A game movement event analysis method, device and computer readable storage medium

By acquiring the actions and attributes of moving objects, monitoring relative distances, and marking remaining time, the problem of novice players struggling to grasp movement events in multiplayer games is solved, thus improving the gaming experience.

CN114522425BActive Publication Date: 2026-03-24NUBIA TECHNOLOGY CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-02-24
Publication Date
2026-03-24

AI Technical Summary

Technical Problem

In existing technologies, novice players in multiplayer games often struggle to accurately grasp the direction and timing of movement events, resulting in a high learning curve.

Method used

By acquiring moving objects that meet preset displacement conditions, determining their movement actions and attributes, monitoring the relative distance between the main control object and the moving object, determining marker points within a preset range, and displaying the remaining time in real time based on the movement direction and speed.

Benefits of technology

It enables user-friendly analysis of game movement events, reducing the difficulty of analysis for users and improving the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a game moving event analysis method and device and a computer readable storage medium, wherein the method comprises the following steps: acquiring a moving object meeting a preset displacement condition, determining a moving action and a moving attribute of the moving object; acquiring a moving direction corresponding to the moving action, and acquiring a moving speed corresponding to the moving attribute; monitoring a relative distance between a current main control object and the moving object, determining at least one mark point in a preset range of the relative distance; determining a residual time of the moving object moving to the mark point according to the moving direction and the moving speed, and displaying and marking the residual time in a mark area of the mark point in real time. A humanized game moving event auxiliary analysis scheme is realized, the analysis difficulty of a user for a game moving event is reduced, and the game experience of the user is improved.
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Description

TECHNICAL FIELD

[0001] The present application relates to the field of mobile communication, and in particular to a game mobile event analysis method, device and computer readable storage medium. BACKGROUND

[0002] In the prior art, with the continuous development of intelligent terminal devices, users have higher and higher requirements for games on the devices. However, with the increasing richness of games and the increasing demand for operation agility, the difficulty for users to get started is also increasing. In particular, in the process of a multi-player battle game, how to accurately grasp the moving direction and moving time of the game mobile event becomes the biggest obstacle for novice players. Therefore, there is an urgent need for a technical solution that can assist users in analyzing mobile events during the game process. SUMMARY

[0003] In order to solve the above technical defects in the prior art, the present application provides a game mobile event analysis method, which comprises:

[0004] Obtaining a moving object meeting a preset displacement condition, determining a moving action and a moving attribute of the moving object.

[0005] Obtaining a moving direction corresponding to the moving action, and obtaining a moving speed corresponding to the moving attribute.

[0006] Monitoring a relative distance between a current master object and the moving object, and determining at least one marker point in a preset range of the relative distance.

[0007] Determining a remaining time for the moving object to move to the marker point according to the moving direction and the moving speed, and displaying and marking the remaining time in a marker area of the marker point in real time.

[0008] Optionally, the obtaining of the moving object meeting the preset displacement condition and the determination of the moving action and the moving attribute of the moving object comprise:

[0009] Obtaining a game area where the master object is located and a current game task.

[0010] When a plurality of objects appear in the game area, determining whether the objects have an association relationship with the game task.

[0011] Optionally, the obtaining of the moving object meeting the preset displacement condition and the determination of the moving action and the moving attribute of the moving object further comprise:

[0012] When the objects have an association relationship with the game task, obtaining a moving state of the objects, wherein the moving state comprises an overall displacement and an action displacement.

[0013] respectively determine whether the overall displacement satisfies a preset first displacement condition and whether the action displacement satisfies a preset second displacement condition, and if both conditions are satisfied, determine that the object is a moving object that meets the displacement condition.

[0014] Optionally, the obtaining of the moving direction corresponding to the moving action and the obtaining of the moving speed corresponding to the moving attribute comprises:

[0015] The first displacement information of the action displacement is analyzed to obtain the moving action.

[0016] The action composition of the moving action is analyzed to obtain the moving direction.

