CN113499584A - Game animation control method and device - Google Patents

Game animation control method and device Download PDF

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Publication number
CN113499584A
CN113499584A CN202110881865.3A CN202110881865A CN113499584A CN 113499584 A CN113499584 A CN 113499584A CN 202110881865 A CN202110881865 A CN 202110881865A CN 113499584 A CN113499584 A CN 113499584A
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China
Prior art keywords
game
animation
user
target
preset
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CN202110881865.3A
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Chinese (zh)
Inventor
张夏玲
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202110881865.3A priority Critical patent/CN113499584A/en
Publication of CN113499584A publication Critical patent/CN113499584A/en
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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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6653Methods for processing data by generating or executing the game program for rendering three dimensional images for altering the visibility of an object, e.g. preventing the occlusion of an object, partially hiding an object

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Processing Or Creating Images (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The embodiment of the invention provides a method and a device for controlling game animation, wherein a game interface is provided through terminal equipment, the game interface is used for playing a target game animation, and the method comprises the following steps: detecting whether a first preset event for triggering and shielding game animation occurs or not when a game runs; and when detecting that a first preset event occurs, covering the target game animation played in the game interface. Through the embodiment of the invention, the original game animation can be normally played, and the game animation currently played can be controlled according to the control of the user, so that the user can experience the game of the game animation with the effect of thrilling, not be excessively frightened by the game animation with the effect of thrilling, and can completely experience the thriller atmosphere brought by the game of thrilling.

Description

Game animation control method and device
Technical Field
The invention relates to the technical field of games, in particular to a method and a device for controlling game animation.
Background
As the demand for games continues to increase, more and more different kinds of games are being developed, such as: a growing game, a competitive game, a thriller game and the like.
In order to increase the game experience of the user, a large amount of game animations with a thriller effect can be added to the thriller-type game, so that a thriller atmosphere is provided for the user experiencing the thriller-type game.
Some users may fear and want to experience a thriller game, and in order to meet the requirements of the users, the game animation with the thriller effect can be processed during game design; when the user needs to experience the thriller-like game, the processed version can be selected, so that the phenomenon that the game animation with the thriller effect in the game is frightened is avoided. But the thriller-like game, which deals with the game animation with a thriller effect, has lacked a thriller game atmosphere, which can lead to a difficulty for the user to experience the thriller atmosphere brought by the thriller-like game.
Disclosure of Invention
In view of the above, it is proposed to provide a control method and apparatus for a game animation that overcomes or at least partially solves the above problems, comprising:
a control method of game animation provides a game interface through terminal equipment, the game interface is used for playing target game animation, and the method comprises the following steps:
detecting whether a first preset event for triggering and shielding game animation occurs or not when a game runs;
and when the first preset event is detected to occur, covering the target game animation played in the game interface.
Optionally, hiding the target game animation played in the game interface includes:
identifying a target area in the target game animation;
and when the game interface plays the target game animation, covering the target area.
Optionally, masking the target area comprises:
completely covering the target area; or the like, or, alternatively,
the target area is partially masked.
Optionally, the covering is performed by:
acquiring a mask image for covering;
and overlapping the layer of the mask image to the layer of the target game animation.
Optionally, the mask image is generated by any one of:
when it is detected that a camera device of a terminal running a game acquires a first image of a user with eyes blocked, acquiring the outline of a blocking object from the first image; generating a mask image according to the outline;
or receiving a second image input by a user, and taking the second image as a mask image.
Optionally, the method further comprises:
and when the target game animation is shielded, playing the preset simulation animation.
Optionally, the method further comprises:
when a second preset event for finishing covering is detected to occur, stopping covering the target game animation;
wherein the second preset event comprises any one or more of:
and after the target game animation is played, the target game animation enters a preset playing node, and the operation is performed aiming at a preset covering control.
