CN114797085A - Game control method and device, game terminal and storage medium - Google Patents

Game control method and device, game terminal and storage medium Download PDF

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Publication number
CN114797085A
CN114797085A CN202210411027.4A CN202210411027A CN114797085A CN 114797085 A CN114797085 A CN 114797085A CN 202210411027 A CN202210411027 A CN 202210411027A CN 114797085 A CN114797085 A CN 114797085A
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China
Prior art keywords
game
control
determining
head
image
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CN202210411027.4A
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Chinese (zh)
Inventor
许亲亲
陶然
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Beijing Sensetime Technology Development Co Ltd
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Beijing Sensetime Technology Development Co Ltd
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Priority to CN202210411027.4A priority Critical patent/CN114797085A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/213Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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
    • A63F2300/10Features 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 input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1087Features 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 input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program

Abstract

The embodiment of the disclosure discloses a game control method and device, electronic equipment and a storage medium. The method comprises the following steps: at least carrying out image acquisition on a head image of a game player; synthesizing a game role according to the head image; and controlling the game role according to the head image.

Description

Game control method and device, game terminal and storage medium
The present disclosure is proposed based on chinese patent application having an application number of 201811291440.1, an application date of 2018, 10/31/h, and an application name of "game control method and apparatus, game terminal, and storage medium", and divisional cases are proposed within the scope described in the chinese patent application, the entire contents of which are incorporated herein by reference.
Technical Field
The present disclosure relates to the field of communications, and in particular, to a game control method and apparatus, a game terminal, and a storage medium.
Background
As the living pressure of modern people is getting bigger and bigger, the game is gradually becoming a common way for people to relax and decompress. At some leisure time, the game player can play the game by using a mobile phone, a tablet computer, a wearable device or other electronic devices. However, how to make the game player more immersed in the game to obtain better feeling of the game or more convenient control of the game is a problem to be further researched.
Disclosure of Invention
The disclosed embodiments are intended to provide a game control method and device, a game terminal and a storage medium.
The technical scheme of the disclosure is realized as follows:
a game control method, comprising: at least the head of the game player is subjected to image acquisition; synthesizing a game role according to the head image; and controlling the game role according to the head image.
Based on the scheme, the controlling the game character according to the head image comprises the following steps: determining state parameters of at least one dimension of the game player according to the head images, wherein the control dimensions of the game role corresponding to the state parameters of different dimensions are different; generating a control instruction corresponding to the control dimension according to the state parameter; and controlling the game role according to the control instruction.
In the above scheme, the game player may generate a corresponding control instruction through the state parameter of at least one dimension thereof, so as to control the game character, that is, the game player may realize corresponding control over the game character through at least one action mode or state of the head thereof, so that a plurality of control instructions may be generated, and a plurality of control modes over the game character are provided.
Based on the scheme, the determining the state parameter of at least one dimension of the game player according to the head image comprises the following steps: determining a face orientation parameter of the game player in a preset direction according to the head image; the generating the control instruction corresponding to the control dimension according to the state parameter includes: and generating a movement instruction of the game role in the preset direction according to the face orientation parameter.
In the above solution, the game player can turn the head to different directions by turning the head to the left or the right, even if the face is in a state of turning to the left or the right, so as to generate a movement instruction in a corresponding preset direction according to the collected face orientation, and further control the movement of the game character in the corresponding direction, thereby providing a manner of generating a corresponding movement instruction according to the face orientation of the game player.
Based on the above scheme, the preset direction may include: a first direction and a second direction; the first direction is perpendicular to the second direction.
In the above scheme, the preset direction is defined as two mutually perpendicular directions, so that the game player can rotate the head part accurately in the preset direction, and a corresponding movement instruction can be generated quickly and accurately.
Based on the scheme, the determining the state parameter of at least one dimension of the game player according to the head image comprises the following steps: determining a motion amplitude parameter of the game player in a preset direction according to the head images with adjacent preset frame numbers; the generating the control instruction corresponding to the control dimension according to the state parameter includes: and determining the movement speed or the movement acceleration corresponding to the movement instruction according to the motion amplitude parameter.
In the above scheme, the game player can move the head at different speeds in the preset direction, so that the moving speed of the head of the game player can be determined in the collected head images of adjacent preset frames, and then the moving speed or the moving acceleration corresponding to the corresponding moving instruction is generated according to the moving speed of the head of the game player, that is, the moving instructions of different moving speeds or moving accelerations can be generated, thereby realizing the control of the moving speed of the game character.
Based on the above scheme, the motion amplitude parameter includes: the head shaking angle of the head shaking left and right and/or the head nodding angle of the head nodding up and down.
In the above scheme, the head movement of the game player is limited to the actions in two directions which are perpendicular to each other, which is beneficial for the game player to accurately complete the actions of shaking the head left and right or nodding up and down, and is also beneficial for the game player to accurately control the amplitude of the actions, thereby generating an accurate movement instruction.
Based on the scheme, the determining the state parameter of at least one dimension of the game player according to the head image comprises the following steps: determining state parameters of the appointed part of the game player according to the head image; the control instruction corresponding to the control dimension is generated according to the state parameter, and the control instruction comprises at least one of the following: generating a move control instruction for controlling the game role to emit a preset move according to the state parameters of the designated part; and generating a special effect control instruction for controlling the game role to present the special effect of the game according to the state parameter of the specified part.
In the above scheme, the game player can also make other designated parts of the head generate different actions or be in different states, so as to generate corresponding move control instructions for transmitting preset move or special effect control instructions for presenting game special effects, and further, the move or special effects of the game character can be controlled, and more modes for controlling the game character are provided.
Based on the above scheme, the method further comprises: determining whether a first preset condition and/or a second preset condition are/is met or not according to the game state; generating a move control instruction for controlling the game role to emit a preset move according to the state parameters of the designated part, wherein the move control instruction comprises the following steps: under the condition that the first preset condition is met, generating the move control instruction according to the state parameter of the specified part; and/or, the generating of a special effect control instruction for controlling the game role to present a game special effect according to the state parameter of the specified part comprises: and generating the special effect control instruction according to the state parameter of the specified part under the condition that the second preset condition is met.
In the above scheme, by setting the preset condition for the generation of the move control instruction and the special effect control instruction, only when the preset condition is met, the game player can generate the corresponding move control instruction or special effect control instruction through the appointed part, which is beneficial to improving the interest of the game.
