CN111729311A - Climbing jump method and device, computer equipment and computer readable storage medium - Google Patents

Climbing jump method and device, computer equipment and computer readable storage medium Download PDF

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Publication number
CN111729311A
CN111729311A CN202010574825.XA CN202010574825A CN111729311A CN 111729311 A CN111729311 A CN 111729311A CN 202010574825 A CN202010574825 A CN 202010574825A CN 111729311 A CN111729311 A CN 111729311A
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jump
target
point
climbing
role
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CN111729311B (en
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李宁徽
汤杰
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Suzhou Magic Tower Network Technology Co ltd
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Suzhou Magic Tower Network Technology 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/577Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Theoretical Computer Science (AREA)
  • Processing Or Creating Images (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The invention discloses a climbing jump method, a climbing jump device, computer equipment and a computer readable storage medium, and relates to the technical field of game design. The method comprises the following steps: acquiring rocker parameters input into the target role by a player under the condition that the role state of the target role meets climbing jump; controlling a target role to perform a collision test according to input values of the rocker parameters in the up-down direction and the left-right direction, and determining a jump terminal point; and moving the target role from the current position to a jump end point in a preset jump mode to finish climbing and jumping of the target role.

Description

Climbing jump method and device, computer equipment and computer readable storage medium
Technical Field
The invention relates to the technical field of game design, in particular to a climbing jump method, a climbing jump device, computer equipment and a computer readable storage medium.
Background
With the improvement of living standard, the living quality and living environment of people are changed with the change of covering the ground, and the large-scale city construction brings great pressure to the life of people while bringing high-quality enjoyment, and the problems of anxiety, unconcentration of spirit, incapability of normally completing work and the like easily occur to people in a pressure environment, so that a lot of games capable of relieving fatigue are produced. In recent years, game design technology is rapidly developed, requirements of game developers on games are higher and higher for better game experience, and many games on the market today pay attention to interaction of players with landforms, buildings and the like in the game world during game, so functions of climbing upwards, climbing and jumping and the like of characters are added in the games, the game playing methods are increased, and the players can experience different game experiences.
In the related technology, when a game is designed, a game developer marks a building capable of climbing in the game and makes a climbing route along the building capable of climbing in a dotting mode, so that a player can control a role to climb in the game world according to the designed climbing route and jump upwards or downwards to a specified position from a position specified by the climbing route when playing the game, and exploration of the game world is achieved.
In the process of implementing the invention, the inventor finds that the related art has at least the following problems:
the climbing route is generally designed on a specific building, a player can control a character to climb and jump in the climbing mode only on the specific building, the climbing route, a jumping allowing position and a jumping designated position are fixed, the player cannot control the character to climb and jump in an area where the climbing route is not involved, the range of climbing and jumping of the character is limited, distortion of a game is caused, the character of the game lacks vitality, the game playing method is single, and interactivity and game experience of the player are poor.
Disclosure of Invention
In view of the above, the present invention provides a climbing jump method, an apparatus, a computer device and a computer readable storage medium, and mainly aims to solve the problems that a player cannot control a character to climb and jump, the range of climbing and jumping of the character is limited, a game is distorted, the character of the game lacks vitality, the game playing method is single, and interactivity and game experience of the player are poor.
According to a first aspect of the present invention, there is provided a climbing jump method, the method comprising:
acquiring rocker parameters input into the target role by a player under the condition that the role state of the target role meets the climbing jump;
controlling the target role to perform a collision test according to input values of the rocker parameters in the up-down direction and the left-right direction, and determining a jump terminal point;
and moving the target role from the current position to the jump end point in a preset jump mode to finish the climbing jump of the target role.
In another embodiment, the controlling the target character to perform a collision test according to the input values of the joystick parameter in the up-down direction and the left-right direction, and determining a jump end point includes:
if the values input in the up-down direction and the left-right direction in the rocker parameter are positive numbers, acquiring a first direction vector input in the up-down direction and a second direction vector input in the left-right direction;
calculating a second vector sum of the first direction vector and the second direction vector, and taking the second vector sum as the jump direction vector;
controlling the target role to perform a collision test towards the direction indicated by the jump direction vector;
if the collision test of the target role is hit, taking a hit point when the target role collides as the jump terminal point;
and if the collision test of the target role is not hit, performing the collision test to the direction opposite to the direction indicated by the jumping direction vector, and taking a hit point in the collision as the jumping end point.
In another embodiment, the controlling the target character to perform a collision test according to the input values of the joystick parameter in the up-down direction and the left-right direction, and determining a jump end point includes:
if the values input in the up-down direction and the left-right direction in the rocker parameters are both 0, controlling the target role to vertically upwards perform a collision test;
continuously emitting a detection ray to the current orientation of the target character based on the target character;
when the detection ray hits an obstacle, determining a hit position of the detection ray on the obstacle, and taking the hit position as the jump destination;
and when the detection ray does not hit the obstacle, determining that the target character is detected to climb to the top of the obstacle, and determining a target walking point at the top as the jump terminal point.
