CN111729311B - Climbing and jumping method, climbing and jumping device, computer equipment and computer readable storage medium - Google Patents

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

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Publication number
CN111729311B
CN111729311B CN202010574825.XA CN202010574825A CN111729311B CN 111729311 B CN111729311 B CN 111729311B CN 202010574825 A CN202010574825 A CN 202010574825A CN 111729311 B CN111729311 B CN 111729311B
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jump
target
point
climbing
end point
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CN111729311A (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 and jumping method, a device, computer equipment and a computer readable storage medium, which relate to the technical field of game design, and control a target role to perform collision test according to rocker parameters input by a player under the condition that the role state of the target role meets the climbing and jumping, determine a jumping end point, enable the target role to move to the jumping end point, enable the target role to climb and jump according to the actual situation in a game, avoid setting a route, enable the player to control the role to freely move, improve the interactivity of the game, enrich the playing method and enhance the game experience of the player. The method comprises the following steps: acquiring rocker parameters input to the target character by a player under the condition that the character state of the target character meets climbing jumping; according to the input values of the rocker parameters in the up-down direction and the left-right direction, controlling the target role to perform collision test, and determining a jump end point; and moving the target role from the current position to a jump end point in a preset jump mode, and finishing the climbing jump of the target role.

Description

Climbing and jumping method, climbing and jumping device, computer equipment and computer readable storage medium
Technical Field
The present invention relates to the field of game design, and in particular, to a climbing and jumping method, a device, a computer device, and a computer readable storage medium.
Background
With the improvement of living standard, the living quality and living environment of people are changed over the sky, large-scale city construction brings high quality enjoyment to the life of people, and simultaneously brings huge pressure, and the problems of anxiety, concentration, incapability of normally completing work and the like easily occur under the pressure environment, so that a plurality of games capable of relieving fatigue are generated. In recent years, game design technology is rapidly developed, in order to achieve better game experience, game developers have higher and higher requirements on games, and many games on the market now pay attention to interactions between players and terrains, buildings and the like in the game world, so that functions of climbing up, jumping and the like of characters are added in the game, the playing method of the game is increased, and the players can experience unique game feelings.
In the related art, when a game is designed, a game developer marks a climbing building in the game and makes a climbing route along the climbing building in a dotting way, so that a player can control the player to climb in the game world according to the designed climbing route and jump upwards or downwards to a designated position from a position specified by the climbing route when playing, thereby realizing exploration of the game world.
In carrying out the present invention, the inventors have found that the related art has at least the following problems:
The climbing route is generally designed on a specific building, a player can only control a character to climb and jump on the specific building, the climbing route, the position allowing the jump and the designated position to jump are all fixed, the player cannot control the character to climb and jump on an area which is not related to the climbing route, the range of the character climbing jump is limited, the game is distorted, the character of the game lacks vitality, the game playing method is single, and the interactivity and the game experience of the player are poor.
Disclosure of Invention
In view of the above, the present invention provides a climbing and jumping method, apparatus, computer device and computer readable storage medium, and aims to solve the problems that the current player cannot control the characters to climb and jump, the range of the character climbing and jump is limited, the game is distorted, the characters of the game lack vitality, the game play is single, the interactivity and the game experience of the player are poor.
According to a first aspect of the present invention, there is provided a climbing and jumping method comprising:
Acquiring rocker parameters input to the target role by a player under the condition that the role state of the target role meets climbing and jumping;
According to the input values of the rocker parameters in the up-down direction and the left-right direction, controlling the target character to perform collision test, and determining a jump end point;
and moving the target role from the current position to the jump end point in a preset jump mode, and finishing the climbing jump of the target role.
In another embodiment, 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 rocker parameter, and determining the jump endpoint includes:
If the values of the up-down direction and the left-right direction input in the rocker parameter are positive numbers, acquiring a first direction vector of the up-down direction input and a second direction vector of the left-right direction input;
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 collision test in the direction indicated by the jump direction vector;
If the collision test of the target role hits, taking the hit point of the target role when the target role collides as the jump end point;
If the collision test of the target character does not hit, performing the collision test to the direction opposite to the direction indicated by the jump direction vector, and taking the hit point at the time of collision as the jump end point.
