CN111991802A - Control method, control device, server and storage medium - Google Patents

Control method, control device, server and storage medium Download PDF

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Publication number
CN111991802A
CN111991802A CN202010692468.7A CN202010692468A CN111991802A CN 111991802 A CN111991802 A CN 111991802A CN 202010692468 A CN202010692468 A CN 202010692468A CN 111991802 A CN111991802 A CN 111991802A
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target
time
execution
execution time
action
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CN111991802B (en
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史剑
李家云
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Beijing Dajia Internet Information Technology Co Ltd
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Beijing Dajia Internet Information 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • 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

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Auxiliary Devices For Music (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The disclosure relates to a control method, a control device, a server and a storage medium. The control method comprises the steps that in the process of interaction between a player and a target game, a first execution time when a target object in a target game scene starts to execute a target action in the Nth beat of background music is acquired, wherein N is a positive integer; under the condition that the time deviation between the first execution time and the preset execution time of the target action in the Nth beat is larger than a first preset threshold value, calculating a time length difference value between the reference time offset and the time deviation of the Nth beat; controlling the target object to start to execute the next action of the target action at the second execution time; the second execution time is the corresponding time after the time delay duration difference of the first execution time. By adopting the control method, the control device, the server and the storage medium provided by the disclosure, at least the problem that pictures in a game scene are not synchronous in sound and pictures in the related art is solved.

Description

Control method, control device, server and storage medium
Technical Field
The present disclosure relates to the field of computer technologies, and in particular, to a control method, an apparatus, a server, and a storage medium.
Background
With the continuous development of internet technology, various electronic games applied to electronic devices are becoming more abundant to increase the entertainment life of users. And in order to make the player have a better game experience, the game scene is usually set to be in a dynamic change form so as to make the player appear to be in the scene.
For example, in some rhythm games, in order to increase the rhythm of the game, based on the rhythm of the background music, some elements in the game scene may simulate the entity of the elements in the real world to perform some corresponding actions, for example, a lantern in the game scene swings with wind, and for example, a game character may also perform corresponding specified actions according to the rhythm of the background music.
However, in the related art, due to factors such as software and/or hardware, a pause phenomenon may occur during the running of the electronic game, and further, a phenomenon that the actions of the non-player character or the sound and picture in the game scene are not synchronized may occur.
Disclosure of Invention
The present disclosure provides a control method, apparatus, server and storage medium to at least solve the problem of picture asynchronism occurring in a game scene in the related art. The technical scheme of the disclosure is as follows:
according to a first aspect of embodiments of the present disclosure, there is provided a control method including:
in the process of interaction between a player and a target game, acquiring a first execution time when a target object in a target game scene starts to execute a target action in the Nth beat of background music, wherein N is a positive integer;
under the condition that the time deviation between the first execution time and the preset execution time of the target action in the Nth beat is larger than a first preset threshold value, calculating a time length difference value between the reference time offset and the time deviation of the Nth beat;
controlling the target object to start to execute the next action of the target action at the second execution time; the second execution time is the corresponding time after the delay time length difference of the first execution time;
the reference time offset is obtained from a pre-configured metronome file, the metronome file comprises a series of beat data set according to the background music beats of the target game, each beat data comprises the reference time offset, and the preset execution time of the action in each beat is determined based on the reference time and the reference time offset.
As an implementation manner of the first aspect, after calculating a time length difference between the reference time offset and the time deviation of the nth beat, before the control target object performs the next action of the target action at the second execution time, the method may further include:
based on the time length difference, adjusting a preset execution parameter corresponding to the target action to obtain a target execution parameter;
the control target object executes the target action in accordance with the target execution parameter during a period between the first execution time and the second execution time.
As an implementation manner of the first aspect, the preset execution parameter includes a preset execution speed; the target execution parameter comprises a target execution speed;
based on the time length difference, adjusting a preset execution parameter corresponding to the target action to obtain a target execution parameter, including:
calculating the ratio of the time length difference to the reference time offset of the Nth beat;
calculating a product between the ratio and a preset execution speed of a frame picture containing the target action, and determining the product as a target execution speed;
in the period between the first execution time and the second execution time, the control target object executes the target action according to the target execution parameter, and the control method comprises the following steps:
the control target object executes the target action at the target execution speed during a period between the first execution time and the second execution time.
As an implementation manner of the first aspect, the target action includes M consecutive first actions, where M is a positive integer greater than 1; the preset execution parameters comprise an initial execution time and a final execution time;
based on the time length difference, adjusting a preset execution parameter corresponding to the target action to obtain a target execution parameter, including:
adjusting the initial execution time to a first execution time, and adjusting the final execution time to a second execution time;
after calculating the time length difference between the reference time offset and the time deviation of the nth beat, the method further includes, before controlling the target object to perform the next action of the target action at the second execution time:
starting the control target object to execute Z first actions of the M continuous first actions at the initial execution time, and stopping the control target object from executing the first actions at the final execution time;
and the execution time length of the Z first actions is associated with the time length difference value, and Z is a positive integer less than or equal to M.
As an implementation manner of the first aspect, before starting the control target object to perform Z first actions out of the M consecutive first actions, the method further includes:
z first actions are selected from the M consecutive first actions.
As an implementation of the first aspect, the Z first actions comprise critical actions for characterizing the target action.
As an implementation manner of the first aspect, the Z first actions are first Z consecutive first actions out of the M consecutive first actions.
As an implementation manner of the first aspect, the control method may further include:
acquiring a state value of a target non-player character in a target game;
and under the condition that the state value is smaller than a second preset threshold value, adjusting the reference time offset of the target beat in the metronome file.
As an implementation manner of the first aspect, the control method may further include:
acquiring player data in a target game;
adjusting a reference time offset of a target beat in the metronome file under the condition that the data value of the player data is greater than a third preset threshold;
the player data includes at least one of: player rating and player's game score.
As an implementation manner of the first aspect, the target object includes: at least one of a game character, a game scene element, and a game visual effect.
According to a second aspect of the embodiments of the present disclosure, there is provided a control apparatus including:
the first acquisition module is configured to acquire a first execution time when a target object in a target game scene starts to execute a target action within an Nth beat of background music in the process of interaction between a player and a target game, wherein N is a positive integer;
a first calculating module configured to calculate a time length difference between a reference time offset and a time deviation of an nth beat in a case where the time deviation between a first execution time and a preset execution time of a target motion in the nth beat is greater than a first preset threshold;
the first control module is configured to control the target object to start executing a next action of the target action at the second execution time; the second execution time is the corresponding time after the delay time length difference of the first execution time;
the method comprises the steps that a reference time offset is obtained from a pre-configured metronome file, the metronome file comprises a series of beat data set according to the background music beats of a target game, each beat data comprises the reference time offset, the preset execution time of actions in each beat is determined based on the reference time and the reference time offset, and the reference time is the system time of a client of the target game.
