CN108579085B - Obstacle collision processing method and device, storage medium and electronic device - Google Patents

Obstacle collision processing method and device, storage medium and electronic device Download PDF

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Publication number
CN108579085B
CN108579085B CN201810200074.8A CN201810200074A CN108579085B CN 108579085 B CN108579085 B CN 108579085B CN 201810200074 A CN201810200074 A CN 201810200074A CN 108579085 B CN108579085 B CN 108579085B
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target object
virtual scene
target
fragments
obstacle
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CN108579085A (en
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朱旭峰
黎定松
徐敏君
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • 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
    • A63F13/816Athletics, e.g. track-and-field sports
    • 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
    • A63F2300/8005Athletics

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  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
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Abstract

The invention discloses a method and a device for processing obstacle collision, a storage medium and an electronic device. Wherein, the method comprises the following steps: controlling target object motion in a virtual scene; in the process of controlling the movement of a target object, detecting that the target object collides with a target obstacle in a virtual scene; canceling the display of the target barrier in the virtual scene, and displaying a plurality of fragments obtained by decomposing the target barrier in the virtual scene; controlling a plurality of tile movements in a virtual scene. The invention solves the technical problem that in the prior art, the objects controlled by the players can only avoid obstacles, so that the playing method of the game is single.

Description

Obstacle collision processing method and device, storage medium and electronic device
Technical Field
The invention relates to the field of computers, in particular to a method and a device for processing obstacle collision, a storage medium and an electronic device.
Background
Currently, in a running game (such as cool running on a day), a player-controlled object can only pass through obstacles to avoid, if the player-controlled object collides with the obstacles, the movement speed of the player-controlled object is reduced, or the game is directly ended, so that the game playing method is single.
In view of the above problems, no effective solution has been proposed.
Disclosure of Invention
The embodiment of the invention provides a method and a device for processing obstacle collision, a storage medium and an electronic device, which are used for at least solving the technical problem that in a running game of the related art, a player controlled object only can avoid obstacles, so that the game playing method is single.
According to an aspect of the embodiments of the present invention, there is provided a method for processing an obstacle collision, including: controlling target object motion in a virtual scene; in the process of controlling the target object to move, detecting that the target object collides with a target obstacle in the virtual scene; canceling the display of the target obstacle in the virtual scene and displaying a plurality of fragments decomposed by the target obstacle in the virtual scene; controlling the plurality of tile movements in the virtual scene.
According to another aspect of the embodiments of the present invention, there is also provided a processing apparatus for obstacle collision, including: a first control unit for controlling a target object to move in a virtual scene; the collision unit is used for detecting that the target object collides with a target obstacle in the virtual scene in the process of controlling the target object to move; a display unit, configured to cancel displaying the target obstacle in the virtual scene, and display a plurality of fragments decomposed by the target obstacle in the virtual scene; a second control unit for controlling the plurality of tile movements in the virtual scene.
According to another aspect of the embodiments of the present invention, there is also provided a storage medium, in which a computer program is stored, wherein the computer program is configured to execute any one of the processing methods of the embodiments of the present invention for obstacle collision when the computer program runs.
According to another aspect of the embodiments of the present invention, there is also provided an electronic device, including a memory and a processor, where the memory stores therein a computer program, and the processor is configured to execute any one of the methods for processing an obstacle collision in the embodiments of the present invention through the computer program.
In the embodiment of the invention, the target object is controlled to move in the virtual scene; in the process of controlling the movement of the target object, if the target object is detected to collide with the target barrier in the virtual scene, the target barrier is not displayed in the virtual scene, a plurality of fragments obtained by decomposing the target barrier are displayed in the virtual scene, and the plurality of fragments are controlled to move in the virtual scene, so that the aim that the target object can collide with the barrier in the virtual scene and the game can not be directly ended after collision is achieved, and the technical problem that in the prior art, objects controlled by players in running games can only avoid the barrier, so that the game playing method is single is solved, the game playing method is increased, and the game experience of the players is improved.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the invention and together with the description serve to explain the invention without limiting the invention. In the drawings:
fig. 1 is a schematic diagram of a hardware environment of a method of handling an obstacle collision according to an embodiment of the present invention;
FIG. 2 is a flow chart of an alternative method of handling an obstacle collision according to an embodiment of the present invention;
FIG. 3 is a schematic diagram of a physical subversion play execution flow in a cool hand tour in accordance with a preferred embodiment of the present invention;
FIG. 4 is a schematic diagram of a server performing a speed check in accordance with a preferred embodiment of the present invention;
FIG. 5 is a schematic illustration of fragment flight after a breakable barrier is impacted according to a preferred embodiment of the present invention;
FIG. 6 is a schematic illustration of a player entering a super-spike mode in accordance with a preferred embodiment of the present invention;
FIG. 7 is a schematic view of an alternative barrier collision handling apparatus according to an embodiment of the present invention; and
fig. 8 is a block diagram of an electronic device according to an embodiment of the present invention.
Detailed Description
In order to make the technical solutions of the present invention better understood, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
It should be noted that the terms "first," "second," and the like in the description and claims of the present invention and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the invention described herein are capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
According to an aspect of an embodiment of the present invention, there is provided a method of processing an obstacle collision.
Alternatively, in the present embodiment, the above-described method for processing an obstacle collision may be applied to a hardware environment formed by the server 102 and the terminal 104 as shown in fig. 1. As shown in fig. 1, a server 102 is connected to a terminal 104 via a network including, but not limited to: the terminal 104 is not limited to a PC, a mobile phone, a tablet computer, etc. in a wide area network, a metropolitan area network, or a local area network. The method for processing obstacle collision according to the embodiment of the present invention may be executed by the terminal 104. The terminal 104 may execute the method for processing obstacle collision according to the embodiment of the present invention by a client installed thereon.
Fig. 2 is a flow chart of an alternative method of handling an obstacle collision according to an embodiment of the present invention, which may include the following steps, as shown in fig. 2:
step S202, controlling the movement of a target object in a virtual scene;
step S204, in the process of controlling the movement of the target object, detecting that the target object collides with a target obstacle in the virtual scene;
step S206, canceling the display of the target barrier in the virtual scene, and displaying a plurality of fragments obtained by decomposing the target barrier in the virtual scene;
in step S208, a plurality of tiles are controlled to move within the virtual scene.
Through the above steps S202 to S208, by controlling the target object to move in the virtual scene; in the process of controlling the movement of the target object, if the target object is detected to collide with the target barrier in the virtual scene, the target barrier is not displayed in the virtual scene, a plurality of fragments obtained by decomposing the target barrier are displayed in the virtual scene, and the plurality of fragments are controlled to move in the virtual scene, so that the aim that the target object can collide with the barrier in the virtual scene and the game can not be directly ended after collision is achieved, and the technical problem that in the prior art, objects controlled by players in running games can only avoid the barrier, so that the game playing method is single is solved, the game playing method is increased, and the game experience of the players is improved.
