the jumping obstacle. For example, when the height of the jumping barrier is 10 meters, the first virtual object is backed 3 meters; when the height of the jumping barrier is 15 meters, the first virtual object is backed 5 meters, etc.
- FIG. 7 is a schematic diagram of the actual scene interface of the virtual scene shown in FIG. 6, and the actual form of the virtual scene can be understood more clearly from FIG. 7.
- the computer device determines a jumping track for the first virtual object to jump from the current position to the target landing place according to the current position and the target landing place.
- the computer device may first determine the jumping speed that can jump from the current position to the target landing location, and determine the jumping track based on the jumping speed.
- This step may include: the computer device may determine the jumping speed of the first virtual object at the current position according to the current position and the target landing place, and the computer device may determine the jumping speed of the first virtual object from the current position according to the jumping speed.
- the jumping speed includes the speed size and speed direction of the jumping speed.
- the jumping trajectory may be a parabolic trajectory
- the computer device may determine the jumping speed of the first virtual object according to the current position and the target landing place according to the following formula 1.
- x is used to represent the horizontal displacement from the current position to the target landing location
- y is used to represent the vertical displacement from the current position to the target landing location perpendicular to the horizontal plane
- v 0 is used to represent the speed of the jump
- ⁇ is used to represent the jump
- the velocity direction of velocity, g represents the acceleration of gravity.
- ⁇ may be the angle between the speed direction and the horizontal plane, and ⁇ is shown in formula two, which is:
- the computer device can obtain the speed range of the first virtual object, and based on the multiple speed values included in the speed range, obtain the speed value and the speed direction satisfying the above formula 1. For example, the computer device can obtain the speed value from the speed range Start with the minimum value v min of , and substitute it into the above formula 1 to determine whether the above formula 1 is satisfied. If not, increase the minimum value to the target threshold to v min + ⁇ v, and substitute the above formula 1 until the The jump speed meets the above formula 1.
- the computer device determines two jumping trajectories based on the above formula 1.
- the left side in FIG. 8 is the corresponding first jumping trajectory when jumping directly downwards.
- the picture on the right in the middle shows the second jump trajectory when jumping up and then landing.
- the abscissa of the two coordinate systems is the distance in the horizontal direction, and the ordinate is the distance in the vertical direction.
- the current position is (0, 200), the target landing location is (200, 0), and the unit can be meters.
- the computer device can choose to jump up and then land on the corresponding second jump track.
- the computer device may also determine the jumping trajectory in combination with the relative height between the current position and the target landing place. When the height of the current position is higher than the target landing place, the computer device can also choose the corresponding first jumping track when jumping directly; when the height of the current position is lower than the target landing place, the computer device selects The second jump trajectory when jumping upwards and then landing.
- the computer device can add nodes to the behavior tree of the AI object to implement the above steps 302-305 to jump to the virtual object.
- the computer device may configure the detection logic of step 302 in the first node, configure the jumping logic of steps 303-305 in the second node, and add the first node to the behavior tree.
- the first node and the second node can realize the jump control process of the virtual object; because the behavior tree of the AI object is modified, there is no need to modify the original AI logic of the AI object, for example, the underlying pathfinding attack logic, the behavior tree
- the nodes can be added and deleted at any time, which makes the implementation of the method in the embodiment of the present application more convenient, and there is no need to configure a large number of link bridges in the navigation grid, thereby improving the applicability of the object jump control method.
- the computer device controls the first virtual object to jump from the current position to the target landing location according to the jumping track.
- the computer device may insert and display a plurality of intermediate images corresponding to the jumping process between the first image and the second image according to the jumping track.
- the computer device may obtain multiple air positions of the first virtual object after leaving the current position and before reaching the target landing place according to the jumping trajectory; the computer device may obtain the multiple air positions based on the multiple air positions
- a plurality of intermediate images of the first virtual object, each intermediate image is used to display the first virtual object located in an aerial position; the computer device plays the plurality of intermediate images based on the playing sequence of the plurality of intermediate images.
- the computer device is a terminal, based on the above steps, the process of the first virtual object jumping from the current location to the target landing location is displayed.
- the computer device is a server, the computer device can acquire the multiple air positions, send the multiple air positions to the terminal, and the terminal acquires multiple intermediate images, and based on the playback sequence of the multiple intermediate images, plays the multiple intermediate images. image.
- the computer device may obtain the middle position of the first virtual object once every target period from the jumping start time corresponding to the current position according to the jumping trajectory, until the target lands. Point the corresponding jump end time, stop acquiring, so you can get multiple intermediate positions.
