Virtual obstacle passage control method and device, computer device and storage medium
By acquiring obstacle passage control strategies and role evaluation, the problem of fixed virtual obstacle passage conditions was solved, enabling custom configuration, reducing development workload and improving the game experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- UBTECH ROBOTICS CORP LTD
- Filing Date
- 2023-02-10
- Publication Date
- 2026-06-12
AI Technical Summary
In existing educational game software, the obstacle passage conditions of virtual obstacles are fixed in the virtual obstacles themselves, which results in a large programming workload for software developers and game players cannot customize the configuration, thus affecting the game experience.
By acquiring the obstacle passage control strategy of the target virtual obstacle, the system detects when a mobile game character enters the character detection range, performs passage assessment based on the character information, and sets the obstacle to a blocked or open state, weakening the association between the obstacle and the passage conditions, and supporting custom configuration.
It reduces the programming workload for software developers, enhances the gaming experience for gamers, and enables custom configuration of virtual obstacles.
Smart Images

Figure CN116036600B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of virtual game technology, and more specifically, to a virtual obstacle passage control method and apparatus, computer equipment and storage medium. Background Technology
[0002] With the continuous development of science and technology, virtual game technology is being applied more and more widely in various industries, among which educational game software is an important application direction of virtual game technology. For educational game software, it is often necessary to add virtual obstacles to the virtual game scene to block or allow certain movable game characters to pass, so as to achieve the desired teaching purpose and at the same time enhance the gameplay and fun of the educational game software.
[0003] However, it is worth noting that individual educational game software often has different obstacle passage conditions for different virtual game scenes, or even different virtual obstacles in the same virtual game scene. This requires software developers of educational game software to program specific obstacle functions into fixed code based on the educational purpose, the virtual game scene conditions, and the specific obstacle attribute information. This results in the specific obstacle passage conditions being directly fixed to the virtual obstacle, leading to a huge workload for software developers. It also prevents game players from customizing the obstacle passage conditions for each virtual obstacle, affecting the game player experience. Summary of the Invention
[0004] In view of this, the purpose of this application is to provide a virtual obstacle passage control method and device, computer equipment and storage medium, which can weaken the correlation between virtual obstacles and the passage conditions of specific obstacles, avoid the direct fixation of the specific obstacle functions when the corresponding virtual obstacle is deployed to a specific virtual scene, and facilitate software developers and / or game players to customize the obstacle passage conditions of virtual obstacles, thereby reducing the programming workload of software developers and improving the game experience of game players.
[0005] To achieve the above objectives, the technical solutions adopted in the embodiments of this application are as follows:
[0006] In a first aspect, this application provides a virtual obstacle access control method, the method comprising:
[0007] Obtain the obstacle passage control strategy for the target virtual obstacle in the target virtual scene;
[0008] Detect whether a movable game character enters the character detection range of the target virtual obstacle in the target virtual scene;
[0009] If the movable game character is detected to have entered the character detection range, the character information of the movable game character is obtained;
[0010] According to the obstacle passage control strategy, the character information of the movable game character is evaluated for passage, and the target virtual obstacle is set to a blocked state or a free state based on the corresponding passage evaluation result.
[0011] In an optional implementation, the obstacle passage control strategy records a character passage whitelist, a character passage blacklist, and passage conditions for characters not on the list. The step of evaluating the passage of the movable game character's character information according to the obstacle passage control strategy includes:
[0012] Based on the character information of the movable game character, detect whether the movable game character belongs to the character whitelist or the character blacklist.
[0013] If the movable game character is detected to be a character object recorded in the character access whitelist, the access assessment result is output as the movable game character can pass normally at the target virtual obstacle;
[0014] If the movable game character is detected to be a character object in the character access blacklist, the access assessment result is output as the movable game character is prohibited from passing through the target virtual obstacle;
[0015] If it is detected that the movable game character does not belong to the character objects recorded in the character access whitelist and the character access blacklist respectively, then it is determined whether the movable game character meets the access conditions of the non-listed character based on the character information of the movable game character;
[0016] If the movable game character is determined to meet the passage conditions of the non-listed character, the passage evaluation result is output as the movable game character can pass normally at the target virtual obstacle;
[0017] If it is determined that the movable game character does not meet the passage conditions of the non-listed characters, the passage evaluation result is output as the movable game character is prohibited from passing at the target virtual obstacle.
[0018] In an optional implementation, the step of setting the target virtual obstacle to a blocked state or a free state based on the corresponding passage assessment result includes:
[0019] If the passage assessment result indicates that the movable game character is prohibited from passing through the target virtual obstacle, then the target virtual obstacle is set to a blocked state;
[0020] If the passage assessment result indicates that the movable game character can pass normally at the target virtual obstacle, then the target virtual obstacle is set to the open state.
[0021] In an optional implementation, the method further includes:
[0022] After the target virtual obstacle is set to the open state, the system checks whether a movable game character enters the character detection range according to a preset detection time.
[0023] If no movable game character is detected entering the character detection range within the time period corresponding to the preset detection duration, the target virtual obstacle will be changed from the allowed state to the blocked state.