Based on the scheme, the designated part is lips or eyes.
In the scheme, the designated position is limited to the lips or the eyes, the motion of the lips or the eyes of the game player is flexible, and the game player can generate accurate motion through the lips or the eyes or make the lips or the eyes in a certain state, so that the corresponding control instruction can be generated quickly and accurately.
Based on the scheme, the at least image acquisition game player head image comprises: acquiring a preset visual angle through an image acquisition module to obtain an acquired image, wherein the acquired image at least comprises the head image; determining the number N of head images included in the acquired image according to the acquired image; determining a game mode according to the N; synthesizing a game character according to the head image, comprising: after entering the game mode, generating N game characters according to the head images.
In the scheme, the game mode is determined according to the number of the collected head images of the game characters, and the game player does not need to manually select the game mode, so that the game player can quickly enter the corresponding game mode.
Based on the above scheme, the method further comprises: and determining the initial positions of the generated N game characters according to the relative positions of the N head images in the acquired image.
In the scheme, the initial position of the generated game role corresponds to the actual position of the game player, so that the game player can conveniently control the corresponding game role.
Based on the above scheme, the determining a game mode according to the N includes at least one of: determining a single player game mode in the case that the N is 1; and determining a multi-person fight mode or a multi-person cooperative fight mode when the N is greater than or equal to 2.
In the scheme, the game can automatically enter the game mode corresponding to the number of the game players according to the number of the game players, manual setting or selection of the game players is not needed, and the speed of the game players entering the game can be improved.
Based on the above scheme, the method further comprises: determining a game scene according to equipment parameters of a game terminal comprising an image acquisition module; wherein, the game scene is used for providing reference parameters for the display or control of the game. In the scheme, the game scene can be automatically determined according to the equipment parameters of the game terminal, and the game player can quickly enter the corresponding game scene without manually setting the game scene.
Based on the above scheme, the method further comprises: determining the acquisition visual angle of the image acquisition module according to the game scene; wherein the alternative view angles of the acquisition view angles at least comprise: the first visual angle is used for the image acquisition module to acquire the head of the game player; the second visual angle is used for acquiring the head of the game player and the preset part except the head by the image acquisition module; the determining a control instruction according to the head image comprises: and determining the control instruction according to the control mode corresponding to the acquisition visual angle and the head image.
In the above scheme, after the game scene is determined, according to the parameters of the image acquisition module of the game terminal, the body part of the game player capable of acquiring is automatically determined, the game player does not need to manually perform corresponding setting, the game player can quickly enter the game, and the game player can generate corresponding control instructions by generating different body actions in different control modes, so that the game player can be better immersed in the game.
Based on the above scheme, the determining the control instruction according to the control mode and the head image includes: under the condition that the collection visual angle is a first visual angle, determining the control instruction based on the head image according to an independent control mode corresponding to the first visual angle; and/or generating the control instruction based on the head image and the image of the predetermined part according to a cooperative control mode corresponding to a second visual angle under the condition that the acquisition visual angle is the second visual angle.
In the above scheme, according to the control modes corresponding to different collection perspectives, a game player can generate corresponding control instructions in different control modes by generating corresponding head movements or movements of a specified part, so as to control a game role.
A game control apparatus comprising: the acquisition module is used for at least acquiring images of the head of the game player; the synthesis module is used for synthesizing game roles according to the head images; and the control module is used for controlling the game role according to the head image.
Based on the above scheme, the control module is further configured to determine a state parameter of at least one dimension of the game player according to the head image, where the control dimensions of the game character corresponding to the state parameters of different dimensions are different; generating a control instruction corresponding to the control dimension according to the state parameter; and controlling the game role according to the control instruction.
Based on the scheme, the control module is further configured to determine a face orientation parameter of the game player in a preset direction according to the head image; the generating the control instruction corresponding to the control dimension according to the state parameter includes: and generating a movement instruction of the game role in the preset direction according to the face orientation parameter.
Based on the above scheme, the preset direction may include: a first direction and a second direction; the first direction is perpendicular to the second direction.
Based on the scheme, the control module is further configured to determine a motion amplitude parameter of the game player in a preset direction according to the head images of adjacent preset frame numbers; and determining the movement speed or the movement acceleration corresponding to the movement instruction according to the motion amplitude parameter.
Based on the scheme, the control module is further used for determining the state parameters of the appointed part of the game player according to the head image; generating a move control instruction for controlling the game role to emit a preset move according to the state parameters of the designated part; and generating a special effect control instruction for controlling the game role to present the special effect of the game according to the state parameter of the specified part.
Based on the above scheme, the apparatus further comprises: the first determining module is used for determining whether a first preset condition and/or a second preset condition is met or not according to the game state; the control module is further configured to generate the move control instruction according to the state parameter of the designated portion when the first preset condition is met; and/or generating the special effect control instruction according to the state parameter of the specified part under the condition that the second preset condition is met.
Based on the scheme, the designated part is lips or eyes.
Based on the scheme, the acquisition module is further used for acquiring a preset visual angle through the image acquisition module to obtain an acquired image; the device further comprises: the second determining module is used for determining the number N of the head images in the acquired image according to the acquired image; a third determining module, configured to determine a game mode according to the N; and the synthesis module is also used for generating N game roles according to the head image after entering the game mode.
Based on the above scheme, the apparatus further comprises: and the fourth determining module is used for determining the initial positions of the generated N game characters according to the relative positions of the N head images in the acquired image.
Based on the above solution, the third determining module is at least configured to determine at least one of: determining a single player game mode in the case that the N is 1; and determining a multi-person fight mode or a multi-person cooperative fight mode when the N is greater than or equal to 2.
Based on the above scheme, the apparatus further comprises: the fifth determining module is also used for determining a game scene according to the equipment parameters of the game terminal comprising the image acquisition module; wherein, the game scene is used for providing reference parameters for the display or control of the game.
Based on the above scheme, the apparatus further comprises: the sixth determining module is used for determining the acquisition visual angle of the image acquisition module according to the game scene; wherein the alternative view angles of the acquisition view angles at least comprise: the first visual angle is used for acquiring the head of the game player by the image acquisition module; the second visual angle is used for acquiring the head of the game player and the preset part except the head by the image acquisition module; the control module is further configured to determine the control instruction according to the control mode corresponding to the acquisition view angle and the head image.