[0017] Optionally, the obtaining of the moving direction corresponding to the moving action and the obtaining of the moving speed corresponding to the moving attribute further comprise:

[0018] The self attribute, equipment information and equipment image of the moving object are analyzed to obtain the moving attribute.

[0019] The current moving speed of the moving object is calculated according to the moving attribute.

[0020] Optionally, the monitoring of the relative distance between the current main control object and the moving object comprises:

[0021] The relative distance between the current main control object and the moving object is obtained when the relative distance satisfies a preset first condition and the moving speed satisfies a preset second condition.

[0022] At least one battle area is determined within a circular range with the relative distance as the diameter, and the center point or the edge point of the battle area is taken as the marker point.

[0023] Optionally, the determination of the remaining time for the moving object to move to the marker point according to the moving direction and the moving speed and the real-time display and marking of the remaining time in the marker area of the marker point comprise:

[0024] The plurality of marker points in the preset range are real-time prioritized according to the moving direction and the moving speed.

[0025] The remaining time of the marker point with the priority is calculated first, and the remaining time of the marker point with the subsequent priority is calculated based on the same.

[0026] Optionally, the determining the remaining time for the mobile object to move to the mark point according to the moving direction and the moving speed, and displaying and marking the remaining time in real time in a mark area of the mark point further comprises:

[0027] When the mobile object moves to one of the mark points, updating the real-time priority ranking of the plurality of mark points.

[0028] According to the updated priority, calculating the remaining time of the mark point with the priority first, and calculating the remaining time of the mark point with the priority second.

[0029] The application further provides a game mobile event analysis device, which comprises a memory, a processor, and a computer program stored in the memory and executable on the processor, and the computer program implements the steps of the game mobile event analysis method according to any one of the above when executed by the processor.

[0030] The application further provides a computer readable storage medium, which stores a game mobile event analysis program, and the game mobile event analysis program implements the steps of the game mobile event analysis method according to any one of the above when executed by a processor.

[0031] The game mobile event analysis method, device and computer readable storage medium of the application are implemented by obtaining a mobile object meeting a preset displacement condition, determining a moving action and a moving attribute of the mobile object, obtaining a moving direction corresponding to the moving action, and obtaining a moving speed corresponding to the moving attribute, monitoring a relative distance between a current host object and the mobile object, determining at least one mark point in a preset range of the relative distance, determining a remaining time for the mobile object to move to the mark point according to the moving direction and the moving speed, and displaying and marking the remaining time in real time in a mark area of the mark point. A humanized game mobile event auxiliary analysis scheme is realized, the analysis difficulty of a user for a game mobile event is reduced, and the game experience of the user is improved. BRIEF DESCRIPTION OF DRAWINGS

[0032] The application will be further described below with reference to the drawings and embodiments, in which:

[0033] Figure 1 is a hardware structure schematic diagram of a mobile terminal related to the application;

[0034] Figure 2 is a communication network system architecture diagram provided by an embodiment of the application;

[0035] Figure 3is a flowchart of a first embodiment of a game movement event analysis method of the present invention;

[0036] Figure 4 is a flowchart of a second embodiment of a game movement event analysis method of the present invention;

[0037] Figure 5 is a flowchart of a third embodiment of a game movement event analysis method of the present invention;

[0038] Figure 6 is a flowchart of a fourth embodiment of a game movement event analysis method of the present invention;

[0039] Figure 7 is a flowchart of a fifth embodiment of a game movement event analysis method of the present invention;

[0040] Figure 8 is a flowchart of a sixth embodiment of a game movement event analysis method of the present invention;

[0041] Figure 9 is a flowchart of a seventh embodiment of a game movement event analysis method of the present invention;

[0042] Figure 10 is a flowchart of an eighth embodiment of a game movement event analysis method of the present invention. DETAILED DESCRIPTION

[0043] It should be understood that the specific embodiments described herein merely exemplify the application and should not be construed as limiting the application.

