CN113599811B - Animation role display method, device, equipment and medium - Google Patents

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

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Publication number
CN113599811B
CN113599811B CN202110923196.1A CN202110923196A CN113599811B CN 113599811 B CN113599811 B CN 113599811B CN 202110923196 A CN202110923196 A CN 202110923196A CN 113599811 B CN113599811 B CN 113599811B
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players
display data
player
animation
character
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CN113599811A (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)
  • Multimedia (AREA)
  • Software Systems (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 role display method, an animation role display device, animation role display equipment and an animation role display medium. The method comprises the following steps: 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; 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 identification of the other players; and displaying the matched animation role display data as the animation role instance of the other player. According to the technical scheme, the technical problems that the game process is blocked and unsmooth and the game experience is poor when other players frequently enter and exit as passers-by in the map scene where the players are located are solved, the blocking in the game process is reduced, the game is smoother, and the technical effect of improving the user experience is achieved.

Description

Animation role 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 role display method, an animation role display device, animation role display equipment and an animation role display medium.
Background
In the map game mode, when an animated figure of one player walks within the map scene in which it is located, there are different animated figures of other players (passers-by or teammates) entering and exiting the scene, which may be referred to as entering or exiting the field of view. In the process that the passers-by or teammates enter the visual field, the player client can apply for the memory to store the data of the character components, the map and the like of the passers-by or teammates entering the visual field, which are acquired from the server, and fuse the data into the animation characters of the passers-by or teammates which can be seen by a player. After the passer or teammate exits the field of view, the player client invokes the garbage collector to destroy the constituent resource data of the animated characters of the passer or teammate player.
When a player is in a map scene, frequent passers-by or teammates enter and exit the field of view, the memory occupancy rate of the game client rises in a short time, the synthesis and destruction of animation roles also cause the expense of CPU threads, the clamping and unsmooth game process can be caused, and the game experience is seriously affected.
Disclosure of Invention
The embodiment of the invention provides a method, a device, equipment and a medium for displaying an animation role, which are used for reducing the memory occupation of a game client and simultaneously reducing the CPU (Central processing Unit) expenditure when passers-by or teammates frequently enter and exit a game scene of a player, so that the jamming in the game process is reduced, the game is smoother, and the user experience is improved.
In a first aspect, an embodiment of the present invention provides a method for displaying an animated character, the method including:
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;
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 identification of the other players;
and displaying the matched animation role display data as the animation role instance of the other player.
Optionally, the matching, according to the identification of the other players, the animated character presentation data corresponding to the other players in the corresponding preset character presentation data pools includes:
when the identification of the other players is a passer-by player, 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 role display data in a second preset role display data pool.
Optionally, the matching, according to the identification of the other players, the animated character presentation data corresponding to the other players in the corresponding preset character presentation data pools includes:
And matching preset character display data with the same animation characters and character sexes of other players in the character display data queues to be used in the corresponding preset character display data pools.
Optionally, when the other player is matched with the corresponding preset character presentation data, the method further includes:
and writing the matched preset role display data from the to-be-used role display data queue to a role display data queue in use of the preset role display data pool.
Optionally, when the animated character of the other player is first entering the current game scene, the method further comprises:
obtaining corresponding animation role instance synthesis data according to the animation role identifications of other players;
based on the animation role instance synthesis data, synthesizing the animation roles;
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 displaying the character display data queue.
Optionally, when the other player exits the current game scene, the method further includes:
and writing the animation role display data of the other players into the corresponding role display data queues to be used from the role display data queues in use.
Optionally, the method further comprises:
when the current game scene level is switched or the game is finished, data in the first preset role display data pool are cleared;
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, including:
the other player entering scene determining module is used for determining whether other players enter the current game scene for the first time when other players except the current client player enter the current game scene;
the other player character display data matching module is used for matching the animation character display data corresponding to the other player in the corresponding preset character display data pool according to the identification of the other player when the other player does 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 an animation character instance of the other player.
In a third aspect, an embodiment of the present invention further provides a computer apparatus, including:
One or more processors;
a memory for storing one or more programs;
the 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 as provided by any embodiment of the invention.
In a fourth aspect, embodiments of the present invention also provide a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements an animated character display method as provided by any of the embodiments of the present invention.
