CN111258422B - 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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CN111258422B
CN111258422B CN202010038957.0A CN202010038957A CN111258422B CN 111258422 B CN111258422 B CN 111258422B CN 202010038957 A CN202010038957 A CN 202010038957A CN 111258422 B CN111258422 B CN 111258422B
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axis
player
fight
terminal
area
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CN111258422A (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)
  • General Engineering & Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Multimedia (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, a computer device and a storage medium, wherein the method comprises the steps of obtaining a fight mode from a terminal; judging whether the fight mode is a single-person stand-alone fight mode or not; if yes, generating a fight room and a robot opponent according to player information corresponding to the terminal; acquiring detection signals of intelligent wearing equipment worn by a player, generating real-time game effects according to the detection signals, and sending the game effects to a terminal for display; if not, generating fight room information according to the player information corresponding to the terminal; broadcasting player information and fight room information to obtain joining request information from another terminal; and acquiring detection signals of the intelligent wearable devices worn by the players corresponding to the two terminals, generating real-time game effects according to the detection signals, and sending the game effects to the terminals for display. The invention realizes a plurality of 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 (palm computer, personal Digital Assistant) and the like, wherein a stand-alone game takes the stand-alone game as a carrier, and the stand-alone game can be played without surfing the internet, so that people can play the stand-alone game at any time and any place, a short-time leisure mode is presented, and the stand-alone game is favored by players.
However, the conventional game interaction mode of the terminal is usually a man-machine interaction fight mode, the interaction mode is single, the requirements of different players cannot be met, and when the game is played again, the terminal is manually operated by the player to form actions, so that the mode is not very convenient for the player to use, and the experience of the player is reduced.
Therefore, a new method is needed to be designed, multiple 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.
Disclosure of Invention
The invention aims to overcome the defects of the prior art and provide a terminal game interaction method, a terminal game interaction device, computer equipment and a storage medium.
In order to achieve the above purpose, the present invention adopts the following technical scheme: the terminal game interaction method comprises the following steps:
acquiring a fight mode from a terminal;
judging whether the fight mode is a single stand-alone fight mode or not;
if the fight mode is a single stand-alone fight mode, generating a fight room and a robot opponent according to player information corresponding to the terminal;
acquiring detection signals of intelligent wearing equipment worn by the player, generating real-time game effects according to the detection signals, and sending the game effects to a terminal for display;
if the fight mode is not a single stand-alone fight mode, fight room information is generated according to the player information corresponding to the terminal;
broadcasting player information and fight room information to obtain joining request information from another terminal;
and acquiring detection signals of the intelligent wearable devices worn by the players corresponding to the two terminals, generating real-time game effects according to the detection signals, and sending the game effects to the terminals for display.
The further technical scheme is as follows: the generating the fight room and the robot opponent according to the player information corresponding to the terminal comprises:
calling player information corresponding to the terminal;
Acquiring room information selected by a terminal, and calling corresponding parameters according to the room information to generate a fight role and a fight scene to form a fight room;
and generating the robot opponents with equivalent grades according to the player information.
The further technical scheme is as follows: the method for obtaining the detection signal of the intelligent wearable device worn by the player, generating the real-time game effect according to the detection signal, and sending the game effect to a terminal for display comprises the following steps:
acquiring configuration data of wearing intelligent wearing equipment by a player;
acquiring detection signals of sensors of intelligent wearing equipment worn on hands of players to obtain detection data, wherein the detection data comprise three-dimensional coordinate origins and three-dimensional coordinate data detected by a plurality of continuous and stable sensors;
carrying out fillet calculation according to the detection data to obtain a calculation result;
comparing the detection data, the identification result and the configuration data with a threshold value corresponding to a preset action library to determine the gesture of the player;
determining a recognition result according to the player gesture;
and generating a corresponding game effect according to the identification result, and sending the game effect to a terminal for display.
The further technical scheme is as follows: the player information includes the player's character, combat value, combat prop, and combat record.
The further technical scheme is as follows: the method comprises the steps of obtaining detection signals of intelligent wearable devices worn by players corresponding to two terminals, generating real-time game effects according to the detection signals, and sending the game effects to the terminals for display, and further comprises the following steps:
judging whether the fight mode is a double fight mode or not;
if the fight mode is a double fight mode, entering into the process of acquiring detection signals of intelligent wearable equipment worn by players corresponding to the two terminals, generating real-time game effects according to the detection signals, and sending the game effects to the terminals for display;
if the fight mode is not the double fight mode, detecting signals of intelligent wearing equipment worn by players corresponding to the two terminals are obtained, real-time game effects are generated according to the detecting signals and the fight effects of the machine opponents, and the game effects are sent to the terminals to be displayed.
The further technical scheme is as follows: the calculating the rounded corners 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 fillet section 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 judged and the peak value to obtain a calculation result.
The further technical scheme is as follows: the comparing according to the detection data, the identification result and the configuration data with the threshold corresponding to the preset action library to determine the gesture of the player comprises:
judging whether the configuration data is that the player wears the intelligent wearable device by left hand;
if the configuration data is that the player wears the intelligent wearable device by left hand, 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 first area to be judged is gradually increased to a corresponding threshold value in a preset action library along the X axis from the origin coordinate, the gesture of the player is left-hand inclined lifting;
if the first area to be judged is not gradually increased to the corresponding threshold value in the preset action library along the X axis from the original point coordinate, judging whether the third judging area is gradually increased to the corresponding threshold value in the preset action library from the original point coordinate to the area formed by the Z axis and the Y axis;
if the third judging area gradually increases to a corresponding threshold value in a preset action library from the origin coordinate to a region formed by the Z axis and the Y axis, the gesture of the player is left-hand vertical up-and-down swing;
If the third judging area is not gradually increased from the original point coordinate to the region formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, judging whether the original point 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 and the Y axis and the section formed by the X axis and the Z axis, the gesture of the player swings back and forth;
if the origin coordinates do not 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, the gesture of the player is a combined action;
if the configuration data is not that the player wears the intelligent wearable device in the left hand, 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 second area to be determined is gradually increased from the origin coordinate to a corresponding threshold value in a preset action library along the Z axis, the gesture of the player is inclined and lifted by the right hand;
if the second area to be judged is not gradually increased from the original point coordinate to the corresponding threshold value in the preset action library along the Z axis, judging whether the third judging area is gradually increased from the original point 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 judging area gradually increases to a corresponding threshold value in a preset action library from the origin coordinate to a region formed by the Z axis and the Y axis, the gesture of the player is left-hand vertical up-and-down swing;
and if the third judging area is not gradually increased from the original point coordinate to the region formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, executing the judgment on whether the original point 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, which comprises:
a mode acquisition unit for acquiring a fight mode from the terminal;
a first judging unit for judging whether the fight mode is a single fight mode;
the first generation unit is used for generating a fight room and a robot opponent according to player information corresponding to the terminal if the fight mode is a single-person single-machine fight mode;
the first game display unit is used for acquiring detection signals of intelligent wearing equipment worn by the player, generating real-time game effects according to the detection signals, and sending the game effects to a terminal for display;
the second generation unit is used for generating fight room information according to the player information corresponding to the terminal if the fight mode is not a single-person stand-alone fight mode;
A broadcasting unit for broadcasting player information and combat 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 devices worn by the players corresponding to the two terminals, generating real-time game effects according to the detection signals, and sending the game effects to the terminals for display.
