Method and device for adjusting action of a suspended carrier, electronic equipment and computer medium
By acquiring the state parameters of the hovercraft and performing basic vehicle body motion fusion and linear adjustment, the problem of the hovercraft's body performance being difficult to distinguish from that of a physical vehicle has been solved, thus improving the driving experience of hovercraft in racing games.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2023-12-14
- Publication Date
- 2026-07-31
AI Technical Summary
In existing technologies, the body appearance of hovercraft vehicles is difficult to distinguish from physical vehicles in racing games, resulting in a poor player experience.
By acquiring the state parameters of the suspended vehicle at each moment, especially the speed parameters, the basic vehicle body movements are fused and linearly adjusted to control the vehicle body movements of the suspended vehicle to change linearly with the changes in state parameters.
This allows for smooth switching between different states of the hover vehicle, enhancing the unique feel of hover vehicle handling and the overall gaming experience for players.
Smart Images

Figure CN117839219B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and more specifically, to a method for adjusting the motion of a hovering vehicle, a device for adjusting the motion of a hovering vehicle, an electronic device, and a computer-readable medium. Background Technology
[0002] In racing games, realistic physics-based cars typically have wheel-like movements that closely resemble those in the real world, such as acceleration, drifting, steering, and emergency braking, to provide a more immersive experience for players. However, for hovercraft, it's currently difficult to find real-world references for their realistic body movements. While some games feature hovercraft, their on-track performance is almost identical to driving a physics-based car, making them largely irrelevant for comparison.
[0003] To differentiate the hovercraft's body shape and handling from regular realistic physics vehicles, the hovercraft's body shape needs to be animated in different states. This will allow players to truly feel the difference between realistic hovercraft and other physics vehicles, thus gaining a better gaming experience.
[0004] Therefore, there is an urgent need in the field for a method to adjust the body movement of a suspended vehicle.
[0005] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention
[0006] The purpose of this disclosure is to provide a method for adjusting the motion of a hovering vehicle, a device for adjusting the motion of a hovering vehicle, an electronic device, and a computer-readable medium, so as to at least to some extent enable the switching of the hovering vehicle body between different states to be linear and smooth, and to make the motion of the hovering vehicle body conform to the design concept of the hovering vehicle itself.
[0007] According to a first aspect of this disclosure, a method for adjusting the motion of a hovering vehicle is provided, comprising providing a graphical user interface via a terminal device, the graphical user interface including at least a portion of a game scene, the game scene displaying a hovering vehicle controlled by the terminal device, the method comprising:
[0008] In response to a vehicle control operation applied to the hovering vehicle, the hovering vehicle is controlled to move within the game scene;
[0009] During the movement of the suspended vehicle, the state parameters of the suspended vehicle at each moment are acquired, wherein the state parameters include the speed parameters of the suspended vehicle;
[0010] Based on the state parameters of the suspended vehicle at each moment, the basic body movements of the suspended vehicle are fused, and the body movements of the suspended vehicle are linearly adjusted according to the fusion result, so as to control the body movements of the suspended vehicle to change linearly with the changes of the state parameters.
[0011] According to a second aspect of this disclosure, a motion adjustment device for a hovering vehicle is provided, which provides a graphical user interface via a terminal device. The graphical user interface includes at least a portion of a game scene, in which a hovering vehicle controlled by the terminal device is displayed. The device comprises:
[0012] The hover vehicle control module is used to respond to vehicle control operations applied to the hover vehicle and control the hover vehicle to move in the game scene;
[0013] The state parameter acquisition module is used to acquire the state parameters of the suspended vehicle at each moment during the movement of the suspended vehicle, wherein the state parameters include the speed parameters of the suspended vehicle;
[0014] The vehicle body motion adjustment module is used to fuse the basic vehicle body motion of the suspended vehicle according to the state parameters of the suspended vehicle at each moment, and to linearly adjust the vehicle body motion of the suspended vehicle according to the fusion result, so as to control the vehicle body motion of the suspended vehicle to change linearly with the change of the state parameters.
[0015] According to a third aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the motion adjustment method of any of the preceding claims by executing the executable instructions.
[0016] According to a fourth aspect of this disclosure, a computer-readable medium is provided having a computer program stored thereon, which, when executed by a processor, implements the motion adjustment method for a suspended vehicle as described in any of the preceding claims.
[0017] The exemplary embodiments disclosed herein can have the following beneficial effects:
[0018] In the hover vehicle motion adjustment method of this exemplary embodiment, the state parameters of the hover vehicle at each moment are acquired during its movement. These state parameters include the hover vehicle's speed parameters. Then, based on the state parameters at each moment, the basic body movements of the hover vehicle are fused, and the body movements are linearly adjusted according to the fusion result. This controls the hover vehicle's body movements to change linearly with the state parameters. The hover vehicle motion adjustment method in this exemplary embodiment, by using a small number of basic body movements in conjunction with different action nodes for motion fusion during the hover vehicle's movement, and linearly adjusting the hover vehicle's body movements according to the fusion result, controls the hover vehicle's body movements to change linearly with the state parameters. This makes the transition between different states of the hover vehicle linear and smooth, conforming to the design concept of the hover vehicle itself. It ensures smooth player operation while showcasing the unique handling and charm of the hover vehicle on the game track, providing players with a better gaming experience.
[0019] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description
[0020] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.
[0021] Figure 1 A schematic diagram of an exemplary system architecture for a motion adjustment method and apparatus for a suspended vehicle to which embodiments of the present disclosure can be applied is shown;
[0022] Figure 2 A flowchart illustrating the motion adjustment method of a suspended vehicle according to an exemplary embodiment of the present disclosure is shown;
[0023] Figure 3 This schematic diagram illustrates the type of vehicle posture behavior of a suspended vehicle on a track according to a specific embodiment of the present disclosure;
[0024] Figure 4 A schematic diagram illustrating the process of adjusting the vehicle body movement of a suspended vehicle at the next moment according to an exemplary embodiment of the present disclosure is shown.
[0025] Figure 5The diagram illustrates the left still frame movement, right still frame movement, and vehicle body movement in the intermediate default state of a hovering vehicle according to a specific embodiment of the present disclosure.
[0026] Figure 6 This schematic diagram illustrates a node connection diagram for motion fusion of the left static frame base body motion and the right static frame base body motion of a suspended vehicle according to a specific embodiment of the present disclosure.
[0027] Figure 7 A flowchart illustrating the process of determining the motion fusion coefficient of a suspended vehicle at the next moment in an exemplary embodiment of this disclosure is shown.
[0028] Figure 8 This schematic diagram illustrates a node connection diagram for determining the motion fusion coefficient of a suspended vehicle at the next moment by means of counting nodes according to a specific embodiment of the present disclosure.
[0029] Figure 9 A schematic diagram of the process for controlling the return-to-center buffer of a levitated vehicle after turning is shown in an exemplary embodiment of the present disclosure;
[0030] Figure 10 This schematic diagram illustrates a node connection diagram for determining left and right alignment parameters according to a specific embodiment of the present disclosure.
[0031] Figure 11 The diagram illustrates the change in the levitation height of a levitation vehicle according to a specific embodiment of the present disclosure;
[0032] Figure 12 A schematic diagram of the process for lifting the superimposed vehicle body of a suspended vehicle according to an exemplary embodiment of the present disclosure is shown;
[0033] Figure 13 This schematic diagram illustrates a node connection diagram for determining the skill speed parameter of a hovering vehicle according to a specific embodiment of the present disclosure;
[0034] Figure 14 The diagram illustrates a node connection diagram in which the vehicle steering action and the vehicle lifting action are superimposed according to a specific embodiment of the present disclosure.
[0035] Figure 15 This schematically illustrates a node connection diagram showing the superposition of collision and leap actions according to a specific embodiment of the present disclosure;
[0036] Figure 16 This schematic diagram illustrates the node connections of a vehicle collision action according to a specific embodiment of the present disclosure;
[0037] Figure 17This schematic diagram illustrates the node connections of a vehicle body landing action according to a specific embodiment of the present disclosure;
[0038] Figure 18 This schematic diagram illustrates the node connection diagram of the crossing action according to a specific embodiment of the present disclosure;
[0039] Figure 19 A block diagram of the motion adjustment device for a suspended vehicle according to an exemplary embodiment of the present disclosure is shown;
[0040] Figure 20 A schematic diagram of the structure of a computer system suitable for implementing the embodiments of the present disclosure is shown. Detailed Implementation
[0041] Exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, these exemplary embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of the exemplary embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.