[0024] In an optional implementation, the method further includes:
[0025] Obtain the obstacle placement positions for the target virtual obstacle and the target virtual scene as input from external sources, and deploy the target virtual obstacle in the target virtual scene according to the obstacle placement positions;
[0026] In response to the access control configuration operation of the target virtual obstacle, generate an obstacle access control strategy for the target virtual obstacle in the target virtual scene that matches the access control configuration operation;
[0027] In response to the role detection configuration operation of the target virtual obstacle, the role detection range of the target virtual obstacle matching the role detection configuration operation is calibrated in the target virtual scene.
[0028] Secondly, this application provides a virtual obstacle access control device, the device comprising:
[0029] The access strategy acquisition module is used to acquire the obstacle access control strategy of the target virtual obstacle in the target virtual scene;
[0030] The character behavior detection module is used to detect whether there is a movable game character entering the character detection range of the target virtual obstacle in the target virtual scene;
[0031] The character information acquisition module is used to acquire the character information of the movable game character when the movable game character is detected to have entered the character detection range;
[0032] The obstacle access control module is used to evaluate the accessibility of the movable game character's character information according to the obstacle access control strategy, and set the target virtual obstacle to a blocked state or a passable state according to the corresponding access evaluation result.
[0033] In an optional implementation, the character behavior detection module is further configured to detect, after the target virtual obstacle is set to a permitted state, whether a movable game character enters the character detection range according to a preset detection duration.
[0034] The obstacle access control module is also used to change the target virtual obstacle from a passable state to a blocked state if no movable game character is detected entering the character detection range within the time period corresponding to the preset detection duration.
[0035] In an optional embodiment, the apparatus further includes:
[0036] The virtual obstacle deployment module is used to obtain the obstacle placement positions of the target virtual obstacle and the target virtual scene input from the outside, and deploy the target virtual obstacle in the target virtual scene according to the obstacle placement positions;
[0037] The access strategy configuration module is used to respond to the access control configuration operation of the target virtual obstacle and generate an obstacle access control strategy of the target virtual obstacle in the target virtual scene that matches the access control configuration operation;
[0038] An obstacle detection configuration module is used to respond to a role detection configuration operation on the target virtual obstacle and to define the role detection range of the target virtual obstacle that matches the role detection configuration operation in the target virtual scene.
[0039] Thirdly, this application provides a computer device including a processor and a memory, wherein the memory stores a computer program executable by the processor, and the processor can execute the computer program to implement the virtual obstacle access control method described in any of the foregoing embodiments.
[0040] Fourthly, this application provides a storage medium storing a computer program thereon, which, when executed by a processor, implements the virtual obstacle access control method described in any of the foregoing embodiments.
[0041] In this case, the beneficial effects of the embodiments of this application may include the following:
[0042] This application obtains the obstacle passage control strategy of the target virtual obstacle in the target virtual scene, and directly obtains the character information of the mobile game character when a mobile game character is detected entering the character detection range of the target virtual obstacle in the target virtual scene. Then, according to the obtained obstacle passage control strategy, the mobile game character's character information is evaluated for passage. Based on the corresponding passage evaluation result, the target virtual obstacle is set to a blocked state or a free state. This effectively weakens the correlation between the virtual obstacle and the specific obstacle passage conditions in actual application, and avoids the direct fixation of the specific obstacle function when the corresponding virtual obstacle is deployed to a specific virtual scene. This allows software developers and / or game players to customize the obstacle passage conditions of the virtual obstacle, reducing the programming workload of software developers and improving the game experience of game players.
[0043] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0044] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0045] Figure 1 A schematic diagram of the composition of a computer device provided in the embodiments of this application;
[0046] Figure 2 One of the flowcharts of the virtual obstacle access control method provided in the embodiments of this application;
[0047] Figure 3 A second schematic flowchart of the virtual obstacle access control method provided in this application embodiment;
[0048] Figure 4 The third flowchart illustrating the virtual obstacle access control method provided in this application embodiment;
[0049] Figure 5 This is one of the schematic diagrams of the virtual obstacle passage control device provided in the embodiments of this application;
[0050] Figure 6 This is a second schematic diagram of the virtual obstacle passage control device provided in the embodiments of this application.
[0051] Icons: 10-Computer equipment; 11-Memory; 12-Processor; 13-Communication unit; 100-Virtual obstacle access control device; 110-Access strategy acquisition module; 120-Role behavior detection module; 130-Role information acquisition module; 140-Obstacle access control module; 150-Virtual obstacle deployment module; 160-Access strategy configuration module; 170-Obstacle detection configuration module. Detailed Implementation
[0052] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.
[0053] Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.
[0054] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures.
[0055] In the description of this application, it should be understood that relational terms such as "first" and "second" are used merely to distinguish one entity or operation from another, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Furthermore, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Without further limitations, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes said element. Those skilled in the art will understand the specific meaning of the above terms in this application based on the specific circumstances.