Optionally, the first preset event comprises any one or more of:
the volume of the received user audio data exceeds a volume threshold;
operating a preset covering control;
the swing amplitude of the terminal running the game exceeds an amplitude threshold;
the user viewpoint moves out of the preset range;
matching the facial expression of the user with a preset expression;
the distance between the terminal running the game and the face of the user exceeds a distance threshold.
A control device of game animation, which provides a game interface through a terminal device, wherein the game interface is used for playing a target game animation, and the device comprises:
the game processing device comprises a detection module, a processing module and a processing module, wherein the detection module is used for detecting whether a first preset event for triggering and shielding game animation occurs or not when a game runs;
and the shielding module is used for shielding the target game animation played in the game interface when the first preset event is detected to occur.
Optionally, a shielding module comprising:
the identification submodule is used for identifying a target area in the target game animation;
and the covering submodule is used for covering the target area when the game interface plays the target game animation.
Optionally, a cover sub-module comprising:
the all covering unit is used for completely covering the target area;
and the partial covering unit is used for partially covering the target area.
Optionally, the shielding module is configured to obtain a mask image for covering; and overlapping the layer of the mask image to the layer of the target game animation.
Optionally, the apparatus further comprises:
the first image generation module is used for acquiring the outline of the shelter from the first image when the first image that the eyes of the user are sheltered is acquired by the camera equipment of the terminal for running the game; generating a mask image according to the outline;
and the second image generation module is used for receiving a second image input by a user and taking the second image as a mask image.
Optionally, the apparatus further comprises:
and the preset animation playing module is used for playing the preset simulation animation when the target game animation is shielded.
Optionally, the apparatus further comprises:
the shielding stopping module is used for stopping shielding the target game animation when a second preset event for finishing shielding is detected to occur;
wherein the second preset event comprises any one or more of:
and after the target game animation is played, the target game animation enters a preset playing node, and the operation is performed aiming at a preset covering control.
Optionally, the first preset event comprises any one or more of:
the volume of the received user audio data exceeds a volume threshold;
operating a preset covering control;
the swing amplitude of the terminal running the game exceeds an amplitude threshold;
the user viewpoint moves out of the preset range;
matching the facial expression of the user with a preset expression;
the distance between the terminal running the game and the face of the user exceeds a distance threshold.
An electronic device comprising a processor, a memory and a computer program stored on the memory and capable of running on the processor, the computer program, when executed by the processor, implementing a control method of a game animation as above.
A computer-readable storage medium on which a computer program is stored, the computer program, when executed by a processor, implementing the control method of game animation as above.
The embodiment of the invention has the following advantages:
in the embodiment of the invention, when a game runs, whether a first preset event for triggering and shielding game animation occurs is detected; and when the first preset event is detected to occur, covering the target game animation played in the game interface. Through the embodiment of the invention, the original game animation can be normally played, and the game animation currently played can be controlled according to the control of the user, so that the user can experience the game of the game animation with the effect of thrilling, not be excessively frightened by the game animation with the effect of thrilling, and can completely experience the thriller atmosphere brought by the game of thrilling.
Drawings
In order to more clearly illustrate the technical solution of the present invention, the drawings needed to be used in the description of the present invention will be briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present invention, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without inventive exercise.
FIG. 1 is a flow chart of the steps of a method for controlling a game animation according to an embodiment of the present invention;
FIG. 2 is a flow chart of steps of another method of controlling game animation according to an embodiment of the present invention;
FIG. 3 is a schematic view of a user interface of an embodiment of the present invention;
fig. 4 is a block diagram of a control device for a game movie according to an embodiment of the present invention.
