CN111494953B - Game role movement synchronization method, device, equipment and storage medium - Google Patents

Game role movement synchronization method, device, equipment and storage medium Download PDF

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Publication number
CN111494953B
CN111494953B CN202010312391.6A CN202010312391A CN111494953B CN 111494953 B CN111494953 B CN 111494953B CN 202010312391 A CN202010312391 A CN 202010312391A CN 111494953 B CN111494953 B CN 111494953B
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game
action
displacement
speed
role
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CN111494953A (en
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陈牧野
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • 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

Abstract

The application provides a game role movement synchronization method, a game role movement synchronization device, game role movement synchronization equipment and a storage medium, wherein the game role is other player roles or non-player roles in a game by acquiring the catch-up position of the game role; acquiring the moving direction and the catching-up speed of the game role from the local position to the catching-up position; acquiring the displacement action of the game role according to the moving direction and the catching-up speed, wherein the displacement action comprises at least one action frame, and each action frame corresponds to a displacement attribute; the game role is displayed on the graphical user interface to execute the displacement action, and the local position of the game role is updated according to the displacement attribute corresponding to the action frame in the displacement action, so that the matching between the movement action and the movement speed of the game role is improved, the possibility that the game role is easy to slide, step on empty and the like in vision and does not conform to the physical experience rule is reduced, and the game experience of the player is improved.

Description

Game role movement synchronization method, device, equipment and storage medium
Technical Field
The present application relates to the field of internet technologies, and in particular, to a method, an apparatus, a device, and a storage medium for synchronizing movement of game characters.
Background
In a multiplayer online game, a plurality of players generally operate their own game characters on their respective game terminals, and the respective game terminals synchronously display the game character behaviors of the other players. In multiplayer online games such as Action Role Playing Games (ARPG), third-person Shooting games (TPS), first-person Shooting games (FPS), etc., a server is required to synchronize the positions of other Player characters and Non-Player characters (NPCs) to a Player's Game terminal so as to synchronously display the positions and actions of the Game characters on a plurality of Game terminals.
In a conventional game, a display mode in which a game character travels from a point a to a point B is generally a mode in which a game terminal acquires synchronization information of the game character from a server, the synchronization information including position information and traveling motion information from the point a to the point B. The game client updates the position of the game role according to the position information so as to realize that the game role continuously and smoothly moves from the point A to the point B and simultaneously plays the walking action picture of the game role.
However, most of the moving behaviors of walking are not completely uniform, and the conventional game has the problem that the moving speed and the movement of a game character are not matched, so that the game character is easy to visually generate pictures which do not accord with the physical experience rules, such as sliding, stepping on empty, and the like, and the game experience of a player is poor.
Disclosure of Invention
The embodiment of the application provides a game role movement synchronization method, a game role movement synchronization device, game role movement synchronization equipment and a storage medium, so that the matching between the movement action and the movement speed of a game role is improved, and the game experience of a player is improved.
According to a first aspect of embodiments of the present application, there is provided a game character movement synchronization method, including:
acquiring a catch-up position of a game character, wherein the game character is other player characters or non-player characters in a game;
acquiring a moving direction and a catching-up speed of the game character moving from the local position to the catching-up position;
acquiring the displacement action of the game role according to the moving direction and the catching-up speed, wherein the displacement action comprises at least one action frame, and each action frame corresponds to a displacement attribute;
and displaying the game role on a graphical user interface to execute the displacement action, and updating the local position of the game role according to the displacement attribute corresponding to the action frame in the displacement action.
In the embodiment, the corresponding displacement motion is determined according to the moving direction and catching-up speed of the game character, and the position of the game character is driven to move according to the displacement attribute of the played displacement motion. Because the action and the displacement of the game role during the movement are mutually related, the matching performance of the movement action and the movement speed of the game role is improved, the possibility that the game role slides, steps on empty pictures which do not accord with the physical experience rule in vision is reduced, and the game experience of the player is improved.
According to a second aspect of embodiments of the present application, there is provided a game character movement synchronization apparatus including:
the catch-up positioning module is used for acquiring a catch-up position of a game role, wherein the game role is other player roles or non-player roles in a game;
the route searching processing module is used for acquiring the moving direction and the catching-up speed of the game role from the local position to the catching-up position;
the action acquisition module is used for acquiring the displacement action of the game role according to the moving direction and the catching-up speed, wherein the displacement action comprises at least one action frame, and each action frame corresponds to a displacement attribute;
and the action display module is used for displaying the game role to execute the displacement action on a graphical user interface and updating the local position of the game role according to the displacement attribute corresponding to the action frame in the displacement action.
According to a third aspect of the present application, there is provided an electronic device comprising: a display unit, a memory, a processor, and a computer program;
the computer program is stored in the memory;
the processor runs the computer program to execute the game role movement synchronization method according to the first aspect and various possible designs of the first aspect of the application, and sends an instruction for displaying that the game role executes displacement action to a display unit;
and the display unit responds to the instruction sent by the processor for displaying.
According to a fourth aspect of the present application, there is provided a computer-readable storage medium having stored thereon a computer program for implementing the game character movement synchronization method according to the first aspect of the present application and various possible designs of the first aspect, when the computer program is executed by a processor.
