Game skill control method and device, electronic equipment and readable storage medium
By recognizing the overlap of the player's palms to control the release of virtual characters' skills, the problem of low finger recognition accuracy in existing technologies has been solved, improving the accuracy of skill release and the player's experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2023-12-04
- Publication Date
- 2026-07-21
AI Technical Summary
Existing MR and VR devices have low accuracy when recognizing gestures by identifying players' fingers, resulting in poor finger recognition accuracy and reducing the player's experience.
The system controls the virtual character to release skills by recognizing the overlap rate of the player's two palms. The specific steps include: recognizing the overlap rate of the two palms; when the overlap rate is greater than a preset threshold, controlling the virtual character to enter the skill release preparation state; and controlling the virtual character to release the skill when at least one palm performs the target action.
It improves the accuracy of skill release recognition and enhances the player experience.
Smart Images

Figure CN117797465B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game technology, and in particular to a method, apparatus, electronic device, and readable storage medium for controlling game skills. Background Technology
[0002] In existing video games, MR (Mixed Reality) devices and VR (Virtual Reality) devices can recognize the player's gestures and control the virtual characters in the video game based on the recognized gestures.
[0003] Generally, both MR and VR devices recognize gestures by identifying the player's fingers. However, the accuracy of the recognizers in existing MR and VR devices is typically low. Since players' fingers are small, the recognizers often have poor accuracy in recognizing the player's fingers, thus reducing the player's experience. Summary of the Invention
[0004] In view of this, the purpose of the present invention is to provide a method, device, electronic device and readable storage medium for controlling game skills, so as to release skills by recognizing the player's palm, without recognizing the player's fingers, thereby increasing the accuracy of recognition and improving the player's experience.
[0005] In a first aspect, embodiments of the present invention provide a method for controlling game skills, which provides a graphical user interface through a terminal device, the graphical user interface displaying a virtual character controlled by the player; the method includes: identifying the player's two palms and determining the overlap rate of the two palms; when the overlap rate is greater than a preset threshold, controlling the virtual character to enter a preparation state for releasing a target skill; when at least one palm performs a target action, controlling the virtual character in the preparation state to release the target skill.
[0006] Secondly, embodiments of the present invention also provide a game skill control device, which provides a graphical user interface through a terminal device, the graphical user interface displaying a virtual character controlled by the player; the device includes: a player hand recognition module, used to recognize the player's two hands and determine the overlap rate of the two hands; a ready state entry module, used to control the virtual character to enter a ready state for releasing a target skill when the overlap rate is greater than a preset threshold; and a target skill release module, used to control the virtual character in the ready state to release the target skill when at least one hand performs a target action.
[0007] Thirdly, embodiments of the present invention also provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the steps of the above-described game skill control method.
[0008] Fourthly, embodiments of the present invention also provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the steps of the above-described game skill control method.
[0009] The embodiments of the present invention bring the following beneficial effects:
[0010] This invention provides a method, device, electronic device, and readable storage medium for controlling game skills. The method identifies a player's two palms and determines their overlap rate. When the overlap rate exceeds a preset threshold, the virtual character is controlled to enter a preparation state for releasing a target skill. When at least one palm performs the target action, the virtual character in the preparation state releases the target skill. This method releases the skill by recognizing the player's palms, eliminating the need to recognize the player's fingers. Since the size of the palm is larger than the size of the fingers, the accuracy of recognizing the player's palms is much higher than the accuracy of recognizing the player's fingers, thereby increasing the accuracy of recognition and improving the player's experience.
[0011] Other features and advantages of this disclosure will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.
[0012] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0013] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0014] Figure 1 A schematic diagram of an implementation environment provided for an embodiment of the present invention;
[0015] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of the present invention;
[0016] Figure 3 A flowchart illustrating a game skill control method provided in an embodiment of the present invention;
[0017] Figure 4 This is a schematic diagram illustrating the shape of two palms according to an embodiment of the present invention;
[0018] Figure 5 A flowchart illustrating another method for controlling game skills provided in an embodiment of the present invention;
[0019] Figure 6 This is a schematic diagram illustrating the release direction or release location of a target skill, provided as an embodiment of the present invention.
