CN113599814B - Animation role display method, device, equipment and medium - Google Patents

Animation role display method, device, equipment and medium Download PDF

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Publication number
CN113599814B
CN113599814B CN202110923355.8A CN202110923355A CN113599814B CN 113599814 B CN113599814 B CN 113599814B CN 202110923355 A CN202110923355 A CN 202110923355A CN 113599814 B CN113599814 B CN 113599814B
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character
animation
player
role
passer
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CN113599814A (en
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王达
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Shanghai Miha Youliyue Technology Co ltd
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Shanghai Miha Youliyue Technology Co ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/46Multiprogramming arrangements
    • G06F9/50Allocation of resources, e.g. of the central processing unit [CPU]
    • G06F9/5005Allocation of resources, e.g. of the central processing unit [CPU] to service a request
    • G06F9/5011Allocation of resources, e.g. of the central processing unit [CPU] to service a request the resources being hardware resources other than CPUs, Servers and Terminals
    • G06F9/5016Allocation of resources, e.g. of the central processing unit [CPU] to service a request the resources being hardware resources other than CPUs, Servers and Terminals the resource being the memory
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/46Multiprogramming arrangements
    • G06F9/50Allocation of resources, e.g. of the central processing unit [CPU]
    • G06F9/5005Allocation of resources, e.g. of the central processing unit [CPU] to service a request
    • G06F9/5027Allocation of resources, e.g. of the central processing unit [CPU] to service a request the resource being a machine, e.g. CPUs, Servers, Terminals
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/534Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction

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  • Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Multimedia (AREA)
  • Software Systems (AREA)
  • Physics & Mathematics (AREA)
  • General Engineering & Computer Science (AREA)
  • General Physics & Mathematics (AREA)
  • Human Computer Interaction (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The embodiment of the invention discloses an animation role display method, an animation role display device, animation role display equipment and an animation role display medium. The method comprises the following steps: preloading an animation role suit according to an animation role suit list provided by a server, wherein the animation role suit is data for synthesizing animation roles matched with preset equipment and skin; when an animation character of a passer-by player enters a game map for the first time, matching a corresponding preloaded animation character set according to the identification of the animation character of the passer-by player; and synthesizing the animation role instance of the passer-by player according to the matched preloaded animation role suit and displaying. According to the technical scheme, the technical problems that the game process is blocked and unsmooth and the game experience is poor when other players frequently enter and exit as passers-by in the map scene where the players are located are solved, the blocking in the game process is reduced, the game is smoother, and the technical effect of improving the user experience is achieved.

Description

Animation role display method, device, equipment and medium
Technical Field
The embodiment of the invention relates to the technical field of computers, in particular to an animation role display method, an animation role display device, animation role display equipment and an animation role display medium.
Background
In the map game mode, when an animated figure of one player walks within the map scene in which it is located, there are different animated figures of other players (passers-by) entering and exiting the scene, which may be referred to as entering or exiting the field of view. In the process that the passers-by enters the visual field, the player client applies for the memory to store the data of the character components, the map and the like of the passers-by entering the visual field, which are acquired from the server, and the data are fused into a passer-by animation character which can be seen by a player according to the stored data. After the passer exits the field of view, the player client invokes the garbage collector to destroy the component resource data of the animated characters of the passer player.
When other players frequently enter and exit the view field as passers-by in the map scene where the players are located, the memory occupancy rate of the game client rises in a short time, the CPU thread overhead is caused by the synthesis and destruction of the animation roles, the game process is blocked and unsmooth, and the game experience is seriously affected.
Disclosure of Invention
The embodiment of the invention provides an animation role display method, an animation role display device, animation role display equipment and an animation role display medium, which are used for reducing the memory occupation of a game client and simultaneously reducing the CPU (Central processing Unit) overhead when a passersby player frequently enters and exits a game scene of the player, so that the clamping in the game process is reduced, the game is smoother, and the user experience is improved.
In a first aspect, an embodiment of the present invention provides a method for displaying an animated character, the method including:
preloading an animation role suit according to an animation role suit list provided by a server, wherein the animation role suit is data for synthesizing animation roles matched with preset equipment and skin;
when an animation character of a passer-by player enters a game map for the first time, matching a corresponding preloaded animation character set according to the identification of the animation character of the passer-by player;
and synthesizing the animation role instance of the passer-by player according to the matched preloaded animation role suit and displaying.
