Game Information Acquisition Method, Device, Electronic Device, and Storage Medium
By distributing a vibration generator array on the head-mounted display device, the vibration of the target vibration generator is controlled according to the vibration trigger event in the game scene and the position of the game character, which solves the problem of visually obtaining game information to reduce the sense of reality, and realizes tactile feedback to enhance the sense of substitution.
Patent Information
- Application Number
- CN202210602512.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-05-30
- Publication Date
- 2025-07-04
- Estimated Expiration
- 2042-05-30
AI Technical Summary
In the prior art, obtaining game information through visual means will reduce the realism of the game and affect the player's sense of substitution.
By distributing a vibration generator array on the head-mounted display device, the target vibration generator vibration is controlled according to the vibration trigger event in the game scene and the position of the game character to simulate tactile feedback and obtain game information.
It enhances the realism of the game and improves the player's sense of substitution, especially for those with audiovisual impairments, who can obtain virtual environment information through tactile means.
Smart Images

Figure CN115068929B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computers, and particularly to a method, apparatus, electronic device, and storage medium for obtaining game information. Background Art
[0002] In the prior art, when a player needs to obtain game information (including environmental information in the game, enemy character behavior information, etc.) during the game, it is usually achieved through the following two methods: 1. By viewing the icons corresponding to various information in the mini-map located in the game interface to obtain game information; 2. By viewing the head-up display (HUD) in the game interface to obtain game information.
[0003] However, both of the above two prior arts obtain game information through visual reminders. Obtaining game information in the above manner will reduce the realism of the game and affect the player's sense of immersion. Summary of the Invention
[0004] Embodiments of this application provide a method, apparatus, electronic device, and storage medium for obtaining game information, which can improve the problem of reducing the realism of the game and affecting the player's sense of immersion in the prior art.
[0005] Embodiments of this application provide a method for obtaining game information, which is applied to a head-mounted display device. The head-mounted display device is provided with an array of vibration generators, and the array of vibration generators includes a plurality of vibration generators; the method includes: obtaining relevant information of a vibration trigger event occurring in the virtual game scene, where the relevant information includes the event position where the vibration trigger event occurs in the virtual game scene; determining at least one target vibration generator from the array of vibration generators according to the event position and the current position of the game character, where the relative position of the at least one target vibration generator in the array of vibration generators corresponds to the relative position of the event position relative to the current position; controlling the at least one target vibration generator to vibrate to simulate the vibration trigger event. Embodiments of this application also provide a device for obtaining game information, which provides a virtual game scene through a head-mounted display device. The virtual game scene at least includes a controlled game character. The head-mounted display device is provided with an array of vibration generators, and the array of vibration generators includes a plurality of vibration generators;
[0006] The device includes:
[0007] An event acquisition unit, configured to acquire relevant information of a vibration trigger event occurring in the virtual game scene, where the relevant information includes the event location where the vibration trigger event occurs in the virtual game scene;
[0008] A generator determination unit, configured to determine at least one target vibration generator from the vibration generator array according to the event location and the current location of the game character, where a relative position of the at least one target vibration generator in the vibration generator array corresponds to a relative position of the event location relative to the current location;
[0009] A vibration control unit, configured to control the at least one target vibration generator to vibrate to simulate the vibration trigger event. In some embodiments, the device further includes:
[0010] An event location unit, configured to acquire the event location where the vibration trigger event occurs in the virtual game scene;
[0011] A current location unit, configured to acquire the current location of the controlled game character in the virtual game scene;
[0012] A preset distance value unit, configured to determine that a distance between the event location and the current location is less than a preset distance value.
[0013] In some embodiments, the device further includes:
[0014] A relative distance acquisition unit, configured to acquire a relative distance value between the event location and the current location;
[0015] A first factor determination unit, configured to determine a first vibration influence factor of the at least one target vibration generator according to a comparison value between the relative distance value and the preset distance value;
[0016] A control vibration unit, configured to control the at least one target vibration generator to vibrate according to the first vibration influence factor.
[0017] In some embodiments, the device further includes:
[0018] A target type determination unit, configured to determine a target vibration type of the vibration trigger event;
[0019] A second factor determination unit, configured to determine a second vibration influence factor of the at least one target vibration generator according to the target vibration type;
[0020] The control vibration unit includes:
[0021] A parameter determination subunit, configured to determine vibration parameter values of the at least one target vibration generator according to the first vibration influence factor and the second vibration influence factor;
[0022] A parameter control subunit, configured to control the at least one target vibration generator to vibrate according to the vibration parameter values of the at least one target vibration generator.
[0023] In some embodiments, the vibration generator array includes vibration generators arranged in m rows and n columns. Correspondingly, the generator determination unit includes:
[0024] A column generator subunit, configured to determine at least one column of vibration generators from the n columns of vibration generators in the vibration generator array according to a horizontal relative position between the event position and the current position;
[0025] A row generator subunit, configured to determine at least one row of vibration generators from the m rows of vibration generators in the at least one column of vibration generators according to a vertical relative position between the event position and the current position, where the at least one row of vibration generators is the at least one target vibration generator.
[0026] In some embodiments, the n columns of vibration generators are evenly distributed horizontally by 360 degrees on the head-mounted display device.
[0027] In some embodiments, the column generator subunit includes:
[0028] A column acquisition secondary subunit, configured to determine one column of vibration generators corresponding to the horizontal relative position or two columns of vibration generators corresponding to the horizontal relative position from the n columns of vibration generators in the vibration generator array;
[0029] A column recording secondary subunit, configured to record the determined one column of vibration generators or two columns of vibration generators as the at least one column of vibration generators.
[0030] In some embodiments, a horizontally perceivable angle of the head-mounted display device is a first perceivable angle, and the middle n - 2 columns of vibration generators among the n columns of vibration generators are evenly distributed within the first perceivable angle;
[0031] The column generator subunit is specifically configured to:
[0032] If the horizontal relative position is located within the first perceivable angle at a first actual position corresponding to the vibration generator array, acquire one column of vibration generators corresponding to the first actual position among the n - 2 columns of vibration generators or two columns of vibration generators corresponding to the first actual position among the n - 2 columns of vibration generators;
[0033] One or two columns of vibration generators corresponding to the n - 2 columns of vibration generators are denoted as the at least one column of vibration generators;
[0034] If the horizontal relative position at the first actual position corresponding to the vibration generator array is outside the first perceivable angle, the vibration generator closest to the first actual position among the first column of vibration generators and the nth column of vibration generators is denoted as the at least one column of vibration generators.
[0035] In some embodiments, the vertical perceivable angle of the head - mounted display device is the second perceivable angle, and the middle m - 2 rows of vibration generators among the m rows of vibration generators are evenly distributed within the second perceivable angle;
[0036] The row generator subunit is specifically configured to:
[0037] If the vertical relative position at the second actual position corresponding to the vibration generator array is within the second perceivable angle, obtain one row of vibration generators corresponding to the second actual position among the m - 2 rows of vibration generators, or two rows of vibration generators corresponding to the m - 2 rows of vibration generators;
[0038] One row of vibration generators corresponding to the m - 2 rows of vibration generators, or two rows of vibration generators corresponding to the m - 2 rows of vibration generators are denoted as the at least one row of vibration generators;
[0039] If the vertical relative position at the second actual position corresponding to the vibration generator array is outside the second perceivable angle, the vibration generator closest to the second actual position among the first row of vibration generators and the mth row of vibration generators is denoted as the at least one row of vibration generators.
