Offline game control method, device, server and computer-readable storage medium

By obtaining monitoring image frames in offline game space to generate virtual character animations and responding to interactive operations of game agencies, the problem of players not being able to synchronize between offline game spaces is solved, and the game interaction is realized in a different place, which significantly improves the game experience.

CN114904269BActive Publication Date: 2025-04-01NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210664548.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-06-13
Publication Date
2025-04-01
Estimated Expiration
2042-06-13

AI Technical Summary

Technical Problem

The game experience is poor because players cannot go to the same offline game space at the same time.

Method used

By obtaining game monitoring image frames in multiple offline game spaces, generating virtual character animations corresponding to the player, and responding to the interactive operations of the game mechanism, determining the game process based on the mechanism configuration, realizing game synchronization.

Benefits of technology

It realizes the same game between different places, significantly improves the player's gaming experience, and realizes interactive game effects in multiple offline game spaces.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present invention provides an offline game control method, device, server and computer-readable storage medium, comprising: obtaining game monitoring image frames of multiple offline game spaces; wherein each offline game space includes game mechanisms and players, and the mechanism configuration of each offline game space is consistent; based on the game monitoring image frames, generating virtual character animations corresponding to the players in each offline game space; responding to interactive operations on the game mechanisms in at least one offline game space, determining the current game process based on the mechanism configuration; and synchronizing the game for each offline game space according to the virtual character animation and the current game process. The present invention can realize the remote co-play of offline games, thereby significantly improving the game experience of players.
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Description

Technical Field

[0001] The present invention relates to the field of game technology, and in particular to an offline game control method, device, server and computer-readable storage medium. Background Art

[0002] "Real-life games" are offline game types that build scenes in real space and conduct interactive games, such as real-life escape room games. However, offline games may have many obstacles, which prevent players from going to the same offline game space to play games, resulting in a poor gaming experience for players. Summary of the invention

[0003] In view of this, an object of the present invention is to provide an offline game control method, device, server and computer-readable storage medium, which can realize offline game playing in different locations, thereby significantly improving the game experience of players.

[0004] In a first aspect, an embodiment of the present invention provides an offline game control method, comprising: acquiring game monitoring image frames of multiple offline game spaces; wherein each of the offline game spaces includes game mechanisms and players, and the mechanism configuration of each offline game space is consistent; based on the game monitoring image frames, generating virtual character animations corresponding to the players located in each of the offline game spaces; responding to interactive operations on the game mechanisms in at least one of the offline game spaces, determining a current game process based on the mechanism configuration; and synchronizing the game for each of the offline game spaces according to the virtual character animations and the current game process.

[0005] In one embodiment, the mechanism configuration includes at least a mechanism triggering condition and a mechanism triggering sequence; the response to the interactive operation of at least one game mechanism in the offline game space determines the game process based on the mechanism configuration, including: responding to the interactive operation of at least one game mechanism in the offline game space, determining the first target game mechanism, and judging whether the interactive operation satisfies the mechanism triggering condition corresponding to the first target game mechanism; if so, determining the next game mechanism corresponding to the first target game mechanism according to the mechanism triggering sequence, and determining that the game process is the first process, the first process is that the first target game mechanism is in a triggered state, and the next game mechanism is in a trigger ready state; if not, determining that the game process is the second process, and the second process is that the first target game mechanism is in a trigger ready state.

[0006] In one embodiment, synchronizing the game for each offline game space according to the virtual character animation and the current game process includes: synchronizing the virtual character animation to each offline game space; and controlling the game mechanism in each offline game space according to the first process or the second process.

[0007] In one embodiment, synchronizing the virtual character animation to each of the offline game spaces includes: for each of the players, taking the remaining offline game spaces except the offline game space where the player is located as the target projection space corresponding to the player; and holographically projecting the virtual character animation corresponding to the player to the target projection space to synchronize the virtual character animation corresponding to the player.

[0008] In one embodiment, controlling the game organs in each offline game space according to the first process or the second process includes: if the game process is the first process, taking the offline game space except the offline game space to which the first target game organ belongs as the controlled game space; determining the second target game organ that matches the first target game organ and the game organ that matches the next game organ from the game organs in the controlled game space; unlocking the second target game organ, and setting the game organ that matches the next game organ to a trigger ready state.

[0009] In one embodiment, generating a virtual character animation corresponding to each of the players based on the game monitoring image frames includes: extracting player data of each of the players from the game monitoring image frames; wherein the player data includes player action data, player image data and player voice data; generating a skeletal animation corresponding to each of the players based on the player action data; and generating a virtual character animation corresponding to each of the players according to the skeletal animation, the player image data and the player voice data.

