Somatosensory game method based on pushing action

By acquiring acceleration data from motion-sensing devices to control the movement direction and speed of game objects, the monotony caused by linear movement in traditional motion-sensing games is solved, resulting in a more realistic and diverse gaming experience.

CN116196626BActive Publication Date: 2026-05-12SHENZHEN HULE TECHNOLOGY CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
SHENZHEN HULE TECHNOLOGY CO LTD
Filing Date
2023-02-27
Publication Date
2026-05-12

AI Technical Summary

Technical Problem

The linear movement of game objects in traditional motion-sensing games leads to a lack of variation in the gaming experience, making players feel bored and failing to achieve the desired realistic physical effects.

Method used

By acquiring acceleration data from the motion-sensing device, it determines whether the pushing action meets the activation criteria, and controls the movement direction and speed of the game object based on the acceleration data, including gradual acceleration and obstacle detection to control the movement of the game object.

Benefits of technology

It achieves a more realistic, diverse, and excellent gaming experience, allowing players to perform various operations by mastering the force and direction of pushing, thus enhancing the game's realism and expressiveness.

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Abstract

The application discloses a somatosensory game method, device and equipment based on pushing action and a computer readable storage medium, and the somatosensory game method based on pushing action comprises the following steps: obtaining acceleration data in a horizontal direction or a vertical direction from a bound somatosensory device after starting the somatosensory game; judging whether the current pushing action meets preset starting criteria according to the acceleration data; if yes, determining the moving direction of a game object pushed in the somatosensory game according to the acceleration data; controlling the game object to gradually accelerate along the moving direction according to the acceleration data; and controlling the game object to stop moving according to obstacle detection or acceleration data during the moving process of the game object. The somatosensory game method based on pushing action has more real, diverse and excellent game experience.
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Description

Technical Field

[0001] This invention relates to the field of motion-sensing game technology, and in particular to a motion-sensing game method, apparatus, device, and computer-readable storage medium based on pushing motion. Background Technology

[0002] Traditional motion-sensing games typically use linear movement to control the game object's motion. The object moves along a straight path at a constant speed until it stops or encounters an obstacle. While simple and easy to use, this method lacks variety and can easily become monotonous for players. Furthermore, in games requiring realistic physics simulations, linear movement struggles to achieve optimal results, hindering the player's enjoyment. Summary of the Invention

[0003] This application provides a motion-sensing game method based on pushing motions, aiming to simulate the movement of objects in the real world and enhance the realism and experience of the game.

[0004] To achieve the above objectives, embodiments of this application provide a motion-sensing game method based on pushing actions, including:

[0005] After the motion-sensing game is started, acceleration data in the horizontal or vertical direction is obtained from the bound motion-sensing device;

[0006] Based on the acceleration data, determine whether the current pushing action meets the preset start-up criteria;

[0007] If so, the direction of movement of the game object being pushed in the motion-sensing game is determined based on the acceleration data;

[0008] Based on the acceleration data, the game object is controlled to gradually accelerate along the direction of movement;

[0009] During the movement of the game object, the game object is controlled to stop moving based on obstacle detection or acceleration data.

[0010] In one embodiment, determining whether the current pushing action meets a preset start-up criterion based on the acceleration data includes:

[0011] The motion speed of the somatosensory device in the pushing direction is calculated based on the acceleration data;

[0012] If the moving speed remains within a preset speed range for a set period of time, then the current pushing action is determined to meet the preset start-up criteria.

[0013] In one embodiment, determining whether the current pushing action meets a preset start-up criterion based on the acceleration data further includes:

[0014] The preset speed range is selected from the preset database and matched with the current game object selection.

[0015] In one embodiment, controlling the game object to gradually accelerate along the direction of movement based on the acceleration data includes:

[0016] Calculate the movement speed of the game object based on the acceleration data;

[0017] When the game object is in a preset starting phase, the movement distance of the game object is calculated based on the movement speed and the preset speed weight, wherein the speed weight increases with the increase of movement time;

[0018] The position of the game object is adjusted based on the distance traveled.

[0019] In one embodiment, after the game object leaves a preset starting phase, the method further includes:

[0020] Calculate the average velocity based on the acceleration data during the initial phase;

[0021] The game object is controlled to move at a constant speed based on the average speed.

[0022] In one embodiment, the method further includes:

[0023] During the movement of the game object, a first vibration signal is sent to the motion sensing device according to the movement stage of the game object. The first vibration signal is used to enable the motion sensing device to provide vibration feedback. The vibration feedback during the accelerated movement stage of the game object is stronger than the vibration intensity during the uniform movement stage of the game object.

[0024] In one embodiment, the method further includes:

[0025] When a collision between a game object and an obstacle is detected, a second vibration signal is sent to the motion sensing device, which is used to enable the motion sensing device to provide vibration feedback.