According to the game role movement synchronization method, device, equipment and storage medium, the catch-up position of the game role is obtained, wherein the game role is other player roles or non-player roles in the game; acquiring a moving direction and a catching-up speed of the game character moving from the local position to the catching-up position; acquiring the displacement action of the game role according to the moving direction and the catching-up speed, wherein the displacement action comprises at least one action frame, and each action frame corresponds to a displacement attribute; and displaying the game role on a graphical user interface to execute the displacement action, updating the local position of the game role according to the displacement attribute corresponding to the action frame in the displacement action, determining the corresponding displacement action according to the movement direction and catching-up speed of the game role, and driving the position of the game role to move according to the displacement attribute of the played displacement action. Because the action and the displacement of the game role during moving are mutually related, the matching of the movement action and the movement speed of the game role is improved, the possibility that pictures which do not accord with physical experience rules, such as slipping, stepping on and the like, easily appear on the game role in vision is reduced, and the game experience of a player is improved.
Drawings
Fig. 1 is a schematic view of an application scenario provided in an embodiment of the present application;
FIG. 2 is a schematic flow chart illustrating a method for synchronizing movement of game characters according to an embodiment of the present disclosure;
fig. 3 is a schematic diagram of a catch-up path according to an embodiment of the present disclosure;
FIG. 4 is an example of action fusion provided by an embodiment of the present application;
FIG. 5 is a schematic structural diagram of a game character movement synchronization apparatus according to an embodiment of the present disclosure;
fig. 6 is a schematic diagram of a hardware structure of an electronic device according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all the embodiments. All other embodiments obtained by a person of ordinary skill in the art based on the embodiments in the present application without making any creative effort belong to the protection scope of the present application.
It should be understood that, in the various embodiments of the present application, the sequence numbers of the processes do not mean the execution sequence, and the execution sequence of the processes should be determined by the functions and the inherent logic thereof, and should not constitute any limitation to the implementation process of the embodiments of the present application.
It should be understood that, in this application, "comprises" and "comprising," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
It should be understood that in this application, "plurality" means two or more. "and/or" is merely an association relationship describing an associated object, meaning that there may be three relationships, for example, and/or B, may mean: a exists alone, A and B exist simultaneously, and B exists alone. The character "/" generally indicates that the former and latter associated objects are in an "or" relationship. "comprising a, B and C", "comprising a, B, C" means that all three of a, B, C are comprised, "comprising a, B or C" means comprising one of a, B, C, "comprising a, B and/or C" means comprising any 1 or any 2 or 3 of a, B, C.
It should be understood that in this application, "B corresponding to a," "a corresponds to B," or "B corresponds to a," means that B is associated with a, from which B may be determined. Determining B from a does not mean determining B from a alone, but may also be determined from a and/or other information.
As used herein, the term "if" may be interpreted as "at \8230; …" or "in response to a determination" or "in response to a detection" depending on the context.
In the present application, "player" refers to a user who inputs an external instruction to a game terminal to play a game.
In the present application, the term "game Character" refers to a Character other than a local Character in a game, and specific examples thereof include another Player Character operated by another Player or a Non-Player Character (NPC) preset in the game.
In this application, "motion fusion" refers to motion fusion between at least two motions. The motion of the game character is actually an animation of a play motion, and the position and the rotation angle of the skeleton of the game character are changed every frame, thereby changing the motion posture of the character. The action fusion may set the weight of the position or the selection angle, assuming that the weight is set to 50%, i.e. the position, rotation, of the bone change will only change by 50%, i.e. the pose is only halved. The action a and the action B are fused, that is, in the fused frame, the action a is played (a certain weight is set for a) and the action B is played (another certain weight is set for B). When each action is switched to another action, the transitional action is a fusion action between the two actions.
The technical means of the present application will be described in detail with specific examples. These several specific embodiments may be combined with each other below, and details of the same or similar concepts or processes may not be repeated in some embodiments.
Fig. 1 is a schematic view of an application scenario provided in the embodiment of the present application. Fig. 1 shows a scenario of a multiplayer online game, wherein 4 game terminals 1 are respectively connected and communicated with a server 2, and report synchronization information such as the positions of respective locally operated characters to the server 2, and the server 2 distributes the synchronization information to the other 3 game terminals 1, so that on each game terminal, a player can synchronously see the behaviors of player characters operated by the other 3 players in the same game. In addition, server 2 also distributes synchronization information of the in-game NPC to each game terminal 1 so that NPC behaviors seen by players in the same game match. As shown in fig. 1, the game terminal 1 may be a mobile phone, a tablet computer, or the like.
In a conventional game, a game terminal performs displacement drive and motion play independently for a movement behavior of a game character. For example, a game character starts from a local position and walks with two legs to a target position indicated by synchronization information, and the existing game individually controls a moving position and a character animation and simultaneously executes uniform translation of the game character and plays an action picture of the game character walking with two legs alternately. The problem of speed and motion mismatch can occur in the synchronous movement of game characters in the existing games. Especially when the network is unstable, the translation speed is irregular and unstable due to the fact that the distance between the position of the role and the local position is large or small. Therefore, the position control and animation playing which are separately executed in the existing game are easily unmatched, and a player may see the picture of which the movement of a game role does not accord with the law of physical experience, so that the game experience is poor.
In order to solve the defects in the existing games, the application provides a game role movement synchronization method, a device, equipment and a storage medium, wherein the corresponding displacement action is selected according to the movement direction and the catching-up speed of the game role, and the position movement of the game role is driven according to the displacement attribute of the played displacement action. Because the action and the displacement of the game role during moving are mutually related, the matching of the movement action and the movement speed of the game role is improved, the possibility that pictures which do not accord with physical experience rules, such as slipping, stepping on and the like, easily appear on the game role in vision is reduced, and the game experience of a player is improved.
