CN111258422A - Terminal game interaction method and device, computer equipment and storage medium - Google Patents

Terminal game interaction method and device, computer equipment and storage medium Download PDF

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Publication number
CN111258422A
CN111258422A CN202010038957.0A CN202010038957A CN111258422A CN 111258422 A CN111258422 A CN 111258422A CN 202010038957 A CN202010038957 A CN 202010038957A CN 111258422 A CN111258422 A CN 111258422A
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axis
player
terminal
area
fighting
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CN111258422B (en
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张书臣
罗晓喆
俞知渊
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Shenzhen Shimi Network Technology Co ltd
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Shenzhen Shimi Network Technology Co ltd
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    • 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
    • G06F3/011Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car

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  • Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Multimedia (AREA)
  • General Engineering & Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The invention relates to a terminal game interaction method, a device, computer equipment and a storage medium, wherein the method comprises the steps of obtaining a fighting mode from a terminal; judging whether the fighting mode is a single-person single-machine fighting mode; if yes, generating a battle room and a machine opponent according to the player information corresponding to the terminal; acquiring a detection signal of intelligent wearable equipment worn by a player, generating a real-time game effect according to the detection signal, and sending the game effect to a terminal for display; if not, generating battle room information according to the player information corresponding to the terminal; broadcasting the player information and the battle room information to acquire joining request information from another terminal; the method comprises the steps of obtaining detection signals of intelligent wearable equipment worn by players corresponding to two terminals, generating a real-time game effect according to the detection signals, and sending the game effect to the terminals for display. The invention realizes various game interaction modes, meets the requirements of different players, is convenient for the players to use and improves the experience of the players.

Description

Terminal game interaction method and device, computer equipment and storage medium
Technical Field
The invention relates to an electronic technology application method, in particular to a terminal game interaction method, a terminal game interaction device, computer equipment and a storage medium.
Background
The terminal comprises a mobile communication terminal, such as a mobile phone, a PDA (Personal Digital Assistant), and the like, wherein the stand-alone game is used as a carrier, and can be played without surfing the internet, so that people can play time anytime and anywhere, a short-time leisure mode is presented, and the terminal is favored by the majority of players.
However, the game interaction mode of the current terminal is generally a mode of human-computer interaction battle, the interaction mode is single, the requirements of different players cannot be met, and when the game is played again, the terminal is operated manually by the players to form actions, so that the mode is not convenient for the players to use, and the experience of the players is reduced.
Therefore, it is necessary to design a new method to realize multiple game interaction modes, meet the requirements of different players, facilitate the use of the players, and improve the experience of the players.
Disclosure of Invention
The invention aims to overcome the defects of the prior art and provides a terminal game interaction method, a terminal game interaction device, a computer device and a storage medium.
In order to achieve the purpose, the invention adopts the following technical scheme: the terminal game interaction method comprises the following steps:
acquiring a fighting mode from a terminal;
judging whether the fighting mode is a single-person single-machine fighting mode;
if the fighting mode is a single-person single-machine fighting mode, generating a fighting room and a machine opponent according to player information corresponding to the terminal;
acquiring a detection signal of the intelligent wearable device worn by the player, generating a real-time game effect according to the detection signal, and sending the game effect to a terminal for display;
if the fighting mode is not the single-person single-machine fighting mode, generating fighting room information according to the player information corresponding to the terminal;
broadcasting the player information and the battle room information to acquire joining request information from another terminal;
the method comprises the steps of obtaining detection signals of intelligent wearable equipment worn by players corresponding to two terminals, generating a real-time game effect according to the detection signals, and sending the game effect to the terminals for display.
The further technical scheme is as follows: the generation of the battle room and the machine opponent according to the player information corresponding to the terminal includes:
calling player information corresponding to the terminal;
acquiring room information selected from a terminal, and calling corresponding parameters according to the room information to generate fighting roles and fighting scenes to form a fighting room;
and generating machine opponents with equivalent grades according to the player information.
The further technical scheme is as follows: the detection signal that obtains the intelligence wearing equipment that the player wore to according to the real-time recreation effect of detection signal generation, and send the recreation effect to the terminal display, include:
acquiring configuration data of intelligent wearable equipment worn by a player;
acquiring detection signals of sensors of intelligent wearable equipment worn on hands of a player to obtain detection data, wherein the detection data comprises three-dimensional coordinate origins and three-dimensional coordinate data detected by a plurality of continuous and stable sensors;
performing fillet calculation according to the detection data to obtain a calculation result;
comparing the detection data, the recognition result and the configuration data with a threshold corresponding to a preset action library to determine the posture of the player;
determining a recognition result according to the posture of the player;
and generating a corresponding game effect according to the identification result so as to send the game effect to the terminal for display.
The further technical scheme is as follows: the player information includes the player's character, combat value, combat props, and combat records.
The further technical scheme is as follows: the detection signal that obtains two terminals and correspond the intelligent wearing equipment that the player wore to generate real-time recreation effect according to the detection signal, and send the recreation effect to the terminal and show before, still include:
judging whether the fighting mode is a double fighting mode;
if the fighting mode is a double-player fighting mode, entering the mode of acquiring detection signals of intelligent wearable equipment worn by players corresponding to the two terminals, generating a real-time game effect according to the detection signals, and sending the game effect to the terminals for display;
and if the fighting mode is not a double fighting mode, acquiring detection signals of the intelligent wearable equipment worn by players corresponding to the two terminals, generating a real-time game effect by matching the fighting effect of the opponents of the machine according to the detection signals, and sending the game effect to the terminals for display.
The further technical scheme is as follows: the round angle calculation according to the detection data to obtain a calculation result includes:
determining a fillet section according to the three-dimensional coordinate data;
calculating the area of the section of the fillet to obtain the area to be judged;
calculating the wave crest and the wave trough of the three-dimensional coordinate data to obtain a peak value;
and integrating the area to be determined and the peak value to obtain a calculation result.
The further technical scheme is as follows: the comparing the detection data, the recognition result and the configuration data with a threshold corresponding to a preset action library to determine the posture of the player comprises:
judging whether the configuration data is that the player wears the intelligent wearable device by the left hand;
if the configuration data is that the intelligent wearable device is worn by the left hand of the player, judging whether the first area to be judged is gradually increased from the origin coordinate along the X axis to a corresponding threshold value in a preset action library;
if the first area to be determined gradually increases from the origin coordinate along the X axis to a corresponding threshold value in a preset action library, the player posture is left-handed inclined and lifted;
if the first area to be judged is not gradually increased from the origin coordinate to the corresponding threshold in the preset action library along the X axis, judging whether the third area to be judged is gradually increased from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold in the preset action library;
if the third judgment area is gradually increased from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, the player posture is that the left hand vertically swings up and down;
if the third judgment area is not gradually increased from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, judging whether the origin coordinate moves to the section formed by the X axis and the Y axis and the section formed by the X axis and the Z axis;
if the origin coordinate moves to the section formed by the X-axis Y-axis and the section formed by the X-axis Z-axis, the player posture swings back and forth;
if the origin coordinate does not move to the section formed by the X-axis Y-axis and the section formed by the X-axis Z-axis, the player posture is a combined action;
if the configuration data is not that the player wears the intelligent wearable device by the left hand, judging whether the second area to be judged is gradually increased from the origin coordinate along the Z axis to a corresponding threshold value in a preset action library;
if the second area to be determined gradually increases from the origin coordinate along the Z axis to a corresponding threshold value in a preset action library, the posture of the player is that the right hand inclines and rises;
if the second area to be judged is not gradually increased from the origin coordinate to the corresponding threshold value in the preset action library along the Z axis, judging whether the third area to be judged is gradually increased from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library;
if the third judgment area is gradually increased from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, the player posture is that the left hand vertically swings up and down;
and if the third judgment area does not gradually increase from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, executing the judgment whether the origin coordinate moves to the section formed by the X axis and the Y axis and the section formed by the X axis and the Z axis.