[0056] The following detailed description of some embodiments of this application is provided in conjunction with the accompanying drawings. Unless otherwise specified, the following embodiments and features can be combined with each other.
[0057] Please refer to Figure 1 , Figure 1 This is a schematic diagram of the computer device 10 provided in this application embodiment. In this application embodiment, the computer device 10 can run at least one educational game software, wherein each educational game software may contain at least one virtual game scene that requires the deployment of one or more virtual obstacles. The computer device 10 obtains the obstacle passage control strategy customized for each virtual obstacle in the corresponding virtual game scene, and then controls the virtual obstacle to achieve the desired obstruction function in the corresponding virtual game scene according to the specific obstacle passage conditions represented by the obtained obstacle passage control strategy. This effectively weakens the correlation between virtual obstacles and specific obstacle passage conditions in actual application, avoids the direct fixation of the specific obstacle function when the corresponding virtual obstacle is deployed to a specific virtual scene, and facilitates software developers and / or game players to customize the obstacle passage conditions of virtual obstacles through the computer device 10, thereby effectively reducing the programming workload of software developers and simultaneously improving the game experience of game players. The computer device 10 may be, but is not limited to, a personal computer, tablet computer, smartphone, laptop computer, etc.
[0058] In this embodiment, the computer device 10 may include a memory 11, a processor 12, and a communication unit 13. The memory 11, the processor 12, and the communication unit 13 are electrically connected directly or indirectly to each other to achieve data transmission or interaction. For example, these components can be electrically connected to each other via one or more communication buses or signal lines.
[0059] In this embodiment, the memory 11 may be, but is not limited to, Random Access Memory (RAM), Read Only Memory (ROM), Programmable Read-Only Memory (PROM), Erasable Programmable Read-Only Memory (EPROM), Electrically Erasable Programmable Read-Only Memory (EEPROM), etc. The memory 11 is used to store the software program file of at least one educational game software, which is run by the processor 12 to ensure that the computer device 10 can run the corresponding educational game software normally. The memory 11 can also be used to store the obstacle simulation component code of each virtual obstacle involved in each educational game software, to ensure that the computer device 10 can run the obstacle simulation component code of each virtual obstacle through the processor 12, so that the virtual obstacle can be called normally in the corresponding virtual game scene.
[0060] In this embodiment, the processor 12 can be an integrated circuit chip with signal processing capabilities. The processor 12 can be a general-purpose processor, including at least one of a Central Processing Unit (CPU), Graphics Processing Unit (GPU), Network Processor (NP), Digital Signal Processor (DSP), Application-Specific Integrated Circuit (ASIC), Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The general-purpose processor can be a microprocessor or any conventional processor, capable of implementing or executing the methods, steps, and logic block diagrams disclosed in the embodiments of this application.
[0061] In this embodiment, the communication unit 13 is used to establish a communication connection between the computer device 10 and other electronic devices through a communication network, and to send and receive data through the communication network, which can be a wired network or a wireless network. For example, the computer device 10 can receive obstacle passage conditions customized by developers and / or game players for a certain virtual obstacle through the communication unit 13; the computer device 10 can also obtain obstacle passage conditions for various virtual obstacles involved in a certain educational game software from a cloud server through the communication unit 13.
[0062] In this embodiment, the computer device 10 may further include a virtual obstacle passage control device 100. The virtual obstacle passage control device 100 may include at least one software function module that can be stored in the memory 11 in the form of software or firmware or embedded in the operating system of the computer device 10. The processor 12 can be used to execute executable modules stored in the memory 11, such as the software function modules and computer programs included in the virtual obstacle passage control device 100. The computer device 10 can effectively ensure that virtual obstacles achieve the desired obstacle function in actual application, while effectively weakening the correlation between virtual obstacles and specific obstacle passage conditions in actual application. This avoids directly fixing the specific obstacle function when a virtual obstacle is deployed to a specific virtual scene, allowing software developers and / or game players to customize the obstacle passage conditions of virtual obstacles, reducing the programming workload of software developers and improving the game experience for game players.
[0063] Understandable, Figure 1 The block diagram shown is only a schematic diagram of one configuration of the computer device 10. The computer device 10 may also include components such as... Figure 1 The more or fewer components shown, or having the same Figure 1 The different configurations shown. Figure 1 The components shown can be implemented using hardware, software, or a combination thereof.
[0064] In this application, to ensure that the computer device 10 can effectively guarantee that the virtual obstacle can achieve the desired obstacle function in actual application, while effectively weakening the correlation between the virtual obstacle and the specific obstacle passage conditions in actual application, and avoiding the direct fixation of the specific obstacle function when the corresponding virtual obstacle is deployed to a specific virtual scene, so as to allow software developers and / or game players to customize the obstacle passage conditions of the virtual obstacle, reduce the programming workload of software developers, and improve the game experience of game players, this application embodiment achieves the aforementioned objective by providing a virtual obstacle passage control method. The virtual obstacle passage control method provided in this application will be described in detail below.