The invention also provides a computer device which comprises a memory and a processor, wherein the memory stores a computer program, and the processor realizes the method when executing the computer program.
The present invention also provides a storage medium storing a computer program which, when executed by a processor, performs the above-described method.
Compared with the prior art, the invention has the beneficial effects that: according to the invention, different game fight modes are set, different fight rooms and opponents are generated according to the different fight modes, different content broadcasting is carried out according to the different fight modes, and a player can select a corresponding fight mode according to actual requirements, so that a plurality of game interaction modes are realized, the requirements of different players are met, the use of the player is facilitated, and the experience of the player is improved.
The invention is further described below with reference to the drawings and specific embodiments.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings required for the description of the embodiments will be briefly described below, and it is obvious that the drawings in the following description are some embodiments of the present invention, and other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
Fig. 1 is a schematic view of an application scenario of a terminal game interaction method provided by 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 flowchart illustrating 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 device provided by an embodiment of the present invention;
FIG. 5 is a schematic block diagram of a terminal game interaction device according to another embodiment of the present invention;
fig. 6 is a schematic block diagram of a computer device according to an embodiment of the present invention.
Detailed Description
The following description of the embodiments of the present invention will be made clearly and fully with reference to the accompanying drawings, in which it is evident that the embodiments described are some, but not all embodiments of the invention. All other embodiments, which can be made by those skilled in the art based on the embodiments of the invention without making any inventive effort, are intended to be within the scope of the invention.
It should be understood that the terms "comprises" and "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 this specification 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 the present specification and the appended claims refers to any and all possible combinations of one or more of the associated listed items, and includes such combinations.
Referring to fig. 1 and fig. 2, fig. 1 is a schematic application scenario diagram 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 provided by an embodiment of the invention. The terminal game interaction method is applied to the terminal. The terminal can interact with the second terminal, can interact with the intelligent wearing equipment, realize playing the fight with the second terminal, can also fight with the robot opponent in the terminal, cooperate the sensor detection signal of the intelligent wearing equipment, realize real-time fight, multiple game interaction modes, satisfy the demands of different players, and be convenient for the player to use, promote the experience sense of player.
Fig. 2 is a flow chart of a terminal game interaction method provided by an embodiment of the invention. As shown in fig. 2, the method includes the following steps S110 to S170.
S110, acquiring a fight mode from the terminal.
In this embodiment, the fight mode refers to a game fight mode selected by a player at the time of starting a game, and includes a single fight mode, a two-player fight mode, a multi-player fight mode, and the like.
Before starting a game, the game selects different fight modes according to own requirements, can select a single fight mode which can be developed anytime and anywhere, can select a double fight mode which is jointly consulted with a friend, and can also select a multi-person and multi-machine fight mode which is jointly cooperated with the friend.
S120, judging whether the fight mode is a single fight mode.
In this embodiment, after the terminal selects the fight mode, the background may determine the fight mode, so that the background may perform corresponding opponent generation, fight room generation, fight mode, and the like.
And S130, if the fight mode is a single fight mode, generating a fight room and a robot opponent according to player information corresponding to the terminal.
In the present embodiment, the fight room refers to an area, a scene, or the like for game fight, and the machine opponent refers to an opponent corresponding to the player level corresponding to the terminal.
In one embodiment, the step S130 may include steps S131-S133.
S131, calling player information corresponding to the terminal.
In this embodiment, the player information includes the character, the combat value, the combat prop and the combat record of the player recorded in the background, when the player just starts playing the game, an account is created, the corresponding character, combat value, combat prop and combat record can be generated, and each time the player plays the game, the information is updated correspondingly, so as to match opponents suitable for the player, and to improve the experience of the player.
S132, acquiring room information selected by a terminal, and calling corresponding parameters according to the room information to generate a fight role and a fight scene to form a fight room;
s133, generating the robot opponents with the same level according to the player information.
The man-machine fight mode is that game fight is created in a game module of the terminal, when a player starts a game, a game system automatically introduces player head portraits, player nicknames and social level data of the player at the terminal, at this time, the player can select character figures according to preference, the game enters a game fight interface after selecting, the player selects fight rooms according to own preference, and the game system can call up fight characters and fight scenes according to the parameters which the player selects to enter, so as to generate game fight rooms. The system automatically generates a robot opponent corresponding to the combat character according to the level of the player, and the combat character robot opponent mainly comprises character images, combat values, combat props and combat records. The created fight mode is transmitted to the intelligent wearable device which establishes binding relation with the terminal through Bluetooth, and game connection is opened at the terminal to connect. After connection is completed, the permission of the intelligent wearable device is acquired by the mobile phone game, the intelligent wearable device controls and operates the terminal game, and the intelligent wearable device expands and fights.
S140, acquiring detection signals of intelligent wearable equipment worn by the player, generating real-time game effects according to the detection signals, and sending the game effects to a terminal for display.
The method comprises the steps that vector data of gestures of a player, such as X, Y, Z three-dimensional data, are captured through a sensor of the intelligent wearing equipment and transmitted to a terminal for playing through Bluetooth, the terminal synthesizes three-axis acceleration values into an acceleration vector algorithm to process and realize fight actions, the values are basically sinusoidal change rules when the player continuously flicks the intelligent wearing equipment, peak-valley values are generated at intervals, whether the length and the direction of the acceleration vector pass through the peak or the valley is judged, and the number of times and the force of the player striking an opponent are calculated in real time through peak calculation and threshold value decision of the acceleration, so that man-machine fight operation of the player is realized.