[0020] Figure 7 This is a schematic diagram of the structure of a game skill control device provided in an embodiment of the present invention;
[0021] Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0022] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0023] In existing video games, MR and VR devices can recognize player gestures and control virtual characters based on these gestures. Generally, both MR and VR devices recognize gestures by identifying the player's fingers. However, the accuracy of the recognizers in existing MR and VR devices is generally low. Since players' fingers are small, the accuracy of the recognizers is poor, thus reducing the player's experience.
[0024] First, let me introduce the terms used in this application:
[0025] (1) Game Scene
[0026] The game system can provide (or offer) a virtual game scene displayed when the application runs on a terminal device or server. Optionally, the game scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be either a two-dimensional or three-dimensional virtual scene, and the virtual environment can be sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. The game scene is the scenario in which the user controls the virtual character and establishes complete game logic.
[0027] A virtual character refers to a controllable dynamic object in a virtual scene. Optionally, this dynamic object can be a virtual person, a virtual animal, etc. Virtual people include anime characters, game characters, etc. This virtual character is a character controlled by a player through an input device, or an artificial intelligence (AI) trained and set up for battle in a virtual environment, or a non-player character (NPC) set up for battle in a virtual scene. Optionally, this virtual character is a virtual person competing in a virtual scene. Optionally, the number of virtual characters in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle; this application embodiment does not limit this. In one possible implementation, the user can control the virtual character to move within the virtual scene, for example, controlling the virtual character to run, jump, crawl, etc., and can also control the virtual character to use skills and virtual items provided by the application to fight against other virtual characters.
[0028] (2) Player Role
[0029] A player character is a virtual character that can be controlled by a player and move around in a game environment. In some video games, they may also be called shikigami (spirit) characters or hero characters. Player characters can be at least one of the following forms: virtual characters, virtual animals, anime characters, virtual vehicles, etc.
[0030] (3) Game Interface
[0031] A game interface refers to the interface of an application provided or displayed through a graphical user interface (GUI). This interface includes a user interface (UI) for player interaction and a game screen. In optional implementations, the UI may include game controls (e.g., skill controls, movement controls, function controls), indicators (e.g., direction indicators, character indicators), information display areas (e.g., kill count, match time), or game setting controls (e.g., system settings, shop, coins). In optional implementations, the game screen is the display screen corresponding to the virtual scene shown on the terminal device. The game screen may include virtual characters such as game characters, NPC characters, and AI characters that execute game logic within the virtual scene.
[0032] Based on this, embodiments of the present invention provide a method, device, electronic device, and readable storage medium for controlling game skills. This technology can be applied to devices that can recognize player gestures, such as MR devices, VR devices, mobile phones, tablets, and computers.
[0033] To facilitate understanding of this embodiment, a method for controlling game skills disclosed in this embodiment of the invention will first be described in detail.
[0034] In one embodiment of this disclosure, the game skill control method can run on a terminal device or a server. The terminal device can be a local terminal device. When the game skill control method runs on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and client devices.
[0035] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of game skill control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0036] In an alternative implementation, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0037] In one possible implementation, embodiments of the present invention provide a method for controlling game skills, which provides a graphical user interface (GUI) through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The GUI provided by the terminal device includes at least a portion of the game scene, the player character, and other virtual characters in the same game; as in the aforementioned embodiments, the player can control their character to attack other virtual characters.
[0038] See Figure 1 The diagram illustrates an implementation environment. This environment may include a first terminal device, a server, and a second terminal device. The first and second terminal devices communicate with the server to achieve data communication. In this embodiment, the first and second terminal devices are each equipped with a client that executes the game skill control method provided in this application, and the host is the server that executes the game skill control method provided in this application. Through the client, the first and second terminal devices can communicate with the host.