Referring to fig. 2, which is a schematic flowchart of a game character movement synchronization method provided in an embodiment of the present application, an execution main body of the method shown in fig. 2 may be a software and/or hardware device, for example, the game terminal shown in fig. 1. The gaming terminal may obtain the game interface by executing a software application on a processor of the gaming terminal and rendering on a display unit of the gaming terminal. The game terminal may be a touch terminal or a non-touch terminal. The game terminal may be various electronic devices having a game function, such as a mobile phone, a tablet computer, a notebook computer, a game machine, and a PDA, or may be an electronic device such as a desktop computer. The method shown in fig. 2 includes steps S101 to S104, which are specifically as follows:
s101, acquiring the catch-up position of a game character, wherein the game character is other player characters or non-player characters in the game.
The catch-up position can be understood as a position to which various game characters local to the game terminal are to be moved in the game. The catch-up position is a character synchronization position that is stored by the server and distributed to the game terminals for other player characters, and the catch-up position is an action end position of the current action of the NPC for the NPC. For example, the NPC is currently moving from one side of the river to the other, and the position of the other side is its behavior end position. During the game process, along with the movement of other player characters or NPCs, the player needs to update the positions of various game characters at the local game terminal according to the synchronization information issued by the server, so as to achieve the display consistency of various game terminals in the multiplayer online game. The current position of the game character displayed on the graphical interface of the game terminal is the local position of the game character, and the target position to which the subsequent timestamp of the game character is updated is the catch-up position. If synchronization information is received from the server, the synchronization information serves to provide a catch-up location for other roles or NPCs. The game terminal continuously updates the positions of the game roles according to the synchronization information, and the role position synchronization among a plurality of game terminals is realized. In this embodiment, the catch-up position of the game character may be obtained according to the synchronization information issued by the server.
In some embodiments, the synchronization information may be generated by the server, or may be generated and reported to the server by other game terminals. Similarly, during the process of running the game program and responding to the operation of the player to play the game, the local game terminal reports the own synchronization information to the server, and the server forwards the synchronization information to other game terminals so as to realize the synchronous movement of the local operation character in the local and other game terminals. Specifically, for example, the synchronization information of the local operation role may be generated according to the position where the local operation role moves; and sending the synchronization information of the local operation role to a server, wherein the synchronization information of the local operation role is used for synchronously displaying the movement of the local operation role in graphical user interfaces of other game terminals.
In some embodiments, the specific implementation of step S101 (obtaining the catch-up position of the game character, wherein the game character is other player character or non-player character in the game) may be various, for example, obtaining the synchronization information of the game character from the server. The synchronization information of the other player characters comprises character synchronization positions, and the synchronization information of the non-player character comprises character synchronization positions and behavior end positions. The position of the action end point in the synchronization information of the non-player character is determined by the server based on the game action of the non-player character when the synchronization information is transmitted. For other player characters and non-player characters, the catch-up positions are determined in the following manners:
if the game character is another player character, the character synchronization position of the another player character is set as the catch-up position of the another player character. And if the game character is a non-player character, setting the behavior end position of the non-player character as the catch-up position of the non-player character. Obviously, the synchronization position and the catch-up position are the same position for the other player characters. But the synchronization position and catch-up position may be different for non-player characters.
In the above embodiment, the synchronization information of the other player character is transmitted to the server by the other game terminal, and the synchronization information of the non-player character is generated by the server.
In some embodiments, the synchronization information sent by the server may not be received due to network instability, and the like, and therefore, the fluency of the screen may be improved by delaying the execution mechanism. For example, in some embodiments, the synchronization information is time-stamped, and each role synchronization position corresponds to a unique time stamp. After receiving the synchronization information of the other player characters, the synchronization information of the other player characters can be cached, the character synchronization position corresponding to the T-th timestamp after the timestamp is executed is extracted and determined, and the delayed execution synchronization of the T timestamps is realized. T is an integer greater than 1, and T may be, for example, 3. Thereby, it is possible to continue the synchronous movement of the game character through the reserved synchronization information of the other player characters when the network is unstable.
And S102, acquiring the moving direction and the catching up speed of the game character moving from the local position to the catching up position.
The catch-up position is actually a position that the other player character has reached on the game terminal to which the other player character belongs, and is a position at which the other player character needs to control the game character to catch up locally in order to achieve the shift synchronization. For a non-player character, the catch-up position is the end position on all game terminals that the non-player character would reach at the subsequent timestamp with the current behavior. The local position is the current position of the game character at the local of the game terminal.
The moving direction of the game character, that is, the direction in which the game character needs to move to approach the catch-up position from the home position, can be obtained from the home position and the catch-up position. The direction of movement may be a direction pointing directly from the home location to the catch-up location if there are no obstacles on the game map between the home location and the catch-up location. The direction of movement may also be a plurality of directions gradually tending towards the catch-up position if there are obstacles in the game between the home position and the catch-up position, such as corners of a wall, stones, etc.
After the movement direction is determined, the catching-up speed in the movement direction is determined according to the distance that the game character needs to move in the movement direction. For example, the catch-up speed may be related to the amount of movement distance required in the direction of movement.