In one embodiment, the step S140 may include steps S141 to S146.
S141, acquiring configuration data of wearing the intelligent wearable device by the player.
In this embodiment, the configuration data includes information of the location where the player wears the smart wearable device and the player level.
Before the player enters the game, the player wears the game on the left and right hands to set prompts, and the setting value parameters of the player are written into the configuration table to form configuration data for subsequent identification, and the configuration data of the player can be displayed on the terminal in real time.
S142, 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 origins 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 a sensor in a smart wearable device worn on a player's hand, and is data for recognizing a player's posture.
S143, performing fillet calculation according to the detection data to obtain a calculation result.
In the present embodiment, the calculation results refer to areas of round cross sections in which continuous detection data are respectively combined into three two dimensions according to XYZ axes and peaks and valleys of the continuous detection data.
In one embodiment, the step S143 may include specific steps S1431-S1434.
S1431, determining a round-corner section according to the three-dimensional coordinate data.
The fillet radius is a track of one continuous point of numerical variation of two coordinate axes, when the continuous tracks are connected in series, the fillet radius is obtained, and the area of the rectangle of the section is calculated to represent the area of the section of the fillet and express the direction variation amplitude of the rectangle of the section. The three two-dimensional coordinate sets are respectively section Panel1 formed by X axis and Y axis; section Panel2 formed by X axis and Z axis; and a section Panel3 formed by a Z-axis and a Y-axis.
S1432, calculating the area of the round-corner section to obtain the area to be judged.
In this embodiment, the area to be determined is the section Panel1 formed by the X axis and the Y axis; section Panel2 formed by X axis and Z axis; the area corresponding to the section Panel3 formed by the Z axis and the Y axis.
In this embodiment, the area to be determined includes a first area to be determined of a cross section formed by an X-axis and a Y-axis, a second area to be determined of a cross section formed by an X-axis and a Z-axis, and a third area to be determined of a cross section formed by a Z-axis and a Y-axis.
S1433, calculating the wave crest and the wave trough of the three-dimensional coordinate data to obtain a peak value.
The peak value is determined in order to more accurately determine the corresponding direction.
S1434, integrating the area to be determined and the peak value to obtain a calculation result.
The first area to be determined of the Panel1 section is identified as rightward when the origin (0.0) coordinate is continuously increased to a threshold stop where the action in the preset action library is rightward, the second area to be determined of the Panel2 section is identified as leftward when the origin coordinate (0.0) is continuously increased to a threshold stop where the action in the preset action library is leftward, the second area to be determined of the Panel3 section is identified as downward when the origin coordinate (0.0) is continuously increased to a threshold stop where the action in the preset action library is downward, and the origin coordinate (0.0) is continuously increased to the X-axis to a threshold stop where the action in the preset action library is upward. The coordinate values of the correction parameters in the four directions are leftwards (0, Z), rightwards (0, Y, 0), upwards (X, 0) and downwards (0, Z, Y) respectively.
S144, comparing the detection data, the identification result and the configuration data with thresholds corresponding to a preset action library to determine the gesture of the player.
Specifically, the threshold value corresponding to the preset action library is formed by gesture action data which are recorded in advance and are adjusted in real time based on each action data of the player. The sensor has the limitation of hardware capability in real-time monitoring and real-time identification, and if the gravity sensor, the gyroscope sensor and the geomagnetic sensor are integrated on a chip based on the Bluetooth module, the problem of identification accuracy exists, so that the gesture is determined by calling a threshold value in a mode of calling a gesture library based on player data analysis and an identification algorithm.
Specifically, the coordinate continuous track comparison analysis method is characterized in that identification and feedback are carried out based on data comparison of each action of a player through action data of an action library which is input in advance, and the identification is accurately determined through data comparison training and historical records. The main actions of the action library are forward, backward, leftward, rightward, overturn, acceleration, deceleration and riot 8 simple and easy-to-remember gesture actions. The learning period of the gestures by the player can be simplified, the player can easily get on the hand, and the excellent somatosensory interesting experience can be achieved by a simple mode of mapping the gestures by the action, so that the experience feeling of the player is improved.
In the present embodiment, the player posture refers to an action posture that a player actually operates when playing a game.
In one embodiment, the step S144 may include steps S144 a-S144 l.
S144a, judging whether the configuration data is that the player wears the intelligent wearable device with the left hand;
s144b, if the configuration data is that the player wears the intelligent wearable device by left hand, 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;
s144c, if the first area to be determined is gradually increased from the origin coordinate to a corresponding threshold value in a preset action library along the X axis, the gesture of the player is left-hand inclined lifting;
s144d, if the first area to be determined is not gradually increased from the origin coordinate to the corresponding threshold value in the preset action library along the X axis, judging whether the third area to be determined 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;
s144e, if the third judging area gradually increases to a corresponding threshold value in a preset action library from the origin coordinate to a region formed by the Z axis and the Y axis, the gesture of the player is left-hand vertical up-and-down swing;
S144f, if the third judging area is not the area formed from the original point coordinate to the Z axis and the Y axis gradually increases to the corresponding threshold value in the preset action library, judging whether the original point 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 a section formed by an X axis and a Y axis and a section formed by an X axis and a Z axis, the gesture of the player swings back and forth;
s144h, if the origin coordinates do not 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, the gesture of the player is a combined action;
s144i, judging whether the second area to be judged is gradually increased from an origin coordinate to a corresponding threshold value in a preset action library along a Z axis if the configuration data is not that the player wears the intelligent wearing equipment in the left hand;
s144j, if the second area to be determined gradually increases from the origin coordinate to a corresponding threshold value in a preset action library along the Z axis, the gesture of the player is inclined and lifted by the right hand;
s144k, if the second area to be determined 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 determination 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;
S144l, if the third judging area gradually increases to a corresponding threshold value in a preset action library from the origin coordinate to a region formed by the Z axis and the Y axis, the gesture of the player is left-hand vertical up-and-down swing;
and if the third determination area does not gradually increase from the origin coordinate to the region formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, executing the step S144f.