[0065] Please refer to Figure 2 , Figure 2 This is one of the flowcharts illustrating the virtual obstacle access control method provided in this application embodiment. In this application embodiment, the virtual obstacle access control method may include steps S210 to S240.
[0066] Step S210: Obtain the obstacle passage control strategy of the target virtual obstacle in the target virtual scene.
[0067] In this embodiment, the target virtual obstacle is a virtual obstacle that the educational game software running on the computer device 10 needs to achieve the desired obstacle function effect; the target virtual scene is a virtual game scene where the target virtual obstacle is deployed by the software developer or game player; the obstacle passage control strategy is used to characterize the specific obstacle passage conditions for the target virtual obstacle to achieve the desired obstacle function effect in the target virtual scene, and the obstacle passage control strategy can be customized by the software developer and / or game player according to game needs. The computer device 10 can communicate with the data input device (e.g., smartphone, keyboard, mouse, etc.) held by the software developer or game player through the communication unit 13 to obtain the obstacle passage control strategy for the target virtual obstacle in the target virtual scene; the computer device 10 can also communicate with the cloud server of the educational game software to which the target virtual obstacle belongs through the communication unit 13, and obtain the obstacle passage control strategy for the target virtual obstacle and the target virtual scene from the cloud server.
[0068] Step S220: Detect whether there is a movable game character in the target virtual scene that has entered the character detection range of the target virtual obstacle.
[0069] In this embodiment, the movable game character can be a player character controlled by a game player within the target virtual scene, or it can be a non-player character (NPC) within the target virtual scene. The character detection range is the specific trigger range within the target virtual scene where the target virtual obstacle is triggered to achieve the desired obstacle function. The specific shape (e.g., circle, square, polygon, etc.) and size of the character detection range can be customized by software developers and / or game players according to game needs.
[0070] After the computer device 10 obtains that the target virtual obstacle is deployed in the target virtual scene and obtains the obstacle passage control strategy of the target virtual obstacle in the target virtual scene, it can obtain the real-time character position of each movable game character (including player character and non-player character) in the target virtual scene, and match the real-time character position of each movable game character with the obstacle placement position and character detection range of the target virtual obstacle in the target virtual scene to determine whether a movable game character has entered the character detection range of the target virtual obstacle in the target virtual scene.
[0071] In the first embodiment of this example, the computer device 10 can determine the bounding box of each movable game character in the target virtual scene using a game engine, and simultaneously construct the bounding box of the target virtual obstacle based on the character detection range of the target virtual obstacle using the game engine. Then, by performing collision detection on the bounding boxes of each movable game character and the target virtual obstacle in the target virtual scene, when a collision is detected between the bounding box of a movable game character and the bounding box of the target virtual obstacle, it is determined that a movable game character has entered the character detection range of the target virtual obstacle in the target virtual scene.
[0072] In a second embodiment of this invention, the computer device 10 can calculate the position vector between the real-time position of each movable game character in the target virtual scene and the obstacle placement position of the target virtual obstacle, and calculate the projection vector of the position vector corresponding to each movable game character on the detection plane targeted by the character detection range. Then, based on the relative positional relationship between the calculated projection vector and the character detection range, it can determine whether there is a movable game character in the target virtual scene that has entered the character detection range of the target virtual obstacle. Specifically, if the projection vector corresponding to a certain movable game character intersects with the character detection range in a spatial dimension, it indicates that the movable game character has actually entered the character detection range of the target virtual obstacle.
[0073] Step S230: When a movable game character is detected to have entered the character detection range, obtain the character information of the movable game character.
[0074] In this embodiment, when the computer device 10 detects that a movable game character has entered the detection range of a target virtual obstacle in the target virtual scene, it indicates that the target virtual obstacle needs to be triggered to achieve the desired obstacle function. At this time, the computer device 10 can read the character information of the movable game character currently entering the character detection range in the corresponding educational game software. Based on the read character information and the obstacle passage control strategy of the target virtual obstacle in the target virtual scene, the computer device 10 can effectively evaluate whether the movable game character can pass normally at the target virtual obstacle, thereby controlling the target virtual obstacle to achieve the desired obstacle function effect adapted to the specific obstacle passage conditions in the target virtual scene. The character information may include the character image type (e.g., human, car, monkey, etc.), character number, character size, character movement method, character movement speed, etc. of the movable game character currently entering the character detection range.
[0075] Step S240: According to the obstacle passage control strategy, the character information of the movable game character is evaluated for passage, and the target virtual obstacle is set to a blocked state or a free state according to the corresponding passage evaluation result.