In some embodiments, the current moving direction and catching-up speed may be calculated once per frame. An alternative implementation manner of determining the moving direction in step S102 (obtaining the moving direction and the catching-up speed of the game character moving from the local position to the catching-up position) may be, for example, obtaining the local position of the game character in the current frame; acquiring a catch-up path from the local position to the catch-up position according to the local position of the game role, the catch-up position and preset game map information; and then acquiring the moving direction of the game character in the next frame according to the catching-up path. The catch-up path can be calculated by inputting the local position and the catch-up position by using a way-finding model, for example. The game map information indicates, for example, obstacle information or game topography information between the home position and the catch-up position. For example, in a game scenario where the user walks around the edge of a pit or around the periphery of a building, the catch-up path between the home location and the catch-up location may be a straight path or a broken path. Fig. 3 is a schematic view of a catching-up path according to an embodiment of the present disclosure. The catch-up path shown in fig. 3 is a zigzag path, and the game character needs to change its moving direction once and then reach the catch-up position. In the scenario shown in fig. 3, two directions of movement are acquired: a to C and C to B.
An alternative implementation of determining the catching up speed in step S102 (obtaining the moving direction and catching up speed for moving from the local position of the game character to the catching up position) may be, for example, obtaining a mapping value of the displacement from the local position to the character synchronization position in the moving direction. If the character synchronous position is in front of the local position, namely the game character does not reach the character synchronous position, the included angle between the displacement and the moving direction is less than 90 degrees, and the mapping value is greater than 0; on the contrary, if the character synchronization position is behind the local position, that is, the game character passes through the character synchronization position, the included angle between the displacement and the moving direction is greater than 90 degrees, and the mapping value is less than 0. Then, the catch-up speed of the game character in the next frame is determined according to the mapping value. The mapping value may be obtained, for example, by a distance scalar obtained by multiplying a displacement vector obtained by subtracting the local position from the catch-up position by the movement direction point. In some embodiments, it may be that the larger the mapping value, the greater the catch-up speed. For example, when the mapping value is determined to be greater than or equal to the preset threshold distance, an acceleration catch-up mode is adopted, the catch-up speed is set to a larger value, and the moving speed of the game character is increased. In some specific embodiments, for example, the mapping value may be compared with a preset threshold distance, and if the mapping value is smaller than the preset threshold distance, the basic speed of the game character is used as the catching-up speed of the game character in the next frame; if the mapping value is larger than or equal to the preset threshold distance, obtaining a difference value between the mapping value and the threshold distance, determining an acceleration speed according to the basic speed of the game role and the difference value, and taking the acceleration speed as the catching-up speed of the game role in the next frame. Alternatively, the acceleration speed obtaining process may, for example, divide the difference between the mapping value and the preset threshold distance by a preset speed constant to obtain an acceleration coefficient, and multiply the sum of the acceleration coefficient and the preset acceleration constant by the basic speed of the game character to obtain the acceleration speed. The acceleration constant may take a value greater than 1 to ensure that the acceleration rate is greater than the base rate. And the preset threshold distance may be, for example, a maximum distance that the game character can move in a single synchronization period at the base speed.
Specifically, the result that the mapping value is smaller than the preset threshold distance includes a determination result that the mapping value is smaller than or equal to 0. The mapping value is less than or equal to 0, which is understood to mean that the game character has passed or is staying at the character synchronization position.
S103, acquiring the displacement action of the game role according to the moving direction and the catching-up speed, wherein the displacement action comprises at least one action frame, and each action frame corresponds to a displacement attribute;
in the present embodiment, the game terminal stores a plurality of actions for the game character in advance, and corresponds to different directions and different speeds. For example, the game character is stored with 8 directions of motions of "forward, backward, left, right, left forward, right forward, left backward, right backward", in which each direction specifically stores 2 speeds of motions. For example a walking movement of 1m/s and a running movement of 3m/s forwards. After the moving direction and the catching-up speed are determined, the matched action is selected from the prestored actions as the displacement action. For example, if the moving direction is the forward right direction as shown in FIG. 3 and the catch-up speed is 1m/s, the walking motion of 1m/s in the forward right direction is selected as the displacement motion.
In some embodiments, the process of obtaining the displacement action may be to first obtain at least one meta-action of the game character, which is stored locally in advance, according to the moving direction, where a displacement direction of the meta-action is consistent with the moving direction. The meta-action is a pre-stored action, and the processing of action fusion is not performed. In this embodiment, the meta-action may be that the displacement direction is consistent with the moving direction, and the difference between the speed and the catching-up speed is smaller than the preset speed matching threshold. For example, when the catching-up speed is 2m/s and the speed matching threshold is different by 1m/s, the walking motion of 1m/s and the running motion of 3m/s, which are matched in direction, are both used as the meta-motion. Then, the displacement motion of the game character in the next frame is acquired according to the average velocity of the meta motion and the catching-up velocity. Specifically, the following three cases may be classified:
and if the meta-action is a single action with the average speed consistent with the catching-up speed, taking the single action as the displacement action, wherein the displacement attribute of the displacement action is the displacement attribute of the meta-action. The meta-motion may be a uniform motion or a non-uniform motion. For example, in the above embodiment, the walking movement and the running movement are actually non-uniform movements, and the process of first accelerating and then decelerating can be divided, but the above 1m/s and 3m/s are the average speeds of the walking movement and the running movement, respectively.
And if the meta-action comprises a first action with an average speed greater than the catching-up speed and a second action with an average speed less than the catching-up speed, taking a fusion action of the first action and the second action as the displacement action, wherein the average speed of the fusion action is consistent with the catching-up speed, and the displacement attribute of the displacement action is determined according to the displacement attribute of the first action and the displacement attribute of the second action. For example, the motion switching from walking motion to standing motion is performed by merging, the switching starts, the first frame plays the walking motion, the second frame simultaneously plays the walking motion and the standing motion, the weight of each frame is set to be 50%, and the third frame plays the standing motion, so that the motion switching is completed. The actual fusion may be a multi-frame fusion, where the weight of each frame is gradually changed, the weight of the previous action is gradually decreased, and the weight of the next action is increased to 1. For example, if the catching-up speed is 2m/s, but only 1m/s walking motion and 3m/s running motion can be acquired, the 1m/s walking motion and 3m/s running motion may be subjected to motion fusion processing to obtain a fusion motion with an average speed of 2 m/s.