[0026] To achieve the above objectives, embodiments of this application also propose a motion-sensing game device based on pushing motions, comprising:

[0027] The acquisition module acquires acceleration data in the horizontal or vertical direction from the bound motion-sensing device after the motion-sensing game starts.

[0028] The judgment module is used to determine whether the current pushing action meets the preset start-up criteria based on the acceleration data;

[0029] The calculation module is used to determine the direction of movement of the game object being pushed in the motion-sensing game based on the acceleration data;

[0030] The control module is used to control the game object to gradually accelerate along the direction of movement based on the acceleration data, and to control the game object to stop moving based on obstacle detection or acceleration data during the movement of the game object.

[0031] To achieve the above objectives, this application also proposes a motion-sensing game device based on pushing motion, including a memory, a processor, and a motion-sensing game program based on pushing motion stored in the memory and executable on the processor. When the processor executes the motion-sensing game program based on pushing motion, it implements the motion-sensing game method based on pushing motion as described in any of the above claims.

[0032] To achieve the above objectives, embodiments of this application also propose a computer-readable storage medium storing a motion-sensing game program based on pushing actions, wherein the motion-sensing game program based on pushing actions, when executed by a processor, implements the motion-sensing game method based on pushing actions as described in any of the preceding claims.

[0033] Compared to traditional linear movement gameplay, this solution achieves a gradually accelerating propulsion effect, offering the following advantages:

[0034] 1. A More Realistic Experience: This solution simulates a realistic pushing process, giving players a more immersive gaming experience. Compared to simple linear movement, the gradually accelerating pushing effect allows players to feel more engaged with the game's scenes and characters.

[0035] 2. More Diverse Game Experience: The gradually accelerating pushing effect increases the game's replayability. Compared to simple linear movement, players can achieve more diverse game operations by mastering the force and direction of the push, further enhancing the gaming experience.

[0036] 3. Enhanced Game Performance: The gradually accelerating pushing effect delivers a superior gaming experience. By controlling the force and direction of the push, players can achieve more precise controls, further enhancing the game's visual appeal.

[0037] Therefore, compared to traditional linear movement gameplay, the gameplay method of this application offers a more realistic, diverse, and superior gaming experience. Attached Figure Description

[0038] To more clearly illustrate the technical solutions in the embodiments of the present invention or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on the structures shown in these drawings without creative effort.

[0039] Figure 1 This is a modular structure diagram of an embodiment of the motion-sensing game device based on pushing motion according to the present invention;

[0040] Figure 2 This is a flowchart illustrating an embodiment of the motion-sensing game method based on pushing motion according to the present invention;

[0041] Figure 3 This is a block diagram of a module structure of an embodiment of the motion-sensing game device based on pushing motion according to the present invention.

[0042] The realization of the objective, functional features and advantages of the present invention will be further explained in conjunction with the embodiments and with reference to the accompanying drawings. Detailed Implementation

[0043] It should be understood that the specific embodiments described herein are merely illustrative of the invention and are not intended to limit the invention.

[0044] To better understand the above technical solutions, exemplary embodiments of this disclosure will be described in more detail below with reference to the accompanying drawings. While exemplary embodiments of this disclosure are shown in the drawings, it should be understood that this disclosure can be implemented in various forms and should not be limited to the embodiments set forth herein. Rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the scope of this disclosure to those skilled in the art.

[0045] It should be noted that any reference signs placed between parentheses in the claims should not be construed as limiting the claims. The word "comprising" does not exclude the presence of components or steps not listed in the claims. The quantifier "a" or "an" preceding a component does not exclude the presence of a plurality of such components. The invention can be implemented by means of hardware comprising several different components and by means of a suitably programmed computer. In a unit claim enumerating several means, several of these means may be embodied by the same item of hardware. The use of "first," "second," and "third," etc., does not indicate any order and can be interpreted as names.

[0046] like Figure 1 As shown, Figure 1 This is a schematic diagram of the hardware operating environment server 1 (also called a motion-sensing game device based on pushing motion) involved in the embodiment of the present invention.

[0047] The server in this embodiment of the invention includes devices with display functions such as "Internet of Things devices", smart air conditioners, smart lights, smart power supplies with network connectivity, AR / VR devices with network connectivity, smart speakers, autonomous vehicles, PCs, smartphones, tablets, e-book readers, and portable computers.

[0048] like Figure 1 As shown, the server 1 includes: a memory 11, a processor 12, and a network interface 13.

[0049] The memory 11 includes at least one type of readable storage medium, such as flash memory, hard disk, multimedia card, card-type memory (e.g., SD or DX memory), magnetic memory, magnetic disk, optical disk, etc. In some embodiments, the memory 11 can be an internal storage unit of the server 1, such as the hard disk of the server 1. In other embodiments, the memory 11 can also be an external storage device of the server 1, such as a plug-in hard disk, smart media card (SMC), secure digital (SD) card, flash card, etc., equipped on the server 1.