Optionally, after synthesizing the animated character instance of the passer-by player from the matched preloaded animated character packages, the method further comprises:
and storing the synthesized animation character examples into a character display data queue in use in a preset character display data pool.
Optionally, the method further comprises:
and when the passer-by player exits the game map, transferring the animation character instance of the passer-by player from the character display data queue in use to the character display data queue to be used of the preset character display data pool.
Optionally, the method further comprises:
when the animation character of the passer-by player does not enter the game map for the first time, matching character display data matched with the animation character of the passer-by player in the preset character display data pool;
and displaying the matched preset role display data as an animation role instance of the passersby player.
Optionally, the matching, in the preset character presentation data pool, character presentation data that matches with the animated character of the passer-by player includes:
matching character display data with the same animation characters and character sexes of the passer-by player in a character display data queue to be used in the preset character display data pool;
and writing the matched preset role presentation data from the to-be-used role presentation data queue to the in-use role presentation data queue.
Optionally, when the corresponding preset character presentation data is not matched in the to-be-used character presentation data queue, the method further includes:
a character presentation data is randomly cloned in the in-use character presentation data queue as an instance presentation of the animated character of the passer-by player.
Optionally, the method further comprises:
and when exiting the current game level or finishing the game, clearing the data in the preset role display data pool.
In a second aspect, an embodiment of the present invention further provides an animated character display apparatus, including:
the role data preloading module is used for preloading an animation role suit according to an animation role suit list provided by the server, wherein the animation role suit is data for synthesizing animation roles matched with preset equipment and skin;
the character data matching module is used for matching the corresponding preloaded animation character sets according to the identification of the animation characters of the passer-by player when the animation characters of the passer-by player enter the game map for the first time;
and the role display module is used for synthesizing the animation role examples of the passer-by player according to the matched preloaded animation role packages and displaying the animation role examples.
In a third aspect, an embodiment of the present invention further provides a computer apparatus, including:
one or more processors;
a memory for storing one or more programs;
the one or more programs, when executed by the one or more processors, cause the one or more processors to implement the animated character display method as provided by any embodiment of the invention.
In a fourth aspect, embodiments of the present invention also provide a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements an animated character display method as provided by any of the embodiments of the present invention.
The embodiments of the above invention have the following advantages or benefits:
according to the technical scheme of the embodiment, before entering a game or before entering a gate, the animation role suit can be preloaded directly according to the animation role suit list provided by the server. Therefore, the situation that the player needs to interact with the server to obtain the animation character set every time the player enters the game scene in the game process is avoided, and when the player increases in the game scene, the memory occupancy rate of the game client side is easy to rise in a short time, so that the game process is not smooth. After the animation character sets are loaded, when the animation characters of the passersby player enter the game map for the first time, the corresponding preloaded animation character sets are matched according to the identification of the animation characters of the passersby player. And then, according to the matched preloaded animation roles, the animation role instances of the player of the passer-by are assembled and displayed, so that the animation role instances of the player of the passer-by are synthesized more quickly, the game experience sense of the player of the passer-by is improved, the technical problems that when other players frequently enter and exit the field of view as the passer-by as the map scene of the player, the clamping and unsmooth game process exists and the game experience is poor are solved, and the technical effects of reducing the clamping and the unsmooth game process are achieved, so that the game is smoother are achieved.
Drawings
In order to more clearly illustrate the technical solution of the exemplary embodiments of the present invention, a brief description is given below of the drawings required for describing the embodiments. It is obvious that the drawings presented are only drawings of some of the embodiments of the invention to be described, and not all the drawings, and that other drawings can be made according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a flow chart of an animated character display method according to an embodiment of the invention;
FIG. 2 is a flow chart of a method for displaying an animated character according to a second embodiment of the present invention;
FIG. 3 is a schematic diagram of an animated character display device according to a third embodiment of the invention;
fig. 4 is a schematic structural diagram of a computer device according to a fourth embodiment of the present invention.
Detailed Description
The invention is described in further detail below with reference to the drawings and examples. It is to be understood that the specific embodiments described herein are merely illustrative of the invention and are not limiting thereof. It should be further noted that, for convenience of description, only some, but not all of the structures related to the present invention are shown in the drawings.