[0044] In the following description, the suffixes used for elements, such as "module", "part", or "unit", are merely intended for facilitating explanation of the present application, and do not have specific meanings or roles. Therefore, "module", "part", or "unit" can be mixedly used.

[0045] A terminal can be implemented in various forms. For example, the terminal described in the present application can include a mobile terminal such as a mobile phone, a tablet, a notebook computer, a palmtop computer, a Personal Digital Assistant (PDA), a Portable Media Player (PMP), a navigation device, a wearable device, a smart band, a pedometer, and the like, and a stationary terminal such as a digital TV, a desktop computer, and the like.

[0046] In the following description, a mobile terminal will be exemplified, and those skilled in the art will understand that the configuration according to the embodiments of the present application can be applied to a stationary type terminal, except for elements particularly used for mobile purposes.

[0047] Referring to Figure 1Fig. 1 is a diagram illustrating a hardware structure of a mobile terminal according to an embodiment of the present application. The mobile terminal 100 can include a 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, etc. Those skilled in the art will understand that the mobile terminal structure illustrated in Fig. 1 is not intended to limit the scope of the present application, and the mobile terminal can include more or less components, or some components can be combined, or different components can be arranged. Figure 1 The mobile terminal structure illustrated in Fig. 1 is not intended to limit the scope of the present application, and the mobile terminal can include more or less components, or some components can be combined, or different components can be arranged.

[0048] Hereinafter, the components of the mobile terminal will be described in detail. Figure 1

[0049] The RF unit 101 can be used for receiving and transmitting signals in the information receiving or communication process. Specifically, the RF unit 101 receives downlink information from a base station and transmits uplink data to the base station. Generally, 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, etc. In addition, the RF unit 101 can communicate with a network and other devices through wireless communication. The wireless communication can use any communication standard or protocol, including but not limited to GSM (Global System for 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), TDD-LTE (Time Division Duplexing-Long Term Evolution), etc.

[0050] ​WiFi is a short-range wireless transmission technology. Mobile terminals, through the WiFi module 102, can help users send and receive emails, browse web pages, and access streaming media, providing users with wireless broadband internet access. Although Figure 1 WiFi module 102 is shown, but it is understood that it is not a necessary component of a mobile terminal and can be omitted as needed without changing the nature of the invention.

[0051] The audio output unit 103 can convert audio data received by the radio frequency unit 101 or the WiFi module 102 or stored in the memory 109 into audio signals and output them as sound when the mobile terminal 100 is in call signal receiving mode, call mode, recording mode, voice recognition mode, broadcast receiving mode, etc. Furthermore, the audio output unit 103 can also provide audio output related to specific functions performed by the mobile terminal 100 (e.g., call signal receiving sound, message receiving sound, etc.). The audio output unit 103 may include a speaker, a buzzer, etc.

[0052] 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 acquired by an image capture device (such as a camera) in video capture mode or image capture mode. The processed image frames can be displayed on the display unit 106. The image frames processed by the GPU 1041 can be stored in the memory 109 (or other storage medium) or transmitted via the radio frequency unit 101 or the WiFi module 102. The microphone 1042 can receive sound (audio data) in operating modes such as telephone call mode, recording mode, and voice recognition mode, and can process such sound into audio data. The processed audio (voice) data can be converted into a format that can be transmitted to a mobile communication base station via the radio frequency unit 101 in telephone call mode. The microphone 1042 can 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.

[0053] 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. The ambient light sensor can adjust the brightness of the display panel 1061 according to the ambient light level, and the proximity sensor can turn off the display panel 1061 and / or 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 various directions (generally three axes). When stationary, it can detect the magnitude and direction of gravity and can be used for applications that recognize the phone's posture (such as landscape / portrait switching, related games, magnetometer posture calibration), vibration recognition-related functions (such as pedometer, tapping), etc. Other sensors that may be configured in the phone, such as fingerprint sensors, pressure sensors, iris sensors, molecular sensors, gyroscopes, barometers, hygrometers, thermometers, and infrared sensors, will not be described in detail here.