Detailed Description
In order to make the aforementioned objects, features and advantages of the present invention comprehensible, embodiments accompanied with figures are described in further detail below. It is to be understood that the embodiments described are only a few embodiments of the present invention, and not all embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
Referring to fig. 1, which is a flowchart illustrating steps of a method for controlling a game animation according to an embodiment of the present invention, a game interface may be provided by a terminal device, and the game interface may be used to play a target game animation;
the method specifically comprises the following steps:
step 101, detecting whether a first preset event for triggering and shielding game animation occurs or not when a game runs;
as an example, a game animation may refer to a screen that is played while a game is running, which may be used to provide an immersive gaming experience to a user. The game animation can have corresponding effects according to the type of the game, for example, the game animation in a thriller-type game can have a thriller effect, so that when a user experiences the thriller-type game, a thriller game experience can be experienced.
As an example, the first preset event may include any one or more of:
the volume of the received user audio data exceeds a volume threshold; operating a preset covering control; the swing amplitude of the terminal running the game exceeds an amplitude threshold; the user viewpoint moves out of the preset range; matching the facial expression of the user with a preset expression; the distance between the terminal running the game and the face of the user exceeds a distance threshold.
When experiencing a thriller-type game, a user may be frightened by a game animation with a thriller effect played in the game to give a scream; therefore, in the process of running the game, whether the volume of the audio data of the user collected by the microphone of the terminal running the game exceeds a preset volume threshold value or not can be detected, so as to judge whether the user is frightened and needs to shield the game animation or not. The preset volume threshold may be set in a unified manner, or may be set by the user, which is not limited in this embodiment of the present invention.
Or a preset covering control can be arranged in the game interface in advance; then, the user can decide whether to execute the operation aiming at the preset covering control according to the requirement of the user so as to shield the game animation and avoid being frightened by the game animation. The operation of covering the control in advance can be to the pointer to the click operation or the sliding operation of the preset covering control that show in the game interface, and the preset covering control can be preset in the game interface, and the position of covering the control in advance can be set for according to actual conditions, for example: the game interface is arranged at the upper right corner, the upper left corner and the like of the game interface; in addition, before entering the game, the user may set whether the preset covering control needs to be displayed in the game setting, which is not limited in the embodiment of the present invention. Certainly, the preset covering control can be fixedly arranged in the game interface, so that the user can operate the preset covering control at any time when experiencing the game.
When experiencing a thriller-type game, a user can be frightened by a game animation with a thriller effect played in the game and trembled by hands, or violently shake a terminal for running the game; therefore, in the process of running the game, whether the amplitude of the swing of the terminal running the game exceeds a preset amplitude threshold value or not can be detected to judge whether the user is scared and needs to shield the game animation. Wherein the amplitude of the terminal swing can be detected by a level in the terminal; the preset amplitude preset may be set uniformly or set by the user, which is not limited in the embodiment of the present invention.
When the user is scared by a game animation with a thriller effect played in the game, the viewpoint can be moved away; therefore, in the process of running the game, whether the viewpoint of the user moves out of the preset range or not can be detected to judge whether the user is frightened and needs to shield the game animation or not. The position of the viewpoint of the user can be determined through an image acquired by a camera of the terminal; the preset range may be based on a game interface and extend a range of areas.
When a user is scared by a game animation with a thriller effect played in a game, the face may show a scared expression; therefore, whether the facial expression of the user is matched with the preset expression or not can be detected in the process of running the game to judge whether the user is frightened and needs to shield the game animation or not. The facial expression of the user can be acquired through an image acquired by a camera of the terminal; the preset expression may refer to a facial expression that the user is frightened to exhibit.
When the user is scared by the game animation with the thriller effect played in the game, the terminal can be controlled to be far away from the face; therefore, in the process of running the game, whether the distance between the terminal running the game and the face of the user exceeds a preset distance threshold value or not can be detected, so that whether the user is frightened and needs to shield the game animation or not can be judged. The distance between the terminal and the face of the user can be determined through an image collected by a camera of the terminal; the distance threshold may be set according to practical circumstances, for example 20 cm.
During the running process of the game, the user may think that the subsequently played game animation may scare himself, and at this time, the user may actively perform operations to generate a first preset event for triggering the shielding of game scariness, for example: the user can click on the preset covering control, or move the viewpoint away, or control the terminal to be far away from the face of the user, and the like. Of course, the user may already be frightened by the currently played game animation, thereby generating frightening reactions, such as screaming and hand trembling, which cause the terminal on which the game is running to swing violently.