As an implementation manner of the second aspect, the control device may further include:
the first adjusting module is configured to execute, after calculating a time length difference between the reference time offset and the time deviation of the nth beat, control the target object to adjust a preset execution parameter corresponding to a frame picture containing the target action based on the time length difference before executing a next action of the target action at the second execution time to obtain a target execution parameter;
and the second control module is configured to execute the target action according to the target execution parameter by the control target object in the period between the first execution time and the second execution time.
As an implementation manner of the second aspect, the preset execution parameter includes a preset execution speed; the target execution parameter comprises a target execution speed;
the first adjustment module includes:
a first calculation unit configured to calculate a ratio between the difference in the time lengths and a reference time offset amount of the nth beat;
a second calculation unit configured to calculate a product between the ratio and a preset execution speed of a frame picture containing the target motion;
a first determination unit configured to perform determination of the product as a target execution speed;
the second control module is specifically configured to perform:
the control target object executes the target action at the target execution speed during a period between the first execution time and the second execution time.
As an implementable manner of the second aspect,
the target actions comprise M continuous first actions, wherein M is a positive integer greater than 1; the preset execution parameters comprise an initial execution time and a final execution time;
the first adjustment module is specifically configured to perform:
adjusting the initial execution time to a first execution time, and adjusting the final execution time to a second execution time;
the device still includes:
a third control module configured to start the control target object to execute Z first actions out of the M consecutive first actions at the initial execution time before the control target object executes the next action of the target action at the second execution time after calculating the time difference between the reference time offset and the time deviation of the nth beat;
a fourth control module configured to execute, at the termination execution time, the control target object to stop executing the first action; and the execution time length of the Z first actions is associated with the time length difference value, and Z is a positive integer less than or equal to M.
As an implementation manner of the second aspect, the control device may further include:
and the selecting module is configured to select Z first actions from the M continuous first actions before starting the control target object to execute the Z first actions in the M continuous first actions.
As an implementable manner of the second aspect, the Z first actions comprise a key action for characterizing the target action.
As an implementable manner of the second aspect, the Z first actions are first Z consecutive first actions of the M consecutive first actions.
As an implementation manner of the second aspect, the control device may further include:
a second obtaining module configured to obtain a state value of a target non-player character in a target game;
a second adjusting module configured to perform adjusting the reference time offset of the target beat in the metronome file if the state value is smaller than a second preset threshold.
As an implementation manner of the second aspect, the control device may further include:
a third acquisition module configured to acquire player data in the target game;
a third adjusting module configured to perform adjusting a reference time offset of the target tempo in the metronome file in a case where the data value of the player data is greater than a third preset threshold;
the player data includes at least one of: player rating and player's game score.
As an implementable manner of the second aspect, the target object includes: at least one of a game character, a game scene element, and a game visual effect.
According to a third aspect of the embodiments of the present disclosure, there is provided a server, including: a processor; a memory for storing processor-executable instructions; wherein the processor is configured to execute the instructions to implement the control method according to the first aspect.
According to a fourth aspect of embodiments of the present disclosure, there is provided a storage medium having instructions that, when executed by a processor of a server, enable the server to perform the control method according to the first aspect.
According to a fifth aspect of embodiments of the present disclosure, there is provided a computer program product, wherein instructions of the computer program product, when executed by a processor of a server, enable the server to perform the control method according to the first aspect.
The technical scheme provided by the embodiment of the disclosure at least brings the following beneficial effects:
in the embodiment of the present disclosure, by acquiring a first execution time at which a target object in a target game scene starts to execute a target action within an nth beat of background music during a process of interaction between a player and a target game, an actual occurrence time of the target action during the process of interaction between the player and the target game may be determined, and in a case that a time deviation between the first execution time and a preset execution time of the target action is greater than a first preset threshold, it may be considered that a delay occurs to the occurrence of the target action. In this way, by calculating the time length difference between the reference time offset and the time deviation of the nth beat and controlling the target object to start executing the next action of the target action after the time length difference is delayed at the first execution time, the execution of the next action of the target action is not affected by the delay of the target action and can still start executing at the preset execution time, so that the sound and picture synchronization of the pictures in the game scene can be ensured to a certain extent.
It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the disclosure.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present disclosure and, together with the description, serve to explain the principles of the disclosure and are not to be construed as limiting the disclosure;
FIG. 1a is a first schematic diagram illustrating a metronome file according to an exemplary embodiment;
FIG. 1b is a second schematic diagram of a metronome file shown according to an exemplary embodiment;
FIG. 2 is a flow chart diagram illustrating a control method according to an exemplary embodiment;
FIG. 3 is a third schematic diagram illustrating a metronome file according to an exemplary embodiment;
FIG. 4 is a flow chart diagram illustrating another control method according to an exemplary embodiment;
FIG. 5 is a schematic flow chart diagram illustrating yet another control method according to an exemplary embodiment;
FIG. 6 is a block diagram illustrating a control device according to an exemplary embodiment;
FIG. 7 is a block diagram illustrating a server in accordance with an exemplary embodiment;
FIG. 8 is a block diagram illustrating an apparatus for controlling according to an example embodiment.
Detailed Description
In order to make the technical solutions of the present disclosure better understood by those of ordinary skill in the art, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings.
It should be noted that the terms "first," "second," and the like in the description and claims of the present disclosure and in the above-described drawings are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the disclosure described herein are capable of operation in sequences other than those illustrated or otherwise described herein. The implementations described in the exemplary embodiments below are not intended to represent all implementations consistent with the present disclosure. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the present disclosure, as detailed in the appended claims.
With the continuous development of internet technology, various electronic games for enriching the entertainment life of users are also continuously developed. In order to better improve the game experience of the player, the game scene is usually set to be in a dynamically changing form so that the player appears to be in the scene.
For example, in some rhythm games, to increase the rhythm of the game, some elements in the game scene may simulate the entity of the element in the real world to perform some corresponding actions based on the rhythm of the background music. For example, a lantern in a game scene swings with wind, and for example, a game character also performs a corresponding specified action according to the rhythm of background music, and for example, some game special effects in a game also perform a corresponding action according to the rhythm of the background music.
