CN113599811A - Animation character display method, device, equipment and medium - Google Patents

Animation character display method, device, equipment and medium Download PDF

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Publication number
CN113599811A
CN113599811A CN202110923196.1A CN202110923196A CN113599811A CN 113599811 A CN113599811 A CN 113599811A CN 202110923196 A CN202110923196 A CN 202110923196A CN 113599811 A CN113599811 A CN 113599811A
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players
display data
character display
animation
player
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CN113599811B (en
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王达
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Shanghai Miha Youliyue Technology Co ltd
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Shanghai Miha Youliyue 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
    • A63F13/50Controlling 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/46Multiprogramming arrangements
    • G06F9/50Allocation of resources, e.g. of the central processing unit [CPU]
    • G06F9/5005Allocation of resources, e.g. of the central processing unit [CPU] to service a request
    • G06F9/5011Allocation of resources, e.g. of the central processing unit [CPU] to service a request the resources being hardware resources other than CPUs, Servers and Terminals
    • G06F9/5016Allocation of resources, e.g. of the central processing unit [CPU] to service a request the resources being hardware resources other than CPUs, Servers and Terminals the resource being the memory
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/46Multiprogramming arrangements
    • G06F9/50Allocation of resources, e.g. of the central processing unit [CPU]
    • G06F9/5005Allocation of resources, e.g. of the central processing unit [CPU] to service a request
    • G06F9/5027Allocation of resources, e.g. of the central processing unit [CPU] to service a request the resource being a machine, e.g. CPUs, Servers, Terminals
    • 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
    • A63F2300/50Features 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 details of game servers
    • A63F2300/53Features 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 details of game servers details of basic data processing
    • A63F2300/534Features 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 details of game servers details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction

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  • Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Software Systems (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • General Engineering & Computer Science (AREA)
  • General Physics & Mathematics (AREA)
  • Human Computer Interaction (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The embodiment of the invention discloses an animation character display method, device, equipment and medium. The method comprises the following steps: when other players except the current client-side player enter the current game scene, determining whether the other players enter the current game scene for the first time; when the other players do not enter the current game scene for the first time, matching animation character display data corresponding to the other players in a corresponding preset character display data pool according to the identifiers of the other players; and displaying the matched animation character display data as the animation character examples of the other players. The technical scheme of the embodiment of the invention solves the technical problems of unsmooth and unsmooth game process and poor game experience when other players frequently enter and exit the visual field as passers-by in the map scene where the player is located, and achieves the technical effects of reducing the unsmooth game process, enabling the game to be smoother and improving the user experience.

Description

Animation character display method, device, equipment and medium
Technical Field
The embodiment of the invention relates to the technical field of computers, in particular to an animation character display method, device, equipment and medium.
Background
In the map game mode, when the animated character of one player walks in the map scene in which the player is located, different animated characters of other players (passers-by or teammates) enter and exit the scene, which can be called entering or exiting the field of view. In the process that the passerby or teammates enter the visual field, the player client applies for the memory to store data such as character component parts, maps and the like of the passerby or teammates which enter the visual field and are acquired from the server, and the passerby or teammate animation characters which can be seen by the player are fused according to the stored data. And after the passerby or teammate quits the visual field, the player client calls a garbage collector to destroy the component resource data of the animation characters forming the passerby or teammate player.
When passers-by or teammates frequently enter and exit the visual field in a map scene where players are located, the memory occupancy rate of a game client side is increased in a short time, the synthesis and destruction of animation characters also cause the expense of CPU threads, the game process is blocked and unsmooth, and the game experience is seriously influenced.
Disclosure of Invention
Embodiments of the present invention provide an animation character display method, apparatus, device, and medium, so as to reduce memory occupation of a game client and reduce CPU overhead when a passerby or teammate frequently enters and exits a game scene of a player, thereby reducing stuttering in a game process, making a game smoother, and improving user experience.
In a first aspect, an embodiment of the present invention provides an animation character display method, where the method includes:
when other players except the current client-side player enter the current game scene, determining whether the other players enter the current game scene for the first time;
when the other players do not enter the current game scene for the first time, matching animation character display data corresponding to the other players in a corresponding preset character display data pool according to the identifiers of the other players;
and displaying the matched animation character display data as the animation character examples of the other players.