In another embodiment, 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 rocker parameter, and determining the jump endpoint includes:
if the values input in the up-down direction and the left-right direction in the rocker parameters are 0, controlling the target role to vertically and upwards perform collision test;
continuously emitting detection rays 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 end point;
And when the detected ray is not hit in the obstacle, determining that the target character is detected to climb and jump to the top of the obstacle, and determining a target walking point as the jump end point at the top.
In another embodiment, the determining the target walking point at the top as the jump end point includes:
Inquiring whether at least one candidate walking point is arranged on the top;
If at least one candidate walking point is arranged on 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 end 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 prohibited overturned prompt.
In another embodiment, 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 rocker parameter, and determining the jump endpoint includes:
If the input value in the up-down direction in the rocker parameter is negative and the input value in the left-right direction is 0, controlling the target role to vertically and downwards perform collision test;
And detecting the walkable ground based on the 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 point.
In another embodiment, 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 rocker parameter, and determining the jump endpoint 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 performing a collision test in the rebound direction according to the input values of the up-down direction and the left-right direction by taking the reverse direction of the character direction as the rebound direction, and taking the position of collision hit as the jump end point.
In another embodiment, the method further includes, after the target character is moved from the current position to the jump destination in the preset jump manner and the climbing jump of the target character is completed,:
when the current environment of the target role is detected to be an outdoor rainy day, acquiring a preset sliding speed and a preset sliding time;
controlling the target role to slide downwards from the jump terminal point at the preset sliding speed;
And when the time of the target role sliding down reaches the preset sliding down time, controlling the target role to stop sliding down.
According to a second aspect of the present invention there is provided a climbing and jumping device, the device comprising:
The first acquisition module is used for acquiring rocker parameters input to the target role by a player under the condition that the role state of the target role meets climbing and jumping;
The determining module is used for controlling the target role to perform collision test according to the input values of the rocker parameter in the up-down direction and the left-right direction, and determining a jump end 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, and finishing the climbing jump of the target role.
In another embodiment, the determining module is configured to obtain the first direction vector input in the up-down direction and the 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 both 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 collision test in the direction indicated by the jump direction vector; if the collision test of the target role hits, taking the hit point of the target role when the target role collides as the jump end point; if the collision test of the target character does not hit, performing the collision test to the direction opposite to the direction indicated by the jump direction vector, and taking the hit point at the time of collision as the jump end point.
In another embodiment, the determining module is configured to control the target character to perform a collision test vertically upwards if values input in the up-down direction and the left-right direction in the rocker parameter are both 0; continuously emitting detection rays 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 end point; and when the detected ray is not hit in the obstacle, determining that the target character is detected to climb and jump to the top of the obstacle, and determining a target walking point as the jump end point at the top.
In another embodiment, the determining module is configured to query whether the top is provided with at least one candidate walking point; if at least one candidate walking point is arranged on 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 end 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 prohibited overturned prompt.
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 rocker parameter is negative and the input value in the left-right direction is 0; and detecting the walkable ground based on the 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 point.
In another embodiment, the determining module is configured to determine a current character orientation of the target character if values input in the up-down direction and the left-right direction in the rocker parameter are both negative numbers; and performing a collision test in the rebound direction according to the input values of the up-down direction and the left-right direction by taking the reverse direction of the character direction as the rebound direction, and taking the position of collision hit as the jump end point.
In another embodiment, the apparatus further comprises:
The second acquisition module is used for acquiring a preset sliding speed and preset sliding time when the current environment of the target character is detected to be an outdoor rainy day;
the control module is used for controlling the target role to slide downwards at the preset sliding speed from the jump terminal point;
And the control module is also used for controlling the target role to stop sliding down when the sliding down time of the target role 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 described above when the computer program is executed by the processor.
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 and jumping method, the device, the computer equipment and the computer readable storage medium, under the condition that the character state of the target character meets the climbing and jumping, the target character is controlled to perform collision test according to the input values of the upper and lower directions and the left and right directions of the rocker parameters input by a player to the target character, so that the jumping end point is determined, the target character can move to the jumping end point in a preset jumping mode to complete the process of climbing and jumping once, the target character can climb and jump according to the current actual situation in a game, a jumping route does not need to be set for climbing and jumping, the player can control the character to freely move, the moving range is not limited, the game interactivity 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 present invention, and is intended to be implemented in accordance with the teachings of the present invention in order that the same may be more clearly understood and to make the same and other objects, features and advantages of the present invention more readily apparent.
