Game object movement control method, device and computer-readable storage medium
By monitoring the status and environmental characteristics in the game program to generate a movement trigger area, the movement of game objects can be controlled in real time, solving the problem of insufficient adaptive movement of game objects in the existing technology and improving the user experience.
Patent Information
- Application Number
- CN202111134834.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-09-27
- Publication Date
- 2025-09-12
- Estimated Expiration
- 2041-09-27
AI Technical Summary
The existing technology lacks a control solution to assist users in adaptively moving game objects, resulting in an insufficient gaming experience for ordinary users.
Monitor the game status and environmental characteristics in the game program, generate and display the movement trigger area, generate movement strategies in real time according to the trigger signal and user instructions, and control the game objects to perform adaptive movement.
It realizes humanized game object movement control, reduces the operation complexity for ordinary users, and improves the gaming experience.
Smart Images

Figure CN113769381B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of mobile communications, and in particular to a method and device for controlling the movement of a game object, and a computer-readable storage medium. Background Art
[0002] With the continuous development of smart terminal devices, users' demand for in-device gaming has also increased dramatically. In particular, full-touch gaming has become the mainstream on mobile devices such as mobile phones. In competitive games, such as Game for Peace and Honor of Kings, character positioning is crucial, requiring flexible movement to dodge enemy bullets and skill attacks to avoid damage. Furthermore, this flexibility, or the ability to complete a series of complex actions in a short period of time, can make an opponent's attacks unpredictable, reducing the accuracy of their strikes.
[0003] However, in the prior art, there is no control solution that can assist users in adaptively moving game objects, and the gaming experience of ordinary users needs to be improved. Summary of the Invention
[0004] In order to solve the above technical defects in the prior art, the present invention proposes a game object movement control method, which includes:
[0005] In the game program, the current game state and the environmental characteristics of the game objects controlled by the user in the game map are monitored.
[0006] When the game state is in a battle state, a mobile triggering area is generated and dynamically displayed in the current game interface according to the environmental characteristics.
[0007] If a first trigger signal is received in the movement trigger area, a movement strategy corresponding to the game object is generated in real time according to the battle status, the environmental characteristics and the user control instruction of the game object.
[0008] The game object is controlled to move adaptively within the game map according to the movement strategy until a second trigger signal is received in the movement trigger area.
[0009] Optionally, monitoring the current game state and environmental characteristics of the game objects controlled by the user within the game map in the game program includes:
[0010] The program type of the game program is obtained, and a corresponding first monitoring parameter is determined according to the program type.
[0011] The game state is monitored according to the first monitoring parameter, wherein the game state includes a battle state, a non-battle state, and a pre-battle state.
[0012] Optionally, the step of monitoring the current game state and the environmental characteristics of the game objects controlled by the user within the game map in the game program further includes:
[0013] When the game state is in the combat state, a corresponding second monitoring parameter is generated according to the game map.
[0014] The environmental characteristics of the game object in the game map are monitored according to the second monitoring parameters.
[0015] Optionally, when the game state is in a battle state, generating and dynamically displaying a mobile triggering area in the current game interface according to the environmental characteristics includes:
[0016] When the game state is switched from the pre-battle state to the battle state, the movement triggering area is generated in the current game interface.
[0017] Dynamically adjust one or more of the location area, coverage, transparency, color identification, and flashing frequency of the mobile triggering area according to the environmental characteristics.
[0018] Optionally, if a first trigger signal is received in the movement triggering area, a movement strategy corresponding to the game object is generated in real time according to the battle state, the environmental characteristics, and the user control instruction of the game object, including:
[0019] If the first trigger signal is a single-touch signal, the touch duration of the single-touch signal is acquired.
[0020] A first movement strategy corresponding to the game object is generated in real time according to the preset time period of the touch duration, the battle status, the environmental characteristics, and the user control instruction of the game object.
[0021] Optionally, if a first trigger signal is received in the movement triggering area, generating a movement strategy corresponding to the game object in real time according to the battle state, the environmental characteristics, and the user control instruction of the game object further includes:
[0022] If the first trigger signal is a non-single-touch signal, the touch displacement of the non-single-touch signal is acquired.
[0023] A second movement strategy corresponding to the game object is generated in real time according to the displacement distance and displacement direction of the touch displacement, the type of the first trigger signal, the battle status, the environmental characteristics, and the user control instruction of the game object.
[0024] Optionally, controlling the game object to perform adaptive movement within the game map according to the movement strategy until a second trigger signal is received in the movement trigger area includes:
[0025] In the process of controlling the game object to perform adaptive movement within the game map according to the movement strategy, the current movement state and the environmental characteristics are obtained.
[0026] One or more of the position area, coverage, transparency, color identification, and flashing frequency of the mobile triggering area are dynamically adjusted according to the mobile state and the environmental characteristics.
[0027] Optionally, controlling the game object to perform adaptive movement within the game map according to the movement strategy until a second trigger signal is received in the movement trigger area further includes:
[0028] If the second trigger signal is the single-touch signal, and when the touch duration is within the minimum preset period, stop controlling the game object to perform adaptive movement within the game map according to the movement strategy.