And 102, when the first preset event is detected to occur, covering the target game animation played in the game interface.
To reduce the impact of a game animation with a thriller effect on a user, for example: frightening the user experiencing the game; the user can completely experience the immersion atmosphere brought by the thriller game, and only the target game animation which is played currently is covered instead of the target game animation which is not played currently and needs to be played when the first preset event is detected; therefore, the influence of the game animation with the thriller effect on the user can be reduced, and the thriller game atmosphere brought by the thriller game can be completely experienced by the user.
As an example, when a first preset event is detected, it may represent that: the user has been frightened by a game animation with a thriller effect; or may represent: the user thinks that the played game animation will scare himself, and at this time, the user can cover the target game animation currently being played.
In an embodiment of the present invention, when the target game animation is masked, a preset simulation animation may also be played.
The preset simulation animation can be used for simulating the action performance of a human in fear, such as: the animation of the hands covering the eyes or the animation of the hands covering the ears; the preset simulation animation is played while the target game animation is shielded, so that the action performance of a person in fear under a real situation can be simulated more truly, and the immersion feeling of the role in the game can be substituted when the user experiences the game.
In the embodiment of the invention, when a game runs, whether a first preset event for triggering and shielding game animation occurs is detected; and when the first preset event is detected to occur, covering the target game animation played in the game interface. Through the embodiment of the invention, the original game animation can be normally played, and the game animation currently played can be shielded according to the control of the user, so that the user can not be excessively frightened by the game animation with a thrilling effect when experiencing the game of the game animation with the thrilling effect, and can also completely experience the thriller atmosphere brought by the thrilling game.
And when the game animation is shielded, the preset simulation animation for simulating the action performance of a human in fear is played, so that the user can have the immersion feeling of the role substituted into the game.
Referring to fig. 2, a flowchart illustrating steps of another game animation control method according to an embodiment of the present invention is shown, which may specifically include the following steps:
step 201, detecting whether a first preset event for triggering and shielding game animation occurs during game running;
during the running process of the game, the user may think that the subsequently played game animation may scare himself, and at this time, the user may actively perform an operation to generate a first preset event for triggering the masking of the game animation, for example: the user can click the preset covering control, or move the viewpoint away, or control the terminal to be far away from the face, and the like. Of course, the user may already be frightened by the currently played game animation, thereby generating frightening reactions, such as screaming and hand trembling, which cause the terminal on which the game is running to swing violently.
In order to shield the game animation with the frightening effect in time and avoid excessive frightening of the game animation with the thrilling effect on the user, whether a first preset event occurs or not can be detected when the game runs, so that the game animation with the frightening effect is shielded when the first preset event occurs.
Step 202, when detecting that a first preset event occurs, identifying a target area in a target game animation;
as an example, the target region may refer to a region where a picture with a thriller effect in the target game animation is located.
The target game animation played in the game interface is covered, and in order to reduce the influence of the covering on the continuous game of the user, a target area where a picture with a thriller effect in the target game animation is located can be recognized before the covering.
Specifically, a picture with a thriller effect in the target game animation can be recognized in an image recognition mode, and then a region where the picture with the thriller effect is located is used as a target region.
And step 203, covering the target area when the game interface plays the target game animation.
After the target area is identified, only part of the target area can be covered during covering, so that the situation that the user continues to experience the game and subsequent game operation of the user is influenced due to large-area covering is avoided.
As an example, the target area may be masked by:
completely covering the target area; or, the target area is partially masked.
When the target area is covered, the target area can be completely covered, so that the possible frightening of the user by the game animation with the thriller effect is reduced to the maximum extent; the target area can be only partially covered, so that the user can still see part of the game animation with a thriller effect, and the embodiment of the present invention is not limited to this.