Referring to fig. 4, an example of a motion fusion resulting displacement motion provided in the embodiment of the present application is shown. Fig. 4 is a fusion operation obtained by performing a fusion process according to a standing operation and a running operation. The standing motion comprises 5 identical motion frames D11, D12, D13, D14, D15; the running motion comprises different 5 different motion frames D21, D22, D23, D24, D25 of the motion. The obtained fusion operation includes 5 operation frames A1, A2, A3, A4, and A5, where A1 is an operation frame obtained by fusing D11 with a weight of 100% and D21 with a weight of 0%, A2 is an operation frame obtained by fusing D12 with a weight of 70% and D22 with a weight of 30%, A3 is an operation frame obtained by fusing D13 with a weight of 50% and D23 with a weight of 50%, A4 is an operation frame obtained by fusing D14 with a weight of 30% and D24 with a weight of 70%, and A5 is an operation frame obtained by fusing D15 with a weight of 100% and D25 with a weight of 0%.
And if the meta-motion is a maximum speed motion with an average speed smaller than the catching-up speed, proportionally reducing the playing interval between adjacent motion frames in the maximum speed motion to obtain an acceleration motion, and taking the acceleration motion as the displacement motion, wherein the average speed of the acceleration motion is consistent with the catching-up speed, and the displacement attribute of the displacement motion is the displacement attribute of the acceleration motion. It can be understood that if there is no action with proper speed for fusion and the catching-up speed is too high, an acceleration action of moving more quickly can be obtained by accelerating the playing action frame. After the playing interval between adjacent action frames is reduced, the number of the played action frames is more in the same period of time, and each action frame has a displacement attribute, so that the movement distance in the period of time is farther, and the effect of accelerating the movement of the game role is realized.
In some embodiments, the synchronization of the displacement of the game character further comprises synchronization of the orientation of the game character. The orientation here refers to the front orientation of the game character. In some embodiments, the orientation of the game character is its direction of movement, but in other embodiments, the orientation and direction of movement of the game character are controlled independently of each other. In embodiments where the orientation and direction of movement of the game character are controlled independently of each other, character orientation may also be introduced in the process of determining meta-actions. For example, the game terminal also receives a character synchronization orientation corresponding to the character synchronization position from the server. And the game terminal acquires at least one meta-action of the game role which is locally pre-stored according to the moving direction and the role synchronous orientation, wherein the displacement direction of the meta-action is consistent with the moving direction, and the role orientation of the meta-action is consistent with the role synchronous orientation.
And S104, displaying the game role on a graphical user interface to execute the displacement action, and updating the local position of the game role according to the displacement attribute corresponding to the action frame in the displacement action.
In this embodiment, the displacement motion has a displacement attribute, and when the motion frame of the displacement motion of the game character is played, the local position of the game character is synchronously updated for each frame, so that the movement of the game character is driven by the displacement motion.
The displacement action determined in the above steps comprises at least one action frame, and each action frame corresponds to a displacement attribute which indicates the displacement direction and the displacement amount of the action frame relative to the previous frame. Therefore, after the current local position is determined as the starting point, the position movement matched with the action can be carried out while the action of the game character is played according to the determined displacement action, and the unification of the movement speed and the movement action is achieved. The displacement action can be actually understood as animation representing the action of the game character, and the driving means that each frame of the action is correspondingly provided with a displacement, so that when the animation of the displacement action is played, the displacement corresponding to one played frame and the position of the previous frame determine the display position to which the game character is updated, and the driving of the action to the displacement is completed. With continued reference to fig. 4, A1, A2, A3, A4, and A5 are 5 motion frames in the game character performing the displacement motion, wherein the displacement from A1 to A2 is smaller than the displacement from A2 to A3; the displacement amount from A2 to A3 is smaller than the displacement amount from A3 to A4; the displacement amounts of A3 to A4 are smaller than the displacement amounts of A4 to A5. By playing the displacement action obtained by the action fusion in fig. 4, the local position of the game role is updated frame by frame according to the displacement attribute of each frame, so that the displacement action from standing to running is realized. And the action is matched with the displacement, so that the game experience of the player is improved.
In some embodiments, the displacement motion of the next frame may be calculated once per frame, driving the game character in real time. For example, after step S104 (displaying the game character on a graphical user interface, executing the displacement motion, and updating the local position of the game character according to the displacement attribute corresponding to the motion frame in the displacement motion), the process returns to step S102 (acquiring the moving direction and the catching-up speed of the movement from the local position of the game character to the catching-up position) according to the updated local position until the updated local position matches the catching-up position. That is, after each frame is moved, it is detected whether it has reached the catching-up position, if not, the moving direction and catching-up speed of the next frame are continuously calculated, and then the moving action of the next frame is obtained, after the moving action of one frame, it is detected whether it has reached the catching-up position, and the above-mentioned steps are circularly executed until it is detected that it has reached the catching-up position. After detecting that the catch-up position has been reached, the operation of the next synchronization cycle may be executed, or the action of standing and stopping may be displayed, which is set according to the specific situation, and is not limited herein.