In the technical solution provided in step S202, the virtual scene in the embodiment of the present invention may be a virtual scene of a client, where the client may be a web page version or a terminal version, and the terminal where the client is located may include, but is not limited to, a mobile phone, a tablet computer, and the like. The client can be a game client, and the virtual scene of the client can be a game virtual scene. The target object may be controlled to move in the virtual scene of the client, and optionally, the target object may be controlled by a user, a computer, or both. For example, in a cool game, a computer may control a target object in a virtual scene of the game to move forward, and during the forward movement of the target object, a user may control the target object to perform a jump or a squat action, wherein the cool game may be a game in which a player performs a movement (e.g., an accelerated run, a jump, a squat) in a certain scene by controlling a control object (e.g., a game character, equipment, etc.) in the game. In a running game, a user needs to control a control object in the game to avoid an obstacle in a scene, otherwise, the control object collides with the obstacle and then the movement speed of the control object is reduced, or the game is directly ended. It should be noted here that the target object may be an object that can be controlled to move in a virtual scene, for example, a character object controlled to move by a user in a game, equipment (for example, a racing car, etc.), and the like.
In the technical solution provided in step S204, one or more obstacles may exist in the virtual scene, and some of the obstacles may allow the target object to collide with each other, that is, the target object and the obstacles collide with each other and then the game is not directly ended, where the obstacles are regarded as target obstacles, that is, the target obstacles may be obstacles which do not directly end the game after colliding with the target object in the virtual scene. And other obstacles except the target obstacle in the virtual scene are not allowed to be collided by the target object, namely the collision between the target object and the obstacles can cause the game to be directly ended. In the embodiment of the invention, one or more target obstacles in the virtual scene can be adopted. The target obstacles may be randomly distributed in a movement path of the target object in the virtual scene, and the target object may collide with the target obstacles during the movement in the virtual scene.
The client side can detect whether the target object and the target barrier collide in real time. The technical means adopted by the embodiment of the present invention to detect the collision of the target object with the target obstacle is not particularly limited, and for example, it may be determined that the target object collides with the target obstacle when the collision body of the target object contacts the collision body of the target obstacle. It should be noted that, the present invention may also detect whether the target object collides with the target obstacle in other manners, which is not illustrated herein.
In the technical solutions provided in step S206 and step S208, after the target object is detected to collide with the target obstacle, the embodiment of the present invention may immediately cancel displaying the target obstacle in the virtual scene, and display a plurality of fragments decomposed from the target obstacle in the virtual scene. It should be noted here that, in the embodiment of the present invention, before controlling the target object to move in the virtual scene of the client in a preconfigured manner, a plurality of fragments are configured for the target obstacle, where one target obstacle may be decomposed into at least two fragments, the number of the plurality of fragments obtained by decomposing the target obstacle in the embodiment of the present invention is not specifically limited, and the number of the plurality of fragments may be determined according to the movement speed of the target object when the target object collides with the target obstacle, that is, the greater the movement speed of the target object when the target object collides with the target obstacle is, the greater the number of the plurality of fragments obtained by decomposing the target obstacle is; or, the number of the plurality of fragments may also be determined according to the size of the target obstacle, that is, the larger the target obstacle is, the larger the number of the plurality of fragments obtained by decomposing the target obstacle is; alternatively, the number of pieces obtained by decomposing the target obstacle may be determined by the designer according to design requirements. After configuring the target obstacle with the plurality of fragments, the embodiment of the invention may further set the target obstacle to be unable to move before the target object collides with the target obstacle, and set the plurality of fragments to be allowed to move after the target object collides with the target obstacle. After the target object is detected to collide with the target obstacle, the embodiment of the invention can cancel the display of the target obstacle and generate a plurality of fragments in the virtual scene, and control the plurality of fragments to move in the virtual scene.
For example, in a running game, when a player-controlled object collides with a pillar in a game virtual scene, the entire pillar is not displayed in the game virtual scene, and a plurality of pieces decomposed from the pillar are displayed and can move in the virtual scene. That is, when a player-controlled object collides with a post in a virtual game scene, the post exhibits a destroyed effect, which is a dynamic effect, and the pieces of the post are knocked off by the target object.
As an alternative embodiment, controlling the plurality of tile movements in the virtual scene may comprise: acquiring motion parameters of a plurality of fragments according to the motion speed of the target object when the target object collides with the target obstacle, wherein the motion parameters of the plurality of fragments comprise the motion paths and/or the motion speeds of the plurality of fragments; and controlling the plurality of fragments to move in the virtual scene according to the motion parameters, wherein the motion paths and/or the motion speeds of the plurality of fragments correspond to the motion speed of the target object.
It should be noted that the plurality of tiles may move in the virtual scene according to the motion parameters, and the motion parameters of the plurality of tiles in the embodiment of the present invention may include, but are not limited to, a motion path, a motion speed, and may also include other parameters, such as an initial speed, a motion direction, and the like. The motion parameters of the plurality of fragments are related to the motion speed of the target object when the target object collides with the target obstacle, for example, the greater the motion speed of the target object when the target object collides with the target obstacle, the greater the motion speed of the plurality of fragments in the virtual scene. According to the embodiment, the motion parameters of the target object, which is moved in the virtual scene by the fragments, are related to the motion speed of the target object when the target object collides with the target barrier, so that the purpose that the real scene is caused by the fact that the target barrier is damaged can be realized, and the purpose of increasing the real experience of the game of the player is further achieved.
Optionally, in the case that the motion parameters of the plurality of tiles include motion speeds of the plurality of tiles, controlling the plurality of tiles to move in the virtual scene according to the motion parameters may further include: and controlling the plurality of fragments to move in the virtual scene according to the movement speeds of the plurality of fragments, wherein the movement speeds of the plurality of fragments are in direct proportion to the movement speed of the target object.
It should be noted that the movement speeds of the plural fragments may be directly proportional to the movement speed of the target object when the target object collides with the target obstacle, that is, the greater the movement speed of the target object when the target object collides with the target obstacle, the greater the movement speed of the plural fragments in the virtual scene is; the smaller the moving speed of the target object when the target object collides with the target obstacle, the smaller the moving speed of the plurality of patches in the virtual scene.