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 designate like parts throughout the figures. In the drawings:
fig. 1 shows a schematic flow chart of a climbing and jumping method provided by an embodiment of the invention;
fig. 2A shows a schematic flow chart of a climbing and jumping method according to an embodiment of the present invention;
fig. 2B shows a schematic diagram of a climbing and jumping method according to an embodiment of the present invention;
Fig. 2C shows a schematic diagram of a climbing and jumping method according to an embodiment of the present invention;
fig. 2D shows a schematic diagram of a climbing and jumping method according to an embodiment of the present invention;
FIG. 3A illustrates a schematic diagram of a climbing and jumping device provided by an embodiment of the present invention;
FIG. 3B illustrates a schematic diagram of a climbing and jumping device provided by an embodiment of the present invention;
fig. 4 shows a schematic device structure of a computer device 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 present invention are shown in the drawings, it should be understood that the present invention may 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.
The embodiment of the invention provides a climbing and jumping method, which is shown in fig. 1 and comprises the following steps:
101. And acquiring the rocker parameters input to the target character by the player under the condition that the character state of the target character meets the climbing jump.
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 end point.
103. And moving the target role from the current position to a jump end point in a preset jump mode, and finishing the climbing jump of the target role.
According to the method provided by the embodiment of the invention, under the condition that the character state of the target character meets climbing and jumping, the target character is controlled to perform collision test according to the input values of the up-down direction and the left-right direction of the rocker parameter input by the player to the target character, so that the jumping end point is determined, the target character can move to the jumping end point in a preset jumping mode to complete the process of climbing and jumping once, the target character can climb and jump according to the current actual situation in the game, a jumping route is not required to be set for climbing and jumping, the player can control the character to freely move, the moving 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 embodiment of the invention provides a climbing and jumping method, as shown in fig. 2A, which comprises the following steps:
201. and acquiring the rocker parameters input to the target character by the player under the condition that the character state of the target character meets the climbing jump.
The inventor realizes that the climbing function of characters is added in many games at present, in order to realize the climbing function, a game developer sets a specific climbing route on a specific building, a player can only control the characters to climb on the specific building in the game world, and can only climb and jump along the climbing route, so that the actions of the player in the game world are limited, and the player cannot control the characters to freely explore the game world. In order to solve the problems, the invention provides a climbing and jumping method, when a climbing and jumping instruction of a player is received, the target character is controlled to perform collision test according to input values of the up-down direction and the left-right direction of a rocker parameter input by the player to the target character, so that a jumping end point is determined, the target character can move to the jumping end point in a preset jumping mode, and a climbing and jumping process is completed, so that the target character can climb and jump according to the current actual situation in a game, a jumping route is not required to be set for climbing and jumping, the player can control the character to freely move, the moving range is not limited, the game interactivity 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 and jumping condition, namely whether the capsule body of the target role collides with an obstacle, whether the colliding obstacle allows interaction and the topography meets the climbing condition. A callback function MoveBlockedBy (obstacle movement) may be set in the game, and based on the callback function, it is determined whether the target character collides with the obstacle. If collision is detected, triggering is realized based on the callback function to detect the terrain of the obstacle, and whether the obstacle allows interaction or not is determined, and the terrain meets climbing conditions. If interaction is allowed and the topography meets the climbing condition, the climbing instruction of the player is detected, and the character enters a climbing jumping state after the player executes the climbing instruction.
In the actual game process, the climbing instruction of the player is detected to have the following conditions, wherein the first condition is that under the condition that the character state of the target character meets the climbing jump, the player is detected to operate the character in the path state, for example, the direction key is continuously pressed, the climbing jump of the target character is triggered, further, the rocker parameter input to the target character by the player is continuously acquired, and the climbing jump process of the target character is executed.
In the second case, a jumping key icon is set on a front-end page displayed to a player in the game, when the player is detected to trigger the key icon under the condition that the character state of a target character meets climbing jumping, the rocker parameters input to the target character by the player are further obtained continuously, and the process of climbing and jumping of the target character is executed.
The third situation is that a jumping key icon is set on a front page displayed to a player in a game, the key icon is changed under the condition that the character state of a target character meets climbing jumping, the key icon is changed into an icon which can prompt 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 character by the player is further obtained continuously, and the climbing and jumping process of the target character is executed.
The above-described cases of detecting the climbing instructions of the player may exist alone in the game, may also exist simultaneously in the game, and may also be set to the most appropriate cases according to different climbing objects, and are not particularly limited herein.