In the game character movement synchronization method provided by the embodiment, the catch-up position of a game character is determined according to the character synchronization position received from the server, wherein the game character is a character other than a local operation character in the game; acquiring a moving direction and a catching-up speed of the game character moving from the local position to the catching-up position; obtaining the displacement action of the game role according to the moving direction and the catching-up speed, wherein the displacement action comprises at least one action frame, and each action frame corresponds to a displacement attribute; and displaying the game role on a graphical user interface to execute the displacement action, updating the local position of the game role according to the displacement attribute corresponding to the action frame in the displacement action, determining the corresponding displacement action according to the movement direction and catching-up speed of the game role, and driving the position of the game role to move according to the displacement attribute of the played displacement action. Because the action and the displacement of the game role during the movement are mutually related, the matching performance of the movement action and the movement speed of the game role is improved, the possibility that pictures which do not accord with physical experience rules, such as slipping, stepping on empty and the like easily appear on the game role in vision is reduced, and the game experience of a player is improved.
Fig. 5 is a schematic structural diagram of a game character movement synchronization apparatus according to an embodiment of the present application. The game character movement synchronization device 50 shown in fig. 5 includes:
the catch-up positioning module 51 is used for acquiring the catch-up position of a game character, wherein the game character is other player characters or non-player characters in the game.
And the route-finding processing module 52 is configured to determine a moving direction of the game character and a catching-up speed of the game character in the moving direction according to the local position of the game character and the catching-up position.
And an action obtaining module 53, configured to obtain a displacement action of the game character according to the moving direction and the catching-up speed, where the displacement action includes at least one action frame, and each action frame corresponds to a displacement attribute.
And the action display module 54 is configured to display, on a graphical user interface, that the game character executes the displacement action, and update the local position of the game character according to the displacement attribute corresponding to the action frame in the displacement action.
The game character movement synchronization device provided by the embodiment acquires the catch-up position of a game character, wherein the game character is other player characters or non-player characters in a game; acquiring a moving direction and a catching-up speed of the game character moving from the local position to the catching-up position; obtaining the displacement action of the game role according to the moving direction and the catching-up speed, wherein the displacement action comprises at least one action frame, and each action frame corresponds to a displacement attribute; and displaying the game role on a graphical user interface to execute the displacement action, updating the local position of the game role according to the displacement attribute corresponding to the action frame in the displacement action, determining the corresponding displacement action according to the movement direction and the catching-up speed of the game role, and driving the position of the game role to move according to the displacement attribute of the played displacement action. Because the action and the displacement of the game role during moving are mutually related, the matching of the movement action and the movement speed of the game role is improved, the possibility that pictures which do not accord with physical experience rules, such as slipping, stepping on and the like, easily appear on the game role in vision is reduced, and the game experience of a player is improved.
The catch-up positioning module 51 is configured to obtain synchronization information of the game character from a server, where the synchronization information of the other player characters includes a character synchronization position, and the synchronization information of the non-player character includes a character synchronization position and a behavior end position; if the game role is other player roles, taking the role synchronization position of the other player roles as the catch-up position of the other player roles; and if the game character is a non-player character, setting the behavior end position of the non-player character as the catch-up position of the non-player character.
In some embodiments, the way-finding processing module 52 is configured to obtain a local position of the game character in the current frame; acquiring a catching-up path from the local position to the catching-up position according to the local position of the game role, the catching-up position and preset game map information; acquiring the moving direction of the game role in the next frame according to the catching-up path; acquiring a mapping value of a displacement from the local position to the role synchronization position in the moving direction; and determining the catching-up speed of the game character in the next frame according to the mapping value.
In some embodiments, the way-finding processing module 52 is configured to, if the mapping value is smaller than a preset threshold distance, take the basic speed of the game character as the catching-up speed of the game character in the next frame; and if the mapping value is greater than or equal to a preset threshold distance, acquiring a difference value between the mapping value and the threshold distance, determining an acceleration speed according to the basic speed of the game role and the difference value, and taking the acceleration speed as the catching-up speed of the game role in the next frame.
In some embodiments, the path-finding processing module 52 is configured to divide the difference by a preset speed constant to obtain an acceleration coefficient; and multiplying the sum of the acceleration coefficient and a preset acceleration constant by the basic speed of the game role to obtain the acceleration speed.
In some embodiments, the action displaying module 54 is further configured to, after the game character is displayed on the graphical user interface to execute the displacement action and the local position of the game character is updated according to the displacement attribute corresponding to the action frame in the displacement action, return to execute the obtaining of the moving direction and the catching-up speed from the local position of the game character to the catching-up position according to the updated local position until the updated local position matches the catching-up position.
In some embodiments, the action obtaining module 53 is configured to obtain at least one meta-action of the game character, which is locally pre-stored, according to the moving direction, where a displacement direction of the meta-action is consistent with the moving direction; acquiring the displacement action of the game role in the next frame according to the average speed of the meta-action and the catching-up speed; if the meta-action is a single action with the average speed consistent with the catching-up speed, taking the single action as the displacement action, wherein the displacement attribute of the displacement action is the displacement attribute of the meta-action; if the meta-action comprises a first action with an average speed greater than the catching-up speed and a second action with an average speed less than the catching-up speed, taking a fusion action of the first action and the second action as the displacement action, wherein the average speed of the fusion action is consistent with the catching-up speed, and the displacement attribute of the displacement action is determined according to the displacement attribute of the first action and the displacement attribute of the second action; and if the meta-motion is a maximum speed motion with an average speed smaller than the catching-up speed, proportionally reducing the playing interval between adjacent motion frames in the maximum speed motion to obtain an acceleration motion, and taking the acceleration motion as the displacement motion, wherein the average speed of the acceleration motion is consistent with the catching-up speed, and the displacement attribute of the displacement motion is the displacement attribute of the acceleration motion.