[0039] Taking the first terminal device as an example, the first terminal device establishes communication with the host by running a client. In an optional implementation, the server establishes a game match based on the client's game request. The parameters of the game match can be determined based on the parameters in the received game request; for example, the game match parameters may include the number of participants and the character levels of the participants. When the first terminal device receives a response from the server, it displays the virtual scene corresponding to the game match through its graphical user interface. In an optional implementation, the server determines a target game match for the client from among multiple established game matches based on the client's game request. When the first terminal device receives a response from the server, it displays the virtual scene corresponding to the game match through its graphical user interface. The first terminal device is a device controlled by a first user, and the virtual character displayed in the graphical user interface of the first terminal device is the player character controlled by the first user. The first user inputs operation commands through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.
[0040] Taking a second terminal device as an example, the second terminal device establishes communication with the host by running a client. In an optional implementation, the server establishes a game match based on the client's game request. The parameters of the game match can be determined based on the parameters in the received game request; for example, the game match parameters may include the number of participants and the character levels of the participants. When the second terminal device receives a response from the server, it displays the virtual scene corresponding to the game match through its graphical user interface. In an optional implementation, the server determines a target game match for the client from among multiple established game matches based on the client's game request. When the second terminal device receives a response from the server, it displays the virtual scene corresponding to the game match through its graphical user interface. The second terminal device is a device controlled by a second user, and the virtual character displayed in the graphical user interface of the second terminal device is the player character controlled by the second user. The second user inputs operation commands through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.
[0041] The server performs data calculations based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the rendering of the corresponding virtual scene and / or virtual character in the graphical user interface according to the synchronization data sent by the server.
[0042] In this embodiment, the virtual character controlled by the first terminal device and the virtual character controlled by the second terminal device are virtual characters in the same game. The virtual characters controlled by the first terminal device and the virtual characters controlled by the second terminal device may have the same character attributes or different character attributes.
[0043] It should be noted that the virtual characters in the current game can include two or more virtual characters, and different virtual characters can correspond to different terminal devices. In other words, in the current game, there are two or more terminal devices that send and synchronize game data with the host.
[0044] This embodiment provides a method for controlling game skills. The game in this embodiment can be a multiplayer game. This embodiment provides a graphical user interface for the game through a terminal device. See [link to documentation]. Figure 2 The diagram shows a graphical user interface that displays a virtual character controlled by a player through the graphical user interface of a terminal device.
[0045] like Figure 2As shown, the graphical user interface can also display other virtual characters controlled by other players. These other virtual characters can include friendly virtual characters of the same faction as the virtual character controlled by the player or enemy virtual characters of a different faction.
[0046] Based on the above description, see Figure 3 The flowchart shown illustrates a method for controlling a game skill, which includes the following steps:
[0047] Step S302: Identify the player's two palms and determine the overlap rate of the two palms.
[0048] In this embodiment, the terminal device can detect the player's two palms, determine the shapes of the two palms, and thus determine the overlap rate of the two palm shapes. See also Figure 4 The diagram shown illustrates the shape of two palms. Figure 4 The image shows the shape of the left and right palms as recognized by the terminal device. The intersection of the shapes of the left and right palms is the overlap rate of the two palms.
[0049] Step S304: When the overlap rate is greater than a preset threshold, control the virtual character to enter the preparation state for releasing the target skill.
[0050] If a player wants to control their virtual character to unleash a target skill, they can first overlap their two palms. The terminal device can recognize the player's two palms. When the player overlaps their two palms, the overlap rate determined by the terminal device will be greater than a preset threshold (which can be 50%). Therefore, the terminal device can determine that the player wants to control the virtual character to unleash a skill, and the terminal device can control the virtual character to enter the preparation state for releasing the target skill.
[0051] Step S306: When at least one hand performs the target action, the virtual character in the preparation state releases the target skill.