[0042] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.
[0043] Figure 1 A schematic diagram of a system architecture for an exemplary application environment in which a motion adjustment method and apparatus for a suspended vehicle, according to embodiments of the present disclosure, can be applied.
[0044] like Figure 1As shown, system architecture 100 may include multiple mobile terminals 101, 102, and 103, a network 104, and a server 105. Network 104 serves as a medium for providing communication links between mobile terminals 101, 102, and 103 and server 105. Network 104 may include various connection types, such as wireless communication links.
[0045] It should be understood that Figure 1 The number of mobile terminals, networks, and servers shown is merely illustrative. Depending on implementation needs, any number of mobile terminals, networks, and servers can be included. For example, server 105 could be a server cluster consisting of multiple servers.
[0046] Mobile terminals 101, 102, and 103 can be various electronic devices with processors, including but not limited to smartphones, tablets, and laptops. Server 105 can be a server providing various services. For example, mobile terminals 101, 102, and 103 can respond to vehicle control operations applied to the hover vehicle via their processors, controlling the hover vehicle to move within the game scene. During the hover vehicle's movement, they acquire the hover vehicle's state parameters at each moment, including its speed parameters, and then upload these state parameters to server 105. Server 105 can fuse the hover vehicle's basic body movements based on the hover vehicle's state parameters at each moment and return the fusion result to mobile terminals 101, 102, and 103. Mobile terminals 101, 102, and 103 can linearly adjust the hover vehicle's body movements based on the fusion result to control the hover vehicle's body movements to change linearly with the state parameters.
[0047] In one embodiment of this disclosure, the motion adjustment method for a hovering vehicle can run on a local terminal device or a server. When the motion adjustment method for a hovering vehicle runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.
[0048] 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 separate. The storage and execution of the hover vehicle's motion adjustment 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 information processing is performed by 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 the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0049] In an optional implementation, 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 (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0050] In one possible implementation, this disclosure provides a method for adjusting the motion of a suspended vehicle, which provides a graphical user interface 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.
[0051] This exemplary implementation first provides a method for adjusting the motion of a hovering vehicle. This method provides a graphical user interface (GUI) via a terminal device. The GUI includes at least a portion of a game scene, in which a hovering vehicle controlled by the terminal device is displayed. (See reference) Figure 2 As shown, the above-mentioned method for adjusting the motion of a suspended vehicle may include the following steps:
[0052] Step S210. Respond to the vehicle control operation applied to the hover vehicle and control the hover vehicle to move in the game scene.
[0053] Step S220. During the movement of the suspended vehicle, obtain the state parameters of the suspended vehicle at each moment, wherein the state parameters include the speed parameters of the suspended vehicle.
[0054] Step S230. Based on the state parameters of the hovering vehicle at each moment, the basic body movements of the hovering vehicle are fused, and the body movements of the hovering vehicle are linearly adjusted according to the fusion result, so as to control the body movements of the hovering vehicle to change linearly with the changes in state parameters.
[0055] In the hover vehicle motion adjustment method of this exemplary embodiment, the state parameters of the hover vehicle at each moment are acquired during its movement. These state parameters include the hover vehicle's speed parameters. Then, based on the state parameters at each moment, the basic body movements of the hover vehicle are fused, and the body movements are linearly adjusted according to the fusion result. This controls the hover vehicle's body movements to change linearly with the state parameters. The hover vehicle motion adjustment method in this exemplary embodiment, by using a small number of basic body movements in conjunction with different action nodes for motion fusion during the hover vehicle's movement, and linearly adjusting the hover vehicle's body movements according to the fusion result, controls the hover vehicle's body movements to change linearly with the state parameters. This makes the transition between different states of the hover vehicle linear and smooth, conforming to the design concept of the hover vehicle itself. It ensures smooth player operation while showcasing the unique handling and charm of the hover vehicle on the game track, providing players with a better gaming experience.
[0056] Below, in conjunction with Figures 3 to 18 The steps described above in this example implementation will be explained in more detail.
[0057] In step S210, in response to a vehicle control operation applied to the hovering vehicle, the hovering vehicle is controlled to move within the game scene.
[0058] In this example implementation, a hover vehicle is a type of vehicle capable of suspending itself at a certain height above the ground. The wheel hubs of a hover vehicle do not contact the ground, such as a hovercar. In racing games, players can control the hover vehicle to move within the game environment using a terminal device.
[0059] In step S220, during the movement of the suspended vehicle, the state parameters of the suspended vehicle at each moment are acquired, wherein the state parameters include the speed parameters of the suspended vehicle.
[0060] In this example implementation, the state parameters of the suspended vehicle refer to parameters related to the driving state of the suspended vehicle, which are determined by the driving state of the suspended vehicle at each moment. For example, when the suspended vehicle is turning left or right, the state parameters mainly include the speed parameters and steering variable parameters of the suspended vehicle.
[0061] During the movement of the hovercraft, the terminal device can acquire the hovercraft's status parameters at each moment in real time. Among them, the speed parameter generally changes linearly, while other status parameters, such as steering variable parameters, can be determined based on the player's steering control operation.
[0062] In step S230, the basic body movements of the suspended vehicle are fused according to the state parameters of the suspended vehicle at each moment, and the body movements of the suspended vehicle are linearly adjusted according to the fusion result, so as to control the body movements of the suspended vehicle to change linearly with the changes of the state parameters.
[0063] In this example implementation, such as Figure 3 As shown, the types of vehicle body posture performance of the hovering vehicle on the track can be roughly divided into the following: (1) vehicle body idle posture; (2) vehicle body posture when turning left and right and returning to center for buffering; (3) vehicle body posture when colliding; (4) vehicle body posture when jumping; (5) vehicle body posture when landing; (6) vehicle body posture when accelerating and lifting; (7) vehicle body posture when crossing the finish line.
[0064] Based on the above types of vehicle posture, the basic vehicle animation resources that need to be provided can be mainly the following: (1) Basic vehicle animation when idle, which is the default idle loop animation, which is the hovering vehicle slowly floating up and down; (2) Basic vehicle animation at the highest angle of left and right turns, which is a still frame; (3) Basic vehicle animation for straightening and buffering, which is divided into left buffering and right buffering. This animation is used to straighten after the left turn and after the right turn, so that the hovering vehicle can show the feeling of buffering and hovering; (4) Basic vehicle animation for collision, which is a collision loop animation, used to show the performance of the hovering vehicle when it hits a collision object in the track; (5) Basic vehicle animation for jumping and landing, which is used to realize the jump of the hovering vehicle and the animation of landing after jumping; (6) Basic vehicle animation for acceleration and lifting, which lifts the vehicle when the speed increases and lowers the vehicle when the speed decreases; (7) Basic vehicle animation for crossing the finish line, which is divided into left crossing the finish line and right crossing the finish line. It can be judged according to whether the player presses the left turn button or the right turn button at the moment of crossing the finish line.
[0065] In this example implementation, only a few basic vehicle body movements are used to satisfy the transition and fusion between the vehicle body posture and state of the complete suspended vehicle on the track. The following key points need to be achieved: (1) Animators generally only provide still frame animation resources of the highest angle of left and right turns. It is necessary to calculate so that the vehicle body can achieve complete left and right turns to straighten and the state change when turning to the highest angle of left and right; (2) It is necessary to determine the timing of playing the straightening buffer animation, as well as the conflict and interruption with the left and right buttons; (3) The greater the speed, the higher the vehicle body rises, and the lower the speed, the lower the vehicle body descends. This change should be a linear change, not an abrupt change; (4) The speed increase needs to be superimposed with the collision and jump actions; (5) The finish line action needs to determine the button direction. Based on the above key points, the specific technical details of the implementation are as follows.
[0066] In this example implementation, a small number of basic vehicle body movements can be used in conjunction with different movement nodes to perform movement fusion operations based on the state parameters of the hovering vehicle at each moment. The vehicle body movements of the hovering vehicle can be linearly adjusted according to the fusion results, so that the vehicle body movements of the hovering vehicle can change linearly with the changes in state parameters, and the vehicle body of the hovering vehicle can also switch linearly between different states.