The invention also provides a terminal game interaction device, comprising:
a mode acquisition unit for acquiring a fighting mode from a terminal;
the first judgment unit is used for judging whether the fighting mode is a single-person single-machine fighting mode;
a first generation unit, configured to generate a battle room and a machine opponent according to player information corresponding to a terminal if the battle mode is a single-player battle mode;
the first game display unit is used for acquiring a detection signal of the intelligent wearable device worn by the player, generating a real-time game effect according to the detection signal and sending the game effect to the terminal for display;
a second generation unit for generating the battle room information according to the terminal-corresponding player information if the battle mode is not the single-person single-machine battle mode;
a broadcasting unit for broadcasting the player information and the battle room information to acquire joining request information from another terminal;
and the second game display unit is used for acquiring detection signals of the intelligent wearable equipment worn by the players corresponding to the two terminals, generating a real-time game effect according to the detection signals and sending the game effect to the terminals for display.
The invention also provides computer equipment which comprises a memory and a processor, wherein the memory is stored with a computer program, and the processor realizes the method when executing the computer program.
The invention also provides a storage medium storing a computer program which, when executed by a processor, is operable to carry out the method as described above.
Compared with the prior art, the invention has the beneficial effects that: according to the invention, different battle rooms and opponents are generated according to different battle modes by setting different game battle modes, and different contents are broadcasted according to different battle modes, so that players can select corresponding battle modes according to actual requirements, various game interaction modes are realized, the requirements of different players are met, the use of the players is facilitated, and the experience of the players is improved.
The invention is further described below with reference to the accompanying drawings and specific embodiments.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are some embodiments of the present invention, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
FIG. 1 is a schematic diagram of an application scenario of a terminal game interaction method according to an embodiment of the present invention;
FIG. 2 is a schematic flow chart of a terminal game interaction method according to an embodiment of the present invention;
FIG. 3 is a schematic flow chart of a terminal game interaction method according to another embodiment of the present invention;
FIG. 4 is a schematic block diagram of a terminal game interaction apparatus provided in an embodiment of the present invention;
FIG. 5 is a schematic block diagram of a terminal game interaction apparatus according to another embodiment of the present invention;
FIG. 6 is a schematic block diagram of a computer device provided by an embodiment of the present invention.
Detailed Description
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 some, not all, embodiments of the present invention. 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 will be understood that the terms "comprises" and/or "comprising," when used in this specification and the appended claims, specify the presence of stated features, integers, steps, operations, elements, and/or components, but do not preclude the presence or addition of one or more other features, integers, steps, operations, elements, components, and/or groups thereof.
It is also to be understood that the terminology used in the description of the invention herein is for the purpose of describing particular embodiments only and is not intended to be limiting of the invention. As used in the specification of the present invention and the appended claims, the singular forms "a," "an," and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise.
It should be further understood that the term "and/or" as used in this specification and the appended claims refers to and includes any and all possible combinations of one or more of the associated listed items.
Referring to fig. 1 and fig. 2, fig. 1 is a schematic view of an application scenario of a terminal game interaction method according to an embodiment of the present invention. Fig. 2 is a schematic flowchart of a terminal game interaction method according to an embodiment of the present invention. The terminal game interaction method is applied to the terminal. This terminal can be interactive with the second terminal, also can interact with intelligent wearing equipment, realizes playing with the second terminal and fight, also can fight with the machine adversary in the terminal, and the sensor detection signal of cooperation intelligent wearing equipment realizes real-time fighting, and multiple recreation interactive mode satisfies different players' demand, and the player of being convenient for uses, promotes the experience of player and feels.
Fig. 2 is a schematic flow chart of a terminal game interaction method according to an embodiment of the present invention. As shown in fig. 2, the method includes the following steps S110 to S170.
And S110, acquiring the fighting mode from the terminal.
In the present embodiment, the fighting mode refers to a game fighting mode selected by the player when starting the game, and includes a single-player one-player fighting mode, a two-player fighting mode, a multi-player one-player multi-player fighting mode, and the like.
Before starting the game, the game selects different fighting modes according to the requirements of the game, can select a single fighting mode which can be developed at any time and any place, can also select a double fighting mode which is in common consultation with friends, and can also select a multi-user multi-machine fighting mode which is in common cooperation with friends.
And S120, judging whether the fighting mode is a single-person single-machine fighting mode.
In this embodiment, after the terminal selects the battle mode, the background may determine the battle mode, so that the background may generate corresponding opponents, generate battle rooms, and perform battle modes.
And S130, if the fighting mode is a single-person single-machine fighting mode, generating a fighting room and a machine opponent according to the player information corresponding to the terminal.
In the present embodiment, the battle room refers to an area, a scene, and the like used for game battle, and the machine opponent refers to an opponent corresponding to the player level corresponding to the terminal.
In an embodiment, the step S130 may include steps S131 to S133.
S131, calling player information corresponding to the terminal.
In this embodiment, the player information includes the player's character, battle value, battle prop and battle record recorded in the background, when the player just starts playing the game, an account is created, and the corresponding information of the character, battle value, battle prop and battle record can be generated, and the information is updated correspondingly every time the player plays the game, so as to match the opponent suitable for the player, and improve the experience of the player.
S132, acquiring the room information selected from the terminal, and calling corresponding parameters according to the room information to generate fighting roles and fighting scenes to form a fighting room;
and S133, generating the machine opponents with the equivalent grades according to the player information.
The man-machine battle mode is characterized in that a game battle is established in a game module of a terminal, when a player starts a game, a game system automatically introduces the head portrait, the nickname and the social level data of the player at the terminal, the player can select a character image of a character according to the preference at the moment, the game enters a game battle field interface after the player selects, the player selects a battle room according to the preference of the player, and the game system calls out the battle character and a battle scene according to the parameters transmitted by the player, so that a game battle room is generated. The system automatically generates a machine opponent corresponding to a battle role according to the grade of a player, and the battle role machine opponent mainly comprises a role image, a battle value, a battle prop and a battle record. The created fighting mode can be transmitted to the intelligent wearable device which is in binding relation with the terminal through Bluetooth transmission, and connection can be carried out by starting game connection at the terminal. After the connection is completed, the permission of the intelligent wearable device is acquired by the mobile game, and the intelligent wearable device controls and operates the terminal game and develops the battle.
S140, obtaining a detection signal of the intelligent wearable device worn by the player, generating a real-time game effect according to the detection signal, and sending the game effect to a terminal for displaying.
Vector data such as X, Y, Z three-dimensional data of player gestures captured by a sensor of the intelligent wearable device are transmitted to a terminal game through Bluetooth, the terminal synthesizes three-axis acceleration values into an acceleration vector algorithm for processing to realize fighting actions, the value is basically a sine curve change rule when a player continuously shakes the intelligent wearable device, peak-valley values can be generated at intervals, whether the length and the direction of the acceleration vector pass through a peak or a valley is judged, the frequency and the force of the player hitting an opponent are calculated in real time through peak calculation and acceleration threshold decision, and therefore man-machine fighting operation of the player is realized.