[0040] An embodiment of the present application further provides a computer - readable storage medium, which stores multiple instructions, and the instructions are suitable for being loaded by a processor to execute the steps in any one of the game information acquisition methods provided by the embodiments of the present application.
[0041] In the game information acquisition method provided by the embodiments of the present application, a vibration trigger event generated in the game can be obtained, and according to the relative position between the vibration trigger event and the game character controlled by the game player wearing the head - mounted display device, one or more target vibration generators with a corresponding relationship in the relative position are obtained from the vibration generator array, and the above - mentioned one or more target vibration generators are controlled to generate vibrations so as to simulate the vibration effect caused by the vibration trigger event.
[0042] In the present application, the vibration generator array distributed on the head-mounted display device can be used as a reference coordinate system for simulating vibration effects. According to the relative position relationship between the vibration trigger event in the game and the game character controlled by the game player wearing the head-mounted display device, one or more target vibration generators are determined from the vibration generator array serving as the reference coordinate system, and the above-mentioned target vibration generators are controlled to vibrate. Thus, the player wearing the above-mentioned head-mounted display device can obtain information in the game through the sense of touch, which is more in line with the player's intuition, enhances the realism of the game, and improves the player's sense of immersion. Description of the Drawings
[0043] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the drawings in the following description are only some embodiments of the present application. For those skilled in the art, without creative efforts, other drawings can be obtained based on these drawings.
[0044] Figure 1a is a schematic diagram of the scenario of the game information acquisition method provided by the embodiment of the present application;
[0045] Figure 1b is a schematic flowchart of the game information acquisition method provided by an embodiment of the present application;
[0046] Figure 1c shows a top view of a player wearing a head-mounted display device;
[0047] Figure 1d shows a front view of a player wearing a head-mounted display device;
[0048] Figure 1e shows a right view of a player wearing a head-mounted display device;
[0049] Figure 1f shows a schematic diagram of a scenario where the player's horizontal perceivable angle is 360 degrees;
[0050] Figure 1g shows a schematic diagram of a scenario where the player's horizontal perceivable angle is the first perceivable angle;
[0051] Figure 1h shows a schematic diagram of a scenario where the player's vertical perceivable angle is the second perceivable angle;
[0052] Figure 2 is a schematic flowchart of the game information acquisition method provided by another embodiment of the present application;
[0053] Figure 3 is a schematic structural diagram of a game information acquisition device provided by an embodiment of the present application;
[0054] Figure 4 It is a schematic structural diagram of an electronic device provided by an embodiment of the present application. Detailed implementation manners
[0055] Next, the technical solutions in the embodiments of the present application will be clearly and completely described in conjunction with the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative efforts belong to the scope of protection of the present application.
[0056] The embodiments of the present application provide a game information acquisition method, device, mobile terminal, and storage medium.
[0057] Among them, the game information acquisition method can be specifically integrated in an electronic device, and the electronic device can be a device such as a terminal or a server. Among them, the terminal can be a device such as a mobile phone, a tablet computer, a smart Bluetooth device, a laptop computer, or a personal computer (PC); the server can be a single server or a server cluster composed of multiple servers.
[0058] In some embodiments, the game information acquisition method can also be integrated in multiple electronic devices. For example, the game information acquisition method can be integrated in multiple servers, and multiple servers are used to implement the game information acquisition method of the present application.
[0059] In some embodiments, the server can also be implemented in the form of a terminal.
[0060] For example, please refer to Figure 1a , in some embodiments, the electronic device can be a mobile terminal, and this embodiment can obtain relevant information about a vibration trigger event occurring in the virtual game scene. Among them, the relevant information includes the event position where the vibration trigger event occurs in the virtual game scene; according to the event position and the current position of the game character, at least one target vibration generator is determined from the vibration generator array, where the relative position of the at least one target vibration generator in the vibration generator array corresponds to the relative position of the event position relative to the current position; controlling the at least one target vibration generator to vibrate to simulate the vibration trigger event.
[0061] In one embodiment of the present disclosure, a method for obtaining game information can be run on a terminal device or a server. The terminal device can be a local terminal device. When the method for obtaining game information is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0062] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game information acquisition method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a terminal, a TV, a computer, a handheld computer, etc.; but the terminal device for acquiring game information is a cloud game server in the cloud. When playing the game, the user operates the client device to send an operation instruction to the cloud game server, such as a touch operation instruction. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0063] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the user through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the user in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the user through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0064] A game scene (or virtual scene) is a virtual scene displayed (or provided) when an application runs on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be either a 2D virtual scene or a 3D virtual scene. The virtual environment can be the sky, land, ocean, etc. Among them, the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene for the complete game logic of virtual objects such as user control. For example, in a sandbox 3D shooting game, the virtual scene is a 3D game world for users to control virtual objects to fight. An exemplary virtual scene can include at least one of the elements: mountains, flatlands, rivers, lakes, oceans, deserts, sky, plants, buildings, and vehicles.
[0065] The game interface refers to the interface corresponding to the application provided or displayed through a graphical user interface. This interface includes a graphical user interface for user interaction and a game screen, and the game screen is the screen of the game scene.
[0066] In an alternative embodiment, the UI interface may include game controls (such as skill controls, behavior controls, function controls, etc.), indication identifiers (such as direction indication identifiers, character indication identifiers, etc.), information display areas (such as the number of kills, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.).
[0067] In an alternative embodiment, the game screen is the display screen corresponding to the terminal device displaying the virtual scene. The game screen may include virtual objects such as game objects executing game logic in the virtual scene, non-player characters (NPCs), and artificial intelligence (AI) characters in the virtual scene.
[0068] For example, in some embodiments, the content displayed in the graphical user interface at least partially includes the game scene, and among them, the game scene includes at least one game object.
[0069] In some embodiments, the game objects in the game scene include virtual objects controlled by player users, that is, user objects.
[0070] A game object refers to a virtual object in a virtual scene, including game characters. A game character is a dynamic object that can be controlled, that is, a dynamic virtual object. Optionally, the dynamic object can be a virtual person, a virtual animal, an anime character, etc. The virtual object is a character controlled by the user through an input device, or an AI set in a virtual environment battle through training, or an NPC set in a virtual scene battle.
[0071] Optionally, the virtual object is a virtual character competing in the virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined according to the number of client devices joining the battle. The embodiments of the present application do not limit this.
[0072] In a possible implementation manner, the user can control the virtual object to perform game behaviors in the virtual scene. The game behaviors may include moving, casting skills, using items, having conversations, etc. For example, the user can control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use the skills and virtual items provided by the application to fight with other virtual objects.
[0073] The virtual camera is an essential component for the game scene screen, used for presenting the game scene screen. At least one virtual camera corresponds to a game scene. According to actual needs, there may be two or more. As the window for game rendering, it captures and presents the picture content of the game world for the user. By setting the parameters of the virtual camera, the user's viewing perspective of the game world can be adjusted, such as the first-person perspective and the third-person perspective.
[0074] In an optional implementation manner, the embodiments of the present invention provide a game information acquisition method, which provides a graphical user interface through a terminal device. The terminal device may be the aforementioned local terminal device or the client device in the aforementioned cloud interaction system.
[0075] The following will be described in detail respectively. It should be noted that the serial numbers of the following embodiments do not limit the preferred order of the embodiments.
[0076] In this embodiment, a game information acquisition method is provided. As Figure 1b shown, this game information acquisition method is applied to a head-mounted display device. The head-mounted display device is provided with an array of vibration generators, and the array of vibration generators includes multiple vibration generators. The specific process of this method may include the following steps 110 to 130:
[0077] 110. Obtain relevant information about the vibration trigger event that occurs in the virtual game scene. The relevant information includes the event position where the vibration trigger event occurs in the virtual game scene.