[0067] In this example implementation, such as Figure 4 As shown, based on the state parameters of the hovering vehicle at each moment, the basic body movements of the hovering vehicle are fused, and the body movements of the hovering vehicle are linearly adjusted according to the fusion result. Specifically, this may include the following steps:
[0068] Step S410. Obtain the motion fusion coefficient and state parameters of the hovering vehicle at the current moment.
[0069] In this example implementation, calculations can be performed to first enable the vehicle body of the suspended vehicle to achieve complete left and right steering return to center and state changes from center to the highest left and right angles.
[0070] For left and right turns, only two still frame animations are provided in the basic vehicle body movements: the left still frame animation corresponding to the highest angle the vehicle body lifts when turning left, and the right still frame animation corresponding to the highest angle the vehicle body lifts when turning right. Figure 5 The diagram illustrates the left still frame movement, right still frame movement, and vehicle body movement in the intermediate default state of a suspended vehicle according to a specific embodiment of the present disclosure.
[0071] Based on the inherent characteristics of hovercraft, the intended scenario is that when the player doesn't press any buttons, the vehicle is in a default idle state. When the player presses the left turn button, the vehicle gradually rises to the left from its idle state to its highest angle, eventually stopping at a still left frame. Releasing the left turn button causes the vehicle to gradually return to its default position; the same applies to the right side. Furthermore, the faster the speed, the faster the vehicle should rise to the left or right, and vice versa. This design aims to provide players with a distinct driving experience compared to controlling a regular physical vehicle.
[0072] In this example implementation, the motion blending coefficient refers to the weighting coefficient used in the process of blending the motion of two left and right still frame animations. When using the Blender node to blend the motion of two left and right still frame animations, the motion blending coefficient can be set to the custom variable steerCurrent.
[0073] Figure 6 This diagram illustrates the node connections for motion fusion of the left static frame and right static frame base vehicle body movements of a suspended vehicle according to a specific embodiment of this disclosure. The Blender node's function is to interpolate the input ports based on coefficients. The formula for calculating the fused motion result is as follows:
[0074] Input0*Weight+Input1*(1-Weight)
[0075] The Weight value is passed in via steerCurrent. Based on the above calculation formula, when steerCurrent equals 1, the output Pose is the action of Input0 port, i.e., the left still frame vehicle action; when steerCurrent equals 0, the output Pose is the action of Input1 port, i.e., the right still frame vehicle action. When the player does not press the steering button, the hover vehicle needs to remain in the default middle state, so the default value of steerCurrent should be equal to 0.5, because the output action at this time is Input0*0.5 + Input1*0.5, and the calculation result is the action result of the default middle state.
[0076] In this example implementation, the state parameters include the hovercraft's steering variable and speed parameters at the current moment. The speed parameter is the hovercraft's current base speed. The steering variable parameter represents the hovercraft's current steering state. For example, when designing a steering variable parameter S_Steer (an integer type, defaulting to 0, with a value range of [-1, 1]), this steering variable is passed in by the script. When the player presses the left turn button, S_Steer changes from 0 to -1; when the right turn button is pressed, it changes from 0 to 1; when the left turn button is released, S_Steer changes from -1 to 0, and similarly, when the right turn button is released, S_Steer changes from 1 to 0.
[0077] Step S420. Determine the motion fusion coefficient of the suspended vehicle at the next moment based on the motion fusion coefficient and state parameters of the suspended vehicle at the current moment.
[0078] In this example implementation, based on the motion fusion coefficient and state parameters of the suspended vehicle at the current moment, the motion fusion coefficient for the next moment can be calculated, and the vehicle body motion for the next moment can be adjusted according to the motion fusion coefficient for the next moment. For example... Figure 7 As shown, the motion fusion coefficient of the hovering vehicle at the next moment is determined based on the motion fusion coefficient and state parameters of the hovering vehicle at the current moment. This can specifically include the following steps:
[0079] Step S710. Based on the motion fusion coefficient of the suspended vehicle at the current moment, and the steering variable parameter and speed parameter in the state parameters, obtain the linear change ratio of the motion fusion coefficient.
[0080] To achieve the effect that pressing the left or right turn button will cause the vehicle to gradually tilt and lift from its default posture to the highest angle in the still frame, a linear calculation of the motion fusion coefficient steerCurrent is required.
[0081] In this example implementation, the corresponding speed mapping value can be obtained from the speed parameter in the state parameters, and the linear change ratio of the action fusion coefficient can be calculated based on the motion fusion coefficient, steering variable parameter and speed mapping value of the suspended vehicle at the current moment, according to the custom steering linear change ratio expression.
[0082] The linear scaling factor of the motion fusion coefficient refers to the parameter that controls the rate of change of the motion fusion coefficient. After extensive fitting, a custom expression for calculating the linear scaling factor SpeedScale of the motion fusion coefficient can be derived as follows:
[0083] SpeedScale=min(0.6*c,max(-0.6*c,100*(0.5*(a+1.0)-b)*c))
[0084] Among them, port a is the steering variable parameter S_Steer, port b is the motion fusion coefficient steerCurrent of the hovering vehicle at the current moment, and port c is the speed parameter mapped to the speed mapping value between [1,5].
[0085] Step S720. Based on the motion fusion coefficient of the hovering vehicle at the current moment, and the linear change ratio of the steering variable parameters and the motion fusion coefficient, determine the motion fusion coefficient of the hovering vehicle at the next moment through the counting node in the editor, based on the linear change function of the fusion coefficient corresponding to the hovering vehicle.
[0086] To achieve linear changes in motion fusion coefficients, you can use the Counter node in the Graph editor. The Counter node generates a continuously changing value. For example, you can set an initial count value and then accumulate the value each frame based on the time change; when the set maximum value is reached, the Counter stops counting. By scaling the time, you can control the rate of change of the value.
[0087] In this example implementation, the maximum count value can be determined based on the steering variable parameter, and the motion fusion coefficient of the hovering vehicle at the current moment can be used as the base count value. Then, based on the base count value, the maximum count value, and the linear change ratio of the motion fusion coefficient, the motion fusion coefficient of the hovering vehicle at the next moment can be determined through the counting node in the editor, according to the linear change function of the fusion coefficient corresponding to the hovering vehicle.
[0088] Figure 8 This schematically illustrates a node connection diagram for determining the motion fusion coefficient of a suspended vehicle at the next moment through counting nodes, according to a specific embodiment of this disclosure. Figure 8 As shown, the calculation process of the Counter node can be expressed by the following calculation expression:
[0089] Base+ / -Time*SpeedScale=Floor
[0090] Where Base is the base value for counting, Floor is the maximum value, SpeedScale is the linear change ratio of the motion fusion coefficient, and Time is the time.
[0091] The Counter node is used to count during turns to obtain the changing steerCurrent value. This value is a weight of the Blender node and determines the attitude output during turns. Specifically, the Base value steerCurrent is first set (an integer, defaulting to 0.5, ranging from [0,1]). Then, the maximum Floor value is set. MathParser is a calculation expression node that allows users to define custom calculation expressions. After fitting, the Floor calculation expression can be, for example, (a+1)*0.5, where 'a' is passed in by S_Steer. The maximum Floor value changes dynamically, determined by the button state, i.e., the value of S_Steer, defaulting to 0.5, ranging from [0,1]. Curve Mapper is a curve mapper used to obtain the corresponding velocity mapping value based on the velocity parameters.
[0092] At the end of the entire Counter node, a variable modifier can be connected. This modifier modifies the value of steerCurrent every frame. Figure 8 The reason for showing the connection nodes is that the entire module needs to do the following:
[0093] (1) When not turning, that is, when neither the left nor right turn button is triggered, the vehicle body needs to remain in the middle state. This requires the default value of steerCurrent to be 0.5 (because steerCurrent is the weight coefficient of the previous Blender node), and the Counter does not count at this time.
