CN116850576A - Flying somatosensory game operation method based on apple watch - Google Patents

Flying somatosensory game operation method based on apple watch Download PDF

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Publication number
CN116850576A
CN116850576A CN202310875462.7A CN202310875462A CN116850576A CN 116850576 A CN116850576 A CN 116850576A CN 202310875462 A CN202310875462 A CN 202310875462A CN 116850576 A CN116850576 A CN 116850576A
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CN
China
Prior art keywords
game
shooting
watch
somatosensory
data
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN202310875462.7A
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Chinese (zh)
Inventor
曹黔福
李俊
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Shenzhen Shimi Network Technology Co ltd
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Shenzhen Shimi Network Technology Co ltd
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Priority to CN202310875462.7A priority Critical patent/CN116850576A/en
Publication of CN116850576A publication Critical patent/CN116850576A/en
Pending legal-status Critical Current

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Classifications

    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/22Setup operations, e.g. calibration, key configuration or button assignment
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0487Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
    • G06F3/04886Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures by partitioning the display area of the touch-screen or the surface of the digitising tablet into independently controllable areas, e.g. virtual keyboards or menus
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

Abstract

The invention discloses a flying body feeling game operation method and device based on an apple watch and a computer readable storage medium, wherein the method comprises the following steps: when a somatosensory game application is started, the terminal sends wake-up information to the bound apple watch; after receiving the wake-up information, the apple watch starts a watch application associated with the somatosensory game application; when a somatosensory game in the somatosensory game application is started, the watch application dynamically displays virtual shooting keys on a screen of the apple watch; the terminal acquires somatosensory data and key data of the shooting keys from the apple watch; the terminal generates a moving instruction according to the somatosensory data and a shooting instruction according to the key data; and the terminal sends the moving instruction and the shooting instruction to the somatosensory game so as to execute corresponding game operation. The flying body feeling game operation method based on the apple watch has greater convenience and freedom.