As an example, in the related art, in order to make the game character generate corresponding actions according to the rhythm of the background music, the game character and the background music are generally synchronously controlled by a metronome file as shown in fig. 1 a. Because the game role and the background music are controlled by the metronome file, the pictures in the target game can show the phenomenon of sound-picture synchronization under the condition of no pause and the like. For example, at the start of the nth beat in the metronome file, the control drum in the background music sounds, while controlling the game character to perform one action.
Fig. 1a is a first schematic diagram illustrating a metronome file according to an exemplary embodiment. As shown in fig. 1a, the metronome file includes a reference time, where the reference time may be a system time of the game client, and each beat occurs in sequence according to its corresponding reference time offset.
As shown in fig. 1a, a solid triangle 11 is a reference time, a solid circle 12 is a beat generation time, and the reference time is 8:00 points, the reference time offset amount corresponding to the nth beat is 3s, and the reference time offset amount corresponding to the N +1 th beat is 6 s. The nth beat will sound at 8:00:03 with the corresponding duration a of 3s, and the (N + 1) th beat will sound at 8:00:06 with the corresponding duration a of 3 s. Wherein, the time periods from 8:00:03 to 8:00:06 are all the time corresponding to the Nth beat. For example, when the nth beat starts at 8:00:03, the control is performed such that a drum point in the background music sounds, and the control is performed such that the game character starts to perform the first action at 8:00: 03.
However, if a pause phenomenon occurs during the running of the electronic game due to a software or hardware problem, it is highly likely that the actual start time of the light blinking is delayed from the predetermined time. For example, as shown in fig. 1b, fig. 1b is a second schematic diagram of a metronome file shown according to an exemplary embodiment. The solid triangle 11 is a reference time, the solid circle 12 is a beat generation time, and the hollow circle 13 is an actual execution time of the motion. The execution time of the first action of the game character is not started at the occurrence time of the nth beat, but is started after the occurrence time of the nth beat is delayed by a certain time (for example, by 0.1s, namely, the long deviation C is 0.1s), so that all subsequent actions of the game character are started after the occurrence time of the beat is delayed by 0.1 s. Therefore, the sound and picture are not synchronous and staggered, and the game experience of the player in the game process is reduced.
Therefore, the present disclosure provides a control method, apparatus, server and storage medium to at least solve the problem of picture-in-picture asynchronism occurring in a game scene in the related art.
In the following, a rhythm game in which a target game is a music game is taken as an example, and a control method provided by the embodiment of the present disclosure is introduced, where game characters, game visual special effects, and scene elements in the target game all act with the beat of background music. In this way, in order to prevent the problem that the pictures in the game scene are not synchronized due to the fact that the game is jammed in the hardware or software, and the like as much as possible, the first execution time at which the target object in the target game scene starts to execute the target action within the nth beat of the background music is acquired during the running process of the target game, the actual occurrence time of the target action during the interaction between the player and the target game can be determined, and in the case that the time deviation between the first execution time and the preset execution time of the target action is greater than the first preset threshold value, the occurrence delay of the target action can be determined, so that the next action of the target action is controlled to start to execute by calculating the time difference between the reference time offset and the time deviation of the nth beat and controlling the target object to start to execute the next action of the target action after the first execution time is delayed by the time difference, the execution of the next action of the target action is not influenced by the delay of the target action, and the next action can be executed at the corresponding preset execution moment, so that the sound and picture synchronization of the pictures in the game scene can be ensured to a certain extent, and the game experience of the player in the game process is improved.
The control method provided by the present disclosure is described in detail below with reference to fig. 2 to 5.
As shown in fig. 2, fig. 2 is a flow chart illustrating a control method according to an exemplary embodiment. The control method includes steps 210 to 230, which are specifically described below.
First, in step 210, during the process of the player interacting with the target game, a first execution time at which the target object in the scene of the target game starts to execute the target action within the nth beat of the background music is acquired.
Wherein N is a positive integer.
In some embodiments of the present disclosure, the target game may be a music-like rhythm game, and the target game scene may be a scene including an environment, a building, a prop, and a game character of the game in the target game. The target object may be at least one of a game character, a game visual effect, and a game scene element. The target action may be any action performed by the player character, an action performed by the game effect to generate the effect, or the like.
Wherein, the game role can be a player role or a non-player role; the game visual special effect can be a light and shadow effect in a game, a skill special effect of a player character, a waterfall, a fallen leaf and the like in a scene; the game scene element may be a decoration in the game scene, such as a lantern, a tree, a kite, etc., for decorating the game scene.
The process of the interaction between the player and the target game can be understood as the process that the player plays the game, and can also be understood as the process that the player opens the target game and the target game is in a foreground running state.
In this way, in the process of the interaction between the player and the target game, the control device may obtain a first execution time at which the target object in the target game scene starts to execute the target action within the nth beat of the background music, where the first execution time is an actual execution time of the target action.
Then, in step 220, in the case where the time deviation between the first execution time and the preset execution time of the target action in the nth beat is greater than the first preset threshold, the time length difference between the reference time shift amount and the time deviation in the nth beat is calculated.
Wherein, the reference time offset is obtained from a pre-configured metronome file. During the opening of the game, the metronome file can be built in the Unity game engine using the Lua 5.1 development language. The metronome file includes a series of beat data set according to the background music beats of the target game, each beat data includes a reference time offset, the occurrence time of each beat is determined based on the reference time and the reference time offset, and the preset execution time in each beat is also determined based on the reference time and the reference time offset. The reference time may be a system time of the client of the target game.
In some embodiments of the present disclosure, the first preset threshold may be set according to the use requirement, and the value of the first preset threshold is not limited herein.
Next, taking the target object as the game character and the first preset threshold value as 0s as an example, as shown in fig. 1b, the preset execution time of the target action of the game character in the nth beat is the occurrence time of the nth beat. As can be seen, the time deviation between the target motion of the game character and the occurrence time of the nth beat is greater than the first preset threshold (0s), and thus the time length difference between the reference time offset amount of the nth beat and the time deviation can be calculated.
As an example, if the first preset threshold is 0s, the reference time offset amount of the nth beat is 3s, and the occurrence time of the nth beat is 8:00: 03. The first execution time when the target object starts to execute the target motion in the nth beat of the background music is 8:00:04, and the preset execution time of the target motion in the nth beat is 8:00: 03.
It can be seen that the time difference 1s between the first execution time 8:00:04 and the occurrence time 8:00:03 of the nth beat is greater than the first preset threshold 0s, and thus the time length difference 2s is calculated between the reference time offset 3s and the time difference 1 s.
Then, in step 230, the control target object starts to execute the next action of the target action at the second execution time.
And the second execution time is the corresponding time after the delay time length difference of the first execution time.