Optionally, the matching, according to the identifier of the other player, the animation character display data corresponding to the other player in the corresponding preset character display data pool includes:
when the other players are identified as passerby players, matching corresponding animation character display data in a first preset character display data pool;
and when the identification of the other players is the teammate player of the current client player, matching corresponding animation character display data in a second preset character display data pool.
Optionally, the matching, according to the identifier of the other player, the animation character display data corresponding to the other player in the corresponding preset character display data pool includes:
and matching preset role display data which are the same as the animation roles and the roles of the other players in the to-be-used role display data queue in the corresponding preset role display data pool.
Optionally, when the other players are matched with the corresponding preset character display data, the method further includes:
and writing the matched preset role display data from the to-be-used role display data queue into the currently-used role display data queue of the preset role display data pool.
Optionally, when the animated character of the other player enters the current game scene for the first time, the method further includes:
acquiring corresponding animation role example synthetic data according to the animation role identifications of the other players;
synthesizing the animation role based on the animation role example synthesis data;
and storing the synthesized animation character examples into a character display data queue which is in use and corresponds to the identification of the other players and is in the preset character display data pool, and displaying the animation character examples.
Optionally, when the other player exits the current game scenario, the method further includes:
and writing the animation character display data of the other players from the character display data queue in use into the corresponding character display data queue to be used.
Optionally, the method further includes:
when the current game scene level is switched or the game is finished, clearing data in the first preset role display data pool;
and when the game is finished, clearing the data in the second preset character display data pool.
In a second aspect, an embodiment of the present invention further provides an animated character display apparatus, where the apparatus includes:
the other players enter the scene determining module, which is used for determining whether other players except the current client player enter the current game scene or not for the first time when the other players enter the current game scene;
the other player character display data matching module is used for matching animation character display data corresponding to the other players in a corresponding preset character display data pool according to the identifiers of the other players when the other players do not enter the current game scene for the first time;
and the other player character display module is used for displaying the matched character display data as the animation character examples of the other players.
In a third aspect, an embodiment of the present invention further provides a computer device, where the computer device includes:
one or more processors;
a memory for storing one or more programs;
when executed by the one or more processors, cause the one or more processors to implement an animated character display method as provided by any of the embodiments of the invention.
In a fourth aspect, the embodiments of the present invention further provide a computer-readable storage medium, on which a computer program is stored, where the computer program, when executed by a processor, implements the animated character displaying method according to any of the embodiments of the present invention.
The embodiment of the invention has the following advantages or beneficial effects:
according to the technical scheme of the embodiment, when other players except the current client player enter the current game scene, whether the other players enter the current game scene for the first time is determined. When other players do not enter the current game scene for the first time, animation character display data corresponding to the other players are matched in the corresponding preset character display data pool according to the identifiers of the other players, so that when the identifiers of the other players are passerby players or team players of the current client-side player, the animation character display data of the corresponding players can be independently managed, and the game is smoother. The matched animation character display data is displayed as the animation character examples of other players, so that the memory occupation of a game client is reduced when passers-by or teammates frequently enter and exit the player visual field, the technical problems of blockage and unsmooth game process and poor game experience when passers-by or teammates frequently enter and exit the player visual field are solved, the blockage in the game process is reduced, the game is smoother, and the technical effect of user experience is improved.
Drawings
In order to more clearly illustrate the technical solutions of the exemplary embodiments of the present invention, a brief description is given below of the drawings used in describing the embodiments. It should be clear that the described figures are only views of some of the embodiments of the invention to be described, not all, and that for a person skilled in the art, other figures can be derived from these figures without inventive effort.
FIG. 1 is a flow chart of a method for displaying an animated character according to an embodiment of the present invention;
FIG. 2 is a flowchart illustrating an animation character display method according to a second embodiment of the present invention;
FIG. 3 is a block diagram of an animated character display apparatus according to a third embodiment of the present invention;
fig. 4 is a schematic structural diagram of a computer device according to a fourth embodiment of the present invention.