Optionally, in a case where the motion parameters of the plurality of tiles include motion paths of the plurality of tiles, controlling the plurality of tiles to move in the virtual scene according to the motion parameters may further include: and controlling the plurality of fragments to move according to the movement paths of the plurality of fragments in the virtual scene, wherein the length of the movement paths of the plurality of fragments and the number of times of collision of the plurality of fragments with the ground in the virtual scene are in direct proportion to the movement speed of the target object.
For example, the plurality of fragments may fly out at initial velocities in different directions according to the movement velocity of the target object when the target object collides with the target obstacle, the initial velocity is proportional to the movement velocity of the target object when the target object collides with the target obstacle, the greater the initial velocity of the plurality of fragments is, and the greater the initial velocity of the plurality of fragments is, the greater the length of the movement path of the plurality of fragments will be. The fragments fall in a parabola shape under the influence of gravity after flying out, and collide with the ground in the virtual scene when falling, the number of times of collision between the target object and the ground in the virtual scene is also related to the movement speed of the target object, and the larger the movement speed of the target object is, the more the number of times of collision between the target object and the ground in the virtual scene is.
Optionally, displaying the plurality of tiles decomposed by the target obstacle in the virtual scene may further include: and controlling the plurality of fragments to move in different directions from the position where the target object collides with the target obstacle in the virtual scene.
It should be noted that the plural fragments may move towards different directions when the target object collides with the target obstacle, and the embodiment herein does not limit the specific moving direction of the plural fragments, the moving direction of the plural fragments may be related to the moving speed of the target object when the target object collides with the target obstacle, or the moving direction of the plural fragments may be determined by a designer according to actual design requirements.
According to the optional embodiment, when the target object collides with the target obstacle, the fragments move in the virtual scene, and the movement parameters of the fragments, including the movement speed, the movement path, the movement direction and the like, are all related to the movement speed of the target object when the target object collides with the target obstacle, so that after the target obstacle is decomposed into the fragments when the target object collides with the target obstacle, the movement processes presented by the fragments are more consistent with a real collision scene.
As an alternative embodiment, controlling the plurality of tile movements in the virtual scene may comprise: controlling a plurality of fragments to move in a virtual scene; in the event that the number of collisions of the plurality of tiles with the ground in the virtual scene reaches a first threshold, canceling the display of the plurality of tiles in the virtual scene.
It should be noted that after the target object collides with the target obstacle, a plurality of fragments obtained by decomposing the target obstacle can move in the virtual scene, and due to the influence of gravity, the fragments can fall according to a parabola and collide with the ground in the virtual scene when falling. The number of times the target object collides with the ground in the virtual scene may be related to the moving speed of the target object when the target object collides with the target obstacle, and the greater the moving speed of the target object when the target object collides with the target obstacle, the greater the number of times the target object collides with the ground in the virtual scene. When the number of times that the plurality of fragments collide with the ground in the virtual scene reaches a first threshold value, the embodiment of the present invention may cancel displaying the plurality of fragments in the virtual scene. The first threshold is not specifically limited in this embodiment, and may be set or adjusted according to actual design requirements. In the optional embodiment, when the number of times of collision between the fragments and the ground in the virtual scene reaches the first threshold value, the fragments are not displayed in the virtual scene, so that the falling situation of the real simulation object can be realized, and the small ball falls on the ground after multiple collisions between the small ball and the ground are similar to the falling situation of the small ball. The optional embodiment determines whether to cancel displaying the plurality of fragments in the virtual scene by judging the number of times of collision between the plurality of fragments and the ground in the virtual scene, so that the sense of realism of falling of the plurality of fragments can be enhanced, and the aim of improving the game real experience of the player is fulfilled.
As an optional embodiment, after detecting that the target object collides with a target obstacle in the virtual scene, this embodiment may further display a prop object that is allowed to be acquired by the target object in the virtual scene, where the prop object may be used to adjust an attribute of the target object in the virtual scene.
It should be noted that, the embodiment is not limited in particular to the type and form of the prop object displayed in the virtual scene after the target object collides with the target obstacle in the virtual scene, for example, the prop object in the running cool game may be an energy star. The number of the prop objects displayed in the virtual scene may be related to the type of the target obstacle, that is, after different target obstacles collide with the target object, the number of the prop objects displayed in the virtual scene may be different. After displaying the prop object in the virtual scene, in the process of controlling the target object to move in the virtual scene, the target object may be controlled to obtain the prop object, and this embodiment may adjust the attribute of the target object in the virtual scene according to the number of the prop objects obtained by the target object, where it should be noted that the attribute of the target object in the virtual scene may include, but is not limited to, a movement speed of the target object, an energy value of the target object, and the like.
Optionally, in a case that the number of prop objects acquired by the target object reaches the second threshold, the embodiment may adjust the attribute of the target object in the virtual scene from the first attribute value to the second attribute value.
It should be noted that the second threshold may be set or adjusted according to actual requirements, and is not specifically limited herein. After the data of the property object acquired by the target object reaches the second threshold, the embodiment may adjust the attribute of the target object in the virtual scene, and adjust the attribute of the target object in the virtual scene from the first attribute value to the second attribute value, where the first attribute value and the second attribute value are only used to illustrate that the attribute of the target object changes, and a specific value of the attribute of the target object is not specifically limited.
For example, in a running game, a player-controlled object may collide with a pillar in a game virtual scene, a number of energy stars corresponding to the pillar may be displayed in the game virtual scene after the collision occurs, and after a certain number of energy stars are collected by the player-controlled object during the movement process, the movement speed of the player-controlled object is increased to achieve a faster end point.
According to the embodiment, after the target object is detected to collide with the target obstacle in the virtual scene, the property of the target object is adjusted after the target object acquires a sufficient number of property objects, on the basis of increasing game play of the target object colliding with the target obstacle, the property of the target object is adjusted by increasing the number of property objects displayed in the virtual scene after the target object collides with the target obstacle, so that the property of the target object is adjusted, and the game play is further increased, so that the game play is diversified. Thereby achieving the purpose of enriching the game experience of the player.
As an alternative embodiment, in the process of controlling the movement of the target object, the embodiment may display the movement speed of the target object in the virtual scene; and after the target object is detected to collide with the target obstacle in the virtual scene, under the condition that the movement speed of the target object reaches a third threshold value, canceling the display of the target obstacle in the virtual scene, and displaying a plurality of fragments obtained by the decomposition of the target obstacle in the virtual scene.
It should be noted that, in the process of controlling the target object to move in the virtual scene, the current movement speed of the target object may be displayed in the virtual scene in real time, and when the movement speed of the target object reaches the third threshold, it may be prompted in the virtual scene that the target object collides with the target obstacle at this time, and the game may not be ended. The third threshold is not specifically limited in this embodiment, and the third threshold may be set or adjusted according to actual requirements. According to the embodiment, the movement speed of the target object is displayed in the virtual scene, and the target object can be allowed to collide with the target barrier when the movement speed of the target object reaches the third threshold value, so that two game playing methods that the target object passes through and avoids the barrier at low speed and collides with the barrier to damage the barrier at the time of telling can be realized, and the purpose of increasing the game playing method can be further achieved.