Description

Flying somatosensory game operation method based on apple watch
Technical Field
The invention relates to the technical field of somatosensory games, in particular to a method and equipment for operating a flying somatosensory game based on an apple watch and a computer readable storage medium.
Background
Somatosensory games have become a popular trend in the gaming market, enhancing interactivity and entertainment of games by capturing the real movements of users and converting them into virtual operations in the game. Various somatosensory game devices based on somatosensory controllers exist on the market at present, but the devices generally require additional hardware support and are not convenient to use. Accordingly, there is a need to provide a portable device based motion sensing game method to provide a more convenient motion sensing game experience.
Disclosure of Invention
The embodiment of the application provides a flying body feeling game operation method based on an apple watch, which aims to capture body feeling data and key operation data of a user through the apple watch and convert the body feeling data and the key operation data into game operation instructions, so that portable flying body feeling game experience is realized.
In order to achieve the above object, an embodiment of the present application provides a method for operating a flying body feeling game based on an apple watch, including:
when a somatosensory game application is started, the terminal sends wake-up information to the bound apple watch;
after receiving the wake-up information, the apple watch starts a watch application associated with the somatosensory game application;
When a somatosensory game in the somatosensory game application is started, the watch application dynamically displays virtual shooting keys on a screen of the apple watch;
the terminal acquires somatosensory data and key data of the shooting keys from the apple watch;
the terminal generates a moving instruction according to the somatosensory data and a shooting instruction according to the key data;
and the terminal sends the moving instruction and the shooting instruction to the somatosensory game so as to execute corresponding game operation.
In an embodiment, the watch application obtains game related data of a somatosensory game sent to the apple watch by the terminal, wherein the game related data comprises preset key data and a game scene;
and the watch application generates shooting keys corresponding to the current game scene on the screen according to the game related data.
In an embodiment, the preset key data includes display parameters of the shooting key on the screen, the display parameters including at least one of the following parameters: position, size, shape, color.
In an embodiment, dynamically generating the shooting key corresponding to the preset key data and the game scene data on the screen includes:
And displaying shooting keys in corresponding forms according to the shooting props currently acquired by the game roles.
In an embodiment, the shooting key corresponding to the preset key data and the game scene data is dynamically generated on the screen, and the method further comprises:
and changing the color of the shooting key according to the number of shooting props currently owned by the game character.
In an embodiment, the method further comprises:
the watch application invokes the vibration module of the apple watch to provide vibration feedback when the fire button is triggered.
In an embodiment, generating a firing instruction according to the key data includes:
and executing different types of shooting operations according to the triggering time length of the shooting keys.
In an embodiment, executing different types of shooting operations according to the triggering time length of the shooting key comprises:
if the triggering time length of the shooting key is smaller than a first preset time length, executing a shooting operation;
and if the triggering time length of the shooting key is not less than the first preset time length, executing continuous shooting operation until key data of the shooting key with the duration time length less than the first preset time length are acquired from the somatosensory equipment again.
To achieve the above objective, an embodiment of the present application further provides an apple watch-based flying body feeling game operation device, which includes a memory, a processor, and an apple watch-based flying body feeling game operation program stored in the memory and capable of being executed on the processor, where the processor implements the apple watch-based flying body feeling game operation method according to any one of the above embodiments when executing the apple watch-based flying body feeling game operation program.
To achieve the above object, an embodiment of the present application further provides a computer readable storage medium, where a flying body feeling game operation program based on an apple watch is stored, where the flying body feeling game operation program based on an apple watch implements the flying body feeling game operation method based on an apple watch according to any one of the above embodiments when executed by a processor.
It can be understood that according to the technical scheme of the application, when the somatosensory game application of the terminal is started, the watch application in the somatosensory watch is awakened, so that the watch application displays virtual shooting keys on a screen of the somatosensory watch and dynamically displays the virtual shooting keys in the game process, in this way, the terminal can acquire somatosensory data and key data from the somatosensory watch to generate a moving instruction and a shooting instruction in the game process, and thus, a user can operate the somatosensory game through the somatosensory data and the key data at the same time. Therefore, the technical scheme of the application provides a more convenient, free and simplified somatosensory game operation mode by using the apple watch as the operation equipment and combining the mode of dynamically displaying the virtual keys and acquiring the somatosensory data. Compared with the traditional game controller, the technical scheme of the application not only provides greater convenience and freedom, but also simplifies the operation flow, and has independent display interfaces, versatility and interactivity, and provides richer and personalized somatosensory game experience for users.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings that are required in the embodiments or the description of the prior art will be briefly described, and it is obvious that the drawings in the following description are only some embodiments of the present invention, and other drawings may be obtained according to the structures shown in these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a block diagram of one embodiment of an apple watch-based motion sensing game operating device of the present invention;
fig. 2 is a flow chart of an embodiment of a method for performing a motion sensing game based on an apple wristwatch according to the present invention.
The achievement of the objects, functional features and advantages of the present invention will be further described with reference to the accompanying drawings, in conjunction with the embodiments.
Detailed Description
It should be understood that the specific embodiments described herein are for purposes of illustration only and are not intended to limit the scope of the invention.
In order that the above-described aspects may be better understood, exemplary embodiments of the present disclosure will be described in more detail below with reference to the accompanying drawings. While exemplary embodiments of the present disclosure are shown in the drawings, it should be understood that the present disclosure may be embodied in various forms and should not be limited to the embodiments set forth herein. Rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the scope of the disclosure to those skilled in the art.
It should be noted that in the claims, any reference signs placed between parentheses shall not be construed as limiting the claim. The word "comprising" does not exclude the presence of elements or steps other than those listed in a claim. The word "a" or "an" preceding an element does not exclude the presence of a plurality of such elements. The invention may be implemented by means of hardware comprising several distinct elements, and by means of a suitably programmed computer. In the unit claims enumerating several means, several of these means may be embodied by one and the same item of hardware. And the use of "first," "second," and "third," etc. do not denote any order, and the terms may be construed as names.