[0029] If the second trigger signal is the single-touch signal and the touch duration is not within the minimum preset time period, or if the second trigger signal is the non-single-touch signal, the delay time for stopping controlling the adaptive movement of the game object within the game map according to the movement strategy is determined based on the preset time period of the touch duration or the touch displacement.
[0030] The present invention also proposes a game object movement control device, which includes a memory, a processor, and a computer program stored in the memory and runnable on the processor. When the computer program is executed by the processor, the steps of the game object movement control method as described in any one of the above items are implemented.
[0031] The present invention also proposes a computer-readable storage medium, which stores a game object movement control program. When the game object movement control program is executed by a processor, the steps of the game object movement control method as described in any one of the above are implemented.
[0032] The game object movement control method, device, and computer-readable storage medium of the present invention monitor the current game state and the environmental characteristics of the user-controlled game object within the game map in the game program; when the game state is in a battle state, a movement trigger area is generated and dynamically displayed within the current game interface based on the environmental characteristics; if a first trigger signal is received in the movement trigger area, a movement strategy corresponding to the game object is generated in real time based on the battle state, the environmental characteristics, and the user control instructions of the game object; and the game object is controlled to perform adaptive movement within the game map according to the movement strategy until a second trigger signal is received in the movement trigger area. This implements a user-friendly game object movement control solution, reduces the complexity of game operations for ordinary users, and improves the user experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0033] The present invention will be further described below with reference to the accompanying drawings and embodiments, in which:
[0034] Figure 1 This is a hardware structure diagram of a mobile terminal according to the present invention;
[0035] Figure 2 This is a diagram of a communication network system architecture provided by an embodiment of the present invention;
[0036] Figure 3 is a flowchart of a first embodiment of a method for controlling movement of a game object according to the present invention;
[0037] Figure 4 is a flowchart of a second embodiment of a method for controlling movement of a game object according to the present invention;
[0038] Figure 5 is a flowchart of a third embodiment of a method for controlling movement of a game object according to the present invention;
[0039] Figure 6 is a flowchart of a fourth embodiment of a method for controlling movement of a game object according to the present invention;
[0040] Figure 7 is a flowchart of a fifth embodiment of a method for controlling movement of a game object according to the present invention;
[0041] Figure 8 is a flowchart of a sixth embodiment of a method for controlling movement of a game object according to the present invention;
[0042] Figure 9 is a flowchart of a seventh embodiment of a method for controlling movement of a game object according to the present invention;
[0043] Figure 10 4 is a flowchart of the eighth embodiment of the game object movement control method of the present invention. DETAILED DESCRIPTION
[0044] It should be understood that the specific embodiments described herein are only used to explain the present invention and are not intended to limit the present invention.
[0045] In the subsequent description, suffixes such as "module," "component," or "unit" used to represent elements are only used to facilitate the description of the present invention and have no specific meaning. Therefore, "module," "component," or "unit" can be used interchangeably.
[0046] The terminal can be implemented in various forms. For example, the terminal described in the present invention may include mobile terminals such as mobile phones, tablet computers, laptop computers, PDAs, portable media players (PMPs), navigation devices, wearable devices, smart bracelets, pedometers, etc., as well as fixed terminals such as digital TVs and desktop computers.
[0047] The following description will be made by taking a mobile terminal as an example. It will be understood by those skilled in the art that, in addition to components specifically used for mobile purposes, the configuration according to the embodiments of the present invention can also be applied to fixed type terminals.
[0048] See also Figure 1 , which is a schematic diagram of the hardware structure of a mobile terminal for implementing various embodiments of the present invention. The mobile terminal 100 may include: an RF (Radio Frequency) unit 101, a WiFi module 102, an audio output unit 103, an A / V (audio / video) input unit 104, a sensor 105, a display unit 106, a user input unit 107, an interface unit 108, a memory 109, a processor 110, and a power supply 111. Those skilled in the art will understand that Figure 1 The structure of the mobile terminal shown in the figure does not constitute a limitation to the mobile terminal. The mobile terminal may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.
[0049] The following combination Figure 1 A detailed introduction to the various components of the mobile terminal:
[0050] The RF unit 101 can be used to send and receive information or receive signals during calls. Specifically, it receives downlink information from the base station and transmits it to the processor 110 for processing. It also transmits uplink data to the base station. Typically, the RF unit 101 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low-noise amplifier, a duplexer, and more. Furthermore, the RF unit 101 can communicate with the network and other devices via wireless communication. The above-mentioned wireless communications may use any communication standard or protocol, including but not limited to GSM (Global System of Mobile communication), GPRS (General Packet Radio Service), CDMA2000 (Code Division Multiple Access 2000), WCDMA (Wideband Code Division Multiple Access), TD-SCDMA (Time Division-Synchronous Code Division Multiple Access), FDD-LTE (Frequency Division Duplexing-Long Term Evolution) and TDD-LTE (Time Division Duplexing-Long Term Evolution), etc.