Detailed Description
The present invention will be described in further detail with reference to the accompanying drawings and examples. It is to be understood that the specific embodiments described herein are merely illustrative of the invention and are not limiting of the invention. It should be further noted that, for the convenience of description, only some of the structures related to the present invention are shown in the drawings, not all of the structures.
Example one
Fig. 1 is a schematic flow chart of an animation character display method according to an embodiment of the present invention, where the embodiment is applicable to a case where a player character is displayed when other players except a current client player do not enter a current game scene for the first time, and the method may be executed by an animation character display apparatus, where the apparatus may be implemented by software and/or hardware, and is integrated in a computer device with an application development function, such as an intelligent mobile terminal, a computer, a server, and the like.
As shown in fig. 1, the method of the present embodiment includes:
s110, when other players except the current client player enter the current game scene, determining whether the other players enter the current game scene for the first time.
Wherein, other players except the current client player can be passerby players or teammate players of the current client player. The passerby player can be understood as a player which has no interactive relation with the current client player in the game, and is equivalent to one of the background elements in the game scene where the current client player is located. The teammate player of the current client player can be understood as a player who performs a game task together with the current client player in the same game scene. A game scene is typically a virtual scene designed and constructed by a game developer. The current game scene can be understood as a virtual scene in which the game character of the player is located in the game at the current moment.
Specifically, when other players except the current client player enter the current game scene, whether the other players enter the current game scene for the first time may be determined according to information such as IDs and identities of the other players.
And S120, when other players do not enter the current game scene for the first time, matching animation character display data corresponding to the other players in the corresponding preset character display data pool according to the identifiers of the other players.
The other player identification may be a passerby player or a teammate player of the current client player, and may be used to determine whether the other player is a passerby player or a teammate player of the current client player. The animated character presentation data may be understood as character image instance data of an animated character in a game map. The animation character display data is obtained by splicing and fusing mesh data, skeleton data, and map data of body parts (such as head, chest, arms, legs, etc.) of characters corresponding to other players. The character presentation data pool may be used to store animated character presentation data for other players. The number of animation character presentation data stored in the character presentation data pool may be one or more.
Specifically, when the other player does not enter the current game scene for the first time, the identifier of the other player may be acquired. After the identifiers of the other players are obtained, the preset character display data pools corresponding to the other players can be determined according to the identifiers of the other players, and the animation character display data corresponding to the other players are matched in the corresponding preset character display data pools.
Optionally, the matching of the animation character display data corresponding to the other players in the corresponding preset character display data pool may be that preset character display data which is the same as animation characters and character sexes of the other players are matched in a character display data queue to be used in the corresponding preset character display data pool.
The to-be-used role display data queue may be a queue predefined in the role display data pool, and may be used to store to-be-used preset role display data. The number of the preset character exposure data to be stored in the character exposure data queue to be used may be one or more.
Optionally, according to the identifier of the other player, matching animation character display data corresponding to the other player in the corresponding preset character display data pool:
when the marks of other players are passerby players, matching corresponding animation character display data in a first preset character display data pool; and when the identification of other players is the teammate player of the current client player, matching corresponding animation character display data in a second preset character display data pool.
The first preset character display data pool can be used for storing animation character display data of passerby players. Optionally, the first preset role exposure data pool may be a predefined class, such as PSObjectPoolMgr. Alternatively, the to-be-used character exposure data queue of the first preset character exposure data pool may be a queue (e.g., waitpsobjectslst) predefined in the first character exposure data pool, and may be used to store preset character exposure data of the passerby player to be used.
The second preset character display data pool may store animation character display data of teammate players of current client players. Alternatively, the second preset role presentation data pool may be a predefined class, such as psteampoulgmgr. Optionally, the to-be-used character exhibition data queue of the second preset character exhibition data pool may be a second predefined queue (e.g., wait) in the character exhibition data pool, and may be configured to store preset character exhibition data of teammate players of the current client players to be used.
Specifically, after obtaining the identification of the other player, it may be determined whether the identification of the other player is a passerby player or a teammate player of the current client player. When the other players are identified as passerby players, the animation character display data corresponding to the matching in the character display data queue to be used of the first preset character display data pool can be displayed. When the identifiers of the other players are teammate players of the current client-side player, the corresponding animation character display data can be matched in the character display data queue to be used of the second preset character display data pool.