[0050] Furthermore, the memory 11 may include both internal storage units of the server 1 and external storage devices. The memory 11 can be used not only to store application software and various types of data installed on the server 1, such as the code of the motion-sensing game program 10 based on push-action, but also to temporarily store data that has been output or will be output.

[0051] In some embodiments, processor 12 may be a central processing unit (CPU), controller, microcontroller, microprocessor or other data processing chip, used to run program code stored in memory 11 or process data, such as executing motion-sensing game program 10 based on pushing motion.

[0052] The network interface 13 may optionally include a standard wired interface or a wireless interface (such as a Wi-Fi interface), which is typically used to establish communication connections between the server 1 and other electronic devices.

[0053] The network can be the Internet, a cloud network, a Wi-Fi network, a Personal Area Network (PAN), a Local Area Network (LAN), and / or a Metropolitan Area Network (MAN). Various devices in the network environment can be configured to connect to the communication network according to various wired and wireless communication protocols. Examples of such wired and wireless communication protocols may include, but are not limited to, at least one of the following: Transmission Control Protocol and Internet Protocol (TCP / IP), User Datagram Protocol (UDP), Hypertext Transfer Protocol (HTTP), File Transfer Protocol (FTP), ZigBee, EDGE, IEEE 802.11, Li-Fi, 802.16, IEEE 802.11s, IEEE 802.11g, multi-hop communication, wireless access points (APs), device-to-device communication, cellular communication protocols, and / or Bluetooth communication protocols, or combinations thereof.

[0054] Optionally, the server may also include a user interface, which may include a display, an input unit such as a keyboard, and optionally, a standard wired interface or a wireless interface. Optionally, in some embodiments, the display may be an LED display, a liquid crystal display, a touch-sensitive liquid crystal display, or an OLED (Organic Light-Emitting Diode) touchscreen, etc. The display may also be referred to as a screen or display unit, used to display information processed in server 1 and to display a visual user interface.

[0055] Figure 1 Only a server 1 with components 11-13 and a motion-sensing game program 10 based on pushing motions is shown. Those skilled in the art will understand that... Figure 1 The structure shown does not constitute a limitation on server 1 and may include fewer or more components than shown, or combine certain components, or have different component arrangements.

[0056] In this embodiment, the processor 12 can be used to call the motion-sensing game program based on pushing motion stored in the memory 11 and perform the following operations:

[0057] After the motion-sensing game is started, acceleration data in the horizontal or vertical direction is obtained from the bound motion-sensing device;

[0058] Based on the acceleration data, determine whether the current pushing action meets the preset start-up criteria;

[0059] If so, the direction of movement of the game object being pushed in the motion-sensing game is determined based on the acceleration data;

[0060] Based on the acceleration data, the game object is controlled to gradually accelerate along the direction of movement;

[0061] During the movement of the game object, the game object is controlled to stop moving based on obstacle detection or acceleration data.

[0062] In one embodiment, the processor 12 can be used to invoke a motion-sensing game program based on pushing motion stored in the memory 11 and perform the following operations:

[0063] Determining whether the current pushing action meets the preset start-up criteria based on the acceleration data includes:

[0064] The motion speed of the somatosensory device in the pushing direction is calculated based on the acceleration data;

[0065] If the moving speed remains within a preset speed range for a set period of time, then the current pushing action is determined to meet the preset start-up criteria.

[0066] In one embodiment, the processor 12 can be used to invoke a motion-sensing game program based on pushing motion stored in the memory 11 and perform the following operations:

[0067] Determining whether the current pushing action meets the preset start-up criteria based on the acceleration data also includes:

[0068] The preset speed range is selected from the preset database and matched with the current game object selection.

[0069] In one embodiment, the processor 12 can be used to invoke a motion-sensing game program based on pushing motion stored in the memory 11 and perform the following operations:

[0070] Controlling the game object to gradually accelerate along the direction of movement based on the acceleration data includes:

[0071] Calculate the movement speed of the game object based on the acceleration data;

[0072] When the game object is in a preset starting phase, the movement distance of the game object is calculated based on the movement speed and the preset speed weight, wherein the speed weight increases with the increase of movement time;

[0073] The position of the game object is adjusted based on the distance traveled.

[0074] In one embodiment, the processor 12 can be used to invoke a motion-sensing game program based on pushing motion stored in the memory 11 and perform the following operations:

[0075] After the game object leaves the preset starting phase, the method further includes:

[0076] Calculate the average velocity based on the acceleration data during the initial phase;

[0077] The game object is controlled to move at a constant speed based on the average speed.