- the computer device renders and displays the first virtual object located at the corresponding intermediate position in each intermediate image according to the object display data of the first virtual object and each intermediate position.
- the destination is the current position of the target virtual object
- the first virtual object may be an AI object
- the target virtual object may be a user virtual object.
- the computer device controls the first virtual object to jump
- the computer device may also display the process of the AI object attacking the target virtual object based on the pathfinding attack logic of the AI object.
- the following steps 301-306 are introduced with the flowchart shown in FIG. 9.
- the computer device detects that the AI object cannot walk to the user virtual object .
- Select the target landing location around the user's virtual object for example, a point located in the walking area of the user's virtual object
- the computer device is based on the speed range of the AI object, based on the formula 1 in step 305 above, and substitutes from the minimum value in the speed range
- the above formula 1 is calculated. If it fails, the minimum value is increased, and the above formula 1 is continued to calculate until the jumping speed that satisfies the above formula 1 is determined, and the first virtual object is controlled to jump to the target at the jumping speed Drop location to attack the user’s virtual object.
- the computer device can obtain the target landing place based on the location of the destination, determine the jumping trajectory, and control the first virtual object to jump from the current position to the target landing place, there is no need to jump according to the jump point configured in advance. Therefore, the process of configuring a large number of link bridges in the non-walkable area in advance is omitted, the cost of object jump control is saved, and the resource utilization rate is improved.
- steps in the embodiments of the present application are not necessarily executed in sequence in the order indicated by the step numbers. Unless specifically stated in this article, the execution of these steps is not strictly limited in order, and these steps can be executed in other orders. Moreover, at least part of the steps in each embodiment may include multiple sub-steps or multiple stages. These sub-steps or stages are not necessarily executed at the same time, but can be executed at different times. The execution of these sub-steps or stages The sequence is not necessarily performed sequentially, but may be performed alternately or alternately with at least a part of other steps or sub-steps or stages of other steps.
- Fig. 10 is a schematic structural diagram of an object jump control device provided by an embodiment of the present application. Referring to Figure 10, the device includes:
- the determining module 1001 is configured to determine the target of the first virtual object according to the location of the destination when the current position of the first virtual object meets the jumping condition during the movement of the first virtual object to the destination in the virtual scene Landing place
- the determining module 1001 is further configured to determine the jumping trajectory of the first virtual object from the current position to the target landing place according to the current position and the target landing place;
- the jumping control module 1002 is used to control the first virtual object to jump from the current position to the target landing location according to the jumping track.
- the determining module 1001 is also used for any of the following:
- the position closest to the destination in the virtual scene is determined as the target landing location
- the destination is determined as the target landing place.
- the determining module 1001 is also used for any of the following:
- the destination refers to the current position of the target virtual object in the virtual scene, or the selected position in the virtual scene.
- the jumping condition includes: no walking route is included between the current location and the destination, or, in the direction of the shortest route between the current location and the destination, the current location includes obstacle.
- the determining module 1001 is further configured to determine the jumping speed of the first virtual object at the current position according to the current position and the target landing location; determine the first virtual object according to the jumping speed The jumping trajectory of the object from the current position to the target landing place.
- the device further includes:
- the acquiring module is configured to move the first virtual object when a jumping barrier is included between the current position and the destination, and acquire the current position of the first virtual object after the movement.
- the distance of the target landing location is greater than the distance between the first virtual object and the target landing location before moving.
- the jump control module 1002 is further configured to obtain multiple air positions of the first virtual object after leaving the current position and before reaching the target landing place according to the jumping trajectory; A plurality of intermediate images of the first virtual object are acquired, and each intermediate image is used to display the first virtual object located in an aerial position; based on the playing sequence of the plurality of intermediate images, the plurality of intermediate images are played.
- the computer device can obtain the target landing place based on the location of the destination, determine the jumping trajectory, and control the first virtual object to jump from the current position to the target landing place, there is no need to jump according to the jump point configured in advance. Therefore, the process of configuring a large number of link bridges in the non-walkable area in advance is omitted, the cost of object jump control is saved, and the resource utilization rate is improved.
- the object jump control device provided in the above embodiment controls the object jump
- only the division of the above functional modules is used as an example for illustration.
- the above functions can be allocated by different functional modules as needed. , That is, divide the internal structure of the computer equipment into different functional modules to complete all or part of the functions described above.