The embodiments of the above invention have the following advantages or benefits:
according to the technical scheme of the embodiment, when other players except the player at the current client side 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, the animation character display data corresponding to the other players are matched in the corresponding preset character display data pool according to the identification of the other players, so that when the identification of the other players is a passer-by player or a teammate player of the current client player, the animation character display data of the corresponding player can be managed independently, and the game is smoother. The matched animation character display data is used as animation character examples of other players to display, so that memory occupation of a game client is reduced when frequent passers-by or teammates enter and exit the player field of view, the technical problems that the game process is blocked and unsmooth and the game experience is poor when the passer-by or teammate player frequently enters and exits the player field of view are solved, the technical effects of reducing the blocked state in the game process, enabling the game to be smoother and improving the user experience are achieved.
Drawings
In order to more clearly illustrate the technical solution of the exemplary embodiments of the present invention, a brief description is given below of the drawings required for describing the embodiments. It is obvious that the drawings presented are only drawings of some of the embodiments of the invention to be described, and not all the drawings, and that other drawings can be made according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a flow chart of an animated character display method according to an embodiment of the invention;
FIG. 2 is a flow chart of a method for displaying an animated character according to a second embodiment of the present invention;
FIG. 3 is a schematic diagram of an animated character display device according to a third embodiment of the invention;
fig. 4 is a schematic structural diagram of a computer device according to a fourth embodiment of the present invention.
Detailed Description
The invention is described in further detail below with reference to the drawings and examples. It is to be understood that the specific embodiments described herein are merely illustrative of the invention and are not limiting thereof. It should be further noted that, for convenience of description, only some, but not all of the structures related to the present invention are shown in the drawings.
Example 1
Fig. 1 is a schematic flow chart of an animation character display method according to an embodiment of the present invention, where the method can be executed by an animation character display device, and the device can be implemented by software and/or hardware, and integrated into a computer device with application development function, such as an intelligent mobile terminal, a computer, and a server, when other players except the current client player do not enter the current game scene for the first time.
As shown in fig. 1, the method of the present embodiment includes:
s110, when other players except the player at the current client side enter the current game scene, determining whether the other players enter the current game scene for the first time.
Wherein, other players besides the current client player can be passerby players and teammate players of the current client player. The passerby player may be understood as a player having no interactive relationship with the current client player in the game, corresponding to one of the background elements in the game scene where the current client player is located. A teammate player of a current client player may be understood as a player that performs a game mission in common with the current client player in the same game scenario. A game scene is typically a virtual scene designed and built by game developers. The current game scene may be understood as a virtual scene in which a player's game character is located in the current time game.
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 can be determined according to the ID, the identity and other information 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 a corresponding preset character display data pool according to the identification of the other players.
The identification of the other players can be player players of the passers-by or teammates of the current client players, and can be used for determining whether the other players are player players of the passers-by or teammates of the current client players. The animated character presentation data may be understood as character avatar instance data of the animated character in the game map. The animated character presentation data is animated character presentation data obtained by splicing and fusing mesh (mesh) data, skeleton data and map data of body parts (such as head, chest, arms, legs and the like) of characters corresponding to other players. The character presentation data pool may be used to store animated character presentation data of other players. The number of animated 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 identification of the other player may be obtained. After the identification of the other players is obtained, a preset role display data pool corresponding to the other players can be determined according to the identification of the other players, and animation role display data corresponding to the other players are matched in the corresponding preset role display data pool.
Optionally, the matching of the animation character display data corresponding to the other players in the corresponding preset character display data pool may be matching of preset character display data identical to 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.
The queue of the character presentation data to be used can be a predefined queue in a character presentation data pool and can be used for storing preset character presentation data to be used. The number of preset persona presentation data to be stored in the persona presentation data queue may be one or more.
Optionally, according to the identifications of other players, matching the animation character presentation data corresponding to the other players in the corresponding preset character presentation data pool:
When the identification of the other players is the passer-by player, 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 the corresponding animation character display data in the second preset character display data pool.
The first preset character presentation data pool can be used for storing animation character presentation data of the passersby player. Alternatively, the first preset character presentation data pool may be a predefined class, such as PSObjectPoolMgr. Alternatively, the to-be-used character presentation data queue of the first preset character presentation data pool may be a queue (e.g., waitpssobjectlist) predefined in the first character presentation data pool, and may be used to store preset character presentation data of the to-be-used passer-by player.