As an optional embodiment, in the process of controlling the motion of the target object, the client may further report the motion speed of the target object to the server, where the server may check the motion speed of the target object reported by the client according to the motion speed configured for the target object in advance, and after the target object stops moving in the virtual scene, if the server determines that the motion speed of the target object exceeds the fourth threshold, the server may send a notification message to the client to notify the client that the target object is invalid. The fourth threshold may be set or adjusted according to actual requirements, and the embodiment is not particularly limited.
It should be noted that the reporting of the movement speed of the target object from the server by the client may be reporting the maximum movement speed of the target object within the distance to the server at intervals, or reporting the maximum movement of the target object within the time period to the server at intervals. The server determining that the target object is invalid may be determining that a game result of the target object in the game is invalid. In the embodiment, the server determines that the target object is invalid by checking the maximum movement speed of the target object and the preset maximum movement speed and under the condition that the maximum movement speed of the target object exceeds the preset maximum movement speed, so that the effect of preventing the game plug-in can be achieved.
The present invention also provides a preferred embodiment that provides a physically disruptive play in a running cruiser. The preferred embodiment adds a new playing method, and the game is played by controlling the characters in the game in a mode of colliding with objects, wherein a physical engine is adopted to simulate the flight track of the collided objects.
Before explaining the execution flow of the preferred embodiment, terms or technical terms appearing in the preferred embodiment are first explained as follows:
rigid body: the rigid body is an object which has unchanged shape and size and the relative position of each point in the rigid body after movement and stress action. An absolute rigid body is practically nonexistent and is only an ideal model, because any object is deformed to a greater or lesser extent after being subjected to a force, and if the degree of deformation is extremely small relative to the geometric dimensions of the object itself, the deformation is negligible when studying the motion of the object.
Static rigid body: refers to a rigid body that is always at rest, and the static rigid body in this mode has the ground.
Rigid dynamic body: the fingers receive collision detection but do not displace themselves, which is a pre-damaged obstacle (e.g., posts, low-profile, high-profile, flying-bee, airplane, teenager, etc.).
Dynamic rigid body: the fingers receive a rigid body which is subjected to collision detection and can generate displacement under the influence of force, and the mode has destroyed obstacle fragments.
The preferred embodiment may be executed in a client, fig. 3 is a schematic diagram of an execution flow of a physical destruction play in a running cruiser according to the preferred embodiment of the present invention, as shown in fig. 3, the execution flow may be described as:
the game begins and a physical chunk pool can be constructed at the client, wherein the physical chunk pool can at least comprise a plurality of chunks decomposed by the destructible obstacles. Then the client loads the objects in the game virtual scene, binds the physical dynamics rigid body for the destructible barrier in the scene, and loads the ground in the virtual scene, and binds the static rigid body for the ground.
In the game process, after the client detects that the player collides with the destructible barrier, the client firstly judges whether the speed of the player reaches a pre-designated upper limit speed threshold, wherein the client can pre-designate an upper limit speed threshold according to actual requirements, and the upper limit speed threshold is not specifically limited. If the player's speed does not reach the upper speed threshold, the player may be injured to slow down; if the speed of the player reaches the upper limit speed threshold value, the dynamic rigid body is released and hidden by the breakable barrier in the game virtual scene of the client, namely the breakable barrier is not displayed in the game virtual scene. Then, a corresponding number of fragment dynamic rigid bodies are generated in situ according to the type of the destructible barrier, and the fragment dynamic rigid bodies fly according to configured parameters, and it should be noted here that the range of the parameters configured in advance for the physical world may at least include: world gravity, rebound coefficient, X \ Y initial velocity range of fragment flying out, and the like. It should be noted here that the flight parameters of the tile dynamic rigid body may be related to the movement speed of the player, for example, the greater the movement speed of the player, the greater the X \ Y initial speed of the tile dynamic rigid body. The client side can judge whether the collision frequency of the fragment dynamic rigid body and the ground static rigid body reaches the configured frequency or not in the flying process of the fragment dynamic rigid body, and if not, the fragment dynamic rigid body continues flying; and if so, releasing the collision feedback of the fragment dynamic rigid body, namely releasing the dynamic rigid body from the fragment dynamic rigid body and hiding the fragment dynamic rigid body.
After the destructible obstacle releases the dynamic rigid body and is hidden, the client may fly out a corresponding number of energy "stars" according to the type of the destructible obstacle in the game virtual scene, and it should be noted that the preferred embodiment may configure the number of energy "stars" for each type of destructible obstacle. The player may collect these energy "stars" during the course of the game, and when the player reaches 100% by collecting the energy "stars" energy bar, the player may be triggered to enter a super-spike mode, so that the player reaches the endpoint faster.
Although the configuration of the number of "stars" of energy drifting out after physical destruction and the configuration of the maximum and minimum speeds of players in paragraphs are all scrambled, compiled and encrypted at the client, the file is also verified by the fifth version of the message digest Algorithm (MD 5). However, the speed of the player in the game is also possible to be tampered by the internal memory in the running game, so that the player can always exceed the maximum speed state, and an illegal win is obtained in the 4-player race. In order to be careful, the client reports the running speed of the player in each paragraph in the game, the server verifies the running speed of the player in each paragraph reported by each client and the server configuration data after the game is finished, and once the speed of the player is detected to be not in accordance with the normal speed range set in the server configuration, the player is judged to be not in accordance by the server and the settlement is failed.
Fig. 4 is a schematic diagram of speed verification performed by a server according to a preferred embodiment of the present invention, as shown in fig. 4, after a game starts, a client reports speed data of each segment of a player, and the server may collect speed data of each segment of 4 players, and when the game ends, verify whether the speed of each segment of each player meets a configuration, if so, the game ends, and a game result is displayed at the client; if not, the player is prompted to lose score and no prize is awarded.
In a practical scenario, for example, 4 players in a cool running day race for 4000 meters in a hot-blood chariot mode, the player who reaches the end first is the winner. When the player is not injured, his speed will add over time to a pre-specified upper speed threshold. When the player is injured, the speed will return to the minimum speed.