[0054] 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.

[0055] User input unit 107 can be used to receive input numerical or character information, and generate key signal inputs related to user settings and function control of the mobile terminal. Specifically, user input unit 107 may include touch panel 1071 and other input devices 1072. Touch panel 1071, also known as touch screen, can collect touch operations on or near the user (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near touch panel 1071), and drive corresponding connection devices according to a pre-set program. Touch panel 1071 may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch position and the signal generated by the touch operation, and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, sends it to processor 110, and can receive and execute commands from processor 110. In addition, 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 also include other input devices 1072. Specifically, other input devices 1072 may include, but are not limited to, one or more of the following: physical keyboard, function keys (such as volume control buttons, power buttons, etc.), trackball, mouse, joystick, etc., without being limited here.

[0056] 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 corresponding visual output on the display panel 1061 based on the type of touch event. Although in Figure 1 In this 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. The specific implementation is not limited here.

[0057] Interface unit 108 serves as an interface through which at least one external device can connect to 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, and so on. Interface unit 108 may be used to receive input (e.g., data, power, etc.) from the external device and transmit the received input to one or more elements within mobile terminal 100, or it may be used to transmit data between mobile terminal 100 and the external device.

[0058] The memory 109 can be used to store software programs and various data. The memory 109 may primarily include a program storage area and a data storage area. The program storage area may store the operating system, applications required for at least one function (such as sound playback, image playback, etc.), etc.; the data storage area may store data created based on the use of the mobile phone (such as audio data, phonebook, etc.). Furthermore, the memory 109 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.

[0059] The processor 110 is the control center of the mobile terminal. It connects various parts of the mobile terminal via various interfaces and lines. By running or executing software programs and / or modules stored in the memory 109, and by calling data stored in the memory 109, it performs various functions and processes data of the mobile terminal, thereby providing overall monitoring of the mobile terminal. The processor 110 may include one or more processing units; preferably, the processor 110 may integrate an application processor and a modem processor. The application processor mainly handles the operating system, user interface, and applications, while the modem processor mainly handles wireless communication. It is understood that the modem processor may not be integrated into the processor 110.

[0060] The mobile terminal 100 may also include a power supply 111 (such as a battery) that supplies power to various components. Preferably, the power supply 111 can be logically connected to the processor 110 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system.

[0061] although Figure 1 As not shown, the mobile terminal 100 may also include a Bluetooth module, etc., which will not be described in detail here.

[0062] 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.

[0063] Please see Figure 2 , Figure 2 This invention provides a communication network system architecture diagram. The communication network system is an LTE system based on the universal mobile communication technology. The LTE system includes a UE (User Equipment) 201, an E-UTRAN (Evolved UMTS Terrestrial Radio Access Network) 202, an EPC (Evolved Packet Core) 203, and the operator's IP services 204, which are connected in sequence.

[0064] Specifically, UE201 can be the aforementioned terminal 100, which will not be elaborated here.

[0065] E-UTRAN202 includes eNodeB2021 and other eNodeB2022s. Among them, eNodeB2021 can connect to other eNodeB2022s via backhaul (e.g., X2 interface), and eNodeB2021 connects to EPC203. eNodeB2021 can provide UE201 with access to EPC203.

[0066] EPC203 may include MME (Mobility Management Entity) 2031, HSS (Home Subscriber Server) 2032, other MMEs 2033, SGW (Serving Gateway) 2034, PGW (Packet Data Network Gateway) 2035, and PCRF (Policy and Charging Rules Function) 2036, etc. Among them, MME2031 is the control node that handles signaling between UE201 and EPC203, providing bearer and connection management. HSS2032 provides registers to manage functions such as the Home Location Register (not shown in the diagram) and stores user-specific information such as service characteristics and data rates. All user data can be sent through SGW2034. PGW2035 can provide UE 201 IP address allocation and other functions. PCRF2036 is the policy and charging control decision point for service data flow and IP bearer resources. It selects and provides available policy and charging control decisions for the policy and charging enforcement function unit (not shown in the figure).