[0051] WiFi is a short-range wireless transmission technology. Mobile terminals can help users send and receive emails, browse web pages, and access streaming media through the WiFi module 102. It provides users with wireless broadband Internet access. Figure 1 The WiFi module 102 is shown, but it is understandable that it is not an essential component of the mobile terminal and can be omitted as needed without changing the essence of the invention.
[0052] The audio output unit 103 can convert audio data received by the RF unit 101 or the WiFi module 102 or stored in the memory 109 into an audio signal and output it as sound when the mobile terminal 100 is in a call signal reception mode, a talk mode, a recording mode, a voice recognition mode, a broadcast reception mode, or the like. Furthermore, the audio output unit 103 can also provide audio output related to a specific function performed by the mobile terminal 100 (e.g., a call signal reception sound, a message reception sound, etc.). The audio output unit 103 may include a speaker, a buzzer, or the like.
[0053] The A / V input unit 104 is used to receive audio or video signals. The A / V input unit 104 may include a graphics processing unit (GPU) 1041 and a microphone 1042. The GPU 1041 processes image data of still images or videos captured by an image capture device (e.g., a camera) in video capture mode or image capture mode. The processed image frames may be displayed on the display unit 106. The image frames processed by the GPU 1041 may be stored in the memory 109 (or other storage medium) or transmitted via the RF unit 101 or the WiFi module 102. The microphone 1042 may receive sound (audio data) in operating modes such as a phone call mode, a recording mode, and a voice recognition mode, and may process such sound into audio data. In the phone call mode, the processed audio (voice) data may be converted into a format that can be transmitted to a mobile communication base station via the RF unit 101. The microphone 1042 may implement various types of noise cancellation (or suppression) algorithms to eliminate (or suppress) noise or interference generated during the reception and transmission of audio signals.
[0054] The mobile terminal 100 also includes at least one sensor 105, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor includes an ambient light sensor and a proximity sensor, wherein the ambient light sensor can adjust the brightness of the display panel 1061 according to the brightness of the ambient light, and the proximity sensor can turn off the display panel 1061 and / or the backlight when the mobile terminal 100 is moved to the ear. As a type of motion sensor, the accelerometer sensor can detect the magnitude of acceleration in all directions (generally three axes), and can detect the magnitude and direction of gravity when stationary. It can be used for applications that identify the posture of the mobile phone (such as horizontal and vertical screen switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer, tapping), etc.; as for other sensors that can be configured in the mobile phone, such as fingerprint sensors, pressure sensors, iris sensors, molecular sensors, gyroscopes, barometers, hygrometers, thermometers, infrared sensors, etc., they will not be described here.
[0055] The display unit 106 is used to display information input by the user or information provided to the user. The display unit 106 may include a display panel 1061, which may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like.
[0056] The user input unit 107 can be used to receive input digital or character information, and generate key signal input related to user settings and function control of the mobile terminal. Specifically, the user input unit 107 may include a touch panel 1071 and other input devices 1072. The touch panel 1071, also known as a touch screen, can collect user touch operations on or near it (such as operations performed by the user using a finger, stylus, or any other suitable object or accessory on or near the touch panel 1071) and drive the corresponding connection device according to a pre-set program. The touch panel 1071 may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch direction and detects the signal caused by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device and converts it into touch point coordinates, which are then sent to the processor 110. It can also receive commands sent by the processor 110 and execute them. In addition, the touch panel 1071 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. In addition to the touch panel 1071, the user input unit 107 may further include other input devices 1072. Specifically, the other input devices 1072 may include, but are not limited to, one or more of a physical keyboard, function keys (such as volume control keys, power keys, etc.), a trackball, a mouse, a joystick, etc., and are not specifically limited here.
[0057] Furthermore, the touch panel 1071 may cover the display panel 1061. When the touch panel 1071 detects a touch operation on or near it, it transmits the information to the processor 110 to determine the type of touch event. Subsequently, the processor 110 provides a corresponding visual output on the display panel 1061 according to the type of touch event. Figure 1 In the embodiment, the touch panel 1071 and the display panel 1061 are two independent components to realize the input and output functions of the mobile terminal. However, in some embodiments, the touch panel 1071 and the display panel 1061 can be integrated to realize the input and output functions of the mobile terminal, which is not limited here.
[0058] The interface unit 108 serves as an interface through which at least one external device can be connected to the mobile terminal 100. For example, the external device may include a wired or wireless headset port, an external power supply (or battery charger) port, a wired or wireless data port, a memory card port, a port for connecting a device with an identification module, an audio input / output (I / O) port, a video I / O port, a headphone port, etc. The interface unit 108 may be used to receive input (e.g., data information, power, etc.) from an external device and transmit the received input to one or more elements within the mobile terminal 100 or may be used to transmit data between the mobile terminal 100 and an external device.