There are two types of objects within the game scene:
the first type is a non-collisionable obstacle, and all obstacles with special lightning effects are non-collisionable obstacles; the second category is destructible obstacles such as posts 2\3\4, monsters (low wheels, high wheels, bee flying monsters), airplanes, teenagers, motorcycles, etc. For a breakable barrier, only when the speed of the player reaches a pre-specified upper limit speed threshold value, the breakable barrier is touched, the barrier is physically broken, the broken object flies out in a certain direction and an initial speed according to the impact speed of the player, wherein the flying direction can be a random direction, or a direction determined according to the principle of physical collision, and after flying out, the broken object can fall off a screen in a parabolic shape according to the gravity of the game, as shown in fig. 5, and different amounts of energy "stars" are flown according to different types of breakable barriers, after collecting full energy (for example, 2000 o' clock), a super-impulse (ultra-high speed advance without enemy, as shown in fig. 6) is started, and the player can reach the terminal point more quickly.
For different types of obstacles, the number (number) of energy stars flying out after physical damage, the energy provided by each star is 1 point, and the following types of destructible obstacles and the number of energy stars flying out after destruction are shared in the game:
the number of stars corresponding to the column 2\3\4 is 2, 3, 4 respectively
Monsters: the quantity of stars corresponding to the wheel low strange \ wheel high strange \ bee flying strange is 2, 4, 2
The number of stars corresponding to the airplane is 4
The corresponding star number of the card teenagers is 10
Alternatively, the upper left speed bin in the game scene appears blue when the player is at a pre-specified lower speed threshold (where the obstacle cannot be destroyed), and flashes and burns when the player's speed reaches the instant of the pre-specified upper speed threshold (where the obstacle can be destroyed).
Alternatively, when the player breaks the star flying over the obstacle and sufficient energy is collected, the special effect text "super-spike" appears in the screen and the player enters an ultra-high speed spike state and is not injured.
The prior cool tournaments in the market generally adopt an evasion playing method to enable players to experience the evasion stimulus, but can bring a stronger depression sense; meanwhile, the cruel hand game on the world is not applied to a real physical engine to enhance the reality in the cruel experience. Through adding the mechanism of physics destruction, the running cool experience of abundant player that can be very big releases oneself in the oppression of sheltering from before, enjoys the pleasant sensation that brings of destroying and ruins, and the corresponding playing method who designs for it simultaneously has brought the experience of all previous running cool recreation for the player.
It should be noted that, for simplicity of description, the above-mentioned method embodiments are described as a series of acts or combination of acts, but those skilled in the art will recognize that the present invention is not limited by the order of acts, as some steps may occur in other orders or concurrently in accordance with the invention. Further, those skilled in the art should also appreciate that the embodiments described in the specification are preferred embodiments and that the acts and modules referred to are not necessarily required by the invention.
Through the above description of the embodiments, those skilled in the art can clearly understand that the method according to the above embodiments can be implemented by software plus a necessary general hardware platform, and certainly can also be implemented by hardware, but the former is a better implementation mode in many cases. Based on such understanding, the technical solutions of the present invention may be embodied in the form of a software product, which is stored in a storage medium (e.g., ROM/RAM, magnetic disk, optical disk) and includes instructions for enabling a terminal device (e.g., a mobile phone, a computer, a server, or a network device) to execute the method according to the embodiments of the present invention.
According to another aspect of the embodiments of the present invention, there is also provided an obstacle collision processing apparatus for implementing the above-described obstacle collision processing method. Fig. 7 is a schematic view of an alternative obstacle impact handling arrangement according to an embodiment of the present invention, which, as shown in fig. 7, may include:
a first control unit 22 for controlling the target object motion in the virtual scene; a collision unit 24, configured to detect that the target object collides with a target obstacle in the virtual scene during the process of controlling the target object to move; a display unit 26 for canceling the display of the target obstacle in the virtual scene and displaying a plurality of patches decomposed by the target obstacle in the virtual scene; a second control unit 28 for controlling the plurality of tile movements in the virtual scene.
It should be noted that the first control unit 22 in this embodiment may be configured to execute step S202 in this embodiment, the collision unit 24 in this embodiment may be configured to execute step S204 in this embodiment, the display unit 26 in this embodiment may be configured to execute step S206 in this embodiment, and the second control unit 28 in this embodiment may be configured to execute step S208 in this embodiment.
It should be noted here that the modules described above are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the disclosure of the above embodiments. It should be noted that the modules described above as a part of the apparatus may operate in a hardware environment as shown in fig. 1, and may be implemented by software or hardware.
Alternatively, the second control unit 28 may include: the acquiring module is used for acquiring the motion parameters of the multiple fragments according to the motion speed of the target object when the target object collides with the target obstacle, wherein the motion parameters of the multiple fragments comprise the motion paths and/or the motion speeds of the multiple fragments; the first motion module is used for controlling the fragments to move in the virtual scene according to the motion parameters, wherein the motion paths and/or the motion speeds of the fragments correspond to the motion speed of the target object when the target object collides with the target obstacle.
Optionally, where the motion parameters of the plurality of fragments include a speed of motion of the plurality of fragments, the first motion module may be operable to: and controlling the plurality of fragments to move in the virtual scene according to the movement speeds of the plurality of fragments, wherein the movement speeds of the plurality of fragments are in direct proportion to the movement speed of the target object when the target object collides with the target obstacle.
Optionally, where the motion parameters of the plurality of fragments include a motion path of the plurality of fragments, the first motion module may be to: and controlling the plurality of fragments to move according to the movement paths of the plurality of fragments in the virtual scene, wherein the length of the movement paths of the plurality of fragments and the number of times of collision of the plurality of fragments and the ground in the virtual scene are in direct proportion to the movement speed of the target object when the target object collides with the target obstacle.
Alternatively, the second control unit 28 may include: and the second motion module is used for controlling the plurality of fragments to move towards different directions from the position where the target object collides with the target obstacle in the virtual scene.
Alternatively, the second control unit 28 may include: and the display cancellation module is used for canceling the display of the fragments in the virtual scene under the condition that the number of times of collision between the fragments and the ground in the virtual scene reaches a first threshold value.
Optionally, the apparatus may further include: the configuration unit is used for configuring a plurality of fragments for the target obstacle before controlling the target object to move in the virtual scene; a setting unit configured to set the target obstacle to be immovable before the target object collides with the target obstacle; accordingly, the display unit may include: a generating module for generating a plurality of tiles in a virtual scene, wherein the plurality of tiles are configured to allow movement after a target object collides with a target obstacle; and the third motion module is used for controlling the plurality of fragments to move in the virtual scene.
Optionally, the apparatus may further include: and the prop object display unit is used for displaying a prop object which is allowed to be acquired by the target object in the virtual scene after the target object is detected to collide with the target obstacle in the virtual scene, wherein the prop object is used for adjusting the attribute of the target object in the virtual scene.