It should be noted that the definition of the first preset role display data pool and the second preset role display data pool as a class respectively has the following advantages: the method has the advantages that the coupling degree among the codes is reduced, the cohesiveness of the codes with function correlation is improved, the animation character display data of the passerby player and the animation character display data of the teammate player of the current client-side player are managed conveniently, so that the corresponding character display data can be determined quickly when the passerby player or the teammate player of the current client-side player enters the game map again, and the game blockage is avoided.
S130, displaying the matched animation character display data as the animation character examples of other players.
Wherein the animated character instance can be understood as the animated character presentation data that has been matched.
Specifically, after the animation character display data corresponding to the other player is matched in the corresponding preset character display data pool, the animation character display data matched with the other player may be determined, that is, the matched animation character display data may be determined. After determining the matched animation character display data, the matched animation character display data can be displayed as the animation character examples of other players.
In order to manage animation character display data of other players, updating in the game process is smooth, and when the corresponding preset character display data are matched for the other players, the matched preset character display data can be written into a character display data queue in use of a preset character display data pool from a character display data queue to be used.
The role display data queue in use may be a queue defined in a preset role display data pool in advance, and may be used to store the role display data in use at the present time. Optionally, the in-use character exposure data queue of the first preset character exposure data pool may be a predefined queue (e.g., activepsobjectlists) in the first character exposure data pool, and may be used to store the preset character exposure data that is being used by the passerby player at the current time. Optionally, the in-use character exposure data queue of the second preset character exposure data pool may be a second predefined queue (e.g., active) in the character exposure data pool, and may be configured to store preset character exposure data that is in use by teammate players of current client players at the current time.
Specifically, when the corresponding preset character display data is matched with other players, that is, when the player of the team friend who is a passerby player or a current client player is matched with the corresponding preset character display data, if the other player is a passerby player, the matched preset character display data can be written into the currently used character display data queue of the first preset character display data pool from the to-be-used character display data queue of the first preset character display data pool. And if the other players are teammate players of the current client-side player, writing the matched preset character display data from the character display data queue to be used of the second preset character display data pool into the character display data queue in use of the second preset character display data pool.
Further, when the current game scene level is switched or the game is finished, clearing data in the first preset role display data pool; and when the game is finished, clearing the data in the second preset character display data pool. Compared with the prior art, the animation character display data of different other players (passerby or teammate) are deleted every time the players look out of the field of view, in the embodiment, the animation character display data of the passerby player and the teammate player are managed independently, and the burden of a CPU and an internal memory is reduced to a great extent.
Specifically, when the current game scene level is switched or the game is finished, a message for switching the current game scene level or finishing the game may be received, and the received message for switching the current game scene level or finishing the game is used as an actual parameter and is transmitted to a form parameter of a first preset data destruction method in the first preset role display data pool. After the parameter transmission is completed, a first preset data destruction method in the first preset role display data pool can be called, so that data in the first preset role display data pool is cleared, that is, data stored in a to-be-used role display data queue and a currently-used role display data queue in the first preset role display data pool are cleared. And when the game is finished, transmitting the received message of finishing the game as an actual parameter to a form parameter of a second preset data destruction method in a second preset role display data pool. After the parameter transmission is completed, a second preset data destruction method in the second preset role display data pool can be called, so that data in the second preset role display data pool is cleared, that is, data to be used in the role display data queue and data stored in the role display data queue in use in the second preset role display data pool are cleared.
The first data destruction method may be a method defined in the first role display data pool in advance, and may be used to remove data in the first preset role display data pool. Alternatively, the data destruction method may be Destroy (). The second data destruction method may be a method defined in the second role exhibition data pool in advance, and may be used to clear data in the second preset role exhibition data pool.