[0059] Memory 109 can be used to store software programs and various data. Memory 109 may primarily include a program storage area and a data storage area. The program storage area may store an operating system and at least one application required for a function (such as a sound playback function or an image playback function); the data storage area may store data generated based on the use of the mobile phone (such as audio data, a phone book, etc.). Furthermore, memory 109 may include high-speed random access memory and non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.
[0060] Processor 110 is the control center of the mobile terminal, connecting all components of the mobile terminal using various interfaces and circuits. By running or executing software programs and / or modules stored in memory 109 and accessing data stored in memory 109, it executes various functions of the mobile terminal and processes data, thereby providing overall monitoring of the mobile terminal. Processor 110 may include one or more processing units; preferably, processor 110 may integrate an application processor and a modem processor. The application processor primarily handles the operating system, user interface, and application programs, while the modem processor primarily handles wireless communications. It is understood that the modem processor may not be integrated into processor 110.
[0061] The mobile terminal 100 may also include a power supply 111 (such as a battery) for supplying power to various components. Preferably, the power supply 111 may be logically connected to the processor 110 through a power management system, thereby managing functions such as charging, discharging, and power consumption through the power management system.
[0062] although Figure 1 Not shown, the mobile terminal 100 may further include a Bluetooth module, etc., which will not be described in detail here.
[0063] To facilitate understanding of the embodiments of the present invention, the communication network system on which the mobile terminal of the present invention is based is described below.
[0064] See also Figure 2 , Figure 2 A communication network system architecture diagram is provided for an embodiment of the present invention. The communication network system is an LTE system of universal mobile communication technology. The LTE system includes a UE (User Equipment) 201, an Evolved UMTS Terrestrial Radio Access Network (E-UTRAN) 202, an Evolved Packet Core (EPC) 203, and an operator's IP service 204, which are sequentially connected in communication.
[0065] Specifically, UE201 may be the above-mentioned terminal 100, which will not be described in detail here.
[0066] E-UTRAN 202 includes eNodeB 2021 and other eNodeBs 2022 , etc. Among them, eNodeB 2021 can be connected to other eNodeBs 2022 via a backhaul (eg, an X2 interface), and eNodeB 2021 is connected to EPC 203 , and eNodeB 2021 can provide UE 201 with access to EPC 203 .
[0067] EPC 203 may include MME (Mobility Management Entity) 2031, HSS (Home Subscriber Server) 2032, other MMEs 2033, SGW (Serving Gate Way) 2034, PGW (PDN Gate Way) 2035, and PCRF (Policy and Charging Rules Function) 2036. MME 2031 is the control node that handles signaling between UE 201 and EPC 203, providing bearer and connection management. HSS 2032 provides registers for managing functions such as the Home Location Register (not shown) and stores user-specific information such as service features and data rates. All user data can be sent through SGW2034, PGW2035 can provide IP address allocation and other functions for UE 201, PCRF2036 is the policy and charging control policy decision point for service data flow and IP bearer resources, and it selects and provides available policy and charging control decisions for the policy and charging execution function unit (not shown in the figure).
[0068] The IP service 204 may include the Internet, an intranet, an IMS (IP Multimedia Subsystem), or other IP services.
[0069] Although the above description is based on the LTE system as an example, those skilled in the art should know that the present invention is not only applicable to the LTE system, but also to other wireless communication systems, such as GSM, CDMA2000, WCDMA, TD-SCDMA, and future new network systems, and is not limited here.
[0070] Based on the above-mentioned mobile terminal hardware structure and communication network system, various embodiments of the method of the present invention are proposed.
[0071] Example 1
[0072] Figure 3 Flowchart of the first embodiment of the game object movement control method of the present invention. A game object movement control method, the method comprising:
[0073] S1. Monitor the current game state and the environmental characteristics of the game objects controlled by the user within the game map in the game program.
[0074] S2. When the game state is in a battle state, a mobile triggering area is generated and dynamically displayed in the current game interface according to the environmental characteristics.
[0075] S3. If a first trigger signal is received in the movement trigger area, a movement strategy corresponding to the game object is generated in real time according to the battle status, the environmental characteristics and the user control instruction of the game object.
[0076] S4. Control the game object to move adaptively within the game map according to the movement strategy until a second trigger signal is received in the movement trigger area.
[0077] Optionally, in this embodiment, a specific implementation method is that after entering the preset game program, a virtual button marked with "movement" is set in the direction control area within the game interface. The virtual button can be dragged to any position of the display interface according to the user's needs. When the user needs to turn on the adaptive movement of the game object, the user can click the virtual button at any time. At this time, the game object controlled by the user starts to move adaptively. If the user needs to turn off the adaptive movement of the game object, the user can click the virtual button again at any time. At this time, the game object controlled by the user stops adaptive movement. Optionally, another way to stop the adaptive movement of the game object is that when the user manually operates the direction key, the game object controlled by the user stops adaptive movement.
[0078] Optionally, in this embodiment, during the game, the movement of the character is usually achieved by moving the direction keys with the fingers, and is completed by squatting, lying down, and jumping up. Therefore, this application uses a preset character movement strategy and makes judgments based on the real-time scene to assist the user in performing short-term automatic character movement, thereby achieving the purpose of avoiding attacks.