The left-hand inclined lifting is worn as the left hand by a player, the first judging 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 original point coordinates (0, 0) to (X, 0) continuously change, and the combination is identified as the left-hand inclined lifting; the right-hand inclined lifting is worn as the right hand by a player, the second judging area continuous data track with the round-corner section calculated as Panel2 is identified as the right-hand left-direction displacement, at the moment, the numerical values from the original point coordinates (0, 0) to (0, Z) are continuously changed, the combination is identified as the right-hand inclined lifting, the gesture of the two players is identified as the defending at the algorithm calculation result, as shown in fig. 4, the continuous evasion attack action combined identification result is added in the game action, and the gesture of the control character is displayed.
The left hand swings vertically up and down, namely the player wears the left hand, the third judging area continuous data track with the round angle section calculated as Panel3 is identified as the left hand vertical up and down direction displacement, at this time, the values from the original point coordinates (0, 0) to (0, Z, Y) continuously change, and the combination is identified as the vertical up-and-down swing of the left hand; the right hand swings vertically up and down, namely the player wears the right hand, the third judging area continuous data track with the round angle section calculated as Panel3 is identified as the right hand vertical up and down direction displacement, at the moment, the numerical values from the original point coordinates (0, 0) to (0, Z, Y) change continuously, the combination is identified as the left hand swings vertically up and down, the gesture of the two players is identified as attack in the algorithm calculation result, and the effects such as continuous attack and sudden attack are identified through the acceleration continuous data result.
In addition, according to the acceleration data acquired by the sensor and the identification process, whether the left hand corresponding to the front attack gesture is vertically swung downwards and the right hand is vertically swung downwards or whether the left hand corresponding to the side attack gesture is obliquely swung downwards by 45 degrees or the right hand corresponding to the side attack gesture is obliquely swung downwards by 45 degrees can be determined; the left hand and the right hand of the hook boxing attack gesture recognition swing vertically upwards.
In addition, the gesture of the player swinging back and forth is identified as continuous light effect in the algorithm calculation result, the magic is implemented on the attack object, the magic refers to the light effect expression in the game attack process, and the specific implementation method is that the original point coordinates (0, 0) respectively have continuous data track changes towards the cross section Panel1 corresponding to the first judgment area and the cross section Panel2 corresponding to the second judgment area when the player swings back and forth horizontally, and the light effect of the attack magic is released by triggering the value of the magic light effect.
In addition, the player gesture 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 the combination is identified as the acceleration data obtained by a preset magic attack effect cooperation sensor in the game and the identification process, so that whether the player gesture is left hand horizontal swing and right hand horizontal swing or left hand turning and right hand turning of the attack special effect can be determined.
S145, determining a recognition result according to the player gesture.
In the present embodiment, the recognition result refers to an action in the game corresponding to the player posture.
Specifically, the step S150 includes:
when the gesture of the player is left-hand inclined lifting and right-hand inclined lifting, the recognition result is defensive action;
when the gesture of the player 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 riot action;
when the player gesture swings back and forth, the recognition result is continuous light effect;
when the player gesture 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 a terminal for display.
The game effect corresponding to the identification result is displayed on the terminal, so that the purpose of playing the somatosensory game can be achieved.
The method comprises the steps of detecting action signals of a player through a sensor, calculating the fillet area according to detection data, comparing according to thresholds corresponding to preset action libraries corresponding to different players to determine the gestures of the player, determining the recognition result according to the gestures of the player, displaying the effect corresponding to the recognition result on a terminal, enabling gestures in the preset action libraries to be simple and easy, facilitating learning of the player, enabling the detection signals to be obtained through the sensor, improving the recognition accuracy, enabling the gestures in the preset action libraries to be simple, simplifying learning periods of the gestures of the player, and enhancing experience of the player.
S150, if the fight mode is not a single fight mode, generating fight room information according to player information corresponding to the terminal;
s160, broadcasting player information and fight room information to acquire joining request information from another terminal;
s170, detecting signals of intelligent wearing equipment worn by 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.
Step S170 is similar to step S140, and will not be described here.
According to the terminal game interaction method, different game fight modes are set, different fight rooms and opponents are generated according to the different fight modes, different content broadcasting is carried out according to the different fight modes, and a player can select the corresponding fight modes according to actual requirements, so that various game interaction modes are realized, 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 of 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 will not be repeated here. Steps S270 and S290 added in the present embodiment are described in detail below.
S270, judging whether the fight mode is a double fight mode;
s280, if the fight mode is a double fight mode, detecting signals of intelligent wearing equipment worn by players corresponding to 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;
and S290, if the fight mode is not the double fight mode, acquiring detection signals of intelligent wearing equipment worn by players corresponding to the two terminals, generating real-time game effects according to the detection signals and matching fight effects of the robot opponents, and sending the game effects to the terminals for display.
Based on double fight mode, namely that the intelligent wearing equipment 1 is worn by the player 1 and the intelligent wearing equipment 2 is worn by the player 2, at the moment, the player of any intelligent wearing equipment connecting terminal can be used as a terminal game host for double fight to initiate fight, fight rooms are created and fight room information is issued to the intelligent wearing equipment at the host end through Bluetooth, when the intelligent wearing equipment at the host end receives information of certain game fight, the intelligent wearing equipment can synchronously broadcast to the intelligent wearing equipment of another player nearby when the characters of the fight parties, the fight force and the player information are mainly present, the intelligent wearing equipment of another player broadcasts a game wish to the player at the host end after receiving the fight information, and the terminal is connected with the double intelligent wearing equipment through a joining request. In the double fight mode, players can select game characters and expand fight. The intelligent wearing equipment captures gesture vector data of players through sensors to fight, vector data of the intelligent wearing equipment of two players are processed, triaxial acceleration values of the two players are synthesized into two different acceleration vectors and are mapped to game characters controlled by the players, peak-valley values are generated in interval time when the two players continuously swing the intelligent wearing equipment, whether the two players pass through peaks or valleys or not is judged according to the length and the direction of the two different acceleration vectors, the number of times and the strength of the players striking opponents in the fight process are calculated in real time through peak calculation and threshold decision of the two players, accordingly, the progress and the result of fight are recorded, and the operation of double fight is realized.