Based on the above scheme, the control module is further configured to determine the control instruction based on the head image according to an independent control mode corresponding to a first view angle when the acquisition view angle is the first view angle; and/or generating the control instruction based on the head image and the image of the predetermined part according to a cooperative control mode corresponding to a second visual angle under the condition that the acquisition visual angle is the second visual angle.
A computer storage medium having computer executable code stored thereon; after being executed, the computer executable code can realize the game control method provided by any technical scheme.
A gaming terminal, comprising: the image acquisition module is used for acquiring images; the display module is used for displaying a game page; a memory for storing information; and the processor is connected with the image acquisition module, the display module and the memory, and is used for respectively controlling the image acquisition module, the display module and the memory by executing computer executable instructions stored in the memory, and can realize the game control method provided by any technical scheme.
According to the technical scheme provided by the embodiment of the disclosure, the image acquisition module is used for acquiring the head image of the game player; and then synthesizing the game characters based on the head images, so that the game players do not need to specially name the game characters of the players, and some pages do not need to additionally display the names of the game characters, and different game characters can be simply and conveniently distinguished. Meanwhile, the method provided by the embodiment of the disclosure controls the game role according to the head image, so that the collected head image is not only used for synthesizing the game role, but also used for controlling the game role, and the game player can control the operation of the game through the head action or the posture; the method has the characteristics of simple and convenient operation of the user and good game experience.
Drawings
Fig. 1 is a schematic flow chart of a first game control method provided in an embodiment of the present disclosure;
fig. 2A is a schematic diagram illustrating a display effect of a game character to be synthesized according to an embodiment of the disclosure;
FIG. 2B is a schematic diagram illustrating a display effect of a synthesized game character according to an embodiment of the disclosure;
FIG. 3A is a schematic view of a game page including a composite game character according to an embodiment of the present disclosure;
FIG. 3B is a schematic diagram of a game character according to an embodiment of the present disclosure;
FIG. 4 is a schematic flow chart diagram of another game control method provided by the embodiments of the present disclosure;
FIG. 5 is a schematic diagram illustrating a display effect of a game page in a multi-player cooperative combat mode according to an embodiment of the present disclosure;
FIG. 6 is a schematic view illustrating a display effect of a game interface in a multiplayer battle mode according to an embodiment of the present disclosure;
fig. 7 is a schematic structural diagram of a game control device according to an embodiment of the present disclosure;
fig. 8 is a schematic structural diagram of a game terminal according to an embodiment of the present disclosure.
Detailed Description
The technical solution of the present disclosure is further described in detail below with reference to the drawings and specific embodiments of the specification.
As shown in fig. 1, the present embodiment provides a game control method, including:
step S110: at least the head of the game player is subjected to image acquisition;
step S120: synthesizing a game role according to the head image;
step S130: and controlling the game role according to the head image.
The game control method provided by the embodiment can be applied to various devices capable of playing games, such as various mobile devices or fixed devices capable of playing games.
In this embodiment, the image of the head of the game player is captured by at least the image, for example, so that the game terminal obtains a captured image including at least the image of the head of the game player.
In some embodiments, the game terminal comprises an image acquisition module and a display module; the acquisition surface of the image acquisition module and the display surface of the display module are positioned on the same surface of the game terminal. Therefore, under the condition that the game player faces the display surface of the game terminal, the display module can display the game page in a display mode, and meanwhile, the image acquisition module can acquire the head image of the game player.
In this embodiment, synthesizing the game character from the head image may include:
and taking the head image as a component of a game role to generate the game role. In this way, when the game terminal displays the game character, the head image can be seen on the game character. Thus, when a plurality of game players exist, the game players can conveniently know which game character is the game player or others according to the head image synthesized in the game character; without determining which game character is the one itself by displaying names around the game character or the apparel or face of the game character. Therefore, even if different game players select the same game role, the game players can be distinguished through the head images of the game players, the phenomenon of mixing is avoided, the game players can be conveniently controlled, and the game experience of the game players is improved.
FIG. 2A shows a game character 200 to be composed to which a head image is to be added; fig. 2B is a diagram of the first game character 201 to which a head image is added to the game character to be synthesized shown in fig. 2A.
Fig. 3A is a schematic diagram illustrating an effect of displaying the synthesized first game character 201 on the game interface. Fig. 3B is a schematic diagram illustrating a first position of the game character at a first time based on the image of the head of the game player at a second time based on the first position of the game character shown in fig. 3A. In fig. 3B, the position displayed by the game character indicated by the broken line is the first position at the first time, and the position displayed by the game character indicated by the solid line is the second position at the second time.
In still other embodiments, the synthesizing of the game character from the head image further comprises at least one of:
selecting the attribute of the game character to be synthesized according to the attribute of the game player presented by the head image; for example, according to the sex of a game player, a game character to be synthesized corresponding to the sex is selected;
determining the age of the game character to be synthesized according to the age of the game player presented by the head image;
selecting the wearing of the game character to be synthesized according to the wearing of the game player presented by the head image; for example, if some game players wear eyes, the game character to be synthesized, which is worn with goggles or eye ornaments, is automatically selected.
In this way, the head images are synthesized into the game character to be synthesized, and a complete game character that can participate in the game is generated.
The various parameters or attributes of the game character to be synthesized may be written in advance in the game terminal through the configuration file, or may be the game character to be synthesized which is temporarily requested by the game terminal from the server on the network side.
In some embodiments, the synthetic game character may include:
the head image is cut out so that the size of the head image fits the size of a placement space reserved for placing the head image by the game character to be composed, and/or the head image is cut out so that the shape of the head image fits the shape of the placement space reserved for the game character to be composed.
Before the head image is cut, the position of the head image can be determined by a feature recognition method such as face recognition, and then the head image is cut and/or the image resolution is adjusted based on the required size.
In some embodiments, the captured image containing the head may also be scaled to a size of the image of the desired size by image scaling.
In some embodiments, when the game application is developed, because the head image of the game player is embedded into the game role, for a simpler game or a brief version of the game, a plurality of different game roles do not need to be developed, and the development period and the development complexity are reduced.
In the embodiment, since the game character is synthesized according to the acquired head image, what head posture the imaging of the game player shows in the head image is what head posture the synthesized game character takes; therefore, the effect that the head posture presented in the game character is consistent with the head posture of the game player is also realized.