[0078] The virtual game scene is the virtual scene in the game.
[0079] A vibration trigger event is an event in the game that can trigger the vibration effect of the vibration generator. A vibration trigger event can be an event that characterizes the behavior of an enemy game character in the game. For example, the behavior of an enemy game character can be: the enemy game character uses a weapon to attack the game character played by the player, or the enemy game character drives a vehicle in the game to move. A vibration trigger event can also be an event in the game that characterizes the impact of environmental changes on the game character played by the player. For example, environmental changes can be environmental changes such as wind, rain, and hail.
[0080] The vibration generator is an actuator that generates vibrations. The vibration generator may be a linear motor, a rotor motor, etc. The specific type of the vibration generator should not be construed as a limitation to the present application.
[0081] The relevant information is information associated with the vibration triggering event, for example, the relevant information includes the event location of the vibration triggering event in the virtual game scene, the event nature of the vibration triggering event, etc. The specific information content included in the relevant information should not be understood as a limitation of the present application. The event location is the location of the vibration triggering event in the virtual game scene.
[0082] 120. Determine at least one target vibration generator from the vibration generator array based on the event position and the current position of the game character, wherein a relative position of the at least one target vibration generator in the vibration generator array corresponds to a relative position of the event position relative to the current position.
[0083] The above-mentioned game character is a game character controlled by a player wearing a head-mounted display device. The current position is the position of the game character in the virtual game scene at the current moment. Optionally, the perspective of the game character in the game can be a first-person perspective, and the field of view of the game character in the game can rotate with the rotation of the head-mounted display device, that is, the game character can be somatosensorily controlled by the player by moving the head-mounted display device.
[0084] A head mounted display (HMD) is a device that sends optical signals to the wearer's eyes to allow the wearer to experience different effects such as virtual reality (VR), augmented reality (AR), and mixed reality (MR).
[0085] When a player wears a head-mounted display device to enter a game and experience the game content, a vibration trigger event will occur. In this application, the target vibration generator can be determined from the vibration generator array distributed on the head-mounted display device according to the relative position between the vibration trigger event and the game character controlled by the player wearing the head-mounted display device. Among them, the relative position of the target vibration generator in the vibration generator array corresponds to the relative position of the event position relative to the current position of the game character.
[0086] Optionally, the vibration generator array may include vibration generators arranged in m rows and n columns. Correspondingly, step 120 may include the following steps 121 to 122:
[0087] 121. Determine at least one column of vibration generators from the n columns of vibration generators in the vibration generator array according to the horizontal relative position between the event position and the current position.
[0088] Since the vibration generator array has n columns of vibration generators, the horizontal perceptible angle of the head-mounted display device can be divided into n regions: x1, x2, x3... xn, and the n regions: x1, x2, x3... xn are in one-to-one correspondence with the n columns of vibration generators.
[0089] According to the relative relationship between the event position of the vibration trigger event and the current position, determine the corresponding specific region in reality. Specifically, in the virtual game scene, with the current position as the reference object, obtain the horizontal relative angle of the event position relative to the current position; and in reality, with the player wearing the head-mounted display device as the reference object, based on the foregoing horizontal relative angle, determine the corresponding actual position, so as to further determine at least one column of vibration generators according to the region where the actual position falls. For example, let's assume that the event position is at the three o'clock direction of the current position of the game character, then the three o'clock direction of the player wearing the head-mounted display device can be determined as the above-mentioned actual position, so that the vibration generator corresponding to the actual region can be determined according to the actual region where the actual position falls.
[0090] If the actual position corresponding to the vibration trigger event falls in one of the n regions, such as xi, the corresponding i-th column of vibration generators can be determined; if the actual position corresponding to the vibration trigger event falls between two adjacent regions among the n regions, such as between xi and x(i + 1), the corresponding i-th column of vibration generators and the (i + 1)-th column of vibration generators can be determined.
[0091] Optionally, in a specific implementation manner, the n columns of vibration generators are evenly distributed along the horizontal 360 degrees of the head-mounted display device; correspondingly, step 121 may specifically include the following steps A1 to A2:
[0092] A1. Determine one column of vibration generators that forms a corresponding relationship with the horizontal relative position or determine two columns of vibration generators that form a corresponding relationship with the horizontal relative position from the n columns of vibration generators in the vibration generator array.
[0093] In the above specific embodiment, the horizontally perceivable angle of the head-mounted display device is 360 degrees, and the n columns of vibration generators can be evenly distributed along the 360-degree horizontal direction of the head-mounted display device. For details, please refer to Figure 1c , Figure 1d and Figure 1e . When the head-mounted display device is worn by a player, the n columns of vibration generators can be arranged either in the display device for outputting video images in the head-mounted display device or on the annular band of the head-mounted display device.
[0094] The n columns of vibration generators can evenly divide the 360 degrees in the horizontal direction, dividing the entire horizontal circle into n regions, and the angle occupied by each region is 360 / n. For details, please refer to Figure 1f . Without loss of generality, assume that n is 8. Then, based on the 8 columns of vibration generators, the horizontally perceivable angle of the head-mounted display device can be divided into 8 regions: x1, x2, x3, x4, x5, x6, x7, x8. Among them, the angle occupied by each region is 360 / 8 = 45 degrees. The 8 regions correspond one-to-one with the 8 columns of vibration generators.
[0095] In the above specific embodiment, at least one column of vibration generators corresponding to the actual position where the vibration trigger event occurs can be determined according to the region where the actual position corresponding to the vibration trigger event is located. For example, for details, please refer to Figure 1f . If the actual position corresponding to the vibration trigger event is in the x4 region, then one column of vibration generators corresponding to the x4 region can be determined from the 8 columns of vibration generators; if the vibration trigger event is at the junction of the x5 region and the x6 region, then two columns of vibration generators corresponding to the x5 region and the x6 region can be determined from the 8 columns of vibration generators.
[0096] A2. Denote the determined one column of vibration generators or two columns of vibration generators as the at least one column of vibration generators.
[0097] The one column or two columns of vibration generators determined in the above step A1 can be denoted as at least one column of vibration generators.
[0098] Optionally, in another specific embodiment, the horizontally perceivable angle of the head-mounted display device is the first perceivable angle, and the middle n - 2 columns of vibration generators among the n columns of vibration generators are evenly distributed in the first perceivable angle; correspondingly, step 121 can specifically include the following steps B1 to B3:
[0099] B1. If the horizontal relative position is at the first actual position corresponding to the vibration generator array within the first perceivable angle, obtain one column of vibration generators corresponding to the n - 2 columns of vibration generators where the first actual position is located, or two columns of vibration generators corresponding to the n - 2 columns of vibration generators.
[0100] B2. Denote the one column of vibration generators corresponding to the n - 2 columns of vibration generators, or the two columns of vibration generators corresponding to the n - 2 columns of vibration generators, as the at least one column of vibration generators.
[0101] The first actual position is a position in reality that has a first preset positional relationship with the player wearing the head - mounted display device in the horizontal direction. Among them, in the virtual game scene, there is also the above - mentioned first preset positional relationship in the horizontal direction between the event position of the vibration trigger event and the current position of the game character.