[0067] IP services 204 may include the Internet, intranet, IMS (IP Multimedia Subsystem), or other IP services.

[0068] Although the above description uses the LTE system as an example, those skilled in the art should understand 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, etc., which are not limited here.

[0069] Based on the aforementioned mobile terminal hardware structure and communication network system, various embodiments of the method of the present invention are proposed.

[0070] Example 1

[0071] Figure 3 This is a flowchart of the first embodiment of the game movement event analysis method of the present invention. A game movement event analysis method, the method comprising:

[0072] S1. Obtain moving objects that meet preset displacement conditions, and determine the moving actions and moving attributes of the moving objects.

[0073] S2. Obtain the movement direction corresponding to the movement action, and obtain the movement speed corresponding to the movement attribute.

[0074] S3. Monitor the relative distance between the current master control object and the moving object, and determine at least one marker point within a preset range of the relative distance.

[0075] S4. Determine the remaining time for the moving object to reach the marker point based on the moving direction and the moving speed, and display and mark the remaining time in real time in the marking area of ​​the marker point.

[0076] Optionally, in this embodiment, the corresponding displacement conditions are determined according to the current game type, or, within a specific game application, the displacement conditions are determined according to the game's progress or the current controlling object, or, the displacement conditions are determined according to the current game difficulty level.

[0077] Optionally, in this embodiment, a high-frequency station area is determined within the aforementioned preset range, and the center point or edge point of the station area is used as the marker point of this embodiment.

[0078] Optionally, in this embodiment, the main control object can be automatically moved to the marker point by clicking the marker point.

[0079] Optionally, in this embodiment, among multiple marker points, one color is used to identify marker points where the moving object arrives before the master object, and another color is used to identify marker points where the moving object arrives after the master object.

[0080] The beneficial effects of this embodiment are as follows: by acquiring moving objects that meet preset displacement conditions, the movement action and movement attributes of the moving objects are determined; the movement orientation corresponding to the movement action and the movement speed corresponding to the movement attribute are acquired; the relative distance between the current master control object and the moving object is monitored, and at least one marker point is determined within a preset range of the relative distance; the remaining time for the moving object to move to the marker point is determined based on the movement orientation and the movement speed, and the remaining time is displayed and marked in real time in the marked area of ​​the marker point. This implements a user-friendly game movement event auxiliary analysis scheme, reducing the difficulty for users to analyze game movement events and improving the user's gaming experience.

[0081] Example 2

[0082] Figure 4 This is a flowchart of the second embodiment of the game movement event analysis method of the present invention. Based on the above embodiment, the step of obtaining a moving object that meets the preset displacement conditions and determining the movement action and movement attributes of the moving object includes:

[0083] S11. Obtain the game area where the main control object is located and the current game task.

[0084] S12. When multiple objects appear in the game area, determine whether the objects are associated with the game task.

[0085] Optionally, in this embodiment, the game area is the game map area encompassed by the game interface of the current game.

[0086] Optionally, in this embodiment, the relationship can be a teammate relationship, an adversary relationship, or a relationship with a third party.

[0087] The beneficial effect of this embodiment is that by acquiring the game area where the main control object is located and the current game task; when multiple objects appear in the game area, it determines whether the objects are associated with the game task. This implements a user-friendly game movement event auxiliary analysis scheme, reducing the difficulty for users to analyze game movement events and improving the user's gaming experience.

[0088] Example 3

[0089] Figure 5 This is a flowchart of the third embodiment of the game movement event analysis method of the present invention. Based on the above embodiment, the step of obtaining a moving object that meets the preset displacement conditions and determining the movement action and movement attributes of the moving object further includes:

[0090] S13. When the object is associated with the game task, obtain the movement state of the object, wherein the movement state includes overall displacement and action displacement.