[0010] In one embodiment, the method further includes: synthesizing a game video stream according to the offline game space and the virtual character animation corresponding to each player, and broadcasting a game live based on the game video stream.

[0011] In one embodiment, the game video stream includes a virtual game video stream; synthesizing the game video stream according to the offline game space and the virtual character animation corresponding to each player, and broadcasting the game live based on the game video stream, includes: establishing a virtual game space according to the offline game space; synthesizing the virtual game space and the virtual character animation corresponding to each player to obtain a virtual game video stream; and broadcasting the game live based on the virtual game video stream.

[0012] In one embodiment, the game video stream includes a pseudo-real game video stream; synthesizing the game video stream according to the offline game space and the virtual character animation corresponding to each player, and broadcasting the game live based on the game video stream, includes: performing image acquisition on the offline game space to obtain the pseudo-real game video stream; wherein the content displayed by the pseudo-real game video stream includes the offline game space, the players in the offline game space, and the virtual character animations corresponding to the remaining players except the player; and broadcasting the game live based on the pseudo-real game video stream.

[0013] In one embodiment, the offline game space includes a first game space and a second game space; synchronizing the virtual character animation to each of the offline game spaces includes: holographically projecting the virtual character animation corresponding to the player in the first game space to the second game space; and holographically projecting the virtual character animation corresponding to the player in the second game space to the first game space.

[0014] In one embodiment, controlling the game mechanisms in each offline game space according to the first process or the second process also includes: if the game process of the first game space is the first process, determining from the game mechanisms in the second game space a fourth target game mechanism that matches the third target game mechanism in the first game space and a game mechanism that matches the next game mechanism corresponding to the third target game mechanism; unlocking the fourth target game mechanism, and setting the game mechanism that matches the next game mechanism corresponding to the third target game mechanism to a trigger ready state; or, if the game process of the second game space is the first process, determining from the game mechanisms in the first game space a sixth target game mechanism that matches the fifth target game mechanism in the second game space and a game mechanism that matches the next game mechanism corresponding to the fifth target game mechanism; unlocking the sixth target game mechanism, and setting the game mechanism that matches the next game mechanism corresponding to the fifth target game mechanism to a trigger ready state.

[0015] In a second aspect, an embodiment of the present invention further provides an offline game control device, comprising: an image frame acquisition module, used to acquire game monitoring image frames of multiple offline game spaces; wherein each of the offline game spaces includes game mechanisms and players, and the mechanism configuration of each offline game space is consistent; an animation generation module, used to generate virtual character animations corresponding to players in each of the offline game spaces based on the game monitoring image frames; a process determination module, used to respond to interactive operations on the game mechanisms in at least one of the offline game spaces, and determine the current game process based on the mechanism configuration; a synchronization module, used to synchronize the game for each of the offline game spaces according to the virtual character animation and the current game process.

[0016] In a third aspect, an embodiment of the present invention further provides a server, comprising a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement any one of the offline game control methods provided in the first aspect.

[0017] In a fourth aspect, an embodiment of the present invention further provides a computer-readable storage medium, wherein the computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement any one of the offline game control methods provided in the first aspect.

[0018] An offline game control method, device, server and computer-readable storage medium provided by an embodiment of the present invention obtain game monitoring image frames of multiple offline game spaces, each offline game space includes game mechanisms and players, and the mechanism configuration of each offline game space is consistent, and then based on the game monitoring image frames, a virtual character animation corresponding to the player in each offline game space is generated, and in response to interactive operations on the game mechanism in at least one offline game space, the current game process is determined based on the mechanism configuration, and finally, the game is synchronized for each offline game space according to the virtual character animation and the current game process. The above method can generate a virtual character animation corresponding to each player according to the game monitoring image frames of multiple offline game spaces, and at the same time determine the game process according to the interactive operations on the game mechanism, so as to achieve game synchronization according to the virtual character animation and the game process, which can not only satisfy the real-life experience of the players, but also enable players in different places to experience the fun of playing offline games together, and can also achieve interactive game effects in multiple offline game spaces, significantly improving the game experience of the players.

[0019] Other features and advantages of the present invention will be described in the following description, and partly become apparent from the description, or understood by practicing the present invention. The purpose and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0020] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0021] In order to more clearly illustrate the specific implementation methods of the present invention or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying creative work.