According to the technical scheme of the embodiment, when other players except the current client player enter the current game scene, whether the other players enter the current game scene for the first time is determined. When other players do not enter the current game scene for the first time, animation character display data corresponding to the other players are matched in the corresponding preset character display data pool according to the identifiers of the other players, so that when the identifiers of the other players are passerby players or team players of the current client-side player, the animation character display data of the corresponding players can be independently managed, and the game is smoother. The matched animation character display data is displayed as the animation character examples of other players, so that the memory occupation of a game client is reduced when passers-by or teammates frequently enter and exit the player visual field, the technical problems of blockage and unsmooth game process and poor game experience when passers-by or teammates frequently enter and exit the player visual field are solved, the blockage in the game process is reduced, the game is smoother, and the technical effect of user experience is improved.
Example two
Fig. 2 is a flowchart illustrating an animation character display method according to a second embodiment of the present invention, where the method is applicable to a process of displaying a player character when a player other than a current client player enters a current game scene for the first time, and the method may be executed by an animation character display apparatus, where the apparatus may be implemented by software and/or hardware, and is integrated in a computer device with an application development function, such as an intelligent mobile terminal, a computer, a server, and the like.
The technical terms that are the same as or corresponding to the above embodiments are not repeated herein.
As shown in fig. 2, the method of the embodiment may specifically include:
s210, when other players except the current client player enter the current game scene, determining whether the other players enter the current game scene for the first time.
S220, when the animation characters of other players enter the current game scene for the first time, acquiring the synthetic data of the corresponding animation character examples according to the animation character identifications of the other players.
Wherein animated character instance composition data can be understood as data for composing animated character instances. Animated character instance composition data may include, but is not limited to, the following: mesh data of body parts (e.g., head, chest, arms, legs, etc.) of the character, skeleton data, map data, and equipment and skin data corresponding to the character.
Specifically, when the animated character of the other player enters the current game scene for the first time, the animated character identification of the other player can be determined. And further, according to the animation character identifications of other players, animation character example synthetic data corresponding to the animation character identifications can be obtained from a local database, a server side or a cloud server.
S230, synthesizing the animation character based on the animation character example synthesizing data.
Specifically, after the animation character instance synthesis data with other players is acquired, animation character synthesis may be performed on the acquired animation character instance synthesis data, and a synthesized animation character instance may be obtained.
S240, storing the synthesized animation role instance into a using role display data queue of a preset role display data pool corresponding to the identification of other players, and displaying.
Specifically, after the animation character examples synthesized corresponding to the identifiers of the other players are obtained, the synthesized animation character examples can be stored as animation character display data in the in-use character display data queue of the preset character display data pool corresponding to the identifiers of the other players, so that the animation character examples of the other players can be rapidly obtained. After the synthesized animation character instance is stored in the character display data queue in use as animation character display data, animation character display data corresponding to other players can be acquired from the character display data queue in use, and the acquired animation character display data is displayed as an animation character instance.
And S250, when other players quit the current game scene, writing the animation character display data of other players into the corresponding character display data queue to be used from the character display data queue in use.
Specifically, when another player quits the current game scene, the animation character display data of another player in the character display data queue in use may be written into the corresponding character display data queue to be used, and the animation character display data of another player in the character display data queue in use may be deleted.
According to the technical scheme of the embodiment, when other players except the current client player enter the current game scene, whether the other players enter the current game scene for the first time is determined. And when the animation characters of other players enter the current game scene for the first time, acquiring corresponding animation character example synthetic data according to the animation character identifications of the other players. And performing animation character synthesis based on the animation character instance synthesis data. The synthesized animation role examples are stored in the in-use role display data queue of the preset role display data pool corresponding to the identification of other players and displayed, so that when the animation roles of other players enter the current game scene for the first time, the animation role example synthesis data for synthesizing the animation roles of other players can be obtained, and the animation roles of other players can be synthesized. When other players quit the current game scene, the animation character display data of other players are written into the corresponding character display data queue to be used from the character display data queue in use, so that the occupation of the memory of the game client is reduced when passers or teammates frequently enter and exit the visual field of the players, the technical problems of blockage and unsmooth game process and poor game experience when passers or teammates frequently enter and exit the visual field of the players are solved, the blockage in the game process is reduced, the game is smoother, and the technical effect of user experience is improved.
EXAMPLE III
Fig. 3 is a schematic diagram of an animation character display device module according to a third embodiment of the present invention, in which the present invention provides an animation character display device, including: other players enter the scenario determination module 310, other player character presentation data matching module 320, and other player character presentation module 330.