The multi-player multi-machine fight mode requires a terminal game host to initiate fight, a fight room is created, fight room information is issued to intelligent wearable equipment at a host end through Bluetooth, fight information is broadcast by the intelligent wearable equipment at the host end in a game joining mode, when the other party receives the broadcast information, the intelligent wearable equipment prompts nearby fight information, a player confirms that a request is made to join in fight, and the roles of a double-player fight player are respectively two role coordination of attack and defend and machine fight. The double man-machine fight can give consideration to the attack of the player on the machine and can also defend another player. The mode that the player wears the intelligent wearing equipment to attack is the same as the principle of the former two fight modes, and the defense of the partner player is realized by the parameter comparison judging method, namely, the acceleration of the sensor is given to be set to be two values, one value is a horizontal value, and the acceleration is increased when the player lifts hands; the acceleration is reduced when the hand is taken up, one is a vertical direction value, the gravity center is upward when the hand is lifted, and the acceleration is increased positively; when the hands are put down, the gravity center moves downwards, the acceleration is reversely reduced, the two values are combined in the data fed back by the sensor by utilizing the principle to compare, the situation that the player lifts the hands to the horizontal direction is judged, the hands are identified as defending values, and the character controlled by the player in the game can pick up the defending props at the moment, so that the winning and 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 device 300 corresponding to the above terminal game interaction method. The terminal game interaction device 300 includes a unit for performing the above-described terminal game interaction method, and may be configured in a desktop computer, a tablet computer, a portable computer, etc. Specifically, referring to fig. 4, the terminal game interaction device 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 judging unit 302, configured to judge whether the combat mode is a single-person stand-alone combat mode; a first generation unit 303, configured to generate a combat room and a robot opponent according to player information corresponding to a terminal if the combat mode is a single stand-alone combat mode; the first game display unit 304 is configured to obtain a detection signal of an 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, configured to generate, if the combat mode is not a single-person stand-alone combat mode, combat room information according to the terminal-corresponding player information; a broadcasting unit 306 for broadcasting player information and combat room information to acquire joining request information from another terminal; the second game display unit 309 is configured to obtain detection signals of the smart 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 sub-unit, a parameter calling sub-unit, and a robot hand generating sub-unit.
An information calling subunit, configured to call player information corresponding to the terminal; the parameter calling sub-unit is used for acquiring the room information selected by the terminal, and calling the corresponding parameters according to the room information to generate a fight role and a fight scene so as to form a fight room; and the robot opponent generating subunit is used for generating the robot opponent with the equivalent grade according to the player information.
In one embodiment, the first game display unit 304 includes a configuration data acquisition subunit, a detection data acquisition subunit, a calculation subunit, a gesture determination subunit, a recognition result determination subunit, and an effect generation subunit.
A configuration data acquisition subunit, configured to acquire configuration data of wearing the intelligent wearable device 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 origins and three-dimensional coordinate data detected by a plurality of continuous and stable sensors; the calculating subunit is used for carrying out round corner calculation according to the detection data so as to obtain a calculation result; the gesture determining subunit is used for comparing the detection data, the identification result and the configuration data with a threshold value corresponding to a preset action library so as to determine the gesture of the player; a recognition result determination subunit configured to determine a recognition result according to the player gesture; and the effect generation subunit is used for generating a corresponding game effect according to the identification result so as to be sent to a terminal for display.
In one embodiment, the computing subunit includes a cross-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 round corner section to obtain an area to be judged; the peak value calculation module is used for calculating the wave crest and the wave trough of the three-dimensional coordinate data so as to obtain a peak value; and the integration module is used for integrating the area to be determined and the peak value to obtain a calculation result.
In an embodiment, the gesture 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 wearable device by 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 wearing equipment is worn by the player in the left hand; if the first area to be judged is gradually increased to a corresponding threshold value in a preset action library along the X axis from the origin coordinate, the gesture of the player is left-hand inclined lifting; the second judging module is used for judging whether the third judging area is gradually increased to the corresponding threshold value in the preset action library from the original point coordinate to the region formed by the Z axis and the Y axis if the first area to be judged is not gradually increased to the corresponding threshold value in the preset action library from the original point coordinate along the X axis; if the third judging area gradually increases to a corresponding threshold value in a preset action library from the origin coordinate to a region formed by the Z axis and the Y axis, the gesture of the player is left-hand vertical up-and-down swing; the third judging module is used for judging whether the origin coordinate moves to a section formed by an X axis and a Y axis and a section formed by an X axis and a Z axis if the third judging area is not 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; 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 gesture of the player swings back and forth; if the origin coordinates do not 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, the gesture of the player is a combined action; a fourth judging module, configured to judge whether the second area to be judged gradually increases from an origin coordinate to a corresponding threshold value in a preset action library along a Z axis if the configuration data is not that the player wears the intelligent wearable device in the left hand; if the second area to be determined is gradually increased from the origin coordinate to a corresponding threshold value in a preset action library along the Z axis, the gesture of the player is inclined and lifted by the right hand; a fifth judging module, configured to judge whether the third judging area gradually increases from the origin coordinate to a region formed by the Z axis and the Y axis to a corresponding threshold in the preset action library if the second area to be judged does not gradually increase from the origin coordinate to the Z axis to the corresponding threshold in the preset action library; if the third judging area gradually increases to a corresponding threshold value in a preset action library from the origin coordinate to a region formed by the Z axis and the Y axis, the gesture of the player is left-hand vertical up-and-down swing; and if the third judging area is not gradually increased from the original point coordinate to the region formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, executing the judgment on whether the original point 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 gesture is a left-hand oblique lifting or a right-hand oblique lifting; when the gesture of the player 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 riot action; when the player gesture swings back and forth, the recognition result is continuous light effect; when the player gesture 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 formed by adding a double fight judgment unit 307 and a third game display unit 308 to the above-described embodiments.
A double fight judging unit 307 for judging whether the fight mode is a double fight mode; if the fight mode is a double fight mode, entering into the process of acquiring detection signals of intelligent wearable equipment worn by players corresponding to the two terminals, generating real-time game effects according to the detection signals, and sending the game effects to the terminals for display; and the third game display unit 308 is configured to obtain detection signals of the intelligent wearable devices worn by the players corresponding to the two terminals if the fight mode is not a double fight mode, generate a real-time game effect according to the detection signals in combination with the fight effect of the opponent of the machine, and send the game effect to the terminals for display.
It should be noted that, as those skilled in the art can clearly understand, the specific implementation process of the terminal game interaction device 300 and each unit may refer to the corresponding description in the foregoing method embodiment, and for convenience and brevity of description, the description is omitted here.
The terminal game interaction means 300 described above may be implemented in the form of a computer program which 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, where 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, a personal digital assistant, and the like.