[0102] In the above - mentioned specific implementation manner, the first perceivable angle is any angle value less than 360 degrees. For the first perceivable angle, the first perceivable angle can be evenly divided into n - 2 regions, and the angle value occupied by each region is the first perceivable angle / (n - 2). These n - 2 regions respectively correspond to the middle n - 2 columns of vibration generators of the column vibration generators, and the first column of vibration generators and the nth column of vibration generators correspond to the two regions outside the first perceivable angle. Specifically, the difference between 360 degrees and the first perceivable angle can be calculated, and this difference is evenly divided into two regions, and these two regions respectively correspond to the first column of vibration generators and the nth column of vibration generators.
[0103] For details, please refer to Figure 1g the top - view shown. Let's assume the first perceivable angle is 90 degrees and n takes the value of 8. Then 90 degrees can be evenly divided into 6 regions, and the angle value occupied by each region is 90 / 6 = 15 degrees. The above 6 regions are respectively Figure 1g x2 to x7 shown. These 6 regions respectively correspond to the middle 6 columns of the 8 - column vibration generators.
[0104] The angular range that does not belong to the first perceivable angle is 360 - 90 = 270 degrees. 270 degrees can be evenly divided into two regions, and the angle value occupied by each region is 270 / 2 = 135 degrees. The region adjacent to x2 in the above two regions corresponds to the first column of vibration generators, and the region adjacent to x7 corresponds to the eighth column of vibration generators.
[0105] If the actual position corresponding to the vibration trigger event is within the first perceivable angle, at least one corresponding vibration generator can be determined from the middle six columns of the eight-column vibration generator according to the correspondence between the area where the actual position corresponding to the vibration trigger event is located and the six columns of vibration generators. Steps B1 to B2 are the same as steps A1 to A2, and will not be elaborated here.
[0106] B3. If the first actual position corresponding to the vibration generator array of the horizontal relative position is outside the first perceivable angle, the vibration generator closest to the first actual position among the first column of vibration generators and the nth column of vibration generators is recorded as the at least one vibration generator.
[0107] If the actual position corresponding to the vibration trigger event is outside the first perceivable angle, the vibration trigger event will correspond to one of the first column of vibration generators and the nth column of vibration generators. Specifically, which column of vibration generator it is can be determined according to the distances between the above two columns of vibration generators and the position where the vibration trigger event occurs. For example, for details, please refer to Figure 1g , let's assume that the actual position corresponding to the vibration trigger event is in the x8 area. Then calculate the distance between the x8 area and the eighth column of vibration generators and the distance between the x8 area and the first column of vibration generators. After comparison, it can be obtained that the distance between the x8 area and the eighth column of vibration generators is closer. Therefore, this vibration trigger event corresponds to the eighth column of vibration generators.
[0108] 122. Determine at least one row of vibration generators from the m rows of vibration generators of the at least one column of vibration generators according to the vertical relative position between the event position and the current position, where the at least one row of vibration generators is the at least one target vibration generator.
[0109] In the horizontal direction, after determining at least one column of vibration generators corresponding to the actual position of the vibration trigger event among the n columns of vibration generators, step 122 is executed, so as to further determine at least one row of vibration generators corresponding to the m rows of vibration generators of at least one column of vibration generators in the vertical direction.
[0110] Optionally, the vertical perceivable angle of the head-mounted display device is the second perceivable angle, and the middle m - 2 rows of the m rows of vibration generators are evenly distributed within the second perceivable angle. Correspondingly, step 122 may include the following steps 1221 to 1223:
[0111] 1221. If the vertical relative position is such that the second actual position corresponding to the vibration generator array is within the second perceivable angle, obtain one row of vibration generators corresponding to the m - 2 rows of vibration generators where the second actual position is located, or two rows of vibration generators corresponding to the m - 2 rows of vibration generators.
[0112] 1222. Denote the one row of vibration generators corresponding to the m - 2 rows of vibration generators, or the two rows of vibration generators corresponding to the m - 2 rows of vibration generators, as the at least one row of vibration generators.
[0113] The second actual position is a position in reality that has a second preset positional relationship with the player wearing the head - mounted display device in the vertical direction. Among them, in the virtual game scene, there is also the above - mentioned second preset positional relationship in the vertical direction between the event position of the vibration trigger event and the current position of the game character.
[0114] In the above - mentioned specific implementation manner, the second perceivable angle is any angle value less than 360 degrees. For the second perceivable angle, the first perceivable angle can be evenly divided into m - 2 regions, and the angle value occupied by each region is the second perceivable angle / (m - 2). These m - 2 regions respectively correspond to the middle m - 2 rows of vibration generators of the row vibration generators, and the first row of vibration generators and the m - th row of vibration generators correspond to the two regions outside the second perceivable angle. Specifically, the difference between 360 degrees and the second perceivable angle can be calculated, and this difference is evenly divided into two regions, and these two regions respectively correspond to the first row of vibration generators and the m - th row of vibration generators.
[0115] For details, please refer to Figure 1h the side view shown. Let's assume that the second perceivable angle is 90 degrees and m takes the value of 8. Then 90 degrees can be evenly divided into 6 regions, and the angle value occupied by each region is 90 / 6 = 15 degrees. The above 6 regions are respectively Figure 1h y2 to y7 shown. These 6 regions respectively correspond to the middle 6 rows of the 8 - row vibration generators.
[0116] The angular range that does not belong to the first perceivable angle is 360 - 90 = 270 degrees. 270 degrees can be evenly divided into two regions, and the angle value occupied by each region is 270 / 2 = 135 degrees. Among the above two regions, the region adjacent to y2 corresponds to the first row of vibration generators, and the region adjacent to y7 corresponds to the 8 - th row of vibration generators.
[0117] If the actual position corresponding to the vibration trigger event is within the second perceivable angle, at least one corresponding row of vibration generators can be determined from the middle six rows of the eight-row vibration generators according to the correspondence between the area where the actual position corresponding to the vibration trigger event is located and the six rows of vibration generators. Steps 1221 to 1222 are the same as steps A1 to A2 and will not be elaborated here.
[0118] 1223. If the vertical relative position of the second actual position corresponding to the vibration generator array is outside the second perceivable angle, the vibration generator closest to the second actual position among the first row of vibration generators and the m-th row of vibration generators is recorded as the at least one row of vibration generators.
[0119] If the actual position corresponding to the vibration trigger event is outside the second perceivable angle, then the vibration trigger event will correspond to one of the first row of vibration generators and the m-th row of vibration generators. Specifically, which row of vibration generators it is can be determined according to the distance between the above two rows of vibration generators and the position where the vibration trigger event occurs. For example, for details, please refer to Figure 1h , let's assume that the actual position corresponding to the vibration trigger event is in the y8 area. Then calculate the distance between the y8 area and the eighth row of vibration generators and the distance between the y8 area and the first row of vibration generators. After comparison, it can be obtained that the distance between the y8 area and the eighth row of vibration generators is closer. Therefore, this vibration trigger event corresponds to the eighth row of vibration generators.
[0120] Through the above steps, the specific target column of vibration generators is first determined in the horizontal direction, and then the specific target row is determined from the multiple rows of vibration generators corresponding to the target column, so that at least one target vibration generator can be determined from the vibration generator matrix. The position of this target vibration generator is determined according to the relative position relationship between the vibration trigger event and the game character in the game. Therefore, this target vibration generator can more accurately simulate the vibration corresponding to the vibration trigger event, enabling the player to locate the orientation where the vibration trigger event occurs in the virtual game scene through the vibration generators in the horizontal direction in reality, and obtaining the spatial information on the terrain in the virtual game scene based on the vibration feedback emitted by the vibration generators in the vertical direction in reality, thereby improving the player's sense of immersion.