Wherein the second preset character presentation data pool may be animated character presentation data of a teammate player who may store the current client player. Alternatively, the second preset character presentation data pool may be a predefined class, such as PSTeamPlayerPoolMgr. Alternatively, the to-be-used character presentation data queue of the second preset character presentation data pool may be a second queue (e.g., wait) predefined in the character presentation data pool, and may be used to store preset character presentation data of a teammate player of the current client player to be used.
Specifically, after the identification of the other player is obtained, it may be determined whether the identification of the other player is a passer-by player or a teammate player of the current client player. When the identification of the other players is the passer-by player, the animation character display data corresponding to the matching in the character display data queue to be used in the first preset character display data pool can be displayed. When the identification of the other players is the teammate player of the current client player, the corresponding animation character display data can be matched in the character display data to be used in the second preset character display data pool.
It should be noted that, defining the first preset character display data pool and the second preset character display data pool as classes has the following advantages: the coupling degree between codes is reduced, the cohesiveness of codes with function correlation is improved, and the management of the animation role display data of the player on the passer-by and the animation role display data of the player on the teammate of the current client side is facilitated, so that when the player on the passer-by or the teammate of the player on the current client side enters a game map again, the corresponding role display data can be determined quickly, and game clamping is avoided.
And S130, displaying the matched animation role display data as animation role examples of other players.
Wherein an animated character instance may be understood as having matched animated character presentation data.
Specifically, after the corresponding preset character presentation data pool is matched with the animation character presentation data corresponding to other players, the animation character presentation data matched with other players can be determined, that is, the matched animation character presentation data can be determined. After the matched animated character presentation data is determined, the matched animated character presentation data may be displayed as an animated character instance of the other player.
In order to facilitate management of the animation role display data of other players, update is smooth in the game process, and when corresponding preset role display data are matched for other players, the matched preset role display data can be written into a role display data queue in use of a preset role display data pool from a role display data queue to be used.
The queue of the character presentation data in use can be a queue defined in a preset character presentation data pool in advance and can be used for storing the character presentation data in use at the current moment. Alternatively, the in-use character presentation data queue of the first preset character presentation data pool may be a queue (e.g., activesponsjectlist) predefined in the first character presentation data pool, and may be used to store preset character presentation data that is in use by the passersby player at the current time. Optionally, the in-use character presentation data queue of the second preset character presentation data pool may be a second predefined queue (e.g., active) in the character presentation data pool, and may be used to store preset character presentation data that is in use by a teammate player of the current client player at the current moment.
Specifically, when the corresponding preset character presentation data is matched for the other players, that is, when the corresponding preset character presentation data is matched for the player of the passer-by player or the teammate player of the current client player, if the other players are the passer-by players, the matched preset character presentation data can be written into the character presentation data queue in use of the first preset character presentation data pool from the character presentation data queue to be used of the first preset character presentation data pool. And if the other player is a teammate player of the current client player, the matched preset role presentation data can be written into the role presentation data queue in use of the second preset role presentation data pool from the role presentation data queue in use of the second preset role presentation data pool.
Further, when the current game scene level is switched or the game is finished, data in a first preset role display data pool are cleared; 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 other players (passers-by or teammates) are deleted every time the players come out of the field of view, and in the embodiment, the animation character display data of the passers-by players and teammate players are independently managed, so that the burden of a CPU and a memory is reduced to a great extent.
Specifically, when the current game scene level or the game is switched to be finished, a message for switching the current game scene level or the game is finished can be received, and the received message for switching the current game scene level or the game is finished is used as an actual parameter and transmitted to the form parameter of the first preset data destruction method in the first preset role display data pool. When the parameter transfer 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, a to-be-used role display data queue in the first preset role display data pool and data stored in the in-use role display data queue are cleared. When the game is finished, the received message of finishing the game is used as an actual parameter and is transmitted to form parameters of a second preset data destruction method in a second preset role display data pool. And after the parameter transfer 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, a to-be-used role display data queue in the second preset role display data pool and data stored in the in-use role display data queue 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 destroyer (). The second data destruction method may be a method defined in the second role display data pool in advance, and may be used to clear data in the second preset role display data pool.
According to the technical scheme of the embodiment, when other players except the player at the current client side 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, the animation character display data corresponding to the other players are matched in the corresponding preset character display data pool according to the identification of the other players, so that when the identification of the other players is a passer-by player or a teammate player of the current client player, the animation character display data of the corresponding player can be managed independently, and the game is smoother. The matched animation character display data is used as animation character examples of other players to display, so that memory occupation of a game client is reduced when frequent passers-by or teammates enter and exit the player field of view, the technical problems that the game process is blocked and unsmooth and the game experience is poor when the passer-by or teammate player frequently enters and exits the player field of view are solved, the technical effects of reducing the blocked state in the game process, enabling the game to be smoother and improving the user experience are achieved.