In another embodiment, said determining a target walking point at said top as said jump ending point comprises:
inquiring whether at least one candidate walking point is arranged at the top;
if at least one candidate walking point is arranged at the top, determining that the top is allowed to cross, selecting the target walking point from the at least one candidate walking point, and taking the target walking point as the jumping terminal point, wherein the target walking point is any candidate walking point in the at least one candidate walking point;
and if the top is not provided with the at least one candidate walking point, determining that the top is not allowed to be overturned, and feeding back a tip for forbidding to be overturned.
In another embodiment, the controlling the target character to perform a collision test according to the input values of the joystick parameter in the up-down direction and the left-right direction, and determining a jump end point includes:
if the input value in the up-down direction in the rocker parameter is a negative number and the input value in the left-right direction is 0, controlling the target role to vertically downwards perform a collision test;
and detecting a walkable ground based on a movement detection component, and taking the position indicated by the input value in the up-down direction on the walkable ground as the jump terminal.
In another embodiment, the controlling the target character to perform a collision test according to the input values of the joystick parameter in the up-down direction and the left-right direction, and determining a jump end point includes:
if the values input in the up-down direction and the left-right direction in the rocker parameters are negative numbers, determining the current role orientation of the target role;
and taking the opposite direction of the character direction as a rebound direction, performing a collision test in the rebound direction according to the input values of the up-down direction and the left-right direction, and taking the position hit by the collision as the jump end point.
In another embodiment, after the target character is moved from the current position to the jump end point in a preset jump manner and the climbing jump of the target character is completed, the method further includes:
when the current environment of the target role is detected to be outdoor rainy days, acquiring a preset gliding speed and preset gliding time;
controlling the target role to slide downwards from the jump terminal point at the preset sliding-down speed;
and when the target character gliding time reaches the preset gliding time, controlling the target character to stop gliding.
According to a second aspect of the present invention, there is provided a climbing jump device, the device comprising:
the first acquisition module is used for acquiring rocker parameters input into the target role by a player under the condition that the role state of the target role meets climbing jump;
the determining module is used for controlling the target role to perform collision test according to the input values of the rocker parameters in the up-down direction and the left-right direction, and determining a jumping terminal point;
and the moving module is used for moving the target role from the current position to the jump end point in a preset jump mode to finish the climbing jump of the target role.
In another embodiment, the determining module is configured to obtain a first direction vector input in the up-down direction and a second direction vector input in the left-right direction if the values input in the up-down direction and the left-right direction in the parameter of the joystick are positive numbers; calculating a second vector sum of the first direction vector and the second direction vector, and taking the second vector sum as the jump direction vector; controlling the target role to perform a collision test towards the direction indicated by the jump direction vector; if the collision test of the target role is hit, taking a hit point when the target role collides as the jump terminal point; and if the collision test of the target role is not hit, performing the collision test to the direction opposite to the direction indicated by the jumping direction vector, and taking a hit point in the collision as the jumping end point.
In another embodiment, the determining module is configured to control the target role to perform a collision test vertically upward if the values input in the up-down direction and the left-right direction in the parameter of the joystick are both 0; continuously emitting a detection ray to the current orientation of the target character based on the target character; when the detection ray hits an obstacle, determining a hit position of the detection ray on the obstacle, and taking the hit position as the jump destination; and when the detection ray does not hit the obstacle, determining that the target character is detected to climb to the top of the obstacle, and determining a target walking point at the top as the jump terminal point.
In another embodiment, the determining module is configured to query whether at least one candidate walking point is set at the top; if at least one candidate walking point is arranged at the top, determining that the top is allowed to cross, selecting the target walking point from the at least one candidate walking point, and taking the target walking point as the jumping terminal point, wherein the target walking point is any candidate walking point in the at least one candidate walking point; and if the top is not provided with the at least one candidate walking point, determining that the top is not allowed to be overturned, and feeding back a tip for forbidding to be overturned.
In another embodiment, the determining module is configured to control the target character to perform a collision test vertically downward if the input value in the up-down direction in the parameter of the joystick is a negative number and the input value in the left-right direction is 0; and detecting a walkable ground based on a movement detection component, and taking the position indicated by the input value in the up-down direction on the walkable ground as the jump terminal.
In another embodiment, the determining module is configured to determine the current role orientation of the target role if the values input in the up-down direction and the left-right direction in the parameter of the joystick are both negative values; and taking the opposite direction of the character direction as a rebound direction, performing a collision test in the rebound direction according to the input values of the up-down direction and the left-right direction, and taking the position hit by the collision as the jump end point.
In another embodiment, the apparatus further comprises:
the second obtaining module is used for obtaining a preset gliding speed and preset gliding time when the current environment of the target role is detected to be outdoor rainy days;
the control module is used for controlling the target role to slide downwards from the jump terminal point at the preset sliding-down speed;
the control module is further used for controlling the target character to stop sliding down when the sliding down time of the target character reaches the preset sliding down time.
According to a third aspect of the present invention, there is provided a computer device comprising a memory storing a computer program and a processor implementing the steps of the method of the first aspect when the processor executes the computer program.
According to a fourth aspect of the present invention, there is provided a computer readable storage medium having stored thereon a computer program which, when executed by a processor, performs the steps of the method of the first aspect described above.