In some embodiments of the present disclosure, the next action of controlling the target object to perform the target action is started at a second execution time after the first execution time by the time delay duration difference.
As an example, taking the first preset threshold as 0s, the reference time offset of the nth beat as 3s, the occurrence time of the nth beat as 8:00:03, and the calculated time difference as 2s as an example, the next action of controlling the target object to execute the target action may be started at the second execution time 8:00:06 after the delay of 2s at 8:00: 04.
Thus, the next action of the target action that can be executed only after the target action is delayed to 8:00:04 and is required to be delayed to 8:00:07 can still be executed according to the preset execution time 8:00:06 in the N +1 th beat.
In the disclosed embodiment, by acquiring a first execution time when a target object in a target game scene starts to execute a target action within an nth beat of background music during the interaction of a player and a target game, the actual occurrence time of the target action during the interaction of the player and the target game can be determined, and in the case that a time deviation between the first execution time and a preset execution time of the target action is greater than a first preset threshold, it can be considered that the occurrence of the target action is delayed, so that by calculating a time length difference between a reference time offset and the time deviation of the nth beat and after the time length difference of the first execution time, the target object is controlled to start executing a next action of the target action, so that the execution of the next action of the target action is not affected by the delay of the target action, and the execution can also start at the corresponding preset execution time, therefore, the sound and picture synchronization of the pictures in the game scene can be ensured to a certain extent.
The above steps 210 to 230 are described in detail with reference to fig. 3 by a specific embodiment.
First, as shown in fig. 3, fig. 3 is a third schematic diagram illustrating a metronome file according to an exemplary embodiment. The solid triangle 31 is the reference time, the solid circle 32 is the time of occurrence of the beat, and the hollow circle 33 is the actual time of occurrence of the motion. The metronome file includes an occurrence time of the nth beat of 8:00:03, a corresponding time length a of 3s, an occurrence time of the N +1 th beat of 8:00:06, a corresponding time length a of 3s, a reference time offset of the nth beat of 3s, a preset execution time of the target motion in the nth beat of 8:00:03, and a preset occurrence time of the next motion of the target motion of 8:00: 06. And, the first preset threshold is 0 s.
Next, during the interaction of the player with the target game, the first execution time when the target object in the target game scene starts to execute the target action within the nth beat of the background music is acquired as 8:00: 04. At this time, if no control is performed, the next action of the target action will be executed at 8:00:07, and delayed from the predetermined execution time 8:00: 06.
Therefore, in order to enable the next action of the target action to be executed at the preset execution time 8:00:06, it is further required that, by setting the preset execution time of the target action in the metronome file to 8:00:03 and setting the corresponding first execution time to 8:00:04 when the target action is actually executed, and calculating that the time deviation between the first execution time and the preset execution time is 1s, and the time deviation is greater than the first preset threshold value 0s, the time length difference between the reference time offset 3s of the nth beat and the time deviation 1s (i.e., the time length deviation C is 1s) can be calculated to be 2s (i.e., the time length B is 2 s).
Thus, at the second execution time 8:00:06 after the delay of 2s from the first execution time 8:00:04, the target object can be controlled to start executing the next action of the target action, so that the next action of the target action is not influenced by the delay of the target action, the next action can still be executed at the preset execution time (the occurrence time of the N +1 th beat) 8:00:06, and since the background music in the game is also played according to the occurrence time of the beat, the sound and picture synchronization of the pictures in the game scene can be realized when the game action is also executed according to the occurrence time of the beat.
In the disclosed embodiment, by acquiring a first execution time when a target object in a target game scene starts to execute a target action within an nth beat of background music during the interaction of a player and a target game, the actual occurrence time of the target action during the interaction of the player and the target game can be determined, and in the case that a time deviation between the first execution time and a preset execution time of the target action is greater than a first preset threshold, it can be considered that the occurrence of the target action is delayed, so that by calculating a time length difference between a reference time offset and the time deviation of the nth beat and after the time length difference of the first execution time, the target object is controlled to start executing a next action of the target action, so that the execution of the next action of the target action is not affected by the delay of the target action, and the execution can also start at the corresponding preset execution time, therefore, the sound and picture synchronization of the pictures in the game scene can be ensured to a certain extent.
According to the above embodiment of the present disclosure, if the preset execution time of the target action is 8:00:03, and the actual first execution time is 8:00:04, when the first preset threshold is 0s, the time difference obtained by calculation is 1s, so that the next action of controlling the target object to execute the target action can be started at the second execution time 8:00:06, and the time period from the first execution time 8:00:04 to the second execution time 8:00:06 is the execution time period corresponding to the target action, and when the target action is not delayed, the corresponding execution time period is 8:00:03 to 8:00:06, it can be seen that the target action is shortened in the corresponding execution time period.
Therefore, in order to avoid that the game picture presents a changing obtrusive feeling to the player due to the shortened execution time period corresponding to the target action, the present disclosure further provides another embodiment to improve the fluency of the game picture and improve the visual experience of the player, specifically please refer to fig. 4.
FIG. 4 is a flow diagram illustrating another control method according to an exemplary embodiment, the control method including:
in the process of the interaction between the player and the target game, a first execution time when the target object in the target game scene starts to execute the target action within the nth beat of the background music is obtained in step 410.
Wherein N is a positive integer.
In step 420, in the case that the time deviation between the first execution time and the preset execution time of the target motion in the nth beat is greater than the first preset threshold, a time length difference between the reference time offset and the time deviation of the nth beat is calculated.
And 430, adjusting preset execution parameters corresponding to the target actions based on the time length difference to obtain target execution parameters.
Step 440, during the period between the first execution time and the second execution time, the control target object executes the target action according to the target execution parameter.
Step 450, the control target object starts to execute the next action of the target action at the second execution time.
And the second execution time is the corresponding time after the delay time length difference of the first execution time.
In addition, step 410, step 420, and step 450 are the same as step 210, step 220, and step 230 shown in fig. 2, and are not described herein again, and specific implementation manners of step 430 and step 440 will be described in detail below.
By the control method provided by the embodiment of the disclosure, in the process of interaction between a player and a target game, a first execution time at which a target object in a target game scene starts to execute a target action within an nth beat of background music is acquired, so that the actual occurrence time of the target action in the process of interaction between the player and the target game can be determined, and in the case that the time deviation between the first execution time and the preset execution time of the target action is greater than a first preset threshold, it can be considered that delay occurs in the target action. In this way, by calculating the time length difference between the reference time offset and the time deviation of the nth beat and controlling the target object to start executing the next action of the target action after the time length difference is delayed at the first execution time, the execution of the next action of the target action is not affected by the delay of the target action, and the next action of the target action can also start executing at the preset execution time, so that the sound and picture synchronization of the pictures in the game scene can be ensured to a certain extent. And after the duration difference is obtained through calculation, the preset execution parameters corresponding to the target action can be adjusted according to the duration difference to obtain the target execution parameters, and the target object is controlled to execute the target action according to the target execution parameters in the period of the first execution time and the second execution time, so that the situation that the game picture presents a changed sharp feeling to the player due to the shortening of the execution time period corresponding to the target action is avoided as much as possible, the smoothness of the game picture is improved, and the visual experience of the player is improved.