Meanwhile, a control instruction is generated according to the acquired head image. The control instructions control at least the movement of the game character and/or the transmission of the move, etc. Thus, the game player can simply control the game through the head action of the game player.
For example, in some specific scenarios, a game player may also control the completion of a game by head motion alone during the course of a game. For example, a game player may hold an object in a car on a bus or subway to maintain balance in the car. When a game player feels bored, the player can support and maintain the balance of the body with one hand, and can aim at the head of the player with the image acquisition module of the mobile device with one hand (for example, a mobile phone) by using the image acquisition module of the mobile device, so that the player can generate a game role on one hand and can be simply used for controlling the game role on the other hand through the acquisition of the head image.
In some embodiments, the step S130 may include, but is not limited to:
generating a control instruction according to the head image;
and controlling the game role according to the control instruction.
In some embodiments, the head image is parsed to obtain the status parameters of the game player, wherein the status parameters may include: motion parameters and/or pose parameters of the game player. The motion parameters may characterize a motion state of a game player; the pose parameters may be used to characterize the pose of a game player.
For example, in some embodiments, a moving direction of a game character is determined based on the head movement direction, and then the game character is moved at a predetermined speed in the determined moving direction. For example, when the face of the player faces to the left, the game character moves to the left at a predetermined speed; for another example, when the face of the player is currently facing right, the game character moves to the right at a predetermined speed.
For example, in some embodiments, the speed of movement of the game character may be determined based on the speed of head movement of the game player.
In some embodiments, the head image is analyzed to determine a first displacement of the game player's head; according to the conversion proportional relation between the first displacement and the second displacement of the game role, the second displacement which is required to move currently by the game role is obtained; and controlling the movement of the game role according to the second displacement. The second displacement may include: distance and/or direction.
The conversion ratio relationship may be: and determining a conversion ratio according to the distance between the game player and the image acquisition module, the visual angle of the image acquisition module and the maximum activity space of the game role on the game page.
Specifically, the step S130 may include at least one of:
controlling the moving direction and/or speed of the game role according to the moving instruction;
controlling at least one of the direction of the game character transmitting the game poster, the transmitting time and the transmitted poster grade according to the poster transmitting direction control instruction, wherein the game poster comprises: attack and/or defense recruits; the poster direction can include: attack directions of attack, e.g., the direction of a bullet or arrow shot; the poster transmission direction may also comprise: defense direction of defense move; such as the orientation of the shield or shield.
The movement instructions and the jug-launch direction control instructions may correspond to different movements of the game player's head, for example, movement instructions are determined corresponding to a yaw motion of the game player's face; the summons launch direction control instructions may be determined based on up and down nodding actions of the game player. For example, detecting a motion of a game player nodding from a head image, determining to emit a move in a first direction; in the event that a game player is detected to be heading up, it is determined to transmit a move in a second direction. The first direction and the second direction are different.
The same move may correspond to different levels, e.g., different attack moves may have different attack values and different levels of defense timeout may have different defense values.
In short, in this embodiment, by collecting the head image, on one hand, a game role convenient for different game players to distinguish can be synthesized without specially registering a game role name, thereby simplifying the process of configuration of user such as game registration or game role name; on the other hand, the head image can be used for controlling the game role after being collected so as to participate in the game process, and the convenient control of the game is realized.
In some embodiments, as shown in fig. 4, the step S130 may include:
step S131: determining state parameters of at least one dimension of the game player according to the head images, wherein the control dimensions of the game role corresponding to the state parameters of different dimensions are different;
step S132: and generating the control instruction corresponding to the control dimension according to the state parameter.
In the present embodiment, the control instruction is generated in accordance with the state parameter of the game player presented in the head image.
The state parameter may be a parameter that characterizes the assumed pose or morphology of the game player's head or other part within the head.
And generating the control instruction by using the state parameter.
In determining the state parameter, at least two of the following may be included:
determining static state parameters at the current acquisition moment according to the head image of the current frame, and generating a control instruction; the static state parameter can become the angle of the head relative to the preset direction at the next acquisition moment and other parameters;
and determining dynamic state parameters of a plurality of acquisition moments by combining the head images of the adjacent frames, and generating a control instruction. The dynamic state parameters may include: the posture variation obtained by combining a plurality of acquisition moments, the number and/or the posture types switched between two acquisition moments and the like.
In summary, the status parameters may include: static state parameters at a single moment and dynamic state parameters obtained by a plurality of acquisition moments.
According to the preset relation between the state parameters and the control instructions, the game control which is required to be input by the current game player can be determined by combining the state parameters presented in the currently acquired head image, and therefore the corresponding control instructions are generated. For example, when the face of the current game player faces left, a movement speed control command and/or a movement direction control command is generated based on the correspondence between the face facing left and the control command for the movement speed or movement direction of the game character, and the movement of the game character is controlled based on the generated control command.
In some embodiments, said determining a state parameter for at least one dimension of said game player from said head image comprises:
determining a face orientation parameter of the game player in a preset direction according to the head image;
the generating the control instruction corresponding to the control dimension according to the state parameter includes:
and generating a movement instruction of the game role in the preset direction according to the face orientation parameter.
Control dimensions herein refer to different dimensions for controlling a game character, including but not limited to at least one of:
the control dimension of the game character movement includes but is not limited to: the control dimension of the movement direction and/or the control dimension of the movement speed of the game role;
the control dimensions of the game move used by the game character include, but are not limited to: whether the game role sends the control dimension of the game move and/or which game move is sent;
the control dimension of a game effect includes, but is not limited to, whether a control dimension of a game effect is launched on a game interface and/or which control dimension of a game effect is launched. For example, the game character can move like a mirror image with the game player, and when the face of the game player moves towards the right hand of the game player, the game character can also move towards the right hand of the game player, so that the control psychology of the game player is met, and even a new player can get on the hand quickly, and the control of the game player is simplified.
In some embodiments, the preset direction may include: a first direction and a second direction; the first direction is perpendicular to the second direction.
For example, the first direction is a left-right direction, and the second direction may be an up-down direction; in the case where the first direction is an up-down direction, the second direction may be a left-right direction.
Thus, the game player can control the game role through the movements of left-right head swinging and/or head raising and nodding.