[0094] (2) When the player presses the left turn button, the car body needs to gradually lift to the left according to the speed of each frame, finally reaching the highest left-lifting still frame animation output by the animator. The animator only provides the left still frame animation of the car body lifting to the highest left angle, so this process needs to use Counter to count and modify the steerCurrent value in real time, thereby determining the final blended car body action output by the Blender node. For example, when the player presses the left turn button, S_Steer changes from 0 to -1, and the maximum value of Floor becomes (-1+1)*0.5, which is 0. Calculate the SpeedScale at this time. At this time, S_Steer at port a is -1 and steerCurrent at port b is 0.5. Plugging into the SpeedScale calculation expression, it is: min(0.6,max(-0.6,100*(0.5*(-1+1.0)-0.5))), and the value output by this expression is -0.6. Therefore, based on the function of Counter at this time, Base-Time*SpeedScale=Floor, the steerCurrent will be reduced from 0.5 to 0 according to the speedScale, so that the car body gradually lifts to the left to the highest angle, realizing the left turn posture; when the steerCurrent becomes 0, the current Floor, i.e. the maximum value, has been reached, and the counting will stop. At the same time, the variable modifier will modify the value of steerCurrent to 0.
[0095] (3) When the player releases the left turn button, the vehicle needs to gradually return to the center position according to the speed of each frame, that is, steerCurrent needs to increase from 0 to 0.5. For example, when the player releases the left turn button, S_Steer changes from -1 to 0, and the maximum value of Floor becomes (0+1)*0.5, which is 0.5; calculate SpeedScale at this time, at this time, S_Steer on port a is 0, and steerCurrent on port b is still the value of the previous frame, which is 0. Substituting into the SpeedScale calculation expression, it is min(0.6,max(-0.6,100*(0.5*(0+1.0)-0))), the value output by this expression is 0.6, so at this time The Counter function, based on Base + Time * SpeedScale = Floor, increases steerCurrent from 0 to 0.5 according to SpeedScale. This causes the vehicle to gradually return to a neutral position from its highest leftward tilt, allowing it to straighten when the left turn button is released. When steerCurrent reaches 0.5, it has reached the current Floor, which is the maximum value, and the counting stops. At this point, the variable modifier will change the value of steerCurrent to 0.5.
[0096] Turning right follows the same principle; pressing and releasing the right turn button should produce the same vehicle posture change as the left turn button, which will not be elaborated here. In this way, based on the Counter node, the hovering vehicle's body movements—left turn raising, left turn straightening, right turn raising, and right turn straightening—can be implemented, and the entire process is linear.
[0097] In this example implementation, corresponding virtual nodes can be set according to the values of the steering variable parameters, and corresponding recount events can be set in the virtual nodes respectively. When the steering variable parameters change, the corresponding recount event is triggered according to the values of the steering variable parameters, so that the counting nodes can recount according to the state of the steering variable parameters.
[0098] Since the Counter node stops counting after reaching the preset maximum value (Floor), it's necessary to continuously send recount events at the moment of button switching, causing the Counter node to constantly restart counting based on the button state, thus achieving the desired attitude change of the vehicle body during steering. Specifically, as... Figure 8 As shown, the resetEvent event can be set to set_steer. This event is triggered by the selection made by the InputSelector each frame. The value range of S_Steer is [-1, 1]. Therefore, the MathParser node increments the value of S_Steer by 1, making its range [0, 2]. Then, three virtual nodes (VirtualAction) are used to connect to the three ports of the InputSelector. Each virtual node has a set_steer event set, which is triggered on frame 0 of each switch. When the value of S_Steer changes, the port switches continuously, triggering the set_steer event. This causes the Counter node to continuously count based on the state of S_Steer, i.e., the player's button presses, achieving a smooth transition between left / right turning and centering.
[0099] Step S430. Based on the motion fusion coefficient of the hovering vehicle at the next moment, fuse the basic body motion of the hovering vehicle, and determine the body motion of the hovering vehicle at the next moment based on the fusion result.
[0100] In this example implementation, during the steering motion fusion process, the basic vehicle body motion can include the basic vehicle body motion of the left static frame and the basic vehicle body motion of the right static frame. In the steering motion fusion node of the editor, the basic vehicle body motion of the left static frame and the basic vehicle body motion of the hovering vehicle can be fused according to the motion fusion coefficient of the hovering vehicle in the next moment to obtain the vehicle body steering motion of the hovering vehicle in the next moment.
[0101] In this example implementation, a speed-related parameter is added to the SpeedScale of the Counter node. The speed is limited to [0, 280] and remapped to [1, 5] so that the hovercraft's body is affected by the current speed when it lifts up during left and right turns. The higher the speed, the faster the SteerCurrent changes, and the faster the vehicle lifts to its highest angle. This provides the player with a more intuitive steering feel.
[0102] In this example implementation, the basic vehicle body movements also include a left-centering buffer action and a right-centering buffer action, designed to better match the floating feel of a realistic hovering vehicle. The left-centering buffer action plays when the vehicle body returns to center after the left turn button is released; the right-centering buffer action plays when the vehicle body returns to center after the right turn button is released. Figure 9 As shown, the method for controlling the return of a suspended vehicle to center after turning can specifically include the following steps:
[0103] Step S910. Determine the values of the left and right homing parameters based on the motion fusion coefficients.
[0104] The key to determining when to resume the playback of the backtracking animation lies in identifying whether the left turn button was released or the right turn button was released in the previous frame. After resetting, the value of S_Steer is 0, but using only the value of S_Steer as a condition is insufficient. While S_Steer is also 0 by default, this doesn't reflect the release of the left or right turn button. Therefore, other conditions are needed to determine the button state in the previous frame. This can be done by checking the value of steerCurrent in the previous frame. By default, steerCurrent is 0.5. This value continuously changes when the left or right turn button is pressed and released.
[0105] Figure 10This illustration schematically shows a node connection diagram for determining the left and right turn parameters according to a specific embodiment of this disclosure. In this example embodiment, two variables, namely the left turn parameter `left_steer` and the right turn parameter `right_steer`, are set. `Arithmetic` is an arithmetic node. In the `Arithmetic` node, the value of the continuously changing `steerCurrent` minus 0.001 is assigned to `left_steer`. Similarly, the value of the continuously changing `steerCurrent` plus 0.001 is assigned to `right_steer`. When the player releases the left turn button, `steerCurrent` changes from 0 to 0.5, so the final value of `left_steer` is 0.499. Similarly, when the player releases the right turn button, `steerCurrent` changes from 1 to 0.5, so the final value of `right_steer` is 0.501. These two variables can sufficiently represent the state of releasing the left or right turn button, thus distinguishing it from the default value of `S_Steer`.
[0106] Step S920. When the steering variable parameter takes the default intermediate state value, determine the numerical relationship between the left return parameter and the right return parameter and the return reference value respectively.
[0107] To determine the conditions for playing the return-to-center buffer animation, we first need to determine whether the value of the steering variable parameter S_Steer is the default intermediate state value of 0. If it is 0, it means that the vehicle body is in the intermediate state. Then we need to determine the numerical relationship between the left return-to-center parameter and the right return-to-center parameter and the return-to-center reference value. The return-to-center reference value is 0.5.
[0108] Step S930. If the left return parameter is less than the return reference value, then the left return buffer action is connected after the hover vehicle turns left and returns to center.
[0109] If the value of the left-steer parameter is 0.499, then the value of left-steer is less than the reference value of 0.5, indicating that the car body is in the middle state after the player releases the left turn button, rather than the default state. Only when both of these conditions are met can the left-steer buffer animation be played immediately after the left turn.
[0110] Step S940. If the right return parameter is greater than the return reference value, then the right return buffer action is connected after the hover vehicle turns right and returns to center.
[0111] If the value of the right-steer parameter is 0.501, then the value of right_steer is greater than the reference value of 0.5, indicating that the car body is in the middle state after the player releases the left turn button, rather than the default state. Only when both of these conditions are met can the right-steer buffer animation be played immediately after the right turn.
[0112] Furthermore, in this example implementation, when the value of the steering variable parameter changes from the default intermediate state value to another value, it is necessary to interrupt the currently playing left centering buffer action or right centering buffer action.
[0113] When the centering animation is playing, if a turn key is pressed immediately before the animation ends, the currently playing left or right centering animation must be immediately interrupted, and the turn animation must then begin. This is achieved by having the centering animation return to the turn state when S_Steer is triggered, representing a key press state change. The trigger condition is that the turn variable parameter changes from its default intermediate value to another value; that is, when S_Steer is not equal to 0, it means a direction key is being pressed, and the currently playing left or right centering animation must be immediately interrupted to begin the turn animation.