In one embodiment, the step S140 may include steps S141 to S146.
S141, configuration data of the intelligent wearable device worn by the player are obtained.
In this embodiment, the configuration data includes information on the position where the player wears the smart wearable device and the player level.
Before the player enters the game, the player wearing the game machine by the left hand and the right hand is prompted to set, and the player setting value parameters are written into a configuration table, so that configuration data are formed for subsequent identification, and the configuration data of the player can be displayed on the terminal in real time.
S142, obtaining detection signals of sensors of the intelligent wearable device worn on the hands of the player to obtain detection data, wherein the detection data comprise three-dimensional coordinate origin points and three-dimensional coordinate data detected by a plurality of continuous and stable sensors.
In this embodiment, the detection data refers to signals detected by sensors in the smart wearable device worn on the hand of the player, and is used for identifying the posture of the player.
And S143, performing fillet calculation according to the detection data to obtain a calculation result.
In this embodiment, the calculation result means that the continuous detection data are combined into three two-dimensional rounded cross-sectional areas and continuous peaks and valleys of the detection data according to XYZ axes.
In an embodiment, the step S143 may include specific steps S1431 to S1434.
And S1431, determining a fillet section according to the three-dimensional coordinate data.
The fillet radius is a track of a continuous point with numerical changes of two coordinate axes, when the continuous tracks are connected in series, the fillet radius is obtained, and the area of a section rectangle is calculated to represent the area of a fillet section and express the direction change amplitude of the fillet section. The three two-dimensional coordinate sets are respectively a section Panel1 formed by an X axis and a Y axis; x-axis Z-axis cross-section Panel 2; z-axis and Y-axis, respectively, as Panel 3.
S1432, calculating the area of the section of the fillet to obtain the area to be judged.
In the present embodiment, the area to be determined refers to the cross section Panel1 formed by the X axis and the Y axis; x-axis Z-axis cross-section Panel 2; the area of the cross section Panel3 formed by the Z axis and the Y axis corresponds to the Z axis and the Y axis.
In this embodiment, the area to be determined includes a first area to be determined of the cross section formed by the X-axis and the Y-axis, a second area to be determined of the cross section formed by the X-axis and the Z-axis, and a third area to be determined of the cross section formed by the Z-axis and the Y-axis.
S1433, calculating peaks and troughs of the three-dimensional coordinate data to obtain peaks.
The peak is determined in order to determine the corresponding direction more accurately.
And S1434, integrating the area to be judged and the peak value to obtain a calculation result.
The first area to be determined of the section of the Panel1 is identified as right when the first area to be determined of the section of the Panel1 continuously increases from the origin coordinate (0.0) to the threshold stop where the action in the preset action library is right, is identified as left when the second area to be determined of the section of the Panel2 continuously increases from the origin coordinate (0.0) to the threshold stop where the action in the preset action library is left, is identified as down when the second area to be determined of the section of the Panel3 continuously increases from the origin coordinate (0.0) to the threshold stop where the action in the preset action library is down, and is identified as up when the origin coordinate (0.0) continuously increases to the X axis to the threshold stop where the action in the preset action library is up. And the coordinate values of the correction parameters in the four directions are respectively leftward (0, 0, Z), rightward (0, Y, 0), upward (X, 0, 0) and downward (0, Z, Y).
S144, comparing the detection data, the recognition result and the configuration data with a threshold corresponding to a preset action library to determine the posture of the player.
Specifically, the threshold corresponding to the preset action library is formed by adjusting gesture action data recorded in advance in real time based on action data of each player. The sensor has the restriction of hardware ability on real-time supervision and real-time identification, if integrated gravity sensor, gyroscope sensor, geomagnetic sensor have the problem of discernment precision on the chip based on the bluetooth module, consequently, combine the recognition algorithm based on player data analysis, carry out the transfer of threshold value through the mode that the gesture storehouse was called to this confirms the gesture.
Specifically, the coordinate continuous track comparison analysis method identifies and feeds back the action data of the player based on the action data comparison of each action through the action database action data which is input in advance, and enables the identification to be accurate through data comparison training and historical records. The main actions of the action library comprise 8 simple and easily-remembered gesture actions of forward, backward, leftward and rightward turning, accelerating, decelerating and knocking. The method can simplify the learning period of the player to the gestures, is easy to learn, can achieve excellent somatosensory interesting experience in a simple action mapping gesture library mode, and further improves the experience of the player.
In the present embodiment, the player posture refers to an action posture that the player actually operates while playing a game.
In one embodiment, the step S144 may include steps S144 a-S144 l.
S144, 144a, judging whether the configuration data is that the intelligent wearable device is worn by the left hand of the player;
s144b, if the configuration data is that the intelligent wearable device is worn by the left hand of the player, judging whether the first area to be judged is gradually increased from the origin coordinate along the X axis to a corresponding threshold value in a preset action library;
s144c, if the first area to be determined gradually increases from the origin coordinate along the X axis to a corresponding threshold in a preset action library, the player posture is left-handed inclined and raised;
s144d, if the first area to be determined does not gradually increase from the origin coordinate to the corresponding threshold in the preset action library along the X axis, determining whether the third determination area gradually increases from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold in the preset action library;
s144e, if the third judgment area is gradually increased from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, the player posture is that the left hand vertically swings up and down;
s144f, if the third judgment area is not gradually increased from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, judging whether the origin coordinate moves to the section formed by the X axis and the Y axis and the section formed by the X axis and the Z axis;
s144g, if the origin coordinate moves to the section formed by the X-axis and the Y-axis and the section formed by the X-axis and the Z-axis, the player posture swings back and forth;
s144h, if the origin coordinate does not move to the section composed of the X-axis Y-axis and the section composed of the X-axis Z-axis, the player posture is a combined action;
s144i, if the configuration data is not that the intelligent wearable device is worn by the left hand of the player, judging whether the second area to be judged is gradually increased from the origin coordinate along the Z axis to a corresponding threshold value in a preset action library;
s144j, if the second area to be determined gradually increases from the origin coordinate along the Z axis to a corresponding threshold value in a preset action library, the posture of the player is that the right hand inclines and rises;
s144k, if the second area to be determined does not gradually increase from the origin coordinate to the corresponding threshold in the preset action library along the Z axis, determining whether the third determination area gradually increases from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold in the preset action library;
s144l, if the third judgment area is gradually increased from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, the player posture is that the left hand vertically swings up and down;
if the third determination area does not gradually increase from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold in the preset operation library, the step S144f is executed.
The left hand is obliquely lifted, namely the player wears a left hand, the first judgment area continuous data track with the round-corner section calculated as Panel1 is identified as left-hand right direction displacement, at the moment, the numerical values from the origin coordinates (0, 0, 0) to (X, 0, 0) are continuously changed, and the combination is identified as left-hand oblique lifting; the right-hand oblique lifting is that the player wears the game as the right hand, the continuous data track of the second determination area with the fillet section calculated as Panel2 is identified as right-hand left-direction displacement, the values of the original coordinates (0, 0, 0) to (0, 0, Z) are continuously changed at the moment, the combination is identified as right-hand oblique lifting, the two player postures are identified as defense in the algorithm calculation result, and as shown in FIG. 4, the continuous avoidance attack effect and the identification result are added in the game effect, and the posture of the control role is displayed.