In some embodiments, said determining a state parameter for at least one dimension of said game player from said head image comprises:
determining a motion amplitude parameter of the game player in a preset direction according to the head images with adjacent preset frame numbers;
the generating the control instruction corresponding to the control dimension according to the state parameter includes:
and determining the movement speed or the movement acceleration corresponding to the movement instruction according to the motion amplitude parameter.
The motion amplitude here may include: the head shaking angle of the left and right head shaking and/or the head nodding angle of the up and down nodding, etc. In determining the motion amplitude, the head pose in the adjacent frame may be referenced. In still other embodiments, a reference datum of the lens may also be provided, for example, a horizontal datum for determining the magnitude of nodding and heads-up; for another example, a vertical reference line is set for determining the head oscillation amplitude of the left and right head oscillation.
In some embodiments, said determining a state parameter for at least one dimension of said game player from said head image comprises:
determining state parameters of a designated part of a game player according to the head image;
the control instruction corresponding to the control dimension is generated according to the state parameter, and the control instruction comprises at least one of the following:
generating a move control instruction for controlling the game role to emit a preset move according to the state parameters of the designated part;
and generating a special effect control instruction for controlling the game role to present the special effect of the game according to the state parameter of the specified part.
The designated part can be any part contained in the head image, such as lips and eyes contained in the face; or a combination of a plurality of parts; for example, by a combination of the eyes and eyebrows; the eyes and eyebrows can be used to generate expression controls.
In this way, the game character can be controlled by the movement of the whole head, and the move transmission of the game character and the transmission of the game effect can be controlled by combining the posture of the designated part.
The solicitation herein may include at least one of the attack solicitation and the defense solicitation previously described.
The game effect herein may include at least one of: the cheering special effect, the oiling special effect, the blessing special effect and the festival special effect are enjoyed for other game roles.
The applause effect may include: and outputting a thumbs image of the firework, and setting off a special effect of celebrating the firework. The special effect of refueling is used for refueling and can be various encouraging text and/or multimedia information.
The blessing effect may be text and/or multimedia information including various blessing words.
The festival special effects may be special effects related to various festivals, for example, a spring festival special effect, a mid-autumn special effect, a Christmas special effect, and the like.
For example, taking the lip pose of a game character as an example, a game player may release a bomb by means of a beep-tip; a bomb may be a high-grade move with a so-called attack force value greater than a preset attack force value, relative to a conventional attack move (e.g., bullet firing).
Therefore, through the head image acquisition, the movement of the game role can be controlled, and the switching of the game mode of the game and the special effect of the game can be controlled.
In some embodiments, the method further comprises:
determining whether a first preset condition and/or a second preset condition are/is met or not according to the game state;
generating a move control instruction for controlling the game role to emit a preset move according to the state parameters of the designated part, wherein the move control instruction comprises the following steps:
under the condition that the first preset condition is met, generating the move control instruction according to the state parameter of the specified part;
and/or the presence of a gas in the gas,
the generating of the special effect control instruction for controlling the game role to present the game special effect according to the state parameter of the appointed part comprises the following steps:
and generating the special effect control instruction according to the state parameter of the specified part under the condition of meeting the second preset condition.
The first preset condition and the second preset condition may be preset conditions.
The first preset condition and the second preset condition may be satisfied by at least one of:
the current game integral reaches a preset integral value;
the current game account orders the preset move or game special effect; for example, the current game account may be a regular game account or a temporary game account registered with the header information;
whether the current game is in a game stage number capable of transmitting the preset move;
whether the current game state meets the release scene of the game special effect. For example, if the current date is a certain festival, the release condition of the festival special effect can be considered to be satisfied; for another example, if the birthday of a certain game player is currently remarked, it can be considered that the release condition of the birthday blessing special effect is satisfied.
In some embodiments, the designated location is, but is not limited to, a lip or an eye.
In some embodiments, the designated part is a lip, and a game player can output a control instruction to the game terminal by controlling the mouth shape change; at this moment, the game player can not make a sound, and the game terminal does not start the voice acquisition module. When the head image is collected, the lip action of a game player is presented in the head image, and a processor of the game terminal analyzes the change of the lip action in the head image to obtain a natural language instruction input by a game; and converts the natural language instructions into mechanical instructions to control the game character and/or game progress. For example, a user may present a silent lip movement of "end game" through lip action; when the game terminal extracts a natural language command for "terminating the game" by analyzing the head image, the game terminal controls the game to be terminated based on the extracted natural language command.
In some embodiments, the method further comprises:
acquiring a preset visual angle through an image acquisition module to obtain an acquired image;
determining the number N of head images included in the acquired image according to the acquired image;
determining a game mode according to the N;
synthesizing a game character according to the head image, comprising:
after entering the game mode, generating N game characters according to the head images.
The collection angle of view of the image collection module may be limited or pre-configured, and the image collection module collects a predetermined angle of view, such that a collected image, which may also include the head image, may be successfully obtained without the game player moving out of the predetermined angle of view.
In the case where it is determined through the captured image analysis that one or more head images appear in the captured image, the game mode is determined according to the number of the head images.
For example, only one head image appears, it may be determined as a single-player game mode. The single-player game mode here refers to: with current gaming terminals, only one game player participates. The game player may play a stand-alone game in which only one game terminal participates, or may participate in a network game together with other devices.
In the case where the head images are 2 or more than 2, it may be determined that the game mode may be: a battle mode or a multi-person cooperative battle mode.
In some embodiments, the relative pose of 2 or more head images determines the battle mode or the multi-person collaborative battle mode. For example, the two head images are in face-to-face relative postures, and can be considered as a battle mode, and in the case where the two head images are in parallel orientation to the image capture module, a multi-person cooperative battle mode can be considered.
In summary, in some embodiments, said determining a game mode from said N comprises at least one of: determining a single player game mode in the case that the N is 1; and determining a multi-person fight mode or a multi-person cooperative fight mode when the N is greater than or equal to 2.
FIG. 5 illustrates a game page that may be in a multi-player collaborative combat mode.
FIG. 6 illustrates a game page that may be in a multiplayer engagement mode.
In some embodiments, the multi-player fighting mode can be further divided into two-player fighting and three-player or more-player fighting modes. Fig. 6 shows a schematic diagram of a game page in a three player battle mode, and fig. 6 includes a first game character 201, a second game character 202 and a third game character 203.