As shown in fig. 1, fig. 1 is a schematic structural diagram of a server 1 (also called a flying motion sensing game operation device based on an apple watch) of a hardware running environment according to an embodiment of the present invention.
The server provided by the embodiment of the invention is equipment with display function, such as 'Internet of things equipment', intelligent air conditioner with networking function, intelligent electric lamp, intelligent power supply, AR/VR equipment with networking function, intelligent sound box, automatic driving automobile, PC, intelligent mobile phone, tablet personal computer, electronic book reader, portable computer and the like.
As shown in fig. 1, the server 1 includes: memory 11, processor 12 and network interface 13.
The memory 11 includes at least one type of readable storage medium including flash memory, a hard disk, a multimedia card, a card memory (e.g., SD or DX memory, etc.), a magnetic memory, a magnetic disk, an optical disk, etc. The memory 11 may in some embodiments be an internal storage unit of the server 1, such as a hard disk of the server 1. The memory 11 may in other embodiments also be an external storage device of the server 1, such as a plug-in hard disk, a Smart Media Card (SMC), a Secure Digital (SD) Card, a Flash Card (Flash Card) or the like, which are provided on the server 1.
Further, the memory 11 may also include an internal storage unit of the server 1 as well as an external storage device. The memory 11 may be used not only for storing application software installed in the server 1 and various kinds of data, such as codes of the apple wristwatch-based motion sensing game operating program 10, but also for temporarily storing data that has been output or is to be output.
The processor 12 may in some embodiments be a central processing unit (Central Processing Unit, CPU), controller, microcontroller, microprocessor or other data processing chip for running program code or processing data stored in the memory 11, such as executing the apple watch based motion sensing game operating program 10, etc.
The network interface 13 may optionally comprise a standard wired interface, a wireless interface (e.g. WI-FI interface), typically used to establish a communication connection between the server 1 and other electronic devices.
The network may be the internet, a cloud network, a wireless fidelity (Wi-Fi) network, a Personal Area Network (PAN), a Local Area Network (LAN), and/or a Metropolitan Area Network (MAN). Various devices in a network environment may be configured to connect to a communication network according to various wired and wireless communication protocols. Examples of such wired and wireless communication protocols may include, but are not limited to, at least one of the following: transmission control protocol and internet protocol (TCP/IP), user Datagram Protocol (UDP), hypertext transfer protocol (HTTP), file Transfer Protocol (FTP), zigBee, EDGE, IEEE 802.11, light fidelity (Li-Fi), 802.16, IEEE 802.11s, IEEE 802.11g, multi-hop communications, wireless Access Points (APs), device-to-device communications, cellular communication protocol and/or bluetooth (bluetooth) communication protocol, or combinations thereof.
Optionally, the server may further comprise a user interface, which may comprise a Display (Display), an input unit such as a Keyboard (Keyboard), and optionally a standard wired interface, a wireless interface. Alternatively, in some embodiments, the display may be an LED display, a liquid crystal display, a touch-sensitive liquid crystal display, an OLED (Organic Light-Emitting Diode) touch, or the like. The display may also be referred to as a display screen or a display unit, for displaying information processed in the server 1 and for displaying a visual user interface.
Fig. 1 shows only a server 1 having components 11-13 and an apple watch-based motion-sensing game operating program 10, it being understood by those skilled in the art that the structure shown in fig. 1 does not constitute a limitation of the server 1, and may include fewer or more components than shown, or may combine certain components, or a different arrangement of components.
In this embodiment, the processor 12 may be configured to call the apple watch-based motion sensing game operating program stored in the memory 11, and perform the following operations:
when a somatosensory game application is started, the terminal sends wake-up information to the bound apple watch;
after receiving the wake-up information, the apple watch starts a watch application associated with the somatosensory game application;
when a somatosensory game in the somatosensory game application is started, the watch application dynamically displays virtual shooting keys on a screen of the apple watch;
the terminal acquires somatosensory data and key data of the shooting keys from the apple watch;
the terminal generates a moving instruction according to the somatosensory data and a shooting instruction according to the key data;
and the terminal sends the moving instruction and the shooting instruction to the somatosensory game so as to execute corresponding game operation.
In one embodiment, the processor 12 may be configured to invoke the apple watch-based somatosensory game operating program stored in the memory 11 and perform the following operations:
the watch application obtains game related data of the somatosensory game sent to the apple watch by the terminal, wherein the game related data comprises preset key data and a game scene;
and the watch application generates shooting keys corresponding to the current game scene on the screen according to the game related data.
In one embodiment, the processor 12 may be configured to invoke the apple watch-based somatosensory game operating program stored in the memory 11 and perform the following operations:
the preset key data comprises display parameters of the shooting keys on the screen, and the display parameters comprise at least one of the following parameters: position, size, shape, color.
In one embodiment, the processor 12 may be configured to invoke the apple watch-based somatosensory game operating program stored in the memory 11 and perform the following operations:
and displaying shooting keys in corresponding forms according to the shooting props currently acquired by the game roles.
In one embodiment, the processor 12 may be configured to invoke the apple watch-based somatosensory game operating program stored in the memory 11 and perform the following operations:
And changing the color of the shooting key according to the number of shooting props currently owned by the game character.
In one embodiment, the processor 12 may be configured to invoke the apple watch-based somatosensory game operating program stored in the memory 11 and perform the following operations:
the watch application invokes the vibration module of the apple watch to provide vibration feedback when the fire button is triggered.
In one embodiment, the processor 12 may be configured to invoke the apple watch-based somatosensory game operating program stored in the memory 11 and perform the following operations:
and executing different types of shooting operations according to the triggering time length of the shooting keys.
In one embodiment, the processor 12 may be configured to invoke the apple watch-based somatosensory game operating program stored in the memory 11 and perform the following operations:
if the triggering time length of the shooting key is smaller than a first preset time length, executing a shooting operation;
and if the triggering time length of the shooting key is not less than the first preset time length, executing continuous shooting operation until key data of the shooting key with the duration time length less than the first preset time length are acquired from the somatosensory equipment again.
Based on the hardware architecture of the flying body feeling game operation device based on the apple watch, the embodiment of the flying body feeling game operation method based on the apple watch is provided. The invention discloses a flying body feeling game operation method based on an apple watch, which aims to capture body feeling data and key operation data of a user through the apple watch and convert the body feeling data and the key operation data into game operation instructions, so that portable flying body feeling game experience is realized.
