Vehicle dance game interaction method and device, electronic equipment and storage medium
By controlling the dance movement of the target game characters in the car game to control the movement of the vehicle suspension, the problem of the lack of linkage with the dynamic control of the existing car games is solved, and a higher sense of immersion and interactive fun is achieved.
Patent Information
- Application Number
- CN202510380198.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-28
- Publication Date
- 2025-06-13
AI Technical Summary
Existing car games lack effective linkage with vehicle dynamic control and cannot provide an immersive experience during game interaction.
By determining that the received dance interaction instruction is an effective control instruction, the target game character in the game image on the vehicle display device performs a preset target dance action, and controls the suspension movement of the vehicle according to the action.
It realizes the linkage between vehicle dance game interaction and vehicle suspension dynamic control, enhances the immersive experience during the dance game, and enhances the fun and sense of participation of the interactive experience.
Smart Images

Figure CN120132352A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the technical field of vehicle control, and particularly to a vehicle dance game interaction method, device, electronic device, and storage medium. Background Art
[0002] With the development of automotive intelligence, the entertainment functions on vehicles are becoming increasingly rich, and there are more and more game types suitable for vehicles. However, there is a lack of effective linkage between the existing automotive game interactions and vehicle dynamic control. For example, in-vehicle entertainment systems are all independent of the vehicle's suspension adjustment and cannot adjust the suspension according to the game, so that users cannot experience an immersive experience synchronized with the vehicle's behavior during the game interaction. Summary of the Invention
[0003] Based on this, a vehicle dance game interaction method, device, electronic device, and storage medium are provided to solve the above technical problems.
[0004] In a first aspect, a vehicle dance game interaction method is provided, including:
[0005] Determine that the received dance interaction instruction is a valid control instruction;
[0006] Control a target game character in the game image displayed by a vehicle display device to perform a preset target dance action, and control the suspension of the vehicle to move according to the posture of the target game character.
[0007] In one embodiment, the determining that the received dance interaction instruction is a valid control instruction includes:
[0008] In response to receiving a dance game mode entry instruction, display input prompt information through the display device; the input prompt information includes target rhythm symbols, and the target rhythm symbols are generated according to the game music corresponding to the target dance action or the target dance action;
[0009] Receive a dance interaction instruction input by pressing a key of an input device of the vehicle; the dance interaction instruction includes key value information of the key;
[0010] When it is determined that the current interaction control operation is effective according to the key value information and the target rhythm symbols, determine that the dance interaction instruction is the valid control instruction.
[0011] In one embodiment, the input prompt information further includes time prompt information, and the determining that the current interaction control operation is effective according to the key value information and the target rhythm symbols includes:
[0012] When it is determined that the input button is consistent with the target button indicated by the target rhythm symbol according to the key value information, and the time when the button is input is within the time range indicated by the time prompt information, it is determined that the current interaction control operation is effective.
[0013] In one embodiment, when the dance game mode entry instruction is an out-of-vehicle dance game mode entry instruction, the display device is a device that realizes display by projecting in a first out-of-vehicle area, and the input device is a dance mat device that can communicate with the vehicle or a device that realizes input by projecting virtual buttons in a second out-of-vehicle area;
[0014] And / or,
[0015] When the dance game mode entry instruction is an in-vehicle dance game mode entry instruction, the display device is a device that displays inside the vehicle, and the input device is a device with buttons that can communicate with the vehicle.
[0016] In one embodiment, the method further includes:
[0017] Extract the hue information of the game image, and control the color of the vehicle's atmosphere light according to the hue information;
[0018] And / or,
[0019] Determine the audio frequency of the game music corresponding to the target dance movement, and control the flashing frequency of the atmosphere light according to the audio frequency.
[0020] In one embodiment, the further method includes:
[0021] When the dance interaction instruction is an invalid control instruction, control the suspension to reset or control the suspension to maintain the current state.
[0022] In one embodiment, controlling the vehicle's suspension to move according to the posture of the target game character includes:
[0023] During the process that the target game character executes the target dance movement, extract the posture information of the target game character;
[0024] Determine the first target movement parameter of the suspension according to the posture information;
[0025] Control the suspension to move according to the first target movement parameter.
[0026] In one embodiment, the posture information includes human key point coordinates; determining the movement parameter of the suspension according to the posture information includes:
[0027] Determine the human interaction reference point of the target game character and the suspension interaction reference point of the suspension from the game image according to the human key point coordinates;
[0028] Based on the relative position relationship between the human interaction reference point and the suspension interaction reference point, determine the first target motion parameter of the suspension.
[0029] In one embodiment, controlling the suspension of the vehicle to move according to the posture of the target game character includes:
[0030] According to the corresponding relationship between the preset game information and the preset motion parameters, determine the second target motion parameter corresponding to the target dance move and the target game character; the preset game information includes preset dance moves and preset game characters, and the preset motion parameters are generated based on the corresponding preset game information;
[0031] Control the movement of the suspension according to the second target motion parameter.
[0032] In a second aspect, the present application provides a vehicle dance game interaction device, and the device includes:
[0033] A determination module, configured to determine that the received dance interaction instruction is a valid control instruction;
[0034] A control module, configured to control the target game character in the game image displayed by the vehicle display device to perform a preset target dance move, and control the suspension of the vehicle to move according to the posture of the target game character.
[0035] In a third aspect, the present application provides an electronic device, including a processor and a memory, where a computer program is stored in the memory, and the processor executes the computer program to implement the vehicle dance game interaction method in the first aspect above.
[0036] In a fourth aspect, the present application provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the vehicle dance game interaction method in the first aspect above is implemented.
[0037] The vehicle dance game interaction method, device, electronic device, and storage medium provided by this application, when determining that the received dance interaction instruction is a valid control instruction, control the target game character in the game image displayed by the vehicle display device to perform a preset target dance action, and control the suspension of the vehicle to move according to the posture of the target game character. By controlling the target game character to dance and then controlling the suspension to move, the linkage between vehicle dance game interaction and vehicle suspension dynamic control is achieved, prompting the suspension to move according to the posture of the target game character, enhancing the immersive experience during the dance game, and improving the fun and sense of participation of the dance game interaction experience.
[0038] Other features and advantages of this application will be described in the subsequent description, and some of them will be obvious from the description or understood by implementing this application. The objectives and other advantages of this application can be achieved and obtained through the structures specifically pointed out in the written description, claims, and drawings. It should be understood that the above general description and the following detailed description are only exemplary and explanatory, and cannot limit this disclosure. BRIEF DESCRIPTION OF THE DRAWINGS
[0039] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the following will briefly introduce the drawings required for the description of the embodiments or the prior art. Obviously, the drawings in the following description are only the embodiments of this application. For those of ordinary skill in the art, without creative efforts, other drawings can also be obtained based on the provided drawings.