In still other embodiments, the determination of the battle mode or multi-person cooperative battle mode may be made in conjunction with other instructions, such as voice instructions or head action interactive instructions for a dialog box.
In some embodiments, in a case where the game player moves the preset angle of view of the image capturing device, it is determined to pause the game in a case where the time reaches a first specific time period from the capturing to the non-inclusion of the image frame of the head image included in the previously captured image as a time start time. Determining to suspend the game under the condition that the timing reaches a second specific time length; and saves the current game state.
In some embodiments, the current game state is maintained in the case of pausing the game, and the game is ended or suspended in the case of pausing for a third specific time period.
When the game is currently suspended, the next time the game is started and the same player is determined by the head image, the display of the prompt information can be used to continue the previously suspended game.
In some embodiments, the game character may enter the automatic control mode from the player control mode for the first specific time period or the second specific time period, and the game terminal controls the game character in place of the game player according to a pre-configured control strategy, so as to avoid or reduce the decline of the life value in the game battle, etc. in case of the loss of control of the game player.
In some embodiments, the method further comprises:
and determining the initial positions of the generated N game characters according to the relative positions of the N head images in the acquired image.
In the present embodiment, the initial positions of the N game characters are determined based on the relative positions of the head images in the captured image, and for example, in the case where the relative positions of a plurality of game characters on the same reference line are the same, the initial positions of the game characters and the relative positions of the head images in the captured image are coincident.
A first game character 201 and a second game character 202 synthesized from 2 head images are shown in fig. 5; in fig. 5, the head images included in the two game characters are displayed differently, so that it is easy for the game player to distinguish which one is the game character of the player or the other, and thus, the name of the game character to be signed is not displayed at another display position on the game interface.
In some embodiments, satisfying the first preset condition may further include:
the first preset condition may be considered to be satisfied when the cooperative recruiting type launching action is detected and the cooperative multi-user fighting mode is currently performed.
In still other embodiments, satisfying the second preset condition may further include:
and detecting the release action of the cooperative special effect, and considering that the release action is in the multi-person cooperative fighting mode at present, wherein the second preset condition can be met.
In some embodiments, the method further comprises:
determining a game scene according to equipment parameters of a game terminal comprising an image acquisition module; wherein, the game scene is used for providing reference parameters for the display or control of the game.
For example, in some embodiments, the gaming devices are different, and the gaming scenario is different; for the different sizes of the display screens of the smart television and the mobile phone, different game scenes are selected, for example, the game scene a has richer game scenes than the game scene B except for game characters. In the case where the device parameter indicates a large screen device, priority scenario a may be selected. Again, the game scenario may include: a pure head control game scenario and a head and limb cooperative control game scenario. In the case of a large-screen game device, the head and limb system can be selected to control the game scene, so that the game player can use the head to control the game and can also use the limb to control the game. In the case of a pure head control game scene, game control may be performed only according to the head motion or head posture of the game player.
Device parameters herein include, but are not limited to, at least one of:
device types, e.g., mobile device or fixed device, mobile phone or smart tv, or all-in-one; for example, by reading the International Equipment Mobile identity (IMEI) of the gaming terminal, the device type is identified;
the size of the display screen.
Thus, the current game scene can be known according to the device type or the display screen size.
In some game scenarios, it may only be applicable for head control, in other scenarios it may also be applicable for control of other parts than the head, e.g. limb control and/or torso control. Limb control can be further classified as upper limb control and/or lower limb control.
In the embodiment, the collection angle of view of the game terminal can be controlled based on the game scene, and in the case of independent head control, the collection angle of view can be appropriately reduced to collect the head image at a fixed point. Thus, when synthesizing a game character, the cutting of the captured image can be reduced.
In some embodiments, the method further comprises:
determining the acquisition visual angle of the image acquisition module according to the game scene; wherein the alternative view angles of the acquisition view angles at least comprise: the first visual angle is used for acquiring the head of the game player by the image acquisition module; the second visual angle is used for acquiring the head of the game player and the preset part except the head by the image acquisition module;
the determining a control instruction according to the head image comprises:
and determining the control instruction according to the control mode corresponding to the acquisition visual angle and the head image. In other embodiments, the size of the display module at the game terminal is larger, or the game terminal is an intelligent television or a large-size all-in-one machine, and can be controlled by combining other parts, so that the acquisition visual angle can be properly increased.
In this embodiment, the first and second viewing angles are different in size, and the first viewing angle may be smaller than the second viewing angle.
In this embodiment, a control instruction is determined according to a control mode corresponding to the acquisition angle of view and the head image.
For example, when the collecting view angle is a first view angle, the control instruction is determined based on the head image according to an independent control mode corresponding to the first view angle;
and/or the presence of a gas in the gas,
and under the condition that the acquisition visual angle is a second visual angle, generating the control instruction based on the head image and the image of the predetermined part according to a cooperative control mode corresponding to the second visual angle.
When the collection angle of view is a second angle of view, in a cooperative control mode, the head image and the image of the predetermined part are respectively combined to generate control instructions in the following ways:
generating a first control instruction according to the head image;
generating a second control instruction according to the image of the preset part;
and generating a third control instruction by combining the head image and the image of the predetermined part.
The first control instruction, the second control instruction and the third control instruction can individually or jointly control the game role and/or the game progress of the game role.
In short, in the embodiment of the application, the game role and the game process can be controlled through the head image, and the control effect of the game can be displayed through the display module of the game terminal.
As shown in fig. 7, the present embodiment provides a game control apparatus including:
the acquisition module 710 is used for at least acquiring images of the head of the game player;
a synthesizing module 720, configured to synthesize a game character according to the head image;
a control module 730, configured to control the game role according to the head image.
In some embodiments, the control module 730 is further configured to determine, according to the head image, a state parameter of at least one dimension of the game player, where the control dimensions of the game character corresponding to the state parameters of different dimensions are different; generating a control instruction corresponding to the control dimension according to the state parameter; and controlling the game role according to the control instruction.
In some embodiments, the control module 730 is further configured to determine a face orientation parameter of the game player in a preset direction according to the head image; the generating the control instruction corresponding to the control dimension according to the state parameter includes: and generating a movement instruction of the game role in the preset direction according to the face orientation parameter.
In some embodiments, the preset direction may include: a first direction and a second direction; the first direction is perpendicular to the second direction.