[0079] Optionally, in this embodiment, the movement trigger area of this embodiment is set at the pointing position of the movement direction of the game object, that is, by touching the virtual button, the automatic movement of the game object is turned on or off.
[0080] Optionally, in this embodiment, during face-to-face combat, through the adaptive movement of this embodiment, irregular directions and movements in a short period of time make it impossible for the enemy to predict, and relying on automatic movement can allow the player to focus on shooting accuracy.
[0081] Optionally, in this embodiment, in a complex team battle battlefield environment, the movement strategy is to avoid the skill glare range and move irregularly in the direction with fewer enemies, or move in the opposite direction of the enemy and coordinate with irregular directional displacement.
[0082] Optionally, in this embodiment, 3, an intelligent avoidance strategy is implemented in conjunction with real-time scene judgment, for example, by cooperating with rocks, grass, vehicles, etc., it is also possible to reasonably avoid the source of sound and light.
[0083] Optionally, in this embodiment, if there is a cover in the direction of the current movement, the user moves accordingly with random movements to avoid the cover.
[0084] Optionally, in this embodiment, big data learning can also be used, that is, through machine learning, the action analysis of some high-end players in the battle scene can be used to generate a set of solutions that can realize various movement actions, which are used to adjust the movement strategy of this embodiment.
[0085] As can be seen, the proposed automatic movement scheme for game characters in this embodiment coordinates various character actions, such as squatting, lying down, and jumping, as well as intelligent and automated operations using scene cover. By collecting a large number of game character operation videos in the background, a set of successful character movement operations can be learned, such as continuous left and right, up and down displacement micro-operations, automatic random jumps, squatting movements, and crawling movements. Furthermore, this embodiment can also use AI artificial intelligence recognition of scene objects to identify certain cover-like objects in the game map, such as houses, rocks, and grass, for avoidance.
[0086] The beneficial effect of this embodiment is that, by monitoring the current game state and the environmental characteristics of the user-controlled game object within the game map in the game program; when the game state is in a battle state, a movement trigger area is generated and dynamically displayed within the current game interface based on the environmental characteristics; if a first trigger signal is received in the movement trigger area, a movement strategy corresponding to the game object is generated in real time based on the battle state, the environmental characteristics, and the user control instructions of the game object; and the game object is controlled to move adaptively within the game map according to the movement strategy until a second trigger signal is received in the movement trigger area. This implements a user-friendly game object movement control solution, reduces the complexity of game operations for ordinary users, and improves the user experience.
[0087] Example 2
[0088] Figure 4 Flowchart of the second embodiment of the method for controlling the movement of a game object according to the present invention. Based on the above embodiment, the method of monitoring the current game state and the environmental characteristics of the game object controlled by the user within the game map in the game program includes:
[0089] S11. Obtain a program type of the game program, and determine a corresponding first monitoring parameter according to the program type.
[0090] S12. Monitor the game state according to the first monitoring parameter, wherein the game state includes a battle state, a non-battle state, and a pre-battle state.
[0091] Optionally, in this embodiment, when the program type is a racing type, the first monitoring parameter is whether the game object is in the position before the starting line, or whether it has not reached the finish line; when the program type is a shooting type, the first monitoring parameter is whether it is in the countdown stage of entering the battle map area.
[0092] Optionally, in this embodiment, the battle state is the actual stage of the game, the non-battle state is the non-actual stage of the game setting, selection, adjustment, etc., and the pre-battle state is the state before entering the battle state, for example, the game object is in a waiting state before the starting line, or the game object is in the countdown stage of entering the battle map area.
[0093] The beneficial effect of this embodiment is that by obtaining the program type of the game program and determining a corresponding first monitoring parameter based on the program type, the game state is monitored according to the first monitoring parameter, where the game state includes a battle state, a non-battle state, and a pre-battle state. This implements a user-friendly game object movement control scheme, reduces the complexity of game operations for ordinary users, and improves the user experience.
[0094] Example 3
[0095] Figure 5 Flowchart of the third embodiment of the method for controlling the movement of a game object according to the present invention. Based on the above embodiment, the method of monitoring the current game state and the environmental characteristics of the game object controlled by the user within the game map in the game program further includes:
[0096] S13. When the game state is in the combat state, generate corresponding second monitoring parameters according to the game map.
[0097] S14. Monitor the environmental features of the game object in the game map according to the second monitoring parameters.
[0098] Optionally, in this embodiment, the second monitoring parameters include monitoring parameters extracted based on map feature points within the game map, for example, monitoring of objects such as trees, stones, rivers in a natural environment map, or monitoring of objects such as cars, walls, doors in an urban environment map.
[0099] Optionally, in this embodiment, the environmental features are auxiliary features such as the size of each of the above-mentioned physical objects, the avoidance direction compared to the enemy, and the feasibility of avoidance.