The above steps 430 and 440 are described in detail with reference to specific embodiments.
In some embodiments of the present disclosure, the preset execution parameters may include a preset execution speed.
Since the time deviation between the first execution time of the target action and the preset execution time is greater than the first threshold, it can be understood that the execution of the target action is delayed, and the execution time period corresponding to the target action is also shortened because the next action of the target action starts to be executed at the second execution time. In this way, in order to enable the target action to be executed in its entirety even if the execution time period corresponding to the target action is shortened, the target execution speed can be obtained by adjusting the preset execution speed of the target object for the target action, and the target object can be controlled to execute the target action at the target execution speed during the first execution time and the second execution time, so that the target object can execute the target action in its entirety even if the execution time period corresponding to the target action is shortened.
Thus, step 430 may specifically include the following steps:
calculating the ratio of the time length difference to the reference time offset of the Nth beat;
a product between the ratio and a preset execution speed is calculated, and the product is determined as a target execution speed.
As an example, if the metronome file includes an occurrence time of the nth beat of 8:00:03, an occurrence time of the N +1 th beat of 8:00:06, a reference time offset of the nth beat of 3s, a preset execution time of the target motion in the nth beat of 8:00:03, and a preset occurrence time of the next motion of the target motion of 8:00: 06. And the first preset threshold is 0s, and the preset execution speed is 40 frames/second.
Then, during the process of the player interacting with the target game, the first execution time when the target object in the target game scene starts to execute the target action within the nth beat of the background music is acquired to be 8:00: 04. At this time, by setting the preset execution time of the target action in the metronome file to 8:00:03 and the first execution time 8:00:04 corresponding to the actual execution time, it is possible to calculate that the time deviation between the first execution time and the preset execution time is 1s, and the time deviation is greater than the first preset threshold value 0s, and then it is possible to calculate that the time length difference between the reference time offset 3s and the time deviation 1s of the nth beat is 2 s.
Thus, 3/2 is obtained by calculating the ratio between the difference in the time length and the reference time offset for the nth beat (in some embodiments, the ratio between the difference in the time length and the reference time offset for the nth beat may be referred to as the adjustment magnification of the execution speed).
Next, the product of the ratio 3/2 and the predetermined execution speed 40 frames/second is calculated to obtain 60 frames/second, and 60 frames/second is determined as the target execution speed.
Thus, step 440 specifically includes:
the control target object executes the target action at the target execution speed during a period between the first execution time and the second execution time.
That is, the target object is controlled to perform the target action at the target execution speed of 60 frames/second during the first execution time period 8:00:04 to 8:00:06, so that the target object can perform the target action at a speed up to completion compared with the preset execution speed during the period 8:00:04 to 8:00: 06.
By the control method provided by the embodiment of the disclosure, the target action can be accelerated to be executed in an accelerated manner even if the execution time period corresponding to the target action is shortened by adjusting the preset execution speed in the preset execution parameter, so that the situation that the game picture presents a changed sharp feeling to a player due to the shortening of the execution time period corresponding to the target action is avoided as much as possible, the smoothness of the game picture is improved, and the visual experience of the player is improved.
In other embodiments of the present disclosure, when the execution time period corresponding to the target action is shortened, the control target object may also execute a partial action. The method comprises the following specific steps:
in some embodiments of the present disclosure, the target action may include M consecutive first actions, where M is a positive integer greater than 1. The preset execution parameters include a start execution time and an end execution time.
Thus, step 430 may specifically include:
and adjusting the starting execution time to be a first execution time, and adjusting the ending execution time to be a second execution time.
Next, step 440 may specifically include:
at the start execution time, the control target object starts to execute Z first actions out of the M consecutive first actions, and at the end execution time, the control target object stops executing the first actions.
And the execution time length of the Z first actions is associated with the time length difference value, and Z is a positive integer less than or equal to M. For example, the execution time period of the Z first actions may be equal to the time period difference.
As an example, after determining that the first execution time is 8:00:04 and the second execution time is 8:00:06, the start execution time may be adjusted to the first execution time (8:00:04) and the end execution time may be adjusted to the second execution time (8:00: 06). Thus, the target object can be controlled to execute Z first actions within the period of 8:00:04 to 8:00: 06.
In some embodiments of the present disclosure, the Z first actions may be the first Z consecutive actions of the M consecutive first actions; in other embodiments, the Z first actions may also be any Z actions of the M consecutive first actions.
Wherein, in the case that the Z first actions are any Z actions of the M consecutive first actions, in some embodiments of the present disclosure, after step 430, before step 440, the control method may further include:
z first actions are selected from the M consecutive first actions. Wherein, in some embodiments, the Z first actions may be key actions including those used to characterize the target action.
For example, if the target object is a game character, the key action of the target action may be a necessary action representing skill; if the target object is taken as a game scene element as an example, the key action of the target action may be an action that can indicate that the game scene element dynamically changes. For example, if the game scene element is a lantern, the key action that can represent the target action may be the maximum amplitude of the rolling motion of the lantern on both sides.
In summary, according to the control method provided by the embodiment of the present disclosure, by controlling the target object to execute Z first actions out of M consecutive first actions, a part of the target actions can be completed by controlling the target object even if the execution time period corresponding to the target action is shortened, so as to avoid as much as possible a situation that the game screen presents a changing obtrusive feeling to the player due to the shortening of the execution time period corresponding to the target action, improve the smoothness of the game screen, and improve the visual experience of the player.
In addition, in other embodiments of the present application, global shifts in the game may also be supported. The reference time offset in the metronome file may be controlled, for example, by time scaling the TimeScale. Taking a rhythm game as an example, if the rhythm game shows an acceleration mode at this time, the reference time offset corresponding to the beats in the metronome file can be reduced through TimeScale; if the rhythm game shows a deceleration mode at this time, the reference time offset corresponding to the beat in the metronome file can be increased by TimeScale.
The control method supporting the global shift will be described in detail with reference to fig. 5.