In some embodiments, the catch-up location module 51 is further configured to receive a role synchronization orientation corresponding to the role synchronization position from the server.
Correspondingly, the action display module 54 is configured to obtain at least one meta-action of the game character, which is locally pre-stored, according to the moving direction and the character synchronous orientation, where a displacement direction of the meta-action is consistent with the moving direction, and a character orientation of the meta-action is consistent with the character synchronous orientation.
In some embodiments, the catch-up positioning module 51 is further configured to generate synchronization information of the local operation role according to the position of the local operation role movement; and sending the synchronization information of the local operation role to a server, wherein the synchronization information of the local operation role is used for synchronously displaying the movement of the local operation role in graphical user interfaces of other game terminals.
Referring to fig. 6, which is a schematic diagram of a hardware structure of an electronic device provided in an embodiment of the present application, the electronic device 60 includes: a processor 61, a memory 62, a display unit 63 and computer programs; wherein
A memory 62 for storing the computer program, which may also be a flash memory (flash). The computer program is, for example, an application program, a functional module, or the like that implements the above-described method.
A processor 61 for executing the computer program stored in the memory to realize the steps of the game character movement synchronization method and sending an instruction for displaying that the game character performs the displacement action to a display unit. Reference may be made in particular to the description relating to the previous method embodiments.
And the display unit 63 is used for responding to the instruction sent by the processor to display.
Alternatively, the memory 62 may be separate or integrated with the processor 61.
When the memory 62 is a device independent of the processor 61, the electronic device 60 may further include:
a bus 64 for connecting the memory 62 and the processor 61. The electronic device of fig. 6 may further include a display, an information transceiver (none of which are shown). The display unit displays in response to an instruction sent by the processor 61 to display that the game character performs the displacement action. The information transceiver is used to transmit the synchronization information of the local operation character generated by the processor 61 to the server and receive the synchronization information of the game character from the server.
The present application also provides a readable storage medium, in which a computer program is stored, and the computer program is used for implementing the game character movement synchronization method provided by the above-mentioned various embodiments when being executed by a processor.
The readable storage medium may be a computer storage medium or a communication medium. Communication media includes any medium that facilitates transfer of a computer program from one place to another. Computer storage media can be any available media that can be accessed by a general purpose or special purpose computer. For example, a readable storage medium is coupled to the processor such that the processor can read information from, and write information to, the readable storage medium. Of course, the readable storage medium may also be an integral part of the processor. The processor and the readable storage medium may reside in an Application Specific Integrated Circuits (ASIC). Additionally, the ASIC may reside in user equipment. Of course, the processor and the readable storage medium may also reside as discrete components in a communication device. The readable storage medium may be read-only memory (ROM), random-access memory (RAM), CD-ROMs, magnetic tapes, floppy disks, optical data storage devices, and the like.
The present application also provides a program product comprising execution instructions stored in a readable storage medium. The at least one processor of the device may read the execution instructions from the readable storage medium, and the execution of the execution instructions by the at least one processor causes the device to implement the game character movement synchronization method provided by the various embodiments described above.
In the above embodiments of the electronic device, it should be understood that the Processor may be a Central Processing Unit (CPU), other general-purpose processors, a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), etc. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of a method disclosed in connection with the present application may be embodied directly in a hardware processor, or in a combination of the hardware and software modules in the processor.
Finally, it should be noted that: the above embodiments are only used for illustrating the technical solutions of the present application, and not for limiting the same; although the present application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art will understand that: the technical solutions described in the foregoing embodiments may still be modified, or some or all of the technical features may be equivalently replaced; and the modifications or the substitutions do not make the essence of the corresponding technical solutions depart from the scope of the technical solutions of the embodiments of the present application.

Claims (10)

1. A game character movement synchronization method, comprising:
acquiring a catch-up position of a game character, wherein the game character is other player characters or non-player characters in a game;
acquiring a moving direction and a catching-up speed of the game role moving from a local position of the game role to the catching-up position, wherein the local position is the current position of the game role in the local game terminal;
obtaining the displacement action of the game role according to the moving direction and the catching-up speed, wherein the displacement action comprises at least one action frame, and each action frame corresponds to a displacement attribute;
displaying the game role to execute the displacement action on a graphical user interface, and updating the local position of the game role according to the displacement attribute corresponding to the action frame in the displacement action;
the acquiring of the catch-up position of the game character comprises the following steps:
acquiring the synchronization information of the game role from a server, wherein the synchronization information of other player roles comprises role synchronization positions, and the synchronization information of the non-player role comprises role synchronization positions and behavior end positions;
if the game role is other player roles, taking the role synchronization position of the other player roles as the catch-up position of the other player roles;
if the game character is a non-player character, taking the behavior end position of the non-player character as the catch-up position of the non-player character;
the acquiring a moving direction and a catching-up speed of the game character moving from the game position to the catching-up position includes:
acquiring the local position of the game role in the current frame;
acquiring a catch-up path from the local position to the catch-up position according to the local position of the game role, the catch-up position and preset game map information;
acquiring the moving direction of the game role in the next frame according to the catching-up path;
acquiring a mapping value of a displacement from the local position to the game role synchronous position in the moving direction;
and determining the catching-up speed of the game character in the next frame according to the mapping value.