- the object jump control device provided in the foregoing embodiment belongs to the same concept as the object jump control method embodiment, and its specific implementation process is detailed in the method embodiment, and will not be repeated here.
- FIG. 11 is a schematic structural diagram of a terminal provided by an embodiment of the present application.
- the terminal 1100 can be: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, moving picture expert compression standard audio layer 3), MP4 (Moving Picture Experts Group Audio Layer IV, moving picture expert compressing standard audio Level 4) Player, laptop or desktop computer.
- the terminal 1100 may also be called user equipment, portable terminal, laptop terminal, desktop terminal and other names.
- the terminal 1100 includes a processor 1101 and a memory 1102.
- the processor 1101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and so on.
- the processor 1101 may adopt at least one hardware form among DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), PLA (Programmable Logic Array, Programmable Logic Array). achieve.
- the processor 1101 may also include a main processor and a coprocessor.
- the main processor is a processor used to process data in the wake state, also called a CPU (Central Processing Unit, central processing unit); the coprocessor is A low-power processor used to process data in the standby state.
- the processor 1101 may be integrated with a GPU (Graphics Processing Unit, image processor), and the GPU is used for rendering and drawing content that needs to be displayed on the display screen.
- the processor 1101 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process calculation operations related to machine learning.
- AI Artificial Intelligence
- the memory 1102 may include one or more computer-readable storage media, which may be non-transitory.
- the memory 1102 may also include high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices and flash memory storage devices.
- the non-transitory computer-readable storage medium in the memory 1102 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1101 to implement the object jump provided in the method embodiment of the present application. Control Method.
- the terminal 1100 may optionally further include: a peripheral device interface 1103 and at least one peripheral device.
- the processor 1101, the memory 1102, and the peripheral device interface 1103 may be connected by a bus or a signal line.
- Each peripheral device can be connected to the peripheral device interface 1103 through a bus, a signal line, or a circuit board.
- the peripheral device includes: at least one of a radio frequency circuit 1104, a touch screen 1105, a camera 1106, an audio circuit 1107, a positioning component 1108, and a power supply 1109.
- the peripheral device interface 1103 may be used to connect at least one peripheral device related to I/O (Input/Output) to the processor 1101 and the memory 1102.
- the processor 1101, the memory 1102, and the peripheral device interface 1103 are integrated on the same chip or circuit board; in some other embodiments, any one of the processor 1101, the memory 1102, and the peripheral device interface 1103 or The two can be implemented on a separate chip or circuit board, which is not limited in this embodiment.
- the radio frequency circuit 1104 is used for receiving and transmitting RF (Radio Frequency, radio frequency) signals, also called electromagnetic signals.
- the radio frequency circuit 1104 communicates with a communication network and other communication devices through electromagnetic signals.
- the radio frequency circuit 1104 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals.
- the radio frequency circuit 1104 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and so on.
- the radio frequency circuit 1104 can communicate with other terminals through at least one wireless communication protocol.
- the wireless communication protocol includes but is not limited to: metropolitan area network, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area network and/or WiFi (Wireless Fidelity, wireless fidelity) network.
- the radio frequency circuit 1104 may also include NFC (Near Field Communication) related circuits, which is not limited in this application.
- the display screen 1105 is used to display UI (User Interface).
- the UI can include graphics, text, icons, videos, and any combination thereof.
- the display screen 1105 also has the ability to collect touch signals on or above the surface of the display screen 1105.
- the touch signal may be input to the processor 1101 as a control signal for processing.
- the display screen 1105 may also be used to provide virtual buttons and/or virtual keyboards, also called soft buttons and/or soft keyboards.
- the display screen 1105 there may be one display screen 1105, which is provided with the front panel of the terminal 1100; in other embodiments, there may be at least two display screens 1105, which are respectively arranged on different surfaces of the terminal 1100 or in a folded design; In still other embodiments, the display screen 1105 may be a flexible display screen, which is arranged on a curved surface or a folding surface of the terminal 1100. Even the display screen 1105 can also be set as a non-rectangular irregular pattern, that is, a special-shaped screen.
- the display screen 1105 may be made of materials such as LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode, organic light emitting diode).
- the camera assembly 1106 is used to capture images or videos.
- the camera assembly 1106 includes a front camera and a rear camera.
- the front camera is set on the front panel of the terminal, and the rear camera is set on the back of the terminal.
- the camera assembly 1106 may also include a flash.