Referring to fig. 2, fig. 2 is an embodiment of a method for operating an apple watch-based fly-body feeling game according to the present invention, the method for operating an apple watch-based fly-body feeling game comprising the steps of:
s10, when the somatosensory game application is started, the terminal sends wake-up information to the bound apple watch.
The terminal refers to intelligent equipment capable of being bound with the apple watch, such as apple mobile phone, apple computer, apple tablet and the like. It is worth noting that a communication link is usually established between the apple wristwatch and the terminal based on the bluetooth protocol.
Experience gaming applications refer to somatosensory gaming applications installed in the devices described above that will act as a bridge to communicate with the apple watch to control game operations and receive data from the apple watch sensors.
Specifically, when a user starts a somatosensory game application on the terminal device, the terminal device sends wake-up information to the bound apple wristwatch. The wake-up information may be transmitted using a bluetooth communication protocol, typically by sending a command or identifier over a bluetooth connection between the devices. After the apple watch receives the wake-up information from the terminal device, the somatosensory game application installed on the watch is woken up and started. This means that the watch application is ready to start receiving data from the watch sensor and transmitting it back to the somatosensory game application on the terminal device. In addition, the application on the apple watch can be used for recording the exercise data of the user, such as heart rate data, calorie consumption data and the like, so as to record the exercise performance of the user when the somatosensory game is played.
By the arrangement, the apple watch can automatically match with the somatosensory game to enter a game state, so that the use experience of a user is improved.
And S20, after the apple watch receives the wake-up information, starting a watch application associated with the somatosensory game application.
Wherein the watch application is associated with the motion sensing game application, meaning that there is a communication or cooperative relationship between them to enable interaction of motion sensing game operations.
In particular, the apple watch receives specific wake information, which checks for the presence of a watch application associated with the somatosensory game application and initiates. Once the watch application associated with the motion sensing game application is successfully started, it is ready to receive data from the terminal device and apple watch sensor.
S30, when the somatosensory game in the somatosensory game application is started, the watch application dynamically displays virtual shooting keys on the screen of the apple watch.
In this case, the somatosensory game application runs as a software application on the terminal device, which communicates with the apple watch, receiving somatosensory data acquired from the watch sensor. The somatosensory game application then converts these data into game operation instructions by processing and parsing them for driving the progress of the somatosensory game. Therefore, the somatosensory game application provides a platform for the user to interact with the somatosensory game, and the connection between the actual actions of the user and the game world is realized through the somatosensory data acquisition function of the apple watch.
Virtual keys refer to touchable areas displayed on a screen in the form of icons, buttons, or other forms for simulating the functions of physical keys. In the technical scheme of the application, the virtual keys are displayed on the screen of the apple watch, and the user can interact with the apple watch by touching the screen.
For example, the virtual keys may include direction keys, action keys, menu keys, shooting keys, etc. to meet the operation requirements of different games, where the shooting keys may be used to implement shooting operations in a flying game.
Dynamic display refers to presenting virtual keys on a screen in an animated or real-time updated manner. Specifically, dynamically displaying virtual keys may include the following:
1. animation effects: the appearance and disappearance of virtual keys may be presented by an animation effect, such as a fade, pop, slide, etc.
2. Updating in real time: the display of virtual keys may be updated in real time as the game progresses. The position, style or function of the virtual key can be adjusted in real time according to the change of game scenes or the operation requirement of a user. For example, the display of virtual keys may change as the game progresses during different stages or checkpoints of the game to provide a more accurate and adaptable operating interface.
3. Interactive feedback: dynamically displaying virtual keys may provide interactive feedback through visual effects. When the user touches the virtual key, the operation of the user can be fed back through the changed color, shape or animation effect, so that the interactive experience of the user and the perceptibility of the operation are enhanced.
4. In response to a user action: the display of virtual keys may interact with the actions of the user. For example, when a user slides a finger on a screen or performs a gesture operation, the display of the virtual key may be changed accordingly according to the direction and speed of the gesture to increase interactivity with the user.
Through dynamic display of the virtual keys, an operation interface can be more vivid and visual, and richer user interaction experience is provided. The user can know the current operation state by observing the dynamic change of the virtual key and make corresponding operation, so that the motion sensing game is better controlled.
It will be appreciated that by dynamically displaying virtual keys on an apple watch, a user can directly play a game on the watch screen without additional equipment or screen space. This manner of operation makes the operation of a motion-sensing game more intuitive and convenient, providing a more free gaming experience. Meanwhile, the watch application can flexibly adjust the design and display of the virtual keys according to the requirements of specific games so as to meet the operation requirements of different games.
And S40, the terminal acquires somatosensory data and key data of the shooting keys from the apple watch.
Among these, somatosensory data includes, but is not limited to, acceleration data, gyroscope data, heart rate data, etc., which may be collected by sensors on the apple wristwatch, such as accelerometers, gyroscopes, heart rate sensors, etc.
The key data is data for recording the operation behavior of the user on the virtual key. In the technical scheme of the application, the key data is used for describing the operation of pressing, releasing or sliding the virtual key on the apple watch by a user.
For example, the key data may include the following: case type, key status, key position, key duration, sliding operation, etc.
Wherein the key type is used for recording the type of the virtual key pressed or released by the user. Each virtual key may be assigned a unique identifier or name for identifying the particular key operated by the user. For example, a direction key, an action key, a menu key, and the like.
The key state is used for recording the state of the virtual key, namely pressing or releasing. When the user presses the virtual key, the key state is marked as a pressed state; when the user releases the virtual key, the key state is marked as released. These state changes may be used to determine the operational actions performed by the user.
The key positions are used for recording the positions of the virtual keys on the screen. By recording the positions of the keys, specific position information of the virtual keys pressed or released by the user can be determined. This can help determine the exact operational intent of the user and conduct the corresponding game action.