[0040] Figure 1 It is a schematic flowchart of the vehicle dance game interaction method in an embodiment;
[0041] Figure 2 It is a schematic flowchart of determining that the dance interaction instruction is a valid control instruction in an embodiment;
[0042] Figure 3 It is a schematic diagram of the target rhythm symbols displayed in an embodiment;
[0043] Figure 4 It is a schematic diagram of the keys on the input device in an embodiment;
[0044] Figure 5 It is a first schematic flowchart of controlling the suspension of the vehicle to move according to the posture of the target game character in an embodiment;
[0045] Figure 6 It is a second schematic flowchart of controlling the suspension of the vehicle to move according to the posture of the target game character in an embodiment;
[0046] Figure 7Schematic diagram of the vehicle dance game interaction device in an embodiment;
[0047] Figure 8 Schematic diagram of the electronic device in an embodiment. Detailed implementation manners
[0048] In order to make the objectives, technical solutions and advantages of the present application clearer, the present application will be further described in detail below with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain the present application and are not used to limit the present application.
[0049] Embodiment 1:
[0050] The embodiment of the present application provides a vehicle dance game interaction method. Please refer to Figure 1 as shown, including:
[0051] S11: Determine that the received dance interaction instruction is a valid control instruction.
[0052] S12: Control the target game character in the game image displayed by the vehicle display device to perform a preset target dance action, and control the suspension of the vehicle to move according to the posture of the target game character.
[0053] Next, the above steps will be introduced in detail.
[0054] Please refer to Figure 2 as shown, step S11 may include:
[0055] S111: In response to receiving a dance game mode entry instruction, display input prompt information through the display device; the input prompt information includes target rhythm symbols, and the target rhythm symbols are generated according to the game music corresponding to the target dance action or the target dance action.
[0056] S112: Receive the dance interaction instruction input by pressing a key on the input device of the vehicle; the dance interaction instruction includes the key value information of the key.
[0057] S113: When it is determined that the current interaction control operation is effective according to the key value information and the target rhythm symbols, determine that the dance interaction instruction is a valid control instruction.
[0058] The user can issue a dance game mode entry instruction through the above-mentioned input device or other devices. The above input prompt information refers to the information used to prompt the user's input operation, and the user can input a dance interaction instruction through the input device according to this prompt information.
[0059] In one embodiment, when the instruction to enter the dance game mode is an instruction to enter the out-of-vehicle dance game mode, the device that projects and displays in the first out-of-vehicle area is used as the display device. That is to say, the above display device is a device that realizes display by projecting in the first out-of-vehicle area. The input device is a dance mat device that can communicate with the vehicle or a device that realizes input by projecting virtual buttons in the second out-of-vehicle area. The user realizes the input of dance interaction instructions by stepping on the dance mat device or virtual buttons.
[0060] It can be understood that the above first out-of-vehicle area and the second out-of-vehicle area can be different areas. Exemplarily, the spatial position corresponding to the first out-of-vehicle area is perpendicular to the spatial position corresponding to the second out-of-vehicle area.
[0061] For example, the game image and input prompt information can be projected onto a wall, a curtain, or a windshield, and the virtual buttons can be projected onto the ground. It can be understood that the devices for realizing the projection in the first out-of-vehicle area and the second out-of-vehicle area can be the same device or different devices.
[0062] Exemplarily, the projection of the game image and input prompt information can be realized by an AR (Augmented Reality) device, or the projection of the game image and input prompt information can be realized by a projection headlight. Since it is necessary to obtain the dance interaction instructions input through the virtual buttons, preferably, the virtual buttons are projected by the AR device, and then the dance interaction instructions can be directly obtained through the AR device.
[0063] In one embodiment, when the instruction to enter the dance game mode is an instruction to enter the in-vehicle dance game mode, the device that controls the display in the in-vehicle area is used as the display device. That is to say, the above display device is a device that displays in the vehicle. For example, it can be a display screen on a vehicle terminal. The input device is a device with buttons that can communicate with the vehicle. For example, it can be a mobile terminal, a game controller, a mini keyboard, etc. Of course, the input device can also be the same device as the display device. For example, the game image can be displayed on the display screen of the vehicle terminal, and at the same time, the dance interaction instructions can be input based on this display screen.
[0064] Exemplarily, the communication methods between the input device and the vehicle in the embodiments of the present application include but are not limited to at least one of Bluetooth communication, WiFi (Wireless Fidelity) communication, ZigBee (a wireless personal area network standard) communication, and wired communication.
[0065] The embodiments of the present application provide two game dance modes, providing diversified interaction methods. The combination of the two enables users to experience different entertainment methods according to different scenarios.
[0066] It should also be noted that the target dance moves in the embodiments of the present application are pre-generated.
[0067] In one embodiment, corresponding rhythm symbols and dance moves can be pre-generated for each music segment that makes up the game music. Exemplarily, the rhythm symbols can be generated based on the corresponding music segment or based on the corresponding dance moves; correspondingly, the dance moves can be generated based on the corresponding music segment or based on the corresponding rhythm symbols.
[0068] Thereafter, a first correspondence relationship among the music segment, the rhythm symbol, and the dance move is established.
[0069] Then, after entering the dance game mode and before the input prompt information is displayed by the display device, the next music segment to be played can be determined according to the music segment currently being played in the game music, and the rhythm symbol and the dancing move corresponding to the next music segment to be played can be determined according to the above first correspondence relationship, and the rhythm symbol and the dance move are determined as the target rhythm symbol and the target dance move.
[0070] Thereafter, the target rhythm symbol is displayed, and the above steps S112, S113, and S12 are executed.
[0071] Of course, in other embodiments, corresponding dance moves can be pre-generated for each music segment, and a second correspondence relationship between the music segment and the dance move is established. Then, after entering the dance game mode and before the input prompt information is displayed by the display device, the next music segment to be played can be determined according to the music segment currently being played in the game music, and the dancing move corresponding to the next music segment to be played can be determined according to the above second correspondence relationship, and the dance move is determined as the target dance move, and the corresponding target rhythm symbol is generated according to the target dance move and / or the music segment corresponding to the target dance move.
[0072] It should be noted that, as shown in Figure 3 the target rhythm symbol in the embodiments of the present application can be represented by graphic elements, and the corresponding graphic elements are displayed on the game interface to attract the user to trigger the button indicated by the graphic elements.
[0073] In one embodiment, it can be determined whether the input button is consistent with the target button indicated by the target rhythm symbol according to the key value information, so as to determine whether the current interaction control operation is effective. For example, when it is determined that each input button is consistent with the target button, it is determined that the current interaction control operation is effective; otherwise, it is determined that the current interaction control operation is ineffective.
[0074] Furthermore, the input prompt information may further include time prompt information, and the method for determining whether the current interaction control operation is effective may include:
[0075] When it is determined that the input key is consistent with the target key indicated by the target rhythm symbol according to the key value information, and the time of the input key is within the time range indicated by the time prompt information, it is determined that the current interaction control operation is effective; otherwise, it is determined that the current interaction control operation is ineffective.