Example two
Fig. 2 is a schematic flow chart of 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 character of a player when the player other than the player at the current client first enters the current game scene.
Wherein, the technical terms identical to or corresponding to the above embodiments are not repeated herein.
As shown in fig. 2, the method of this embodiment may specifically include:
s210, when other players except the player at the current client side enter the current game scene, determining whether the other players enter the current game scene for the first time.
S220, when the animation roles of the other players enter the current game scene for the first time, obtaining corresponding animation role instance synthesis data according to the animation role identifications of the other players.
Wherein the animated character instance composition data may be understood as data for composing an animated character instance. The animated character instance composition data may include, but is not limited to, the following: mesh (mesh) data, skeleton data, map data, equipment and skin data corresponding to a character's body parts (e.g., head, chest, arms, legs, etc.).
Specifically, when the animated character of the other player is first entering the current game scene, the animated character identification of the other player may be determined. And further, according to the animation role identifications of other players, the animation role example synthetic data corresponding to the animation role identifications can be obtained from a local database, a server side or a cloud server.
S230, based on the animation role instance synthesis data, animation role synthesis is carried out.
Specifically, after the animation character instance synthesis data of other players is obtained, the obtained animation character instance synthesis data can be subjected to animation character synthesis, and then the synthesized animation character instance can be obtained.
S240, storing the synthesized animation character examples into a character display data queue which is in use and corresponds to the identification of other players and displaying the character display data queue.
Specifically, after the synthesized animation character examples corresponding to the identifications of the other players are obtained, the synthesized animation character examples can be stored as animation character display data into a character display data queue in use of a preset character display data pool corresponding to the identifications of the other players, so that the animation character examples corresponding to the other players can be obtained quickly. After the synthesized animation character instance is stored as animation character display data into the in-use character display data queue, the animation character display data corresponding to other players can be obtained from the in-use character display data queue, and the obtained animation character display data is used as the animation character instance to be displayed.
And S250, when the other players exit the current game scene, writing the animation role exhibition data of the other players into the corresponding role exhibition data queues to be used from the role exhibition data queues in use.
Specifically, when the other players exit the current game scene, the animation character exhibition data of the other players in the character exhibition data queue being used can be written into the corresponding character exhibition data queue to be used, and the animation character exhibition data of the other players in the character exhibition data queue being used can be deleted.
According to the technical scheme of the embodiment, when other players except the player at the current client side enter the current game scene, whether the other players enter the current game scene for the first time is determined. When the animated characters of other players enter the current game scene for the first time, corresponding animated character instance synthesis data are obtained according to the animated character identifiers of other players. And synthesizing the animation roles based on the animation role instance synthesis data. The synthesized animation character examples are stored in a character display data queue which is in use and corresponds to the identification of other players and are displayed, so that when the animation characters of the other players enter the current game scene for the first time, animation character example synthesis data for synthesizing the animation characters of the other players can be obtained, and then the animation characters of the other players are synthesized. When other players exit the current game scene, the animation role display data of the other players are written into the corresponding role display data queues to be used from the role display data queues to be used, so that the memory occupation of the game client side is reduced when frequent passers-by or teammates enter and exit the field of view of the players, the technical problems of clamping and unsmooth game process and poor game experience when the passer-by or teammate players enter and exit the field of view of the players frequently are solved, the clamping and unsmooth game process is reduced, the game is smoother, and the technical effect of improving the user experience is achieved.
Example III
Fig. 3 is a schematic block diagram of an animated character display device according to a third embodiment of the invention, and the invention provides an animated character display device comprising: other players enter the scene determination module 310, the other player character presentation data matching module 320, and the other player character presentation module 330.
Wherein, the other player enters the scene determination module 310, is used for when there is other player except the player of the current client to enter the current game scene, confirm whether the said other player enters the said current game scene for the first time; the other player character presentation data matching module 320 is configured to match, when the other player does not enter the current game scene for the first time, animation character presentation data corresponding to the other player in a corresponding preset character presentation data pool according to the identification of the other player; and the other player character presentation module 330 is configured to display the matched character presentation data as an animated character instance of the other player.