[0076] In this embodiment, after obtaining the character information of a movable game character that has entered the detection range of the target virtual obstacle in the target virtual scene, the computer device 10 can evaluate the passability of the movable game character at the target virtual obstacle according to the specific obstacle passage conditions recorded in the obstacle passage control strategy corresponding to the target virtual obstacle in the target virtual scene. Then, based on the corresponding passage evaluation result, the computer device 10 controls the target virtual obstacle to be set to a blocked state or a free state. This effectively ensures that the virtual obstacle achieves the desired obstacle function effect in the actual application of the virtual obstacle. At the same time, by ensuring the relative independence between the virtual obstacle and the obstacle passage conditions, the computer device 10 prevents the obstacle passage conditions from being directly integrated into the obstacle simulation component code of the virtual obstacle. This effectively weakens the correlation between the virtual obstacle and the specific obstacle passage conditions in the actual application, avoids the direct fixation of the specific obstacle function when the corresponding virtual obstacle is deployed to a specific virtual scene, and facilitates software developers and / or game players to customize the obstacle passage conditions of the virtual obstacle, thereby reducing the programming workload of software developers and improving the game experience of game players.
[0077] In one embodiment of this example, the obstacle passage control strategy may record a character passage whitelist, a character passage blacklist, and passage conditions for non-listed characters. The character passage whitelist records the character information of all character objects that can pass normally at the corresponding virtual obstacle. The character passage blacklist records the character information of all character objects that are prohibited from passing at the corresponding virtual obstacle. The passage conditions for non-listed characters represent the relevant conditions that non-listed character objects, which are not on the character passage whitelist or the character passage blacklist, must meet to pass through the corresponding virtual obstacle. In this case, the step "evaluating the passage of movable game characters according to the obstacle passage control strategy" in step S240 may include:
[0078] Based on the character information of the movable game character, detect whether the movable game character belongs to the character whitelist or the character blacklist.
[0079] If the movable game character is detected to be a character object recorded in the character access whitelist, the access assessment result is output as the movable game character can pass normally at the target virtual obstacle;
[0080] If the movable game character is detected to be a character object in the character access blacklist, the access assessment result is output as the movable game character is prohibited from passing through the target virtual obstacle;
[0081] If it is detected that the movable game character does not belong to the character objects recorded in the character access whitelist and the character access blacklist respectively, then it is determined whether the movable game character meets the access conditions of the non-listed character based on the character information of the movable game character;
[0082] If the movable game character is determined to meet the passage conditions of the non-listed character, the passage evaluation result is output as the movable game character can pass normally at the target virtual obstacle;
[0083] If it is determined that the movable game character does not meet the passage conditions of the non-listed characters, the passage evaluation result is output as the movable game character is prohibited from passing at the target virtual obstacle.
[0084] Therefore, by performing the specific steps related to the passage assessment process in step S240 above, this application can effectively determine the specific passability status of a mobile game character currently within the character detection range at the target virtual obstacle.
[0085] Furthermore, the step "setting the target virtual obstacle to a blocked state or a free state according to the corresponding passage assessment result" in step S240 may include:
[0086] If the passage assessment result indicates that the movable game character is prohibited from passing through the target virtual obstacle, then the target virtual obstacle is set to a blocked state;
[0087] If the passage assessment result indicates that the movable game character can pass normally at the target virtual obstacle, then the target virtual obstacle is set to the open state.
[0088] The computer device 10 can ensure that a mobile game character currently within the detection range of the target virtual obstacle cannot pass through the target virtual obstacle by setting the target virtual obstacle to a blocking state; the computer device 10 can also ensure that a mobile game character currently within the detection range of the target virtual obstacle can pass through the target virtual obstacle by setting the target virtual obstacle to a free state.
[0089] Therefore, this application can effectively control the corresponding virtual obstacle to achieve the desired obstacle function effect in a specific virtual scene by executing the specific steps related to the obstacle state control process in step S240.
[0090] This application, by executing steps S210 to S240 above, effectively ensures that virtual obstacles achieve the desired obstacle function effect during actual application of virtual obstacles. Simultaneously, by ensuring the relative independence between virtual obstacles and obstacle passage conditions, it prevents the obstacle passage conditions from being directly integrated into the obstacle simulation component code of the virtual obstacle. This effectively weakens the association between virtual obstacles and specific obstacle passage conditions during actual application, avoiding the direct fixation of specific obstacle functions when a virtual obstacle is deployed to a specific virtual scene. This facilitates software developers and / or gamers in customizing the obstacle passage conditions of virtual obstacles, thereby reducing the programming workload of software developers and improving the gaming experience for gamers.
[0091] Alternatively, please refer to Figure 3 , Figure 3 This is a second schematic flowchart of the virtual obstacle access control method provided in this application embodiment. In this application embodiment, with Figure 2 Compared to the virtual obstacle access control method shown, Figure 3 The virtual obstacle passage control method shown may further include steps S250 and S260 to control idle target virtual obstacles in the target virtual scene to return to a state waiting to be triggered to realize the desired obstacle function, so as to avoid obvious game loopholes in the corresponding educational game software at the target virtual obstacles (for example, some character objects that cannot be passed through the target virtual obstacles that are set to the open state).
[0092] Step S250: After the target virtual obstacle is set to the open state, detect whether a movable game character enters the character detection range according to the preset detection time.
[0093] In this embodiment, the preset detection duration can be customized by software developers and / or game players according to game needs. After a target virtual obstacle is set to a permitted state, the computer device 10 can, referring to the specific execution process of step S220 above, detect whether there is a movable game character entering the character detection range of the target virtual obstacle within the time period corresponding to the preset detection duration, so as to effectively detect whether the target virtual obstacle is currently idle in the target virtual scene.