[0091] S14. Determine whether the overall displacement meets the preset first displacement condition and whether the action displacement meets the preset second displacement condition. If both are met, then determine that the object is a moving object that meets the displacement conditions.

[0092] Optionally, in this embodiment, the overall displacement is the coordinate displacement of the moving object within the game map area, and the action displacement is the relative displacement of the limb or component of the moving object relative to the torso or main body.

[0093] Optionally, in this embodiment, the first displacement condition can be the coordinate threshold of the overall displacement, and the second displacement condition can be a specific action of the foot position.

[0094] The beneficial effect of this embodiment is that, when the object is associated with the game task, the movement state of the object is obtained, wherein the movement state includes overall displacement and action displacement; it is determined whether the overall displacement meets a preset first displacement condition and whether the action displacement meets a preset second displacement condition. If both are met, the object is determined to be a moving object that meets the displacement conditions. This implements a user-friendly game movement event auxiliary analysis scheme, reducing the difficulty for users to analyze game movement events and improving the user's gaming experience.

[0095] Example 4

[0096] Figure 6 This is a flowchart of the fourth embodiment of the game movement event analysis method of the present invention. Based on the above embodiment, obtaining the movement direction corresponding to the movement action and obtaining the movement speed corresponding to the movement attribute includes:

[0097] S21. Analyze the first displacement information of the action displacement to obtain the movement action.

[0098] S22. Analyze the motion composition of the movement to obtain the movement orientation.

[0099] Optionally, in this embodiment, the movement displacement of the foot and leg is analyzed to obtain one or more of the following: continued uniform motion, turning motion, turning motion, and acceleration motion.

[0100] Optionally, in this embodiment, within a certain monitoring period, one or more of the following movements—continuing uniform motion, turning motion, turning motion, and accelerating motion—are acquired to determine the corresponding movement orientation, which is then used as the subsequent movement orientation for the corresponding action.

[0101] The beneficial effect of this embodiment is that by parsing the first displacement information of the action displacement, the movement action is obtained; and by parsing the action composition of the movement action, the movement orientation is obtained. This achieves a user-friendly game movement event auxiliary analysis scheme, reducing the difficulty for users to analyze game movement events and improving the user's gaming experience.

[0102] Example 5

[0103] Figure 7 This is a flowchart of the fifth embodiment of the game movement event analysis method of the present invention. Based on the above embodiment, the steps of obtaining the movement direction corresponding to the movement action and obtaining the movement speed corresponding to the movement attribute further include:

[0104] S23. Analyze the moving object's own attributes, equipment information, and equipment image to obtain the moving attributes.

[0105] S24. Calculate the current movement speed of the moving object based on the movement attribute.

[0106] Optionally, in this embodiment, the self-attribute is the object type, the inherent movement speed corresponding to the object type, the equipment information is the movement-related equipment equipped by the moving object and the equipment movement speed bonus, and the equipment image is the effect image of the current movement skill or movement bonus, thereby determining the activation status of the corresponding movement skill or movement bonus.

[0107] Optionally, in this embodiment, the current moving speed of the moving object is calculated by combining the above-mentioned self-attributes, equipment information, and equipment image.

[0108] The beneficial effect of this embodiment is that by analyzing the moving object's own attributes, equipment information, and equipment image, the movement attributes are obtained; and the current movement speed of the moving object is calculated based on the movement attributes. This achieves a user-friendly game movement event auxiliary analysis scheme, reducing the difficulty for users to analyze game movement events and improving the user's gaming experience.

[0109] Example 6

[0110] Figure 8 This is a flowchart of the sixth embodiment of the game movement event analysis method of the present invention. Based on the above embodiment, the step of monitoring the relative distance between the current master object and the moving object, and determining at least one marker point within a preset range of the relative distance, includes:

[0111] S31. When the relative distance meets a preset first condition and the moving speed meets a preset second condition, obtain the current relative distance between the main control object and the moving object.