The left hand vertically swings up and down, namely the player wears the left hand, the third judgment area continuous data track with the rounded section calculated as Panel3 is identified as the left hand vertical up and down displacement, at the moment, the numerical values continuously change from the original point coordinates (0, 0, 0) to (0, Z, Y), and the combination is identified as the left hand vertically swings up and down; the left hand vertical up-down swing is identified as the left hand vertical up-down swing through the combination of the third judgment area continuous data track with the right hand vertical up-down swing, namely the player wears the right hand, the round corner section is calculated as Panel3, the left hand vertical up-down direction displacement is identified as the left hand vertical up-down direction displacement, the numerical values continuously change from the original point coordinate (0, 0, 0) to the numerical value (0, Z, Y), the two player postures are identified as the attack in the algorithm calculation result, and the effects of continuous attack, violent attack and the like are identified through the acceleration continuous data result.
In addition, whether the left hand is downwards vertically flapped and the right hand is downwards vertically flapped corresponding to the front attack posture or whether the left hand is downwards 45 degrees obliquely flapped and the right hand is downwards 45 degrees obliquely flapped and the left hand is downwards 45 degrees obliquely flapped and the right hand is downwards corresponding to the side attack posture can be determined by matching with the acceleration data acquired by the sensor and the identification process; or the left hand of the fist-hooking attack gesture recognition is swung vertically upwards, and the right hand is swung vertically upwards.
In addition, the posture of the player swinging back and forth is identified as a continuous light effect in the algorithm calculation result, magic is carried out on the attacking object, the magic is light and shadow effect expression in the game attacking process, the specific implementation method is that the player swings back and forth horizontally, the original point coordinates (0, 0 and 0) have continuous data track changes in the directions of the section Panel1 corresponding to the first judgment area and the section Panel2 corresponding to the second judgment area respectively, and the light and shadow effect of the attacking magic is released by triggering the value of the light and shadow effect of the magic.
In addition, the player posture corresponding to the combined attack effect is a combination of horizontal back-and-forth swing and left hand/right hand vertical up-and-down swing, and is identified as the acceleration data acquired by the magic attack effect matched with the sensor and the identification process, so that whether the left hand horizontal swing and the right hand horizontal swing of the horizontal killing attack gesture identification or the left hand turning and the right hand turning of the attack special effect can be determined.
And S145, determining a recognition result according to the posture of the player.
In the present embodiment, the recognition result refers to an in-game action corresponding to the player posture.
Specifically, the step S150 includes:
when the posture of the player is that the left hand inclines and rises and the right hand inclines and rises, the recognition result is a defense action;
when the player posture is that the left hand vertically swings up and down and the right hand vertically swings up and down, the identification result is continuous attack and attack action;
when the posture of the player swings back and forth, the recognition result is a continuous light effect;
and when the player posture is a combined action, the recognition result is a magic attack.
And S146, generating a corresponding game effect according to the identification result, and sending the game effect to the terminal for displaying.
And displaying the game effect corresponding to the recognition result on the terminal, so that the purpose of playing the motion sensing game can be achieved.
The action signals of the players are detected through the sensors, the fillet area is calculated according to the detection data, the threshold values corresponding to the preset action libraries corresponding to different players are compared, the postures of the players are determined, the recognition results are determined according to the postures of the players, the corresponding effects of the recognition results can be displayed at the terminal, the gestures in the preset action libraries are simple and easy, the players can learn conveniently, the sensors are adopted to acquire the detection signals, the recognition accuracy can be improved, the gestures in the preset action libraries are simple and easy, the learning period of the players to the gestures can be simplified, and the experience of the players is enhanced.
S150, if the fighting mode is not the single-person single-machine fighting mode, generating fighting room information according to the information of the player corresponding to the terminal;
s160, broadcasting the player information and the battle room information to acquire joining request information from another terminal;
s170, detecting signals of the intelligent wearable equipment worn by the players corresponding to the two terminals are obtained, real-time game effects are generated according to the detecting signals, and the game effects are sent to the terminals to be displayed.
The step S170 is similar to the step S140, and is not described herein again.
According to the terminal game interaction method, different combat rooms and opponents are generated according to different combat modes by setting different game combat modes, different content broadcasting is carried out according to the different combat modes, the player can select the corresponding combat mode according to actual requirements, various game interaction modes are achieved, the requirements of different players are met, the use of the player is facilitated, and the experience of the player is improved.
Fig. 3 is a flowchart illustrating a terminal game interaction method according to another embodiment of the present invention. As shown in fig. 3, the terminal game interaction method of the present embodiment includes steps S210 to S290. Steps S210 to S260 are similar to steps S110 to S160 in the above embodiment, and step S280 is similar to step S170 in the above embodiment, and are not repeated herein. The steps S270 and S290 added in the present embodiment will be described in detail below.
S270, judging whether the fighting mode is a double fighting mode;
s280, if the fighting mode is a double-player fighting mode, acquiring detection signals of intelligent wearable equipment worn by players corresponding to the two terminals, generating a real-time game effect according to the detection signals, and sending the game effect to the terminals for display;
and S290, if the fighting mode is not a double-player fighting mode, acquiring detection signals of the intelligent wearable devices worn by players corresponding to the two terminals, generating a real-time game effect by matching the fighting effect of the opponents of the machine according to the detection signals, and sending the game effect to the terminals for display.
Based on double fight mode, player 1 wears intelligent wearing equipment 1 promptly, player 2 wears intelligent wearing equipment 2, the player of arbitrary one intelligent wearing equipment connection terminal all can initiate the fight as the terminal game host computer of double fight this moment, establish the fight room and issue the intelligent wearing equipment of fight room information to the host computer end through the bluetooth, the information of certain recreation fight is received to the intelligent wearing equipment of host computer end, there is mainly the both sides role of fight, the strength of a war, intelligent wearing equipment can broadcast to the intelligent wearing equipment of another player near in step during the player data, another player intelligent wearing equipment is broadcast to host computer end player game end after receiving fight information and is added the recreation wish, the terminal is through adding the request, realize that two intelligent wearing equipment connect. In the double-player fighting mode, players can select game roles respectively to develop fighting. The intelligent wearable device captures gesture vector data of players through the sensor to fight, the vector data of the intelligent wearable devices of the two players are processed, three-axis acceleration values of the two players are combined into two different acceleration vectors which are mapped to game roles controlled by the players, peak-valley values are generated at intervals when the two players continuously swing the intelligent wearable device, whether the acceleration vectors respectively pass through peaks or valleys is judged according to the lengths and the directions of the two different acceleration vectors, the frequency and the strength of hitting opponents by the players in the fighting process are calculated in real time through peak calculation and threshold decision of the two players, the progress and the result of fighting are recorded, and the operation of double fighting is realized.