[0114] After resolving the changes in vehicle body movement during left and right turns, a vehicle body lifting motion can be superimposed on the vehicle body turning motion, allowing the vehicle body height to change in real time according to the speed of the vehicle body. Specific implementation details are as follows.
[0115] In this example implementation, the basic vehicle body movement also includes a vehicle body lifting movement. By using the overlay node in the editor, a vehicle body lifting movement can be overlaid on the hover vehicle based on the vehicle body steering movement, according to the hover vehicle's speed parameters and the vehicle body lifting movement.
[0116] To give the suspended vehicle a feeling of being suspended and lifted, this example embodiment also designs the vehicle body to rise and fall to a certain extent according to the speed, and this process is also linear.
[0117] Figure 11 This diagram schematically illustrates the change in the suspension height of a hovering vehicle according to a specific embodiment of this disclosure. The speed increase must be integrated and superimposed with the attitude of the hovering vehicle's body in any state, thus requiring the use of Additive nodes. Regardless of whether the hovering vehicle is turning left, in its default state, or turning right, the faster the speed, the higher the vehicle body will be raised. Conversely, the lower the speed, the lower the vehicle body will descend.
[0118] In this example implementation, such as Figure 12 As shown, by using the overlay node in the editor, based on the vehicle's steering action, and according to the hover vehicle's speed parameters and vehicle lifting action, a vehicle lifting action is overlaid on the hover vehicle. This can specifically include the following steps:
[0119] Step S1210. Respond to the skill acceleration operation applied to the hovering vehicle and obtain the skill speed parameters corresponding to the skill acceleration operation.
[0120] Skill acceleration refers to the instantaneous acceleration skill in racing games, such as nitro boost. This skill grants a brief, instantaneous acceleration to the hovercraft from its current speed. The corresponding skill speed parameter, Speed_up, is determined by the skill acceleration action. When the player presses the skill acceleration control, the hovercraft's speed increases slightly, creating a feeling of the vehicle lifting off the ground. Because players are typically sensitive to button presses, this lifting sensation is quite noticeable. Figure 13 As shown, the counting method of the Speed_up parameter is the same as that of steerCurrent above. It can also be calculated based on the Counter counting node, which will not be elaborated here.
[0121] Step S1220. Obtain the corresponding comprehensive speed mapping value based on the speed mapping value of the hovering vehicle at the current moment and the skill speed parameters.
[0122] In this example implementation, the overall speed mapping value is the sum of two parameters. The first is the `speed` parameter, which is the speed mapping value mapped to the range [0,1] by the `CurveMapper` curve; the second is the `Speed_up` parameter, which is the skill speed parameter corresponding to the skill acceleration operation. After these two parameters are added together, they can be forcibly mapped to the range [0,2] using a `ValueMapper`. This is because the weight coefficient exceeding the `Additive` node is at most 2. However, during actual track testing, the final result of the sum of the two parameters must not exceed 2; otherwise, an over-adjustment and excessive acceleration may occur.
[0123] Step S1230. Use the comprehensive speed mapping value as the superposition weight value corresponding to the vehicle body lifting action, and superimpose the vehicle body steering action and the vehicle body lifting action according to the superposition weight value to obtain the vehicle body steering and lifting fusion action of the suspended vehicle.
[0124] Figure 14 The diagram illustrates a node connection schematically showing the superposition of vehicle steering action and vehicle lifting action according to a specific embodiment of the present disclosure. For example... Figure 14As shown, the calculation result of the Additive overlay node is: Base + Additive * AddWeight, which is an overlay fusion based on the output of Base. The state machine of the Turn node contains the Blender fusion nodes for left and right turns, and on this basis, a speed-increasing overlay fusion is performed, so that the vehicle's turning motion and lifting motion are superimposed. The Additive port is connected to a simple lifting animation with a slight angle increase, and the AddWeight coefficient is connected to a parameter formed by adding two speed parameters, i.e., the comprehensive speed mapping value.
[0125] In this example implementation, based on the realization of vehicle body steering and vehicle body lifting, when a collision or jump event of the suspended vehicle is received, it is necessary to superimpose a vehicle body collision or jump action on the suspended vehicle based on the current action state.
[0126] Figure 15 The diagram illustrates a node connection diagram of superimposed collision and leap actions according to a specific embodiment of the present disclosure. The superposition of collision and leap actions can be achieved through Additive nodes.
[0127] In this example implementation, the basic vehicle body actions also include vehicle body collision actions. In response to a collision event of the hovering vehicle, a vehicle body collision action can be superimposed on the current vehicle body actions of the hovering vehicle. Specifically, in response to a collision event of the hovering vehicle, the speed parameters of the hovering vehicle at the current moment are obtained; a vehicle body collision action is superimposed on the current vehicle body actions of the hovering vehicle, and the playback speed of the vehicle body collision action is determined according to the speed parameters; wherein, the playback speed of the vehicle body collision action is proportional to the speed parameters.
[0128] Since the vehicle's steering and speed increase actions were layered and blended earlier, a similar layering and blending should be performed during the collision, taking into account the vehicle's current position and height. Firstly, the playback speed of the collision animation can be determined based on the current speed mapping curve, such as... Figure 16 As shown, the faster the hover vehicle moves in the game, the faster the collision animation plays, and vice versa. This is to simulate the feeling of a high-speed collision. The collision animation needs to have the "Overlay Base Frame Position" option checked. This means that the animation position of frame 0 of the current animation will be overlaid onto the previous animation state. Checking "Overlay Base Frame Position" ensures that regardless of the hover vehicle's speed, its rising or falling position, or the location of the collision, the collision animation will be overlaid at the current position.
[0129] In this example implementation, in response to a leap event of the hovering vehicle, a vehicle lifting action can be superimposed on the current vehicle body movement. Specifically, in response to a leap event of the hovering vehicle, the speed parameters of the hovering vehicle at the current moment are obtained; a vehicle lifting action is superimposed on the current vehicle body movement of the hovering vehicle, and the playback speed of the vehicle lifting action is determined according to the speed parameters; wherein, the playback speed of the vehicle lifting action is proportional to the speed parameters.
[0130] To create a slight upward lift effect when the hover vehicle leaps, the previous lift animation and the preceding state can be overlaid and blended. To ensure a linear transition in the animation, a counter is used. This counter is similar to the previous counting method, but less complex than the steering part. Its Base value is 0, the Floor maximum value is 1.2, and the Speedscale value is mapped to speed; the higher the speed, the faster the slight lift, and vice versa. The counter is triggered by the hover vehicle's leap event S_fly. Counting begins upon receiving the S_fly event, and when the landing event S_Fall is received, it means the landing animation is about to begin, so the initial counter value is reset to 0. This ensures that the animation blending node only takes effect when a leap begins.
[0131] In this example implementation, in response to the landing event of the hovering vehicle, a landing animation can also be played when the hovering vehicle lands. Specifically, in response to the landing event of the hovering vehicle, the speed parameters of the hovering vehicle at the current moment are obtained; a landing animation is played when the hovering vehicle lands, and the playback speed of the landing animation is determined according to the speed parameters; wherein, the playback speed of the landing animation is proportional to the speed parameters.
[0132] The landing posture of hovering vehicles is relatively simple. Just play the landing action when the landing event is triggered, and control the playback speed of the landing animation through the speed mapping curve. Figure 17 The diagram illustrates the node connection diagram of the vehicle landing action according to a specific embodiment of the present disclosure. The playback speed of the landing action is related to the speed parameter of the hovering vehicle. The faster the hovering vehicle is, the faster the landing feels, and the slower the hovering vehicle is, the slower the landing feels.
[0133] In this example implementation, the basic vehicle body actions also include a line-crossing action, which includes a left line-crossing action and a right line-crossing action. The played line-crossing action is related to the current steering of the hovercraft. Specifically, in response to the hovercraft's line-crossing event, the hovercraft's steering variable parameters at the current moment are obtained; if the steering variable parameter is a left-turn state parameter, a left line-crossing action is played when the hovercraft crosses the line; if the steering variable parameter is a right-turn state parameter, a right line-crossing action is played when the hovercraft crosses the line; if the steering variable parameter is a default intermediate state value, a deceleration action is played when the hovercraft crosses the line.