[0112] S32. Determine at least one battle area within a circular range with the relative distance as its diameter, and take the center point or edge point of the battle area as the marker point.

[0113] Optionally, in this embodiment, when the relative distance meets a preset first condition, for example, less than a certain threshold, the relative distance between the main control object and the moving object is obtained when the moving speed meets a preset second condition, for example, when the moving speed is greater than a certain threshold.

[0114] Optionally, in this embodiment, multiple battle zones are defined within a circular area, and these battle zones are prioritized. The priority is determined based on the win probability distribution of the geographical location of the controlling object and the moving object.

[0115] The beneficial effect of this embodiment is that, by obtaining the relative distance between the current main control object and the moving object when the relative distance meets a preset first condition and the movement speed meets a preset second condition, at least one battle area is determined within a circular range with the relative distance as its diameter, and the center point or edge point of the battle area is taken as the marker point. This implements a user-friendly game movement event auxiliary analysis scheme, reducing the difficulty for users to analyze game movement events and improving the user's gaming experience.

[0116] Example 7

[0117] Figure 9 This is a flowchart of the seventh embodiment of the game movement event analysis method of the present invention. Based on the above embodiment, the step of determining the remaining time for the moving object to move to the marker point according to the movement direction and the movement speed, and displaying and marking the remaining time in real time in the marking area of ​​the marker point, includes:

[0118] S41. The multiple marker points within the preset range are sorted in real time according to the moving direction and the moving speed.

[0119] S42. Calculate the remaining time of the marker with the highest priority first, and then calculate the remaining time of the marker with the lowest priority.

[0120] The beneficial effect of this embodiment is that it prioritizes multiple marker points within the preset range in real time based on the movement direction and speed; it calculates the remaining time of the marker points with higher priority first, and then calculates the remaining time of the marker points with lower priority based on this. This achieves a user-friendly game movement event analysis solution, reducing the difficulty for users to analyze game movement events and improving the user's gaming experience.

[0121] Example 8

[0122] Figure 10 This is a flowchart of the eighth embodiment of the game movement event analysis method of the present invention. Based on the above embodiment, the step of determining the remaining time for the moving object to move to the marker point according to the movement direction and the movement speed, and displaying and marking the remaining time in real time in the marking area of ​​the marker point, further includes:

[0123] S43. When the moving object moves to one of the marker points, update the real-time priority order of the plurality of marker points.

[0124] S44. Calculate the remaining time of the earlier marker based on the updated priority, and use this to calculate the remaining time of the later marker.

[0125] The beneficial effect of this embodiment is that, when the moving object moves to a marker point, the real-time priority ranking of the plurality of marker points is updated; the remaining time of the marker point with the earlier priority is calculated based on the updated priority, and the remaining time of the marker point with the later priority is calculated accordingly. This implements a user-friendly game movement event auxiliary analysis scheme, reducing the difficulty for users to analyze game movement events and improving the user's gaming experience.

[0126] Example 9

[0127] Based on the above embodiments, the present invention also proposes a game movement event analysis device, which 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, it implements the steps of the game movement event analysis method as described in any of the above embodiments.

[0128] It should be noted that the above-described device embodiments and method embodiments belong to the same concept. The specific implementation process can be found in the method embodiments, and the technical features in the method embodiments are also applicable to the device embodiments, which will not be repeated here.

[0129] Example 10

[0130] Based on the above embodiments, the present invention also proposes a computer-readable storage medium storing a game movement event analysis program, which, when executed by a processor, implements the steps of the game movement event analysis method as described in any of the above embodiments.

[0131] It should be noted that the above-described medium embodiments and method embodiments belong to the same concept. The specific implementation process can be found in the method embodiments, and the technical features in the method embodiments are also applicable to the medium embodiments, which will not be repeated here.

[0132] It should be noted that, in this document, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Unless otherwise specified, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes that element.