FIG. 5 is a flow chart illustrating yet another control method according to an exemplary embodiment, the control method including the steps of:
in the process of the interaction between the player and the target game, a first execution time at which the target object in the target game scene starts to execute the target action within the nth beat of the background music is obtained, step 510.
Wherein N is a positive integer.
In step 520, a time difference between the reference time offset and the time deviation of the nth beat is calculated when the time deviation between the first execution time and the preset execution time of the target motion in the nth beat is greater than a first preset threshold.
In step 530, the control target object starts to execute the next action of the target action at the second execution time.
And the second execution time is the corresponding time after the delay time length difference of the first execution time.
In addition, the steps 510 to 530 are the same as the steps 210 to 230 shown in fig. 2, and are not described herein again.
Step 540, obtain the status value of the target non-player character in the target game.
The target non-player may be a game character that is not manipulated by the player and is being played by the player at the moment, and the corresponding state value may be a life value of the non-player character.
In step 550, the reference time offset of the target beat in the metronome file is adjusted when the state value is smaller than the second preset threshold.
In the embodiment of the present disclosure, the second preset threshold may be preset according to a use requirement, and a specific value of the second preset threshold is not limited in any way. The target number of beats may be a preset number of beats that occur after the state value is less than the second threshold. The preset number can be set according to the use requirement, and the numerical value of the preset number is not specifically limited.
As an example, taking a target game as a rhythm game as an example, if the rhythm game is in a mode that a user performs a corresponding touch operation within an effective determination time corresponding to a beat, some harm may be caused to a non-player character. At this time, the state value of the non-player character may be a life value, and in a case that the life value of the non-player character is smaller than the second preset threshold, it may be understood that the non-player character has been defeated, and at this time, as a reward mechanism for the player, a reference time offset amount of 3 beats occurring after the life value is smaller than the second preset threshold in a metronome file corresponding to the entire rhythm game may be increased, so as to reduce the speed of the entire rhythm game.
In other embodiments of the present disclosure, in addition to adjusting the reference time offset in the metronome file after the state value of the target non-player character is smaller than the second preset threshold, the reference time offset in the metronome file may be adjusted based on the player data, as shown in fig. 5, and the control method may further include the steps of:
step 560, obtain player data in the target game.
The player data may be a game level of the player or a game score of the player.
Step 570, adjusting the reference time offset of the target beat in the metronome file if the data value of the player data is greater than a third preset threshold.
The third preset threshold may be preset according to a use requirement, and a specific value of the third preset threshold is not limited at all.
As an example, if the player data is a player rating, it can be understood that the higher the player rating is, the higher the game difficulty corresponding to the player rating is, and thus, in a case where the player rating is greater than a third preset threshold, the reference time offset of the target beat in the metronome file may be adjusted to be smaller, so as to accelerate the rhythm speed of the rhythm game.
As another example, where the player data is a player's game score, it can be appreciated that a bonus mechanism can be provided to the player when the player's game score is high. That is, when the game is larger than the third preset threshold, the reference time offset of the target tempo in the metronome file may be increased, so as to slow down the tempo of the rhythm game. The target tempo at this time may be a preset number of tempos occurring after the current game score is greater than a third preset threshold value. The preset number can be set according to the use requirement, and the numerical value of the preset number is not specifically limited.
It should be noted that, the steps 540 and 560 may be executed before the step 510, or may be executed after the step 530, and the execution order of the steps 540 and 560 is not limited in any way.
By the control method provided by the embodiment of the disclosure, the target object can be controlled to start executing the next action of the target action after the delay time length difference at the first execution time, so that the execution of the next action of the target action is not influenced by the delay of the target action, and the next action of the target action can also start executing at the corresponding preset execution time, thereby ensuring the sound and picture synchronization of the pictures in the game scene to a certain extent; the state value of the target non-player character can be acquired, the player data in the target game is acquired, and the reference time offset of the target beat in the metronome file is adjusted under the condition that the state value is smaller than a second preset threshold value or the data value of the player data is larger than a third preset threshold value, so that the reference offset time amount in the metronome file in the target game can be dynamically adjusted according to the operation of the player, and the game experience of the player is improved.
It should be noted that, the above embodiments of the present application provide a control method, and the execution main body may be a control device or a control module in the control device for executing a loading control method.
The following describes a control device for executing a loading control method according to an embodiment of the present application, by taking an example in which the control device executes and loads the control method provided in the above embodiment.
FIG. 6 is a block diagram illustrating a control device according to an exemplary embodiment. The detection apparatus 600 specifically includes:
a first obtaining module 610, configured to obtain a first execution time at which a target object in a target game scene starts to execute a target action within an nth beat of background music during a process of interaction between a player and a target game, where N is a positive integer;
a first calculating module 620 configured to calculate a time length difference between the reference time offset and the time offset of the nth beat if a time offset between the first execution time and a preset execution time of the target motion in the nth beat is greater than a first preset threshold;
a first control module 630 configured to control the target object to start executing a next action of the target action at a second execution time; the second execution time is the corresponding time after the delay time length difference of the first execution time;
the method comprises the steps that a reference time offset is obtained from a pre-configured metronome file, the metronome file comprises a series of beat data set according to the background music beats of a target game, each beat data comprises the reference time offset, the preset execution time of actions in each beat is determined based on the reference time and the reference time offset, and the reference time is the system time of a client of the target game.
With the control device provided by the embodiment of the disclosure, by acquiring a first execution time at which a target object in a target game scene starts to execute a target action within an nth beat of background music in the process of interaction between a player and a target game, an actual occurrence time of the target action in the process of interaction between the player and the target game can be determined, and in a case that a time deviation between the first execution time and a preset execution time of the target action is greater than a first preset threshold, it can be considered that a delay occurs in the occurrence of the target action. In this way, by calculating the time length difference between the reference time offset and the time deviation of the nth beat and controlling the target object to start executing the next action of the target action after the time length difference is delayed at the first execution time, the execution of the next action of the target action is not affected by the delay of the target action, and the next action of the target action can also start executing at the preset execution time, so that the sound and picture synchronization of the pictures in the game scene can be ensured to a certain extent.
In some embodiments of the present disclosure, the control apparatus 600 may further include:
the first adjusting module is configured to execute, after calculating a time length difference between the reference time offset and the time deviation of the nth beat, control the target object to adjust a preset execution parameter corresponding to a frame picture containing the target action based on the time length difference before executing a next action of the target action at the second execution time to obtain a target execution parameter;
and the second control module is configured to execute the target action according to the target execution parameter by the control target object in the period between the first execution time and the second execution time.