Many people multimachine fight mode needs terminal game host computer to initiate the fight, establish the fight room and issue the intelligent wearing equipment of host computer end to fight room information through the bluetooth, the mode that the other party's recreation was added is host computer side intelligent wearing equipment broadcast fight information, intelligence wearing equipment suggestion near fight information when the other party receives the information of broadcast, the player confirms that the request adds the fight, two roles cooperation and machine fight for attack, two roles of defense are respectively for the double man-machine fight player role. The two-player man-machine battle can give consideration to the attack of the player on the machine and simultaneously can have another player to defend. The player wears the intelligent wearable device to carry out attack mode, the principle is the same as the principle of the first two fight modes, the defense of the player of the party is matched, the realization principle is a parameter comparison and judgment method, namely, two values are set for the acceleration of the sensor, one value is a horizontal direction value, and the acceleration is increased when the player lifts the hand; when the hand is folded, the acceleration is reduced, one is a vertical direction value, when the hand is lifted, the gravity center is upward, and the acceleration is positively increased; when the player takes down the game, the gravity center moves downwards, the acceleration is reversely reduced, the two numerical values are combined in the data fed back by the sensor by utilizing the principle to be compared, the player is judged to lift the hand to the horizontal direction, the player is identified as a defense value, and the role controlled by the player in the game can take up the defense prop, so that the victory and the fun of the game are obtained.
Fig. 4 is a schematic block diagram of a terminal game interaction device 300 according to an embodiment of the present invention. As shown in fig. 4, the present invention also provides a terminal game interaction apparatus 300 corresponding to the above terminal game interaction method. The terminal game interaction device 300 includes means for performing the above terminal game interaction method, and may be configured in a desktop computer, a tablet computer, a portable computer, or the like. Specifically, referring to fig. 4, the terminal game interaction apparatus 300 includes a mode acquisition unit 301, a first judgment unit 302, a first generation unit 303, a first game display unit 304, a second generation unit 305, a broadcast unit 306, and a second game display unit 309.
A mode acquisition unit 301 for acquiring a fight mode from a terminal; a first judgment unit 302, configured to judge whether the fight mode is a single-person single-machine fight mode; a first generation unit 303 configured to generate a battle room and a machine opponent based on player information corresponding to a terminal if the battle mode is a single-player battle mode; the first game display unit 304 is configured to acquire a detection signal of the intelligent wearable device worn by the player, generate a real-time game effect according to the detection signal, and send the game effect to a terminal for display; a second generation unit 305 for generating battle room information from the terminal-corresponding player information if the battle mode is not the single-player battle mode; a broadcasting unit 306 for broadcasting the player information and the battle room information to acquire joining request information from another terminal; and the second game display unit 309 is configured to acquire detection signals of the intelligent wearable devices worn by the players corresponding to the two terminals, generate a real-time game effect according to the detection signals, and send the game effect to the terminals for display.
In one embodiment, the first generating unit 303 includes an information calling subunit, a parameter calling subunit, and a machine-opponent generating subunit.
The information calling subunit is used for calling the player information corresponding to the terminal; the parameter calling subunit is used for acquiring the room information selected by the terminal and calling corresponding parameters according to the room information to generate fighting roles and fighting scenes to form a fighting room; and the machine opponent generating subunit is used for generating the machine opponents with the equivalent grades according to the player information.
In one embodiment, the first game display unit 304 includes a configuration data acquiring subunit, a detection data acquiring subunit, a calculating subunit, a posture determining subunit, a recognition result determining subunit, and an effect generating subunit.
The configuration data acquisition subunit is used for acquiring configuration data of the intelligent wearable device worn by the player; the detection data acquisition subunit is used for acquiring detection signals of sensors of the intelligent wearable device worn on the hands of the player to obtain detection data, wherein the detection data comprise three-dimensional coordinate origin points and three-dimensional coordinate data detected by a plurality of continuous and stable sensors; the calculation subunit is used for performing fillet calculation according to the detection data to obtain a calculation result; the posture determining subunit is used for comparing the detection data, the recognition result and the configuration data with a threshold corresponding to a preset action library to determine the posture of the player; a recognition result determination subunit operable to determine a recognition result from the player posture; and the effect generating subunit is used for generating a corresponding game effect according to the identification result so as to send the game effect to the terminal for displaying.
In an embodiment, the calculation subunit includes a section determination module, an area calculation module, a peak calculation module, and an integration module.
The section determining module is used for determining a fillet section according to the three-dimensional coordinate data; the area calculation module is used for calculating the area of the section of the fillet so as to obtain the area to be judged; the peak value calculating module is used for calculating the wave crest and the wave trough of the three-dimensional coordinate data to obtain a peak value; and the integration module is used for integrating the area to be judged and the peak value to obtain a calculation result.
In one embodiment, the attitude determination subunit includes a configuration data determination module, a first determination module, a second determination module, a third determination module, a fourth determination module, and a fifth determination module.
The configuration data judging module is used for judging whether the configuration data is that the player wears the intelligent wearing equipment by the left hand; the first judging module is used for judging whether the first area to be judged is gradually increased from the origin coordinate to a corresponding threshold value in a preset action library along the X axis if the configuration data is that the intelligent wearable device is worn by the left hand of the player; if the first area to be determined gradually increases from the origin coordinate along the X axis to a corresponding threshold value in a preset action library, the player posture is left-handed inclined and lifted; the second judging module is used for judging whether the third judging area is gradually increased from the origin coordinate to a region formed by the Z axis and the Y axis to a corresponding threshold value in a preset action library or not if the first area to be judged is not gradually increased from the origin coordinate to the corresponding threshold value in the preset action library along the X axis; if the third judgment area is gradually increased from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, the player posture is that the left hand vertically swings up and down; the third judging module is used for judging whether the origin coordinates move to the section formed by the X axis and the Y axis and the section formed by the X axis and the Z axis if the third judging area does not gradually increase to the corresponding threshold value in the preset action library from the origin coordinates to the area formed by the Z axis and the Y axis; if the origin coordinate moves to the section formed by the X-axis Y-axis and the section formed by the X-axis Z-axis, the player posture swings back and forth; if the origin coordinate does not move to the section formed by the X-axis Y-axis and the section formed by the X-axis Z-axis, the player posture is a combined action; the fourth judging module is used for judging whether the second area to be judged is gradually increased from the origin coordinate to a corresponding threshold value in a preset action library along the Z axis if the configuration data is not that the intelligent wearable device is worn by the left hand of the player; if the second area to be determined gradually increases from the origin coordinate along the Z axis to a corresponding threshold value in a preset action library, the posture of the player is that the right hand inclines and rises; the fifth judging module is used for judging whether the third judging area is gradually increased from the origin coordinate to a region formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library or not if the second area to be judged is not gradually increased from the origin coordinate to the corresponding threshold value in the preset action library along the Z axis; if the third judgment area is gradually increased from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, the player posture is that the left hand vertically swings up and down; and if the third judgment area does not gradually increase from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, executing the judgment whether the origin coordinate moves to the section formed by the X axis and the Y axis and the section formed by the X axis and the Z axis.
In an embodiment, the recognition result determining subunit is configured to determine that the recognition result is a defensive action when the player posture is left-hand tilt and lift and right-hand tilt and lift; when the player posture is that the left hand vertically swings up and down and the right hand vertically swings up and down, the identification result is continuous attack and attack action; when the posture of the player swings back and forth, the recognition result is a continuous light effect; and when the player posture is a combined action, the recognition result is a magic attack.
Fig. 5 is a schematic block diagram of a terminal game interaction device 300 according to another embodiment of the present invention. As shown in fig. 5, the terminal game interaction device 300 of the present embodiment is the above-mentioned embodiment, and is added with a double match judgment unit 307 and a third game display unit 308.