[0078] In one embodiment, the processor 12 can be used to invoke a motion-sensing game program based on pushing motion stored in the memory 11 and perform the following operations:

[0079] The method further includes:

[0080] During the movement of the game object, a first vibration signal is sent to the motion sensing device according to the movement stage of the game object. The first vibration signal is used to enable the motion sensing device to provide vibration feedback. The vibration feedback during the accelerated movement stage of the game object is stronger than the vibration intensity during the uniform movement stage of the game object.

[0081] In one embodiment, the processor 12 can be used to invoke a motion-sensing game program based on pushing motion stored in the memory 11 and perform the following operations:

[0082] The method further includes:

[0083] When a collision between a game object and an obstacle is detected, a second vibration signal is sent to the motion sensing device, which is used to enable the motion sensing device to provide vibration feedback.

[0084] Based on the hardware architecture of the aforementioned motion-sensing game device based on pushing motion, an embodiment of the motion-sensing game method based on pushing motion of the present invention is proposed. The motion-sensing game method based on pushing motion of the present invention aims to simulate the movement of objects in the real world, thereby enhancing the realism and experience of the game.

[0085] Reference Figure 2 , Figure 2 This is an embodiment of the motion-sensing game method based on pushing motion of the present invention, which includes the following steps:

[0086] S10. After the motion-sensing game is started, obtain acceleration data in the horizontal or vertical direction from the bound motion-sensing device.

[0087] This particular motion-sensing game is one that involves pushing or pushing motions, requiring players to use motion-sensing devices to perform these actions. Through this game, players can make their characters push objects such as boxes and stones, allowing them to experience the fun of swaying motions more realistically. For example, the Sokoban game is a classic example of a motion-sensing game that involves pushing or pushing motions.

[0088] It's worth noting that this motion-sensing game can be a local application, or it can be an HTML5-based app or web application. Specifically, the motion-sensing game runs on a terminal, which can be a desktop computer, laptop, game console, portable game console, smartphone, tablet, smartwatch, smart TV, etc.

[0089] Motion-sensing devices are devices that can detect a player's motion data. Typically, motion-sensing devices are configured to include a six-axis IMU sensor, which includes a three-axis accelerometer and a three-axis gyroscope. The six-axis IMU sensor detects the player's motion data by detecting changes in the player's three-axis acceleration and three-axis angular velocity.

[0090] In the technical solution of this application, the acceleration data obtained by the terminal from the motion-sensing device is triaxial acceleration data directly collected by the accelerometer (also known as a gravity sensor). This triaxial acceleration data includes x-axis acceleration data, y-axis acceleration data, and z-axis acceleration data. The x-axis is the acceleration axis in the forward / backward direction, the z-axis is the vertical acceleration axis, and the y-axis is the acceleration axis in the left / right direction. Thus, even if the motion-sensing device only has a gravity sensor, it can still input hand-waving commands through motion sensing.

[0091] Alternatively, the motion-sensing device can be configured as a wearable device, and its form may include, but is not limited to, the following: wristband, watch, game controller, smartphone, etc.

[0092] Furthermore, before playing the game, the motion-sensing device needs to establish a communication connection with the terminal (i.e., be bound to the terminal). This connection can be wired or wireless. For example, when the motion-sensing device establishes a wired connection with the terminal, it can be based on at least one of the following protocols: USB 2.0, USB 3.0, Thunderbolt 3, and Thunderbolt 4. When the motion-sensing device establishes a wireless connection with the terminal, it can be based on at least one of the following protocols: Bluetooth, WiFi, infrared, 2.4G, and NFC.

[0093] S20. Determine whether the current pushing action meets the preset start-up criteria based on the acceleration data.

[0094] Specifically, the start criteria refer to the settings in motion-sensing games where players need to complete certain actions or meet certain conditions before they can start the game or proceed to the next step.

[0095] For example, determining whether the current pushing action meets the preset start criteria can be done by comparing the real-time acquired acceleration data with the preset threshold or range.

[0096] Specifically, the starting criteria can be set according to the game's specific needs. For example, players may be required to reach a certain acceleration within a certain time period, or to reach a certain speed over a certain distance. Then, corresponding thresholds or ranges can be set based on these requirements.

[0097] For example, if a player is required to reach a certain acceleration within 3 seconds, a threshold can be set, such as an acceleration greater than 5 m / s², indicating that the player has met the starting criteria. If a player is required to reach a certain speed within 10 meters, a range can be set, such as a speed between 5 m / s and 10 m / s, indicating that the player has met the starting criteria.

[0098] After acquiring acceleration data in real time, it can be compared with preset thresholds or ranges. If the acceleration data meets the preset trigger criteria, the game object can be moved; otherwise, the player can try again.

[0099] It's important to note that when determining the launch criteria, the impact of errors and noise must be considered. A certain fault tolerance rate or filtering algorithm can be set to avoid false positives. At the same time, it's crucial to ensure that the game's launch criteria and threshold settings are reasonable, guaranteeing both gameplay and player experience and safety.