When the terrain detection is carried out, the fact that some obstacles in the game world can be directly pushed, overturned and interacted is considered, so that the obstacles are required to be identified in the other interaction mode, and if the obstacles can be directly pushed, overturned or interacted, the obstacles can be interacted directly, and other climbing operations are not required to be executed. In order to distinguish and manage the entities in the game world in an integrated manner, each entity is generally provided with an entity attribute corresponding to the entity, and the entity attribute is used for indicating whether the entity is what to do with the entity and whether the entity can interact with the character, so that the entity attribute corresponding to the entity in the game world can be utilized to detect the obstacle, namely, the entity attribute of the obstacle is obtained, when the entity attribute of the obstacle indicates that the obstacle allows the interaction, the obstacle can be pushed, overturned or climbed with any one of the target characters, and the pushing and the overturned are all provided with a fixed execution mode, so that further, whether the obstacle allows the pushing and the overturned need to be detected. If the obstacle is detected to allow pushing, the target role is adjusted to be in a pushing state, and the target role is controlled to push the obstacle, and the following process of detecting whether the obstacle allows to climb over and whether the obstacle can climb over is not needed. If the obstacle is detected not to allow pushing, continuing to detect whether the obstacle allows climbing or not, and adjusting the target role to a climbing state when the obstacle is determined to allow climbing, and controlling the target role to climb over the obstacle, without executing the process of detecting whether the obstacle allows climbing or not. If it is detected that the obstacle is not allowed to push and is not allowed to climb over, it is necessary to continue to determine whether the obstacle can climb, by querying whether the obstacle carries a mark for prohibiting climbing. When inquiring whether the obstacle carries the climbing inhibition mark, if the obstacle is inquired that the obstacle does not carry the climbing inhibition mark, the obstacle is indicated to be capable of climbing, and in the game world, the obstacle capable of climbing is generally divided into two types, namely an entity such as a mountain, a high building and the like, which can provide a free climbing function for a player, and the other is a virtual cat ladder, namely a ladder, and generally, the size of the ladder is fixed, so that the climbing range which can be provided by the ladder is also fixed, and a target character can only climb along the ladder, therefore, after the obstacle is determined to be capable of climbing, a detection ray with a preset length needs to be transmitted to the horizontal direction by taking the center point of the target character as a starting point, and a detection result returned by the detection ray is received, and whether the obstacle is the virtual cat ladder is determined according to the detection result. When the detection result shows that the obstacle is a virtual cat ladder, it means that the target character can only climb along the virtual cat ladder, and the environment created by the virtual cat ladder 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 cat ladder. And when the detection result shows that the obstacle is not a virtual ladder, it is determined that the obstacle is not a virtual ladder, an entity such as a mountain, a high building, or the like, which can provide a certain range of climbing areas in which the target character can freely climb, and thus it is determined that the topography in which the obstacle is detected allows climbing. Up to this point, through the above-mentioned process can confirm that the obstacle allows mutual and topography satisfies the climbing condition, so begin control target role and hug closely the obstacle and climb.
In addition, many obstacles in the game world are irregularly shaped, 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 forward 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 actual application process, the above process of attaching the target character to the obstacle may be implemented based on the function MoveAlongVines (traveling along the way), in which the target character may be regarded as a player capsule, the player capsule is shaped, the position of the player capsule is used as a starting point, and a collision detection is performed forward according to the instruction of the rocker parameter, so as to detect the wall position of the obstacle, so that the player capsule may attach to the obstacle for movement.
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 end point.
In the embodiment of the invention, the climbing and jumping function provided in the game world, namely, a player controls a target role to perform climbing and jumping through a rocker, so that the target role jumps by a certain height and is mounted on a certain height of an obstacle, and then climbs upwards or downwards from the certain height; or can jump directly to the top of the obstacle; or directly jumping down to the ground for walking, etc., so when a climbing jump instruction of a player is received, the climbing jump is directional, and the direction of the climbing jump is input to a target character by the player through a control rocker, therefore, the target character is required to be controlled to perform collision test according to input values of the up-down direction and the left-right direction of the rocker parameter, a jump end point is determined, and the climbing jump of the target character is executed according to the jump end point later. In the collision test, it is necessary to perform collision detection of the length of the input value in the up-down direction and the left-right direction in the rocker parameter in a rectangular parallelepiped shape in which the capsule radius of the target character is long and wide and the capsule height is high.