By means of the technical scheme, the climbing jump method, the climbing jump device, the computer equipment and the computer readable storage medium provided by the invention have the advantages that under the condition that the role state of the target role meets climbing jump, the target role is controlled to perform collision test according to input values of the up-down direction and the left-right direction input by a player in a rocker parameter of the target role, so that a jump end point is determined, the target role can move to the jump end point in a preset jump mode, the process of one-time climbing jump is completed, the target role can climb and jump according to the current actual situation in a game, a jump route does not need to be set for climbing jump, the player can control the free activity of the role, the activity range is not limited, the interactivity of the game is improved, the game playing method is enriched, and the game experience of the player is enhanced.
The foregoing description is only an overview of the technical solutions of the present invention, and the embodiments of the present invention are described below in order to make the technical means of the present invention more clearly understood and to make the above and other objects, features, and advantages of the present invention more clearly understandable.
Drawings
Various other advantages and benefits will become apparent to those of ordinary skill in the art upon reading the following detailed description of the preferred embodiments. The drawings are only for purposes of illustrating the preferred embodiments and are not to be construed as limiting the invention. Also, like reference numerals are used to refer to like parts throughout the drawings. In the drawings:
fig. 1 is a schematic flow chart of a climbing jump method provided by an embodiment of the present invention;
fig. 2A is a schematic flow chart of a climbing jump method according to an embodiment of the present invention;
fig. 2B is a schematic diagram illustrating a climbing jump method according to an embodiment of the present invention;
fig. 2C is a schematic diagram illustrating a climbing jump method according to an embodiment of the present invention;
fig. 2D is a schematic diagram illustrating a climbing jump method according to an embodiment of the present invention;
FIG. 3A is a schematic structural diagram illustrating a climbing jump device provided by an embodiment of the invention;
FIG. 3B is a schematic structural diagram illustrating a climbing jump device provided by an embodiment of the present invention;
fig. 4 shows a schematic device structure diagram of a computer apparatus according to an embodiment of the present invention.
Detailed Description
Exemplary embodiments of the present invention will be described in more detail below with reference to the accompanying drawings. While exemplary embodiments of the invention are shown in the drawings, it should be understood that the invention can be embodied in various forms and should not be limited to the embodiments set forth herein. Rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the scope of the invention to those skilled in the art.
An embodiment of the present invention provides a climbing jump method, as shown in fig. 1, the method includes:
101. and acquiring the rocker parameters input into the target character by the player under the condition that the character state of the target character meets the climbing jump condition.
102. And controlling the target role to perform collision test according to the input values of the rocker parameters in the up-down direction and the left-right direction, and determining the jump terminal.
103. And moving the target role from the current position to a jump end point in a preset jump mode to finish climbing and jumping of the target role.
According to the method provided by the embodiment of the invention, under the condition that the role state of the target role meets the climbing jump, the target role is controlled to perform collision test according to the input values of the rocker parameters, which are input by a player, in the up-down direction and the left-right direction of the target role, so that the jump end point is determined, the target role can move to the jump end point in a preset jump mode, and the process of one climbing jump is completed, so that the target role can climb and climb jump according to the current actual condition in a game, a jump route is not required to be set for climbing jump, the player can control the free activity of the role, the activity range is not limited, the interchangeability of the game is improved, the game playing method is enriched, and the game experience of the player is enhanced.
An embodiment of the present invention provides a climbing jump method, as shown in fig. 2A, the method includes:
201. and acquiring the rocker parameters input into the target character by the player under the condition that the character state of the target character meets the climbing jump condition.
The inventor realizes that the climbing function of characters is added in many current games, and in order to realize the climbing function, developers of the games set specific climbing routes on specific buildings, players can only control own characters to climb on the specific buildings in the game world, and can only climb and jump along the climbing routes, so that the actions of the players in the game world are limited, and the players cannot control the characters to freely explore the game world. In order to solve the problems, the invention provides a climbing jump method, when a climbing jump instruction of a player is received, the target character is controlled to perform a collision test according to input values of a rocker parameter of the target character in the up-down direction and the left-right direction, so that a jump end point is determined, the target character can move to the jump end point in a preset jump mode, a climbing jump process is completed, the target character can climb and climb jump according to the current actual situation in a game, a jump route is not required to be set for climbing jump, the player can control the free activity of the character, the activity range is not limited, the interchangeability of the game is improved, the game playing method is enriched, and the game experience of the player is enhanced.
The role state of the target role meets the climbing jump condition, namely whether the capsule body of the target role collides with an obstacle, whether the collided obstacle allows interaction and whether the terrain meets the climbing condition. A callback function MoveBlockBy (obstacle movement) can be set in the game, and whether the target character collides with the obstacle or not is determined based on the callback function. If the detection is collision, the terrain of the obstacle is triggered to be detected based on the callback function, and whether the obstacle allows interaction or not and the terrain meets climbing conditions is determined. If the detection is that the interaction is allowed and the terrain meets the climbing condition, the climbing indication of the player is detected, and the player enters a climbing jumping state after executing the climbing indication.
In the actual game process, the following situations exist in the detection of the climbing indication of the player, the first situation is that under the condition that the role state of the target role meets the climbing jump, the role operated by the player is detected to be in the path state, for example, the direction key is continuously pressed, the climbing jump of the target role is triggered, and then the rocker parameter input to the target role by the player is continuously acquired, and the climbing jump process of the target role is executed.