The other-player entry scene determining module 310 is configured to determine whether other players, except the current client player, enter the current game scene for the first time when the other players enter the current game scene; the other-player character display data matching module 320 is configured to, when the other player does not enter the current game scene for the first time, match animation character display data corresponding to the other player in a corresponding preset character display data pool according to the identifier of the other player; and the other player character display module 330 is configured to display the matched character display data as an example of the animated character of the other player.
According to the technical scheme of the embodiment, when other players except the current client player enter the current game scene, the other players determine whether to enter the current game scene for the first time through the other player entering the scene determining module. Through the other player character display data matching module, when other players do not enter the current game scene for the first time, animation character display data corresponding to other players are matched in the corresponding preset character display data pool according to the identifiers of other players, so that the animation character display data of the corresponding players can be independently managed when the identifiers of other players are passerby players or team-friend players of the current client-side players, and the game is smoother. Through other player role display modules, the matched animation role display data are displayed as animation role examples of other players, so that when passers or teammates frequently enter and exit the player visual field, the memory occupation of a game client is reduced, the technical problems of blockage and unsmooth game process and poor game experience when passers or teammates frequently enter and exit the player visual field are solved, the blockage in the game process is reduced, the game is smoother, and the technical effect of user experience is improved.
Optionally, the other player character display data matching module 320 is configured to, when the identifier of the other player is a passerby player, match corresponding animation character display data in the first preset character display data pool;
and when the identification of the other players is the teammate player of the current client player, matching corresponding animation character display data in a second preset character display data pool.
Optionally, the other player character display data matching module 320 is configured to match preset character display data that is the same as the animation characters and the character sexes of the other players in the to-be-used character display data queue in the corresponding preset character display data pool.
Optionally, when the other players are matched with the corresponding preset character display data, the apparatus further includes: and the in-use role display data queue writing module is used for writing the matched preset role display data from the to-be-used role display data queue into the in-use role display data queue of the preset role display data pool.
Optionally, when the animated character of the other player enters the current game scene for the first time, the apparatus further includes: the animation role example synthesizing and displaying module is used for acquiring corresponding animation role example synthesizing data according to the animation role identifications of the other players; synthesizing the animation role based on the animation role example synthesis data; and storing the synthesized animation character examples into a character display data queue which is in use and corresponds to the identification of the other players and is in the preset character display data pool, and displaying the animation character examples.
Optionally, when the other player exits the current game scenario, the apparatus further includes: and the to-be-used character display data queue writing module is used for writing the animation character display data of other players into the corresponding to-be-used character display data queue from the in-use character display data queue.
Optionally, the apparatus further comprises: the data clearing module is used for clearing data in the first preset role display data pool when the current game scene level is switched or the game is finished; and when the game is finished, clearing the data in the second preset character display data pool.
The device can execute the animation character display method provided by any embodiment of the invention, and has corresponding functional modules and beneficial effects for executing the animation character display method.
It should be noted that the units and modules included in the animation character display device are merely divided according to the functional logic, but are not limited to the above division as long as the corresponding functions can be realized; in addition, specific names of the functional units are only for convenience of distinguishing from each other, and are not used for limiting the protection scope of the embodiment of the invention.
Example four
Fig. 4 is a schematic structural diagram of a computer device according to a fourth embodiment of the present invention. FIG. 4 illustrates a block diagram of an exemplary computer device 12 suitable for use in implementing embodiments of the present invention. The computer device 12 shown in FIG. 4 is only one example and should not bring any limitations to the functionality or scope of use of embodiments of the present invention. The computer device in the embodiment of the present invention may be a smart phone, a tablet Personal Computer (PC), a server cluster device, or another computer device with an arithmetic capability.
As shown in FIG. 4, computer device 12 is in the form of a general purpose computing device. The components of computer device 12 may include, but are not limited to: one or more processors or processing units 16, a system memory 28, and a bus 18 that couples various system components including the system memory 28 and the processing unit 16.