According to the technical scheme of the embodiment, through the other player entering scene determining module, 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. Through the other player character display data matching module, when other players do not enter the current game scene for the first time, the animation character display data corresponding to the other players are matched in the corresponding preset character display data pool according to the identification of the other players, so that when the identification of the other players is a passer-by player or a teammate player of the current client player, the animation character display data of the corresponding player can be managed independently, and the game is smoother. Through other player character display modules, the matched animation character display data are displayed as animation character examples of other players, so that memory occupation of a game client is reduced when frequent passers-by or teammates enter and exit the player field of view, the technical problems of clamping and unsmooth game process and poor game experience are solved when the passer-by or teammate player frequently enters and exits the player field of view, clamping and clamping in the game process are reduced, the game is smoother, and the technical effect of user experience is improved.
Optionally, the other player character presentation data matching module 320 is configured to match corresponding animated character presentation data in the first preset character presentation data pool when the identifier of the other player is a passer-by player;
and when the identification of the other players is the teammate player of the current client player, matching corresponding animation role display data in a second preset role display data pool.
Optionally, the other player character presentation data matching module 320 is configured to match preset character presentation data with the same animated character and character gender of the other player in the to-be-used character presentation data queue in the corresponding preset character presentation data pool.
Optionally, when the other player is matched with the corresponding preset character presentation data, the device further includes: 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 to the in-use role display data queue of the preset role display data pool.
Optionally, when the animated character of the other player is first entering the current game scene, the apparatus further comprises: the animation character instance synthesizing and displaying module is used for acquiring corresponding animation character instance synthesizing data according to the animation character identifiers of the other players; based on the animation role instance synthesis data, synthesizing the animation roles; 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 displaying the character display data queue.
Optionally, when the other player exits the current game scene, 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 the 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 method for displaying the animation roles, which is provided by any embodiment of the invention, and has the corresponding functional modules and beneficial effects of executing the method for displaying the animation roles.
It should be noted that each unit and module included in the animated character display apparatus is divided according to the functional logic, but is not limited to the above-described division, so long as the corresponding functions can be implemented; in addition, the specific names of the functional units are also only for distinguishing from each other, and are not used to limit the protection scope of the embodiments of the present invention.
Example IV
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 merely an example and should not be construed as limiting the functionality and scope of use of embodiments of the present invention. In the embodiment of the invention, the computer equipment can be a smart phone, a tablet Personal Computer (PC), server cluster equipment or other computer equipment with operation capability.
As shown in FIG. 4, the computer device 12 is in the form of a general purpose computing device. Components of computer device 12 may include, but are not limited to: one or more processors or processing units 16, a system memory 28, a bus 18 that connects the various system components, including the system memory 28 and the processing units 16.
Bus 18 represents one or more of several types of bus structures, including a memory bus or memory controller, a peripheral bus, an accelerated graphics port, a processor, and a local bus using any of a variety of bus architectures. By way of example, and not limitation, such architectures include 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 can 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. The 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 or write to non-removable, nonvolatile magnetic media (not shown in FIG. 4, commonly referred to as a "hard disk drive"). Although not shown in fig. 4, a magnetic disk drive for reading from and writing to a removable non-volatile magnetic disk (e.g., a "floppy disk"), and an optical disk drive for reading from or writing to a removable non-volatile optical disk (e.g., a CD-ROM, DVD-ROM, or other optical media) may be provided. In such cases, each drive may be coupled to bus 18 through one or more data medium interfaces. The system memory 28 may include at least one program product having a set (e.g., at least one) of program modules configured to carry out the functions of the embodiments of the invention.
A program/utility 40 having a set (at least one) of program modules 42 may be stored in, for example, 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 or some combination of which may include an implementation of a network environment. Program modules 42 generally perform the functions and/or methods of the embodiments described herein.
The computer device 12 may also communicate with one or more external devices 14 (e.g., keyboard, pointing device, display 24, etc.), one or more devices that enable a user to interact with the computer device 12, and/or any devices (e.g., network card, modem, etc.) that enable the computer device 12 to communicate with one or more other computing devices. Such communication may occur through an input/output (I/O) interface 22. Moreover, computer device 12 may also communicate with one or more networks such as a Local Area Network (LAN), a Wide Area Network (WAN) and/or a public network, such as the Internet, through network adapter 20. As shown, network adapter 20 communicates with other modules of computer device 12 via bus 18. It should be appreciated that although not shown, other hardware and/or software modules may be used in connection with computer device 12, including, but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, data backup storage systems, and the like.