And the second situation is that a jumping key icon is arranged on a front-end page displayed to a player in the game, and when the condition that the role state of the target role meets the climbing jump is detected, the key icon triggered by the player is detected, so that the rocker parameter input to the target role by the player is continuously acquired, and the climbing jump process of the target role is executed.
The third situation is that a jumping key icon is arranged on a front-end page displayed to a player in a game, the key icon changes when the role state of a target role meets the condition of climbing and jumping, the key icon changes into an icon capable of prompting the player to climb and jump at the current moment, and when the key icon is detected to be triggered by the player, the rocker parameter input to the target role by the player is continuously acquired, and the process of climbing and jumping the target role is executed.
The above-described several cases of detecting the climbing indication of the player may exist in the game alone or simultaneously, and the most suitable case may be set according to different climbing objects, which is not specifically limited herein.
When the terrain detection is carried out, the obstacles in the game world can be directly pushed, crossed and interacted, so that the obstacles need to be recognized in other interaction modes, and if the obstacles can be directly pushed, crossed or interacted, the obstacles can be directly interacted without other climbing operations. In order to distinguish and integrally manage the entities in the game world in the game, entity attributes corresponding to the entities are usually set for each entity, and the entity attributes are used for indicating whether what kind of objects the entities are used for doing can interact with the characters and the like, so that the entity attributes corresponding to the entities in the game world can be used for roughly detecting the obstacles, namely acquiring the entity attributes of the obstacles, when the entity attributes of the obstacles indicate that the obstacles allow interaction, the obstacles can interact with the target characters in a pushing mode, a turning mode and a climbing mode, and the pushing mode and the turning mode have fixed execution modes, so that whether the obstacles allow pushing and the turning mode needs to be further detected. If the obstacle is detected to be allowed to be pushed, the target role is adjusted to be in a pushing state, the target role is controlled to push the obstacle, and the following process of detecting whether the obstacle is allowed to climb over and whether the obstacle can climb over is not needed. If the obstacle is detected not to be pushed, whether the obstacle is allowed to climb over is continuously detected, and when the obstacle is determined to be allowed to climb over, the target role is adjusted to the climbing state, the target role is controlled to climb over the obstacle, and the following process of detecting whether the obstacle is allowed to climb over is not needed. And if the obstacle is detected not to be pushed and not to be overturned, whether the obstacle can climb or not needs to be continuously determined, and whether the obstacle can climb or not is determined by inquiring whether the obstacle carries a climbing forbidding mark or not. When inquiring whether the obstacle carries the climbing forbidding mark or not, if inquiring that the obstacle does not carry the climbing forbidding mark, the obstacle can climb, in the game world, obstacles that can climb are generally divided into two types, one is an entity such as a mountain, a tall building, etc., which can provide a player with a function of free climbing, and the other is a virtual ladder, i.e. a ladder, which, in general, is of fixed size, so that the climbing range provided by the ladder is fixed, the target character can only climb along the ladder, therefore, after the obstacle can climb, the central point of the target role is taken as a starting point, the detection ray with the preset length is emitted to the horizontal direction, and receiving a detection result returned by the detection ray, and determining whether the barrier is a virtual ladder stand according to the detection result. When the detection result shows that the obstacle is the virtual ladder stand, the target character can only climb along the virtual ladder stand, and the environment built by the virtual ladder stand does not have the condition for providing free climbing, so that the target character is controlled to climb along the laying track of the virtual ladder stand. And when the detection result shows that the obstacle is not a virtual ladder, and the obstacle is determined to be an entity such as a mountain, a high-rise building and the like, the entity can provide a certain range of climbing areas, and in the certain range of climbing areas, the target character can climb freely, so that the terrain in which the obstacle is detected is determined to be allowed to climb. So far, the fact that the obstacle allows interaction and the terrain meets the climbing condition can be determined through the process, and therefore the target role starts to be controlled to climb close to the obstacle.
In addition, many obstacles in the game world are irregular in shape, and only the wall surface of the obstacle can meet the climbing requirement of the target character, so that the target character needs to be controlled to collide in the advancing direction by taking the current position of the target character as a starting point, the position where the target character collides with the obstacle is determined as the wall surface position, and the target character is adjusted to the position indicated by the wall surface position so as to be closely attached to the obstacle. In the practical application process, the process of attaching the target character to the obstacle can be realized based on a function movealongvias (traveling along the way), in the function, the target character can be regarded as a player capsule body, the player capsule body is taken as a shape, the position of the player capsule body is taken as a starting point, collision detection is performed forwards according to the indication of the rocker parameters, and the position of the wall surface of the obstacle is detected, so that the player capsule body can move in a manner of attaching to the obstacle.
202. And controlling the target role to perform collision test according to the input values of the rocker parameters in the up-down direction and the left-right direction, and determining the jump terminal.
In the embodiment of the invention, the climbing and jumping function provided in the game world is that a player controls a target character to climb and jump through a rocker, so that the target character jumps by a certain height and is mounted on an obstacle by a certain height, and then climbs upwards or downwards from a certain height; or can jump directly to the top of the obstacle; or directly jumping downwards to the ground for walking, and the like, therefore, when a climbing jump instruction of a player is received, the climbing jump is directional, and the climbing jump direction is input to a target character by the player through controlling a rocker, so that the target character needs to be controlled for collision test according to input values of the rocker parameters in the up-down direction and the left-right direction, a jump end point is determined, and the climbing jump of the target character is executed according to the jump end point subsequently. When a collision test is carried out, the collision detection of the lengths of input values in the up-down direction and the left-right direction of rocker parameters is carried out by taking the radius of a capsule body of a target role as the length and the width and taking the height of the capsule body as the shape of a cuboid.