The key duration is used to record the duration of the user pressing or releasing the virtual key. By recording the duration of the key, the time information of the key of the user can be obtained, so that corresponding operation feedback or adjustment of game actions can be performed according to the duration of the key.
The sliding operation is used for recording data of sliding operation performed on the virtual keys by a user. For example, the user may slide on a virtual joystick to simulate the direction of movement of a character, or slide on a slider bar to adjust game settings, or the like. The data of the sliding operation may include information of a direction, distance, speed, etc. of the sliding.
It will be appreciated that by recording key data, the system may obtain the user's operational behavior of virtual keys in a somatosensory game. In addition, the key data can be used for analyzing the operation habit of a user, evaluating the user experience of the game and providing basis for generating subsequent operation instructions of the game.
Specifically, after the somatosensory game is started, the somatosensory game application sends a data request to the apple watch application, which indicates that the somatosensory application needs to acquire the somatosensory data. The apple watch application, upon receiving a data request from the somatosensory gaming application, begins to collect somatosensory data from sensors (e.g., accelerometers, gyroscopes, etc.) on the watch and obtain key data. The watch application transmits the collected somatosensory data and key data back to the terminal.
And S50, the terminal generates a moving instruction according to the somatosensory data and generates a shooting instruction according to the key data.
Wherein the movement instructions can determine the flight direction and speed of the user according to the movement gesture of the watch in space. The shooting instruction may trigger a shooting action in the flying game according to an operation of pressing a virtual shooting key on the wristwatch by the user.
Specifically, the terminal generates a game operation instruction through algorithm or logic processing according to the somatosensory data acquired from the apple watch and key operation data of the virtual keys. The somatosensory data may include information of acceleration, posture, direction, etc., and the key operation data of the virtual key may indicate pressing, releasing, long pressing, etc.
And S60, the terminal sends the moving instruction and the shooting instruction to the somatosensory game so as to execute corresponding game operation.
Specifically, the terminal may encapsulate the generated game operation instruction so as to be transferred in a network or communication transmission. This may include packaging the instructions into a particular data format, adding identifiers or metadata to indicate the type and destination of the instructions. And then, the terminal sends the packaged game operation instruction to the somatosensory game through a proper communication mode. And the somatosensory game receives and analyzes the game operation instruction sent by the terminal. The game may perform a corresponding game operation such as moving a character, firing bullets, jumping, etc., according to the type and content of the instruction.
Through the steps, the user can perform game operation through the apple watch without additional external equipment. The method utilizes the sensor and the touch screen/buttons of the apple watch, combines the communication between the watch application and the terminal, and realizes the operation experience of directly performing the flying body feeling game on the wrist.
It can be appreciated that the method for operating the flying somatosensory game based on the apple watch according to the technical scheme of the application has the following advantages compared with a somatosensory game adopting a game controller as instruction input:
1. Convenience and degree of freedom: according to the technical scheme, the apple watch is used as the operation equipment, and an additional game controller is not needed. The user only needs to wear the apple watch, and can play the game through the virtual keys and the somatosensory data on the watch, so that the user is not limited by the physical controller. This provides greater convenience and freedom that a user can play a motion sensing game at any time and any place without having to carry additional equipment.
2. Simplifying the operation flow: conventional somatosensory games typically require a user to connect to the game controller and then perform device pairing and calibration operations to begin the game. According to the technical scheme, through the apple watch, a user only needs to start the somatosensory game application, the watch application can be automatically associated with a game, virtual keys are displayed on the watch screen, the operation flow is greatly simplified, and a faster and direct game starting mode is provided.
3. And (3) an independent display interface: conventional motion-sensing game controllers typically rely on a primary display device (such as a television or computer screen) to display a game interface. The technical scheme of the application utilizes the screen of the apple watch to dynamically display the virtual keys, so that a user can directly perform game operation on the watch screen. The independent display interface not only saves the space and resources of the main display device, but also provides a more personalized and private game experience for users.
4. Versatility and interactivity: the apple watch is used as an intelligent watch and is provided with various sensors and functions, and can track the movement, posture and health data of a user. According to the technical scheme, the somatosensory data is obtained through the apple watch, and more functions and interactivity are provided by combining the operation of the virtual keys. The user can utilize the sensor of wrist-watch to carry out more accurate motion and catch, realizes more careful recreation operation, can also combine health data and somatosensory recreation simultaneously, provides more individualized and health conscious recreation experience.
In some embodiments, the watch application dynamically displays virtual shoot keys on a screen of the apple watch, comprising:
s31, the watch application acquires game related data of the somatosensory game sent to the apple watch by the terminal, wherein the game related data comprises preset key data and a game scene.
The preset key data refers to key information which is predefined or set in advance, and comprises types, styles, positions, functions and the like of keys. These key data are intended to provide a default or standard set of key layouts and configurations for the motion-sensing game. For example, a direction key, an action key, a menu key, etc. may be used as a part of the preset key data. The setting of the preset key data can be optimized according to the requirements and operation habits of game design so as to provide an intuitive and easy-to-operate game control mode.
A game scene refers to a particular environment and context in which a somatosensory game is played. The game scene includes a background of a game, a level, a battle scene, and the like. These scenarios may affect the display and functionality of virtual keys. For example, in a running game, the game scene may switch to a bumpy mountain road, at which time the display and function of the virtual keys may be adjusted accordingly to accommodate the operational needs of the player in the scene.
Specifically, the preset key data provides basic key information, such as key type, style and position, for the watch application. This information is used to generate the appearance and layout of the virtual keys, ensuring the recognizability and ease of use of the keys. The game scene then provides the opportunity to adjust the virtual keys according to the current game environment. The watch application can adjust the display and the functions of the virtual keys according to the change of the game scene so as to better adapt to the operation requirements and experiences of players in different scenes.
In particular, the terminal may transmit game related data to the watch application when the somatosensory game application is started. The transmission can be performed by wireless connection, such as Bluetooth or Wi-Fi direct connection. And the terminal packages the preset key data and the game scene data into a data packet with a specific format and sends the data packet to the watch application through a communication protocol.