Optionally, the apparatus may further include: and the attribute adjusting unit is used for adjusting the attribute of the target object in the virtual scene from the first attribute value to the second attribute value when the number of the prop objects acquired by the target object reaches a second threshold value after the prop objects allowed to be acquired by the target object are displayed in the virtual scene.
Optionally, the apparatus may further include: the speed display unit is used for displaying the movement speed of the target object in the virtual scene in the process of controlling the movement of the target object; and the execution unit is used for canceling the display of the target barrier in the virtual scene and displaying a plurality of fragments obtained by the decomposition of the target barrier in the virtual scene under the condition that the movement speed of the target object reaches a third threshold value after the target object is detected to collide with the target barrier in the virtual scene.
Optionally, the apparatus may further include: the reporting unit is used for reporting the movement speed of the target object to the server in the process of controlling the movement of the target object; and the receiving unit is used for receiving a notification message sent by the server when the movement speed of the target object exceeds a fourth threshold value after the target object stops moving in the virtual scene, wherein the notification message is used for indicating that the target object is invalid.
It should be noted here that the modules described above are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the disclosure of the above embodiments. It should be noted that the modules described above as a part of the apparatus may operate in a hardware environment as shown in fig. 1, and may be implemented by software or hardware.
Through the module, the aim that the target object can collide with the barrier in the virtual scene and the game can not be directly finished after collision can be achieved, and the technical problem that the object controlled by the player in the cool game in the related technology can only avoid the barrier to cause single game playing method is solved, so that the game playing method is increased, and the game experience of the player is improved.
According to still another aspect of the embodiments of the present invention, there is also provided an electronic device for implementing the above-described obstacle collision processing method.
Fig. 8 is a block diagram of an electronic device according to an embodiment of the present invention, and as shown in fig. 8, the electronic device may include: one or more processors 201 (only one is shown in the figure), and a memory 203, wherein the memory 203 may store a computer program, and the processor 201 may be configured to run the computer program to execute the method for processing an obstacle collision according to the embodiment of the present invention.
The memory 203 may be configured to store a computer program and a module, such as program instructions/modules corresponding to the method and apparatus for processing an obstacle collision in the embodiment of the present invention, and the processor 201 executes various functional applications and data processing by running the computer program and the module stored in the memory 203, that is, implements the above-mentioned method for processing an obstacle collision. The memory 203 may include high speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory 203 may further include memory located remotely from the processor 201, which may be connected to the terminal over a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof.
Optionally, as shown in fig. 8, the electronic device may further include: a transmission device 205 and an input-output device 207. Wherein the transmission means 205 is used for receiving or transmitting data via a network. Examples of the network may include a wired network and a wireless network. In one example, the transmission device 205 includes a Network adapter (NIC) that can be connected to a router via a Network cable and other Network devices so as to communicate with the internet or a local area Network. In one example, the transmission device 205 is a Radio Frequency (RF) module, which is used for communicating with the internet in a wireless manner.
It can be understood by those skilled in the art that the structure shown in fig. 8 is only an illustration, and the electronic device may be a terminal device such as a smart phone (e.g., an Android phone, an iOS phone, etc.), a tablet computer, a palm computer, and a Mobile Internet Device (MID), a PAD, etc. Fig. 8 is a diagram illustrating a structure of the electronic device. For example, the electronic device may also include more or fewer components (e.g., network interfaces, display devices, etc.) than shown in FIG. 8, or have a different configuration than shown in FIG. 8.
Alternatively, in this embodiment, the memory 203 may be used to store a computer program.
Optionally, in this embodiment, the processor may be configured to execute a computer program to perform the following steps: controlling target object motion in a virtual scene; in the process of controlling the movement of a target object, detecting that the target object collides with a target obstacle in a virtual scene; canceling the display of the target barrier in the virtual scene, and displaying a plurality of fragments obtained by decomposing the target barrier in the virtual scene; controlling a plurality of tile movements in a virtual scene.
The processor 201 is further configured to perform the following steps: acquiring motion parameters of a plurality of fragments according to the motion speed of the target object when the target object collides with the target obstacle, wherein the motion parameters of the plurality of fragments comprise the motion paths and/or the motion speeds of the plurality of fragments; and controlling the plurality of fragments to move in the virtual scene according to the motion parameters, wherein the motion paths and/or the motion speeds of the plurality of fragments correspond to the motion speed of the target object when the target object collides with the target obstacle.
The processor 201 is further configured to perform the following steps: and in the case that the motion parameters of the plurality of fragments comprise the motion speeds of the plurality of fragments, controlling the plurality of fragments to move in the virtual scene according to the motion speeds of the plurality of fragments, wherein the motion speeds of the plurality of fragments are in direct proportion to the motion speed of the target object when the target object collides with the target obstacle.
The processor 201 is further configured to perform the following steps: and in the case that the motion parameters of the plurality of fragments comprise motion paths of the plurality of fragments, controlling the plurality of fragments to move in the virtual scene according to the motion paths of the plurality of fragments, wherein the length of the motion paths of the plurality of fragments and the number of times of collision of the plurality of fragments and the ground in the virtual scene are in direct proportion to the motion speed of the target object when the target object collides with the target obstacle.
The processor 201 is further configured to perform the following steps: and controlling the plurality of fragments to move in different directions from the position where the target object collides with the target obstacle in the virtual scene.
The processor 201 is further configured to perform the following steps: in the event that the number of collisions of the plurality of tiles with the ground in the virtual scene reaches a first threshold, canceling the display of the plurality of tiles in the virtual scene.
The processor 201 is further configured to perform the following steps: configuring a plurality of fragments for a target obstacle before controlling the target object to move in a virtual scene; setting the target obstacle to be unable to move before the target object collides with the target obstacle; in the process of controlling the movement of a target object, detecting that the target object collides with a target obstacle in a virtual scene; canceling the display of the target obstacle in the virtual scene, generating a plurality of tiles in the virtual scene, wherein the plurality of tiles are arranged to allow movement after the target object collides with the target obstacle; a plurality of tiles are controlled to move in a virtual scene.
The processor 201 is further configured to perform the following steps: after the target object is detected to collide with the target barrier in the virtual scene, displaying a prop object allowed to be acquired by the target object in the virtual scene, wherein the prop object is used for adjusting the attribute of the target object in the virtual scene.
The processor 201 is further configured to perform the following steps: after the prop objects allowed to be acquired by the target object are displayed in the virtual scene, the attribute of the target object in the virtual scene is adjusted from the first attribute value to the second attribute value when the number of the prop objects acquired by the target object reaches a second threshold value.