[0121] Optionally, in an implementation manner, between step 110 and step 120, the embodiments of the present application may further include the following steps S1 to step S3:
[0122] S1. Obtain the event position where the vibration trigger event occurs in the virtual game scene.
[0123] S2. Obtain the current position of the controlled game character in the virtual game scene.
[0124] S3. Determine that the distance between the event position and the current position is less than a preset distance value.
[0125] The preset distance value is a distance value set in advance. Let's assume the preset distance value is represented by R. Specifically, the position of the vibration trigger event in the game can be obtained respectively, which is the event position; and the position of the character played by the player in the game can be obtained, which is the current position, and the distance between the event position and the current position can be calculated; when it is determined that the distance between the two is less than the preset distance value, then the search for the target vibration generator can be realized.
[0126] If the distance is less than the preset distance value, it means that in the virtual game scene, the vibration trigger event is relatively close to the character played by the player in the game, that is, the vibration trigger event is an event in the game that needs to attract the player's attention. Therefore, the selection of the target vibration generator and the simulation of vibration feedback for this type of event can further increase the player's sense of immersion.
[0127] 130. Control the at least one target vibration generator to vibrate to simulate the vibration trigger event.
[0128] Optionally, in one implementation, step 130 may specifically include the following steps 131 to 133:
[0129] 131. Obtain the relative distance value between the event position and the current position.
[0130] 132. Determine the first vibration influencing factor of the at least one target vibration generator according to the comparison value between the relative distance value and the preset distance value.
[0131] 133. Control the at least one target vibration generator to vibrate according to the first vibration influencing factor.
[0132] In the above implementation, the relative distance value between the character played by the player in the game and the vibration trigger event is obtained, and the comparison value between the relative distance value and the preset distance value is calculated, so as to determine the first vibration influencing factor that affects the vibration of the target vibration generator. Optionally, it can be set that the smaller the relative distance value, the higher the weight of the first vibration influencing factor; it can also be set in the opposite way. The specific way of controlling the target vibration generator according to the first vibration influencing factor should not be understood as a limitation of this application.
[0133] Further, in one implementation, before step 130, the embodiments of the present application may further include the following steps: determine the target vibration type of the vibration trigger event; according to the target vibration type, determine the second vibration influencing factor of the at least one target vibration generator.
[0134] In the above embodiments, the target vibration type of the vibration trigger event may also be determined, and the second vibration influencing factor may be determined according to the target vibration type. As described above, the vibration trigger event may be an event representing the behavior of an enemy game character in the game; it may also be an event representing the impact of environmental changes on the game character played by the player in the game. Different vibration trigger events each have their own corresponding target vibration types, and the second vibration influencing factor affecting the vibration of the target vibration generator may be determined according to the target vibration type.
[0135] Correspondingly, step 133 may specifically include the following steps 1331 to 1332:
[0136] 1331. Determine the vibration parameter values of the at least one target vibration generator according to the first vibration influencing factor and the second vibration influencing factor.
[0137] The vibration parameter value is the numerical value of the parameter affecting the vibration manifestation form. The vibration parameter value may include: the duration of vibration, the vibration frequency, the vibration intensity, etc.
[0138] Optionally, according to the second vibration influencing factor, the vibration range corresponding to each vibration parameter may be determined first; then, according to the first vibration influencing factor, the specific numerical value may be determined from the vibration ranges corresponding to each vibration parameter respectively, so that the vibration parameter values of the target vibration generator can be obtained. It is also possible to determine the vibration frequency and vibration duration according to the second vibration influencing factor, and then determine the vibration intensity according to the first vibration influencing factor. It should be understood that the above steps are only an exemplary illustration of a specific way to determine the vibration parameter values according to the first vibration influencing factor and the second vibration influencing factor, and should not be construed as a limitation to this application.
[0139] 1332. Control the at least one target vibration generator to vibrate according to the vibration parameter values of the at least one target vibration generator.
[0140] After the vibration parameter values of the target vibration generator are determined in step 1331, the vibration of the target vibration generator may be controlled according to the vibration parameter values. The vibration mode of the target vibration generator is affected by both the first vibration influencing factor and the second vibration influencing factor. Moreover, the first vibration influencing factor is related to the relative distance value, and the second vibration influencing factor is related to the target vibration type of the vibration trigger event. Therefore, when the player feels the vibration of the target vibration generator during the game, the player can distinguish the type of the vibration trigger event and the distance between the vibration trigger event and the game character played by the player according to the difference in vibration, so that the player can more intuitively obtain the information in the game from the tactile dimension.
[0141] Optionally, in a specific embodiment, if multiple vibration generators need to cooperate with each other to simulate the vibration process of a relatively complex vibration trigger event, multiple adjacent vibration generators can also be selected according to the vibration trigger event, and the vibration start time, vibration end time, vibration frequency, vibration intensity, etc. of each vibration generator can be set, so as to implement the simulation process of a relatively complex vibration trigger event.
[0142] In the game information acquisition method provided by the embodiments of the present application, a vibration trigger event generated in the game can be acquired, and according to the relative position between the vibration trigger event and the game character controlled by the player wearing the head-mounted display device, one or more target vibration generators with the same position can be acquired from the vibration generator array, and the above one or more target vibration generators can be controlled to generate vibrations, so as to simulate the vibration effect caused by the vibration trigger event in reality. In the present application, the vibration generator array distributed on the head-mounted display device can be used as a reference coordinate system for simulating the vibration effect. According to the relative position relationship between the vibration trigger event in the game and the game character controlled by the player wearing the head-mounted display device, one or more target vibration generators can be determined from the vibration generator array serving as the reference coordinate system, and the above target vibration generators can be controlled to vibrate, so that the player wearing the above head-mounted display device can obtain information in the game through the sense of touch.
[0143] In the present application, the realism of the game can be enhanced and the player's sense of immersion can be improved.
[0144] The method described in the above embodiments will be further described in detail below.
[0145] In this embodiment, taking the vibration generator array including m rows and n columns of vibration generators as an example, the method of the embodiments of the present application will be described in detail.
[0146] As Figure 2 shown, the specific process of a game information acquisition method is as follows:
[0147] 201. Acquire the vibration trigger event generated in the virtual game scene.
[0148] 202. Acquire the event position where the vibration trigger event occurs in the game.
[0149] 203. Acquire the current position of the game character controlled by the player wearing the head-mounted display device in the virtual game scene.
[0150] 204. Determine that the distance between the event position and the current position is less than a preset distance value.
[0151] 205. Determine at least one column of vibration generators corresponding to the actual position of the vibration trigger event among the n columns of vibration generators according to the horizontal relative position between the vibration trigger event and the game character.
[0152] In a specific embodiment, the n columns of vibration generators are evenly distributed along the horizontal 360 degrees of the head-mounted display device; correspondingly, step 205 includes: obtaining one column of vibration generators corresponding to the actual position of the vibration trigger event among the n columns of vibration generators, or two columns of vibration generators corresponding to the actual position of the vibration trigger event among the n columns of vibration generators; and denoting one column of vibration generators corresponding to the actual position of the vibration trigger event among the n columns of vibration generators, or two columns of vibration generators corresponding to the actual position of the vibration trigger event among the n columns of vibration generators as the at least one column of vibration generators.