As shown in FIG. 3, upon detecting the occurrence of the first predetermined event, a mask 320 simulating the occlusion of the eyes by a hand may be displayed in the game interface 310 to obscure the target game animation 330 being played in the game interface, but the user may again see a portion of the target game animation 330 through the gap 340 between the finger slits.
In one embodiment of the present invention, the masking may be performed by:
acquiring a mask image for covering; and overlapping the layer of the mask image to the layer of the target game animation.
The mask image may be set by a user or preset in a game design process, which is not limited in the embodiment of the present invention.
When a target area needs to be covered, a mask image for covering can be acquired firstly; and then, the layer capable of overlaying the mask image onto the layer of the target animation, so that the target game animation played in the game interface is covered.
As an example, the mask image may be generated by any one of:
the first mode is as follows: when it is detected that a camera device of a terminal running a game acquires a first image of a user with eyes blocked, acquiring the outline of a blocking object from the first image; and generating a mask image according to the outline.
When experiencing a thriller-type game, a user is likely to be frightened by a game animation with a thriller effect and outstretched to block eyes; if the mask image is generated by the outline of the palm of the user, the substitution feeling of the user when experiencing the game can be improved. Therefore, in the embodiment of the invention, when the terminal runs a game, the camera device of the terminal (for example, a front camera of the terminal) can be called to collect the first image of the user when the user experiences the game; then, the first image can be identified to judge whether an image that the eyes of the user are blocked is acquired; when it is detected that the user's eye is occluded in the captured first image, the outline of the occlusion can be extracted from the first image.
A mask image may then be generated based on the extracted outline of the obstruction and used for subsequent masking of the game animation.
The second way is: and receiving a second image input by a user, and taking the second image as a mask image.
Of course, the user may also set the mask image according to actual requirements, for example: the user can select the second image for masking according to his own preference and input it into the terminal in which the game is running.
After receiving the second image input by the user, the second image can be used as a mask image and used for subsequent masking of the game animation. The second image may also be processed before being used as a mask image, for example: compression processing, etc., so that the second image can be adapted to the game.
In an embodiment of the present invention, the method may further include the following steps:
when a second preset event for finishing covering is detected to occur, stopping covering the target game animation;
as an example, the second preset event may include any one or more of: and after the target game animation is played, the target game animation enters a preset playing node, and the operation is performed aiming at a preset covering control.
After the target game animation with the thriller effect is played, the next game animation to be played may not scare the user any more, and the user is not scared when the game animation is played normally; therefore, whether the covering needs to be finished or not can be judged by detecting whether the target game animation is played completely or not.
Of course, a preset playing node can be set, and the preset playing node can be set according to the actual situation; when the target game animation is detected to enter the preset playing node, the fact that the game animation to be played next cannot startle the user can be shown; therefore, whether the covering needs to be finished or not can be judged by detecting whether the target game animation enters the preset playing node or not.
In addition, whether the covering needs to be finished or not can be actively controlled by a user; for example: whether covering needs to be finished can be judged according to whether the operation of the user on the preset covering control is detected again.
When the second preset event is detected to occur, the covering of the target game animation needs to be finished; masking of the target game animation may end at this point, for example: the layer of the covering image superimposed on the layer of the target game animation can be removed, so that the influence on the game experience of the user due to the fact that the target game animation is covered for a long time is avoided.
In the embodiment of the invention, when a game runs, whether a first preset event for triggering and shielding game animation occurs is detected; when a first preset event is detected to occur, identifying a target area in the target game animation; and when the game interface plays the target game animation, covering the target area. Through the embodiment of the invention, the original game animation can be normally played, and the game animation currently played can be shielded according to the control of the user, so that the user can experience the game of the game animation with the effect of thrilling, be excessively frightened by the game animation with the effect of thrilling, and experience the thriller atmosphere brought by the thrilling game based on the game animation with the effect of thrilling.