With reference 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 program 5032 includes 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 a computer program 5032 in the non-volatile storage medium 503, which computer program 5032, when executed by the processor 502, causes the processor 502 to perform 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 architecture shown in fig. 6 is merely a block diagram of a portion of the architecture in connection with the present application and is not intended to limit the computer device 500 to which the present application is applied, and that a particular computer device 500 may include more or fewer components than shown, or may combine certain components, or have a different arrangement of components.
Wherein the processor 502 is configured to execute a computer program 5032 stored in a memory to implement the steps of:
acquiring a fight mode from a terminal; judging whether the fight mode is a single stand-alone fight mode or not; if the fight mode is a single stand-alone fight mode, generating a fight room and a robot opponent according to player information corresponding to the terminal; acquiring detection signals of intelligent wearing equipment worn by the player, generating real-time game effects according to the detection signals, and sending the game effects to a terminal for display; if the fight mode is not a single stand-alone fight mode, fight room information is generated according to the player information corresponding to the terminal; broadcasting player information and fight room information to obtain joining request information from another terminal; and acquiring detection signals of the intelligent wearable devices worn by the players corresponding to the two terminals, generating real-time game effects according to the detection signals, and sending the game effects to the terminals for display.
Wherein the player information includes a player's character, a combat value, a combat prop, and a combat record.
In an embodiment, when the step of generating the combat room and the opponent of the robot according to the player information corresponding to the terminal is implemented by the processor 502, the following steps are specifically implemented:
calling player information corresponding to the terminal; acquiring room information selected by a terminal, and calling corresponding parameters according to the room information to generate a fight role and a fight scene to form a fight room; and generating the robot opponents with equivalent grades according to the player information.
In an embodiment, when the processor 502 obtains the detection signal of the smart wearable device worn by the player, generates a real-time game effect according to the detection signal, and sends the game effect to the terminal display step, the following steps are specifically implemented:
acquiring configuration data of wearing intelligent wearing equipment by a player; acquiring detection signals of sensors of intelligent wearing equipment worn on hands of players to obtain detection data, wherein the detection data comprise three-dimensional coordinate origins and three-dimensional coordinate data detected by a plurality of continuous and stable sensors; carrying out fillet calculation according to the detection data to obtain a calculation result; comparing the detection data, the identification result and the configuration data with a threshold value corresponding to a preset action library to determine the gesture of the player; determining a recognition result according to the player gesture; and generating a corresponding game effect according to the identification result, and sending the game effect to a 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 the real-time game effect according to the detection signals, and sends the game effect to the terminal display step, the following steps are further implemented:
judging whether the fight mode is a double fight mode or not; if the fight mode is a double fight mode, entering into the process of acquiring detection signals of intelligent wearable equipment worn by players corresponding to the two terminals, generating real-time game effects according to the detection signals, and sending the game effects to the terminals for display; if the fight mode is not the double fight mode, detecting signals of intelligent wearing equipment worn by players corresponding to the two terminals are obtained, real-time game effects are generated according to the detecting signals and the fight effects of the machine opponents, and the game effects are sent to the terminals to be displayed.
In one embodiment, when the processor 502 performs 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 fillet section 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 judged and the peak value to obtain a calculation result.
In an embodiment, when the processor 502 performs the step of comparing the detected data, the identification result, and the configuration data with the threshold corresponding to the preset action library to determine the gesture of the player, the following steps are specifically implemented:
judging whether the configuration data is that the player wears the intelligent wearable device by left hand; if the configuration data is that the player wears the intelligent wearable device by left hand, 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 first area to be judged is gradually increased to a corresponding threshold value in a preset action library along the X axis from the origin coordinate, the gesture of the player is left-hand inclined lifting; if the first area to be judged is not gradually increased to the corresponding threshold value in the preset action library along the X axis from the original point coordinate, judging whether the third judging area is gradually increased to the corresponding threshold value in the preset action library from the original point coordinate to the area formed by the Z axis and the Y axis; if the third judging area gradually increases to a corresponding threshold value in a preset action library from the origin coordinate to a region formed by the Z axis and the Y axis, the gesture of the player is left-hand vertical up-and-down swing; if the third judging area is not gradually increased from the original point coordinate to the region formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, judging whether the original point 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 and the Y axis and the section formed by the X axis and the Z axis, the gesture of the player swings back and forth; if the origin coordinates do not 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, the gesture of the player is a combined action; if the configuration data is not that the player wears the intelligent wearable device in the left hand, 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 second area to be determined is gradually increased from the origin coordinate to a corresponding threshold value in a preset action library along the Z axis, the gesture of the player is inclined and lifted by the right hand; if the second area to be judged is not gradually increased from the original point coordinate to the corresponding threshold value in the preset action library along the Z axis, judging whether the third judging area is gradually increased from the original point 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 judging area gradually increases to a corresponding threshold value in a preset action library from the origin coordinate to a region formed by the Z axis and the Y axis, the gesture of the player is left-hand vertical up-and-down swing; and if the third judging area is not gradually increased from the original point coordinate to the region formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, executing the judgment on whether the original point 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 appreciated that in embodiments of the present application, the processor 502 may be a Central processing unit (Central ProcessingUnit, CPU), and the processor 502 may also be other general purpose processors, digital signal processors (Digital Signal Processor, DSP), application specific integrated circuits (Application Specific Integrated Circuit, ASIC), off-the-shelf programmable gate arrays (Field-Programmable Gate Array, FPGA) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, or the like. Wherein the general purpose processor may be a microprocessor or the processor may be any conventional processor or the like.
Those skilled in the art will appreciate that all or part of the flow in a method embodying the above described embodiments may be accomplished by computer programs instructing the relevant hardware. The computer program comprises program instructions, and the computer program can 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 which, when executed by a processor, causes the processor to perform the steps of:
Acquiring a fight mode from a terminal; judging whether the fight mode is a single stand-alone fight mode or not; if the fight mode is a single stand-alone fight mode, generating a fight room and a robot opponent according to player information corresponding to the terminal; acquiring detection signals of intelligent wearing equipment worn by the player, generating real-time game effects according to the detection signals, and sending the game effects to a terminal for display; if the fight mode is not a single stand-alone fight mode, fight room information is generated according to the player information corresponding to the terminal; broadcasting player information and fight room information to obtain joining request information from another terminal; and acquiring detection signals of the intelligent wearable devices worn by the players corresponding to the two terminals, generating real-time game effects according to the detection signals, and sending the game effects to the terminals for display.
Wherein the player information includes a player's character, a combat value, a combat prop, and a combat record.