[0094] Step S260: If no movable game character is detected entering the character detection range within the time period corresponding to the preset detection duration, the target virtual obstacle is changed from the allowed state to the blocked state.
[0095] In this embodiment, when the computer device 10 detects a movable game character entering the character detection range within a time period corresponding to the preset detection duration, it indicates that the target virtual obstacle is not currently idle in the target virtual scene. The target virtual obstacle needs to be maintained in a state where it is triggered to achieve the desired obstacle function. At this time, the computer device 10 will jump to the above step S230 to continue execution, so as to achieve the desired obstacle function effect that is adapted to the specific obstacle passage conditions for the newly detected movable game character.
[0096] When the computer device 10 does not detect any movable game character entering the character detection range within the time period corresponding to the preset detection duration, it indicates that the target virtual obstacle is currently substantially idle in the target virtual scene. The target virtual obstacle needs to be restored to the state of waiting to be triggered to realize the desired obstacle function. At this time, the computer device 10 will set the target virtual obstacle from the allowed state to the blocked state to drive the target virtual obstacle to the state of waiting to be triggered to realize the desired obstacle function, thereby avoiding obvious game loopholes in the corresponding educational game software at the target virtual obstacle.
[0097] Therefore, by executing the above steps S250 and S260, this application can control the idle target virtual obstacle in the target virtual scene to return to the state of waiting to be triggered to realize the desired obstacle function, thereby avoiding obvious game loopholes in the corresponding educational game software at the target virtual obstacle.
[0098] Alternatively, please refer to Figure 4 , Figure 4 This is the third flowchart illustrating the virtual obstacle access control method provided in this application embodiment. In this application embodiment, [the method is related to...]. Figure 2 or Figure 3 Compared to the virtual obstacle access control method shown, Figure 4 The virtual obstacle passage control method shown may also include steps S270 to S290 to ensure that the specific deployment location, specific obstacle passage conditions and specific detection range of the virtual obstacle can be customized by software developers and / or game players, avoiding the need for software developers to spend a lot of time and effort on fixed code programming for the specific obstacle function of the virtual obstacle.
[0099] Step S270: Obtain the obstacle placement positions of the target virtual obstacle and the target virtual scene from external input, and deploy the target virtual obstacle in the target virtual scene according to the obstacle placement positions.
[0100] In this embodiment, during the operation of educational game software, the computer device 10 can provide software developers or game players with an obstacle deployment interface for virtual obstacles and virtual scenes. This allows software developers or game players to effectively configure the desired placement position of the target virtual obstacle in the target virtual scene using a data input device within the obstacle deployment interface. Then, the computer device 10 will obtain the recorded obstacle placement position from the data input device via the network and deploy the target virtual obstacle in the target virtual scene according to the obstacle placement position, thereby achieving a custom configuration effect for the deployment position of the virtual obstacle.
[0101] Step S280: In response to the access control configuration operation for the target virtual obstacle, generate an obstacle access control strategy for the target virtual obstacle in the target virtual scene that matches the access control configuration operation.
[0102] In this embodiment, during the operation of educational game software, the computer device 10 can provide software developers or game players with an obstacle passage condition configuration interface for specific virtual obstacles in a specific virtual scene. This allows software developers or game players to effectively configure the specific obstacle passage conditions that the target virtual obstacle is expected to achieve in the target virtual scene using a data input device within the obstacle passage condition configuration interface. Then, the computer device 10 will respond to the passage control configuration operation made by the software developers or game players at the data input device, and generate an obstacle passage control strategy that matches the passage control configuration operation for the target virtual obstacle, thereby achieving the effect of custom configuration of the obstacle passage conditions of the virtual obstacle.
[0103] Step S290: In response to the role detection configuration operation for the target virtual obstacle, the role detection range of the target virtual obstacle that matches the role detection configuration operation is calibrated in the target virtual scene.
[0104] In this embodiment, during the operation of educational game software, the computer device 10 can provide software developers or game players with a detection range configuration interface for specific virtual obstacles in a specific virtual scene. This allows software developers or game players to effectively configure the desired detection range of the target virtual obstacle within the target virtual scene using a data input device. Subsequently, the computer device 10 will respond to the character detection configuration operation performed by the software developers or game players at the data input device. Based on the obstacle placement position and the specific detection range corresponding to the character detection configuration operation, the computer device 10 will mark the character detection range that substantially matches the target virtual obstacle in the target virtual scene, thereby achieving a custom configuration effect for the character detection range of the virtual obstacle.
[0105] Therefore, by executing the above steps S270 to S290, this application can ensure that the specific deployment location, specific obstacle passage conditions, and specific detection range of the virtual obstacle can be customized by software developers and / or game players, avoiding the need for software developers to spend a lot of time and effort on fixed code programming for the specific obstacle function of the virtual obstacle.