When a target role is detected to request climbing and jumping, the target role can be controlled to enter a climbing and jumping mode in a game, and the direction of the target role to request the target role to climb and jumping is determined through SPRINTVINESCHECK (fast travel detection) functions in the climbing and jumping mode, so that the target role can climb and jumping is realized. The SPRINTVINESCHECK function is divided into two values, one UpValue (vertical value) for indicating the value of the up-down direction input in the rocker parameter and the other RightValue (horizontal value) for indicating the value of the left-right direction input in the rocker parameter.
Specifically, there are various cases where the values of the up-down direction and the left-right direction input in the rocker parameter are positive, and in this case, it is necessary to acquire a first direction vector of the up-down direction input and a second direction vector of the left-right direction input, calculate a skip direction vector based on the first direction vector and the second direction vector, determine a skip end point from the skip direction vector, and control the target character to skip to the skip end point. When calculating the jump 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 jump 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 indicates that there is a barrier before the target character, and the point of the barrier is the end point of the climbing jump, so the point hit when the target character collides is taken as the jump end point, see fig. 2b, the position indicated by the M point is the jump end point, the ellipse is the target character, and the ellipse is controlled to be transited from the original position to the position indicated by the M point. If the collision of the target character does not hit, it indicates that the target character is not blocked before the present time, and a jump endpoint needs to be acquired for the target character. The absence of hit is two cases, namely, the situation that the target character is not far enough to jump and is blocked from being actually located at the place where the target character is located is known, so that the ray detection is performed based on the target character, the position where the ray detection hits is directly used as a jump end point, specifically, as shown in fig. 2C, an ellipse is the target character, the collision miss of the target character can be seen from the rear view in fig. 2C, so that the top view in fig. 2C is seen, the solid circle represents the current position of the target character, the dotted circle represents the position where the target character is located after the collision test, the collision does not hit, the ray detection is performed based on the position where the dotted circle is located, and the position indicated by the upward arrow of the dotted circle is the hit position, as the jump end point. In another case, the target character may be located at the edge of the obstacle, and the target character is beyond the range of the obstacle, so that no hit occurs, in which case it is necessary to make a collision in the direction opposite to the direction indicated by the jump direction vector, and the point at which the hit occurs at the time of the collision is taken as the jump end point. Referring specifically to fig. 2D, it can be seen from the rear view in fig. 2D that the collision of 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 of the target character after the collision test, the collision does not hit, and the target character has exceeded the range of the obstacle, so that since the direction indicated by the previous jump direction vector is rightward, the collision is now performed in a state of 3 leftward, that is, the direction opposite to the direction indicated by the jump direction vector, and the point where the collision hits, that is, the black point position on the obstacle is taken as the jump end point.
In the second case, the values input in the up-down direction and the left-right direction of the rocker parameter are both 0, in this case, the target character is defaulted to request upward climbing and jumping, the execution mode of the climbing and jumping is determined to be upward jumping, 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 character can be controlled to perform collision test vertically upward. The vertical jump is followed by two possibilities, one is that the target character jumps directly to the vertex of the obstacle, the other is that the target character does not jump to the vertex, but the position is increased by a certain height, so after the target character is controlled to jump vertically upwards, the detection ray needs to be continuously emitted to the obstacle based on the target character. When the detected ray hits the obstacle, determining a hit position of the detected ray on the obstacle, and taking the hit position as a jump end point. When the detected ray does not hit the obstacle, the target role is determined to climb and jump to the top of the obstacle, the target role is controlled to climb over the top, and the target walking point is determined as a jump end point at the top. The target walking point is determined by detecting whether the top can be overturned or not, and particularly can be realized by a CheckVinesOverOnClient (detecting top to overtake) component. When the ray is detected to miss the obstacle, the obstacle facing the target character gradually disappears, the target character is determined to climb to the top, and at the moment, whether at least one candidate walking point is arranged on the top is inquired. If at least one candidate walking point is arranged on the top, determining that the top is allowed to be overturned, 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 end point. 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 forbidden overturned prompt. When the target traveling point is selected, the candidate traveling point closest to the target character may be selected as the target traveling point, or the glide distance may be calculated according to the speed of the target character, and the candidate traveling point closest to the glide distance may be selected as the target traveling point, or one candidate traveling point may be defaulted as the target traveling point.