Example 1
Fig. 1 is a schematic flow chart of an animation character display method according to an embodiment of the present invention, where the method can be implemented by an animation character display device, and the device can be implemented by software and/or hardware, and integrated into a computer device with an application development function, such as an intelligent mobile terminal, a computer, and a server, before an animation character of a passer-by player first enters a game map.
As shown in fig. 1, the method of the present embodiment includes:
s110, preloading the animation role suit according to the animation role suit list provided by the server.
The animation character set list can be used for storing the identification of the animation character set, the corresponding animation character set name and other information. The animated character kit may be data for composing an animated character collocated with preset equipment and skin. An animated character kit may include mesh (mesh) data, skeletal data, map data, and equipment and skin data corresponding to the character's body parts (e.g., head, chest, arms, legs, etc.).
Specifically, before entering the game map, or before entering the game level, the identifier of the animation role suit in the animation role suit list provided by the server may be traversed, so as to determine the identifier of the animation role suit stored in the animation role suit list. After determining the identity of the animated character suit stored in the animated character suit list, the animated character suit stored at the server side corresponding to the identity of the animated character suit may be determined. After the determination, the animated character kit may be loaded. Wherein, the loading of the animated character kit may be based on that the predefined loading manager will load the animated character kit. Alternatively, the predefined load manager may be PSObjectPreLoadMgr.
Alternatively, a request to obtain an animated character set list may be sent to the server prior to entering the game map, or alternatively, prior to entering the game level. After the request is sent successfully, the server-provided animated character suit list may be received. Or the server sets an animation role suit list related to each game scene according to each game scene, and directly transmits the animation role suit list to the corresponding additional game client when entering a game map. After traversing the animation role suit identifiers in the animation role suit list provided by the server, the game client of the current player can acquire the animation role suit corresponding to the name of the animation role suit from the server according to the identifiers of the animation role suit in the animation role suit list.
In the step, through preloading the possibly used character sets, every time a passer-by player with different characters enters a game scene in the game process, the character display data corresponding to the characters of the passer-by player do not need to be interacted with a server for many times. Instead, corresponding character presentation information can be obtained locally at the client of the current client player according to the identification of the passer-by player each time. The CPU does not need to mobilize memory space multiple times to hold the animated character presentation information for multiple requests.
S120, when the animation roles of the passer-by player enter the game map for the first time, matching the corresponding preloaded animation role packages according to the identification of the animation roles of the passer-by player.
The player on the passer-by player can be understood as a player which has no interactive relation with the player on the current client side in the game, and is equivalent to one of background elements in the game scene where the player on the current client side is located. The number of passersby players may be one or more. The animated character of a passersby player may be understood as the professional identity of the player in the game, as a fictional character, such as a teacher character, a stab character, a warrior character, and the like.
Specifically, a correspondence relationship between the identification of the animated character and the identification of the animated character set may be established in advance. When the animated character of the passer-by player first enters the game map, the identity of the animated character of the passer-by player may be determined. Further, the identification of the animated character set corresponding to the identification of the animated character of the passer-by player may be determined based on the pre-established correspondence between the identification of the animated character and the identification of the animated character set. And further, the preloaded animation character set corresponding to the identification of the animation character can be determined according to the identification of the animation character set.
S130, combining the animation character instances of the passer-by players according to the matched preloaded animation character sets and displaying.
The animated character examples may be character examples synthesized based on matched preloaded animated character sets, that is, animated character examples synthesized by combining mesh (mesh) data, skeleton data, map data, and equipment and skin data corresponding to characters of body parts (such as head, chest, arms, legs, etc.) of the character.
Specifically, after the matched preloaded animation role sets, the matched preloaded animation role sets can be synthesized, so that the animation role instances of the passersby players can be obtained. After the animated character examples of the passersby players are obtained, the obtained animated character examples of the passersby players can be displayed.
For example, a matched preloaded animated character kit may include female magical animation character data collocated with a magical wand and ordinary skin. The animation character data of the magic wand, the common skin and the female magic engineer can be synthesized to obtain the animation character instance of the female magic engineer.
Further, after the animation character instances of the passersby players are synthesized according to the matched preloaded animation characters, the synthesized animation character instances can be stored in a preset character display data pool, so that when passersby players with the same animation character enter the client again, corresponding character display data are directly read from the preset character display data pool and displayed.