[0134] Figure 18 The diagram illustrates the node connections for a finish line action according to a specific embodiment of the present disclosure. If the player presses the left turn button while crossing the finish line, the left finish line action is played at InputSelector port 0; if the right turn button is pressed, the right finish line action is played at InputSelector port 1; if nothing is pressed, the decelerated finish line action is played.
[0135] In this example implementation, by designing several basic vehicle body animations for the hovering vehicle, and then using an animation graph editor, through nodes, different events, and calculations of expressions and variables, operations such as action superposition or action fusion are performed on several basic vehicle body actions. This results in realistic vehicle body performance in different states during driving, such as turning left and right, collision, leaping, and landing. This makes the transition of the hovering vehicle body between different states smooth and silky, and conforms to the design concept of the hovering vehicle itself, greatly improving the handling feel of the hovering vehicle.
[0136] It should be noted that although the steps of the method in this disclosure are described in a specific order in the accompanying drawings, this does not require or imply that the steps must be performed in that specific order, or that all the steps shown must be performed to achieve the desired result. Additional or alternative steps may be omitted, multiple steps may be combined into one step, and / or a step may be broken down into multiple steps.
[0137] Furthermore, this disclosure also provides a motion adjustment device for a hovering vehicle, providing a graphical user interface via a terminal device. The graphical user interface includes at least a portion of a game scene, in which a hovering vehicle controlled by the terminal device is displayed. (Reference) Figure 19 As shown, the motion adjustment device for the suspended vehicle may include a suspended vehicle control module 1910, a status parameter acquisition module 1920, and a vehicle body motion adjustment module 1930. Wherein:
[0138] The hover vehicle control module 1910 can be used to respond to vehicle control operations applied to hover vehicles and control the movement of hover vehicles in the game scene;
[0139] The state parameter acquisition module 1920 can be used to acquire the state parameters of the suspended vehicle at each moment during the movement of the suspended vehicle, wherein the state parameters include the speed parameters of the suspended vehicle.
[0140] The vehicle body motion adjustment module 1930 can be used to fuse the basic vehicle body motion of the hovering vehicle according to the state parameters of the hovering vehicle at each moment, and to linearly adjust the vehicle body motion of the hovering vehicle according to the fusion result, so as to control the vehicle body motion of the hovering vehicle to change linearly with the change of state parameters.
[0141] In some exemplary embodiments of this disclosure, the vehicle body motion adjustment module 1930 may include a fusion coefficient acquisition unit, a fusion coefficient update unit, and a vehicle body motion adjustment unit. Wherein:
[0142] The fusion coefficient acquisition unit can be used to acquire the motion fusion coefficient and state parameters of the suspended vehicle at the current moment;
[0143] The fusion coefficient update unit can be used to determine the motion fusion coefficient of the hovering vehicle at the next moment based on the motion fusion coefficient and state parameters of the hovering vehicle at the current moment;
[0144] The vehicle body motion fusion unit can be used to fuse the basic vehicle body motion of the hovering vehicle according to the motion fusion coefficient of the hovering vehicle in the next moment, and determine the vehicle body motion of the hovering vehicle in the next moment based on the fusion result.
[0145] In some exemplary embodiments of this disclosure, the fusion coefficient update unit may include a linear change ratio determination unit and an action fusion coefficient determination unit. Wherein:
[0146] The linear change ratio determination unit can be used to obtain the linear change ratio of the motion fusion coefficient based on the motion fusion coefficient of the suspended vehicle at the current moment, as well as the steering variable parameter and speed parameter in the state parameters;
[0147] The motion fusion coefficient determination unit can be used to determine the motion fusion coefficient of the hovering vehicle at the next moment based on the motion fusion coefficient of the hovering vehicle at the current moment, as well as the linear change ratio of the steering variable parameters and the motion fusion coefficient, and based on the linear change function of the corresponding fusion coefficient of the hovering vehicle, through the counting node in the editor.
[0148] In some exemplary embodiments of this disclosure, the linear change ratio determination unit may include a velocity mapping value determination unit and a linear change ratio calculation unit. Wherein:
[0149] The speed mapping value determination unit can be used to obtain the corresponding speed mapping value based on the speed parameter in the state parameters;
[0150] The linear change ratio calculation unit can be used to calculate the linear change ratio of the motion fusion coefficient based on the motion fusion coefficient, steering variable parameters, and speed mapping value of the suspended vehicle at the current moment, according to a custom steering linear change ratio expression.
[0151] In some exemplary embodiments of this disclosure, the motion fusion coefficient determination unit may include a counting parameter determination unit and a motion fusion coefficient calculation unit. Wherein:
[0152] The counting parameter determination unit can be used to determine the maximum count value based on the steering variable parameters, and use the motion fusion coefficient of the suspended vehicle at the current moment as the basic count value;
[0153] The motion fusion coefficient calculation unit can be used to determine the motion fusion coefficient of the hovering vehicle at the next moment based on the base count value, the maximum count value, and the linear change ratio of the motion fusion coefficient, according to the linear change function of the fusion coefficient corresponding to the hovering vehicle, through the counting node in the editor.
[0154] In some exemplary embodiments of this disclosure, the motion adjustment device for a suspended vehicle provided in this disclosure may further include a recounting module, which may include a recounting event setting unit and a recounting event triggering unit. Wherein:
[0155] The recount event setting unit can be used to set the corresponding virtual node according to the value of the steering variable parameter, and set the corresponding recount event in the virtual node respectively;
[0156] The recount event triggering unit can be used to trigger a corresponding recount event based on the value of the steering variable parameter when the steering variable parameter changes, so that the counting node can recount according to the state of the steering variable parameter.
[0157] In some exemplary embodiments of this disclosure, the vehicle body motion fusion unit may include a steering motion fusion unit, which can be used in the steering motion fusion node of the editor to perform motion fusion on the left static frame basic vehicle body motion and the right static frame basic vehicle body motion of the suspended vehicle according to the motion fusion coefficient of the suspended vehicle at the next moment, so as to obtain the vehicle body steering motion of the suspended vehicle at the next moment.
[0158] In some exemplary embodiments of this disclosure, the motion adjustment device for a suspended vehicle provided in this disclosure may further include a centering motion connection module. This centering motion connection module may include a centering parameter determination unit, a numerical relationship judgment unit, a left centering motion connection unit, and a right centering motion connection unit. Wherein:
[0159] The alignment parameter determination unit can be used to determine the values of the left alignment parameter and the right alignment parameter based on the motion fusion coefficient;
[0160] The numerical relationship judgment unit can be used to judge the numerical relationship between the left return-to-center parameter and the right return-to-center parameter and the return-to-center reference value when the steering variable parameter takes the default intermediate state value.
[0161] The left return-to-center action connection unit can be used to connect the left return-to-center buffer action after the hover vehicle turns left and returns to center if the left return-to-center parameter is less than the return-to-center reference value;
[0162] The right-alignment action connection unit can be used to connect the right-alignment buffer action after the hovering vehicle turns right and returns to center if the right-alignment parameter is greater than the centering reference value.
[0163] In some exemplary embodiments of this disclosure, the centering action connection module may further include a centering action interruption unit, which can be used to interrupt the currently playing left centering buffer action or right centering buffer action when the value of the steering variable parameter changes from the default intermediate state value to other values.
[0164] In some exemplary embodiments of this disclosure, the motion adjustment device for a suspended vehicle provided by this disclosure may further include a vehicle body lifting motion superimposed module, which can be used to superimpose a vehicle body lifting motion on the suspended vehicle based on the vehicle body steering motion and the vehicle body lifting motion through a superimposed node in an editor.
[0165] In some exemplary embodiments of this disclosure, the vehicle body lifting action superposition module may include a skill speed parameter acquisition unit, a comprehensive speed mapping value determination unit, and a vehicle body lifting action superposition unit. Wherein:
[0166] The skill speed parameter acquisition unit can be used to respond to skill acceleration operations applied to hover vehicles and acquire the skill speed parameters corresponding to the skill acceleration operation.
[0167] The comprehensive speed mapping value determination unit can be used to obtain the corresponding comprehensive speed mapping value based on the speed mapping value of the hovering vehicle at the current moment and the skill speed parameters;
[0168] The vehicle body lifting action superposition unit can be used to use the comprehensive speed mapping value as the superposition weight value corresponding to the vehicle body lifting action, and to superimpose the vehicle body steering action and the vehicle body lifting action according to the superposition weight value to obtain the vehicle body steering and lifting fusion action of the suspended vehicle.