[0076] In another embodiment, when an input completion instruction is received, it is further determined whether the input key is consistent with the target key indicated by the target rhythm symbol according to the key value information, and whether the time of the input key is within the time range indicated by the time prompt information. If so, it is confirmed that the current interaction control operation is effective; otherwise, it is determined that the current interaction control operation is ineffective.
[0077] After the user completes the input of all keys according to the input prompt information, an input completion instruction can be issued through the "OK" key or other confirmation keys.
[0078] If the input completion instruction is not received within the time range indicated by the time prompt information, it is confirmed that the current interaction control operation is ineffective.
[0079] The above time range can be the input time point corresponding to each key, or the duration of completing the input of all keys.
[0080] Exemplarily, when prompting the user input, a plurality of sequentially arranged target rhythm symbols and time marks for prompting the duration of the user's input key are displayed. When the type and order of the input keys are consistent with the type and order of the target keys indicated by the target rhythm symbols, and the duration of completing the input of all the keys is within the duration indicated by the time marks, it is determined that the current interaction control operation is effective; otherwise, it is determined that the current interaction control operation is ineffective.
[0081] It can be understood that the above keys can be physical keys on the input device or virtual keys on the input device. As an example, the form of the keys on the input device can be as Figure 4 shown.
[0082] In one embodiment, when the dance interaction instruction is an invalid control instruction, the target game character can be controlled to perform a preset invalid action for representing the current operation being invalid. The preset invalid action can be flexibly set by the developer. For example, it can be an action of standing still in place.
[0083] Further, when the dance interaction instruction is an invalid control instruction, the suspension is controlled to reset, or the suspension is controlled to maintain the current state, or the suspension is controlled to move according to the posture corresponding to the preset invalid action.
[0084] In one embodiment, the color tone information of the game image can be extracted, and the color of the vehicle's ambient light can be controlled based on the color tone information; and / or, the audio frequency of the game music corresponding to the target dance movement can be determined, and the flashing frequency of the ambient light can be controlled based on the audio frequency.
[0085] Specifically, according to the main color information of the game image, the ambient light is controlled to display a matching light color. For example, when the main color of the game image is pink, the ambient light of the vehicle is controlled to display pink light.
[0086] Exemplarily, when an instruction to enter the dance game mode outside the vehicle is received, the color of the ambient light outside the vehicle body is controlled, and when an instruction to enter the dance game mode inside the vehicle is received, the color of the ambient light inside the vehicle is controlled.
[0087] Exemplarily, during the entire game process, the main color tone information and / or audio frequency are extracted in real time to control the color and / or flashing frequency of the atmosphere light.
[0088] In the embodiment of the present application, the colors of the game music and game images are analyzed and the flashing frequency and color of the atmosphere light are adjusted in real time, thereby adding rich visual effects to the dance game mode, making the lights more coordinated with the game music and game dance movements, and improving the dynamics and fun of the gaming experience.
[0089] In one embodiment, see Figure 5 As shown, controlling the suspension of the vehicle to move according to the posture of the target game character includes:
[0090] S51: When the target game character performs a target dance action, extract the posture information of the target game character.
[0091] S52: Determine a first target motion parameter of the suspension according to the posture information.
[0092] S53 controls the suspension movement according to the first target movement parameter.
[0093] For ease of understanding, the suspension-related terms mentioned below are introduced.
[0094] The movement of the vehicle suspension can drive the movement of the vehicle body. Any point on the suspension can be used as the target point. The process of the suspension moving up and down is also the process of the target point moving up and down. For example, the point on the vehicle suspension that is connected to the vehicle body can be used as the target point, and the target point moves between its upper and lower height limits. In the embodiment of the present application, the height and position of the suspension can be the height and position of the target point, and any height position between the upper and lower height limits of the target point can be used as the reference position of the suspension.
[0095] It can be understood that the corresponding reference positions can be preset for each suspension of the vehicle. Specifically, the reference positions can be set for the target points of each suspension. The heights of the reference positions corresponding to each suspension can be the same or different, and the reference positions of each suspension can be flexibly set by developers or support user customization.
[0096] The reset position of the suspension refers to the height position corresponding to the suspension in its default state. Generally, the reset position of the suspension is the midline of its upper height limit and lower height limit. Exemplarily, the reset position of the suspension can be used as the reference position of the suspension.
[0097] In the embodiments of the present application, for the vehicle suspension, a mapping between the reference position and the suspension interaction reference point is essentially established. The suspension interaction reference point represents the mapping point of the reference position of the vehicle suspension in the target person image, and the human body interaction reference point represents the mapping point of the key human body parts used for interacting with the vehicle in the target person image.
[0098] Control the direction and / or distance of the corresponding vehicle suspension relative to the reference position through the direction and / or distance of the human body interaction reference point relative to the suspension interaction reference point.
[0099] When the actual position of the vehicle suspension is higher than the reference position of the vehicle suspension, it indicates that the vehicle suspension is above the reference position. When the actual position of the vehicle suspension is lower than the reference position of the vehicle suspension, it indicates that the vehicle suspension is below the reference position.
[0100] In this embodiment, it is necessary to perform real-time analysis on the posture of the target game character in the game image to generate the corresponding first target motion parameters for controlling the suspension.
[0101] Exemplarily, if the posture information includes the coordinates of human body key points, step S52 may include the following sub-steps:
[0102] Sub-step one: Determine the human body interaction reference point of the target game character and the suspension interaction reference point of the suspension from the game image according to the coordinates of the human body key points.
[0103] Sub-step two: Determine the first target motion parameters of the suspension based on the relative position relationship between the human body interaction reference point and the suspension interaction reference point.
[0104] It should be noted that, in the embodiments of the present application, a trained key point detection model can be used to detect the key body parts of the target game character in the game image, obtain the human key points, and further obtain the coordinates of the human key points. The key point detection model can be a model trained based on CPM (Convolutional Pose Machines) and / or YOLO-Pose (You Only Look Once Pose).
[0105] Exemplarily, the key body parts include but are not limited to at least one of eyes, ears, nose, mouth, shoulders, waist, knees, hips, wrists, elbows, and palms.
[0106] In the embodiments of the present application, the number of human interaction reference points and the number of suspension interaction reference points can be flexibly set by developers. For example, the number of human interaction reference points can be 1, 2, 3, or 4; the number of suspension interaction reference points can be 1, 2, 3, or 4.
[0107] In one embodiment, the coordinates corresponding to the first key body part can be directly used as the human interaction reference point, and the coordinates corresponding to the second key body part can be used as the suspension interaction reference point.
[0108] In one embodiment, the suspension interaction reference point can be determined based on the coordinates of two human key points. Compared with determining the suspension interaction reference point through a single human key point coordinate, since more key body parts are considered, the accuracy and stability of determining the suspension interaction reference point can be improved.
