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Method, device and readable storage medium for unit movement based on tile map

A tile map and unit technology, applied in the field of game character control, can solve the problems of commercial physics engines that cannot be modified with fixed points, cannot use characters to fit smooth movement of collision edges, and calculation inconsistencies, etc.

Active Publication Date: 2022-01-11
深圳易帆互动科技有限公司
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  • Summary
  • Abstract
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  • Claims
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AI Technical Summary

Problems solved by technology

For frame synchronization games, since the computer CPUs used by each player have different carry strategies in calculating floating-point numbers, it will lead to inconsistent calculations, and commercial physics engines cannot perform fixed-point number transformations by themselves.
Therefore, in games that use frame synchronization as the network synchronization scheme, it is impossible to use the physics engine to perform smooth movement of characters in the game with collision edges

Method used

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  • Method, device and readable storage medium for unit movement based on tile map
  • Method, device and readable storage medium for unit movement based on tile map
  • Method, device and readable storage medium for unit movement based on tile map

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Embodiment Construction

[0059] In order to make the above objects, features and advantages of the present invention more obvious and comprehensible, specific embodiments of the present invention will be clearly and completely described below in conjunction with the accompanying drawings. Apparently, the specific details described below are only some embodiments of the present invention, and the present invention can also be implemented in many other embodiments different from those described here. Based on the embodiments of the present invention, all other embodiments obtained by persons of ordinary skill in the art without making creative efforts belong to the protection scope of the present invention.

[0060] It should be noted that when an element is referred to as being “fixed” to another element, it can be directly on the other element or there can also be an intervening element. When an element is referred to as being "connected to" another element, it can be directly connected to the other e...

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Abstract

The present invention relates to a method, device and readable storage medium for moving a unit based on a tile map. The method includes the steps of: rasterizing the map into a tile map, and marking whether each grid is passable; when the unit moves on the map , calculate the coordinates of the first collision point on the moving path; obtain whether the points around the coordinates of the collision point are passable, and then calculate the direction of the hypotenuse that the unit collides with; the unit moves along the hypotenuse: According to the coordinates of the collision point, the direction of the hypotenuse and the expected end coordinates, the actual end coordinates of the unit are calculated. The method proposed by the present invention is used to quickly calculate the moving collision logic scheme, which has the advantages of simplicity and high efficiency, and can also be used in frame synchronization games.

Description

technical field [0001] The present invention relates to the technical field of game character control, in particular to a tile map-based unit movement method, device and readable storage medium. Background technique [0002] Online games are individual multiplayer online games that use the Internet as the transmission medium, the game operator's server and the user's computer as the processing terminal, and the game client software as the information interaction window. When dealing with movement logic in a game based on Tile Map (tile map), the traditional method is to fix the character in the middle of the grid and jump a grid every time it moves, or it can only move freely in four directions. Stop moving when blocked. [0003] In the game, if free movement in all directions is required, a commercial 2D physics engine is generally used to deal with collisions. For frame synchronization games, since the computer cpus used by each player have different carry strategies in ...

Claims

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): A63F13/56A63F13/577
CPCA63F13/56A63F13/577
Inventor 浣剑雄汪平
Owner 深圳易帆互动科技有限公司
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