[0169] In some exemplary embodiments of this disclosure, the motion adjustment device for a suspended vehicle provided in this disclosure may further include a vehicle collision motion overlay module, which may include a collision event response unit and a collision speed determination unit. Wherein:
[0170] The collision event response unit can be used to respond to collision events of the hovering vehicle and obtain the speed parameters of the hovering vehicle at the current moment;
[0171] The collision speed determination unit can be used to superimpose a vehicle collision action on the current vehicle body action of the hovering vehicle, and determine the playback speed of the vehicle collision action based on the speed parameters.
[0172] Among them, the playback speed of the vehicle collision action is directly proportional to the speed parameter.
[0173] In some exemplary embodiments of this disclosure, the motion adjustment device for a suspended vehicle provided in this disclosure may further include a vehicle body jump motion superposition module, which may include a jump event response unit and a jump speed determination unit. Wherein:
[0174] The leap event response unit can be used to respond to leap events of the hovering vehicle and obtain the speed parameters of the hovering vehicle at the current moment;
[0175] The jump speed determination unit can be used to superimpose a vehicle lifting action on the current vehicle body movement of the hovering vehicle, and determine the playback speed of the vehicle lifting action based on the speed parameters;
[0176] The playback speed of the vehicle body lifting action is directly proportional to the speed parameter.
[0177] In some exemplary embodiments of this disclosure, the motion adjustment device for a suspended vehicle provided in this disclosure may further include a vehicle landing motion playback module, which may include a landing event response unit and a landing speed determination unit. Wherein:
[0178] The landing event response unit can be used to respond to the landing event of the hovering vehicle and obtain the speed parameters of the hovering vehicle at the current moment;
[0179] The landing speed determination unit can be used to play the landing action when the hovering vehicle lands, and determine the playback speed of the landing action based on the speed parameters;
[0180] Among them, the playback speed of the landing action is directly proportional to the speed parameter.
[0181] In some exemplary embodiments of this disclosure, the motion adjustment device for a suspended vehicle provided in this disclosure may further include a finish line motion playback module, which may include a finish line event response unit, a left finish line motion playback unit, a right finish line motion playback unit, and a deceleration motion playback unit. Wherein:
[0182] The finish line event response unit can be used to respond to the finish line event of the hover vehicle and obtain the steering variable parameters of the hover vehicle at the current moment;
[0183] The left-crossing motion playback unit can be used to play the left-crossing motion when the hovering vehicle crosses the line if the steering variable parameter is a left-turn state parameter.
[0184] The right-crossing action playback unit can be used to play the right-crossing action when the hovering vehicle crosses the line if the steering variable parameter is a right-turn state parameter.
[0185] The deceleration animation playback unit can be used to play a deceleration animation when the hover vehicle crosses the finish line if the steering variable parameter is the default intermediate value.
[0186] The specific details of each module / unit in the above-mentioned motion adjustment device for the suspended vehicle have been described in detail in the corresponding method embodiment section, and will not be repeated here.
[0187] Figure 20 A schematic diagram of the structure of a computer system suitable for implementing the embodiments of the present disclosure is shown.
[0188] It should be noted that, Figure 20 The computer system 2000 of the electronic device shown is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments disclosed herein.
[0189] like Figure 20 As shown, the computer system 2000 includes a central processing unit (CPU) 2001, which can perform various appropriate actions and processes based on programs stored in read-only memory (ROM) 2002 or programs loaded from storage section 2008 into random access memory (RAM) 2003. The RAM 2003 also stores various programs and data required for system operation. The CPU 2001, ROM 2002, and RAM 2003 are interconnected via bus 2004. An input / output (I / O) interface 2005 is also connected to bus 2004.
[0190] The following components are connected to I / O interface 2005: input section 2006 including keyboard, mouse, etc.; output section 2007 including cathode ray tube (CRT), liquid crystal display (LCD), etc., and speakers, etc.; storage section 2008 including hard disk, etc.; and communication section 2009 including network interface card, such as LAN card, modem, etc. Communication section 2009 performs communication processing via a network such as the Internet. Drive 2010 is also connected to I / O interface 2005 as needed. Removable media 2011, such as disk, optical disk, magneto-optical disk, semiconductor memory, etc., are installed on drive 2010 as needed so that computer programs read from them can be installed into storage section 2008 as needed.
[0191] In particular, according to embodiments of this disclosure, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of this disclosure include a computer program product comprising a computer program carried on a computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via communication section 2009, and / or installed from removable medium 2011. When the computer program is executed by central processing unit (CPU) 2001, it performs various functions defined in the system of this disclosure.
[0192] It should be noted that the computer-readable medium disclosed herein may be a computer-readable signal medium or a computer-readable storage medium, or any combination thereof. A computer-readable storage medium may be, for example,—but not limited to—an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of a computer-readable storage medium may include, but are not limited to: an electrical connection having one or more wires, a portable computer disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination thereof. In this disclosure, a computer-readable storage medium may be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution system, apparatus, or device. In this disclosure, a computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave, carrying computer-readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. Computer-readable signal media can also be any computer-readable medium other than computer-readable storage media, which can send, propagate, or transmit a program for use by or in connection with an instruction execution system, apparatus, or device. The program code contained on the computer-readable medium can be transmitted using any suitable medium, including but not limited to: wireless, wire, optical fiber, RF, etc., or any suitable combination thereof.
[0193] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of this disclosure. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions indicated in the blocks may occur in a different order than those indicated in the drawings. For example, two consecutively indicated blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in a block diagram or flowchart, and combinations of blocks in a block diagram or flowchart, may be implemented using a dedicated hardware-based system that performs the specified function or operation, or using a combination of dedicated hardware and computer instructions.
[0194] In another aspect, this disclosure also provides a computer-readable medium, which may be included in the electronic device described in the above embodiments; or it may exist independently and not assembled into the electronic device. The computer-readable medium carries one or more programs that, when executed by the electronic device, cause the electronic device to perform the methods described in the above embodiments.
[0195] It should be noted that although several modules for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to embodiments of this disclosure, the features and functions of two or more modules described above can be embodied in one module. Conversely, the features and functions of one module described above can be further divided and embodied by multiple modules.
[0196] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This disclosure is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein.
[0197] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is limited only by the appended claims.
Claims
1. A method for adjusting the motion of a suspended vehicle, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI includes at least a portion of the game scene, and the game scene displays hovering vehicles controlled by the terminal device. In response to a vehicle control operation applied to the hovering vehicle, the hovering vehicle is controlled to move within the game scene; During the movement of the suspended vehicle, the state parameters of the suspended vehicle at each moment are acquired, wherein the state parameters include the speed parameters of the suspended vehicle; Based on the state parameters of the suspended vehicle at each moment, the basic body movements of the suspended vehicle are fused, and the body movements of the suspended vehicle are linearly adjusted according to the fusion result, so as to control the body movements of the suspended vehicle to change linearly with the changes of the state parameters. The step of fusing the basic body movements of the suspended vehicle based on the state parameters of the suspended vehicle at each moment, and linearly adjusting the body movements of the suspended vehicle based on the fusion result, includes: obtaining the movement fusion coefficient of the suspended vehicle at the current moment and the state parameters; determining the movement fusion coefficient of the suspended vehicle at the next moment based on the movement fusion coefficient of the suspended vehicle at the current moment and the state parameters; fusing the basic body movements of the suspended vehicle based on the movement fusion coefficient of the suspended vehicle at the next moment, and determining the body movements of the suspended vehicle at the next moment based on the fusion result.
2. The method for adjusting the motion of a suspended vehicle according to claim 1, characterized in that, The state parameters also include the steering variable parameters of the suspended vehicle. Determining the motion fusion coefficient of the suspended vehicle at the next moment, based on the motion fusion coefficient of the suspended vehicle at the current moment and the state parameters, includes: Based on the motion fusion coefficient of the suspended vehicle at the current moment, and the steering variable parameter and speed parameter in the state parameters, the linear change ratio of the motion fusion coefficient is obtained; Based on the motion fusion coefficient of the suspended vehicle at the current moment, and the linear change ratio of the steering variable parameter and the motion fusion coefficient, the motion fusion coefficient of the suspended vehicle at the next moment is determined by the counting node in the editor based on the linear change function of the fusion coefficient corresponding to the suspended vehicle.