[0109] In one embodiment, the suspension interaction reference point includes a first suspension interaction reference point corresponding to the first reference position of the first suspension and a second suspension interaction reference point corresponding to the second reference position of the second suspension. The specific process of determining the first suspension interaction reference point and the second suspension interaction reference point will be introduced below.
[0110] The identified key body parts include a first key body part, a second key body part, and a third key body part. The coordinates of the human key points include the first human key point coordinates, the second human key point coordinates, and the third human key point coordinates corresponding to each key body part respectively.
[0111] At this time, the first suspension interaction reference point can be determined based on the first human key point coordinates and the second human key point coordinates, and the second suspension interaction reference point can be determined based on the second human key point coordinates and the third human key point coordinates.
[0112] Exemplarily, the above-mentioned first human key part, second human key part, and third human key part are rigid human parts. A rigid human part refers to a part of the game character's corresponding body coordinates that is not easily changed during dancing.
[0113] Exemplarily, the first human key part is the shoulder, the second human key part is the waist, and the third human key part is the nose.
[0114] The process of determining the suspension interaction reference point according to the coordinates of two human key points will be specifically introduced below.
[0115] Exemplarily, the suspension interaction reference point includes a first suspension interaction reference point and a second suspension interaction reference point.
[0116] First, the process of determining the first suspension interaction reference point according to the first human key point coordinates and the second human key point coordinates will be specifically introduced.
[0117] In one embodiment, the midpoint between the first human key point coordinates and the second human key point coordinates is directly used as the first suspension interaction reference point.
[0118] In one embodiment, the first height in the vertical direction between the position corresponding to the first human key point coordinates and the position corresponding to the second human key point coordinates is determined, and based on at least one of the first human key point coordinates and the second human key point coordinates and this first height, the first suspension interaction reference point is determined.
[0119] For example, a position point above the second human key point coordinates and at a distance of d 1 ×f 1 in the vertical direction from the second human key point coordinates is used as the first reference point, and a position point below the second human key point coordinates and at a distance of d 1 ×f 2 in the vertical direction from the second human key point coordinates is used as the second reference point. The midpoint between the first reference point and the second reference point is determined as the first suspension interaction reference point. d 1 is the first height, and f 1 and f 2 are preset scaling factors. Generally speaking, f 1 > 1, 0 < f 2 < 1.
[0120] Exemplarily, if the coordinates of the first reference point are (x1, y1) and the coordinates of the second reference point are (x2, y2), then the coordinates of the first suspension interaction reference point can be determined as
[0121] In this example, the maximum height that the hand can reach in the standing posture of the target game character is characterized by the ordinate of the first reference point. The minimum height that the hand can reach when the arm naturally drops in the standing posture of the target game character is characterized by the ordinate of the second reference point.
[0122] In this example, the hand reference point can be used as the human body interaction reference point. For example, a certain point on the wrist, palm or elbow can be used as the human body interaction reference point. The movement of the first suspension is controlled according to the relative position relationship between the hand reference point and the first suspension interaction reference point.
[0123] The process of determining the second suspension interaction reference point based on the coordinates of the second human body key point and the coordinates of the third human body key point will be specifically introduced below.
[0124] Similarly, in one embodiment, the midpoint between the coordinates of the second human body key point and the coordinates of the third human body key point is directly used as the second suspension interaction reference point.
[0125] In one embodiment, the second height in the vertical direction between the position corresponding to the coordinates of the second human body key point and the position corresponding to the coordinates of the third human body key point is determined, and the second suspension interaction reference point is determined based on at least one of the coordinates of the second human body key point and the coordinates of the third human body key point and this second height.
[0126] Exemplarily, when the coordinates of the second human body key point are the waist coordinates and the coordinates of the third human body key point are the nose coordinates, a position point that is below the coordinates of the third human body key point and has a distance of d 2 ×f 3 in the vertical direction from the coordinates of the second human body key point is used as the second suspension interaction reference point, where d 2 is the second height and f 3 is a preset scaling factor.
[0127] In this example, the shoulder reference point can be used as the human body interaction reference point. The movement of the second suspension is controlled according to the relative position relationship between the shoulder reference point and the above-mentioned second suspension interaction reference point.
[0128] The above introduces the determination methods of the human body interaction reference point and the suspension interaction reference point. The following introduces the method of controlling the suspension movement according to the human body interaction reference point and the suspension interaction reference point.
[0129] Exemplarily, the movement of at least one suspension of the vehicle is controlled according to the relative position relationship between a human body interaction reference point and a suspension interaction reference point.
[0130] Exemplarily, at least two suspension motions of a vehicle are controlled by the relative position relationship between two human interaction reference points and one suspension interaction reference point. For example, according to the relative position relationship between the human interaction reference point A and the suspension interaction reference point, a corresponding first motion parameter is determined, and the front suspension motion is controlled according to the first motion parameter. According to the relative position relationship between the human interaction reference point B and the suspension interaction reference point, a corresponding second motion parameter is determined, and the rear suspension motion is controlled according to the second motion parameter.
[0131] Exemplarily, the four suspension motions of a vehicle are respectively controlled by the relative position relationship between four human interaction reference points and one suspension interaction reference point.
[0132] Exemplarily, at least two suspension motions are controlled by the relative position relationship between two human interaction reference points and two suspension interaction reference points.
[0133] Specifically, the human interaction reference points include a first human interaction reference point and a second human interaction reference point, and the suspension interaction reference points include a first suspension interaction reference point and a second suspension interaction reference point; based on the relative position relationship between the first human interaction reference point and the first suspension interaction reference point, a corresponding third motion parameter is determined, and the first suspension motion of the vehicle is controlled according to the third motion parameter. Based on the relative position relationship between the second human interaction reference point and the second suspension interaction reference point, a corresponding fourth motion parameter is determined, and the second suspension motion of the vehicle is controlled according to the fourth motion parameter.
[0134] In the above method, the first suspension and the second suspension motions are respectively controlled by the relative position relationship between two sets of human interaction reference points and suspension interaction reference points, so that the control modes of each suspension are relatively independent, and it is more convenient to independently control each suspension according to the postures of various parts of the target game character's body.
[0135] Exemplarily, the first suspension in this embodiment may be a left front suspension / right front suspension, and the second suspension may be a left rear suspension / right rear suspension.
[0136] Exemplarily, the first suspension in this embodiment may also be a front suspension group composed of a left front suspension and a right front suspension, and the second suspension may be a rear suspension group composed of a left rear suspension and a right rear suspension.
[0137] In one embodiment, the four suspension motions of a vehicle are respectively controlled by the relative position relationship between four human interaction reference points and two suspension interaction reference points.
[0138] Specifically, the human interaction reference points include a first human interaction reference point, a second human interaction reference point, a third human interaction reference point, and a fourth human interaction reference point, and the suspension interaction reference points include a first suspension interaction reference point and a second suspension interaction reference point.