In the third case, the input value in the up-down direction and the input value in the left-right direction in the rocker parameter are negative numbers, that is, the value of UpValue carried in the rocker parameter is negative numbers, then it can be determined that the target character requests to climb down and jump, the target character is controlled to vertically jump down to perform the collision test, and the target character can jump to the ground capable of walking directly, so that the target character needs to be controlled to exit from the climbing state. Specifically, when the target character is controlled to perform the collision test vertically downward, it is necessary to place the target character on the walkable ground based on detection of the walkable ground by the movement detection means, and to use the input value in the up-down direction at the position indicated by the walkable ground as the jump end point. Wherein the mobile component may be a void MoveForward (travel) component, detecting whether a walkable ground is reached may be accomplished by a FindFloor (ground finding) function of the mobile component, by which it is detected whether a walkable ground is present. Thus, if the result of the function output is floorresult.iswalkablefloor () (walkable ground), it can be determined that the walkable ground is detected, and the input value in the up-down direction is set at the position indicated by the walkable ground as the jump end point.
In the fourth case, if the values input in the up-down direction and the left-right direction of the rocker parameter are negative numbers, it is determined that the execution mode of the climbing jump is reverse jump, that is, the jump is performed in the reverse direction of the character orientation of the current target character, so that the current character orientation of the target character is determined, the reverse direction of the character orientation is used as the jump direction, the collision test is performed in the jump direction according to the input values in the up-down direction and the left-right direction, and the position of the collision hit is used as the jump end point.
Through the process, whether the player requests to climb upwards, climb downwards, jump to a certain position or jump to the opposite direction, the jumping end point can be identified, and then the target role can be moved from the current position to the determined jumping end point, so that the climbing jumping process of the target role is realized.
203. And moving the target role from the current position to a jump end point in a preset jump mode, and finishing the climbing jump 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 jump mode can be a flight mode or a common jump mode. If the preset jump mode is the flight mode, after the jump terminal point is determined, the target character can be controlled to enter the flight mode, and the flight mode can be specifically set through a component MOVE_Custom_Sub_ SPRINTVINES (moving conventional component), so that the target character can simulate the movement of the character to the jump terminal point position in the flight mode, and meanwhile, the one-time climbing jump of the target character is completed in cooperation with the flight animation in the game world. If the preset jump mode is the common jump mode, the target role is directly moved to the jump end point in the common jump mode, and meanwhile, the jump animation in the game world is matched, so that one-time climbing jump of the target role is completed.
In addition, considering the actual environment in the game world, the environment in which the player is likely to climb and jump is an outdoor rainy day, in order to make the game world more consistent with the real world, a sliding mechanism of a character may be set in the outdoor rainy day environment of the game, so when the current environment of the target character is detected to be an outdoor rainy day, a preset sliding speed and a preset sliding time need to be obtained, after the target character completes one climbing and jump, the target character is controlled to slide down at the preset sliding speed from the jump end point, and when the sliding time of the target character reaches the preset sliding time, the target character is controlled to stop sliding down. The above process of sliding down at the preset sliding down speed for the preset sliding down time can be implemented by calling the function MoveAlongVines, setting the value of the parameter InVelocity (speed) in the function as the preset sliding down speed, setting the value of the parameter DeltaSeconds (time consuming per frame) in the function as the preset sliding down time, and further implementing the sliding down process of the target character by calling the function.
According to the method provided by the embodiment of the invention, when the climbing jump instruction of the player is received, the target character is controlled to perform collision test according to the input values of the up-down direction and the left-right direction of the rocker parameter input by the player to the target character, so that the jump end point is determined, the target character can move to the jump end point in a preset jump mode, the one-time climbing jump process is completed, the target character can climb and climb according to the current actual situation in the game, a jump route is not required to be set for climbing jump, the player can control the character to freely move, the moving 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 device, as shown in fig. 3A, where the device 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 rocker parameter input to the target character by the player when the character state of the target character satisfies a condition of climbing and jumping;
The determining module 302 is configured to control the target character to perform a collision test according to the input values of the rocker parameter in the up-down direction and the left-right direction, and determine a jump endpoint;
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 the climbing jump 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 values input in the up-down direction and the left-right direction in the rocker parameter are both 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 collision test in the direction indicated by the jump direction vector; if the collision test of the target role hits, taking the hit point of the target role when the target role collides as the jump end point; if the collision test of the target character does not hit, performing the collision test to the direction opposite to the direction indicated by the jump direction vector, and taking the hit point at the time of collision as the jump end point.