[0022] Figure 1 A flowchart of an offline game control method provided by an embodiment of the present invention;

[0023] Figure 2 A schematic diagram of an offline game space provided by an embodiment of the present invention;

[0024] Figure 3 A schematic diagram of another offline game space provided by an embodiment of the present invention;

[0025] Figure 4 A schematic diagram of a virtual game space provided by an embodiment of the present invention;

[0026] Figure 5 A schematic diagram of the structure of an offline game control device provided by an embodiment of the present invention;

[0027] Figure 6 A schematic diagram of the structure of a server provided in an embodiment of the present invention. DETAILED DESCRIPTION

[0028] In order to make the purpose, technical solution and advantages of the embodiments of the present invention clearer, the technical solution of the present invention will be clearly and completely described in combination with the embodiments below. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.

[0029] At present, there may be many obstacles in real-life games, which prevent players from going to the same offline game space to play games, resulting in a poor gaming experience for players. Based on this, the present invention provides an offline game control method, device, server, and computer-readable storage medium, which can enable offline games to be played in different locations, thereby significantly improving the gaming experience of players.

[0030] To facilitate understanding of this embodiment, firstly, an offline game control method disclosed in an embodiment of the present invention is described in detail. Figure 1 The flowchart of an offline game control method shown in FIG. 1 mainly includes the following steps S102 to S108:

[0031] Step S102, obtaining game monitoring image frames of multiple offline game spaces. Each offline game space includes game mechanisms and players, the number of game mechanisms is multiple, and the number of players is at least one. The mechanism configuration of each offline game space is consistent, and the mechanism configuration may include mechanism layout, mechanism triggering conditions, and mechanism triggering sequence, etc. In actual applications, multiple offline game spaces with the same theme can be pre-configured, and the scene layout of each offline game space is as consistent as possible. When players cannot go to the same offline game space to play games, players can go to different offline game spaces to play together. In one embodiment, a monitoring device (such as a monitoring camera) with the same monitoring angle can be set at the same position of each offline game space, so that the game monitoring image frame is collected by the monitoring device, and the content displayed by the game monitoring image frame at least includes the player.

[0032] Step S104, based on the game monitoring image frame, generate a virtual character animation corresponding to the player in each offline game space. The virtual character animation can be used to reflect the player's actions, image, and voice. In one embodiment, the player's player data, such as player action data, player image data, and player voice data, can be extracted from the game monitoring image frame, so as to generate a virtual image animation matching the player according to the above player data.

[0033] Step S106, responding to the interactive operation of the game mechanism in at least one offline game space, and determining the current game process based on the mechanism configuration. Exemplarily, assuming that the game mechanism is a password lock, if the player inputs a password for the password lock, the password input by the player is verified to be correct according to the mechanism trigger condition corresponding to the password lock. If it is correct, the game process will be updated, and if it is wrong, the game process will remain unchanged. Optionally, the game process can be used to characterize the trigger state of the game mechanism. For example, when the password is correct, it can be determined that the game mechanism is in a triggered state, and the next game mechanism corresponding to the game mechanism is set to a trigger ready state. When the password is wrong, it can be determined that the game mechanism is still in a trigger ready state.

[0034] Step S108, synchronize the game for each offline game space according to the virtual character animation and the current game process. In one embodiment, the virtual character animation corresponding to the player can be holographically projected to the target projection space corresponding to the player, and the target projection space can be the remaining offline game spaces except the offline game space where the player is located, so that players in different places can have the visual and auditory interaction effect of playing the same secret room together. In another embodiment, the game mechanism in each offline game space can also be controlled according to the current game process, even if the players are not in the same secret room scene, they can still cooperate with each other to complete the mechanism linkage.

[0035] The offline game control method provided by the embodiment of the present invention can generate a virtual character animation corresponding to each player according to the game monitoring image frames of multiple offline game spaces, and at the same time determine the game process according to the interactive operations on the game mechanism, so as to achieve game synchronization according to the virtual character animation and the game process, which can not only satisfy the player's real-life experience, but also enable players in different places to experience the fun of playing offline games together, and can also achieve interactive game effects in multiple offline game spaces, significantly improving the player's game experience.

[0036] In one embodiment, each offline game space is configured with a controller, a monitoring device and a projection device, the monitoring device and the projection device are both connected to the controller, and the controller is communicatively connected to the server, wherein the monitoring device is used to collect game monitoring image frames, the projection device is used to project virtual character animations throughout the system, the controller is used to send game monitoring image frames to the server, and receive virtual character animations sent by the server, and the server is used to execute the above-mentioned offline game control method.