Wherein the character presentation data pool can be used to store the synthesized animated character instances as character presentation data, i.e., the character presentation data pool can be used to store the character presentation data. The number of stored character presentation data in the character presentation data pool may be one or more. Alternatively, the role presentation data pool may be a predefined class, such as the PSObjectPoolMgr class.
It should be noted that, defining the role data pool as a class has the following advantages: the coupling degree between codes is reduced, the cohesiveness of codes with function correlation is improved, and character display data are convenient to manage, so that character display data corresponding to a player on the road can be rapidly determined when the player on the road reenters a game map, and game clamping is avoided.
According to the technical scheme of the embodiment, before entering a game or before entering a gate, the animation role suit can be preloaded directly according to the animation role suit list provided by the server. Therefore, the situation that the player needs to interact with the server to obtain the animation character set every time the player enters the game scene in the game process is avoided, and when the player increases in the game scene, the memory occupancy rate of the game client side is easy to rise in a short time, so that the game process is not smooth. After the animation character sets are loaded, when the animation characters of the passersby player enter the game map for the first time, the corresponding preloaded animation character sets are matched according to the identification of the animation characters of the passersby player. And then, according to the matched preloaded animation roles, the animation role instances of the player of the passer-by are assembled and displayed, so that the animation role instances of the player of the passer-by are synthesized more quickly, the game experience sense of the player of the passer-by is improved, the technical problems that when other players frequently enter and exit the field of view as the passer-by as the map scene of the player, the clamping and unsmooth game process exists and the game experience is poor are solved, and the technical effects of reducing the clamping and the unsmooth game process are achieved, so that the game is smoother are achieved.
Example two
Fig. 2 is a schematic flow chart of an animation character display method according to a second embodiment of the present invention, where the embodiment is applicable to a process of displaying a player character of a passer-by when the player character of the passer-by does not first enter a game map, and the method may be performed by an animation character display device, where the device may be implemented by software and/or hardware, and integrated into a computer device having an application development function, such as an intelligent mobile terminal, a computer, and a server.
Wherein, the technical terms identical to or corresponding to the above embodiments are not repeated herein.
As shown in fig. 2, the method of this embodiment may specifically include:
s210, when the player enters the current game map, determining whether the animation characters of the player enter the current game map for the first time.
Specifically, when a player of a passer-by enters the game map, the animated character of the passer-by player can be determined according to the ID or identity of the passer-by player and other information. After determining the animated character of the passer-by player, it may be further determined whether the animated character of the passer-by player is the character that first entered the game map. Thus, it can be determined whether the animated character of the passer-by player is the character that first entered the game map.
Optionally, when a passer-by player enters the game map, determining whether the animated character of the passer-by player is the character that first entered the game map by:
when a passer-by player enters a game map, the animated character of the passer-by player may be acquired. After the animated characters of the passersby player are obtained, the animated characters of the passersby player are compared with the characters of the game map. And further, whether the animated character of the passer-by player is the character that first entered the game map can be determined.
S220, matching character display data matched with the animation character of the passer-by player in a preset character display data pool when the animation character of the passer-by player is not the character entering the game map for the first time.
Specifically, when the animated character of the player of the passer-by is not the character that first entered the game map, the animated character of the player of the passer-by may be determined. And then, according to the player characters of the passers-by, the preset character display data matched with the animation characters of the passers-by player can be matched in the preset character display data pool. Further, the preset character presentation data matching the animated character of the passer-by player may be determined, that is, the matched preset character presentation data may be determined.
Optionally, matching character presentation data matching the animated character of the passer-by player in the preset character presentation data pool by: and matching the character display data with the same animated character and character gender of the passer-by player in a character display data queue to be used in a preset character display data pool.
Wherein the to-be-used character presentation data queue may be used to store animated character instances of the passer-by player when the passer-by player exits the game map. The number of animated character instances of the passersby player to be stored in the character exposure data queue may be one or more. Alternatively, the to-be-used role presentation data queue may be waitpssobjectlist.
Specifically, when the animated character of the player of the passer-by is not first entered into the game map, the animated character and the character gender of the player of the passer-by may be determined. And then, according to the animation roles and the role sexes of the passersby players, the role display data in the to-be-used role display data queue in the preset role display data pool can be traversed. And can be matched to the character presentation data identical to the animated character and the character gender of the passersby player.