In a specific application scenario, the determining module 302 is configured to control the target role to perform a collision test vertically upwards if values input in the up-down direction and the left-right direction in the rocker parameter are both 0; continuously emitting detection rays 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 end point; and when the detected ray is not hit in the obstacle, determining that the target character is detected to climb and jump to the top of the obstacle, and determining a target walking point as the jump end point at the top.
In a specific application scenario, the determining module 302 is configured to query whether the top is provided with at least one candidate walking point; if at least one candidate walking point is arranged on 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 end 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 prohibited overturned prompt.
In a specific application scenario, the determining module 302 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 rocker parameter is negative and the input value in the left-right direction is 0; and detecting the walkable ground based on the 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 point.
In a specific application scenario, the determining module 302 is configured to determine a current character orientation of the target character if values input in the up-down direction and the left-right direction in the rocker parameter are both negative numbers; and performing a collision test in the rebound direction according to the input values of the up-down direction and the left-right direction by taking the reverse direction of the character direction as the rebound direction, and taking the position of collision hit 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 sliding speed and a preset sliding time when it is detected that the current environment of the target character is outdoor rainy day;
the control module 305 is configured to control the target character to slide down at the preset sliding speed from the jump destination;
the control module 305 is further configured to control the target character to stop sliding down when the time for sliding down the target character reaches the preset sliding down time.
According to the device provided by the embodiment of the invention, under the condition that the character state of the target character meets climbing and jumping, the target character is controlled to perform collision test according to the input values of the up-down direction and the left-right direction of the rocker parameter input by the player to the target character, so that the jumping end point is determined, the target character can move to the jumping end point in a preset jumping mode to complete the process of climbing and jumping once, the target character can climb and jump according to the current actual situation in the game, a jumping route is not required to be set for climbing and jumping, the player can control the character to freely move, the moving 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.
It should be noted that, for other corresponding descriptions of each functional unit related to the climbing jump device provided by the embodiment of the present invention, reference may be made to corresponding descriptions in fig. 1 and fig. 2A, and details are not repeated here.
In an exemplary embodiment, referring to fig. 4, there is further provided a device 400 including a communication bus, a processor, a memory, and a communication interface, and may further include an input-output interface, and a display device, wherein the functional units may communicate with each other via the bus. The memory stores a computer program, and a processor is configured to execute the program stored in the memory and perform the climbing jump method in the above embodiment.
A computer readable storage medium having stored thereon a computer program which when executed by a processor implements the steps of the climbing-jump method.
From the above description of the embodiments, it will be clear to those skilled in the art that the present application may be implemented in hardware, or may be implemented by means of software plus necessary general hardware platforms. 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 (may be a CD-ROM, a U-disk, a mobile hard disk, etc.), and includes several instructions for causing a computer device (may be a personal computer, a server, or a network device, etc.) to execute the method described in the respective implementation scenario of the present application.
Those skilled in the art will appreciate that the drawing is merely a schematic illustration of a preferred implementation scenario and that the modules or flows in the drawing are not necessarily required to practice the application.
Those skilled in the art will appreciate that modules in an apparatus in an implementation scenario may be distributed in an apparatus in an implementation scenario according to an implementation scenario description, or that corresponding changes may be located in one or more apparatuses different from the implementation scenario. 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-mentioned inventive sequence numbers are merely for description and do not represent advantages or disadvantages of the implementation scenario.
The foregoing disclosure is merely illustrative of some embodiments of the application, and the application is not limited thereto, as modifications may be made by those skilled in the art without departing from the scope of the application.

Claims (12)

1. A climbing and jumping method, comprising:
acquiring rocker parameters input to the target character by a player under the condition that the character state of the target character meets climbing jumping;
According to the input values of the rocker parameters in the up-down direction and the left-right direction, controlling the target character to perform collision test, and determining a jump end point;
moving the target role from the current position to the jump end point in a preset jump mode, and finishing the climbing jump of the target role;
The determining the jump endpoint includes:
controlling the target role to vertically upwards perform collision test;
continuously emitting detection rays to the current orientation of the target character based on the target character;
When the detection ray does not hit an obstacle, determining that the target role is detected to climb and jump to the top of the obstacle, and determining a target walking point at the top as the jump end point;
the determining the target walking point at the top as the jump end point includes:
Inquiring whether at least one candidate walking point is arranged on the top;
If at least one candidate walking point is arranged on the top, determining that the top is allowed to cross, selecting the target walking point from the at least one candidate walking point, taking the target walking point as the jumping end point, and taking the target walking point as any candidate walking point in the at least one candidate walking point.