In one embodiment, when the processor executes the computer program to implement the steps of generating the combat room and the opponent according to the player information corresponding to the terminal, the steps are specifically implemented as follows:
Calling player information corresponding to the terminal; acquiring room information selected by a terminal, and calling corresponding parameters according to the room information to generate a fight role and a fight scene to form a fight room; and generating the robot opponents with equivalent grades according to the player information.
In an embodiment, when the processor executes the computer program to obtain the detection signal of the smart wearable device worn by the player, and generates a real-time game effect according to the detection signal, and sends the game effect to the terminal display step, the method specifically includes the following steps:
acquiring configuration data of wearing intelligent wearing equipment by a player; acquiring detection signals of sensors of intelligent wearing equipment worn on hands of players to obtain detection data, wherein the detection data comprise three-dimensional coordinate origins and three-dimensional coordinate data detected by a plurality of continuous and stable sensors; carrying out fillet calculation according to the detection data to obtain a calculation result; comparing the detection data, the identification result and the configuration data with a threshold value corresponding to a preset action library to determine the gesture of the player; determining a recognition result according to the player gesture; and generating a corresponding game effect according to the identification result, and sending the game effect to a terminal for display.
In an embodiment, before executing the computer program to obtain the detection signals of the intelligent wearable devices worn by the players corresponding to the two terminals, and generating real-time game effects according to the detection signals, and sending the game effects to the terminal display step, the processor further realizes the following steps:
judging whether the fight mode is a double fight mode or not; if the fight mode is a double fight mode, entering into the process of acquiring detection signals of intelligent wearable equipment worn by players corresponding to the two terminals, generating real-time game effects according to the detection signals, and sending the game effects to the terminals for display; if the fight mode is not the double fight mode, detecting signals of intelligent wearing equipment worn by players corresponding to the two terminals are obtained, real-time game effects are generated according to the detecting signals and the fight effects of the machine opponents, and the game effects are sent to the terminals to be displayed.
In one 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 processor specifically implements the following steps:
determining a fillet section according to the three-dimensional coordinate data; calculating the area of the fillet section 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 judged and the peak value to obtain a calculation result.
In one embodiment, when the processor executes the computer program to perform the step of comparing the detected data, the identification result, and the configuration data with thresholds corresponding to a preset action library to determine the gesture of the player, the method specifically includes the following steps:
judging whether the configuration data is that the player wears the intelligent wearable device by left hand; if the configuration data is that the player wears the intelligent wearable device by left hand, 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 first area to be judged is gradually increased to a corresponding threshold value in a preset action library along the X axis from the origin coordinate, the gesture of the player is left-hand inclined lifting; if the first area to be judged is not gradually increased to the corresponding threshold value in the preset action library along the X axis from the original point coordinate, judging whether the third judging area is gradually increased to the corresponding threshold value in the preset action library from the original point coordinate to the area formed by the Z axis and the Y axis; if the third judging area gradually increases to a corresponding threshold value in a preset action library from the origin coordinate to a region formed by the Z axis and the Y axis, the gesture of the player is left-hand vertical up-and-down swing; if the third judging area is not gradually increased from the original point coordinate to the region formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, judging whether the original point 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 and the Y axis and the section formed by the X axis and the Z axis, the gesture of the player swings back and forth; if the origin coordinates do not 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, the gesture of the player is a combined action; if the configuration data is not that the player wears the intelligent wearable device in the left hand, 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 second area to be determined is gradually increased from the origin coordinate to a corresponding threshold value in a preset action library along the Z axis, the gesture of the player is inclined and lifted by the right hand; if the second area to be judged is not gradually increased from the original point coordinate to the corresponding threshold value in the preset action library along the Z axis, judging whether the third judging area is gradually increased from the original point 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 judging area gradually increases to a corresponding threshold value in a preset action library from the origin coordinate to a region formed by the Z axis and the Y axis, the gesture of the player is left-hand vertical up-and-down swing; and if the third judging area is not gradually increased from the original point coordinate to the region formed by the Z axis and the Y axis to the corresponding threshold value in the preset action library, executing the judgment on whether the original point 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 U-disk, a removable hard disk, a Read-Only Memory (ROM), a magnetic disk, or an optical disk, or other various computer-readable storage media that can store program codes.
Those of ordinary skill in the art will appreciate that the elements and algorithm steps described in connection with the embodiments disclosed herein may be embodied in electronic hardware, in computer software, or in a combination of the two, and that the elements and steps of the examples have been generally described in terms of function in the foregoing description to clearly illustrate 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 solution. 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 several embodiments provided by the present invention, it should be understood that the disclosed apparatus and method may be implemented in other manners. For example, the device embodiments described above 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, multiple units or components may be combined or may be integrated into another system, or some features may be omitted, or not performed.
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 combined, divided and deleted according to actual needs. In addition, each functional unit in the embodiments of the present invention may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit.
The integrated unit may be stored in a storage medium if implemented in the form of a software functional unit and sold or used as a stand-alone product. Based on such understanding, the technical solution of the present invention is essentially or a part contributing to the prior art, or all or part of the technical solution may be embodied in the form of a software product stored in a storage medium, comprising several instructions for causing a computer device (which may be a personal computer, a terminal, a network device, etc.) to perform 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 certain preferred embodiments, it will be understood by those skilled in the art that various changes and substitutions of equivalents may be made and equivalents will be apparent to those skilled in the art without departing from the scope of the invention. Therefore, the protection scope of the invention is subject to the protection scope of the claims.