A double fight determination unit 307 for determining whether the fight mode is a double fight mode; if the fighting mode is a double-player fighting mode, entering the mode of acquiring detection signals of intelligent wearable equipment worn by players corresponding to the two terminals, generating a real-time game effect according to the detection signals, and sending the game effect to the terminals for display; and the third game display unit 308 is configured to, if the fighting mode is not the two-player fighting mode, acquire detection signals of the intelligent wearable devices worn by the players corresponding to the two terminals, generate a real-time game effect according to the detection signals and the fighting effect of the opponent of the machine, and send the game effect to the terminals for display.
It should be noted that, as can be clearly understood by those skilled in the art, the specific implementation processes of the terminal game interaction device 300 and each unit may refer to the corresponding descriptions in the foregoing method embodiments, and for convenience and brevity of description, no further description is provided herein.
The terminal game interaction apparatus 300 may be implemented in the form of a computer program that can be run on a computer device as shown in fig. 6.
Referring to fig. 6, fig. 6 is a schematic block diagram of a computer device according to an embodiment of the present application. The computer device 500 may be a terminal, wherein the terminal may be an electronic device with a communication function, such as a smart phone, a tablet computer, a notebook computer, a desktop computer, and a personal digital assistant.
Referring to fig. 6, the computer device 500 includes a processor 502, memory, and a network interface 505 connected by a system bus 501, where the memory may include a non-volatile storage medium 503 and an internal memory 504.
The non-volatile storage medium 503 may store an operating system 5031 and a computer program 5032. The computer programs 5032 comprise program instructions that, when executed, cause the processor 502 to perform a terminal game interaction method.
The processor 502 is used to provide computing and control capabilities to support the operation of the overall computer device 500.
The internal memory 504 provides an environment for the execution of the computer program 5032 in the non-volatile storage medium 503, and when the computer program 5032 is executed by the processor 502, the processor 502 can be enabled to execute a terminal game interaction method.
The network interface 505 is used for network communication with other devices. Those skilled in the art will appreciate that the configuration shown in fig. 6 is a block diagram of only a portion of the configuration associated with the present application and does not constitute a limitation of the computer device 500 to which the present application may be applied, and that a particular computer device 500 may include more or less components than those shown, or may combine certain components, or have a different arrangement of components.
Wherein the processor 502 is configured to run the computer program 5032 stored in the memory to implement the following steps:
acquiring a fighting mode from a terminal; judging whether the fighting mode is a single-person single-machine fighting mode; if the fighting mode is a single-person single-machine fighting mode, generating a fighting room and a machine opponent according to player information corresponding to the terminal; acquiring a detection signal of the intelligent wearable device worn by the player, generating a real-time game effect according to the detection signal, and sending the game effect to a terminal for display; if the fighting mode is not the single-person single-machine fighting mode, generating fighting room information according to the player information corresponding to the terminal; broadcasting the player information and the battle room information to acquire joining request information from another terminal; the method comprises the steps of obtaining detection signals of intelligent wearable equipment worn by players corresponding to two terminals, generating a real-time game effect according to the detection signals, and sending the game effect to the terminals for display.
Wherein the player information includes a player's character, a combat value, a battle prop, and a battle record.
In an embodiment, when the processor 502 implements the step of generating the battle room and the opponent according to the player information corresponding to the terminal, the following steps are specifically implemented:
calling player information corresponding to the terminal; acquiring room information selected from a terminal, and calling corresponding parameters according to the room information to generate fighting roles and fighting scenes to form a fighting room; and generating machine opponents with equivalent grades according to the player information.
In an embodiment, when the processor 502 implements the steps of acquiring the detection signal of the intelligent wearable device worn by the player, generating a real-time game effect according to the detection signal, and sending the game effect to the terminal for display, the following steps are specifically implemented:
acquiring configuration data of intelligent wearable equipment worn by a player; acquiring detection signals of sensors of intelligent wearable equipment worn on hands of a player to obtain detection data, wherein the detection data comprises three-dimensional coordinate origins and three-dimensional coordinate data detected by a plurality of continuous and stable sensors; performing fillet calculation according to the detection data to obtain a calculation result; comparing the detection data, the recognition result and the configuration data with a threshold corresponding to a preset action library to determine the posture of the player; determining a recognition result according to the posture of the player; and generating a corresponding game effect according to the identification result so as to send the game effect to the terminal for display.
In an embodiment, before the processor 502 obtains the detection signals of the intelligent wearable devices worn by the players corresponding to the two terminals, generates a real-time game effect according to the detection signals, and sends the game effect to the terminal, the following steps are further implemented:
judging whether the fighting mode is a double fighting mode; if the fighting mode is a double-player fighting mode, entering the mode of acquiring detection signals of intelligent wearable equipment worn by players corresponding to the two terminals, generating a real-time game effect according to the detection signals, and sending the game effect to the terminals for display; and if the fighting mode is not a double fighting mode, acquiring detection signals of the intelligent wearable equipment worn by players corresponding to the two terminals, generating a real-time game effect by matching the fighting effect of the opponents of the machine according to the detection signals, and sending the game effect to the terminals for display.
In an embodiment, when the processor 502 implements the step of performing the fillet calculation according to the detection data to obtain the calculation result, the following steps are specifically implemented:
determining a fillet section according to the three-dimensional coordinate data; calculating the area of the section of the fillet to obtain the area to be judged; calculating the wave crest and the wave trough of the three-dimensional coordinate data to obtain a peak value; and integrating the area to be determined and the peak value to obtain a calculation result.
In an embodiment, when the step of determining the posture of the player by comparing the detection data, the recognition result, and the configuration data with the threshold corresponding to the preset action library is implemented by the processor 502, the following steps are specifically implemented:
judging whether the configuration data is that the player wears the intelligent wearable device by the left hand; if the configuration data is that the intelligent wearable device is worn by the left hand of the player, judging whether the first area to be judged is gradually increased from the origin coordinate along the X axis to a corresponding threshold value in a preset action library; if the first area to be determined gradually increases from the origin coordinate along the X axis to a corresponding threshold value in a preset action library, the player posture is left-handed inclined and lifted; if the first area to be judged is not gradually increased from the origin coordinate to the corresponding threshold in the preset action library along the X axis, judging whether the third area to be judged is gradually increased from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold in the preset action library; if the third judgment area is gradually increased from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, the player posture is that the left hand vertically swings up and down; if the third judgment area is not gradually increased from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, judging whether the origin coordinate moves to the section formed by the X axis and the Y axis and the section formed by the X axis and the Z axis; if the origin coordinate moves to the section formed by the X-axis Y-axis and the section formed by the X-axis Z-axis, the player posture swings back and forth; if the origin coordinate does not move to the section formed by the X-axis Y-axis and the section formed by the X-axis Z-axis, the player posture is a combined action; if the configuration data is not that the player wears the intelligent wearable device by the left hand, judging whether the second area to be judged is gradually increased from the origin coordinate along the Z axis to a corresponding threshold value in a preset action library; if the second area to be determined gradually increases from the origin coordinate along the Z axis to a corresponding threshold value in a preset action library, the posture of the player is that the right hand inclines and rises; if the second area to be judged is not gradually increased from the origin coordinate to the corresponding threshold value in the preset action library along the Z axis, judging whether the third area to be judged is gradually increased from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library; if the third judgment area is gradually increased from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, the player posture is that the left hand vertically swings up and down; and if the third judgment area does not gradually increase from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, executing the judgment whether the origin coordinate moves to the section formed by the X axis and the Y axis and the section formed by the X axis and the Z axis.