- the flash can be a single-color flash or a dual-color flash. Dual color temperature flash refers to a combination of warm light flash and cold light flash, which can be used for light compensation under different color temperatures.
- the audio circuit 1107 may include a microphone and a speaker.
- the microphone is used to collect sound waves of the user and the environment, and convert the sound waves into electrical signals and input them to the processor 1101 for processing, or input to the radio frequency circuit 1104 to implement voice communication. For the purpose of stereo collection or noise reduction, there may be multiple microphones, which are respectively set in different parts of the terminal 1100.
- the microphone can also be an array microphone or an omnidirectional acquisition microphone.
- the speaker is used to convert the electrical signal from the processor 1101 or the radio frequency circuit 1104 into sound waves.
- the speaker can be a traditional membrane speaker or a piezoelectric ceramic speaker.
- the speaker When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into human audible sound waves, but also convert the electrical signal into human inaudible sound waves for purposes such as distance measurement.
- the audio circuit 1107 may also include a headphone jack.
- the positioning component 1108 is used to locate the current geographic location of the terminal 1100 to implement navigation or LBS (Location Based Service, location-based service).
- the positioning component 1108 may be a positioning component based on the GPS (Global Positioning System, Global Positioning System) of the United States, the Beidou system of China, the Granus system of Russia, or the Galileo system of the European Union.
- the power supply 1109 is used to supply power to various components in the terminal 1100.
- the power source 1109 may be alternating current, direct current, disposable batteries, or rechargeable batteries.
- the rechargeable battery may support wired charging or wireless charging.
- the rechargeable battery can also be used to support fast charging technology.
- the terminal 1100 further includes one or more sensors 1110.
- the one or more sensors 1110 include, but are not limited to: an acceleration sensor 1111, a gyroscope sensor 1112, a pressure sensor 1113, a fingerprint sensor 1114, an optical sensor 1115, and a proximity sensor 1116.
- the acceleration sensor 1111 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established by the terminal 1100.
- the acceleration sensor 1111 can be used to detect the components of the gravitational acceleration on three coordinate axes.
- the processor 1101 may control the touch screen 1105 to display the user interface in a horizontal view or a vertical view according to the gravity acceleration signal collected by the acceleration sensor 1111.
- the acceleration sensor 1111 may also be used for the collection of game or user motion data.
- the gyroscope sensor 1112 can detect the body direction and rotation angle of the terminal 1100, and the gyroscope sensor 1112 can cooperate with the acceleration sensor 1111 to collect the user's 3D actions on the terminal 1100.
- the processor 1101 can implement the following functions according to the data collected by the gyroscope sensor 1112: motion sensing (for example, changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
- the pressure sensor 1113 may be arranged on the side frame of the terminal 1100 and/or the lower layer of the touch screen 1105.
- the processor 1101 performs left and right hand recognition or quick operation according to the holding signal collected by the pressure sensor 1113.
- the processor 1101 controls the operability controls on the UI interface according to the user's pressure operation on the touch display screen 1105.
- the operability control includes at least one of a button control, a scroll bar control, an icon control, and a menu control.
- the fingerprint sensor 1114 is used to collect the user's fingerprint.
- the processor 1101 can identify the user's identity according to the fingerprint collected by the fingerprint sensor 1114, or the fingerprint sensor 1114 can identify the user's identity according to the collected fingerprint.
- the processor 1101 authorizes the user to perform related sensitive operations, including unlocking the screen, viewing encrypted information, downloading software, paying, and changing settings.
- the fingerprint sensor 1114 may be provided on the front, back or side of the terminal 1100. When a physical button or a manufacturer logo is provided on the terminal 1100, the fingerprint sensor 1114 may be integrated with the physical button or the manufacturer logo.
- the optical sensor 1115 is used to collect the ambient light intensity.
- the processor 1101 may control the display brightness of the touch screen 1105 according to the intensity of the ambient light collected by the optical sensor 1115. Specifically, when the ambient light intensity is high, the display brightness of the touch screen 1105 is increased; when the ambient light intensity is low, the display brightness of the touch screen 1105 is decreased.
- the processor 1101 may also dynamically adjust the shooting parameters of the camera assembly 1106 according to the ambient light intensity collected by the optical sensor 1115.
- the proximity sensor 1116 also called a distance sensor, is usually arranged on the front panel of the terminal 1100.
- the proximity sensor 1116 is used to collect the distance between the user and the front of the terminal 1100.