It should be noted that, for simplicity of description, the method embodiments are described as a series of acts or combination of acts, but those skilled in the art will recognize that the present invention is not limited by the illustrated order of acts, as some steps may occur in other orders or concurrently in accordance with the embodiments of the present invention. Further, those skilled in the art will appreciate that the embodiments described in the specification are presently preferred and that no particular act is required to implement the invention.
Referring to fig. 4, a schematic structural diagram of a control apparatus for a game animation according to an embodiment of the present invention is shown, where a terminal device provides a game interface, and the game interface is used for playing a target game animation, and the game interface specifically includes the following modules:
the detection module 401 is configured to detect whether a first preset event for triggering the shielding of the game animation occurs during the game running;
the shielding module 402 is configured to cover a target game animation played in the game interface when the occurrence of the first preset event is detected.
In a preferred embodiment of the present invention, the shielding module 402 includes:
the identification submodule is used for identifying a target area in the target game animation;
and the covering submodule is used for covering the target area when the game interface plays the target game animation.
In a preferred embodiment of the invention, the covering submodule comprises:
the all covering unit is used for completely covering the target area;
and the partial covering unit is used for partially covering the target area.
In a preferred embodiment of the present invention, the shielding module 402 is configured to obtain a mask image for masking; and overlapping the layer of the mask image to the layer of the target game animation.
In a preferred embodiment of the embodiments of the present invention, the apparatus further comprises:
the first image generation module is used for acquiring the outline of the shelter from the first image when the first image that the eyes of the user are sheltered is acquired by the camera equipment of the terminal for running the game; generating a mask image according to the outline;
and the second image generation module is used for receiving a second image input by a user and taking the second image as a mask image.
In a preferred embodiment of the embodiments of the present invention, the apparatus further comprises:
and the preset animation playing module is used for playing the preset simulation animation when the target game animation is shielded.
In a preferred embodiment of the embodiments of the present invention, the apparatus further comprises:
the shielding stopping module is used for stopping shielding the target game animation when a second preset event for finishing shielding is detected to occur;
wherein the second preset event comprises any one or more of:
and after the target game animation is played, the target game animation enters a preset playing node, and the operation is performed aiming at a preset covering control.
In a preferred embodiment of the embodiments of the present invention, the first preset event comprises any one or more of:
the volume of the received user audio data exceeds a volume threshold;
operating a preset covering control;
the swing amplitude of the terminal running the game exceeds an amplitude threshold;
the user viewpoint moves out of the preset range;
matching the facial expression of the user with a preset expression;
the distance between the terminal running the game and the face of the user exceeds a distance threshold.
In the embodiment of the invention, when a game runs, whether a first preset event for triggering and shielding game animation occurs is detected; and when the first preset event is detected to occur, covering the target game animation played in the game interface. Through the embodiment of the invention, the original game animation can be normally played, and the game animation currently played can be controlled according to the control of the user, so that the user can experience the game of the game animation with the effect of thrilling, not be excessively frightened by the game animation with the effect of thrilling, and can completely experience the thriller atmosphere brought by the game of thrilling.
The embodiment of the invention also provides electronic equipment which can comprise a processor, a memory and a computer program which is stored on the memory and can run on the processor, wherein the computer program realizes the control method of the game animation when being executed by the processor.
The embodiment of the invention also provides a computer readable storage medium, a computer program is stored on the computer readable storage medium, and the control method of the game animation is realized when the computer program is executed by a processor.
For the device embodiment, since it is basically similar to the method embodiment, the description is simple, and for the relevant points, refer to the partial description of the method embodiment.
The embodiments in the present specification are described in a progressive manner, each embodiment focuses on differences from other embodiments, and the same and similar parts among the embodiments are referred to each other.
As will be appreciated by one skilled in the art, embodiments of the present invention may be provided as a method, apparatus, or computer program product. Accordingly, embodiments of the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, embodiments of the present invention may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.