When the target role is detected to request to climb and jump, the target role can be controlled to enter a climbing and jumping mode in the game, and the direction of the target role requesting to climb and jump is determined through a SprintVinesCheck (fast marching detection) function in the climbing and jumping mode, so that the climbing and jumping of the target role are realized. The SprintVinesCheck function is divided into two values, one is UpValue (vertical value) for indicating the value input in the up-down direction in the rocker parameter, and the other is Right Value (horizontal value) for indicating the value input in the left-right direction in the rocker parameter.
Specifically, there are various situations for the values input in the up-down direction and the left-right direction in the joystick parameter, and the first is that the values input in the up-down direction and the left-right direction are both positive numbers, in this case, it is necessary to obtain a first direction vector input in the up-down direction and a second direction vector input in the left-right direction, calculate a jump direction vector based on the first direction vector and the second direction vector, determine a jump destination according to the jump direction vector, and control the target character to jump to the jump destination. When calculating the skip direction vector, a second vector sum of the first direction vector and the second direction vector needs to be calculated, and the second vector sum is taken as the skip direction vector. After the jump direction vector is determined, the control target character collides in the direction indicated by the jump direction vector. If the collision of the target character hits, it is indicated that there is a block before the target character, and the point of the block is the end point of the climbing jump, so that the point hit when the target character collides is taken as the jump end point, referring to fig. 2B, the position indicated by the point M is the jump end point, and the ellipse is the target character, and the ellipse is controlled to transit from the original position to the position indicated by the point M. If the collision of the target role is not hit, it indicates that there is no block before the current target role, and a jump end point needs to be acquired for the target role. However, there are two cases, one of them is that the target character is not far enough to jump and is not actually located far away from the target character, so that ray detection is performed based on the target character, and the position where the ray detection is hit is directly used as a jump end point, specifically, as shown in fig. 2C, an ellipse is the target character, and it can be seen from the back view in fig. 2C that the collision performed by the target character does not hit, so as to refer to the top view in fig. 2C, a solid line circle represents the current position of the target character, a dotted line circle represents the position where the target character is located after the collision test, and no collision occurs, so that ray detection is performed based on the position where the dotted line circle is located, and a position indicated by an upward arrow of the dotted line circle is a hit position, and is used as a jump end point. In another case, the target character may be located at the edge of the obstacle and already beyond the range of the obstacle, so that a hit cannot occur, and in this case, it is necessary to perform a collision in the direction opposite to the direction indicated by the jump direction vector, and a point at which the hit occurs at the time of the collision is taken as a jump end point. Referring specifically to fig. 2D, it can be seen from the rear view in fig. 2D that the collision performed by the target character does not hit, so referring to the top view in fig. 2D, 1 represents the current position of the target character, 2 represents the position where the target character is located after the collision test, the collision does not hit, and the target character has exceeded the range of the obstacle, so since the direction indicated by the previous jumping direction vector is rightward, the collision is performed now in the state of 3 leftward, that is, in the direction opposite to the direction indicated by the jumping direction vector, and the position of the black point on the obstacle where the collision hit occurs, that is, the position of the black point on the obstacle is taken as the jumping end point.
The second situation is that the values input in the up-down direction and the left-right direction of the rocker parameter are both 0, the target role is defaulted to request climbing and jumping upwards under the situation, the execution mode of climbing and jumping is determined to be jumping upwards, the value of UpValue is set to be 1.0f, and the value of RightValue is set to be 0.0f, so that the target role can be controlled to vertically upwards perform collision test. After the target character jumps vertically upwards, two possibilities exist, one possibility is that the target character jumps directly to the vertex of the obstacle, and the other possibility is that the target character does not jump to the vertex yet, but the position is increased by a certain height, so that after the target character is controlled to jump vertically upwards, detection rays need to be continuously emitted to the obstacle based on the target character. When the detection ray hits the obstacle, the hit position of the detection ray on the obstacle is determined, and the hit position is used as a jump terminal. When the detection ray does not hit the obstacle, the fact that the target character climbs to jump to the top of the obstacle is determined, the target character is controlled to climb over the top, and a target walking point is determined at the top to serve as a jump terminal point. The determination of the target walking point needs to be determined by detecting whether the top can be flipped, and can be specifically realized by a checkviness over on client (top flip detection) component. When the detection ray does not hit the obstacle, the obstacle facing the target role is gradually disappeared, the fact that the target role climbs to the top is determined, and whether at least one candidate walking point is arranged on the top or not is inquired. And if at least one candidate walking point is arranged at the top, determining that the top is allowed to cross, selecting any candidate walking point from the at least one candidate walking point as a target walking point, and taking the target walking point as a jump terminal point. And if at least one candidate walking point is not set on the top, determining that the top is not allowed to be overturned, and feeding back a tip for forbidding to be overturned. It should be noted that, when selecting a target walking point, a candidate walking point closest to the target character may be selected as the target walking point, or a sliding distance may also be calculated according to the speed of the target character, and the candidate walking point closest to the sliding distance may be used as the target walking point, or one candidate walking point may also be defaulted as the target walking point.