[0153] In another specific embodiment, the horizontally perceivable angle of the head-mounted display device is a first perceivable angle, and the middle n - 2 columns of vibration generators among the n columns of vibration generators are evenly distributed within the first perceivable angle; correspondingly, step 205 includes:
[0154] If the first actual position corresponding to the horizontal relative position in the vibration generator array is within the first perceivable angle, obtain one column of vibration generators corresponding to the first actual position among the n - 2 columns of vibration generators, or two columns of vibration generators corresponding to the first actual position among the n - 2 columns of vibration generators. Denote one column of vibration generators corresponding to the first actual position among the n - 2 columns of vibration generators, or two columns of vibration generators corresponding to the first actual position among the n - 2 columns of vibration generators as the at least one column of vibration generators. If the first actual position corresponding to the horizontal relative position in the vibration generator array is outside the first perceivable angle, denote the vibration generator closest to the first actual position among the first column of vibration generators and the nth column of vibration generators as the at least one column of vibration generators. 206. Determine at least one row of vibration generators corresponding to the actual position of the vibration trigger event among the m rows of vibration generators of the at least one column of vibration generators according to the vertical relative position between the vibration trigger event and the game character controlled by the player wearing the head-mounted display device, where the at least one row of vibration generators is the at least one target vibration generator.
[0155] The vertically perceivable angle of the head-mounted display device is a second perceivable angle, and the middle m - 2 rows of vibration generators among the m rows of vibration generators are evenly distributed within the second perceivable angle; correspondingly, step 206 includes:
[0156] If the vertical relative position is such that the second actual position corresponding to the vibration generator array is within the second perceivable angle, obtain the row of vibration generators corresponding to the second actual position among the m-2 rows of vibration generators, or two rows of vibration generators corresponding to the m-2 rows of vibration generators. Denote the row of vibration generators corresponding to the second actual position among the m-2 rows of vibration generators, or the two rows of vibration generators corresponding to the m-2 rows of vibration generators as the at least one row of vibration generators. If the vertical relative position is such that the second actual position corresponding to the vibration generator array is outside the second perceivable angle, denote the vibration generator closest to the second actual position among the first row of vibration generators and the m-th row of vibration generators as the at least one row of vibration generators. 207. Obtain the relative distance value between the event position and the current position, and determine the first vibration influencing factor of the at least one target vibration generator according to the comparison value between the relative distance value and the preset distance value.
[0157] 208. Determine the target vibration type of the vibration trigger event; and determine the second vibration influencing factor of the at least one target vibration generator according to the target vibration type.
[0158] 209. Determine the vibration parameter value of the at least one target vibration generator according to the first vibration influencing factor and the second vibration influencing factor.
[0159] 210. Control the at least one target vibration generator to vibrate according to the vibration parameter value of the at least one target vibration generator.
[0160] As can be seen from the above, the embodiments of the present application can use the vibration generator array distributed on the head-mounted display device as a reference coordinate system for simulating the vibration effect, and determine one or more target vibration generators from the vibration generator array serving as the reference coordinate system according to the relative position relationship between the vibration trigger event in the game and the game character controlled by the player wearing the head-mounted display device, and control the above-mentioned target vibration generators to vibrate, so that the player wearing the above-mentioned head-mounted display device can obtain information in the game through the sense of touch.
[0161] The present application can convert the interactive feedback, enemy behavior, and environmental information in the game from the original audiovisual signal display method into a more realistic tactile signal display method, enabling the player to not only truly feel the feedback in the game virtual environment during the intense game, but also enable the player to obtain information in the virtual environment through the body's sense of touch, reduce the interruption of observing the virtual environment, and concentrate on the game operation, so as to play the game better and more realistically.
[0162] Meanwhile, through the method provided in this application, in addition to being able to locate the azimuth where an event occurs in the virtual game scene through the vibration generator in the horizontal direction, players can also obtain the spatial information of the terrain in the virtual game scene based on the vibration feedback emitted by the vibration generators distributed longitudinally; therefore, it makes up for the deficiency in the prior art that the plane mini-map lacks the display of longitudinal spatial information.
[0163] By the way of haptically feedbacking the virtual environment information in the game in the embodiments of this application, it can also enable some people with visual and auditory impairments to play games and enjoy the fun of the games.
[0164] To better implement the above method, the embodiments of this application also provide a game information acquisition device, which can be specifically integrated in an electronic device, and the electronic device can be a terminal. Among them, the terminal can be a device such as a mobile phone, a tablet computer, a smart Bluetooth device, a notebook computer, a personal computer, etc.
[0165] For example, in this embodiment, taking the game information acquisition device being specifically integrated in the terminal as an example, the device in the embodiments of this application will be described in detail.
[0166] For example, as Figure 3 shown, the game information acquisition device may include:
[0167] An event acquisition unit 301, configured to acquire relevant information of a vibration trigger event occurring in the virtual game scene, where the relevant information includes the event position where the vibration trigger event occurs in the virtual game scene;
[0168] A generator determination unit 302, configured to determine at least one target vibration generator from the vibration generator array according to the event position and the current position of the game character, where the relative position of the at least one target vibration generator in the vibration generator array and the relative position of the event position relative to the current position form a corresponding relationship;
[0169] A vibration control unit 303, configured to control the at least one target vibration generator to vibrate to simulate the vibration trigger event.
[0170] In some embodiments, the device further includes:
[0171] An event position unit, configured to acquire the event position where the vibration trigger event occurs in the virtual game scene;
[0172] A current position unit, configured to acquire the current position of the controlled game character in the virtual game scene;
[0173] A preset distance value unit for determining that the distance between the event position and the current position is less than a preset distance value.
[0174] In some embodiments, the device further includes:
[0175] A relative distance acquisition unit for acquiring the relative distance value between the event position and the current position;
[0176] A first factor determination unit for determining a first vibration influence factor of the at least one target vibration generator according to a comparison value between the relative distance value and the preset distance value;
[0177] A control vibration unit for controlling the at least one target vibration generator to vibrate according to the first vibration influence factor.
[0178] In some embodiments, the device further includes:
[0179] A target type determination unit for determining the target vibration type of the vibration trigger event;
[0180] A second factor determination unit for determining a second vibration influence factor of the at least one target vibration generator according to the target vibration type;
[0181] The control vibration unit includes:
[0182] A parameter determination subunit for determining a vibration parameter value of the at least one target vibration generator according to the first vibration influence factor and the second vibration influence factor;
[0183] A parameter control subunit for controlling the at least one target vibration generator to vibrate according to the vibration parameter value of the at least one target vibration generator.
[0184] In some embodiments, the vibration generator array includes vibration generators arranged in m rows and n columns. Correspondingly, the generator determination unit 302 includes:
[0185] A column generator subunit for determining at least one column of vibration generators from the n columns of vibration generators in the vibration generator array according to the horizontal relative position between the event position and the current position;
[0186] A row generator subunit for determining at least one row of vibration generators from the m rows of vibration generators in the at least one column of vibration generators according to the vertical relative position between the event position and the current position, where the at least one row of vibration generators is the at least one target vibration generator.
[0187] In some embodiments, the n columns of vibration generators are evenly distributed horizontally by 360 degrees on the head-mounted display device.
[0188] In some embodiments, the column generator subunit includes:
[0189] A column acquisition secondary subunit, configured to determine one column of vibration generators corresponding to the horizontal relative position or two columns of vibration generators corresponding to the horizontal relative position from the n columns of vibration generators in the vibration generator array;
[0190] A column recording secondary subunit, configured to record the determined one column of vibration generators or two columns of vibration generators as the at least one column of vibration generators.