2. The method of claim 1, wherein 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 rocker parameter, and determining the jump end point comprises:
If the values of the up-down direction and the left-right direction input in the rocker parameter are positive numbers, acquiring a first direction vector of the up-down direction input and a second direction vector of the left-right direction input;
calculating a second vector sum of the first direction vector and the second direction vector, and taking the second vector sum as a jump direction vector;
controlling the target role to perform collision test in the direction indicated by the jump direction vector;
If the collision test of the target role hits, taking the hit point of the target role when the target role collides as the jump end point;
If the collision test of the target character does not hit, performing the collision test to the direction opposite to the direction indicated by the jump direction vector, and taking the hit point at the time of collision as the jump end point.
3. The method of claim 1, wherein the step of determining the position of the substrate comprises,
And controlling the target role to perform collision test according to the input values of the rocker parameter in the up-down direction and the left-right direction, wherein the collision test comprises the following steps:
if the values input in the up-down direction and the left-right direction in the rocker parameters are 0, controlling the target role to vertically and upwards perform collision test;
The determining the jump endpoint includes:
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 end point.
4. The method according to claim 1, wherein the method further comprises:
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 prohibited overturned prompt.
5. The method of claim 1, wherein 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 rocker parameter, and determining the jump end point comprises:
If the input value in the up-down direction in the rocker parameter is negative and the input value in the left-right direction is 0, controlling the target role to vertically and downwards perform collision test;
And detecting the walkable ground based on the 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 point.
6. The method of claim 1, wherein 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 rocker parameter, and determining 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 performing a collision test in the rebound direction according to the input values of the up-down direction and the left-right direction by taking the reverse direction of the character direction as the rebound direction, and taking the position of collision hit as the jump end point.
7. The method of claim 1, wherein the moving the target character from the current position to the jump end point in a preset jump manner, after completing the climbing jump of the target character, further comprises:
when the current environment of the target role is detected to be an outdoor rainy day, acquiring a preset sliding speed and a preset sliding time;
controlling the target role to slide downwards from the jump terminal point at the preset sliding speed;
And when the time of the target role sliding down reaches the preset sliding down time, controlling the target role to stop sliding down.
8. A climbing and jumping device, comprising:
The first acquisition module is used for acquiring rocker parameters input to the target role by a player under the condition that the role state of the target role meets climbing and jumping;
The determining module is used for controlling the target role to perform collision test according to the input values of the rocker parameter in the up-down direction and the left-right direction, and determining a jump end point;
The moving module is used for moving the target role from the current position to the jump end point in a preset jump mode, so as to finish the climbing jump of the target role;
the determining module is used for controlling the target role to vertically upwards perform collision test; continuously emitting detection rays to the current orientation of the target character based on the target character; when the detection ray does not hit an obstacle, determining that the target role is detected to climb and jump to the top of the obstacle, and determining a target walking point at the top as the jump end point;
Wherein said determining a target walking point at said top as said jump end point comprises:
Inquiring whether at least one candidate walking point is arranged on the top; if at least one candidate walking point is arranged on the top, determining that the top is allowed to cross, selecting the target walking point from the at least one candidate walking point, taking the target walking point as the jumping end point, and taking the target walking point as any candidate walking point in the at least one candidate walking point.
9. The apparatus 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 values of the up-down direction and the left-right direction input in the rocker parameter are both positive numbers; calculating a second vector sum of the first direction vector and the second direction vector, and taking the second vector sum as a jump direction vector; controlling the target role to perform collision test in the direction indicated by the jump direction vector; if the collision test of the target role hits, taking the hit point of the target role when the target role collides as the jump end point; if the collision test of the target character does not hit, performing the collision test to the direction opposite to the direction indicated by the jump direction vector, and taking the hit point at the time of collision as the jump end point.
10. The apparatus of claim 8, wherein the determining module is configured to control the target character to perform a collision test vertically upwards if values of the up-down direction and the left-right direction inputs in the rocker parameter are both 0; 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 end point.
11. A computer device comprising a memory and a processor, the memory storing a computer program, characterized in that the processor implements the steps of the method of any of claims 1 to 7 when the computer program is executed.
12. A computer readable storage medium, on which a computer program is stored, characterized in that the computer program, when being executed by a processor, implements the steps of the method of any of claims 1 to 7.
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