Because the character presentation data stored in the character presentation data pool is an animated character provided to the passer-by player, the sex of the character presentation data can be set in the preset character presentation data pool in order to satisfy the game experience and participation of the passer-by player and to avoid excessive memory resources occupied by the character presentation data.
S230, writing the matched preset role display data from a to-be-used role display data queue in the preset role display data pool into a using role display data queue, and displaying.
Wherein the in-use character presentation data queue may be used to store the matched preset character presentation data. Alternatively, the in-use role presentation data queue may be an activesponsjectlist.
Specifically, after the preset role presentation data is matched, the preset role presentation data matched from the to-be-used role presentation data queue in the preset role presentation data pool can be written into the in-use role presentation data queue, and the preset role presentation data matched in the to-be-used role presentation data queue is deleted. After the matched preset character display data is deleted, or after the matched preset character display data is written, the matched preset character display data can be displayed as an animation character instance of the passersby player.
Optionally, when the corresponding preset character presentation data is not matched in the to-be-used character presentation data queue, one character presentation data can be randomly cloned in the in-use character presentation data queue to serve as an instance presentation of the animated character of the passer-by player.
Specifically, when the corresponding preset character presentation data is not matched in the to-be-used character presentation data queue, one character presentation data can be randomly cloned from the in-use character presentation data queue. After cloning, a random character presentation data is obtained. And taking the obtained random character presentation data as example presentation data of the animation characters of the passersby player.
S240, when exiting the current game level or finishing the game, clearing the data in the preset role display data pool.
Specifically, when exiting the current game level or ending the game, a message of the current game level or ending the game may be received. And transmitting the received message as an actual parameter to form parameters of a preset data destruction method in a preset role display data pool. When the parameter transfer is completed, a preset data destruction method in a preset role display data pool can be called, so that data in the preset role display data pool is cleared, that is, a to-be-used role display data queue in the preset role display data pool and data stored in the in-use role display data queue are cleared.
The data destruction method can be a method defined in the role display data pool in advance and can be used for clearing data in the preset role display data pool. Alternatively, the data destruction method may be destroyer ().
It should be noted that, compared with the prior art, the animation character display data of the passersby player is deleted every time the passersby player gets out of the field of view, and if the passersby reenters into the field of view again performs the process of synthesizing the display data, the embodiment only performs the synthesis and destruction of the animation character display data once, thereby reducing the burden of the CPU and the memory to a great extent.
Further, when the player exits the game map, the animated character instances of the player are transferred from the character presentation data queue being used to the character presentation data queue to be used of the preset character presentation data pool.
Specifically, when the player exits the game map, the animated character instance of the player can be determined according to the ID or identity of the player. After determining the animated character instances of the passer-by players, the animated character instances of the passer-by players in the character presentation data queue being used can be stored into a to-be-used character presentation data queue of the preset character presentation data pool. After the animated character instances of the passer-by players are stored in the to-be-used character presentation data queue, the animated character instances of the passer-by players in the in-use character presentation data queue can be deleted.
It should be noted that, when the player exits the game map, the processing of transferring the animation character instance of the player from the character display data queue being used to the character display data queue to be used in the preset character display data pool has the following advantages: the multiplexing rate of the animation role examples of the passersby player is improved, the number of times of synthesizing the animation role examples is reduced, and the phenomenon of blocking and unsmooth occurrence in the game process is avoided.
According to the technical scheme, when a passer-by player enters a current game map, whether the animation characters of the passer-by player are characters entering the current game map for the first time is determined. And when the animation character of the passer-by player is not the character entering the game map for the first time, matching character display data matched with the animation character of the passer-by player in a preset character display data pool. And then the matched preset role display data can be written into the role display data queue to be used from the role display data queue to be used in the preset role display data pool and displayed, so that the clamping in the game process is reduced, and the game is smoother. And when exiting the current game level or finishing the game, clearing the data in the preset role display data pool, and reducing the occupation of the memory of the client. The method and the system can avoid the phenomenon of clamping in the client game process when the passersby player enters the current game map, and promote the smoothness in the client game process when exiting the current game level or finishing the game. The technical problems that when other players frequently enter and exit the view as passers-by in the map scene where the players are located, the clamping and unsmooth game process exists and the game experience is poor are solved, the clamping and the stopping in the game process are reduced, the game is smoother, and the technical effect of user experience is improved.