[0139] Exemplarily, based on the relative position relationship between the first human interaction reference point and the first suspension interaction reference point, the movement of the first suspension of the vehicle can be controlled, and based on the relative position relationship between the second human interaction reference point and the second suspension interaction reference point, the movement of the second suspension of the vehicle can be controlled. Based on the relative position relationship between the third human interaction reference point and the first suspension interaction reference point, the movement of the third suspension of the vehicle can be controlled, and based on the relative position relationship between the fourth human interaction reference point and the second suspension interaction reference point, the movement of the fourth suspension of the vehicle can be controlled.
[0140] Exemplarily, in the embodiments of the present application, the first suspension is the left front suspension, the second suspension is the left rear suspension, the third suspension is the right front suspension, and the fourth suspension is the right rear suspension.
[0141] In this embodiment, based on the first suspension interaction reference point, the movement of two suspensions can be controlled, that is, the reference positions of the two suspensions correspond to the same suspension interaction reference point. On the premise of ensuring that the number of suspension interaction reference points is as small as possible, the movement mode of the vehicle suspension is matched with the actions of the target game character, and the linkage between the dancing of the target game character and the movement of the vehicle suspension is better realized on the premise of ensuring the algorithm efficiency.
[0142] Exemplarily, the movement of the four suspensions of the vehicle is respectively controlled by the relative position relationships between four human interaction reference points and three suspension interaction reference points.
[0143] Specifically, the human interaction reference points include a first human interaction reference point, a second human interaction reference point, a third human interaction reference point, and a fourth human interaction reference point, and the suspension interaction reference points include a first suspension interaction reference point, a second suspension interaction reference point, and a third suspension interaction reference point.
[0144] In this embodiment, based on the relative position relationship between the first human interaction reference point and the first suspension interaction reference point, the movement of the first suspension of the vehicle can be controlled, and based on the relative position relationship between the second human interaction reference point and the second suspension interaction reference point, the movement of the second suspension of the vehicle can be controlled. Based on the relative position relationship between the third human interaction reference point and the third suspension interaction reference point, the movement of the third suspension of the vehicle can be controlled, and based on the relative position relationship between the fourth human interaction reference point and the second suspension interaction reference point, the movement of the fourth suspension of the vehicle can be controlled.
[0145] The process of determining the first target motion parameter of the corresponding suspension according to a human interaction reference point and a suspension interaction reference point is introduced below. The first target motion parameter includes a motion direction and / or a motion distance.
[0146] In one embodiment, a first difference between the vertical coordinate of the suspension interaction reference point and the vertical coordinate of the human body interaction reference point is determined; in response to the first difference between the vertical coordinate of the suspension interaction reference point and the vertical coordinate of the human body interaction reference point being less than a preset first threshold, the suspension of the vehicle is controlled to move to the first orientation of the reference position of the suspension; or, in response to the first difference being greater than the first threshold, the suspension of the vehicle is controlled to move to the second orientation of the reference position; wherein, the first orientation and the second orientation are opposite. The first threshold may be, for example, 0.
[0147] Exemplarily, the above-mentioned first orientation is the orientation above the reference position, and the second orientation is the orientation below the reference position; or, the above-mentioned first orientation is the orientation below the reference position, and the second orientation is the orientation above the reference position.
[0148] The reference position is a height position preset for the vehicle suspension, and the movement of the vehicle suspension can be reflected by the movement of the target point on the vehicle suspension. Therefore, the height position here can be the height position set for the target point of the vehicle suspension. Exemplarily, the above-mentioned first orientation is the orientation above the reference position, and the second orientation is the orientation below the reference position. When the first difference is less than the first threshold, the target point is controlled to move above the reference position, which is equivalent to controlling the vehicle suspension to move above the reference position. When the first difference is greater than the first threshold, the target point is controlled to move below the reference position, which is equivalent to controlling the vehicle suspension to move below the first reference position.
[0149] To make the movement distance of the suspension match the movement distance of the human body interaction reference point of the target game character, in one embodiment, the movement distance of the suspension can be determined based on the relative position relationship between the human body interaction reference point and the suspension interaction reference point. Specifically, the following steps can be included:
[0150] Step 1: Determine a second distance between the human body interaction reference point and the suspension interaction reference point.
[0151] Step 2: Determine a third distance between the target position and the reference position of the suspension according to the second distance
[0152] Step 3: Determine the movement direction and movement distance of the suspension based on the third distance.
[0153] The target position is the position that the vehicle suspension is expected to reach during the game interaction. Therefore, the third distance between the target position and the reference position substantially represents the distance between the final movement position of the vehicle suspension and the reference position. Specifically, the target position here can be the final movement position of the target point on the vehicle suspension.
[0154] For the above-mentioned step 2, in one embodiment, it can be based on D 3= D 2 × k 1 Determine the third distance, where D 3 is the third distance, D 2 is the second distance, k 1 is a preset magnification factor.
[0155] In this embodiment, the method for calculating the third distance is particularly applicable to scenarios where the change range of the human interaction reference point is small. For example, the scenario where the human interaction reference point is a point on the shoulder. Whether it is a tall person or a short person, the difference in the jitter range of their shoulders is extremely small. To improve the calculation efficiency, the product of the second distance and the preset magnification factor is directly used as the third distance.
[0156] Since when the game character is in a natural state, the positions of the key points of the body may change, that is, the corresponding human key point coordinates may change, and the natural change of the game character's posture may cause a change in the relative distance between the human interaction reference point and the suspension interaction reference point. To avoid the suspension responding based on this change when the game character's posture changes naturally, before determining the third distance above, it is necessary to first determine whether the second distance is greater than the second threshold. If so, then execute the step of determining the third distance. If not, no response may be made.
[0157] The second threshold in the embodiments of the present application can be flexibly set by developers. For example, it can be 4 pixel lengths.
[0158] In the above method, after determining that the relative distance between the human interaction reference point and the suspension interaction reference point is greater than or equal to the second threshold, then control the corresponding suspension to move, avoiding the suspension from responding when there is no need to respond, so that the suspension can accurately move according to the game character's posture, improving the accuracy of the suspension response.
[0159] For the above step two, in another embodiment, the third distance can be determined in the following manner:
[0160] Determine the interaction limit reference point corresponding to the human interaction reference point; determine the fourth distance between the interaction limit reference point and the suspension interaction reference point; determine the third distance according to the ratio between the second distance and the fourth distance, and the reference height of the suspension.
[0161] Exemplarily, where h 0 is the reference height of the suspension, D 3 is the third distance, D 2 is the second distance, D 4 is the fourth distance, k 2 is the suspension control coefficient.
[0162] Exemplarily, the reference height is the height of the reference position, or the height at the initial moment at the beginning of this interaction, or the current height of the suspension, or the extreme height of the suspension.