[0037] For the aforementioned step S104, the embodiment of the present invention provides an implementation method for generating a virtual character animation corresponding to each player based on a game monitoring image frame, specifically: (1) extracting player data of each player from the game monitoring image frame, the player data including player action data, player image data and player voice data. In practical applications, the player action data and player image data can be extracted from the game monitoring image frame. The player action data can include player body movements and can also include player facial movements. The player image data can include player appearance materials, such as clothing, appearance, hairstyle, etc. In addition, for player voice data, a communication device can also be allocated to the player, so that the player can conduct real-time voice communication based on the communication device; (2) generating a skeletal animation corresponding to each player based on the player action data. In one implementation method, firstly determine the skeletal node corresponding to the player, and then control the movement of each skeletal node according to the player's body movements to obtain the desired skeletal animation; (3) generating a virtual character animation corresponding to each player based on the skeletal animation, the player image data and the player voice data. In one implementation method, the player appearance material can be inserted into the skeletal animation. Optionally, voice communication between players can be achieved through a communication device, and voice playback equipment can be arranged in an offline game scene to play the player's voice data. In actual applications, since the shooting angles and installation positions of the monitoring equipment in offline game spaces are the same, the character angles and sense of space in multiple offline game spaces can be kept consistent.

[0038] For the aforementioned step S106, the embodiment of the present invention provides an implementation method for responding to an interactive operation on a game mechanism in at least one offline game space and determining the game process based on the mechanism configuration, see the following steps 1 to 3:

[0039] Step 1, responding to an interactive operation on a game mechanism in at least one offline game space, determining a first target game mechanism, and judging whether the interactive operation satisfies the mechanism triggering condition corresponding to the first target game mechanism. In practical applications, the game mechanism affected by the interactive operation is determined as the first target game mechanism. For example, assuming that the first target game mechanism is a password lock, if a player inputs a password for the password lock, verify whether the password input by the player is correct according to the mechanism triggering condition corresponding to the password lock. If the password is correct, it is determined that the interactive operation satisfies the mechanism triggering condition of the password lock.

[0040] Step 2, if yes, determine the next game mechanism corresponding to the first target game mechanism according to the mechanism triggering sequence, and determine that the game process is the first process, the first process is that the first target game mechanism is in the triggered state, and the next game mechanism is in the triggering ready state. In actual applications, the game mechanisms in the offline game space usually have linkage, and the sequence of each game mechanism (that is, the mechanism triggering sequence) is designed. For example, when the first target game mechanism x is triggered, the next game mechanism y will enter the ready triggering state, so it is equivalent to that the player in any offline game space unlocks the first target game mechanism x, then the other offline game spaces will automatically unlock the first target game mechanism x, and the next game mechanism y in all offline game spaces will enter the ready triggering state.

[0041] Step 3, if not, determine that the game process is the second process, and the second process is that the first target game mechanism is in a trigger preparation state. In actual application, if the player has not successfully unlocked the first target game mechanism, the game remains unchanged, and the player still needs to find clues to successfully unlock the first target game mechanism.

[0042] On the basis of the above-mentioned embodiment, when executing the above-mentioned step S108, the virtual character animation can be synchronized to each offline game space; and the game mechanism in each offline game space can be controlled according to the first process or the second process. Specifically, see the following steps a to e:

[0043] Step a: For each player, the remaining offline game spaces except the offline game space where the player is located are used as the target projection space corresponding to the player. For example, assuming that multiple players are playing remote synchronous offline games in three offline game spaces, including offline game space 1, offline game space 2, and offline game space 3, taking the player in offline game space 1 as an example, offline game space 2 and offline game space 3 can be used as the target projection space corresponding to the player.

[0044] Step b, holographically projecting the virtual character animation corresponding to the player to the target projection space to synchronize the virtual character animation corresponding to the player. Exemplarily, the virtual character animation corresponding to the player in offline game space 1 can be holographically projected to offline game space 2 and offline game space 3. Similarly, the virtual character animation corresponding to the player in offline game space 2 can be holographically projected to offline game space 1 and offline game space 3, and the virtual character animation corresponding to the player in offline game space 3 can be holographically projected to offline game space 1 and offline game space 2.

[0045] Step c: if the game process is the first process, the offline game spaces other than the offline game space to which the first target game mechanism belongs are used as controlled game spaces. For example, taking the game mechanism in offline game space 1 as an example, offline game spaces 2 and 3 are used as controlled game spaces.

[0046] Step d, from the game organs in the controlled game space, determine the second target game organ that matches the first target game organ, and the game organ that matches the next game organ. For example, assuming the first target game organ x1 in the offline game space 1, the second target game organ x2 in the offline game space 2 and the second target game organ x3 in the offline game space 3 are determined; assuming the next game organ y1 corresponding to the first target game organ x1, the game organ y2 in the offline game space 2 and the game organ y3 in the offline game space 3 are determined.