[0106] In this application, to ensure that the computer device 10 can execute the aforementioned virtual obstacle access control method through the virtual obstacle access control device 100, this application implements the aforementioned functions by dividing the virtual obstacle access control device 100 into functional modules. The specific composition of the virtual obstacle access control device 100 provided in this application will be described below.
[0107] Please refer to Figure 5 , Figure 5 This is one of the schematic diagrams of the virtual obstacle passage control device 100 provided in the embodiments of this application. In the embodiments of this application, the virtual obstacle passage control device 100 may include a passage strategy acquisition module 110, a role behavior detection module 120, a role information acquisition module 130, and an obstacle passage control module 140.
[0108] The passage strategy acquisition module 110 is used to acquire the obstacle passage control strategy of the target virtual obstacle in the target virtual scene.
[0109] The character behavior detection module 120 is used to detect whether there is a movable game character entering the character detection range of the target virtual obstacle in the target virtual scene.
[0110] The character information acquisition module 130 is used to acquire the character information of a movable game character when a movable game character is detected entering the character detection range.
[0111] The obstacle access control module 140 is used to evaluate the accessibility of the movable game character's character information according to the obstacle access control strategy, and set the target virtual obstacle to a blocked state or a passable state according to the corresponding access evaluation result.
[0112] Optionally, in this embodiment of the application, the character behavior detection module 120 is further configured to detect whether a movable game character enters the character detection range after the target virtual obstacle is set to a passable state, according to a preset detection duration.
[0113] The obstacle access control module 140 is also used to change the target virtual obstacle from the open state to the blocked state if no movable game character is detected entering the character detection range within the time period corresponding to the preset detection time.
[0114] Alternatively, please refer to Figure 6 , Figure 6 This is a second schematic diagram of the virtual obstacle access control device 100 provided in this application embodiment. In this application embodiment, the virtual obstacle access control device 100 may further include a virtual obstacle deployment module 150, an access strategy configuration module 160, and an obstacle detection configuration module 170.
[0115] The virtual obstacle deployment module 150 is used to obtain the obstacle placement positions of the target virtual obstacle and the target virtual scene input from the outside, and deploy the target virtual obstacle in the target virtual scene according to the obstacle placement positions.
[0116] The access strategy configuration module 160 is used to respond to the access control configuration operation of the target virtual obstacle and generate an obstacle access control strategy of the target virtual obstacle in the target virtual scene that matches the access control configuration operation.
[0117] The obstacle detection configuration module 170 is used to respond to the role detection configuration operation of the target virtual obstacle and to mark the role detection range of the target virtual obstacle that matches the role detection configuration operation in the target virtual scene.
[0118] It should be noted that the virtual obstacle passage control device 100 provided in this embodiment has the same basic principle and technical effects as the aforementioned virtual obstacle passage control method. For the sake of brevity, any parts not mentioned in this embodiment can be referred to the above description of the virtual obstacle passage control method.
[0119] In the embodiments provided in this application, it should be understood that the disclosed apparatus and methods can also be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the flowcharts and block diagrams in the accompanying drawings show the architecture, functionality, and operation of possible implementations of the apparatus, methods, and computer program products according to embodiments of this application. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions marked in the blocks may occur in a different order than those marked in the drawings. For example, two consecutive blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in a block diagram and / or flowchart, and combinations of blocks in block diagrams and / or flowcharts, can be implemented using a dedicated hardware-based system that performs the specified function or action, or using a combination of dedicated hardware and computer instructions.
[0120] Furthermore, the functional modules in the various embodiments of this application can be integrated together to form an independent part, or each module can exist independently, or two or more modules can be integrated to form an independent part. If the function is implemented as a software functional module and sold or used as an independent product, it can be stored in a readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a readable storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned readable storage medium includes: USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, optical disks, and other media capable of storing program code.
[0121] In summary, in the virtual obstacle passage control method, apparatus, computer device, and storage medium provided in this application embodiment, this application obtains the obstacle passage control strategy of the target virtual obstacle in the target virtual scene, and directly obtains the character information of the movable game character when it detects that a movable game character has entered the character detection range of the target virtual obstacle in the target virtual scene. Then, it performs a passage evaluation on the character information of the movable game character according to the obtained obstacle passage control strategy, and then sets the target virtual obstacle to a blocked state or a free state according to the corresponding passage evaluation result. This effectively weakens the correlation between the virtual obstacle and the specific obstacle passage conditions in actual application, avoids the direct fixation of the specific obstacle function when the corresponding virtual obstacle is deployed to a specific virtual scene, so that software developers and / or game players can customize the obstacle passage conditions of the virtual obstacle, reduce the programming workload of software developers, and improve the game experience of game players.