[0163] The interaction limit reference point refers to the point corresponding to the extreme position that the human body interaction reference point can reach during the interaction through this human body interaction reference point, including a first interaction limit reference point for indicating the highest position that the human body interaction reference point can reach, and a second interaction limit reference point for indicating the lowest position that the human body interaction reference point can reach.
[0164] Exemplarily, when the human body interaction reference point is above the suspension interaction reference point, it is determined that the distance between the first interaction limit reference point and the suspension interaction reference point is the fourth distance; when the human body interaction reference point is below the suspension interaction reference point, it is determined that the distance between the second interaction limit reference point and the suspension interaction reference point is the fourth distance.
[0165] Exemplarily, the third distance can also be calculated by the formula where D 5 is the distance between the first interaction limit reference point and the second interaction limit reference point.
[0166] The confirmation method of the interaction limit reference point can refer to the method of confirming the first reference point and the second reference point above, which will not be elaborated here.
[0167] It can be understood that the method of calculating the third distance introduced in this embodiment is particularly applicable to scenarios where the change range of the human body interaction reference point is large. For example, in the scenario where the human body interaction reference point is a point on the hand, for game characters of different heights, the movable range of their hands varies greatly. Therefore, it is necessary to normalize the data through the ratio in the above formula to achieve adaptive control according to game characters of different heights, and avoid the problem of unstable suspension response caused by too high or too low suspension interaction reference points when the suspension moves with the change of the game character's posture due to height differences among different game characters.
[0168] For the above step three, it can specifically include the following steps:
[0169] Obtain the first position information of the current position of the suspension.
[0170] Generate the second position information of the target position based on the third distance and the reference position.
[0171] Determine the moving direction and moving distance of the suspension according to the first position information and the second position information.
[0172] In the above method, the target position of the suspension can be determined according to the reference position of the suspension, the third distance, and the relative direction.
[0173] The relative direction refers to the direction of the human interaction reference point relative to the suspension interaction reference point. As described above, if the first difference between the ordinate of the suspension interaction reference point and the ordinate of the human interaction reference point is less than a preset first threshold, the relative direction is upward, indicating that the suspension needs to move above the reference position. If the first difference between the ordinate of the suspension interaction reference point and the ordinate of the human interaction reference point is greater than the first threshold, the relative direction is downward, indicating that the suspension needs to move below the reference position.
[0174] If the current position coincides with the reference position, the suspension can be directly controlled to move according to the third distance and the relative direction to reach the target position.
[0175] The above steps will be specifically introduced below with specific examples.
[0176] If the reference position of the suspension is at a height of D from the ground 6 and the relative direction is upward, then the position at a height of D 6 +D 3 from the ground is determined as the target position of the suspension. If the current position of the suspension is at a height of D 7 from the ground, and D 6 +D 3 >D 7 , then the suspension is controlled to move upward by D 6 +D 3 -D 7 . If D 6 +D 3 <D 7 , then the suspension is controlled to move downward by D 7 -(D 6 +D 3 ).
[0177] Correspondingly, if the relative direction is downward, then the position at a height of D 6 -D 3 from the ground is determined as the target position of the suspension. If the current position of the suspension is at a height of D 7 from the ground, and D 6 -D 3 >D 7 , then the suspension is controlled to move upward by D 6 -D 3 -D 7 . If D 6 -D 3 <D 7 , then the suspension is controlled to move downward by D 7 -(D 6 -D 3 ).
[0178] Since during the motion control of the suspension, it is to control the upward or downward movement of the suspension. Correspondingly, the above relative distance can be the relative distance between the human interaction reference point and the suspension interaction reference point in the vertical direction.
[0179] Finally, it should be noted that the distance in the above content can be the distance in the vertical direction, or the two-dimensional coordinates or the actual distance in other coordinate systems.
[0180] For example, if the coordinates of the human interaction reference point are (x3, y3) and the coordinates of the suspension interaction reference point are (x4, y4), then can be used as the distance between the human interaction reference point and the suspension interaction reference point.
[0181] In the above method, based on the relative position relationship between the human interaction reference point and the suspension interaction reference point, the corresponding suspension of the vehicle is controlled to move, fully considering the influence of the body shapes of different target game characters on the suspension interaction reference point, and prompting the suspension to move adaptively with the changes in the postures of the target game characters. While improving the interaction effect and the user's immersive experience, this method also effectively improves the response stability of the suspension, avoiding the problem of insufficient response stability of the suspension caused by differences in the body shapes of target game characters, such as being too tall or too short.
[0182] In an embodiment, since each dance movement is predefined and the game characters in the game are also predefined, therefore, to improve the operation efficiency during the game and further enhance the interaction experience, corresponding preset motion parameters can be generated in advance for the process of each preset game character performing each preset dance movement. Please refer to Figure 6 shown. Controlling the suspension of the vehicle to move according to the posture of the target game character includes:
[0183] S61: Determine the second target motion parameter corresponding to the target dance movement and the target game character according to the corresponding relationship between the preset game information and the preset motion parameter; the preset game information includes the preset dance movement and the preset game character, and the preset motion parameter is generated based on the corresponding preset game information.
[0184] S62: Control the movement of the suspension according to the second target motion parameter.
[0185] It can be understood that the process of generating the corresponding preset motion parameters for the process of each preset game character performing each preset dance movement can refer to the process of generating the first target motion parameter above, and will not be elaborated here.
[0186] In this embodiment, when controlling the target game character to perform the preset target dance, only the pre-generated second target motion parameter needs to be called, without analyzing the corresponding motion parameter for each game image separately, greatly improving the game operation efficiency.
[0187] It should be understood that although the steps in the above flowchart are shown in sequence according to the indication of the arrows, these steps are not necessarily executed in the order indicated by the arrows. Unless there is a clear description in this article, there is no strict order restriction for the execution of these steps, and these steps can be executed in other orders. Moreover, at least a part of the steps in the above flowchart may include multiple sub-steps or multiple stages. These sub-steps or stages are not necessarily executed at the same moment, but can be executed at different moments. The execution order of these sub-steps or stages is not necessarily sequential, but can be executed alternately or in turn with at least a part of other steps or sub-steps or stages of other steps.
[0188] Embodiment 2:
[0189] Based on the same inventive concept, please refer to Figure 7 As shown, an interactive device for a vehicle dance game provided by an embodiment of the present application includes:
[0190] A determination module 701, configured to determine that the received dance interaction instruction is a valid control instruction;
[0191] A control module 702, configured to control a target game character in a game image displayed by a vehicle display device to perform a preset target dance action, and control the suspension of the vehicle to move according to the posture of the target game character.
[0192] Further, the determination module 701 is configured to, in response to receiving a dance game mode entry instruction, display input prompt information through the display device; the input prompt information includes target rhythm symbols, and the target rhythm symbols are generated according to game music corresponding to the target dance action or the target dance action; receive a dance interaction instruction input through a key on an input device of the vehicle; the dance interaction instruction includes key value information of the key; when it is determined that the current interaction control operation is effective according to the key value information and the target rhythm symbols, determine that the dance interaction instruction is the valid control instruction.