- the processor 1101 controls the touch screen 1105 to switch from the on-screen state to the off-screen state; when the proximity sensor 1116 detects When the distance between the user and the front of the terminal 1100 gradually increases, the processor 1101 controls the touch display screen 1105 to switch from the on-screen state to the on-screen state.
- FIG. 11 does not constitute a limitation on the terminal 1100, and may include more or less components than those shown in the figure, or combine certain components, or adopt different component arrangements.
- FIG. 12 is a schematic structural diagram of a server provided by an embodiment of the present application.
- the server 1200 may have relatively large differences due to different configurations or performance, and may include one or more processors (central processing units, CPU) 1201 and one Or more than one memory 1202, where at least one instruction is stored in the memory 1202, and the at least one instruction is loaded and executed by the processor 1201 to implement the object jump control method provided by each method embodiment described above.
- the server may also have components such as a wired or wireless network interface, a keyboard, an input and output interface for input and output, and the server may also include other components for implementing device functions, which are not described here.
- a computer-readable storage medium such as a memory including instructions, which may be executed by a processor in a computer device to complete the object jump control method in the foregoing embodiment.
- the computer-readable storage medium may be ROM (Read-Only Memory), RAM (random access memory), CD-ROM (Compact Disc Read-Only Memory, CD-ROM), Tapes, floppy disks and optical data storage devices, etc.
- the program can be stored in a computer-readable storage medium.
- the storage medium can be read-only memory, magnetic disk or optical disk, etc.
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Theoretical Computer Science (AREA)
- User Interface Of Digital Computer (AREA)
- Processing Or Creating Images (AREA)
- Navigation (AREA)
- Information Transfer Between Computers (AREA)
- Control Of Position, Course, Altitude, Or Attitude Of Moving Bodies (AREA)
- Feedback Control In General (AREA)
- Warehouses Or Storage Devices (AREA)
Abstract
Description
Claims (11)
- 一种对象跳跃控制方法,由计算机设备执行,包括:在虚拟场景中第一虚拟对象向目的地移动过程中,当所述第一虚拟对象的当前位置满足跳跃条件时,根据所述目的地的位置,确定所述第一虚拟对象的目标落地点;根据所述当前位置和所述目标落地点,确定所述第一虚拟对象从所述当前位置跳跃至所述目标落地点的跳跃轨迹;及根据所述跳跃轨迹,控制所述第一虚拟对象从所述当前位置向所述目标落地点跳跃。
- 根据权利要求1所述的方法,其特征在于,所述当所述第一虚拟对象的当前位置满足跳跃条件时,根据所述目的地的位置,确定所述第一虚拟对象的目标落地点包括以下任一项:当所述当前位置满足所述跳跃条件时,基于所述目的地的行走区域,确定位于所述行走区域内的目标落地点,所述行走区域内任一位置与所述目的地之间包括行走路线;当所述当前位置满足所述跳跃条件时,将所述虚拟场景中离所述目的地最近的位置确定为所述目标落地点;当所述当前位置满足所述跳跃条件时,将所述虚拟场景中所述目的地的相邻位置确定为所述目标落地点;或者当所述当前位置满足所述跳跃条件时,将所述目的地确定为所述目标落地点。
- 根据权利要求2所述的方法,其特征在于,所述基于所述目的地的行走区域,确定位于所述行走区域内的目标落地点包括以下任一项:根据所述第一虚拟对象的最大跳跃速度,获取所述最大跳跃速度在所述行走区域内对应的目标落地点;或者获取所述行走区域内被选中的位置,将所述被选中的位置确定为所述目标落地点。