Bus 18 represents one or more of any of several types of bus structures, including a memory bus or memory controller, a peripheral bus, an accelerated graphics port, and a processor or local bus using any of a variety of bus architectures. By way of example, such architectures include, but are not limited to, Industry Standard Architecture (ISA) bus, micro-channel architecture (MAC) bus, enhanced ISA bus, Video Electronics Standards Association (VESA) local bus, and Peripheral Component Interconnect (PCI) bus.
Computer device 12 typically includes a variety of computer system readable media. Such media may be any available media that is accessible by computer device 12 and includes both volatile and nonvolatile media, removable and non-removable media.
The system memory 28 may include computer system readable media in the form of volatile memory, such as Random Access Memory (RAM)30 and/or cache memory 32. Computer device 12 may further include other removable/non-removable, volatile/nonvolatile computer system storage media. By way of example only, storage system 34 may be used to read from and write to non-removable, nonvolatile magnetic media (not shown in FIG. 4, and commonly referred to as a "hard drive"). Although not shown in FIG. 4, a magnetic disk drive for reading from and writing to a removable, nonvolatile magnetic disk (e.g., a "floppy disk") and an optical disk drive for reading from or writing to a removable, nonvolatile optical disk (e.g., a CD-ROM, DVD-ROM, or other optical media) may be provided. In these cases, each drive may be connected to bus 18 by one or more data media interfaces. System memory 28 may include at least one program product having a set (e.g., at least one) of program modules that are configured to carry out the functions of embodiments of the invention.
A program/utility 40 having a set (at least one) of program modules 42 may be stored, for example, in system memory 28, such program modules 42 including, but not limited to, an operating system, one or more application programs, other program modules, and program data, each of which examples or some combination thereof may comprise an implementation of a network environment. Program modules 42 generally carry out the functions and/or methodologies of the described embodiments of the invention.
Computer device 12 may also communicate with one or more external devices 14 (e.g., keyboard, pointing device, display 24, etc.), with one or more devices that enable a user to interact with computer device 12, and/or with any devices (e.g., network card, modem, etc.) that enable computer device 12 to communicate with one or more other computing devices. Such communication may be through an input/output (I/O) interface 22. Also, computer device 12 may communicate with one or more networks (e.g., a Local Area Network (LAN), a Wide Area Network (WAN), and/or a public network such as the Internet) via network adapter 20. As shown, network adapter 20 communicates with the other modules of computer device 12 via bus 18. It should be understood that although not shown in the figures, other hardware and/or software modules may be used in conjunction with computer device 12, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, among others.
The processing unit 16 executes various functional applications and data processing by executing programs stored in the system memory 28, for example, to implement the steps of an animated character display method provided by the present embodiment, the method including:
when other players except the current client-side player enter the current game scene, determining whether the other players enter the current game scene for the first time;
when the other players do not enter the current game scene for the first time, matching animation character display data corresponding to the other players in a corresponding preset character display data pool according to the identifiers of the other players;
and displaying the matched animation character display data as the animation character examples of the other players.
Of course, those skilled in the art can understand that the processor can also implement the technical solution of the animation character display method provided by any embodiment of the present invention.
EXAMPLE five
This fifth embodiment provides a computer readable storage medium, on which a computer program is stored, which when executed by a processor, implements the steps of an animated character display method as provided by any of the embodiments of the present invention, the method comprising:
when other players except the current client-side player enter the current game scene, determining whether the other players enter the current game scene for the first time;
when the other players do not enter the current game scene for the first time, matching animation character display data corresponding to the other players in a corresponding preset character display data pool according to the identifiers of the other players;
and displaying the matched animation character display data as the animation character examples of the other players.
Computer storage media for embodiments of the invention may employ any combination of one or more computer-readable media. The computer readable medium may be a computer readable signal medium or a computer readable storage medium. The computer-readable storage medium may be, for example but not limited to: an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples (a non-exhaustive list) of the computer readable storage medium would include the following: an electrical connection having one or more wires, a portable computer diskette, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing. In the context of this document, a computer readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
A computer readable signal medium may include a propagated data signal with computer readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated data signal may take many forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A computer readable signal medium may also be any computer readable medium that is not a computer readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a computer readable medium may be transmitted using any appropriate medium, including but not limited to: wireless, wire, fiber optic cable, RF, etc., or any suitable combination of the foregoing.