[0100] In some embodiments, determining whether the current pushing action meets a preset start-up criterion based on the acceleration data includes:

[0101] S21. Calculate the moving speed of the somatosensory device in the pushing direction based on the acceleration data.

[0102] Here, the pushing direction refers to the direction in which the game object is moved.

[0103] Specifically, the speed of the motion sensing device in the pushing direction can be calculated by integrating the acceleration data.

[0104] For example, a discrete integration method can be used, which involves accumulating discrete sampled values ​​of acceleration over time steps to calculate the displacement and velocity of the motion sensing device in the pushing direction.

[0105] Specifically, assuming the acceleration data is a(t) and the sampling time interval is Δt, the velocity v(t) of the motion sensing device in the target direction can be calculated by discrete integration using the following formula:

[0106] v(t+Δt)=v(t)+a(t)Δt

[0107] Where v(t) is the velocity value of the previous time step, and a(t) is the acceleration value of the current time step.

[0108] S22. If the moving speed remains within the preset speed range for a set time period, then the current pushing action is determined to meet the preset start-up criteria.

[0109] Specifically, the acceleration can be integrated over a certain period of time to calculate the distance the motion sensing device moves in the target direction. Then, by dividing by the duration of that period, the average speed of the motion sensing device in the pushing direction can be obtained.

[0110] Let the preset speed range be [Vmin, Vmax]. If the calculated average speed v is within the preset speed range, the current pushing action can be determined to meet the preset start criteria, and the game object can be moved. Conversely, if the calculated average speed v is not within the preset speed range, the current pushing action is determined to not meet the preset start criteria, and the player needs to be waited for to push again, or appropriate prompts and reminders should be given.

[0111] Of course, the design of this application is not limited to this. In other embodiments, parameters such as acceleration threshold and acceleration change rate can also be used as judgment conditions to determine whether the current pushing action meets the preset start-up criteria.

[0112] In some embodiments, determining whether the current pushing action meets a preset start-up criterion based on the acceleration data further includes:

[0113] S23. Select the speed range that matches the current game object selection from the preset database as the preset speed range.

[0114] Specifically, based on the characteristics or attributes of the currently selected game object, a matching speed range can be selected from a preset database and used as the preset speed range for the current pushing action. This allows for different starting criteria and preset speed ranges to be set for different types of game objects, thereby enhancing the game's playability and fun.

[0115] For example, in a Sokoban game, smaller boxes can have a smaller starting speed range so that players can push them easily; while larger boxes can have a much larger starting speed range to increase the difficulty and challenge of the game.

[0116] S30. If so, then determine the direction of movement of the game object being pushed in the motion-sensing game based on the acceleration data.

[0117] Specifically, by processing and analyzing acceleration data, the acceleration values ​​of the motion-sensing device in the horizontal or vertical directions can be obtained. Based on the direction of acceleration, the direction of movement of the motion-sensing device can be determined, such as upward, downward, left, or right. Then, this direction of movement can be used as the direction of movement of the game object being pushed, thus achieving the effect of pushing the game object.

[0118] S40. Control the game object to gradually accelerate along the direction of movement based on the acceleration data.

[0119] Specifically, controlling the game object to gradually accelerate along the direction of movement based on the acceleration data can be achieved using the following methods:

[0120] 1. Calculate the current velocity of the game object based on acceleration data: The velocity value can be obtained by integrating the acceleration data. At the same time, noise and error in the acceleration data need to be considered and smoothed to improve the stability and accuracy of movement.

[0121] 2. Calculate acceleration based on current speed and preset maximum speed: This function calculates the required acceleration for the game object based on the current speed and preset maximum speed to achieve a gradual acceleration effect. At this point, an acceleration threshold needs to be set to avoid excessive or insufficient acceleration.

[0122] 3. Controlling the speed of game objects based on acceleration: The speed value of the game object can be updated at each time step based on the current speed and the calculated acceleration. To achieve smooth acceleration, optimization algorithms such as PID control and ramp acceleration algorithms can be used.

[0123] 4. Adjust the position of the game object based on speed: In each time step, the distance that the game object needs to move can be calculated based on the current speed and direction of movement, and then the position of the game object can be adjusted according to the distance.

[0124] In some embodiments, calculating the movement speed of the game object based on the acceleration data includes the following steps:

[0125] S41. When the game object is in a preset starting stage, the movement distance of the game object is calculated according to the movement speed and the preset speed weight, wherein the speed weight increases with the increase of movement time.

[0126] The preset starting phase refers to a time period set in the game, typically used to control the starting speed and acceleration of game objects to achieve smooth movement. During this phase, the game object moves slowly, gradually accelerating to the preset target speed. This allows players to better control the movement and operation of the game object, while also enhancing the game's playability and overall experience.