[0193] Further, the input prompt information further includes time prompt information, and the determination module 701 is configured to determine that the current interaction control operation is effective when it is determined that the input key is consistent with a target key indicated by the target rhythm symbol according to the key value information, and the time when the key is input is within the time range indicated by the time prompt information.
[0194] Further, when the dance game mode entry instruction is an out-of-vehicle dance game mode entry instruction, the display device is a device that realizes display by projecting outside the vehicle, and the input device is a dance mat device that can communicate with the vehicle; and / or, when the dance game mode entry instruction is an in-vehicle dance game mode entry instruction, the display device is a device that displays inside the vehicle, and the input device is a device with buttons that can communicate with the vehicle.
[0195] Further, the control module 702 is configured to extract the main color tone information of the game image and control the color of the atmosphere lamp of the vehicle according to the color tone information; and / or, the control module 702 is configured to determine the audio frequency of the game music corresponding to the target dance move and control the flashing frequency of the atmosphere lamp according to the audio frequency.
[0196] Further, the control module 702 is configured to control the suspension to reset or control the suspension to maintain the current state when the dance interaction instruction is an invalid control instruction.
[0197] Further, during the process that the target game character executes the target dance move, the control module 702 is configured to extract the pose information of the target game character; determine the first target motion parameter of the suspension according to the pose information; and control the suspension to move according to the first target motion parameter.
[0198] Further, the pose information includes human key point coordinates, and the control module 702 is configured to determine the human interaction reference point of the target game character and the suspension interaction reference point of the vehicle from the game image according to the human key point coordinates; and determine the first target motion parameter of the suspension based on the relative position relationship between the human interaction reference point and the suspension interaction reference point.
[0199] Further, the control module 702 is configured to determine the second target motion parameter corresponding to the target dance move and the target game character according to the correspondence between the preset game information and the preset motion parameter; the preset game information includes the preset dance move and the preset game character, and the preset motion parameter is generated based on the corresponding preset game information; and control the suspension to move according to the second target motion parameter.
[0200] It should be understood that for the sake of concise description, the content described in some embodiments will not be repeated in this embodiment.
[0201] Embodiment Three:
[0202] Please refer to Figure 8As shown in the figure, an embodiment of the present application provides an electronic device, including a processor 801 and a memory 802. A computer program is stored in the memory 802, and the processor 801 executes the computer program to implement the steps of the method introduced above, which will not be elaborated here.
[0203] The processor 801 can be an integrated circuit chip with signal processing capabilities. The above-mentioned processor 801 can be a general-purpose processor, including a CPU (Central Processing Unit, central processor), an NP (Network Processor, network processor), etc.; it can also be a DSP (Digital Signal Processor, digital signal processor), an ASIC (Application Specific Integrated Circuit, application-specific integrated circuit), an FPGA (Field Programmable Gate Array, field-programmable gate array), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of the present application. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc.
[0204] The memory 802 can include, but is not limited to, a RAM (Random Access Memory, random access memory), a ROM (Read Only Memory, read-only memory), a PROM (Programmable Read Only Memory, programmable read-only memory), an EPROM (Erasable Programmable Read-Only Memory, erasable programmable read-only memory), and an EEPROM (Electrically Erasable Programmable Read Only Memory, electrically erasable programmable read-only memory), etc.
[0205] Those skilled in the art can understand that Figure 8 the structure shown in the figure is only a block diagram of some structures related to the solution of the present application, and does not constitute a limitation on the electronic device to which the solution of the present application is applied. The specific electronic device may include more or fewer components than those shown in the figure, or combine certain components, or have different component arrangements.
[0206] Based on the same inventive concept, embodiments of the present application further provide a computer-readable storage medium, such as a floppy disk, optical disk, hard disk, flash memory, USB flash drive, SD (Secure Digital) card, MMC (Multi-Media Card), etc. One or more programs for implementing the above steps are stored in the computer storage medium, and the one or more programs can be executed by one or more processors to implement the steps of the methods in the above embodiments, which will not be elaborated here.
[0207] Based on the same inventive concept, embodiments of the present application further provide a computer program product, including a computer program, where the computer program implements the method described in any one of the above when executed by a processor.
[0208] Among them, the program code for the computer program product for executing the present application can be written in any combination of one or more programming languages. The program code can be executed entirely on the user device, partially on the user device, executed as an independent software package, partially on the user device and partially on a remote device, or entirely on a remote device.
[0209] Those skilled in the art should understand that the embodiments of the present application can be provided as a method, a system, or a computer program product. Therefore, the present application can adopt the form of an entirely hardware embodiment, an entirely software embodiment, or an embodiment combining software and hardware aspects. Moreover, the present application can adopt the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, optical storage, etc.) containing computer-usable program code.
[0210] The present application is described with reference to the flowcharts and / or block diagrams of the method, device (system), and computer-readable storage medium of the present application. It should be understood that each flow and / or block in the flowchart and / or block diagram can be implemented by computer program instructions, and the combination of the flows and / or blocks in the flowchart and / or block diagram can also be implemented by computer program instructions. These computer program instructions can be provided to the processor of a general-purpose computer, a special-purpose computer, an embedded processor, or other programmable data processing devices to generate a machine, so that the instructions executed by the processor of the computer or other programmable data processing devices generate a device for implementing the specified functions in Figure 1 one process or multiple processes and / or blocks Figure 1 one block or multiple blocks.
[0211] These computer program instructions can also be stored in a computer-readable memory that can direct a computer or other programmable data processing device to work in a specific manner, so that the instructions stored in the computer-readable memory generate a manufactured article including an instruction device, and the instruction device implements the process inFigure 1 one process or multiple processes and / or boxes Figure 1 the functions specified in one box or multiple boxes.
[0212] These computer program instructions can also be loaded onto a computer or other programmable data processing device, so that a series of user operation steps are executed on the computer or other programmable device to generate a computer-implemented process. Thus, the instructions executed on the computer or other programmable device provide steps for implementing the functions specified in one process Figure 1 one process or multiple processes and / or boxes Figure 1 the steps of the functions specified in one box or multiple boxes.
[0213] It should be noted that the illustrations provided in this embodiment only schematically illustrate the basic concept of the present application. Therefore, only the components related to the present application are shown in the drawings, rather than being drawn according to the number, shape, and size of the components in actual implementation. The types, quantities, and proportions of the components in actual implementation can be arbitrarily changed, and the component layout type may also be more complex. The structures, proportions, sizes, etc. shown in the drawings of this specification are only used to cooperate with the content disclosed in the specification for those skilled in this technology to understand and read, and are not used to limit the limiting conditions under which the present application can be implemented. Therefore, they do not have technical substance. Any modification of the structure, change of the proportional relationship, or adjustment of the size, without affecting the effects that the present application can produce and the purposes that can be achieved, should still fall within the scope that can be covered by the technical content disclosed in the present application. At the same time, the terms such as "upper", "lower", "left", "right", "middle", and "one" cited in this specification are only for the convenience of clear narration, rather than used to limit the scope under which the present application can be implemented. The change or adjustment of their relative relationships, without substantial change in the technical content, should also be regarded as the scope under which the present application can be implemented.