[0052] After determining the direction and location of the virtual character's target skill, the player can control at least one hand to perform the target action. The terminal device responds to the target action and can control the virtual character in the ready state to release the target skill.
[0053] The target action can be a fist-clenching action. The terminal device can determine whether a hand is performing the fist-clenching action by recognizing the shape of the palm.
[0054] It should also be noted that in this embodiment, at least one hand is only required to execute the target action after the virtual character enters the preparation state for releasing the target skill. That is, if the virtual character does not enter the above preparation state, the terminal device may not recognize at least one hand to execute the target action.
[0055] This invention provides a method for controlling game skills. The method identifies a player's two palms and determines their overlap rate. When the overlap rate exceeds a preset threshold, the virtual character is controlled to enter a preparation state for releasing a target skill. When at least one palm performs the target action, the virtual character in the preparation state releases the target skill. This method releases the skill by recognizing the player's palms, eliminating the need to recognize the player's fingers. Since the size of the palm is larger than the size of the fingers, the accuracy of recognizing the player's palms is much higher than the accuracy of recognizing the player's fingers, thereby increasing the accuracy of recognition and improving the player's experience.
[0056] like Figure 5 The flowchart shown is for another game skill control method in an optional embodiment. The game skill control method in the optional embodiment includes the following steps:
[0057] Step S502: Identify the player's two palms and determine the overlap rate of the two palms.
[0058] In this embodiment, the terminal device can be a device equipped with a recognizer, which is used to recognize the player's palm. In some embodiments, the terminal device may include a gamepad, which can recognize both of the player's palms through its recognizer.
[0059] In this embodiment, the gamepad's recognition sensor can identify the player's two palms. Compared to the existing technology that uses the gamepad's recognition sensor to identify the player's fingers, this embodiment only needs to identify the player's two palms, without needing to identify the player's fingers. Since the size of the palm is larger than the size of the fingers, the accuracy of the gamepad's recognition sensor in identifying the player's palms is much higher than the accuracy in identifying the player's fingers, thereby increasing the accuracy of the gamepad's recognition sensor and improving the player's experience.
[0060] Step S504: When the overlap rate is greater than a preset threshold, control the virtual character to enter the preparation state for releasing the target skill.
[0061] Step S506: Display the release direction or release location of the target skill in the graphical user interface.
[0062] See Figure 6 The diagram illustrates the release direction or location of a target skill. After the virtual character enters the preparation state for releasing the target skill, the graphical user interface can display the release direction or location of the target skill. In this embodiment, the player can determine or adjust the release direction or location of the target skill by moving their hand.
[0063] (1) In some embodiments, the direction of movement of the first movement can be determined in response to the first movement of a target hand of the player; the direction of movement of the first movement can be used as the direction of release of the target skill.
[0064] Taking the target hand as the left hand as an example, the player can perform the first movement action of moving the left hand. The terminal device recognizes the first movement action, determines the direction of the first movement action, and can use the direction of the first movement action as the release direction of the target skill. Thus, the release direction of the target skill can be determined or adjusted by the movement action of the hand.
[0065] (2) In some embodiments, the second movement of a target hand of the player can be responded to, and the movement position of the second movement can be determined; the movement position of the second movement can be used as the release position of the target skill.
[0066] Taking the target hand as the right hand as an example, the player can perform a second movement action by moving the right hand. The terminal device recognizes the second movement action and determines the movement position of the second movement action. The movement position can be understood as the end position of the movement action. Then, the movement position of the second movement action is used as the release position of the target skill. Thus, the release position of the target skill is determined or adjusted by the movement action of the hand.
[0067] Both of the above methods determine or adjust the release direction or position of the target skill through the movement of one hand (i.e., the target hand). Therefore, it is necessary to first determine whether it is the left or right hand as the target hand. In some embodiments, the movement distance of the player's two hands can be determined, and the hand with the larger movement distance can be used as the target hand.