[0191] In some embodiments, the horizontally perceivable angle of the head-mounted display device is a first perceivable angle, and the middle n - 2 columns of vibration generators among the n columns of vibration generators are evenly distributed within the first perceivable angle;
[0192] The column generator subunit is specifically configured to:
[0193] If the first actual position corresponding to the horizontal relative position in the vibration generator array is within the first perceivable angle, acquire one column of vibration generators corresponding to the first actual position among the n - 2 columns of vibration generators or two columns of vibration generators corresponding to the first actual position among the n - 2 columns of vibration generators;
[0194] Record one column of vibration generators corresponding to the n - 2 columns of vibration generators or two columns of vibration generators corresponding to the n - 2 columns of vibration generators as the at least one column of vibration generators;
[0195] If the first actual position corresponding to the horizontal relative position in the vibration generator array is outside the first perceivable angle, record the vibration generator closest to the first actual position among the first column of vibration generators and the nth column of vibration generators as the at least one column of vibration generators.
[0196] In some embodiments, the vertically perceivable angle of the head-mounted display device is a second perceivable angle, and the middle m - 2 rows of vibration generators among the m rows of vibration generators are evenly distributed within the second perceivable angle;
[0197] The row generator subunit is specifically configured to:
[0198] If the vertical relative position is such that the second actual position corresponding to the vibration generator array is within the second perceivable angle, obtain the row of vibration generators corresponding to the m-2 row of vibration generators where the second actual position is located, or two rows of vibration generators corresponding to the m-2 row of vibration generators;
[0199] Record the row of vibration generators corresponding to the m-2 row of vibration generators where the second actual position is located, or two rows of vibration generators corresponding to the m-2 row of vibration generators as the at least one row of vibration generators;
[0200] If the vertical relative position is such that the second actual position corresponding to the vibration generator array is outside the second perceivable angle, record the vibration generator closest to the second actual position among the first row of vibration generators and the m-th row of vibration generators as the at least one row of vibration generators.
[0201] In specific implementation, each of the above units can be implemented as an independent entity, or can be combined arbitrarily and implemented as the same or several entities. For the specific implementation of each of the above units, reference can be made to the method embodiments described above, which will not be elaborated here.
[0202] As can be seen from the above, it is possible to obtain the vibration trigger event generated in the game, and according to the relative position between the vibration trigger event and the game character controlled by the player wearing the head-mounted display device, obtain one or more target vibration generators with consistent positions from the vibration generator array, and control the above one or more target vibration generators to generate vibrations, so as to simulate the vibration effect caused by the vibration trigger event in reality. In this application, the vibration generator array distributed on the head-mounted display device can be used as a reference coordinate system for simulating the vibration effect. According to the relative position relationship between the vibration trigger event in the game and the game character controlled by the player wearing the head-mounted display device, one or more target vibration generators are determined from the vibration generator array serving as the reference coordinate system, and the above target vibration generators are controlled to vibrate, so that the player wearing the above head-mounted display device can obtain information in the game through the sense of touch.
[0203] In this application, the realism of the game can be enhanced and the player's sense of immersion can be improved.
[0204] The embodiment of the present application further provides an electronic device, and this electronic device can be a device such as a terminal, a server, etc. Among them, the terminal can be a mobile phone, a tablet computer, a smart Bluetooth device, a notebook computer, a personal computer, and so on; the server can be a single server or a server cluster composed of multiple servers, and so on.
[0205] In some embodiments, the game information acquisition device may also be integrated in multiple electronic devices. For example, the game information acquisition device may be integrated in multiple servers, and the game information acquisition method of the present application is implemented by multiple servers.
[0206] In this embodiment, the electronic device in this embodiment will be described in detail by taking the electronic device as an example. For example, as Figure 4 shown, it shows a schematic structural diagram of the electronic device involved in the embodiments of the present application. Specifically:
[0207] The electronic device may include a processor 401 with one or more processing cores, a memory 402 with one or more computer-readable storage media, a power supply 403, an input module 404, a communication module 405, and other components. Those skilled in the art can understand that Figure 4 the structure of the electronic device shown in does not constitute a limitation on the electronic device, and it may include more or fewer components than shown, or combine certain components, or have different component arrangements. Among them:
[0208] The processor 401 is the control center of the electronic device, connecting various parts of the entire electronic device through various interfaces and lines. By running or executing software programs and / or modules stored in the memory 402, and calling data stored in the memory 402, it executes various functions of the electronic device and processes data, thereby monitoring the electronic device as a whole. In some embodiments, the processor 401 may include one or more processing cores; in some embodiments, the processor 401 may integrate an application processor and a modem processor. Among them, the application processor mainly processes the operating system, user interface, application programs, etc., and the modem processor mainly processes wireless communication. It can be understood that the above modem processor may not be integrated into the processor 401.
[0209] The memory 402 can be used to store software programs and modules. The processor 401 executes various functional applications and data processing by running the software programs and modules stored in the memory 402. The memory 402 may mainly include a program storage area and a data storage area. Among them, the program storage area may store an operating system, application programs required for at least one function (such as a sound playback function, an image playback function, etc.); the data storage area may store data created according to the use of the electronic device. In addition, the memory 402 may include high-speed random access memory, and may also include non-volatile memory, such as at least one magnetic disk storage device, a flash memory device, or other volatile solid-state storage devices. Correspondingly, the memory 402 may also include a memory controller to provide the processor 401 with access to the memory 402.
[0210] The electronic device further includes a power supply 403 for powering each component. In some embodiments, the power supply 403 can be logically connected to the processor 401 through a power management system, so as to implement functions such as management of charging, discharging, and power consumption management through the power management system. The power supply 403 can also include any components such as one or more DC or AC power supplies, a recharge system, a power failure detection circuit, a power converter or inverter, and a power status indicator.
[0211] The electronic device may further include an input module 404, which can be used to receive input digital or character information, and generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function controls.
[0212] The electronic device may further include a communication module 405. In some embodiments, the communication module 405 may include a wireless module. The electronic device can perform short-distance wireless transmission through the wireless module of the communication module 405, thereby providing users with wireless broadband Internet access. For example, the communication module 405 can be used to help users send and receive emails, browse web pages, and access streaming media, etc.
[0213] Although not shown, the electronic device may further include a display unit, etc., which will not be elaborated here. Specifically, in this embodiment, the processor 401 in the electronic device will load the executable files corresponding to the processes of one or more application programs into the memory 402 according to the following instructions, and the processor 401 will run the application programs stored in the memory 402 to implement various functions as follows:
[0214] Obtain relevant information of a vibration trigger event occurring in the virtual game scene, where the relevant information includes the event location where the vibration trigger event occurs in the virtual game scene; determine at least one target vibration generator from the vibration generator array according to the event location and the current location of the game character, where the relative position of the at least one target vibration generator in the vibration generator array and the relative position of the event location relative to the current location form a corresponding relationship; control the at least one target vibration generator to vibrate to simulate the vibration trigger event.
[0215] For the specific implementation of each of the above operations, reference can be made to the previous embodiments, which will not be elaborated here.
[0216] Those of ordinary skill in the art can understand that all or part of the steps in the various methods of the above embodiments can be completed by instructions, or by controlling relevant hardware through instructions. The instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.
[0217] To this end, an embodiment of the present application provides a computer-readable storage medium storing multiple instructions that can be loaded by a processor to execute the steps in any of the game information acquisition methods provided by the embodiments of the present application. For example, the instructions may execute the following steps:
[0218] Obtain relevant information about a vibration trigger event occurring in the virtual game scene, where the relevant information includes the event location where the vibration trigger event occurs in the virtual game scene; determine at least one target vibration generator from the vibration generator array according to the event location and the current location of the game character, where the relative position of the at least one target vibration generator in the vibration generator array corresponds to the relative position of the event location relative to the current location; control the at least one target vibration generator to vibrate to simulate the vibration trigger event.