[0127] The preset start-up phase usually needs to be adjusted and optimized based on the characteristics and needs of the game object. Generally speaking, the start-up phase should be long enough to ensure that the game object can smoothly accelerate to the target speed and avoid discomfort caused to the player by sudden acceleration.

[0128] Furthermore, speed weight refers to a value that increases with time during the movement of a game object, used to control the acceleration and distance traveled by the game object to achieve a smooth movement effect.

[0129] Specifically, speed weight can be viewed as a proportional coefficient used to adjust the movement distance and acceleration of game objects. In the initial preset phase, the speed weight is usually relatively small to ensure the game object can smoothly accelerate to the target speed; as time progresses, the speed weight gradually increases, causing the game object's acceleration and movement distance to gradually increase. The magnitude of the speed weight depends on the characteristics of the game object and design requirements, and can be determined through experimentation and adjustment. Generally speaking, the larger the speed weight, the greater the movement speed and acceleration of the game object, and vice versa. It is important to note that when implementing speed weight, the game's physics and interaction requirements must be considered to avoid excessively fast or slow movement effects that could negatively impact the user experience.

[0130] Specifically, based on the movement speed and the preset speed weight, the distance the game object moves over a period of time can be calculated using the following formula:

[0131] d = w × v × t, where d is the displacement distance, w is the preset velocity weight, v is the current movement speed of the game object, and t is the time occupied by one frame of the game screen.

[0132] In the initial preset phase, w is usually set to a small value, gradually increasing over time to achieve a gradual acceleration effect. During the movement of the game object, the value of w can be adjusted according to the actual situation to achieve a more natural movement effect.

[0133] S42. Adjust the position of the game object according to the moving distance.

[0134] Specifically, the effect can be achieved through the following steps:

[0135] 1. Determine the current position of the game object, which can usually be achieved using information such as object coordinates provided by the game engine.

[0136] 2. Calculate the new position of the game object based on the movement distance. This can usually be done by adding the movement distance to the current position.

[0137] 3. Adjust the position of the game object and move it to a new position. This can usually be achieved using the move function provided by the game engine.

[0138] It's understandable that setting speed weights allows game objects to accelerate in a way that better aligns with design requirements, thereby improving gameplay and balance, and ultimately enhancing the overall quality of the game. Specifically, setting speed weights offers the following benefits:

[0139] 1. Control the game rhythm: By setting different speed weights, you can control the speed of the game, making the overall game experience richer and more diverse.

[0140] 2. Enhance game immersion: Setting speed weights can make the movement of game objects more in line with the motion laws of real objects, thereby enhancing the player's sense of immersion in the game.

[0141] 3. Enhance game playability: By setting different speed weights, the movement of game objects can be made more flexible and varied, increasing the game's playability and challenge.

[0142] In some embodiments, after the game object leaves a preset starting phase, the method further includes:

[0143] S110. Calculate the average speed based on the acceleration data of the initial stage;

[0144] Specifically, the average velocity of a game object over a given time period can be calculated by averaging the acceleration data during the initial phase. For example, the acceleration data over the past second can be averaged, and the result can be used as the game object's average velocity.

[0145] S120. Control the game object to move at a constant speed according to the average speed.

[0146] Specifically, the next position of the game object can be calculated based on the average speed and the current position of the game object, and then the game object can be moved to that position. For example, the next position of the game object can be calculated by adding the average speed to the current position of the game object and multiplying it by the movement time (e.g., 0.1 seconds). Then, the game object is moved to that position to achieve uniform speed movement. By repeating the above steps, continuous uniform speed movement of the game object can be achieved.

[0147] It is understandable that controlling a game object to move at a constant speed after leaving the initial stage has the following advantages:

[0148] 1. Smoother gaming experience: Because game objects move at a constant speed, players will not experience noticeable acceleration or deceleration during the game, thus improving the smoothness and stability of the game.

[0149] 2. Easier to control game difficulty: Constant speed movement allows game developers to more easily control the game's difficulty and pacing. For example, the constant speed of game objects can be adjusted according to the game's difficulty, making the game more challenging.

[0150] 3. Reduce player fatigue: Since the game objects move at a constant speed, players do not need to frequently adjust their operations during the game, thus reducing player fatigue.

[0151] 4. A more realistic gaming experience: Some game scenarios and operations require more realistic physics, and moving at a constant speed can better simulate the movement of real objects. For example, in the Sokoban game, moving at a constant speed can better simulate the movement of boxes, increasing the game's realism.

[0152] In some embodiments, the game method of this application further includes:

[0153] During the movement of the game object, a first vibration signal is sent to the motion sensing device according to the movement stage of the game object. The first vibration signal is used to enable the motion sensing device to provide vibration feedback. The vibration feedback during the accelerated movement stage of the game object is stronger than the vibration intensity during the uniform movement stage of the game object.