The third situation is that the input value in the up-down direction in the rocker parameter is a negative number and the input value in the left-right direction is 0, that is, the value of the UpValue carried in the rocker parameter is a negative number, it can be determined that the target character requests to climb and jump downwards, the target character is controlled to vertically downwards perform a collision test, and the target character directly jumps to the ground where the user can walk, so that the target character needs to be controlled to exit from the climbing state. Specifically, when the target character is controlled to vertically and downwardly perform the collision test, it is necessary to detect the walkable ground based on the movement detection assembly, place the target character on the walkable ground, and use the position indicated by the input value in the up-down direction on the walkable ground as the jump destination. The mobile component can be a void moving forward component, and the detection of whether the walkable ground is reached can be realized by a FindFloor (ground finding) function of the mobile component, and the function detects whether the walkable ground exists. Thus, if the result of the output of the function is floorresult iswalkable floor (), it can be determined that walkable floor is detected, and the input value in the up-down direction at the position indicated by walkable floor is taken as the jump end point.
And the fourth condition is that the values input in the up-down direction and the left-right direction in the rocker parameters are negative numbers, the execution mode of climbing jump is determined to be reverse jump, namely jump back to the reverse direction of the role orientation of the current target role, therefore, the current role orientation of the target role is determined, the reverse direction of the role orientation is taken as the jump back direction, the collision test is carried out in the jump back direction according to the input values in the up-down direction and the left-right direction, and the position hit by collision is taken as the jump end point.
Through the process, no matter the player requests to climb upwards and jump, climb downwards and jump, jump to a certain position or jump to the opposite direction, the end point of the jump can be identified, and then the target character can be moved to the determined jump end point from the current position, so that the climbing and jumping process of the target character is realized.
203. And moving the target role from the current position to a jump end point in a preset jump mode to finish climbing and jumping of the target role.
In the embodiment of the present invention, when the jump end point is determined, the movement of the target character may be started. The preset jumping mode can be a flight mode or a common jumping mode. If the preset jump mode is a flight mode, after a jump terminal is determined, the target character can be controlled to enter the flight mode, the flight mode can be specifically set through a component MOVE _ Custom _ Sub _ SprintVines (a mobile conventional component), so that the target character can simulate the character to MOVE to the jump terminal position in the flight mode, and meanwhile, a climbing jump of the target character is completed by matching with a flight animation in a game world. And if the preset jumping mode is the common jumping mode, directly moving the target character to a jumping terminal point in the common jumping mode, and simultaneously matching with jumping animation in the game world to finish one climbing jump of the target character.
In addition, in consideration of the actual environment in the game world, it is likely that the environment where the player climbs and jumps is outdoor rainy days, and in order to make the game world more conform to the real world, a role gliding mechanism can be set in the outdoor rainy environment of the game, so that when the current environment of the target role is detected to be outdoor rainy days, the preset gliding speed and the preset gliding time need to be obtained, and after the target role completes one climbing and jumping, the target role is controlled to glide at the preset gliding speed from the jumping end point, and when the gliding time of the target role reaches the preset gliding time, the target role is controlled to stop gliding. The process of sliding down at the preset sliding-down speed for the preset sliding-down time can be realized by calling a function movealongvias, setting the value of a parameter invicity (speed) in the function as the preset sliding-down speed, setting the value of a parameter DeltaSeconds (consumed time per frame) in the function as the preset sliding-down time, and then calling the function to realize the sliding-down process of the target character.
According to the method provided by the embodiment of the invention, when a climbing jump instruction of a player is received, the target character is controlled to perform a collision test according to input values of the up-down direction and the left-right direction of a rocker parameter input to the target character by the player, so that a jump end point is determined, the target character can move to the jump end point in a preset jump mode, and a process of climbing jump is completed, so that the target character can climb and climb jump according to the current actual situation in a game, a jump route is not required to be set for climbing jump, the player can control the free activity of the character, the activity range is not limited, the interactivity of the game is improved, the game playing method is enriched, and the game experience of the player is enhanced.
Further, as a specific implementation of the method shown in fig. 1, an embodiment of the present invention provides a climbing jump apparatus, as shown in fig. 3A, the apparatus includes: a first acquisition module 301, a determination module 302 and a movement module 303.
The first obtaining module 301 is configured to obtain a parameter of a joystick input to a target character by a player when a character state of the target character satisfies a condition of climbing and jumping;
the determining module 302 is configured to control the target role to perform a collision test according to input values of the rocker parameter in the up-down direction and the left-right direction, and determine a jump end point;
the moving module 303 is configured to move the target role from the current position to the jump destination in a preset jump manner, so as to complete climbing and jumping of the target role.