Embodiments of the present invention are described with reference to flowchart illustrations and/or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the invention. It will be understood that each flow and/or block of the flow diagrams and/or block diagrams, and combinations of flows and/or blocks in the flow diagrams and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing terminal to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing terminal to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be loaded onto a computer or other programmable data processing terminal to cause a series of operational steps to be performed on the computer or other programmable terminal to produce a computer implemented process such that the instructions which execute on the computer or other programmable terminal provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
While preferred embodiments of the present invention have been described, additional variations and modifications of these embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. Therefore, it is intended that the appended claims be interpreted as including preferred embodiments and all such alterations and modifications as fall within the scope of the embodiments of the invention.
Finally, it should also be noted that, herein, relational terms such as first and second, and the like may be used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Also, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or terminal that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or terminal. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other like elements in a process, method, article, or terminal that comprises the element.
The method and the device for controlling game animation provided above are introduced in detail, and a specific example is applied in the text to explain the principle and the implementation of the present invention, and the description of the above embodiment is only used to help understanding the method and the core idea of the present invention; meanwhile, for a person skilled in the art, according to the idea of the present invention, there may be variations in the specific embodiments and the application scope, and in summary, the content of the present specification should not be construed as a limitation to the present invention.

Claims (11)

1. A control method of game animation is characterized in that a game interface is provided through a terminal device, the game interface is used for playing target game animation, and the method comprises the following steps:
detecting whether a first preset event for triggering and shielding game animation occurs or not when a game runs;
and when detecting that a first preset event occurs, covering the target game animation played in the game interface.
2. The method of claim 1, wherein masking the target game animation played in the game interface comprises:
identifying a target area in the target game animation;
and covering the target area when the game interface plays the target game animation.
3. The method of claim 2, wherein the masking the target area comprises:
completely covering the target area; or the like, or, alternatively,
and partially covering the target area.
4. A method according to any of claims 1-3, wherein masking is performed by:
acquiring a mask image for covering;
and overlaying the layer of the mask image onto the layer of the target game animation.
5. The method of claim 4, wherein the mask image is generated by any one of:
when it is detected that a first image of a user with eyes shielded is acquired by a camera device of a terminal running the game, acquiring the outline of a shielding object from the first image; generating the mask image according to the outline;
or receiving a second image input by a user, and taking the second image as a mask image.
6. The method of claim 1, further comprising:
and playing preset simulation animation when the target game animation is shielded.
7. The method of claim 1, further comprising:
stopping covering the target game animation when a second preset event for finishing covering is detected to occur;
wherein the second preset event comprises any one or more of:
and after the target game animation is played, the target game animation enters a preset playing node, and the operation is performed aiming at a preset covering control.
8. The method of claim 1, wherein the first preset event comprises any one or more of:
the volume of the received user audio data exceeds a volume threshold;
operating a preset covering control;
the swing amplitude of the terminal running the game exceeds an amplitude threshold;
the user viewpoint moves out of the preset range;
matching the facial expression of the user with a preset expression;
the distance between the terminal running the game and the face of the user exceeds a distance threshold.
9. A control apparatus for game animation, wherein a game interface is provided through a terminal device, the game interface is used for playing a target game animation, the apparatus comprising:
the game processing device comprises a detection module, a processing module and a processing module, wherein the detection module is used for detecting whether a first preset event for triggering and shielding game animation occurs or not when a game runs;
and the shielding module is used for shielding the target game animation played in the game interface when the first preset event is detected to occur.
10. An electronic device comprising a processor, a memory, and a computer program stored on the memory and capable of running on the processor, the computer program, when executed by the processor, implementing a control method of a game animation according to any one of claims 1 to 8.
11. A computer-readable storage medium, on which a computer program is stored, which when executed by a processor implements the control method of a game animation according to any one of claims 1 to 8.
CN202110881865.3A 2021-08-02 2021-08-02 Game animation control method and device Pending CN113499584A (en)

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