[0154] Understandably, the initial vibration signal enables the motion-sensing device to provide different vibration feedback based on the movement phase of the game object. This vibration feedback allows players to feel the accelerated movement in the game more immersively, enhancing the game's immersion. Simultaneously, sending stronger vibration feedback during acceleration phases allows players to more clearly perceive changes in the game object's state, helping them better control the game's progress.

[0155] S50. During the movement of the game object, control the game object to stop moving based on obstacle detection or acceleration data.

[0156] Specifically, obstacles are objects or areas placed in a game scene that have the function of collision or obstruction. Players must avoid colliding with or crossing these obstacles during gameplay; otherwise, game objects may stop moving or be penalized. Obstacles can be objects of different shapes, sizes, and numbers, such as walls, barriers, traps, and bombs. In game design, the placement of obstacles can increase the difficulty and challenge of the game, or it can serve as part of the game's storyline.

[0157] Specifically, game objects can be stopped from moving in the following ways:

[0158] 1. Obstacle Detection: Obstacles are placed in the game scene, and collisions with obstacles are continuously detected as the game object moves. When a game object collides with an obstacle, its movement is immediately stopped. Appropriate feedback can be configured according to specific needs, such as sound or vibration.

[0159] 2. Acceleration Data Control: Calculates the acceleration of game objects based on acceleration data. When the acceleration falls below a certain threshold, the game object is considered to have stopped moving. Different thresholds can be set according to actual needs to adapt to different scenarios.

[0160] In some embodiments, the game method of this application further includes:

[0161] When a collision between a game object and an obstacle is detected, a second vibration signal is sent to the motion sensing device, which is used to enable the motion sensing device to provide vibration feedback.

[0162] This second vibration signal enables the motion-sensing device to provide vibration feedback when the game object collides with an obstacle. This vibration feedback allows players to feel the movement of the box in the game more immersively, enhancing the game's immersion.

[0163] Understandably, compared to traditional linear movement game methods, this solution can achieve a gradually accelerating propulsion effect, bringing the following advantages:

[0164] 1. A More Realistic Experience: This solution simulates a realistic pushing process, giving players a more immersive gaming experience. Compared to simple linear movement, the gradually accelerating pushing effect allows players to feel more engaged with the game's scenes and characters.

[0165] 2. More Diverse Game Experience: The gradually accelerating pushing effect increases the game's replayability. Compared to simple linear movement, players can achieve more diverse game operations by mastering the force and direction of the push, further enhancing the gaming experience.

[0166] 3. Enhanced Game Performance: The gradually accelerating pushing effect delivers a superior gaming experience. By controlling the force and direction of the push, players can achieve more precise controls, further enhancing the game's visual appeal.

[0167] Therefore, compared to traditional linear movement gameplay, the gameplay method of this application offers a more realistic, diverse, and superior gaming experience.

[0168] In addition, refer to Figure 3 The present invention also proposes a motion-sensing game device based on pushing motion, the motion-sensing game device based on pushing motion comprising:

[0169] The acquisition module 110 acquires acceleration data in the horizontal or vertical direction from the bound motion-sensing device after the motion-sensing game is started.

[0170] The judgment module 120 is used to determine whether the current pushing action meets the preset start-up criteria based on the acceleration data;

[0171] Calculation module 130 is used to determine the direction of movement of the game object being pushed in the motion-sensing game based on the acceleration data;

[0172] The control module 140 is used to control the game object to gradually accelerate along the direction of movement based on the acceleration data, and to control the game object to stop moving based on obstacle detection or acceleration data during the movement of the game object.

[0173] The steps for implementing each functional module of the motion-sensing game device based on pushing motion can be referred to in the various embodiments of the motion-sensing game method based on pushing motion of the present invention, and will not be repeated here.

[0174] Furthermore, this invention also proposes a computer-readable storage medium, which can be any one or any combination of several of the following: hard disk, multimedia card, SD card, flash memory card, SMC, read-only memory (ROM), erasable programmable read-only memory (EPROM), portable compact disc read-only memory (CD-ROM), USB memory, etc. The computer-readable storage medium includes a motion-sensing game program 10 based on pushing motions. The specific implementation of the computer-readable storage medium of this invention is largely the same as the aforementioned motion-sensing game method based on pushing motions and the specific implementation of server 1, and will not be repeated here.

[0175] Those skilled in the art will understand that embodiments of the present invention can be provided as methods, systems, or computer program products. Therefore, the present invention can take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, the present invention can take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0176] This invention is described with reference to flowchart illustrations and / or block diagrams of methods, apparatus (systems), and computer program products according to embodiments of the invention. It will be understood that each block of the flowchart illustrations and / or block diagrams, and combinations of blocks in the flowchart illustrations and / or block diagrams, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, special-purpose computer, embedded processor, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, generate instructions for implementing the flowchart illustrations and / or block diagrams. Figure 1 One or more processes and / or boxes Figure 1 A device that provides the functions specified in one or more boxes.