[0047] Step e, unlock the second target game mechanism, and set the game mechanism that matches the next game mechanism to a trigger ready state. Exemplarily, the second target game mechanism x2 and the second target game mechanism x3 can be unlocked, and game mechanisms y2 and y3 can be set to a trigger ready state.

[0048] In practical applications, the process of players playing offline games can also be broadcast live. Game video streams can be synthesized according to the offline game space and the virtual character animations corresponding to each player, and the game can be broadcast live based on the game video streams. Optionally, the game video stream includes a virtual game video stream and / or a pseudo-real game video stream. For ease of understanding, the embodiments of the present invention provide implementation methods for broadcasting games for virtual game video streams and pseudo-real game video streams, respectively, as shown in the following methods 1 to 2:

[0049] Method 1: Virtual game video stream: A virtual game space can be established based on the offline game space, and the virtual game space and the virtual character animation corresponding to each player can be synthesized to obtain a virtual game video stream, and then the game can be live broadcast based on the virtual game video stream. In one embodiment, the scene layout of the offline game space can also be extracted from the game monitoring image frame, and the corresponding virtual game space can be generated based on the scene layout. By synthesizing the virtual game space and the virtual character animation in the push stream, the virtual character animations of players in multiple offline game spaces can be synthesized in the same virtual game space, so that the virtual game video stream can be presented to the audience in the live broadcast room.

[0050] Method 2: Pseudo-real game video stream: The offline game space can be imaged to obtain a pseudo-real game video stream, the content displayed by the pseudo-real game video stream includes the offline game space, the players in the offline game space, and the virtual character animations corresponding to the other players except the player, and the game is broadcast live based on the pseudo-real game video stream. In one embodiment, the pseudo-real game video stream can be directly collected by a live broadcast camera in any offline game space, and the live broadcast can be realized by pushing the stream through the camera.

[0051] To facilitate understanding of the above embodiments, the embodiments of the present invention take the example of players playing synchronous offline games in two offline game spaces, including a first offline game space (e.g., room A) and a second offline game space (e.g., room B). In specific implementation, the character images (i.e., the aforementioned game monitoring image frames) in the surveillance videos of room A and room B can be obtained respectively, and the player data in the character images can be identified to generate corresponding virtual character animations. In actual applications, the virtual character animations corresponding to the players in the first game space can be holographically projected to the second game space, and the virtual character animations corresponding to the players in the second game space can be holographically projected to the first game space. That is, the virtual character animations corresponding to the players in room A are holographically projected to room B, such as Figure 2 A schematic diagram of an offline game space is shown in FIG. Figure 2 It is shown that the secret room A includes a real player C, a real mechanism x1, a real mechanism y1 and a virtual player F'; at the same time, the virtual character animation corresponding to the player in the secret room B is holographically projected to the secret room A, such as Figure 3 Another offline game space diagram is shown in Figure 1. Figure 3 It is shown that the secret room B includes a virtual player C', a real mechanism x2, a real mechanism y2 and a real player F, wherein the mechanism x1 and the mechanism x2 are the same game mechanism, and the mechanism y1 and the mechanism y2 are the same game mechanism.

[0052] In addition, if the game process of the first game space is the first process, the fourth target game mechanism that matches the third target game mechanism in the first game space and the game mechanism that matches the next game mechanism corresponding to the third target game mechanism are determined from the game mechanisms in the second game space, the fourth target game mechanism is unlocked, and the game mechanism that matches the next game mechanism corresponding to the fourth target game mechanism is set to a trigger ready state. Exemplarily, the fourth target game mechanism x4 that matches the third target game mechanism x3 in the secret room A and the game mechanism y4 that matches the next game mechanism y3 are determined from the secret room B, the fourth target game mechanism x4 is unlocked, and both the game mechanism y3 and the game mechanism y4 are set to a trigger ready state.

[0053] Similarly, if the game process of the second game space is the first process, the sixth target game mechanism that matches the fifth target game mechanism in the second game space and the game mechanism that matches the next game mechanism corresponding to the fifth target game mechanism are determined from the game mechanisms in the first game space, the sixth target game mechanism is unlocked, and the game mechanism that matches the next game mechanism corresponding to the fifth target game mechanism is set to a trigger ready state. Exemplarily, the sixth target game mechanism x6 that matches the fifth target game mechanism x5 in the secret room B and the game mechanism y6 that matches the next game mechanism y5 are determined from the secret room A, the sixth target game mechanism x6 is unlocked, and both the game mechanism y5 and the game mechanism y6 are set to a trigger ready state.