[0068] Players can use hand movements to help the terminal device identify a target hand. To designate a specific hand as the target, the player simply needs to move that hand a greater distance than the other hand. The terminal device will then select the hand with the larger movement distance as the target, preventing the difficulty in identifying the target hand when both hands are moving simultaneously. This increases the accuracy of hand recognition and enhances the player's experience.
[0069] (3) In some embodiments, the third movement of the player's first palm and the fourth movement of the second palm can be responded to to determine the movement position of the third movement and the movement position of the fourth movement; the release direction of the target skill can be determined based on the movement position of the third movement and the movement position of the fourth movement.
[0070] This embodiment also provides a method for determining the release direction of a target skill by moving two hands. Players can control the first and second hands to perform a third and a fourth movement action, respectively. The terminal device can determine the movement positions of the third and fourth movement actions, and then determine the release direction of the target skill based on the movement positions of the third and fourth movement actions.
[0071] For example, if the first hand is the left hand, and the left hand's third movement moves from position A to position B, then the position of the third movement is position B, which is the endpoint of the third movement. Similarly, if the second hand is the right hand, and the right hand's fourth movement moves from position C to position D, then the position of the fourth movement is position D, which is the endpoint of the fourth movement. Therefore, the terminal device can determine the direction of the target skill's release based on positions B and D.
[0072] In some embodiments, the movement distances of the third and fourth movement actions can be determined; the movement position of the movement action with the smaller movement distance is taken as the starting point, and the movement position of the movement action with the larger movement distance is taken as the ending point; the direction from the starting point to the ending point is taken as the release direction of the target skill.
[0073] The terminal device needs to first determine the start and end points of the release direction. Therefore, in this embodiment, the movement distances of the third and fourth movements can be determined first, with the position of the movement with the smaller movement distance taken as the start point and the position of the movement with the larger movement distance taken as the end point.
[0074] Continuing with the example of position B for the third movement action and position D for the fourth movement action: If the movement distance of the third movement action is less than the movement distance of the fourth movement action, then position B can be taken as the starting point and position D as the ending point, and the direction from position B to position D can be taken as the release direction of the target skill.
[0075] In summary, this embodiment provides a method for determining or adjusting the release direction or position of a target skill through the movement of one or two hands. It offers various interaction methods, improving the convenience of player interaction and thus enhancing the player experience. Furthermore, for the method of determining or adjusting the release direction or position of a target skill using the movement of one hand, this embodiment can also use the hand that moves a greater distance as the target hand, thus preventing the difficulty in determining the target hand when both hands are moving, further increasing the accuracy of hand recognition and improving the player experience.
[0076] Step S508: When at least one hand performs the target action, the virtual character in the preparation state releases the target skill.
[0077] In some embodiments, the release animation of the target skill can also be displayed in the graphical user interface.
[0078] After the virtual character in the terminal device control preparation state releases the target skill, the release animation of the target skill can be displayed in the graphical user interface, thus completing the entire process of releasing the target skill. Players can watch the release animation of the target skill in order to perform subsequent game operations.
[0079] Corresponding to the above method embodiments, this invention provides a game skill control device that provides a graphical user interface (GUI) through a terminal device, displaying a virtual character controlled by the player. For example... Figure 7 The diagram shows a structural schematic of a game skill control device, which includes:
[0080] The player's palm recognition module 71 is used to recognize the player's two palms and determine the overlap rate of the two palms;
[0081] The preparation state entry module 72 is used to control the virtual character to enter the preparation state for the release of the target skill when the overlap rate is greater than a preset threshold.
[0082] The target skill release module 73 is used to control the virtual character in the preparation state to release the target skill when at least one hand performs a target action.