[0177] These computer program instructions may also be stored in a computer-readable storage medium that can direct a computer or other programmable data processing device to function in a particular manner, such that the instructions stored in the computer-readable storage medium produce an article of manufacture including instruction means, which are implemented in a process Figure 1 One or more processes and / or boxes Figure 1 The function specified in one or more boxes.

[0178] These computer program instructions may also be loaded onto a computer or other programmable data processing equipment to cause a series of operational steps to be performed on the computer or other programmable equipment to produce a computer-implemented process, thereby providing instructions that execute on the computer or other programmable equipment for implementing the process. Figure 1 One or more processes and / or boxes Figure 1 The steps of the function specified in one or more boxes.

[0179] Although preferred embodiments of the invention have been described, those skilled in the art, upon learning the basic inventive concept, can make other changes and modifications to these embodiments. Therefore, the appended claims are intended to be interpreted as including both the preferred embodiments and all changes and modifications falling within the scope of the invention.

[0180] Obviously, those skilled in the art can make various modifications and variations to this invention without departing from its spirit and scope. Therefore, if these modifications and variations fall within the scope of the claims of this invention and their equivalents, this invention also intends to include these modifications and variations.

Claims

1. A motion-sensing game method based on pushing motion, characterized in that, include: After the motion-sensing game is started, acceleration data in the horizontal or vertical direction is obtained from the bound motion-sensing device; Based on the acceleration data, determine whether the current pushing action meets the preset start-up criteria; If so, the direction of movement of the game object being pushed in the motion-sensing game is determined based on the acceleration data; Controlling the game object to gradually accelerate along the direction of movement based on the acceleration data includes: calculating the movement speed of the game object based on the acceleration data; when the game object is in a preset starting phase, calculating the movement distance of the game object based on the movement speed and a preset speed weight, wherein the speed weight increases with the movement time; and adjusting the position of the game object based on the movement distance. During the movement of the game object, the game object is controlled to stop moving based on obstacle detection or acceleration data.

2. The motion-sensing game method based on pushing motion as described in claim 1, characterized in that, Determining whether the current pushing action meets the preset start-up criteria based on the acceleration data includes: The motion speed of the somatosensory device in the pushing direction is calculated based on the acceleration data; If the moving speed remains within a preset speed range for a set period of time, then the current pushing action is determined to meet the preset start-up criteria.

3. The motion-sensing game method based on pushing motion as described in claim 2, characterized in that, Determining whether the current pushing action meets the preset start-up criteria based on the acceleration data also includes: The preset speed range is selected from the preset database and matched with the current game object selection.

4. The motion-sensing game method based on pushing motion as described in claim 3, characterized in that, After the game object leaves the preset starting phase, the method further includes: Calculate the average velocity based on the acceleration data during the initial phase; The game object is controlled to move at a constant speed based on the average speed.

5. The motion-sensing game method based on pushing motion as described in claim 4, characterized in that, The method further includes: During the movement of the game object, a first vibration signal is sent to the motion sensing device according to the movement stage of the game object. The first vibration signal is used to enable the motion sensing device to provide vibration feedback. The vibration feedback during the accelerated movement stage of the game object is stronger than the vibration intensity during the uniform movement stage of the game object.

6. The motion-sensing game method based on pushing motion as described in claim 5, characterized in that, The method further includes: When a collision between a game object and an obstacle is detected, a second vibration signal is sent to the motion sensing device, which is used to enable the motion sensing device to provide vibration feedback.

7. A motion-sensing game device based on pushing motion, characterized in that, For implementing the motion-sensing game method based on pushing motion as described in any one of claims 1-6, the motion-sensing game device comprises: The acquisition module acquires acceleration data in the horizontal or vertical direction from the bound motion-sensing device after the motion-sensing game starts. The judgment module is used to determine whether the current pushing action meets the preset start-up criteria based on the acceleration data; The calculation module is used to determine the direction of movement of the game object being pushed in the motion-sensing game based on the acceleration data; The control module is used to control the game object to gradually accelerate along the direction of movement based on the acceleration data, and to control the game object to stop moving based on obstacle detection or acceleration data during the movement of the game object.

8. A motion-sensing gaming device based on pushing motions, characterized in that, The device includes a memory, a processor, and a motion-sensing game program based on pushing motions stored in the memory and executable on the processor. When the processor executes the motion-sensing game program based on pushing motions, it implements the motion-sensing game method based on pushing motions as described in any one of claims 1-6.

9. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a motion-sensing game program based on pushing motions, which, when executed by a processor, implements the motion-sensing game method based on pushing motions as described in any one of claims 1-6.