[0100] The beneficial effect of this embodiment is that, by generating corresponding second monitoring parameters based on the game map when the game state is in the combat-ready state, and monitoring the environmental characteristics of the game object within the game map according to the second monitoring parameters, a user-friendly game object movement control scheme is implemented, reducing the complexity of game operations for ordinary users and improving the user experience.
[0101] Example 4
[0102] Figure 6 4 is a flow chart of a fourth embodiment of a method for controlling the movement of a game object according to the present invention. Based on the above embodiment, when the game state is in a battle state, a movement triggering area is generated and dynamically displayed in the current game interface according to the environmental characteristics, including:
[0103] S21. When the game state is switched from the pre-battle state to the battle state, the mobile triggering area is generated in the current game interface.
[0104] S22. Dynamically adjust one or more of the location area, coverage, transparency, color identification, and flashing frequency of the mobile triggering zone according to the environmental characteristics.
[0105] Optionally, in this embodiment, the movement trigger area can be generated in an idle area in the game interface, or in front of the moving direction of the game object, or in an operation area for manually controlling the direction in the game interface.
[0106] Optionally, in this embodiment, when the above-mentioned mobile trigger area is generated and the operation area for manually controlling the direction in the game interface, one way is to divide an area within the operation area, or to divide an area adjacent to the operation area, as the mobile trigger area of this embodiment. Another way is to replace the operation area for manually controlling the direction with the mobile trigger area of this embodiment, and when the mobile trigger area does not receive a touch signal within the preset time, the mobile trigger area is immediately released and the operation area for controlling the direction is restored.
[0107] The beneficial effect of this embodiment is that, by generating the movement trigger zone within the current game interface when the game state switches from the pre-combat state to the combat state, and dynamically adjusting one or more of the position, coverage, transparency, color, and flashing frequency of the movement trigger zone based on environmental characteristics, a user-friendly game object movement control scheme is implemented, reducing the complexity of game operations for ordinary users and improving the user experience.
[0108] Example 5
[0109] Figure 7 3 is a flow chart of a fifth embodiment of a method for controlling the movement of a game object according to the present invention. Based on the above embodiment, if a first trigger signal is received in the movement triggering area, a movement strategy corresponding to the game object is generated in real time according to the battle status, the environmental characteristics, and the user control instruction of the game object, including:
[0110] S31: If the first trigger signal is a single-touch signal, obtain the touch duration of the single-touch signal.
[0111] S32: Generate a first movement strategy corresponding to the game object in real time according to the preset time period of the touch duration, the battle status, the environmental characteristics, and the user control instruction of the game object.
[0112] Optionally, in this embodiment, the single-touch signal is a single-touch signal, including a short press and a long press. In the case of a long press, the touch duration of the single-touch signal is obtained. Furthermore, a first movement strategy corresponding to the game object is generated in real time based on the preset time period of the touch duration, the battle state, the environmental characteristics, and the user control command of the game object.
[0113] Optionally, in this embodiment, multiple preset time periods are pre-set for determining touch duration, for example, 1-3 seconds as a first time period, 4-6 seconds as a second time period, and 7 seconds or longer as a third time period. The first movement strategy can be determined by referring to one or more combinations of the various methods described in the first embodiment. Furthermore, if multiple first movement strategies are available, they can be matched and selected based on the differences in the time periods to which the single-touch signal belongs.
[0114] This embodiment has the beneficial effect of identifying that the first trigger signal is a single-touch signal, obtaining the touch duration of the single-touch signal, and generating a first movement strategy corresponding to the game object in real time based on the preset time period of the touch duration, the battle status, the environmental characteristics, and the user control instructions of the game object. This implements a user-friendly game object movement control solution, reduces the complexity of game operation for ordinary users, and improves the user experience.
[0115] Example 6
[0116] Figure 8 3 is a flow chart of a sixth embodiment of the method for controlling the movement of a game object according to the present invention. Based on the above embodiment, if a first trigger signal is received in the movement triggering area, a movement strategy corresponding to the game object is generated in real time according to the battle status, the environmental characteristics, and the user control instruction of the game object, and further includes:
[0117] S33: If the first trigger signal is a non-single-touch signal, obtain the touch displacement of the non-single-touch signal.
[0118] S34. Generate a second movement strategy corresponding to the game object in real time based on the displacement distance and displacement direction of the touch displacement, the type of the first trigger signal, the battle status, the environmental characteristics, and the user control instruction of the game object.
[0119] Optionally, in this embodiment, as described in the above example, the second movement strategy can be determined by referring to a combination of one or more of the various methods described in the first embodiment. Furthermore, if there are multiple optional second movement strategies, they can be matched and selected based on the difference in displacement distance or displacement direction of the non-single-touch signal.
[0120] Optionally, in this embodiment, when the displacement distance exceeds a preset distance, a plurality of preset displacement directions are displayed in the movement triggering area, so that different second movement strategies are selected according to touch signals in different directions.