[0083] This invention provides a control device for game skills. It identifies a player's two palms and determines the overlap rate between them. When the overlap rate exceeds a preset threshold, it controls a virtual character to enter a preparation state for releasing a target skill. When at least one palm performs the target action, it controls the virtual character in the preparation state to release the target skill. In this method, skill release is completed by identifying the player's palms, eliminating the need to identify the player's fingers. Since the size of a palm is larger than the size of a finger, the accuracy of palm recognition is much higher than that of finger recognition, thereby increasing recognition accuracy and improving the player's experience.
[0084] In one feasible implementation, the terminal device includes a gamepad; the player hand recognition module is used to recognize the player's two hands via the gamepad's recognizer.
[0085] In one feasible implementation, the above-mentioned device further includes: a release direction or release position display module for displaying the release direction or release position of the target skill on a graphical user interface.
[0086] In one feasible implementation, the device further includes: a release direction first determination module, used to respond to a first movement action of a target hand of the player, determine the movement direction of the first movement action, and use the movement direction of the first movement action as the release direction of the target skill.
[0087] In one feasible implementation, the device further includes: a release position determination module, configured to respond to a second movement action of a player's target hand, determine the movement position of the second movement action, and use the movement position of the second movement action as the release position of the target skill.
[0088] In one feasible implementation, the device further includes a target hand determination module, which is also used to determine the movement distance of the player's two hands and to designate the hand with the larger movement distance as the target hand.
[0089] In one feasible implementation, the device further includes: a release direction second determination module, configured to, in response to a third movement of the player's first hand and a fourth movement of the player's second hand, determine the movement position of the third movement and the movement position of the fourth movement; and determine the release direction of the target skill based on the movement position of the third movement and the movement position of the fourth movement.
[0090] In one feasible implementation, the aforementioned second release direction determination module is used to determine the movement distance of the third movement action and the movement distance of the fourth movement action; take the movement position of the movement action with the smaller movement distance as the starting point and the movement position of the movement action with the larger movement distance as the ending point; and take the direction from the starting point to the ending point as the release direction of the target skill.
[0091] In one feasible implementation, the above-mentioned device further includes: a release animation display module for displaying the release animation of the target skill on a graphical user interface.
[0092] The game skill control device provided in this embodiment of the invention has the same technical features as the game skill control method provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.
[0093] This invention also provides an electronic device for controlling the aforementioned game skills; see [link to related documentation]. Figure 8 The diagram shows the structure of an electronic device, which includes a memory 100 and a processor 101. The memory 100 stores one or more computer instructions, which are executed by the processor 101 to perform the following steps:
[0094] Identify the player's two hands and determine their overlap rate; when the overlap rate is greater than a preset threshold, control the virtual character to enter the preparation state for releasing the target skill; when at least one hand performs the target action, control the virtual character in the preparation state to release the target skill.
[0095] In an optional embodiment of the present invention, the terminal device includes a controller; the step of recognizing the player's two palms includes: recognizing the player's two palms through a recognizer on the controller.
[0096] In an optional embodiment of the present invention, after the above-described step of controlling the virtual character to enter the preparation state for skill release, the method further includes: displaying the release direction or release location of the target skill in the graphical user interface.
[0097] In an optional embodiment of the present invention, after the step of controlling the virtual character to enter the preparation state for releasing the target skill, the method further includes: responding to a first movement action of a target hand of the player, determining the movement direction of the first movement action; and using the movement direction of the first movement action as the release direction of the target skill.
[0098] In an optional embodiment of the present invention, after the step of controlling the virtual character to enter the preparation state for releasing the target skill, the method further includes: responding to a second movement action of a target hand of the player, determining the movement position of the second movement action; and using the movement position of the second movement action as the release position of the target skill.
[0099] In an optional embodiment of the present invention, after the above-described step of controlling the virtual character to enter the preparation state for releasing the target skill, the method further includes: determining the movement distance of the player's two palms, and taking the palm with the larger movement distance as the target palm.