Example III
Fig. 3 is a schematic block diagram of an animated character display device according to a third embodiment of the invention, and the invention provides an animated character display device comprising: a character data preloading module 310, a character data matching module 320, and a character presentation module 330.
The character data preloading module 310 is configured to preload an animation character set according to an animation character set list provided by a server, where the animation character set is data for synthesizing an animation character collocated with preset equipment and skin;
the character data matching module 320 is configured to match a corresponding preloaded animation character set according to an identifier of an animation character of a passer-by player when the animation character of the passer-by player first enters a game map;
and the role display module 330 is used for synthesizing and displaying the animation role instances of the passer-by player according to the matched preloaded animation role packages.
According to the technical scheme of the embodiment, before entering a game or before entering a gate, the animation character suit can be preloaded according to an animation character suit list provided by a server side through a character data preloading module. Therefore, the situation that the player needs to interact with the server to obtain the animation character set every time the player enters the game scene in the game process is avoided, and when the player increases in the game scene, the memory occupancy rate of the game client side is easy to rise in a short time, so that the game process is not smooth. After the animation character sets are loaded, when the animation characters of the passersby player enter the game map for the first time through the character data matching module, the corresponding preloaded animation character sets are matched according to the identification of the animation characters of the passersby player. And the character display module is used for combining and displaying the animation character examples of the passer-by player according to the matched preloaded animation characters, so that the animation character examples of the passer-by player are combined more quickly, the game experience of the passer-by player is improved, the technical problems that when other players frequently enter and exit the field of view as passers-by in the map scene where the players are positioned, the clamping and unsmooth game process and the poor game experience exist are solved, and the technical effects of reducing the clamping and the unsmooth game process are achieved.
Optionally, after synthesizing the animated character instances of the passer-by player from the matched preloaded animated character packages, the animated character display device further comprises: and the synthesized animation character instance storing module is used for storing the synthesized animation character instance into a character display data queue which is in use in a preset character display data pool.
Optionally, the animated character display device further includes: and the animation character instance transferring module is used for transferring the animation character instance of the passer-by player from the character display data queue in use to the character display data queue to be used of the preset character display data pool when the passer-by player exits from the game map.
Optionally, the animated character display device further includes: the animation character instance display module is used for matching character display data matched with the animation character of the passer-by player in the preset character display data pool when the animation character of the passer-by player does not enter the game map for the first time; and displaying the matched preset role display data as an animation role instance of the passersby player.
Optionally, the animation character instance display module is configured to match character display data with the same animation characters and the same characters gender as those of the passersby player in a to-be-used character display data queue in the preset character display data pool; and writing the matched preset role presentation data from the to-be-used role presentation data queue to the in-use role presentation data queue.
Optionally, when the corresponding preset character presentation data is not matched in the character presentation data queue to be used, the animated character display device further includes: and the character presentation data cloning module is used for randomly cloning character presentation data in the character presentation data in use queue as an example presentation of the animation characters of the player on the passer.
Optionally, the animated character display device further includes: and the data clearing module is used for clearing the data in the preset role display data pool when exiting the current game level or finishing the game.
The device can execute the method for displaying the animation roles, which is provided by any embodiment of the invention, and has the corresponding functional modules and beneficial effects of executing the method for displaying the animation roles.
It should be noted that each unit and module included in the animated character display apparatus is divided according to the functional logic, but is not limited to the above-described division, so long as the corresponding functions can be implemented; in addition, the specific names of the functional units are also only for distinguishing from each other, and are not used to limit the protection scope of the embodiments of the present invention.
Example IV
Fig. 4 is a schematic structural diagram of a computer device according to a fourth embodiment of the present invention. Fig. 4 illustrates a block diagram of an exemplary computer device 12 suitable for use in implementing embodiments of the present invention. The computer device 12 shown in fig. 4 is merely an example and should not be construed as limiting the functionality and scope of use of embodiments of the present invention. In the embodiment of the invention, the computer equipment can be a smart phone, a tablet Personal Computer (PC), server cluster equipment or other computer equipment with operation capability.
As shown in FIG. 4, the computer device 12 is in the form of a general purpose computing device. Components of computer device 12 may include, but are not limited to: one or more processors or processing units 16, a system memory 28, a bus 18 that connects the various system components, including the system memory 28 and the processing units 16.