[0121] The beneficial effect of this embodiment is that, by identifying that the first trigger signal is a non-single-touch signal, the touch displacement of the non-single-touch signal is obtained; and based on the displacement distance and direction of the touch displacement, the type of the first trigger signal, the battle status, the environmental characteristics, and the user control instructions of the game object, a second movement strategy corresponding to the game object is generated in real time. This implements a user-friendly game object movement control solution, reduces the complexity of game operation for ordinary users, and improves the user experience.
[0122] Example 7
[0123] Figure 9 is a flow chart of a seventh embodiment of the method for controlling the movement of a game object according to the present invention. Based on the above embodiment, controlling the game object to adaptively move within the game map according to the movement strategy until a second trigger signal is received in the movement trigger area includes:
[0124] S41. In the process of controlling the game object to adaptively move within the game map according to the movement strategy, obtain the current movement state and the environmental characteristics.
[0125] S42: Dynamically adjust one or more of the location area, coverage, transparency, color identification, and flashing frequency of the mobile triggering zone according to the mobile state and the environmental characteristics.
[0126] Optionally, in this embodiment, to prevent interference of various display elements on the game map with the movement trigger zone, the current movement state and the environmental characteristics are obtained during the process of controlling the adaptive movement of the game object within the game map according to the movement strategy. Then, one or more of the position area, coverage, transparency, color identification, and flashing frequency of the movement trigger zone are dynamically adjusted based on the movement state and the environmental characteristics. This allows the movement trigger zone to be clearly distinguished from the game map, allowing users to instantly and conveniently discover the movement trigger zone.
[0127] The beneficial effect of this embodiment is that, by controlling the adaptive movement of the game object within the game map according to the movement strategy, the current movement state and the environmental characteristics are obtained; and one or more of the position area, coverage, transparency, color identification, and flashing frequency of the movement trigger area are dynamically adjusted based on the movement state and the environmental characteristics. This achieves a user-friendly game object movement control solution, reduces the complexity of game operations for ordinary users, and improves the user experience.
[0128] Example 8
[0129] Figure 10 is a flow chart of an eighth embodiment of the method for controlling the movement of a game object according to the present invention. Based on the above embodiment, controlling the game object to adaptively move within the game map according to the movement strategy until a second trigger signal is received in the movement trigger area further includes:
[0130] S43: If the second trigger signal is the single-touch signal, and when the touch duration is within a minimum preset period, stop controlling the game object to perform adaptive movement within the game map according to the movement strategy.
[0131] S44. If the second trigger signal is the single-touch signal and the touch duration is not within the minimum preset time period, or if the second trigger signal is the non-single-touch signal, the delay time for stopping controlling the adaptive movement of the game object within the game map according to the movement strategy is determined based on the preset time period of the touch duration or the touch displacement.
[0132] Optionally, in this embodiment, if the second trigger signal is the single-touch signal, and when the touch duration is in the minimum preset period, the adaptive movement of the game object within the game map is stopped according to the movement strategy. At the same time, when the operation area of the manual control direction is replaced by the movement trigger area of this embodiment, the occupation state or coverage state of the operation area of the manual control direction is immediately released.
[0133] Optionally, in this embodiment, if the second trigger signal is the single-touch signal and the touch duration is not within the minimum preset time period, a delay for stopping adaptive movement control of the game object within the game map according to the movement strategy is determined based on the preset time period within which the touch duration falls. For example, if the touch duration is within the 3-6 second time period, adaptive movement control of the game object within the game map according to the movement strategy is stopped after a 5-second delay, thereby facilitating a smooth transition from automatic to manual operation for the user.
[0134] The beneficial effect of this embodiment is that, by recognizing that if the second trigger signal is the single-touch signal and the touch duration is within the minimum preset period, the control of the game object's adaptive movement within the game map according to the movement strategy is stopped; if the second trigger signal is the single-touch signal and the touch duration is not within the minimum preset period, or if the second trigger signal is the non-single-touch signal, the delay time for stopping the control of the game object's adaptive movement within the game map according to the movement strategy is determined based on the preset period of the touch duration or the touch displacement. This implements a user-friendly game object movement control solution, reduces the complexity of game operations for ordinary users, and improves the user experience.
[0135] Embodiment 9
[0136] Based on the above embodiments, the present invention also proposes a game object movement control device, which includes a memory, a processor, and a computer program stored on the memory and runnable on the processor. When the computer program is executed by the processor, the steps of the game object movement control method as described in any one of the above items are implemented.
[0137] It should be noted that the above-mentioned device embodiment and method embodiment belong to the same concept, and their specific implementation process is detailed in the method embodiment, and the technical features in the method embodiment are applicable to the device embodiment, which will not be repeated here.
[0138] Example 10
[0139] Based on the above embodiments, the present invention also proposes a computer-readable storage medium, which stores a game object movement control program. When the game object movement control program is executed by a processor, the steps of the game object movement control method as described in any one of the above items are implemented.
[0140] It should be noted that the above-mentioned medium embodiment and method embodiment belong to the same concept, and their specific implementation process is detailed in the method embodiment, and the technical features in the method embodiment are applicable to the medium embodiment, which will not be repeated here.