And S32, the watch application generates shooting keys corresponding to the current game scene on the screen according to the game association data.
Specifically, during the game, the watch application generates a shooting key corresponding to the current game scene on the screen of the apple watch according to the game related data. The watch application can calculate and determine the position, style and interaction mode of the shooting keys according to the preset key data and the information of the game scene. The generated virtual shooting keys are displayed on a screen, and the positions and modes of shooting operation in the game scene are accurately reflected.
Through the scheme, the watch application can acquire and dynamically generate the virtual shooting keys corresponding to the current somatosensory game scene. Thus, the user can simulate shooting actions through the virtual keys on the apple watch screen to interact with the game scene. The mode enables the user to perform shooting operation more intuitively and conveniently, and enhances the immersion and control experience of the game. Meanwhile, the watch application can adjust and update virtual keys on the screen in real time according to the update of the game associated data so as to adapt to different game scenes and requirements.
In some embodiments, the preset key data includes display parameters of the fire key on the screen, the display parameters including at least one of: position, size, shape, color.
Specifically, the following is an explanation of the above display parameters:
position: the preset key data may specify the location of the fire key on the screen. This may be a specific coordinate point on the screen or a position relative to the edge of the screen. Through the appointed position, the shooting key can be ensured to be displayed at a proper position, so that a user can easily touch and operate.
Size: the size of the virtual key may be specified in the preset key data. The size of the keys determines the size of their touchable areas on the screen. Larger key sizes may increase the accuracy and ease of touch, while smaller key sizes may provide more screen space for other elements.
Shape: the preset key data may describe the shape of the shooting key. This may be circular, square, oval or other geometric shapes. Different shapes may provide different touch sensations and visual feedback to the user.
Color: the color of the virtual key may be defined in the preset key data. The color of the keys may be set according to the style and theme of the game. By using different colors, the recognizability and attraction of the keys can be increased, making them more noticeable on the screen.
It will be appreciated that by presetting these display parameters in the key data, the watch application is able to accurately generate virtual shooting keys that match the game scene and ensure that they are displayed in the proper location, size, shape and color on the screen. Thus, the user can intuitively identify and operate the shooting keys, and the game playability and the user experience are improved. Meanwhile, the display parameters can be flexibly adjusted according to the game requirements and designs so as to meet the visual effect and operation requirements of different game scenes.
In some embodiments, dynamically generating a shooting key corresponding to the preset key data and game scene data on the screen includes:
and displaying shooting keys in corresponding forms according to the shooting props currently acquired by the game roles.
Where shooting props refer to a type of item or equipment used in a game to enhance shooting ability of a character in the game or to provide specific functions and effects. These props are often closely related to shooting play and combat mechanisms of the game.
The nature and effect of the shooting pot may vary from game type to game type, with the following being some examples of common shooting pot:
1. Weapon: weapons are the most common firing props. They may be various types of firearms, arches, explosives, etc. for remote attack and shooting of enemies. Different weapons may have different ranges, firing rates, injuries, and special effects.
2. Bullet/ammunition: cartridges or ammunition are consumables for weapons. The firing prop may include different types of bullets, such as conventional bullets, armor piercing bullets, rocket bullets, etc., each of which may have different effects and injuries to the enemy.
3. Energy weapon: energy weapons are a type of special weapon that uses an energy source (e.g., electrical energy, laser, etc.) to fire. They may have higher injury output, penetration capability, or special energy effects.
4. Auxiliary props: auxiliary props may provide additional shooting capability or enhance the defensive power of the character. Such as aiming aids, shields, cloaking devices, etc., which may provide additional tactical options and advantages in combat.
5. Special skills/capabilities: some shooting games may provide special skills or capabilities as shooting props. These skills may be transient movements, time delays, high burst injuries, etc., which may help the character gain advantage in combat.
Specifically, during game play, the game character may acquire different types of shooting props in various ways. These shooting props may include different weapons, capabilities, or special equipment for enhancing shooting capabilities or providing a particular gaming experience.
Specifically, the watch application obtains preset key data and game scene data, including information describing different forms of shooting keys. The data can be defined in advance according to the design and the requirement of the game, and comprise parameters such as the positions, the sizes, the shapes, the colors and the like of shooting keys in different forms.
Further, according to shooting props currently acquired by the game roles, the watch application dynamically generates shooting keys in corresponding forms on the screen according to preset key data and game scene data. This means that depending on the shooting prop, the watch application may display different forms of shooting keys to reflect the current shooting capabilities or status of the game character.
Through the scheme, the watch application can dynamically generate shooting key forms corresponding to preset key data and game scene data according to shooting props currently acquired by the game roles. In this way, the user can identify and operate the corresponding shooting keys according to the shooting prop state of the game character, thereby enhancing the strategic and combat experience of the game. The dynamically generated shooting keys can be updated in real time according to the progress of the game and the change of the character state, so that the user can always use the most suitable shooting keys to perform game operation.
In some embodiments, dynamically generating a shooting key corresponding to the preset key data and game scene data on the screen further comprises:
and changing the color of the shooting key according to the number of shooting props currently owned by the game character.
Specifically, the watch application obtains preset key data and game scene data, including color information describing the shooting keys. The data can be defined in advance according to game design and requirements, including color change rules and correspondence of shooting keys.
In the game process, according to the number of shooting props currently owned by the game role, the watch application dynamically changes the colors of the shooting keys according to preset key data and game scene data. The color of the firing button may be changed accordingly as the number of firing props increases or decreases according to a set rule.
Through the scheme, the watch application can dynamically change the colors of the shooting keys according to the number of shooting props currently owned by the game role. Therefore, the user can intuitively know the number of the shooting props owned by the user through the color change, and correspondingly operate according to the keys with different colors. Such color changes may provide more intuitive visual feedback, helping users make more intelligent decisions and strategic arrangements in the game. Meanwhile, the color change can also increase the dynamic property and visual attraction of the game, and improve the game experience of a user.