Bus 18 represents one or more of several types of bus structures, including a memory bus or memory controller, a peripheral bus, an accelerated graphics port, a processor, and a local bus using any of a variety of bus architectures. By way of example, and not limitation, such architectures include Industry Standard Architecture (ISA) bus, micro channel architecture (MAC) bus, enhanced ISA bus, video Electronics Standards Association (VESA) local bus, and Peripheral Component Interconnect (PCI) bus.
Computer device 12 typically includes a variety of computer system readable media. Such media can be any available media that is accessible by computer device 12 and includes both volatile and nonvolatile media, removable and non-removable media.
The system memory 28 may include computer system readable media in the form of volatile memory, such as Random Access Memory (RAM) 30 and/or cache memory 32. The computer device 12 may further include other removable/non-removable, volatile/nonvolatile computer system storage media. By way of example only, storage system 34 may be used to read from or write to non-removable, nonvolatile magnetic media (not shown in FIG. 4, commonly referred to as a "hard disk drive"). Although not shown in fig. 4, a magnetic disk drive for reading from and writing to a removable non-volatile magnetic disk (e.g., a "floppy disk"), and an optical disk drive for reading from or writing to a removable non-volatile optical disk (e.g., a CD-ROM, DVD-ROM, or other optical media) may be provided. In such cases, each drive may be coupled to bus 18 through one or more data medium interfaces. The system memory 28 may include at least one program product having a set (e.g., at least one) of program modules configured to carry out the functions of the embodiments of the invention.
A program/utility 40 having a set (at least one) of program modules 42 may be stored in, for example, system memory 28, such program modules 42 including, but not limited to, an operating system, one or more application programs, other program modules, and program data, each or some combination of which may include an implementation of a network environment. Program modules 42 generally perform the functions and/or methods of the embodiments described herein.
The computer device 12 may also communicate with one or more external devices 14 (e.g., keyboard, pointing device, display 24, etc.), one or more devices that enable a user to interact with the computer device 12, and/or any devices (e.g., network card, modem, etc.) that enable the computer device 12 to communicate with one or more other computing devices. Such communication may occur through an input/output (I/O) interface 22. Moreover, computer device 12 may also communicate with one or more networks such as a Local Area Network (LAN), a Wide Area Network (WAN) and/or a public network, such as the Internet, through network adapter 20. As shown, network adapter 20 communicates with other modules of computer device 12 via bus 18. It should be appreciated that although not shown, other hardware and/or software modules may be used in connection with computer device 12, including, but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, data backup storage systems, and the like.
The processing unit 16 executes various functional applications and data processing by running programs stored in the system memory 28, for example, implementing the steps of an animated character display method provided by the present embodiment, the method comprising:
preloading an animation role suit according to an animation role suit list provided by a server, wherein the animation role suit is data for synthesizing animation roles matched with preset equipment and skin;
when an animation character of a passer-by player enters a game map for the first time, matching a corresponding preloaded animation character set according to the identification of the animation character of the passer-by player;
and synthesizing the animation role instance of the passer-by player according to the matched preloaded animation role suit and displaying.
Of course, those skilled in the art will appreciate that the processor may also implement the technical solution of the animated character display method provided in any embodiment of the present invention.
Example five
A fifth embodiment provides a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements an animated character display method step as provided by any embodiment of the invention, the method comprising:
preloading an animation role suit according to an animation role suit list provided by a server, wherein the animation role suit is data for synthesizing animation roles matched with preset equipment and skin;
when an animation character of a passer-by player enters a game map for the first time, matching a corresponding preloaded animation character set according to the identification of the animation character of the passer-by player;
and synthesizing the animation role instance of the passer-by player according to the matched preloaded animation role suit and displaying.
The computer storage media of embodiments of the invention may take the form of any combination of one or more computer-readable media. The computer readable medium may be a computer readable signal medium or a computer readable storage medium. The 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 a combination of any of the foregoing. More specific examples (a non-exhaustive list) of the computer-readable storage medium would include the following: an electrical connection having one or more wires, a portable computer diskette, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing. In this document, a computer readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
The computer readable signal medium may include a propagated data signal with computer readable program code embodied therein, either in baseband or as part of a carrier wave. Such a propagated data signal may take any of a variety of forms, including, but not limited to, electro-magnetic, optical, or any suitable combination of the foregoing. A computer readable signal medium may also be any computer readable medium that is not a computer readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a computer readable medium may be transmitted using any appropriate medium, including but not limited to: wireless, wire, fiber optic cable, RF, etc., or any suitable combination of the foregoing.