The processor 201 is further configured to perform the following steps: displaying the movement speed of the target object in the virtual scene in the process of controlling the movement of the target object; and after the target object is detected to collide with the target obstacle in the virtual scene, under the condition that the movement speed of the target object reaches a third threshold value, canceling the display of the target obstacle in the virtual scene and displaying a plurality of fragments obtained by the decomposition of the target obstacle in the virtual scene.
The processor 201 is further configured to perform the following steps: in the process of controlling the movement of the target object, reporting the movement speed of the target object to a server; and after the target object stops moving in the virtual scene, receiving a notification message sent by the server when the moving speed of the target object exceeds a fourth threshold value, wherein the notification message is used for indicating that the target object is invalid.
Optionally, the specific examples in this embodiment may refer to the examples described in the above embodiments, and this embodiment is not described herein again.
The embodiment of the invention provides a processing scheme for obstacle collision. By controlling target object motion in a virtual scene; in the process of controlling the movement of the target object, if the target object is detected to collide with the target barrier in the virtual scene, the target barrier is not displayed in the virtual scene, a plurality of fragments obtained by decomposing the target barrier are displayed in the virtual scene, and the plurality of fragments are controlled to move in the virtual scene, so that the aim that the target object can collide with the barrier in the virtual scene and the game can not be directly ended after collision is achieved, and the technical problem that in the prior art, objects controlled by players in running games can only avoid the barrier, so that the game playing method is single is solved, the game playing method is increased, and the game experience of the players is improved.
According to still another aspect of an embodiment of the present invention, there is also provided a storage medium. The storage medium has stored therein a computer program, wherein the computer program is arranged to execute the steps of the method for handling an obstacle collision in the above-described embodiments when running.
Alternatively, in this embodiment, the storage medium may be located on at least one of the plurality of network devices in the network shown in the above-described embodiment.
Alternatively, in the present embodiment, the storage medium is configured to store a computer program for executing the steps of:
s1, controlling the movement of the target object in the virtual scene;
s2, detecting that the target object collides with a target obstacle in the virtual scene in the process of controlling the target object to move;
s3, canceling the display of the target barrier in the virtual scene, and displaying a plurality of fragments obtained by decomposing the target barrier in the virtual scene;
and S4, controlling the movement of a plurality of fragments in the virtual scene.
Optionally, the storage medium is further arranged to store a computer program for performing the steps of: acquiring motion parameters of a plurality of fragments according to the motion speed of the target object when the target object collides with the target obstacle, wherein the motion parameters of the plurality of fragments comprise the motion paths and/or the motion speeds of the plurality of fragments; and controlling the plurality of fragments to move in the virtual scene according to the motion parameters, wherein the motion paths and/or the motion speeds of the plurality of fragments correspond to the motion speed of the target object when the target object collides with the target obstacle.
Optionally, the storage medium is further arranged to store a computer program for performing the steps of: and in the case that the motion parameters of the plurality of fragments comprise the motion speeds of the plurality of fragments, controlling the plurality of fragments to move in the virtual scene according to the motion speeds of the plurality of fragments, wherein the motion speeds of the plurality of fragments are in direct proportion to the motion speed of the target object when the target object collides with the target obstacle.
Optionally, the storage medium is further arranged to store a computer program for performing the steps of: and in the case that the motion parameters of the plurality of fragments comprise motion paths of the plurality of fragments, controlling the plurality of fragments to move in the virtual scene according to the motion paths of the plurality of fragments, wherein the length of the motion paths of the plurality of fragments and the number of times of collision of the plurality of fragments and the ground in the virtual scene are in direct proportion to the motion speed of the target object when the target object collides with the target obstacle.
Optionally, the storage medium is further arranged to store a computer program for performing the steps of: and controlling the plurality of fragments to move in different directions from the position where the target object collides with the target obstacle in the virtual scene.
Optionally, the storage medium is further arranged to store a computer program for performing the steps of: in the event that the number of collisions of the plurality of tiles with the ground in the virtual scene reaches a first threshold, canceling the display of the plurality of tiles in the virtual scene.
Optionally, the storage medium is further arranged to store a computer program for performing the steps of: configuring a plurality of fragments for a target obstacle before controlling the target object to move in a virtual scene; setting the target obstacle to be unable to move before the target object collides with the target obstacle; in the process of controlling the movement of a target object, detecting that the target object collides with a target obstacle in a virtual scene; canceling the display of the target obstacle in the virtual scene, and generating a plurality of fragments in the virtual scene, wherein the plurality of fragments are set to allow movement after the target object collides with the target obstacle; a plurality of tiles are controlled to move in a virtual scene.
Optionally, the storage medium is further arranged to store a computer program for performing the steps of: after the target object is detected to collide with the target barrier in the virtual scene, displaying a prop object allowed to be acquired by the target object in the virtual scene, wherein the prop object is used for adjusting the attribute of the target object in the virtual scene.
Optionally, the storage medium is further arranged to store a computer program for performing the steps of: after the prop objects allowed to be acquired by the target object are displayed in the virtual scene, the attribute of the target object in the virtual scene is adjusted from the first attribute value to the second attribute value when the number of the prop objects acquired by the target object reaches a second threshold value.
Optionally, the storage medium is further arranged to store a computer program for performing the steps of: displaying the movement speed of the target object in the virtual scene in the process of controlling the movement of the target object; and after the target object is detected to collide with the target obstacle in the virtual scene, under the condition that the movement speed of the target object reaches a third threshold value, canceling the display of the target obstacle in the virtual scene and displaying a plurality of fragments obtained by the decomposition of the target obstacle in the virtual scene.
Optionally, the storage medium is further arranged to store a computer program for performing the steps of: in the process of controlling the movement of the target object, reporting the movement speed of the target object to a server; and after the target object stops moving in the virtual scene, receiving a notification message sent by the server when the moving speed of the target object exceeds a fourth threshold value, wherein the notification message is used for indicating that the target object is invalid.
Optionally, the specific examples in this embodiment may refer to the examples described in the above embodiments, and this embodiment is not described herein again.
Alternatively, in this embodiment, a person skilled in the art may understand that all or part of the steps in the method of the foregoing embodiment may be implemented by a program instructing hardware related to the terminal device, where the program may be stored in a computer-readable storage medium, and the storage medium may include: flash disks, Read-Only memories (ROMs), Random Access Memories (RAMs), magnetic or optical disks, and the like.
The above-mentioned serial numbers of the embodiments of the present invention are merely for description and do not represent the merits of the embodiments.
The integrated unit in the above embodiments, if implemented in the form of a software functional unit and sold or used as a separate product, may be stored in the above computer-readable storage medium. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for causing one or more computer devices (which may be personal computers, servers, network devices, etc.) to execute all or part of the steps of the method according to the embodiments of the present invention.