[0214] Referring to "embodiment" herein means that the specific features, structures, or characteristics described in connection with the embodiment can be included in at least one embodiment of the present application. The phrase appears in various places in the text does not necessarily refer to the same embodiment, nor is it an independent or alternative embodiment mutually exclusive with other embodiments. Those skilled in the art explicitly and implicitly understand that the embodiments described herein can be combined with other embodiments.
[0215] As shown herein, unless the context clearly indicates an exception, words such as "a", "an", "one", and / or "the" are not specifically singular and may also include the plural. Generally speaking, the terms "comprising" and "including" only indicate the inclusion of the steps and elements that have been clearly identified, and these steps and elements do not constitute an exclusive list. The method or device may also include other steps or elements.
[0216] The definitions included in this document, such as the terms "have", "may have", "include", or "may include" as used herein, indicate the existence of corresponding functions, operations, elements, etc. in this document and do not limit the existence of one or more other functions, operations, elements, etc. In addition, it should be understood that the terms "include" or "have" as used herein indicate the existence of features, numbers, steps, operations, elements, components, or combinations thereof described in the specification, and do not exclude the existence or addition of one or more other features, numbers, steps, operations, elements, components, or combinations thereof.
[0217] In the embodiments of this application, prefix words such as "first" and "second" are only used to distinguish different described objects and have no restrictive effect on the position, order, priority, quantity, content, etc. of the described objects. The use of ordinal numbers and other prefix words for distinguishing described objects in the embodiments of this application does not constitute a restriction on the described objects. For the statement of the described objects, refer to the description in the claims or the context of the embodiments. It should not be construed as an unnecessary restriction due to the use of such prefix words. In addition, in the description of this embodiment, unless otherwise specified, the meaning of "a plurality" is two or more.
[0218] The technical features of the above embodiments can be combined arbitrarily. For the sake of brevity of description, not all possible combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, it should be considered as the scope described in this specification.
[0219] The above-described embodiments merely represent several implementation manners of this application. Their descriptions are relatively specific and detailed, but they should not be construed as limiting the scope of the invention patent. It should be noted that for those of ordinary skill in the art, without departing from the concept of this application, several modifications and improvements can still be made, and these all belong to the protection scope of this application. Therefore, the protection scope of the patent of this application shall be subject to the appended claims.
Claims
1. A vehicle dance game interactive method, characterized in that: The method comprises: Determining that the received dance interaction instruction is a valid control instruction; A target game character in a game image displayed by a vehicle display device is controlled to perform a preset target dance action, and a suspension of the vehicle is controlled to move according to the posture of the target game character.
2. The vehicle dance game interactive method according to claim 1, characterized in that: The step of determining whether the received dance interaction instruction is a valid control instruction includes: In response to receiving a dance game mode entry instruction, displaying input prompt information through the display device; the input prompt information includes a target rhythm symbol, and the target rhythm symbol is generated according to the game music corresponding to the target dance action or the target dance action; Receiving a dance interaction instruction inputted through a key of an input device of the vehicle; the dance interaction instruction includes key value information of the key; When it is determined that the current interactive control operation is valid according to the key value information and the target rhythm symbol, the dance interactive instruction is determined to be the valid control instruction.
3. The vehicle dance game interactive method as claimed in claim 2, characterized in that: The input prompt information also includes time prompt information, and determining that the current interactive control operation is valid according to the key value information and the target rhythm symbol includes: When it is determined according to the key value information that the input key is consistent with the target key indicated by the target rhythm symbol, and the time when the key is input is within the time range indicated by the time prompt information, it is determined that this interactive control operation is valid.
4. The vehicle dance game interactive method as claimed in claim 2, characterized in that: When the dance game mode entry instruction is an external dance game mode entry instruction, the display device is a device that realizes display by projecting in a first external vehicle area, and the input device is a dance mat device that can communicate with the vehicle or a device that realizes input by projecting virtual keys in a second external vehicle area; and / or, When the dance game mode entry instruction is an in-vehicle dance game mode entry instruction, the display device is a device that displays in the vehicle, and the input device is a device with buttons that can communicate with the vehicle.
5. The vehicle dance game interactive method according to claim 1, characterized in that: The method further comprises: Extracting the color tone information of the game image, and controlling the color of the ambient light of the vehicle according to the color tone information; and / or, The audio frequency of the game music corresponding to the target dance action is determined, and the flashing frequency of the atmosphere light is controlled according to the audio frequency.
6. The vehicle dance game interactive method according to claim 1, characterized in that: The method further comprises: When the dance interaction instruction is an invalid control instruction, the suspension is controlled to reset or the suspension is controlled to maintain a current state.
7. The vehicle dance game interactive method according to any one of claims 1 to 6, characterized in that: The controlling the suspension of the vehicle to move according to the posture of the target game character comprises: In the process of the target game character performing the target dance action, extracting the posture information of the target game character; determining a first target motion parameter of the suspension according to the posture information; The suspension motion is controlled according to the first target motion parameter.
8. The vehicle dance game interactive method as claimed in claim 7, characterized in that: The posture information includes coordinates of key points of the human body; and determining the motion parameters of the suspension according to the posture information includes: Determining a human body interaction reference point of the target game character and a suspension interaction reference point of the suspension from the game image according to the human body key point coordinates; Based on the relative position relationship between the human body interaction reference point and the suspension interaction reference point, a first target motion parameter of the suspension is determined.
9. The vehicle dance game interactive method according to any one of claims 1 to 6, characterized in that: The controlling the suspension of the vehicle to move according to the posture of the target game character comprises: Determining a second target motion parameter corresponding to the target dance action and the target game character according to a correspondence between preset game information and preset motion parameters; the preset game information includes preset dance actions and preset game characters, and the preset motion parameters are generated based on the corresponding preset game information; The suspension motion is controlled according to the second target motion parameter.
10. A vehicle dance game interactive device, characterized in that: The device comprises: A determination module, used to determine whether the received dance interaction instruction is a valid control instruction; The control module is used to control a target game character in a game image displayed by a vehicle display device to perform preset target dance movements, and to control the suspension of the vehicle to move according to the posture of the target game character.
11. An electronic device, characterized in that: The method comprises a processor and a memory, wherein a computer program is stored in the memory, and the processor executes the computer program to implement the method according to any one of claims 1 to 9.
12. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by at least one processor, the method according to any one of claims 1 to 9 is implemented.