In some embodiments, the methods of the present application further comprise: the watch application invokes the vibration module of the apple watch to provide vibration feedback when the fire button is triggered.
Specifically, during a game, when a player touches a shooting button on the screen of the apple watch to perform a shooting operation, the watch application detects a button-triggered event. Once the fire button is triggered, the watch application invokes the vibration module built into the apple watch to provide vibration feedback. The vibration module of the apple watch can generate vibration effects with different intensities and modes so as to provide vibration feedback. Such vibration feedback may be communicated to the user by vibrating the watch, providing a haptic feedback experience.
Through the scheme, the watch application can call the vibration module of the apple watch when the shooting key is triggered, and vibration feedback is provided for a player. Such shock feedback may enhance the immersive and interactive experience of the game, enabling players to feel the triggering and operation of the shooting keys through haptic sensations. The vibration feedback can increase the feedback effect of the game and improve the perception and accuracy of the player to the game action. Meanwhile, vibration feedback can also provide an immersive haptic experience, so that the fun and participation of games are enhanced.
In some embodiments, generating firing instructions from the key data includes:
and executing different types of shooting operations according to the triggering time length of the shooting keys.
Specifically, the key data includes a trigger time length of the shooting key. The trigger time is a time from when the user presses the operation key until the operation key is released.
Specifically, the trigger time length of the shooting key is calculated according to the trigger time and the end trigger time of the adjacent shooting key, so that even if the trigger time length of the shooting key is divided into a plurality of data packets to be transmitted to the terminal, after the data packets are combined, the terminal can accurately calculate the time length of the shooting key which is accumulatively triggered under the same trigger event according to the trigger time and the end trigger time of the shooting key.
Specifically, in the flying somatosensory game defined by the technical scheme of the application, shooting operations include, but are not limited to, spot shooting, continuous shooting, rhythm shooting and the like. It can be understood that according to the trigger time length of the shooting button in order to execute different types of shooting operations, multiple shooting operations can be realized based on the same operation button, and then the operation modes of the somatosensory game can be enriched.
In some embodiments, performing different types of shooting operations according to the triggering time length of the shooting key comprises:
and S110, if the triggering time length of the shooting key is smaller than a first preset time length, executing the spot shooting operation.
The first preset duration is a judging condition for distinguishing the spot-shooting operation and the continuous-shooting operation, and can be adaptively adjusted according to specific game contents and game designs, so that the technical scheme of the application is not particularly limited.
Specifically, when the trigger time length of the shooting button is smaller than the first preset time length, it can be determined that the user currently inputs the shooting instruction, and at this time, the terminal executes the shooting operation.
And S120, if the triggering time length of the shooting key is not less than the first preset time length, performing continuous shooting operation until key data of the shooting key with the duration time length less than the first preset time length are acquired from the somatosensory equipment again.
Specifically, when the trigger time of the shooting key is longer than or equal to the first preset time, the terminal controls the game character to continuously shoot, namely, continuous shooting operation is performed. After the continuous shooting operation is entered, the terminal still controls the game character to shoot continuously even if the shooting key is not triggered any more. In other words, after the cascade operation is triggered, the game character can shoot even if the user no longer presses the shoot button. Therefore, the user can realize continuous shooting of the game role through long pressing of the shooting key once, and continuous shooting operation can be realized without long pressing of the shooting key again in the subsequent process. Therefore, the user can concentrate on the movement control of the game roles, so that the game difficulty is reduced, and the game experience of the user is improved.
Further, in the continuous shooting state, when the terminal receives the shooting key operation data with the duration less than the first preset duration from the somatosensory equipment again, shooting is stopped, and the continuous shooting operation is ended. In other words, in the continuous shooting state, when the user triggers the shooting button again, the continuous shooting operation is ended.
It can be understood that through the above-mentioned mode, the user can realize the point and penetrate the operation with the point and press the mode by long pressing to after realizing the operation of penetrating in succession, even stop triggering shooting button, the terminal still can keep the continuous shooting of recreation role, like this, under the continuous shooting state, the user can focus on the mobile control of recreation role more, and then help reducing the recreation degree of difficulty, promote user's recreation experience.
In addition, the embodiment of the invention also provides a computer readable storage medium, which can be any one or any combination of a plurality of hard disk, a multimedia card, an SD card, a flash memory card, an SMC, a read-only memory (ROM), an erasable programmable read-only memory (EPROM), a portable compact disc read-only memory (CD-ROM), a USB memory and the like. The computer readable storage medium includes the flying body feeling game operation program 10 based on the apple wristwatch, and the specific embodiment of the computer readable storage medium of the present invention is substantially the same as the specific embodiment of the flying body feeling game operation method based on the apple wristwatch and the specific embodiment of the server 1, and will not be repeated here.
It will be appreciated by those skilled in the art that embodiments of the present invention may be provided as a method, system, or computer program product. Accordingly, the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, the present invention may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.
The present invention is described with reference to flowchart illustrations and/or block diagrams of methods, apparatus (systems) and computer program products according to embodiments of the invention. It will be understood that each flow and/or block of the flowchart illustrations and/or block diagrams, and combinations of flows and/or blocks in the flowchart illustrations and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing apparatus to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be loaded onto a computer or other programmable data processing apparatus to cause a series of operational steps to be performed on the computer or other programmable apparatus to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
While preferred embodiments of the present invention have been described, additional variations and modifications in those embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. It is therefore intended that the following claims be interpreted as including the preferred embodiments and all such alterations and modifications as fall within the scope of the invention.
It will be apparent to those skilled in the art that various modifications and variations can be made to the present invention without departing from the spirit or scope of the invention. Thus, it is intended that the present invention also include such modifications and alterations insofar as they come within the scope of the appended claims or the equivalents thereof.