Computer program code for carrying out operations for aspects of the present invention may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, Smalltalk, C + + or the like and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer or entirely on the remote computer or server. In the case of a remote computer, the remote computer may be connected to the user's computer through any type of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or the connection may be made to an external computer (for example, through the Internet using an Internet service provider).
It will be understood by those skilled in the art that the modules or steps of the invention described above may be implemented by a general purpose computing device, they may be centralized on a single computing device or distributed across a network of computing devices, and optionally they may be implemented by program code executable by a computing device, such that it may be stored in a memory device and executed by a computing device, or it may be separately fabricated into various integrated circuit modules, or it may be fabricated by fabricating a plurality of modules or steps thereof into a single integrated circuit module. Thus, the present invention is not limited to any specific combination of hardware and software.
It is to be noted that the foregoing is only illustrative of the preferred embodiments of the present invention and the technical principles employed. It will be understood by those skilled in the art that the present invention is not limited to the particular embodiments described herein, but is capable of various obvious changes, rearrangements and substitutions as will now become apparent to those skilled in the art without departing from the scope of the invention. Therefore, although the present invention has been described in greater detail by the above embodiments, the present invention is not limited to the above embodiments, and may include other equivalent embodiments without departing from the spirit of the present invention, and the scope of the present invention is determined by the scope of the appended claims.

Claims (10)

1. An animated character display method, comprising:
when other players except the current client-side player enter the current game scene, determining whether the other players enter the current game scene for the first time;
when the other players do not enter the current game scene for the first time, matching animation character display data corresponding to the other players in a corresponding preset character display data pool according to the identifiers of the other players;
and displaying the matched animation character display data as the animation character examples of the other players.
2. The method of claim 1, wherein matching animation character presentation data corresponding to the other player in a corresponding pool of preset character presentation data based on the identity of the other player comprises:
when the other players are identified as passerby players, matching corresponding animation character display data in a first preset character display data pool;
and when the identification of the other players is the teammate player of the current client player, matching corresponding animation character display data in a second preset character display data pool.
3. The method according to claim 1 or 2, wherein the matching of the animation character presentation data corresponding to the other player in the corresponding preset character presentation data pool according to the identification of the other player comprises:
and matching preset role display data which are the same as the animation roles and the roles of the other players in the to-be-used role display data queue in the corresponding preset role display data pool.
4. The method of claim 3, wherein when the other players are matched to the corresponding preset character exposure data, the method further comprises:
and writing the matched preset role display data from the to-be-used role display data queue into the currently-used role display data queue of the preset role display data pool.
5. The method of claim 1, wherein when the animated character of the other player first enters the current game scenario, the method further comprises:
acquiring corresponding animation role example synthetic data according to the animation role identifications of the other players;
synthesizing the animation role based on the animation role example synthesis data;
and storing the synthesized animation character examples into a character display data queue which is in use and corresponds to the identification of the other players and is in the preset character display data pool, and displaying the animation character examples.
6. The method of claim 5, wherein when the other player exits the current game scenario, the method further comprises:
and writing the animation character display data of the other players from the character display data queue in use into the corresponding character display data queue to be used.
7. The method of claim 2, further comprising:
when the current game scene level is switched or the game is finished, clearing data in the first preset role display data pool;
and when the game is finished, clearing the data in the second preset character display data pool.
8. An animated character display apparatus comprising:
the other players enter the scene determining module, which is used for determining whether other players except the current client player enter the current game scene or not for the first time when the other players enter the current game scene;
the other player character display data matching module is used for matching animation character display data corresponding to the other players in a corresponding preset character display data pool according to the identifiers of the other players when the other players do not enter the current game scene for the first time;
and the other player character display module is used for displaying the matched character display data as the animation character examples of the other players.
9. A computer device, characterized in that the computer device comprises:
one or more processors;
a memory for storing one or more programs;
when executed by the one or more processors, cause the one or more processors to implement the animated character display method of any one of claims 1-7.
10. A computer-readable storage medium on which a computer program is stored, the program, when executed by a processor, implementing the animated character displaying method according to any one of claims 1 to 7.
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