In some embodiments, the control module 730 is further configured to determine a motion amplitude parameter of the game player in a preset direction according to the head images of adjacent preset frames; and determining the movement speed or the movement acceleration corresponding to the movement instruction according to the motion amplitude parameter.
In some embodiments, the control module 730 is further configured to determine a state parameter of a designated part of the game player according to the head image;
generating a move control instruction for controlling the game role to emit a preset move according to the state parameters of the designated part;
and generating a special effect control instruction for controlling the game role to present the special effect of the game according to the state parameter of the specified part.
In some embodiments, the apparatus further comprises:
the first determining module is used for determining whether a first preset condition and/or a second preset condition are/is met or not according to the game state;
the control module 730 is further configured to generate the move control instruction according to the state parameter of the designated portion when the first preset condition is met; and/or generating the special effect control instruction according to the state parameter of the specified part under the condition that the second preset condition is met.
In some embodiments, the designated area is the lips or eyes.
In some embodiments, the acquiring module 710 is further configured to acquire a predetermined viewing angle through the image acquiring module 810 to obtain an acquired image;
the device further comprises:
the second determining module is used for determining the number N of the head images in the acquired image according to the acquired image;
a third determining module, configured to determine a game mode according to the N;
the synthesizing module 720 is further configured to generate N game characters according to the head image after entering the game mode.
In some embodiments, the apparatus further comprises:
and the fourth determining module is used for determining the initial positions of the generated N game characters according to the relative positions of the N head images in the acquired image.
In some embodiments, the third determining module is at least for determining at least one of:
determining a single player game mode in the case that the N is 1;
and determining a multi-person fight mode or a multi-person cooperative fight mode when the N is greater than or equal to 2.
In some embodiments, the apparatus further comprises:
the fifth determining module is further configured to determine a game scene according to the device parameters of the game terminal including the image acquisition module 810; wherein, the game scene is used for providing reference parameters for the display or control of the game.
In some embodiments, the apparatus further comprises:
a sixth determining module, configured to determine, according to the game scene, an acquisition view angle of the image acquisition module 810; wherein the alternative view angles of the acquisition view angles at least comprise: a first perspective for the image capture module 810 to capture the head of the game player; a second view angle, configured to enable the image capturing module 810 to capture the head of the game player and a predetermined portion other than the head;
the control module 730 is further configured to determine the control instruction according to the control mode corresponding to the acquisition view angle and the head image.
In some embodiments, the control module 730 is further configured to, when the collecting view angle is a first view angle, determine the control instruction based on the head image according to an independent control mode corresponding to the first view angle; and/or generating the control instruction based on the head image and the image of the predetermined part according to a cooperative control mode corresponding to a second visual angle under the condition that the acquisition visual angle is the second visual angle.
The present embodiment also provides a computer storage medium, in which computer executable code is stored; the computer executable code, when executed, is capable of implementing one or more of the game control methods described above.
The memory can be various types of memories, such as random access memory, read only memory, flash memory, and the like. The memory may be used for information storage, e.g., storing computer-executable instructions, etc. The computer-executable instructions may be various program instructions, such as object program instructions and/or source program instructions, and the like.
The computer storage medium may be a non-transitory storage medium.
As shown in fig. 8, the present embodiment provides a game terminal including:
an image acquisition module 810 for acquiring an image;
a display module 820 for displaying a game page;
a memory 830 for storing information;
and a processor 840, connected to the image capturing module 810, the display module 820 and the memory 830, for respectively controlling the image capturing module 810, the display module 820 and the memory 830 by executing computer executable instructions stored in the memory 830, and implementing one or more of the aforementioned game control methods.
The image capturing module 810 may include various types of cameras, for example, a 2D camera or a 3D camera, and may be used for image capturing.
The display module 820 may include various types of displays, such as a liquid crystal display, an Organic Light Emitting Diode (OLED) display, an electronic ink display, and the like.
The processor 840 may include: are various types of processors such as a central processing unit, microprocessor, digital signal processor, programmable array, digital signal processor, application specific integrated circuit, or image processor, to name a few.
The processor 840 may be connected to the memory 830 via a bus. The bus may be an integrated circuit bus or the like.
In some embodiments, the terminal device may further include: a communication interface, which may include: a network interface, e.g., a local area network interface, a transceiver antenna, etc. The communication interface is also connected with the processor and can be used for information transceiving.
In some embodiments, the terminal device further comprises a human-computer interaction interface 850, for example, the human-computer interaction interface 850 may comprise various input and output devices, such as a keyboard, a touch screen, and the like.
In the several embodiments provided in the present application, it should be understood that the disclosed apparatus and method may be implemented in other ways. The above-described device embodiments are merely illustrative, for example, the division of the unit is only a logical functional division, and there may be other division ways in actual implementation, such as: multiple units or components may be combined, or may be integrated into another system, or some features may be omitted, or not implemented. In addition, the coupling, direct coupling or communication connection between the components shown or discussed may be through some interfaces, and the indirect coupling or communication connection between the devices or units may be electrical, mechanical or other forms.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, that is, may be located in one place, or may be distributed on a plurality of network units; some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, all functional units in the embodiments of the present disclosure may be integrated into one processing module, or each unit may be separately regarded as one unit, or two or more units may be integrated into one unit; the integrated unit can be realized in a form of hardware, or in a form of hardware plus a software functional unit.
Those of ordinary skill in the art will understand that: all or part of the steps for implementing the method embodiments may be implemented by hardware related to program instructions, and the program may be stored in a computer readable storage medium, and when executed, the program performs the steps including the method embodiments; and the aforementioned storage medium includes: a mobile storage device, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.
The above description is only for the specific embodiments of the present disclosure, but the scope of the present disclosure is not limited thereto, and any person skilled in the art can easily conceive of the changes or substitutions within the technical scope of the present disclosure, and all the changes or substitutions should be covered within the scope of the present disclosure. Therefore, the protection scope of the present disclosure shall be subject to the protection scope of the claims.

Claims (16)

1. A game control method, comprising:
at least the head of the game player is subjected to image acquisition;
synthesizing a game character according to the head image;
determining state parameters of at least one dimension of the game player according to the head images, wherein the control dimensions of the game role corresponding to the state parameters of different dimensions are different;
generating a control instruction corresponding to the control dimension according to the state parameter;
and controlling the game role according to the control instruction.