[0100] In an optional embodiment of the present invention, after the above-described step of controlling the virtual character to enter the preparation state for releasing the target skill, the method further includes: responding to the third movement action of the player's first palm and the fourth movement action of the second palm, determining the movement position of the third movement action and the movement position of the fourth movement action; and determining the release direction of the target skill based on the movement position of the third movement action and the movement position of the fourth movement action.
[0101] In an optional embodiment of the present invention, the step of determining the release direction of the target skill based on the movement position of the third movement action and the movement position of the fourth movement action includes: determining the movement distance of the third movement action and the movement distance of the fourth movement action; taking the movement position of the movement action with the smaller movement distance as the starting point and the movement position of the movement action with the larger movement distance as the ending point; and taking the direction from the starting point to the ending point as the release direction of the target skill.
[0102] In an optional embodiment of the present invention, after the step of controlling the virtual character in the preparation state to release the target skill, the method further includes: displaying the release animation of the target skill in the graphical user interface.
[0103] In this embodiment, the system can identify the player's two palms and determine their overlap rate. When the overlap rate exceeds a preset threshold, the system controls the virtual character to enter a preparation state for releasing the target skill. When at least one palm performs the target action, the system controls the virtual character in the preparation state to release the target skill. This method releases the skill by recognizing the player's palms, eliminating the need to recognize the player's fingers. Since the size of the palm is larger than the size of the fingers, the accuracy of recognizing the player's palms is much higher than the accuracy of recognizing the player's fingers, thereby increasing the accuracy of recognition and improving the player's experience.
[0104] Furthermore, Figure 8 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103 and the memory 100 connected via the bus 102.
[0105] The memory 100 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 8 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0106] Processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 101 or by instructions in software form. Processor 101 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0107] This invention also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the aforementioned game skill control method, which can perform the following steps:
[0108] Identify the player's two hands and determine their overlap rate; when the overlap rate is greater than a preset threshold, control the virtual character to enter the preparation state for releasing the target skill; when at least one hand performs the target action, control the virtual character in the preparation state to release the target skill.
[0109] In an optional embodiment of the present invention, the terminal device includes a controller; the step of recognizing the player's two palms includes: recognizing the player's two palms through a recognizer on the controller.
[0110] In an optional embodiment of the present invention, after the above-described step of controlling the virtual character to enter the preparation state for skill release, the method further includes: displaying the release direction or release location of the target skill in the graphical user interface.
[0111] In an optional embodiment of the present invention, after the step of controlling the virtual character to enter the preparation state for releasing the target skill, the method further includes: responding to a first movement action of a target hand of the player, determining the movement direction of the first movement action; and using the movement direction of the first movement action as the release direction of the target skill.
[0112] In an optional embodiment of the present invention, after the step of controlling the virtual character to enter the preparation state for releasing the target skill, the method further includes: responding to a second movement action of a target hand of the player, determining the movement position of the second movement action; and using the movement position of the second movement action as the release position of the target skill.
[0113] In an optional embodiment of the present invention, after the above-described step of controlling the virtual character to enter the preparation state for releasing the target skill, the method further includes: determining the movement distance of the player's two palms, and taking the palm with the larger movement distance as the target palm.
[0114] In an optional embodiment of the present invention, after the above-described step of controlling the virtual character to enter the preparation state for releasing the target skill, the method further includes: responding to the third movement action of the player's first palm and the fourth movement action of the second palm, determining the movement position of the third movement action and the movement position of the fourth movement action; and determining the release direction of the target skill based on the movement position of the third movement action and the movement position of the fourth movement action.
[0115] In an optional embodiment of the present invention, the step of determining the release direction of the target skill based on the movement position of the third movement action and the movement position of the fourth movement action includes: determining the movement distance of the third movement action and the movement distance of the fourth movement action; taking the movement position of the movement action with the smaller movement distance as the starting point and the movement position of the movement action with the larger movement distance as the ending point; and taking the direction from the starting point to the ending point as the release direction of the target skill.