In a specific application scenario, the determining module 302 is configured to obtain a first direction vector input in the up-down direction and a second direction vector input in the left-right direction if the values input in the up-down direction and the left-right direction in the rocker parameter are positive numbers; calculating a second vector sum of the first direction vector and the second direction vector, and taking the second vector sum as the jump direction vector; controlling the target role to perform a collision test towards the direction indicated by the jump direction vector; if the collision test of the target role is hit, taking a hit point when the target role collides as the jump terminal point; and if the collision test of the target role is not hit, performing the collision test to the direction opposite to the direction indicated by the jumping direction vector, and taking a hit point in the collision as the jumping end point.
In a specific application scenario, the determining module 302 is configured to control the target role to perform a collision test vertically upward if the values input in the up-down direction and the left-right direction in the rocker parameter are both 0; continuously emitting a detection ray to the current orientation of the target character based on the target character; when the detection ray hits an obstacle, determining a hit position of the detection ray on the obstacle, and taking the hit position as the jump destination; and when the detection ray does not hit the obstacle, determining that the target character is detected to climb to the top of the obstacle, and determining a target walking point at the top as the jump terminal point.
In a specific application scenario, the determining module 302 is configured to query whether at least one candidate walking point is set at the top; if at least one candidate walking point is arranged at the top, determining that the top is allowed to cross, selecting the target walking point from the at least one candidate walking point, and taking the target walking point as the jumping terminal point, wherein the target walking point is any candidate walking point in the at least one candidate walking point; and if the top is not provided with the at least one candidate walking point, determining that the top is not allowed to be overturned, and feeding back a tip for forbidding to be overturned.
In a specific application scenario, the determining module 302 is configured to control the target role to perform a collision test vertically downward if the input value in the up-down direction in the parameter of the joystick is a negative number and the input value in the left-right direction is 0; and detecting a walkable ground based on a movement detection component, and taking the position indicated by the input value in the up-down direction on the walkable ground as the jump terminal.
In a specific application scenario, the determining module 302 is configured to determine a current role orientation of the target role if the values input in the up-down direction and the left-right direction in the parameter of the joystick are both negative numbers; and taking the opposite direction of the character direction as a rebound direction, performing a collision test in the rebound direction according to the input values of the up-down direction and the left-right direction, and taking the position hit by the collision as the jump end point.
In a specific application scenario, as shown in fig. 3B, the apparatus further includes: a second acquisition module 304 and a control module 305.
The second obtaining module 304 is configured to obtain a preset glide speed and a preset glide time when it is detected that the current environment of the target role is an outdoor rainy day;
the control module 305 is configured to control the target character to slide down from the jump destination at the preset sliding-down speed;
the control module 305 is further configured to control the target character to stop sliding down when the time for the target character to slide down reaches the preset sliding down time.
According to the device provided by the embodiment of the invention, under the condition that the role state of the target role meets the climbing jump, the target role is controlled to perform collision test according to the input values of the rocker parameters, which are input by a player, in the up-down direction and the left-right direction of the target role, so that the jump end point is determined, the target role can move to the jump end point in a preset jump mode, and the process of one climbing jump is completed, so that the target role can climb and climb jump according to the current actual condition in a game, a jump route is not required to be set for climbing jump, the player can control the free activity of the role, the activity range is not limited, the interchangeability of the game is improved, the game playing method is enriched, and the game experience of the player is enhanced.
It should be noted that other corresponding descriptions of the functional units related to the climbing jump device provided in the embodiment of the present invention may refer to the corresponding descriptions in fig. 1 and fig. 2A, and are not described herein again.
In an exemplary embodiment, referring to fig. 4, there is further provided a device, where the device 400 includes a communication bus, a processor, a memory, and a communication interface, and may further include an input/output interface and a display device, where the functional units may communicate with each other through the bus. The memory stores a computer program, and the processor is used for executing the program stored in the memory and executing the climbing jump method in the embodiment.
A computer-readable storage medium, on which a computer program is stored which, when being executed by a processor, carries out the steps of the climbing jump method.
Through the above description of the embodiments, those skilled in the art will clearly understand that the present application can be implemented by hardware, and also by software plus a necessary general hardware platform. Based on such understanding, the technical solution of the present application may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (which may be a CD-ROM, a usb disk, a removable hard disk, etc.), and includes several instructions for enabling a computer device (which may be a personal computer, a server, or a network device, etc.) to execute the method according to the implementation scenarios of the present application.
Those skilled in the art will appreciate that the figures are merely schematic representations of one preferred implementation scenario and that the blocks or flow diagrams in the figures are not necessarily required to practice the present application.
Those skilled in the art will appreciate that the modules in the devices in the implementation scenario may be distributed in the devices in the implementation scenario according to the description of the implementation scenario, or may be located in one or more devices different from the present implementation scenario with corresponding changes. The modules of the implementation scenario may be combined into one module, or may be further split into a plurality of sub-modules.
The above application serial numbers are for description purposes only and do not represent the superiority or inferiority of the implementation scenarios.
The above disclosure is only a few specific implementation scenarios of the present application, but the present application is not limited thereto, and any variations that can be made by those skilled in the art are intended to fall within the scope of the present application.

Claims (12)

1. A method of climbing jumps, comprising:
acquiring rocker parameters input into the target role by a player under the condition that the role state of the target role meets the climbing jump;
controlling the target role to perform a collision test according to input values of the rocker parameters in the up-down direction and the left-right direction, and determining a jump terminal point;
and moving the target role from the current position to the jump end point in a preset jump mode to finish the climbing jump of the target role.