The processing unit 16 executes various functional applications and data processing by running programs stored in the system memory 28, for example, implementing the steps of an animated character display method provided by the present embodiment, the method comprising:
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;
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 identification of the other players;
and displaying the matched animation role display data as the animation role instance of the other player.
Of course, those skilled in the art will appreciate that the processor may also implement the technical solution of the animated character display method provided in any embodiment of the present invention.
Example five
A fifth embodiment provides a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements an animated character display method step as provided by any embodiment of the invention, the method comprising:
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;
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 identification of the other players;
and displaying the matched animation role display data as the animation role instance of the other player.
The computer storage media of embodiments of the invention may take the form of 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 a combination of any of the foregoing. 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 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.
The computer readable signal medium may include a propagated data signal with computer readable program code embodied therein, either in baseband or as part of a carrier wave. Such a propagated data signal may take any of a variety of forms, including, but not limited to, electro-magnetic, optical, or any suitable combination of the foregoing. 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 of the present invention may be written in one or more programming languages, including an object oriented programming language such as Java, smalltalk, C ++ 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 kind of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or may be connected to an external computer (for example, through the Internet using an Internet service provider).
It will be appreciated by those of ordinary skill in the art that the modules or steps of the invention described above may be implemented in a general purpose computing device, they may be centralized on a single computing device, or distributed over a network of computing devices, or they may alternatively be implemented in program code executable by a computer device, such that they are stored in a memory device and executed by the computing device, or they may be separately fabricated as individual integrated circuit modules, or multiple modules or steps within them may be fabricated as a single integrated circuit module. Thus, the present invention is not limited to any specific combination of hardware and software.
Note that the above is only a preferred embodiment of the present invention and the technical principle applied. 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, while the invention has been described in connection with the above embodiments, the invention is not limited to the embodiments, but may be embodied in many other equivalent forms without departing from the spirit or scope of the invention, which is set forth in the following claims.

Claims (9)

1. An animated character display method, comprising:
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;
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 identification of the other players;
displaying the matched animation role display data as animation role examples of the other players;
when the animation roles of the other players enter the current game scene for the first time, obtaining corresponding animation role instance synthesis data according to the animation role identifiers of the other players;
based on the animation role instance synthesis data, synthesizing the animation roles;
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 displaying the character display data queue.
2. The method of claim 1, wherein matching animated character presentation data corresponding to the other player in a corresponding pre-set character presentation data pool based on the identification of the other player, comprises:
When the identification of the other players is a passer-by player, 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 role display data in a second preset role display data pool.
3. The method according to claim 1 or 2, wherein matching the animated 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 character display data with the same animation characters and character sexes of other players in the character display data queues to be used in the corresponding preset character display data pools.
4. A method according to claim 3, wherein upon matching the other players to corresponding pre-set character presentation data, the method further comprises:
and writing the matched preset role display data from the to-be-used role display data queue to a role display data queue in use of the preset role display data pool.
5. The method of claim 1, wherein when the other player exits the current game scene, the method further comprises:
And writing the animation role display data of the other players into the corresponding role display data queues to be used from the role display data queues in use.
6. The method according to claim 2, wherein the method further comprises:
when the current game scene level is switched or the game is finished, data in the first preset role display data pool are cleared;
and when the game is finished, clearing the data in the second preset character display data pool.
7. An animated character display device, comprising:
the other player entering scene determining module is used for determining whether other players enter the current game scene for the first time when other players except the current client player enter the current game scene;
the other player character display data matching module is used for matching the animation character display data corresponding to the other player in the corresponding preset character display data pool according to the identification of the other player when the other player does not enter the current game scene for the first time;
the player character display module is used for displaying the matched character display data as an animation character instance of the other player;
When the animated character of the other player is first entering the current game scene, the apparatus further comprises: the animation character instance synthesizing and displaying module is used for acquiring corresponding animation character instance synthesizing data according to the animation character identifiers of the other players;
based on the animation role instance synthesis data, synthesizing the animation roles;
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 displaying the character display data queue.
8. A computer device, the computer device comprising:
one or more processors;
a memory for storing one or more programs;
the 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 of claims 1-6.
9. A computer-readable storage medium, on which a computer program is stored, characterized in that the program, when executed by a processor, implements the animated character display method as claimed in any of claims 1-6.
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