With the control device provided by the embodiment of the disclosure, by acquiring a first execution time at which a target object in a target game scene starts to execute a target action within an nth beat of background music in the process of interaction between a player and a target game, an actual occurrence time of the target action in the process of interaction between the player and the target game can be determined, and in a case that a time deviation between the first execution time and a preset execution time of the target action is greater than a first preset threshold, it can be considered that a delay occurs in the occurrence of the target action. In this way, by calculating the time length difference between the reference time offset and the time deviation of the nth beat and controlling the target object to start executing the next action of the target action after the time length difference is delayed at the first execution time, the execution of the next action of the target action is not affected by the delay of the target action, and the next action of the target action can also start executing at the preset execution time, so that the sound and picture synchronization of the pictures in the game scene can be ensured to a certain extent. And after the time length difference value is obtained through calculation, the preset execution parameters corresponding to the frame pictures including the target work can be adjusted according to the time length difference value to obtain the target execution parameters, and the target object is controlled to execute the target action according to the target execution parameters in the period of the first execution time and the second execution time, so that the situation that the game pictures present a changed sharp feeling to the player due to the shortening of the execution time period corresponding to the target action is avoided as much as possible, the smoothness of the game pictures is improved, and the visual experience of the player is improved.
In some embodiments of the present disclosure, the preset execution parameter includes a preset execution speed; the target execution parameter comprises a target execution speed;
the first adjustment module includes:
a first calculation unit configured to calculate a ratio between the difference in the time lengths and a reference time offset amount of the nth beat;
a second calculation unit configured to calculate a product between the ratio and a preset play speed of a frame picture containing the target motion;
a first determination unit configured to perform determination of the product as a target execution speed;
the second control module is specifically configured to perform:
the control target object executes the target action at the target execution speed during a period between the first execution time and the second execution time.
Through the control device provided by the embodiment of the disclosure, by adjusting the preset execution speed in the preset execution parameter, the target action can be executed in an accelerated manner even if the execution time period corresponding to the target action is shortened, so that the situation that the game picture presents a changing abrupt feeling to the player due to the shortening of the execution time period corresponding to the target action is avoided as much as possible, the smoothness of the game picture is improved, and the visual experience of the player is improved.
In some embodiments of the present disclosure, the target action includes M consecutive first actions, M being a positive integer greater than 1; the preset execution parameters comprise an initial execution time and a final execution time;
the first adjustment module is specifically configured to perform:
adjusting the initial execution time to a first execution time, and adjusting the final execution time to a second execution time;
the control device 600 further includes:
a third control module configured to start the control target object to execute Z first actions out of the M consecutive first actions at the initial execution time before the control target object executes the next action of the target action at the second execution time after calculating the time difference between the reference time offset and the time deviation of the nth beat;
a fourth control module configured to execute, at the termination execution time, the control target object to stop executing the first action; and the execution time length of the Z first actions is associated with the time length difference value, and Z is a positive integer less than or equal to M.
In some embodiments of the present disclosure, the control apparatus 600 may further include:
and the selecting module is configured to select Z first actions from the M continuous first actions before starting the control target object to execute the Z first actions in the M continuous first actions.
In some embodiments of the present disclosure, the Z first actions include a key action for characterizing the target action.
In some embodiments of the present disclosure, the Z first actions are the first Z consecutive first actions of the M consecutive first actions.
By the control device provided by the embodiment of the disclosure, the target object is controlled to execute Z first actions in M continuous first actions, so that partial target actions can be completed by controlling the target object even if the execution time period corresponding to the target actions is shortened, and therefore, the situation that a game picture presents a changing sharp feeling to a player due to the shortening of the execution time period corresponding to the target actions is avoided as much as possible, the smoothness of the game picture is improved, and the visual experience of the player is improved.
In some embodiments of the present disclosure, the control apparatus 600 may further include:
a second obtaining module configured to obtain a state value of a target non-player character in a target game;
a second adjusting module configured to perform adjusting the reference time offset of the target beat in the metronome file if the state value is smaller than a second preset threshold.
In some embodiments of the present disclosure, the control apparatus 600 may further include:
a third acquisition module configured to acquire player data in the target game;
a third adjusting module configured to perform adjusting a reference time offset of the target tempo in the metronome file in a case where the data value of the player data is greater than a third preset threshold;
the player data includes at least one of: player rating and player's game score.
By the control device provided by the embodiment of the disclosure, the target object can be controlled to start executing the next action of the target action after the delay time length difference at the first execution time, so that the execution of the next action of the target action is not affected by the delay of the target action, and the next action of the target action can also start executing at the corresponding preset execution time, thereby ensuring the sound and picture synchronization of the pictures in the game scene to a certain extent; the state value of the target non-player character can be acquired, the player data in the target game is acquired, and the reference time offset of the target beat in the metronome file is adjusted under the condition that the state value is smaller than a second preset threshold value or the data value of the player data is larger than a third preset threshold value, so that the reference offset time amount in the metronome file in the target game can be dynamically adjusted according to the operation of the player, and the game experience of the player is improved.
In some embodiments of the present disclosure, the target object includes: at least one of a game character, a game scene element, and a game visual effect.
FIG. 7 is a block diagram illustrating a server in accordance with an example embodiment. Referring to fig. 7, the embodiment of the present disclosure further provides a server, which includes a processor 1001, a communication interface 1002, a memory 1003 and a communication bus 1004, wherein the processor 1001, the communication interface 1002 and the memory 1003 complete communication with each other through the communication bus 1004.
The memory 1003 is used for storing instructions executable by the processor 1001.
The processor 1001 is configured to implement the following steps when executing the instructions stored in the memory 1003:
in the process of interaction between a player and a target game, acquiring a first execution time when a target object in a target game scene starts to execute a target action in the Nth beat of background music, wherein N is a positive integer;
under the condition that the time deviation between the first execution time and the preset execution time of the target action in the Nth beat is larger than a first preset threshold value, calculating a time length difference value between the reference time offset and the time deviation of the Nth beat;
controlling the target object to start to execute the next action of the target action at the second execution time; the second execution time is the corresponding time after the delay time length difference of the first execution time;
the method comprises the steps that a reference time offset is obtained from a pre-configured metronome file, the metronome file comprises a series of beat data set according to the background music beats of a target game, each beat data comprises the reference time offset, the preset execution time of actions in each beat is determined based on the reference time and the reference time offset, and the reference time is the system time of a client of the target game.