[0116] In an optional embodiment of the present invention, after the step of controlling the virtual character in the preparation state to release the target skill, the method further includes: displaying the release animation of the target skill in the graphical user interface.
[0117] In this embodiment, the system can identify the player's two palms and determine their overlap rate. When the overlap rate exceeds a preset threshold, the system controls the virtual character to enter a preparation state for releasing the target skill. When at least one palm performs the target action, the system controls the virtual character in the preparation state to release the target skill. This method releases the skill by recognizing the player's palms, eliminating the need to recognize the player's fingers. Since the size of the palm is larger than the size of the fingers, the accuracy of recognizing the player's palms is much higher than the accuracy of recognizing the player's fingers, thereby increasing the accuracy of recognition and improving the player's experience.
[0118] The computer program products of the game skill control method, device, electronic device and readable storage medium provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0119] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and / or device described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0120] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.
[0121] If a function is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, electronic device, or network device, etc.) to execute all or part of the steps of the methods of the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0122] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0123] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. A method for controlling game skills, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays a virtual character controlled by a player; the method comprises: Identify the player's two palms and determine the overlap ratio of the two palms; When the overlap rate is greater than a preset threshold, the virtual character is controlled to enter the preparation state for releasing the target skill; When at least one of the palms performs the target action, the virtual character controlling the ready state releases the target skill.
2. The method according to claim 1, characterized in that, The terminal device includes a controller; the steps for recognizing the player's two hands include: The player's two hands are identified by the controller's recognition device.
3. The method according to claim 1, characterized in that, After controlling the virtual character to enter the skill release preparation state, the method further includes: The graphical user interface displays the release direction or release location of the target skill.
4. The method according to claim 3, characterized in that, After the step of controlling the virtual character to enter the preparation state for releasing the target skill, the method further includes: In response to the player's first movement of a target hand, determine the direction of movement of the first movement; The direction of movement of the first movement action is taken as the direction of release of the target skill.
5. The method according to claim 3, characterized in that, After the step of controlling the virtual character to enter the preparation state for releasing the target skill, the method further includes: In response to a player's second movement of a target hand, determine the movement position of the second movement; The position of the second movement action is taken as the release position of the target skill.
6. The method according to claim 4 or 5, characterized in that, After the step of controlling the virtual character to enter the preparation state for releasing the target skill, the method further includes: Determine the movement distance of the player's two hands, and designate the hand with the larger movement distance as the target hand.
7. The method according to claim 3, characterized in that, After the step of controlling the virtual character to enter the preparation state for releasing the target skill, the method further includes: Responding to the player's first palm's third movement action and the second palm's fourth movement action, determine the movement position of the third movement action and the movement position of the fourth movement action; The release direction of the target skill is determined based on the movement positions of the third and fourth movement actions.
8. The method according to claim 7, characterized in that, The step of determining the release direction of the target skill based on the movement positions of the third movement action and the fourth movement action includes: Determine the movement distance of the third movement action and the movement distance of the fourth movement action; The starting point is the position of the movement action with the shorter movement distance, and the ending point is the position of the movement action with the longer movement distance. The direction from the starting point to the ending point will be used as the release direction of the target skill.
9. The method according to claim 1, characterized in that, After the step of controlling the virtual character in the prepared state to release the target skill, the method further includes: The graphical user interface displays the release animation of the target skill.
10. A control device for game skills, characterized in that, A graphical user interface is provided via a terminal device, the graphical user interface displaying a virtual character controlled by a player; the device includes: The player's hand recognition module is used to recognize the player's two hands and determine the overlap rate of the two hands; The preparation state entry module is used to control the virtual character to enter the preparation state for releasing the target skill when the overlap rate is greater than a preset threshold. The target skill release module is used to control the virtual character in the ready state to release the target skill when at least one of the palms performs a target action.
11. An electronic device, characterized in that, The device includes a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the steps of the game skill control method according to any one of claims 1-9.
12. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the steps of the game skill control method according to any one of claims 1-9.