2. The method of claim 1, wherein determining the catch-up speed of the game character in the next frame according to the mapping value comprises:
if the mapping value is smaller than the preset threshold distance, taking the basic speed of the game role as the catching-up speed of the game role in the next frame;
and if the mapping value is greater than or equal to a preset threshold distance, acquiring a difference value between the mapping value and the threshold distance, determining an acceleration speed according to the basic speed of the game role and the difference value, and taking the acceleration speed as the catching-up speed of the game role in the next frame.
3. The method of claim 2, wherein determining an acceleration rate based on the base speed of the game character and the difference comprises:
dividing the difference value by a preset speed constant to obtain an acceleration coefficient;
and multiplying the sum of the acceleration coefficient and a preset acceleration constant by the basic speed of the game role to obtain the acceleration speed.
4. The method of claim 1, wherein after displaying the game character on the graphical user interface to perform the displacement action and updating the local position of the game character according to the displacement attribute corresponding to the action frame in the displacement action, the method further comprises:
and returning to the step of acquiring the moving direction and the catching-up speed of the game character moving from the local position of the game character to the catching-up position according to the updated local position until the updated local position is matched with the catching-up position.
5. The method according to any one of claims 1 to 4, wherein the obtaining of the displacement action of the game character according to the moving direction and the catching-up speed comprises at least one action frame, and each action frame corresponds to a displacement attribute, and comprises:
acquiring at least one meta-action of the game role which is stored locally in advance according to the moving direction, wherein the displacement direction of the meta-action is consistent with the moving direction;
acquiring the displacement action of the game role in the next frame according to the average speed of the meta-action and the catching-up speed;
wherein if the meta-action is a single action having an average speed consistent with the catching-up speed, the single action is taken as the displacement action, wherein a displacement attribute of the displacement action is a displacement attribute of the meta-action;
if the meta-action comprises a first action with an average speed greater than the catching up speed and a second action with an average speed less than the catching up speed, taking a fusion action of the first action and the second action as the displacement action, wherein the average speed of the fusion action is consistent with the catching up speed, and the displacement attribute of the displacement action is determined according to the displacement attribute of the first action and the displacement attribute of the second action;
and if the meta-motion is a maximum-speed motion with the average speed smaller than the catching-up speed, reducing the playing interval between adjacent motion frames in the maximum-speed motion in an equal proportion to obtain an acceleration motion, and taking the acceleration motion as the displacement motion, wherein the average speed of the acceleration motion is consistent with the catching-up speed, and the displacement attribute of the displacement motion is the displacement attribute of the acceleration motion.
6. The method of claim 5, further comprising: receiving a role synchronization orientation corresponding to the role synchronization location from a server;
the obtaining, according to the moving direction, at least one meta-action of the game character, where the meta-action is stored locally in advance, and a displacement direction of the meta-action is consistent with the moving direction, includes:
and acquiring at least one meta-action of the game character, which is locally pre-stored, according to the moving direction and the character synchronous orientation, wherein the displacement direction of the meta-action is consistent with the moving direction, and the character orientation of the meta-action is consistent with the character synchronous orientation.
7. The method of any of claims 1 to 4, further comprising:
generating synchronous information of the local operation role according to the moving position of the local operation role;
and sending the synchronization information of the local operation role to a server, wherein the synchronization information of the local operation role is used for synchronously displaying the movement of the local operation role in graphical user interfaces of other game terminals.
8. A game character movement synchronization apparatus, comprising:
the system comprises a catch-up positioning module, a catch-up positioning module and a control module, wherein the catch-up positioning module is used for acquiring a catch-up position of a game role, and the game role is other player roles or non-player roles in a game;
the route searching processing module is used for acquiring the moving direction and the catching-up speed of the game role moving from the local position of the game role to the catching-up position, wherein the local position is the current position of the game role in the local game terminal;
the action acquisition module is used for acquiring the displacement action of the game role according to the moving direction and the catching-up speed, wherein the displacement action comprises at least one action frame, and each action frame corresponds to a displacement attribute;
the action display module is used for displaying the game role to execute the displacement action on a graphical user interface and updating the local position of the game role according to the displacement attribute corresponding to the action frame in the displacement action;
the catch-up positioning module is specifically configured to acquire synchronization information of the game role from a server, where the synchronization information of the other player roles includes a role synchronization position, and the synchronization information of the non-player role includes a role synchronization position and a behavior end position;
if the game character is another player character, taking the character synchronization position of the another player character as the catch-up position of the another player character;
if the game character is a non-player character, taking the behavior terminal position of the non-player character as the catching-up position of the non-player character;
the path-finding processing module is specifically used for acquiring the local position of the game role in the current frame;
acquiring a catch-up path from the local position to the catch-up position according to the local position of the game role, the catch-up position and preset game map information;
acquiring the moving direction of the game role in the next frame according to the catching-up path;
acquiring a mapping value of a displacement from the local position to the game role synchronous position in the moving direction;
and determining the catching-up speed of the game character in the next frame according to the mapping value.
9. An electronic device, comprising: a display unit, a memory, a processor, and a computer program;
the computer program is stored in the memory;
the processor runs the computer program to execute the game character movement synchronization method according to any one of claims 1 to 7, and sends an instruction for displaying that the game character performs a displacement action to a display unit;
and the display unit responds to the instruction sent by the processor for displaying.
10. A computer-readable storage medium, in which a computer program is stored, which, when being executed by a processor, is adapted to implement the game character movement synchronization method according to any one of claims 1 to 7.
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