Claims (7)

1. The terminal game interaction method is characterized by comprising the following steps:
acquiring a fight mode from a terminal;
judging whether the fight mode is a single stand-alone fight mode or not;
if the fight mode is a single stand-alone fight mode, generating a fight room and a robot opponent according to player information corresponding to the terminal;
acquiring detection signals of intelligent wearing equipment worn by the player, generating real-time game effects according to the detection signals, and sending the game effects to a terminal for display;
if the fight mode is not a single stand-alone fight mode, fight room information is generated according to the player information corresponding to the terminal;
broadcasting player information and fight room information to obtain joining request information from another terminal;
acquiring detection signals of intelligent wearable devices worn by players corresponding to the two terminals, generating real-time game effects according to the detection signals, and sending the game effects to the terminals for display;
the generating the fight room and the robot opponent according to the player information corresponding to the terminal comprises:
calling player information corresponding to the terminal;
acquiring room information selected by a terminal, and calling corresponding parameters according to the room information to generate a fight role and a fight scene to form a fight room;
Generating a robot opponent with a comparable level according to the player information;
the method for obtaining the detection signal of the intelligent wearable device worn by the player, generating the real-time game effect according to the detection signal, and sending the game effect to a terminal for display comprises the following steps:
acquiring configuration data of wearing intelligent wearing equipment by a player;
acquiring detection signals of sensors of intelligent wearing equipment worn on hands of players to obtain detection data, wherein the detection data comprise three-dimensional coordinate origins and three-dimensional coordinate data detected by a plurality of continuous and stable sensors;
carrying out fillet calculation according to the detection data to obtain a calculation result;
comparing the detection data, the calculation result and the configuration data with a threshold value corresponding to a preset action library to determine the gesture of the player;
determining a recognition result according to the player gesture;
generating a corresponding game effect according to the identification result, and sending the game effect to a terminal for display;
the calculating the rounded corners 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 fillet section 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;
integrating the area to be judged and the peak value to obtain a calculation result;
the area to be judged comprises a first area to be judged of a cross section formed by an X axis and a Y axis, a second area to be judged of a cross section formed by an X axis and a Z axis, and a third area to be judged of a cross section formed by a Z axis and a Y axis.
2. The terminal game interaction method of claim 1, wherein the player information includes a player's character, a combat value, a combat prop, and a combat record.
3. The terminal game interaction method according to claim 1, wherein the steps of obtaining detection signals of the intelligent wearable devices worn by the players corresponding to the two terminals, generating real-time game effects according to the detection signals, and transmitting the game effects to the terminals for display, further comprise:
judging whether the fight mode is a double fight mode or not;
if the fight mode is a double fight mode, entering into the process of acquiring detection signals of intelligent wearable equipment worn by players corresponding to the two terminals, generating real-time game effects according to the detection signals, and sending the game effects to the terminals for display;
If the fight mode is not the double fight mode, detecting signals of intelligent wearing equipment worn by players corresponding to the two terminals are obtained, real-time game effects are generated according to the detecting signals and the fight effects of the machine opponents, and the game effects are sent to the terminals to be displayed.
4. The terminal game interaction method according to claim 1, wherein the comparing the detection data, the calculation result, and the configuration data with thresholds corresponding to a preset action library to determine the player gesture comprises:
judging whether the configuration data is that the player wears the intelligent wearable device by left hand;
if the configuration data is that the player wears the intelligent wearable device by left hand, 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 first area to be judged is gradually increased to a corresponding threshold value in a preset action library along the X axis from the origin coordinate, the gesture of the player is left-hand inclined lifting;
if the first area to be judged is not gradually increased to the corresponding threshold value in the preset action library along the X axis from the original point coordinate, judging whether the third area to be judged is gradually increased to the corresponding threshold value in the preset action library from the original point coordinate to the area formed by the Z axis and the Y axis;
If the third area to be judged gradually increases to a corresponding threshold value in a preset action library from the origin coordinate to an area formed by the Z axis and the Y axis, the gesture of the player is left-hand vertical up-and-down swing;
if the third area to be judged is not gradually increased from the original point 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 original point 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 and the Y axis and the section formed by the X axis and the Z axis, the gesture of the player swings back and forth;
if the origin coordinates do not 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, the gesture of the player is a combined action;
if the configuration data is not that the player wears the intelligent wearable device in the left hand, 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 second area to be determined is gradually increased from the origin coordinate to a corresponding threshold value in a preset action library along the Z axis, the gesture of the player is inclined and lifted by the right hand;
if the second area to be judged is not gradually increased to the corresponding threshold value in the preset action library along the Z axis from the original point coordinate, judging whether the third area to be judged is gradually increased to the corresponding threshold value in the preset action library from the original point coordinate to the area formed by the Z axis and the Y axis;
And if the third area to be judged is not gradually increased from the original point 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 on whether the original point 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.
5. Terminal game interaction device, characterized by comprising:
a mode acquisition unit for acquiring a fight mode from the terminal;
a first judging unit for judging whether the fight mode is a single fight mode;
the first generation unit is used for generating a fight room and a robot opponent according to player information corresponding to the terminal if the fight mode is a single-person single-machine fight mode;
the first game display unit is used for acquiring detection signals of intelligent wearing equipment worn by the player, generating real-time game effects according to the detection signals, and sending the game effects to a terminal for display;
the second generation unit is used for generating fight room information according to the player information corresponding to the terminal if the fight mode is not a single-person stand-alone fight mode;
a broadcasting unit for broadcasting player information and combat room information to acquire joining request information from another terminal;
The second game display unit is used for acquiring detection signals of the intelligent wearable devices worn by the players corresponding to the two terminals, generating real-time game effects according to the detection signals, and sending the game effects to the terminals for display;
the first generation unit comprises an information calling subunit, a parameter calling subunit and a robot hand generation subunit; an information calling subunit, configured to call player information corresponding to the terminal; the parameter calling sub-unit is used for acquiring the room information selected by the terminal, and calling the corresponding parameters according to the room information to generate a fight role and a fight scene so as to form a fight room; a robot opponent generating subunit, configured to generate a robot opponent with a corresponding level according to the player information; the first game display unit includes a configuration data acquisition subunit, a detection data acquisition subunit, a calculation subunit, a posture determination subunit, a recognition result determination subunit, and an effect generation subunit. A configuration data acquisition subunit, configured to acquire configuration data of wearing the intelligent wearable device 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 origins and three-dimensional coordinate data detected by a plurality of continuous and stable sensors; the calculating subunit is used for carrying out round corner calculation according to the detection data so as to obtain a calculation result; the gesture determining subunit is used for comparing the detection data, the identification result and the configuration data with a threshold value corresponding to a preset action library so as to determine the gesture of the player; a recognition result determination subunit configured to determine a recognition result according to the player gesture; the effect generation subunit is used for generating a corresponding game effect according to the identification result so as to be sent to a terminal for display; the calculating subunit comprises a section determining module, an area calculating module, a peak value calculating module and an integrating 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 round corner section to obtain an area to be judged; the peak value calculation module is used for calculating the wave crest and the wave trough of the three-dimensional coordinate data so as to obtain a peak value; and the integration module is used for integrating the area to be determined and the peak value to obtain a calculation result.
6. A computer device, characterized in that it 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 1-4.
7. A storage medium storing a computer program which, when executed by a processor, performs the method of any one of claims 1 to 4.
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