It should be understood that, in the embodiment of the present Application, the Processor 502 may be a Central Processing Unit (CPU), and the Processor 502 may also be other general-purpose processors, Digital Signal Processors (DSPs), Application Specific Integrated Circuits (ASICs), Field-Programmable Gate arrays (FPGAs) or other Programmable logic devices, discrete Gate or transistor logic devices, discrete hardware components, and the like. Wherein a general purpose processor may be a microprocessor or the processor may be any conventional processor or the like.
It will be understood by those skilled in the art that all or part of the flow of the method implementing the above embodiments may be implemented by a computer program instructing associated hardware. The computer program includes program instructions, and the computer program may be stored in a storage medium, which is a computer-readable storage medium. The program instructions are executed by at least one processor in the computer system to implement the flow steps of the embodiments of the method described above.
Accordingly, the present invention also provides a storage medium. The storage medium may be a computer-readable storage medium. The storage medium stores a computer program, wherein the computer program, when executed by a processor, causes the processor to perform the steps of:
acquiring a fighting mode from a terminal; judging whether the fighting mode is a single-person single-machine fighting mode; if the fighting mode is a single-person single-machine fighting mode, generating a fighting room and a machine opponent according to player information corresponding to the terminal; acquiring a detection signal of the intelligent wearable device worn by the player, generating a real-time game effect according to the detection signal, and sending the game effect to a terminal for display; if the fighting mode is not the single-person single-machine fighting mode, generating fighting room information according to the player information corresponding to the terminal; broadcasting the player information and the battle room information to acquire joining request information from another terminal; the method comprises the steps of obtaining detection signals of intelligent wearable equipment worn by players corresponding to two terminals, generating a real-time game effect according to the detection signals, and sending the game effect to the terminals for display.
Wherein the player information includes a player's character, a combat value, a battle prop, and a battle record.
In an embodiment, when the processor executes the computer program to realize the step of generating the battle room and the machine opponent according to the player information corresponding to the terminal, the processor specifically realizes the following steps:
calling player information corresponding to the terminal; acquiring room information selected from a terminal, and calling corresponding parameters according to the room information to generate fighting roles and fighting scenes to form a fighting room; and generating machine opponents with equivalent grades according to the player information.
In an embodiment, when the processor executes the computer program to achieve the steps of acquiring a detection signal of the intelligent wearable device worn by the player, generating a real-time game effect according to the detection signal, and sending the game effect to the terminal for display, the following steps are specifically implemented:
acquiring configuration data of intelligent wearable equipment worn by a player; acquiring detection signals of sensors of intelligent wearable equipment worn on hands of a player to obtain detection data, wherein the detection data comprises three-dimensional coordinate origins and three-dimensional coordinate data detected by a plurality of continuous and stable sensors; performing fillet calculation according to the detection data to obtain a calculation result; comparing the detection data, the recognition result and the configuration data with a threshold corresponding to a preset action library to determine the posture of the player; determining a recognition result according to the posture of the player; and generating a corresponding game effect according to the identification result so as to send the game effect to the terminal for display.
In an embodiment, before the processor executes the computer program to obtain detection signals of the intelligent wearable devices worn by the players corresponding to the two terminals, generate a real-time game effect according to the detection signals, and send the game effect to the terminal display step, the processor further performs the following steps:
judging whether the fighting mode is a double fighting mode; if the fighting mode is a double-player fighting mode, entering the mode of acquiring detection signals of intelligent wearable equipment worn by players corresponding to the two terminals, generating a real-time game effect according to the detection signals, and sending the game effect to the terminals for display; and if the fighting mode is not a double fighting mode, acquiring detection signals of the intelligent wearable equipment worn by players corresponding to the two terminals, generating a real-time game effect by matching the fighting effect of the opponents of the machine according to the detection signals, and sending the game effect to the terminals for display.
In an embodiment, when the processor executes the computer program to implement the step of performing the fillet calculation according to the detection data to obtain the calculation result, the following steps are specifically implemented:
determining a fillet section according to the three-dimensional coordinate data; calculating the area of the section of the fillet to obtain the area to be judged; calculating the wave crest and the wave trough of the three-dimensional coordinate data to obtain a peak value; and integrating the area to be determined and the peak value to obtain a calculation result.
In an embodiment, when the processor executes the computer program to implement the step of determining the posture of the player by comparing the detection data, the recognition result, and the configuration data with the threshold corresponding to the preset action library, the following steps are specifically implemented:
judging whether the configuration data is that the player wears the intelligent wearable device by the left hand; if the configuration data is that the intelligent wearable device is worn by the left hand of the player, judging whether the first area to be judged is gradually increased from the origin coordinate along the X axis to a corresponding threshold value in a preset action library; if the first area to be determined gradually increases from the origin coordinate along the X axis to a corresponding threshold value in a preset action library, the player posture is left-handed inclined and lifted; if the first area to be judged is not gradually increased from the origin coordinate to the corresponding threshold in the preset action library along the X axis, judging whether the third area to be judged is gradually increased from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold in the preset action library; if the third judgment area is gradually increased from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, the player posture is that the left hand vertically swings up and down; if the third judgment area is not gradually increased from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, judging whether the origin coordinate moves to the section formed by the X axis and the Y axis and the section formed by the X axis and the Z axis; if the origin coordinate moves to the section formed by the X-axis Y-axis and the section formed by the X-axis Z-axis, the player posture swings back and forth; if the origin coordinate does not move to the section formed by the X-axis Y-axis and the section formed by the X-axis Z-axis, the player posture is a combined action; if the configuration data is not that the player wears the intelligent wearable device by the left hand, judging whether the second area to be judged is gradually increased from the origin coordinate along the Z axis to a corresponding threshold value in a preset action library; if the second area to be determined gradually increases from the origin coordinate along the Z axis to a corresponding threshold value in a preset action library, the posture of the player is that the right hand inclines and rises; if the second area to be judged is not gradually increased from the origin coordinate to the corresponding threshold value in the preset action library along the Z axis, judging whether the third area to be judged is gradually increased from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library; if the third judgment area is gradually increased from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, the player posture is that the left hand vertically swings up and down; and if the third judgment area does not gradually increase from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, executing the judgment whether the origin coordinate moves to the section formed by the X axis and the Y axis and the section formed by the X axis and the Z axis.
The storage medium may be a usb disk, a removable hard disk, a Read-Only Memory (ROM), a magnetic disk, or an optical disk, which can store various computer readable storage media.
Those of ordinary skill in the art will appreciate that the elements and algorithm steps of the examples described in connection with the embodiments disclosed herein may be embodied in electronic hardware, computer software, or combinations of both, and that the components and steps of the examples have been described in a functional general in the foregoing description for the purpose of illustrating clearly the interchangeability of hardware and software. Whether such functionality is implemented as hardware or software depends upon the particular application and design constraints imposed on the implementation. Skilled artisans may implement the described functionality in varying ways for each particular application, but such implementation decisions should not be interpreted as causing a departure from the scope of the present invention.
In the embodiments provided in the present invention, it should be understood that the disclosed apparatus and method may be implemented in other ways. For example, the above-described apparatus embodiments are merely illustrative. For example, the division of each unit is only one logic function division, and there may be another division manner in actual implementation. For example, various elements or components may be combined or may be integrated into another system, or some features may be omitted, or not implemented.