2. The method of claim 1, wherein the status parameter comprises at least one of:
state parameters of control dimensions of game character motion for controlling direction and/or rate of movement of the game character;
a state parameter of a control dimension of a play bar for controlling the emission of the play bar;
a state parameter of a control dimension of the game effect for controlling the launching of the game effect.
3. The method of claim 2, wherein the control dimension comprises: control dimension of game character motion;
the determining the state parameter of at least one dimension of the game player according to the head image comprises the following steps: determining the state parameter of the control dimension of the game role movement according to the head image;
the generating of the control instruction corresponding to the control dimension according to the state parameter includes: and determining the movement instruction of the game role according to the state parameter of the control dimension of the game role movement.
4. The method of claim 3, wherein the state parameters of the control dimension of the game character movement comprise: face orientation parameters in a preset direction;
the determining the state parameter of the control dimension of the game role movement according to the head image comprises the following steps: determining a face orientation parameter of the game player in a preset direction according to the head image;
the determining the movement instruction of the game role according to the state parameter of the control dimension of the game role movement comprises the following steps: and generating a movement instruction of the game role in the preset direction according to the face orientation parameter.
5. The method of claim 3, wherein the state parameters of the control dimension of the game character movement comprise: motion amplitude parameters in a preset direction;
the determining the state parameter of the control dimension of the game role movement according to the head image comprises the following steps: determining a motion amplitude parameter of the game player in a preset direction according to the head images with adjacent preset frame numbers;
the determining the movement instruction of the game role according to the state parameter of the control dimension of the game role movement comprises the following steps: and determining the movement speed or the movement acceleration corresponding to the movement instruction according to the motion amplitude parameter.
6. The method of claim 3, wherein the state parameters of the control dimension of the game character movement comprise: a first displacement of the game player's head;
the determining the state parameter of the control dimension of the game role movement according to the head image comprises the following steps: determining a first displacement of the game player's head from the head image;
the determining the movement instruction of the game role according to the state parameter of the control dimension of the game role movement comprises the following steps: determining a conversion proportional relation through the distance between the game player and the game terminal or the equipment parameters of the game terminal; determining a second displacement corresponding to the movement instruction based on the conversion proportional relation and the first displacement of the head of the game player; the second displacement comprises: distance and/or direction.
7. The method of claim 2,
the determining the state parameter of at least one dimension of the game player according to the head image comprises the following steps: determining a state parameter of a control dimension of the game move according to the head image; the generating the control instruction corresponding to the control dimension according to the state parameter includes: determining a move control instruction of the game move according to the state parameter of the control dimension of the game move; and/or the presence of a gas in the gas,
the determining the state parameter of at least one dimension of the game player according to the head image comprises the following steps: determining a state parameter of a control dimension of the game special effect according to the head image; the generating the control instruction corresponding to the control dimension according to the state parameter includes: and determining a special effect control instruction of the game special effect according to the state parameter of the control dimension of the game special effect.
8. The method of claim 7, wherein the state parameters of the control dimension of the game play comprise: state parameters of the designated part;
the determining the state parameter of the control dimension of the game host according to the head image comprises: determining state parameters of a designated part of the game player according to the head image;
the determining the move control instruction of the move according to the state parameter of the control dimension of the move comprises: and generating a move type emission direction control instruction of the game move type according to the state parameter of the appointed part.
9. The method of claim 7, wherein determining the host control instruction for the move based on the state parameter for the control dimension for the move comprises: generating the move control instruction according to the state parameter of the control dimension of the game move under the condition that the game state meets a first preset condition; and/or the presence of a gas in the gas,
the determining the special effect control instruction of the game special effect according to the state parameter of the control dimension of the game special effect comprises the following steps: and under the condition that the game state meets a second preset condition, generating the special effect control instruction according to the state parameter of the control dimension of the game special effect.
10. The method of any one of claims 1 to 9, wherein said at least image capturing a head image of a game player comprises: acquiring a preset visual angle through an image acquisition module to obtain an acquired image, wherein the acquired image at least comprises the head image;
determining the number N of head images included in the acquired image according to the acquired image;
determining a game mode according to the N;
synthesizing a game character according to the head image, comprising: after entering the game mode, generating N game characters according to the head images.
11. The method of claim 10,
the method further comprises the following steps: determining a game scene according to equipment parameters of a game terminal comprising an image acquisition module; wherein, the game scene is used for providing reference parameters for the display or control of the game.
12. The method of claim 11, further comprising:
determining the acquisition visual angle of the image acquisition module according to the game scene; wherein the alternative view angles of the acquisition view angles at least comprise: the first visual angle is used for acquiring the head of the game player by the image acquisition module; the second visual angle is used for acquiring the head of the game player and the preset part except the head by the image acquisition module;
the determining a control instruction according to the head image comprises: and determining the control instruction according to the control mode corresponding to the acquisition visual angle and the head image.
13. The method of claim 12,
the determining the control instruction according to the control mode and the head image includes:
under the condition that the collection visual angle is a first visual angle, determining the control instruction based on the head image according to an independent control mode corresponding to the first visual angle; and/or the presence of a gas in the gas,
and under the condition that the acquisition visual angle is a second visual angle, generating the control instruction based on the head image and the image of the predetermined part according to a cooperative control mode corresponding to the second visual angle.
14. A game control apparatus, comprising:
the acquisition module is used for at least acquiring images of the head of the game player;
the synthesis module is used for synthesizing game roles according to the head images;
the control module is used for determining the state parameters of at least one dimension of the game player according to the head images, wherein the control dimensions of the game role corresponding to the state parameters of different dimensions are different; generating a control instruction corresponding to the control dimension according to the state parameter; and controlling the game role according to the control instruction.
15. A computer storage medium having computer executable code stored thereon; the computer executable code, when executed, is capable of implementing the method as provided by any one of claims 1 to 13.
16. A gaming terminal, comprising:
the image acquisition module is used for acquiring images;
the display module is used for displaying a game page;
a memory for storing information;
a processor connected to the image acquisition module, the display module and the memory, for controlling the image acquisition module, the display module and the memory respectively by executing computer executable instructions stored in the memory, and for implementing the method as claimed in any one of claims 1 to 13.
CN202210411027.4A 2018-10-31 2018-10-31 Game control method and device, game terminal and storage medium Pending CN114797085A (en)

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