[0054] Furthermore, the embodiment of the present invention also provides Figure 4 A schematic diagram of a virtual game space is shown, which includes a virtual player C', a virtual machine level x', a virtual machine level y' and a virtual player F'. By hosting the virtual players and the virtual players in the same virtual game space and presenting the screen to the audience in the live broadcast room, players in different locations can be synthesized into the same live broadcast screen during the game.

[0055] To sum up, the offline game control method provided by the embodiment of the present invention can realize the linkage of the secret room mechanism, and can also identify the behavior of characters in the secret room in a different location to generate a holographic image and project it into the live stream, thereby solving the problem that users who cannot play in the same secret room space at the same time due to objective reasons can experience the simultaneous play experience, and the audience can also see the scene content of the secret room played by players in different locations.

[0056] For the offline game control method provided in the above embodiment, the present invention provides an offline game control device, see Figure 5 The schematic diagram of the structure of an offline game control device shown in FIG. 1 mainly includes the following parts:

[0057] The image frame acquisition module 502 is used to acquire game monitoring image frames of multiple offline game spaces; wherein each offline game space includes game mechanisms and players, and the mechanism configuration of each offline game space is consistent;

[0058] Animation generation module 504, used to generate virtual character animations corresponding to players in each offline game space based on the game monitoring image frames;

[0059] A process determination module 506, for responding to an interactive operation on a game mechanism in at least one offline game space, and determining a current game process based on the mechanism configuration;

[0060] The synchronization module 508 is used to synchronize the game for each offline game space according to the virtual character animation and the current game process.

[0061] The offline game control device provided by the embodiment of the present invention can generate a virtual character animation corresponding to each player based on the game monitoring image frames of multiple offline game spaces, and at the same time determine the game process based on the interactive operations of the game mechanism, so as to achieve game synchronization based on the virtual character animation and the game process, which can not only satisfy the player's real-life experience, but also enable players in different places to experience the fun of playing offline games together, and can also achieve interactive game effects in multiple offline game spaces, significantly improving the player's game experience.

[0062] In one embodiment, the mechanism configuration includes at least a mechanism triggering condition and a mechanism triggering sequence; the process determination module 506 is also used to: respond to interactive operations on game mechanisms in at least one offline game space, determine the first target game mechanism, and determine whether the interactive operation meets the mechanism triggering condition corresponding to the first target game mechanism; if so, determine the next game mechanism corresponding to the first target game mechanism according to the mechanism triggering sequence, and determine the game process to be the first process, the first process is that the first target game mechanism is in a triggered state, and the next game mechanism is in a trigger ready state; if not, determine the game process to be the second process, and the second process is that the first target game mechanism is in a trigger ready state.

[0063] In one embodiment, the synchronization module 508 is further used to: synchronize the virtual character animation to each offline game space; and control the game mechanism in each offline game space according to the first process or the second process.

[0064] In one embodiment, the synchronization module 508 is also used to: for each player, use the remaining offline game spaces except the offline game space where the player is located as the target projection space corresponding to the player; holographically project the virtual character animation corresponding to the player to the target projection space to synchronize the virtual character animation corresponding to the player.

[0065] In one embodiment, the synchronization module 508 is also used for: if the game process is the first process, the offline game space except the offline game space to which the first target game mechanism belongs is used as the controlled game space; from the game mechanisms in the controlled game space, the second target game mechanism that matches the first target game mechanism and the game mechanism that matches the next game mechanism are determined; the second target game mechanism is unlocked, and the game mechanism that matches the next game mechanism is set to a trigger ready state.

[0066] In one embodiment, the animation generation module 504 is also used to: extract player data of each player from the game monitoring image frame; wherein the player data includes player action data, player image data and player voice data; generate skeletal animation corresponding to each player based on the player action data; and generate virtual character animation corresponding to each player based on the skeletal animation, player image data and player voice data.

[0067] In one embodiment, the above-mentioned device also includes a live broadcast module, which is used to: synthesize a game video stream according to the offline game space and the virtual character animation corresponding to each player, and broadcast the game live based on the game video stream.

[0068] In one embodiment, the game video stream includes a virtual game video stream; the live broadcast module is also used to: establish a virtual game space based on the offline game space; synthesize the virtual game space and the virtual character animation corresponding to each player to obtain a virtual game video stream; and broadcast the game live based on the virtual game video stream.

[0069] In one embodiment, the game video stream includes a pseudo-real game video stream; the live broadcast module is also used to: capture images of the offline game space to obtain the pseudo-real game video stream; wherein the content displayed by the pseudo-real game video stream includes the offline game space, the players in the offline game space, and the virtual character animations corresponding to the remaining players except the player; and the game is live broadcasted based on the pseudo-real game video stream.