Claims (10)

1. An operation method of a flying somatosensory game based on an apple watch is characterized by comprising the following steps:
when a somatosensory game application is started, the terminal sends wake-up information to the bound apple watch;
after receiving the wake-up information, the apple watch starts a watch application associated with the somatosensory game application;
when a somatosensory game in the somatosensory game application is started, the watch application dynamically displays virtual shooting keys on a screen of the apple watch;
the terminal acquires somatosensory data and key data of the shooting keys from the apple watch;
the terminal generates a moving instruction according to the somatosensory data and a shooting instruction according to the key data;
and the terminal sends the moving instruction and the shooting instruction to the somatosensory game so as to execute corresponding game operation.
2. The method of operation of an apple watch based on the fly-body sensory game of claim 1, wherein the watch application dynamically displays virtual shooting keys on the screen of the apple watch, comprising:
The watch application obtains game related data of the somatosensory game sent to the apple watch by the terminal, wherein the game related data comprises preset key data and a game scene;
and the watch application generates shooting keys corresponding to the current game scene on the screen according to the game related data.
3. The method of claim 2, wherein the preset key data comprises display parameters of the shooting key on the screen, the display parameters comprising at least one of the following parameters: position, size, shape, color.
4. The method of operation of an apple watch based on the fly-body sensory game of claim 2, wherein dynamically generating on said screen shooting keys corresponding to said preset key data and game scene data comprises:
and displaying shooting keys in corresponding forms according to the shooting props currently acquired by the game roles.
5. The method of claim 4, wherein dynamically generating on the screen shooting keys corresponding to the preset key data and game scene data, further comprises:
And changing the color of the shooting key according to the number of shooting props currently owned by the game character.
6. The method of operation of an apple watch based on the fly-body feeling game of claim 5, further comprising:
the watch application invokes the vibration module of the apple watch to provide vibration feedback when the fire button is triggered.
7. The method of claim 1, wherein generating a firing instruction from the key data comprises:
and executing different types of shooting operations according to the triggering time length of the shooting keys.
8. The method for performing a game of motion sensing in flight based on an apple wristwatch of claim 7, wherein performing different types of shooting operations according to the triggering time of the shooting button comprises:
if the triggering time length of the shooting key is smaller than a first preset time length, executing a shooting operation;
and if the triggering time length of the shooting key is not less than the first preset time length, executing continuous shooting operation until key data of the shooting key with the duration time length less than the first preset time length are acquired from the somatosensory equipment again.
9. An apple watch based fly-by-body game play device comprising a memory, a processor and an apple watch based fly-by-body game play program stored on the memory and executable on the processor, wherein the processor implements the apple watch based fly-by-body game play method of any of claims 1-8 when executing the apple watch based fly-by-body game play program.
10. A computer readable storage medium, wherein the computer readable storage medium has stored thereon an apple watch based fly-body game operating program, which when executed by a processor, implements the apple watch based fly-body game operating method of any of claims 1-8.
CN202310875462.7A 2023-07-15 2023-07-15 Flying somatosensory game operation method based on apple watch Pending CN116850576A (en)

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CN202310875462.7A CN116850576A (en) 2023-07-15 2023-07-15 Flying somatosensory game operation method based on apple watch

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202310875462.7A CN116850576A (en) 2023-07-15 2023-07-15 Flying somatosensory game operation method based on apple watch

Publications (1)

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CN116850576A true CN116850576A (en) 2023-10-10

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