2. The method of claim 1, wherein the controlling the target character to perform the collision test according to the input values of the up-down direction and the left-right direction of the joystick parameter to determine the jump end point comprises:
if the values input in the up-down direction and the left-right direction in the rocker parameter are positive numbers, acquiring a first direction vector input in the up-down direction and a second direction vector input in the left-right direction;
calculating a second vector sum of the first direction vector and the second direction vector, and taking the second vector sum as the jump direction vector;
controlling the target role to perform a collision test towards the direction indicated by the jump direction vector;
if the collision test of the target role is hit, taking a hit point when the target role collides as the jump terminal point;
and if the collision test of the target role is not hit, performing the collision test to the direction opposite to the direction indicated by the jumping direction vector, and taking a hit point in the collision as the jumping end point.
3. The method of claim 1, wherein the controlling the target character to perform the collision test according to the input values of the up-down direction and the left-right direction of the joystick parameter to determine the jump end point comprises:
if the values input in the up-down direction and the left-right direction in the rocker parameters are both 0, controlling the target role to vertically upwards perform a collision test;
continuously emitting a detection ray to the current orientation of the target character based on the target character;
when the detection ray hits an obstacle, determining a hit position of the detection ray on the obstacle, and taking the hit position as the jump destination;
and when the detection ray does not hit the obstacle, determining that the target character is detected to climb to the top of the obstacle, and determining a target walking point at the top as the jump terminal point.
4. The method of claim 3, wherein said determining a target walking point at said top as said jump ending point comprises:
inquiring whether at least one candidate walking point is arranged at the top;
if at least one candidate walking point is arranged at the top, determining that the top is allowed to cross, selecting the target walking point from the at least one candidate walking point, and taking the target walking point as the jumping terminal point, wherein the target walking point is any candidate walking point in the at least one candidate walking point;
and if the top is not provided with the at least one candidate walking point, determining that the top is not allowed to be overturned, and feeding back a tip for forbidding to be overturned.
5. The method of claim 1, wherein the controlling the target character to perform the collision test according to the input values of the up-down direction and the left-right direction of the joystick parameter to determine the jump end point comprises:
if the input value in the up-down direction in the rocker parameter is a negative number and the input value in the left-right direction is 0, controlling the target role to vertically downwards perform a collision test;
and detecting a walkable ground based on a movement detection component, and taking the position indicated by the input value in the up-down direction on the walkable ground as the jump terminal.
6. The method of claim 1, wherein the controlling the target character to perform the collision test according to the input values of the up-down direction and the left-right direction of the joystick parameter to determine the jump end point comprises:
if the values input in the up-down direction and the left-right direction in the rocker parameters are negative numbers, determining the current role orientation of the target role;
and taking the opposite direction of the character direction as a rebound direction, performing a collision test in the rebound direction according to the input values of the up-down direction and the left-right direction, and taking the position hit by the collision as the jump end point.
7. The method of claim 1, wherein after the target character is moved from the current position to the jump destination in a preset jump manner and the climbing jump of the target character is completed, the method further comprises:
when the current environment of the target role is detected to be outdoor rainy days, acquiring a preset gliding speed and preset gliding time;
controlling the target role to slide downwards from the jump terminal point at the preset sliding-down speed;
and when the target character gliding time reaches the preset gliding time, controlling the target character to stop gliding.
8. A climbing jump device, comprising:
the first acquisition module is used for acquiring rocker parameters input into the target role by a player under the condition that the role state of the target role meets climbing jump;
the determining module is used for controlling the target role to perform collision test according to the input values of the rocker parameters in the up-down direction and the left-right direction, and determining a jumping terminal point;
and the moving module is used for moving the target role from the current position to the jump end point in a preset jump mode to finish the climbing jump of the target role.
9. The device of claim 8, wherein the determining module is configured to obtain a first direction vector of the up-down direction input and a second direction vector of the left-right direction input if the values of the up-down direction input and the left-right direction input in the joystick parameter are positive numbers; calculating a second vector sum of the first direction vector and the second direction vector, and taking the second vector sum as the jump direction vector; controlling the target role to perform a collision test towards the direction indicated by the jump direction vector; if the collision test of the target role is hit, taking a hit point when the target role collides as the jump terminal point; and if the collision test of the target role is not hit, performing the collision test to the direction opposite to the direction indicated by the jumping direction vector, and taking a hit point in the collision as the jumping end point.
10. The device of claim 9, wherein the determining module is configured to control the target character to perform a collision test vertically upward if the values input in the up-down direction and the left-right direction in the parameter of the joystick are both 0; continuously emitting a detection ray to the current orientation of the target character based on the target character; when the detection ray hits an obstacle, determining a hit position of the detection ray on the obstacle, and taking the hit position as the jump destination; and when the detection ray does not hit the obstacle, determining that the target character is detected to climb to the top of the obstacle, and determining a target walking point at the top as the jump terminal point.
11. A computer device comprising a memory and a processor, the memory storing a computer program, wherein the processor implements the steps of the method of any one of claims 1 to 7 when executing the computer program.
12. A computer-readable storage medium, on which a computer program is stored, which, when being executed by a processor, carries out the steps of the method of any one of claims 1 to 7.
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