Computer program code for carrying out operations of the present invention may be written in one or more programming languages, including an object oriented programming language such as Java, smalltalk, C ++ and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer or entirely on the remote computer or server. In the case of a remote computer, the remote computer may be connected to the user's computer through any kind of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or may be connected to an external computer (for example, through the Internet using an Internet service provider).
It will be appreciated by those of ordinary skill in the art that the modules or steps of the invention described above may be implemented in a general purpose computing device, they may be centralized on a single computing device, or distributed over a network of computing devices, or they may alternatively be implemented in program code executable by a computer device, such that they are stored in a memory device and executed by the computing device, or they may be separately fabricated as individual integrated circuit modules, or multiple modules or steps within them may be fabricated as a single integrated circuit module. Thus, the present invention is not limited to any specific combination of hardware and software.
Note that the above is only a preferred embodiment of the present invention and the technical principle applied. It will be understood by those skilled in the art that the present invention is not limited to the particular embodiments described herein, but is capable of various obvious changes, rearrangements and substitutions as will now become apparent to those skilled in the art without departing from the scope of the invention. Therefore, while the invention has been described in connection with the above embodiments, the invention is not limited to the embodiments, but may be embodied in many other equivalent forms without departing from the spirit or scope of the invention, which is set forth in the following claims.

Claims (9)

1. An animated character display method, comprising:
preloading an animation role suit according to an animation role suit list provided by a server, wherein the animation role suit is data for synthesizing animation roles matched with preset equipment and skin;
when an animation character of a passer-by player enters a game map for the first time, matching a corresponding preloaded animation character set according to the identification of the animation character of the passer-by player;
synthesizing the animation role instance of the passer-by player according to the matched preloaded animation role suit and displaying;
when the animation character of the passer-by player does not enter the game map for the first time, matching character display data matched with the animation character of the passer-by player in a preset character display data pool;
and displaying the matched preset role display data as an animation role instance of the passersby player.
2. The method of claim 1, wherein after synthesizing the animated character instance of the passer-by player from the matched preloaded animated character set, the method further comprises:
and storing the synthesized animation character examples into a character display data queue in use in the preset character display data pool.
3. The method according to claim 2, wherein the method further comprises:
and when the passer-by player exits the game map, transferring the animation character instance of the passer-by player from the character display data queue in use to the character display data queue to be used of the preset character display data pool.
4. The method of claim 1, wherein matching character presentation data in a pre-set character presentation data pool that matches an animated character of the passersby player comprises:
matching character display data with the same animation characters and character sexes of the passer-by player in a character display data queue to be used in the preset character display data pool;
and writing the matched preset role presentation data from the to-be-used role presentation data queue to the in-use role presentation data queue.
5. The method of claim 1, wherein when no corresponding preset character presentation data is matched in the character presentation data to be used queue, the method further comprises:
one character presentation data is randomly cloned in a using character presentation data queue as an instance presentation of the animated character of the passer-by player.
6. The method according to any one of claims 2-4, further comprising:
and when exiting the current game level or finishing the game, clearing the data in the preset role display data pool.
7. An animated character display device, comprising:
the role data preloading module is used for preloading an animation role suit according to an animation role suit list provided by the server, wherein the animation role suit is data for synthesizing animation roles matched with preset equipment and skin;
the character data matching module is used for matching the corresponding preloaded animation character sets according to the identification of the animation characters of the passer-by player when the animation characters of the passer-by player enter the game map for the first time;
the role display module is used for synthesizing the animation role examples of the passer-by player according to the matched preloaded animation role packages and displaying the animation role examples;
the animation character instance display module is used for matching character display data matched with the animation character of the passer-by player in a preset character display data pool when the animation character of the passer-by player does not enter the game map for the first time; and displaying the matched preset role display data as an animation role instance of the passersby player.
8. A computer device, the computer device comprising:
one or more processors;
a memory for storing one or more programs;
the one or more programs, when executed by the one or more processors, cause the one or more processors to implement the animated character display method of any of claims 1-6.
9. A computer-readable storage medium, on which a computer program is stored, characterized in that the program, when executed by a processor, implements the animated character display method as claimed in any of claims 1-6.
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