In the above embodiments of the present invention, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
In the several embodiments provided in the present application, it should be understood that the disclosed client may be implemented in other manners. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one type of division of logical functions, and there may be other divisions when actually implemented, for example, a plurality of units or components may be combined or may be integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, units or modules, and may be in an electrical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present invention may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The foregoing is only a preferred embodiment of the present invention, and it should be noted that, for those skilled in the art, various modifications and decorations can be made without departing from the principle of the present invention, and these modifications and decorations should also be regarded as the protection scope of the present invention.

Claims (13)

1. A method of handling an obstacle collision, comprising:
controlling the movement of a target object in a virtual scene, wherein the movement speed of the target object is displayed in the virtual scene in the process of controlling the movement of the target object;
in the process of controlling the target object to move, detecting that the target object collides with a target obstacle in the virtual scene, wherein the target obstacle is an obstacle allowed to be collided by the target object;
under the condition that the target object is detected to collide with the target obstacle, canceling the display of the target obstacle in the virtual scene, and displaying a plurality of fragments obtained by the decomposition of the target obstacle in the virtual scene;
acquiring the number of the fragments obtained by decomposing the target obstacle according to the movement speed of the target object when the target object collides with the target obstacle;
controlling the plurality of fragments to move in the virtual scene, wherein the motion parameters of the plurality of fragments are obtained according to the motion speed of the target object when the target object collides with the target obstacle, wherein the motion parameters of the plurality of fragments comprise the motion paths and/or the motion speeds of the plurality of fragments;
controlling the fragments to move in the virtual scene according to the motion parameters, wherein the motion paths and/or the motion speeds of the fragments correspond to the motion speed of the target object when the target object collides with the target obstacle;
after detecting that the target object collides with other obstacles, the movement speed of the target object is reduced, and the other obstacles are non-collidable obstacles.
2. The method of claim 1, wherein, in the event that the motion parameters of the plurality of tiles include a speed of motion of the plurality of tiles, said controlling the plurality of tiles to move in the virtual scene in accordance with the motion parameters comprises:
controlling the plurality of fragments to move in the virtual scene according to the movement speeds of the plurality of fragments, wherein the movement speeds of the plurality of fragments are in direct proportion to the movement speed of the target object when the target object collides with the target obstacle.
3. The method of claim 1, wherein, in the case that the motion parameters of the plurality of tiles include motion paths of the plurality of tiles, the controlling the plurality of tiles to move in the virtual scene according to the motion parameters comprises:
and controlling the fragments to move according to the movement paths of the fragments in the virtual scene, wherein the length of the movement paths of the fragments and the number of times of collision of the fragments with the ground in the virtual scene are in direct proportion to the movement speed of the target object when the target object collides with the target obstacle.
4. The method of claim 1, wherein said controlling the plurality of tile movements in the virtual scene comprises:
controlling the plurality of fragments to move in different directions from a position where the target object collides with the target obstacle in the virtual scene.
5. The method of claim 1, wherein said controlling the plurality of tile movements in the virtual scene comprises:
canceling the display of the plurality of tiles in the virtual scene if the number of collisions of the plurality of tiles with the ground in the virtual scene reaches a first threshold.
6. The method according to any one of claims 1 to 5,
prior to said controlling target object motion in the virtual scene, the method further comprises: configuring the plurality of fragments for the target obstacle; setting the target obstacle to be immobile before the target object collides with the target obstacle;
the displaying, in the virtual scene, the plurality of tiles decomposed by the target obstacle includes: generating the plurality of tiles in the virtual scene, wherein the plurality of tiles are configured to allow motion after the target object collides with the target obstacle.
7. The method of any of claims 1-5, wherein after the detecting the target object collides with a target obstacle in the virtual scene, the method further comprises:
displaying a prop object allowed to be acquired by the target object in the virtual scene, wherein the prop object is used for adjusting the attribute of the target object in the virtual scene.
8. The method according to claim 7, wherein after displaying the prop object allowed to be acquired by the target object in the virtual scene, the method further comprises:
and under the condition that the number of the prop objects acquired by the target object reaches a second threshold value, adjusting the attribute of the target object in the virtual scene from a first attribute value to a second attribute value.
9. The method according to any one of claims 1 to 5,
after the detecting the target object collides with a target obstacle in the virtual scene, the method further comprises: and under the condition that the movement speed of the target object reaches a third threshold value, the cancellation is carried out to display the target obstacle in the virtual scene, and a plurality of fragments obtained by the decomposition of the target obstacle are displayed in the virtual scene.
10. The method according to any one of claims 1 to 5,
in the controlling the motion of the target object, the method further includes: reporting the movement speed of the target object to a server;
in the case that the speed of motion of the target object exceeds a fourth threshold value after the target object stops moving in the virtual scene, the method further comprises: and receiving a notification message sent by the server, wherein the notification message is used for indicating that the target object is invalid.
11. A device for handling an obstacle collision, comprising:
the first control unit is used for controlling the movement of a target object in a virtual scene, wherein in the process of controlling the movement of the target object, the movement speed of the target object is displayed in the virtual scene;
the collision unit is used for detecting that the target object collides with a target obstacle in the virtual scene in the process of controlling the target object to move, wherein the target obstacle is an obstacle allowed to be collided by the target object; .
The display unit is used for canceling the display of the target barrier in the virtual scene and displaying a plurality of fragments obtained by the decomposition of the target barrier in the virtual scene under the condition that the target object is detected to collide with the target barrier;
the acquisition module is used for acquiring the number of the fragments obtained by decomposing the target obstacle according to the movement speed of the target object when the target object collides with the target obstacle;
a second control unit for controlling the plurality of tile movements in the virtual scene, wherein the second control unit comprises:
the acquiring module is used for acquiring the motion parameters of the fragments according to the motion speed of the target object when the target object collides with the target obstacle, wherein the motion parameters of the fragments comprise the motion paths and/or the motion speeds of the fragments;
the first motion module is used for controlling the plurality of fragments to move in the virtual scene according to the motion parameters, wherein the motion paths and/or the motion speeds of the plurality of fragments correspond to the motion speed of the target object; after detecting that the target object collides with other obstacles, the movement speed of the target object is reduced, and the other obstacles are non-collidable obstacles.
12. A storage medium, in which a computer program is stored, wherein the computer program is arranged to perform the method of any of claims 1 to 10 when executed.
13. An electronic device comprising a memory and a processor, wherein the memory has stored therein a computer program, and wherein the processor is arranged to execute the computer program to perform the method of any of claims 1 to 10.
CN201810200074.8A 2018-03-12 2018-03-12 Obstacle collision processing method and device, storage medium and electronic device Active CN108579085B (en)

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