In the embodiment of the present disclosure, by acquiring a first execution time at which a target object in a target game scene starts to execute a target action within an nth beat of background music during a process of interaction between a player and a target game, an actual occurrence time of the target action during the process of interaction between the player and the target game may be determined, and in a case that a time deviation between the first execution time and a preset execution time of the target action is greater than a first preset threshold, it may be considered that a delay occurs to the occurrence of the target action. In this way, by calculating the time length difference between the reference time offset and the time deviation of the nth beat and controlling the target object to start executing the next action of the target action after the time length difference is delayed at the first execution time, the execution of the next action of the target action is not affected by the delay of the target action, and the next action of the target action can also start executing at the preset execution time, so that the sound and picture synchronization of the pictures in the game scene can be ensured to a certain extent.
Fig. 8 is a block diagram illustrating an apparatus for controlling a method according to an exemplary embodiment. For example, the device 1100 may be provided as a server. Referring to FIG. 8, the server 1100 includes a processing component 1122 that further includes one or more processors and memory resources, represented by memory 1132, for storing instructions, such as application programs, executable by the processing component 1122. The application programs stored in memory 1132 may include one or more modules that each correspond to a set of instructions. Further, the processing component 1122 is configured to execute instructions to perform the control method described in any of the above embodiments.
The device 1100 may also include a power component 1126 configured to perform power management for the device 1100, a wired or wireless network interface 1150 configured to connect the device 1100 to a network, and an input/output (I/O) interface 1158. The device 1100 may operate based on an operating system stored in memory 1132, such as Windows Server, Mac OS XTM, UnixTM, LinuxTM, FreeBSDTM, or the like.
In some embodiments of the present disclosure, there is also provided a storage medium, wherein instructions of the storage medium, when executed by a processor of a server, enable the server to perform the control method according to any one of the above embodiments.
Alternatively, the storage medium may be a non-transitory computer readable storage medium, which may be, for example, a ROM, a Random Access Memory (RAM), a CD-ROM, a magnetic tape, a floppy disk, an optical data storage device, and the like.
In some embodiments of the present disclosure, there is also provided a computer program product, wherein instructions of the computer program product, when executed by a processor of a server, enable the server to perform the control method of any of the above embodiments.
Other embodiments of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the disclosure disclosed herein. This application is intended to cover any variations, uses, or adaptations of the disclosure following, in general, the principles of the disclosure and including such departures from the present disclosure as come within known or customary practice within the art to which the disclosure pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.
It will be understood that the present disclosure is not limited to the precise arrangements described above and shown in the drawings and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.

Claims (10)

1. A control method, comprising:
in the process of interaction between a player and a target game, acquiring a first execution time when a target object in a target game scene starts to execute a target action in the Nth beat of background music, wherein N is a positive integer;
under the condition that the time deviation between the first execution time and the preset execution time of the target action in the Nth beat is larger than a first preset threshold value, calculating a time length difference value between the reference time offset of the Nth beat and the time deviation;
controlling the target object to start executing a next action of the target action at a second execution time; the second execution time is the corresponding time after the first execution time is delayed by the time length difference;
the reference time offset is obtained from a pre-configured metronome file, the metronome file comprises a series of beat data set according to the background music beats of the target game, each beat data comprises the reference time offset, and the preset execution time of the action in each beat is determined based on the reference time and the reference time offset.
2. The method according to claim 1, wherein after the calculating of the difference in time length between the reference time offset and the time deviation for the nth beat, the controlling the target object at the second execution timing before the next action of the target action is executed further comprises:
adjusting a preset execution parameter corresponding to the target action based on the duration difference to obtain a target execution parameter;
and controlling the target object to execute the target action according to the target execution parameter in the period between the first execution time and the second execution time.
3. The method of claim 2, wherein the preset execution parameters include a preset execution speed; the target execution parameter comprises a target execution speed;
adjusting a preset execution parameter corresponding to the target action based on the duration difference to obtain a target execution parameter, including:
calculating the ratio of the time length difference to the reference time offset of the Nth beat;
calculating a product between the ratio and the preset execution speed, and determining the product as the target execution speed;
the controlling the target object to execute the target action according to the target execution parameter in the period between the first execution time and the second execution time includes:
and controlling the target object to execute the target action according to the target execution speed in the period between the first execution time and the second execution time.
4. The method of claim 2, wherein the target action comprises M consecutive first actions, M being a positive integer greater than 1; the preset execution parameters comprise an initial execution time and a final execution time;
adjusting a preset execution parameter corresponding to the target action based on the duration difference to obtain a target execution parameter, including:
adjusting the starting execution time to be the first execution time, and adjusting the ending execution time to be the second execution time;
after calculating the time length difference between the reference time offset of the nth beat and the time deviation, before controlling the target object to execute the next action of the target action at the second execution time, the method further includes:
starting to control the target object to execute Z first actions in the M continuous first actions at the initial execution time, and controlling the target object to stop executing the first actions at the final execution time;
wherein the execution time length of the Z first actions is associated with the time length difference, and Z is a positive integer less than or equal to M.
5. The method of claim 4, wherein prior to said initiating control of said target object to perform Z of said M consecutive first actions, further comprising:
the Z first actions are selected from the M consecutive first actions.
6. The method of any of claims 1 to 5, further comprising:
acquiring a state value of a target non-player character in the target game;
and under the condition that the state value is smaller than a second preset threshold value, adjusting the reference time offset of the target beat in the metronome file.
7. The method of any of claims 1 to 5, further comprising:
acquiring player data in the target game;
adjusting a reference time offset of a target beat in the metronome file when the data value of the player data is greater than a third preset threshold;
the player data includes at least one of: player rating and player's game score.
8. A control device, comprising:
the first acquisition module is configured to acquire a first execution time when a target object in a target game scene starts to execute a target action within an Nth beat of background music in the process of interaction between a player and a target game, wherein N is a positive integer;
a first calculating module configured to calculate a time length difference between a reference time offset of the nth beat and a time deviation of the target action in the nth beat, if the time deviation between the first execution time and a preset execution time is greater than a first preset threshold;
the first control module is configured to control the target object to start executing a next action of the target action at a second execution time; the second execution time is the corresponding time after the first execution time is delayed by the time length difference;
the reference time offset is obtained from a pre-configured metronome file, the metronome file comprises a series of beat data set according to the background music beats of the target game, each beat data comprises the reference time offset, and the preset execution time of the action in each beat is determined based on the reference time and the reference time offset.
9. A server, comprising:
a processor;
a memory for storing the processor-executable instructions;
wherein the processor is configured to execute the instructions to implement the control method of any one of claims 1 to 7.
10. A storage medium, characterized in that instructions in the storage medium, when executed by a processor of a server, enable the server to perform the control method according to any one of claims 1 to 7.
CN202010692468.7A 2020-07-17 2020-07-17 Control method, device, server and storage medium Active CN111991802B (en)

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