[0070] In one embodiment, the offline game space includes a first game space and a second game space; the synchronization module 508 is also used to: project the virtual character animation hologram corresponding to the player in the first game space to the second game space; and project the virtual character animation hologram corresponding to the player in the second game space to the first game space.

[0071] In one embodiment, the synchronization module 508 is also used for: if the game process of the first game space is the first process, determining from the game mechanisms in the second game space, a fourth target game mechanism that matches the third target game mechanism in the first game space and a game mechanism that matches the next game mechanism corresponding to the third target game mechanism; unlocking the fourth target game mechanism, and setting the game mechanism that matches the next game mechanism corresponding to the third target game mechanism to a trigger ready state; or, if the game process of the second game space is the first process, determining from the game mechanisms in the first game space, a sixth target game mechanism that matches the fifth target game mechanism in the second game space and a game mechanism that matches the next game mechanism corresponding to the fifth target game mechanism; unlocking the sixth target game mechanism, and setting the game mechanism that matches the next game mechanism corresponding to the fifth target game mechanism to a trigger ready state.

[0072] The device provided in the embodiment of the present invention has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference may be made to the corresponding contents in the aforementioned method embodiment.

[0073] An embodiment of the present invention provides a server. Specifically, the server includes a processor and a storage device. The storage device stores a computer program, and when the computer program is executed by the processor, it executes the method described in any one of the above-mentioned embodiments.

[0074] Figure 6 A structural diagram of a server provided in an embodiment of the present invention, the server 100 includes: a processor 60, a memory 61, a bus 62 and a communication interface 63, wherein the processor 60, the communication interface 63 and the memory 61 are connected via the bus 62; the processor 60 is used to execute an executable module stored in the memory 61, such as a computer program.

[0075] The memory 61 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk memory. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 63 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used.

[0076] The bus 62 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 6 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0077] Among them, the memory 61 is used to store programs, and the processor 60 executes the program after receiving the execution instruction. The method executed by the device for flow process definition disclosed in any embodiment of the above-mentioned embodiment of the present invention can be applied to the processor 60 or implemented by the processor 60.

[0078] The processor 60 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 60. The above processor 60 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor. The steps of the method disclosed in the embodiments of the present invention can be directly embodied as a hardware decoding processor to be executed, or the hardware and software modules in the decoding processor can be executed. The software module can be located in a mature storage medium in the field such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 61, and the processor 60 reads the information in the memory 61 and completes the steps of the above method in combination with its hardware.

[0079] The computer program product of the readable storage medium provided in the embodiment of the present invention includes a computer-readable storage medium storing program code, and the instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be referred to the previous method embodiments, which will not be repeated here.

[0080] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present invention. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, etc., which can store program codes.

[0081] Finally, it should be noted that the above-described embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above-described embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-described embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.

Claims

1. An offline game control method, characterized in that: include: Acquire game monitoring image frames of multiple offline game spaces; wherein each of the offline game spaces includes game mechanisms and players, and the mechanism configuration of each offline game space is consistent; Based on the game monitoring image frames, generating a virtual character animation corresponding to a player in each of the offline game spaces; In response to an interactive operation on at least one of the game mechanisms in the offline game space, determine a current game process based on the mechanism configuration; Synchronizing the game for each offline game space according to the virtual character animation and the current game process; The game synchronization of each offline game space according to the virtual character animation and the current game process includes: taking the remaining offline game spaces except the offline game space where the player is located as the target projection space corresponding to the player, and holographically projecting the virtual character animation corresponding to the player to the target projection space corresponding to the player, and controlling the game mechanism in each offline game space according to the current game process.

2. The offline game control method according to claim 1, characterized in that: The mechanism configuration at least includes a mechanism triggering condition and a mechanism triggering sequence; The response is directed to an interactive operation of at least one game mechanism in the offline game space, and the game process is determined based on the mechanism configuration, including: In response to an interactive operation on at least one game mechanism in the offline game space, a first target game mechanism is determined, and whether the interactive operation satisfies a mechanism triggering condition corresponding to the first target game mechanism is determined; If yes, determine the next game mechanism corresponding to the first target game mechanism according to the mechanism triggering sequence, and determine that the game process is the first process, the first process is that the first target game mechanism is in a triggered state, and the next game mechanism is in a triggering ready state; If not, it is determined that the game process is a second process, and the second process is that the first target game mechanism is in a trigger preparation state.

3. The offline game control method according to claim 2, characterized in that: The step of synchronizing the game for each offline game space according to the virtual character animation and the current game process further includes: Synchronizing the virtual character animation to each of the offline game spaces; and controlling the game mechanism in each of the offline game spaces according to the first process or the second process.