[0133] The sequence numbers of the above embodiments of the present invention are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0134] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods of the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk), and includes several instructions to cause a terminal (which may be a mobile phone, computer, server, air conditioner, or network device, etc.) to execute the methods described in the various embodiments of the present invention.

[0135] The embodiments of the present invention have been described above with reference to the accompanying drawings. However, the present invention is not limited to the specific embodiments described above. The specific embodiments described above are merely illustrative and not restrictive. Those skilled in the art can make many other forms under the guidance of the present invention without departing from the spirit and scope of the claims. All of these forms are within the protection scope of the present invention.

Claims

1. A method for analyzing game movement events, characterized in that, The method includes: A moving object that meets preset displacement conditions is obtained, and the moving action and moving attributes of the moving object are determined. Specifically, the game area where the main control object is located and the current game task are obtained. When multiple objects appear in the game area, it is determined whether the objects and the game task have an association relationship. When the objects and the game task have an association relationship, the moving state of the object is obtained, wherein the moving state includes overall displacement and action displacement. It is determined whether the overall displacement meets a preset first displacement condition and whether the action displacement meets a preset second displacement condition. If both are met, the object is determined to be a moving object that meets the displacement conditions. Obtain the movement direction corresponding to the movement action, and obtain the movement speed corresponding to the movement attribute; Monitor the relative distance between the current master control object and the moving object, and determine at least one marker point within a preset range of the relative distance; The remaining time for the moving object to reach the marker point is determined based on the moving direction and the moving speed, and the remaining time is displayed and marked in real time in the marked area of ​​the marker point.

2. The game movement event analysis method according to claim 1, characterized in that, The steps of obtaining the movement orientation corresponding to the movement action and obtaining the movement speed corresponding to the movement attribute include: The first displacement information of the motion displacement is analyzed to obtain the movement motion; The movement direction is obtained by analyzing the composition of the movement action.

3. The game movement event analysis method according to claim 2, characterized in that, The step of obtaining the movement orientation corresponding to the movement action and obtaining the movement speed corresponding to the movement attribute further includes: The movement attributes are obtained by parsing the self-attributes, equipment information, and equipment image of the moving object; The current movement speed of the moving object is calculated based on the movement attribute.

4. The game movement event analysis method according to claim 3, characterized in that, The monitoring of the relative distance between the current controlled object and the moving object, and the determination of at least one marker point within a preset range of the relative distance, includes: When the relative distance meets a preset first condition and the moving speed meets a preset second condition, the current relative distance between the main control object and the moving object is obtained; At least one battle area is defined within a circular area with the relative distance as its diameter, and the center point or edge point of the battle area is taken as the marker point.

5. The game movement event analysis method according to claim 4, characterized in that, The step of determining the remaining time for the moving object to reach the marker point based on the moving direction and the moving speed, and displaying and marking the remaining time in real time in the marked area of ​​the marker point, includes: The multiple marker points within the preset range are prioritized in real time based on the moving direction and the moving speed. The remaining time of the marker with the highest priority is calculated first, and the remaining time of the marker with the lowest priority is calculated accordingly.

6. The game movement event analysis method according to claim 5, characterized in that, The step of determining the remaining time for the moving object to reach the marker point based on the moving direction and the moving speed, and displaying and marking the remaining time in real time in the marked area of ​​the marker point, further includes: When the moving object moves to one of the marker points, the real-time priority order of the plurality of marker points is updated; The remaining time for the earlier marker is calculated based on the updated priority, and the remaining time for the later marker is calculated accordingly.

7. A game movement event analysis device, characterized in that, The device includes a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the computer program, when executed by the processor, implements the steps of the game movement event analysis method as described in any one of claims 1 to 5.

8. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a game movement event analysis program, which, when executed by a processor, implements the steps of the game movement event analysis method as described in any one of claims 1 to 5.

Citation Information

Patent Citations

  • Game role movement synchronization method and device, equipment and storage medium

    CN111494953A