3. The method for adjusting the motion of a suspended vehicle according to claim 2, characterized in that, The step of obtaining the linear change ratio of the motion fusion coefficient based on the motion fusion coefficient of the suspended vehicle at the current moment, and the steering variable parameter and speed parameter in the state parameters, includes: The corresponding velocity mapping value is obtained based on the velocity parameter in the state parameters; Based on the motion fusion coefficient of the suspended vehicle at the current moment, the steering variable parameters, and the speed mapping value, the linear change ratio of the motion fusion coefficient is calculated according to a custom linear change ratio expression for steering.
4. The method for adjusting the motion of a suspended vehicle according to claim 2, characterized in that, The step of determining the motion fusion coefficient of the suspended vehicle at the next moment based on the motion fusion coefficient of the suspended vehicle at the current moment, the linear change ratio of the steering variable parameter and the motion fusion coefficient, and the linear change function of the fusion coefficient corresponding to the suspended vehicle, through the counting node in the editor, includes: The maximum count value is determined based on the steering variable parameters, and the motion fusion coefficient of the suspended vehicle at the current moment is used as the base count value. Based on the base count value, the maximum count value, and the linear change ratio of the motion fusion coefficient, and based on the linear change function of the fusion coefficient corresponding to the suspended vehicle, the motion fusion coefficient of the suspended vehicle at the next moment is determined by the counting node in the editor.
5. The method for adjusting the motion of a suspended vehicle according to claim 4, characterized in that, The method further includes: Set up corresponding virtual nodes according to the values of the steering variable parameters, and set up corresponding recount events in the virtual nodes respectively; When the steering variable parameter changes, a corresponding recount event is triggered based on the value of the steering variable parameter, so that the counting node recounts according to the state of the steering variable parameter.
6. The method for adjusting the motion of a suspended vehicle according to claim 5, characterized in that, The basic vehicle body movements include the basic vehicle body movements of the left still frame and the basic vehicle body movements of the right still frame. The process of fusing the basic vehicle body movements of the suspended vehicle according to the movement fusion coefficient of the suspended vehicle at the next moment, and determining the vehicle body movements of the suspended vehicle at the next moment based on the fusion result, includes: In the steering motion fusion node of the editor, the left static frame basic body motion and the right static frame basic body motion of the suspended vehicle are fused according to the motion fusion coefficient of the suspended vehicle at the next moment to obtain the body steering motion of the suspended vehicle at the next moment.
7. The method for adjusting the motion of a suspended vehicle according to claim 6, characterized in that, The basic vehicle body movements also include a left centering buffer movement and a right centering buffer movement, and the method further includes: The values of the left and right homing parameters are determined based on the motion fusion coefficients. When the steering variable parameter takes the default intermediate state value, determine the numerical relationship between the left return parameter and the right return parameter and the return reference value respectively; If the left return parameter is less than the return reference value, then the left return buffer action is connected after the suspended vehicle turns left and returns to center. If the right return parameter is greater than the return reference value, then the right return buffer action is connected after the suspended vehicle turns right and returns to center.
8. The method for adjusting the motion of a suspended vehicle according to claim 7, characterized in that, The method further includes: When the value of the steering variable parameter changes from the default intermediate state value to another value, the currently playing left centering buffer action or right centering buffer action is interrupted.
9. The method for adjusting the motion of a suspended vehicle according to claim 6, characterized in that, The basic vehicle body movement also includes a vehicle body lifting movement, and the method further includes: Using the overlay node in the editor, based on the vehicle steering action, a vehicle lifting action is overlaid on the hover vehicle according to the speed parameters of the hover vehicle and the vehicle lifting action.
10. The method for adjusting the motion of a suspended vehicle according to claim 9, characterized in that, The process of overlaying a vehicle body lifting action onto the hovering vehicle based on the vehicle body steering action and the vehicle body lifting action using overlay nodes in the editor includes: In response to the skill acceleration operation applied to the suspended vehicle, the skill speed parameter corresponding to the skill acceleration operation is obtained; Based on the speed mapping value of the suspended vehicle at the current moment and the skill speed parameter, the corresponding comprehensive speed mapping value is obtained; The comprehensive speed mapping value is used as the superposition weight value corresponding to the vehicle body lifting action, and the vehicle body steering action and the vehicle body lifting action are superimposed according to the superposition weight value to obtain the vehicle body steering and lifting fusion action of the suspended vehicle.
11. The method for adjusting the motion of a suspended vehicle according to claim 10, characterized in that, The basic vehicle body actions also include vehicle body collision actions, and the method further includes: In response to a collision event of the suspended vehicle, the velocity parameters of the suspended vehicle at the current moment are obtained; The vehicle collision action is superimposed on the current vehicle body movement of the suspended vehicle, and the playback speed of the vehicle collision action is determined according to the speed parameter. The playback speed of the vehicle collision action is directly proportional to the speed parameter.
12. The method for adjusting the motion of a suspended vehicle according to claim 10, characterized in that, The method further includes: In response to the leap event of the suspended vehicle, the velocity parameters of the suspended vehicle at the current moment are obtained; The vehicle body lifting motion is superimposed on the current vehicle body motion of the suspended vehicle, and the playback speed of the vehicle body lifting motion is determined according to the speed parameters; The playback speed of the vehicle body lifting action is directly proportional to the speed parameter.
13. The method for adjusting the motion of a suspended vehicle according to claim 12, characterized in that, The basic vehicle body movements also include landing movements, and the method further includes: In response to the landing event of the suspended vehicle, the speed parameters of the suspended vehicle at the current moment are obtained; The landing motion is played when the suspended vehicle lands, and the playback speed of the landing motion is determined according to the speed parameters; The playback speed of the landing action is directly proportional to the speed parameter.
14. The method for adjusting the motion of a suspended vehicle according to claim 10, characterized in that, The basic vehicle body movements also include a lane-crossing movement, which includes a left lane-crossing movement and a right lane-crossing movement. The method further includes: In response to the event of the suspended vehicle crossing the finish line, the steering variable parameters of the suspended vehicle at the current moment are obtained; If the steering variable parameter is a left turn state parameter, then the left turn action is played when the suspended vehicle crosses the finish line; If the steering variable parameter is a right turn state parameter, then the right turn action is played when the suspended vehicle crosses the finish line; If the steering variable parameter is the default intermediate value, then a deceleration action will be played when the suspended vehicle crosses the finish line.
15. A motion adjustment device for a suspended vehicle, characterized in that, A graphical user interface is provided via a terminal device, the graphical user interface including at least a portion of the game scene, the game scene displaying a hovering vehicle controlled by the terminal device, the device comprising: The hover vehicle control module is used to respond to vehicle control operations applied to the hover vehicle and control the hover vehicle to move in the game scene; The state parameter acquisition module is used to acquire the state parameters of the suspended vehicle at each moment during the movement of the suspended vehicle, wherein the state parameters include the speed parameters of the suspended vehicle; A vehicle body motion adjustment module is used to fuse the basic vehicle body motion of the suspended vehicle based on the state parameters of the suspended vehicle at each moment, and to linearly adjust the vehicle body motion of the suspended vehicle based on the fusion result, so as to control the vehicle body motion of the suspended vehicle to change linearly with the changes of the state parameters; wherein, the step of fusing the basic vehicle body motion of the suspended vehicle based on the state parameters of the suspended vehicle at each moment, and linearly adjusting the vehicle body motion of the suspended vehicle based on the fusion result includes: obtaining the motion fusion coefficient of the suspended vehicle at the current moment and the state parameters; determining the motion fusion coefficient of the suspended vehicle at the next moment based on the motion fusion coefficient of the suspended vehicle at the current moment and the state parameters; fusing the basic vehicle body motion of the suspended vehicle based on the motion fusion coefficient of the suspended vehicle at the next moment, and determining the vehicle body motion of the suspended vehicle at the next moment based on the fusion result.
16. An electronic device, characterized in that, include: processor; as well as A memory for storing one or more programs that, when executed by the processor, cause the processor to implement the motion adjustment method of the suspended vehicle as described in any one of claims 1 to 14.
17. A computer-readable medium having a computer program stored thereon, characterized in that, When the program is executed by the processor, it implements the motion adjustment method of the suspended vehicle as described in any one of claims 1 to 14.