[0122] The above descriptions are merely various embodiments of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the technical scope disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
Claims
1. A virtual obstacle access control method, characterized in that, The method includes: Obtain the obstacle passage control strategy of the target virtual obstacle in the target virtual scene, wherein the obstacle passage control strategy is used to characterize the obstacle passage conditions of the target virtual obstacle to achieve the desired obstacle function effect in the target virtual scene, the obstacle passage control strategy is customized by software developers and / or game players, and the obstacle simulation component code of the target virtual obstacle is relatively independent of the obstacle passage control strategy; Detect whether a movable game character enters the character detection range of the target virtual obstacle in the target virtual scene; When the movable game character is detected to have entered the character detection range, the character information of the movable game character is obtained; According to the obstacle passage control strategy, the character information of the movable game character is evaluated for passage, and the target virtual obstacle is set to a blocked state or a passable state according to the corresponding passage evaluation result. The method further includes: After the target virtual obstacle is set to the open state, the system checks whether a movable game character enters the character detection range according to a preset detection time. If no movable game character is detected entering the character detection range within the time period corresponding to the preset detection duration, the target virtual obstacle will be changed from the allowed state to the blocked state.
2. The method according to claim 1, characterized in that, The obstacle passage control strategy records a character passage whitelist, a character passage blacklist, and passage conditions for characters not on the list. The step of evaluating the passage of the movable game character's character information according to the obstacle passage control strategy includes: Based on the character information of the movable game character, detect whether the movable game character belongs to the character whitelist or the character blacklist. If the movable game character is detected to be a character object recorded in the character access whitelist, the access assessment result is output as the movable game character can pass normally at the target virtual obstacle; If the movable game character is detected to be a character object in the character access blacklist, the access assessment result is output as the movable game character is prohibited from passing through the target virtual obstacle; If it is detected that the movable game character does not belong to the character objects recorded in the character access whitelist and the character access blacklist respectively, then it is determined whether the movable game character meets the access conditions of the non-listed character based on the character information of the movable game character; If the movable game character is determined to meet the passage conditions of the non-listed character, the passage evaluation result is output as the movable game character can pass normally at the target virtual obstacle; If it is determined that the movable game character does not meet the passage conditions of the non-listed characters, the passage evaluation result is output as the movable game character is prohibited from passing at the target virtual obstacle.
3. The method according to claim 2, characterized in that, The step of setting the target virtual obstacle to a blocked state or a free state based on the corresponding passage assessment result includes: If the passage assessment result indicates that the movable game character is prohibited from passing through the target virtual obstacle, then the target virtual obstacle is set to a blocked state; If the passage assessment result indicates that the movable game character can pass normally at the target virtual obstacle, then the target virtual obstacle is set to the open state.
4. The method according to any one of claims 1-3, characterized in that, The method further includes: Obtain the obstacle placement positions for the target virtual obstacle and the target virtual scene as input from external sources, and deploy the target virtual obstacle in the target virtual scene according to the obstacle placement positions; In response to the access control configuration operation of the target virtual obstacle, generate an obstacle access control strategy for the target virtual obstacle in the target virtual scene that matches the access control configuration operation; In response to the role detection configuration operation of the target virtual obstacle, the role detection range of the target virtual obstacle matching the role detection configuration operation is calibrated in the target virtual scene.
5. A virtual obstacle passage control device, characterized in that, The device includes: The passage strategy acquisition module is used to acquire the obstacle passage control strategy of the target virtual obstacle in the target virtual scene. The obstacle passage control strategy is used to characterize the obstacle passage conditions of the target virtual obstacle in the target virtual scene to achieve the desired obstacle function effect. The obstacle passage control strategy is customized by software developers and / or game players. The obstacle simulation component code of the target virtual obstacle is relatively independent of the obstacle passage control strategy. The character behavior detection module is used to detect whether there is a movable game character entering the character detection range of the target virtual obstacle in the target virtual scene; The character information acquisition module is used to acquire the character information of the movable game character when the movable game character is detected to have entered the character detection range; The obstacle access control module is used to evaluate the accessibility of the movable game character's character information according to the obstacle access control strategy, and set the target virtual obstacle to a blocked state or a passable state according to the corresponding access evaluation result. The character behavior detection module is also used to detect whether a movable game character enters the character detection range after the target virtual obstacle is set to the open state, according to a preset detection time. The obstacle access control module is also used to change the target virtual obstacle from a passable state to a blocked state if no movable game character is detected entering the character detection range within the time period corresponding to the preset detection duration.
6. The apparatus according to claim 5, characterized in that, The device further includes: The virtual obstacle deployment module is used to obtain the obstacle placement positions of the target virtual obstacle and the target virtual scene input from the outside, and deploy the target virtual obstacle in the target virtual scene according to the obstacle placement positions; The access strategy configuration module is used to respond to the access control configuration operation of the target virtual obstacle and generate an obstacle access control strategy of the target virtual obstacle in the target virtual scene that matches the access control configuration operation; An obstacle detection configuration module is used to respond to a role detection configuration operation on the target virtual obstacle and to define the role detection range of the target virtual obstacle that matches the role detection configuration operation in the target virtual scene.
7. A computer device, characterized in that, It includes a processor and a memory, the memory storing a computer program that can be executed by the processor, the processor being able to execute the computer program to implement the virtual obstacle access control method according to any one of claims 1-4.
8. A storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor, it implements the virtual obstacle access control method according to any one of claims 1-4.