[0219] Among them, the storage medium may include: read-only memory (ROM, Read Only Memory), random access memory (RAM, Random Access Memory), magnetic disk or optical disc, etc.
[0220] According to one aspect of the present application, there is provided a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the methods provided in the various optional implementation manners provided in the above embodiments.
[0221] Since the instructions stored in the storage medium can execute the steps in any of the game information acquisition methods provided by the embodiments of the present application, the beneficial effects achievable by any of the game information acquisition methods provided by the embodiments of the present application can be realized. For details, please refer to the previous embodiments and will not be elaborated here.
[0222] The above has introduced in detail a game information acquisition method, device, electronic device, and computer-readable storage medium provided by the embodiments of the present application. Specific examples are used in this article to elaborate on the principle and implementation manner of the present application. The description of the above embodiments is only used to help understand the method and its core idea of the present application; at the same time, for those skilled in the art, based on the idea of the present application, there will be changes in the specific implementation manner and application scope. In summary, the content of this specification should not be construed as a limitation to the present application.
Claims
1. A method for obtaining game information, characterized in that, Providing a virtual game scene through a head-mounted display device, where the virtual game scene at least includes a controlled game character, and wherein, a vibration generator array is distributed on the head-mounted display device, and the vibration generator array includes vibration generators arranged in m rows and n columns; The method includes: Obtaining relevant information of a vibration trigger event occurring in the virtual game scene, where the relevant information includes the event position where the vibration trigger event occurs in the virtual game scene; Determining at least one column of vibration generators from the n columns of vibration generators in the vibration generator array according to the horizontal relative position between the event position and the current position of the game character in the virtual game scene; Determining at least one row of vibration generators from the m rows of vibration generators in the at least one column of vibration generators according to the vertical relative position between the event position and the current position, where the at least one row of vibration generators is at least one target vibration generator, and the relative position of the at least one target vibration generator in the vibration generator array forms a corresponding relationship with the relative position of the event position relative to the current position; Controlling the at least one target vibration generator to vibrate to simulate the vibration trigger event.
2. The method according to claim 1, characterized in that After obtaining the relevant information of the vibration trigger event occurring in the virtual game scene and before determining at least one target vibration generator from the vibration generator array according to the event position and the current position of the game character, the method further includes: Obtaining the event position where the vibration trigger event occurs in the virtual game scene; Obtaining the current position of the controlled game character in the virtual game scene; Determining that the distance between the event position and the current position is less than a preset distance value.
3. The method according to claim 2, wherein The controlling the at least one target vibration generator to vibrate includes: Obtaining the relative distance value between the event position and the current position; Determining a first vibration influencing factor of the at least one target vibration generator according to the comparison value between the relative distance value and the preset distance value; Controlling the at least one target vibration generator to vibrate according to the first vibration influencing factor.
4. The method according to claim 3, characterized in that, Before controlling the at least one target vibration generator to vibrate, the method further includes: Determining the target vibration type of the vibration trigger event; Determining a second vibration influencing factor of the at least one target vibration generator according to the target vibration type; The controlling the at least one target vibration generator to vibrate according to the first vibration influencing factor includes: Determining the vibration parameter value of the at least one target vibration generator according to the first vibration influencing factor and the second vibration influencing factor; Controlling the at least one target vibration generator to vibrate according to the vibration parameter value of the at least one target vibration generator.
5. The method according to claim 1, wherein The n columns of vibration generators are evenly distributed along the horizontal 360 degrees of the head-mounted display device.
6. The method according to claim 1, characterized in that, The determining at least one column of vibration generators from the n columns of vibration generators in the vibration generator array according to the horizontal relative position between the event position and the current position includes: From the n columns of vibration generators in the vibration generator array, determine one column of vibration generators that forms a corresponding relationship with the horizontal relative position, or determine two columns of vibration generators that form a corresponding relationship with the horizontal relative position; Denote the determined one column of vibration generators or two columns of vibration generators as the at least one column of vibration generators.
7. The method according to claim 1, wherein The horizontally perceivable angle of the head-mounted display device is the first perceivable angle, and the middle n - 2 columns of vibration generators among the n columns of vibration generators are evenly distributed within the first perceivable angle; The determining of at least one column of vibration generators from the n columns of vibration generators in the vibration generator array according to the horizontal relative position between the event position and the current position includes: If the first actual position corresponding to the vibration generator array of the horizontal relative position is within the first perceivable angle, obtain one column of vibration generators corresponding to the first actual position among the n - 2 columns of vibration generators, or two columns of vibration generators corresponding to the n - 2 columns of vibration generators; Denote the one column of vibration generators corresponding to the n - 2 columns of vibration generators, or the two columns of vibration generators corresponding to the n - 2 columns of vibration generators as the at least one column of vibration generators; If the first actual position corresponding to the vibration generator array of the horizontal relative position is outside the first perceivable angle, denote the vibration generator closest to the first actual position among the first column of vibration generators and the nth column of vibration generators as the at least one column of vibration generators.
8. The method according to claim 1, wherein The vertically perceivable angle of the head-mounted display device is the second perceivable angle, and the middle m - 2 rows of vibration generators among the m rows of vibration generators are evenly distributed within the second perceivable angle; The determining of at least one row of vibration generators from the m rows of vibration generators of the at least one column of vibration generators according to the vertical relative position between the event position and the current position includes: If the second actual position corresponding to the vibration generator array of the vertical relative position is within the second perceivable angle, obtain one row of vibration generators corresponding to the second actual position among the m - 2 rows of vibration generators, or two rows of vibration generators corresponding to the m - 2 rows of vibration generators; Denote the one row of vibration generators corresponding to the m - 2 rows of vibration generators, or the two rows of vibration generators corresponding to the m - 2 rows of vibration generators as the at least one row of vibration generators; If the second actual position corresponding to the vibration generator array of the vertical relative position is outside the second perceivable angle, denote the vibration generator closest to the second actual position among the first row of vibration generators and the mth row of vibration generators as the at least one row of vibration generators.
9. A game information acquisition device, characterized in that, Provide a virtual game scene through a head-mounted display device, where the virtual game scene includes at least a controlled game character. Among them, the head-mounted display device is distributed with a vibration generator array, and the vibration generator array includes m rows and n columns of vibration generators; The device includes: An event acquisition unit, configured to acquire information related to a vibration trigger event occurring in the virtual game scene, where the related information includes the event position where the vibration trigger event occurs in the virtual game scene; A generator determination unit, configured to determine at least one column of vibration generators from the n columns of vibration generators in the vibration generator array according to the horizontal relative position between the event position and the current position of the game character in the virtual game scene; and determine at least one row of vibration generators from the m rows of vibration generators in the at least one column of vibration generators according to the vertical relative position between the event position and the current position, where the at least one row of vibration generators is at least one target vibration generator, and the relative position of the at least one target vibration generator in the vibration generator array and the relative position of the event position relative to the current position form a corresponding relationship; A vibration control unit, configured to control the at least one target vibration generator to vibrate to simulate the vibration trigger event.
10. An electronic device, characterized in that, Comprising a processor and a memory, where the memory stores multiple instructions; the processor loads the instructions from the memory to execute the steps in the game information acquisition method according to any one of claims 1 to 8.
11. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores multiple instructions, and the instructions are suitable for being loaded by a processor to execute the steps in the game information acquisition method according to any one of claims 1 to 8.
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