[0141] It should be noted that, in this document, the terms "comprises," "includes," or any other variations thereof are intended to encompass non-exclusive inclusion, such that a process, method, article, or apparatus comprising a series of elements includes not only those elements but also other elements not explicitly listed, or elements inherent to such process, method, article, or apparatus. In the absence of further limitations, an element defined by the phrase "comprising a ..." does not exclude the presence of other identical elements in the process, method, article, or apparatus comprising the element.
[0142] The serial numbers of the above embodiments of the present invention are for description only and do not represent the advantages or disadvantages of the embodiments.
[0143] Through the description of the above embodiments, those skilled in the art can clearly understand that the above-mentioned embodiment methods can be implemented by means of software plus the necessary general hardware platform, and of course can also be implemented by hardware, but in many cases the former is a better embodiment. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, can be embodied in the form of a software product, which is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk), and includes a number of instructions for enabling a terminal (which can be a mobile phone, computer, server, air conditioner, or network device, etc.) to execute the methods described in each embodiment of the present invention.
[0144] The embodiments of the present invention are described above in conjunction with the accompanying drawings, but the present invention is not limited to the above-mentioned specific implementation methods. The above-mentioned specific implementation methods are merely illustrative and not restrictive. Under the guidance of the present invention, ordinary technicians in this field can also make many forms without departing from the scope of protection of the present invention and the claims, all of which are protected by the present invention.
Claims
1. A method for controlling the movement of a game object, characterized in that: The method comprises: Monitor the current game state and the environmental characteristics of the game objects controlled by the user within the game map in the game program; When the game state is in a battle state, a mobile triggering area is generated and dynamically displayed in the current game interface according to the environmental characteristics; If a first trigger signal is received in the movement trigger area, a movement strategy corresponding to the game object is generated in real time according to the battle state, the environmental characteristics and the user control instruction of the game object; Controlling the game object to adaptively move within the game map according to the movement strategy until a second trigger signal is received in the movement trigger area; The monitoring of the current game state and the environmental characteristics of the game objects controlled by the user in the game map in the game program includes: Obtaining a program type of the game program, and determining a corresponding first monitoring parameter according to the program type; Monitoring the game state according to the first monitoring parameter, wherein the game state includes a battle state, a non-battle state, and a pre-battle state; When the game state is in the combat state, generating corresponding second monitoring parameters according to the game map; monitoring the environmental characteristics of the game object in the game map according to the second monitoring parameter; When the game state is in a battle state, a mobile triggering area is generated and dynamically displayed in the current game interface according to the environmental characteristics, including: When the game state is switched from the pre-battle state to the battle state, the movement triggering area is generated in the current game interface; Dynamically adjust one or more of the location area, coverage, transparency, color identification, and flashing frequency of the mobile triggering area according to the environmental characteristics; If a first trigger signal is received in the movement trigger area, a movement strategy corresponding to the game object is generated in real time according to the battle state, the environmental characteristics, and the user control instruction of the game object, including: If the first trigger signal is a single-touch signal, acquiring the touch duration of the single-touch signal; Generating a first movement strategy corresponding to the game object in real time according to the preset time period of the touch duration, the battle state, the environmental characteristics, and the user control instruction of the game object; If the first trigger signal is a non-single-touch signal, acquiring a touch displacement of the non-single-touch signal; generating, in real time, a second movement strategy corresponding to the game object based on the displacement distance and displacement direction of the touch displacement, the type of the first trigger signal, the battle state, the environmental characteristics, and the user control instruction of the game object; The step of controlling the game object to adaptively move within the game map according to the movement strategy until a second trigger signal is received in the movement triggering area includes: In the process of controlling the game object to adaptively move within the game map according to the movement strategy, obtaining a current movement state and the environmental characteristics; Dynamically adjust one or more of the location area, coverage, transparency, color identification, and flashing frequency of the mobile triggering zone according to the mobile state and the environmental characteristics; If the second trigger signal is the single-touch signal, and when the touch duration is within a minimum preset period, stop controlling the game object to perform adaptive movement within the game map according to the movement strategy; If the second trigger signal is the single-touch signal and the touch duration is not within the minimum preset time period, or if the second trigger signal is the non-single-touch signal, determining a delay time for stopping controlling the adaptive movement of the game object within the game map according to the movement strategy based on the preset time period of the touch duration or the touch displacement; in, When the program type is a racing type, the first monitoring parameter is whether the game object is in a position before the starting line, or whether the game object has not yet reached the finish line; When the program type is a shooting type, the first monitoring parameter is whether the program is in the countdown phase for entering the battle map area; The second monitoring parameters include monitoring parameters extracted from map feature points within the game map, monitoring of trees, stones, and rivers in a natural environment map, or monitoring of cars, walls, and doors in an urban environment map.
2. A game object movement control device, characterized in that: The device includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the computer program is executed by the processor, the steps of the game object movement control method according to claim 1 are implemented.
3. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a game object movement control program, and when the game object movement control program is executed by the processor, the steps of the game object movement control method according to claim 1 are implemented.
Citation Information
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