- 根据权利要求1所述的方法,其特征在于,所述目的地是指所述虚拟场景中目标虚拟对象的当前位置,或者,所述虚拟场景中被选中的位置。
- 根据权利要求1所述的方法,其特征在于,所述跳跃条件包括:所述当前位置与所述目的地之间不包括行走路线,或者,在所述当前位置与所述目的 地之间的最短路线方向上、所述当前位置前方包括障碍物。
- 根据权利要求1所述的方法,其特征在于,所述根据所述当前位置和所述目标落地点,确定所述第一虚拟对象从所述当前位置跳跃至所述目标落地点的跳跃轨迹包括:根据所述当前位置和所述目标落地点,确定所述第一虚拟对象在所述当前位置的跳跃速度;及根据所述跳跃速度,确定所述第一虚拟对象从所述当前位置到所述目标落地点的跳跃轨迹。
- 根据权利要求1所述的方法,其特征在于,所述根据所述当前位置和所述目标落地点,确定所述第一虚拟对象从所述当前位置跳跃至所述目标落地点的跳跃轨迹之前,所述方法还包括:当所述当前位置与所述目的地之间包括跳跃阻挡物时,对所述第一虚拟对象进行移动,获取所述第一虚拟对象移动后的当前位置,所述第一虚拟对象移动后与所述目标落地点的距离大于所述第一虚拟对象移动前与所述目标落地点的距离。
- 根据权利要求1所述的方法,其特征在于,所述根据所述跳跃轨迹,控制所述第一虚拟对象从所述当前位置向所述目标落地点跳跃包括:根据所述跳跃轨迹,获取所述第一虚拟对象在离开所述当前位置之后、到达所述目标落地点之前的多个空中位置;基于所述多个空中位置,获取所述第一虚拟对象的多个中间图像,每个中间图像用于显示位于一个空中位置的第一虚拟对象;及基于所述多个中间图像的播放顺序,播放所述多个中间图像。
- 一种对象跳跃控制装置,其特征在于,所述装置包括:确定模块,用于在虚拟场景中第一虚拟对象向目的地移动过程中,当所述第一虚拟对象的当前位置满足跳跃条件时,根据所述目的地的位置,确定所述第一虚拟对象的目标落地点;所述确定模块,还用于根据所述当前位置和所述目标落地点,确定所述第一虚拟对象从所述当前位置跳跃至所述目标落地点的跳跃轨迹;跳跃控制模块,用于根据所述跳跃轨迹,控制所述第一虚拟对象从所述当前位置向所述目标落地点跳跃。
- 一种计算机设备,包括存储器和处理器,所述存储器中存储有计算机 可读指令,所述计算机可读指令被所述处理器执行时,使得所述处理器执行权利要求1至8中任一项所述方法的步骤。
- 一个或多个存储有计算机可读指令的非易失性存储介质,所述计算机可读指令被一个或多个处理器执行时,使得一个或多个处理器执行权利要求1至8中任一项所述方法的步骤。
Priority Applications (9)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| PH1/2021/552221A PH12021552221A1 (en) | 2019-05-23 | 2020-05-19 | Object jumping control method and apparatus, and computer device and storage medium |
| EP20810259.0A EP3974042A4 (en) | 2019-05-23 | 2020-05-19 | OBJECT JUMP CONTROL METHOD AND DEVICE AND COMPUTER DEVICE AND STORAGE MEDIA |
| AU2020280597A AU2020280597A1 (en) | 2019-05-23 | 2020-05-19 | Object jumping control method and apparatus, and computer device and storage medium |
| JP2021538385A JP7455846B2 (ja) | 2019-05-23 | 2020-05-19 | オブジェクトジャンプの制御方法、装置、コンピュータデバイスおよびコンピュータプログラム |
| BR112021018321A BR112021018321A2 (pt) | 2019-05-23 | 2020-05-19 | Método de controle de salto de objeto e aparelho, e dispositivo de computador e mídia de armazenamento |
| KR1020217025947A KR102707203B1 (ko) | 2019-05-23 | 2020-05-19 | 객체 점프 제어 방법 및 장치, 그리고 컴퓨터 디바이스 및 저장 매체 |
| CA3133447A CA3133447C (en) | 2019-05-23 | 2020-05-19 | METHOD AND APPARATUS FOR CONTROLLING OBJECT JUMPING, COMPUTER DEVICE AND STORAGE MECHANISM |
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| CN112870701A (zh) * | 2021-03-16 | 2021-06-01 | 网易(杭州)网络有限公司 | 虚拟角色的控制方法和装置 |
| CN112973123A (zh) * | 2021-04-08 | 2021-06-18 | 网易(杭州)网络有限公司 | 游戏中的寻路方法及装置、计算机存储介质、电子设备 |
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| CN110193198A (zh) | 2019-09-03 |
| AU2020280597A1 (en) | 2021-10-07 |
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| PH12021552221A1 (en) | 2022-05-30 |
| CA3133447A1 (en) | 2020-11-26 |
| CA3133447C (en) | 2025-03-11 |
| KR102707203B1 (ko) | 2024-09-13 |
| EP3974042A1 (en) | 2022-03-30 |
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| US11679331B2 (en) | 2023-06-20 |
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| SG11202108595UA (en) | 2021-09-29 |
| US20210316222A1 (en) | 2021-10-14 |
| KR20210115004A (ko) | 2021-09-24 |
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