The steps in the method of the embodiment of the invention can be sequentially adjusted, combined and deleted according to actual needs. The units in the device of the embodiment of the invention can be merged, divided and deleted according to actual needs. 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, if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in a storage medium. Based on such understanding, the technical solution of the present invention essentially or partially contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes instructions for causing a computer device (which may be a personal computer, a terminal, or a network device) to execute all or part of the steps of the method according to the embodiments of the present invention.
While the invention has been described with reference to specific embodiments, the invention is not limited thereto, and various equivalent modifications and substitutions can be easily made by those skilled in the art within the technical scope of the invention. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.

Claims (10)

1. The terminal game interaction method is characterized by comprising the following steps:
acquiring a fighting mode from a terminal;
judging whether the fighting mode is a single-person single-machine fighting mode;
if the fighting mode is a single-person single-machine fighting mode, generating a fighting room and a machine opponent according to player information corresponding to the terminal;
acquiring a detection signal of the intelligent wearable device worn by the player, generating a real-time game effect according to the detection signal, and sending the game effect to a terminal for display;
if the fighting mode is not the single-person single-machine fighting mode, generating fighting room information according to the player information corresponding to the terminal;
broadcasting the player information and the battle room information to acquire joining request information from another terminal;
the method comprises the steps of obtaining detection signals of intelligent wearable equipment worn by players corresponding to two terminals, generating a real-time game effect according to the detection signals, and sending the game effect to the terminals for display.
2. The terminal game interaction method according to claim 1, wherein the generating of the battle room and the machine opponent based on the player information corresponding to the terminal includes:
calling player information corresponding to the terminal;
acquiring room information selected from a terminal, and calling corresponding parameters according to the room information to generate fighting roles and fighting scenes to form a fighting room;
and generating machine opponents with equivalent grades according to the player information.
3. The terminal game interaction method according to claim 2, wherein the acquiring a detection signal of the intelligent wearable device worn by the player, generating a real-time game effect according to the detection signal, and sending the game effect to the terminal for display comprises:
acquiring configuration data of intelligent wearable equipment worn by a player;
acquiring detection signals of sensors of intelligent wearable equipment worn on hands of a player to obtain detection data, wherein the detection data comprises three-dimensional coordinate origins and three-dimensional coordinate data detected by a plurality of continuous and stable sensors;
performing fillet calculation according to the detection data to obtain a calculation result;
comparing the detection data, the recognition result and the configuration data with a threshold corresponding to a preset action library to determine the posture of the player;
determining a recognition result according to the posture of the player;
and generating a corresponding game effect according to the identification result so as to send the game effect to the terminal for display.
4. A terminal game interaction method according to claim 1, wherein the player information includes a player's character, battle value, battle prop, and battle record.
5. The terminal game interaction method according to claim 1, wherein before acquiring detection signals of intelligent wearable devices worn by players corresponding to the two terminals, generating a real-time game effect according to the detection signals, and sending the game effect to the terminals for display, the method further comprises:
judging whether the fighting mode is a double fighting mode;
if the fighting mode is a double-player fighting mode, entering the mode of acquiring detection signals of intelligent wearable equipment worn by players corresponding to the two terminals, generating a real-time game effect according to the detection signals, and sending the game effect to the terminals for display;
and if the fighting mode is not a double fighting mode, acquiring detection signals of the intelligent wearable equipment worn by players corresponding to the two terminals, generating a real-time game effect by matching the fighting effect of the opponents of the machine according to the detection signals, and sending the game effect to the terminals for display.
6. The terminal game interaction method according to claim 3, wherein the performing fillet calculation according to the detection data to obtain a calculation result comprises:
determining a fillet section according to the three-dimensional coordinate data;
calculating the area of the section of the fillet to obtain the area to be judged;
calculating the wave crest and the wave trough of the three-dimensional coordinate data to obtain a peak value;
and integrating the area to be determined and the peak value to obtain a calculation result.
7. The terminal game interaction method of claim 3, wherein the determining the posture of the player by comparing the detection data, the recognition result and the configuration data with a threshold corresponding to a preset action library comprises:
judging whether the configuration data is that the player wears the intelligent wearable device by the left hand;
if the configuration data is that the intelligent wearable device is worn by the left hand of the player, judging whether the first area to be judged is gradually increased from the origin coordinate along the X axis to a corresponding threshold value in a preset action library;
if the first area to be determined gradually increases from the origin coordinate along the X axis to a corresponding threshold value in a preset action library, the player posture is left-handed inclined and lifted;
if the first area to be judged is not gradually increased from the origin coordinate to the corresponding threshold in the preset action library along the X axis, judging whether the third area to be judged is gradually increased from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold in the preset action library;
if the third judgment area is gradually increased from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, the player posture is that the left hand vertically swings up and down;
if the third judgment area is not gradually increased from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, judging whether the origin coordinate moves to the section formed by the X axis and the Y axis and the section formed by the X axis and the Z axis;
if the origin coordinate moves to the section formed by the X-axis Y-axis and the section formed by the X-axis Z-axis, the player posture swings back and forth;
if the origin coordinate does not move to the section formed by the X-axis Y-axis and the section formed by the X-axis Z-axis, the player posture is a combined action;
if the configuration data is not that the player wears the intelligent wearable device by the left hand, judging whether the second area to be judged is gradually increased from the origin coordinate along the Z axis to a corresponding threshold value in a preset action library;
if the second area to be determined gradually increases from the origin coordinate along the Z axis to a corresponding threshold value in a preset action library, the posture of the player is that the right hand inclines and rises;
if the second area to be judged is not gradually increased from the origin coordinate to the corresponding threshold value in the preset action library along the Z axis, judging whether the third area to be judged is gradually increased from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library;
if the third judgment area is gradually increased from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, the player posture is that the left hand vertically swings up and down;
and if the third judgment area does not gradually increase from the origin coordinate to the area formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, executing the judgment whether the origin coordinate moves to the section formed by the X axis and the Y axis and the section formed by the X axis and the Z axis.
8. Terminal game interaction device, characterized by, includes:
a mode acquisition unit for acquiring a fighting mode from a terminal;
the first judgment unit is used for judging whether the fighting mode is a single-person single-machine fighting mode;
a first generation unit, configured to generate a battle room and a machine opponent according to player information corresponding to a terminal if the battle mode is a single-player battle mode;
the first game display unit is used for acquiring a detection signal of the intelligent wearable device worn by the player, generating a real-time game effect according to the detection signal and sending the game effect to the terminal for display;
a second generation unit for generating the battle room information according to the terminal-corresponding player information if the battle mode is not the single-person single-machine battle mode;
a broadcasting unit for broadcasting the player information and the battle room information to acquire joining request information from another terminal;
and the second game display unit is used for acquiring detection signals of the intelligent wearable equipment worn by the players corresponding to the two terminals, generating a real-time game effect according to the detection signals and sending the game effect to the terminals for display.
9. A computer device, characterized in that the computer device comprises a memory, on which a computer program is stored, and a processor, which when executing the computer program implements the method according to any of claims 1 to 7.
10. A storage medium, characterized in that the storage medium stores a computer program which, when executed by a processor, implements the method according to any one of claims 1 to 7.
CN202010038957.0A 2020-01-14 2020-01-14 Terminal game interaction method and device, computer equipment and storage medium Active CN111258422B (en)

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