4. The offline game control method according to claim 3, characterized in that: The step of synchronizing the virtual character animation to each offline game space includes: For each of the players, the remaining offline game spaces except the offline game space where the player is located are used as the target projection space corresponding to the player; The virtual character animation corresponding to the player is holographically projected onto the target projection space to synchronize the virtual character animation corresponding to the player.

5. The offline game control method according to claim 3, characterized in that: The controlling of the game mechanism in each offline game space according to the first process or the second process includes: If the game process is the first process, the offline game space other than the offline game space to which the first target game organization belongs is used as the controlled game space; Determining, from the game organs in the controlled game space, a second target game organ that matches the first target game organ, and a game organ that matches the next game organ; Unlock the second target game mechanism, and set the game mechanism that matches the next game mechanism to a trigger ready state.

6. The offline game control method according to claim 1, characterized in that: The generating of the virtual character animation corresponding to each player based on the game monitoring image frame includes: Extracting player data of each of the players from the game monitoring image frame; wherein the player data includes player action data, player image data and player voice data; Generate a skeletal animation corresponding to each of the players based on the player action data; Generate a virtual character animation corresponding to each of the players according to the skeletal animation, the player image data and the player voice data.

7. The offline game control method according to claim 1, characterized in that: Also includes: A game video stream is synthesized according to the offline game space and the virtual character animation corresponding to each player, and a game live broadcast is performed based on the game video stream.

8. The offline game control method according to claim 7, characterized in that: The game video stream includes a virtual game video stream; The synthesizing a game video stream according to the offline game space and the virtual character animation corresponding to each player, and performing a game live broadcast based on the game video stream, comprises: Establishing a virtual game space based on the offline game space; Synthesizing the virtual game space and the virtual character animation corresponding to each of the players to obtain a virtual game video stream; Live broadcast of the game is performed based on the virtual game video stream.

9. The offline game control method according to claim 7, characterized in that: The game video stream includes a pseudo-real game video stream; The synthesizing a game video stream according to the offline game space and the virtual character animation corresponding to each player, and performing a game live broadcast based on the game video stream, comprises: Capturing images of the offline game space to obtain a pseudo-real game video stream; wherein the pseudo-real game video stream displays content including the offline game space, players in the offline game space, and virtual character animations corresponding to other players except the player; Live broadcast of the game is performed based on the pseudo-real game video stream.

10. The offline game control method according to claim 3, characterized in that: The offline game space includes a first game space and a second game space; The step of synchronizing the virtual character animation to each offline game space includes: Projecting the virtual character animation hologram corresponding to the player in the first game space to the second game space; And, the virtual character animation corresponding to the player in the second game space is holographically projected to the first game space.

11. The offline game control method according to claim 10, characterized in that: Controlling the game mechanism in each offline game space according to the first process or the second process also includes: If the game process of the first game space is the first process, determining, from the game mechanisms in the second game space, a fourth target game mechanism that matches the third target game mechanism in the first game space and a game mechanism that matches the next game mechanism corresponding to the third target game mechanism; Unlocking the fourth target game mechanism, and setting the game mechanism that matches the next game mechanism corresponding to the third target game mechanism to a trigger ready state; Alternatively, if the game process of the second game space is the first process, a sixth target game mechanism that matches the fifth target game mechanism in the second game space and a game mechanism that matches the next game mechanism corresponding to the fifth target game mechanism are determined from the game mechanisms in the first game space; Unlock the sixth target game mechanism, and set the game mechanism that matches the next game mechanism corresponding to the fifth target game mechanism to a trigger ready state.

12. An offline game control device, characterized in that: include: An image frame acquisition module, used to acquire game monitoring image frames of multiple offline game spaces; wherein each of the offline game spaces includes game mechanisms and players, and the mechanism configuration of each offline game space is consistent; An animation generation module, used to generate a virtual character animation corresponding to a player in each offline game space based on the game monitoring image frame; A process determination module, for responding to an interactive operation on at least one of the game mechanisms in the offline game space, and determining a current game process based on the mechanism configuration; A synchronization module, configured to synchronize the game for each offline game space according to the virtual character animation and the current game process; The synchronization module is specifically used to: use the remaining offline game spaces except the offline game space where the player is located as the target projection space corresponding to the player, and holographically project the virtual character animation corresponding to the player to the target projection space corresponding to the player, and control the game mechanism in each offline game space according to the current game process.

13. A server, characterized in that: The invention comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the offline game control method according to any one of claims 1 to 11.

14. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by the processor, the computer-executable instructions prompt the processor to implement the offline game control method according to any one of claims 1 to 11.

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