CN115068929A - Game information acquisition method and device, electronic equipment and storage medium - Google Patents

Game information acquisition method and device, electronic equipment and storage medium Download PDF

Info

Publication number
CN115068929A
CN115068929A CN202210602512.XA CN202210602512A CN115068929A CN 115068929 A CN115068929 A CN 115068929A CN 202210602512 A CN202210602512 A CN 202210602512A CN 115068929 A CN115068929 A CN 115068929A
Authority
CN
China
Prior art keywords
vibration
generators
event
game
vibration generators
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN202210602512.XA
Other languages
Chinese (zh)
Inventor
沈天嘉
张存君
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Netease Hangzhou Network Co Ltd
Original Assignee
Netease Hangzhou Network Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Netease Hangzhou Network Co Ltd filed Critical Netease Hangzhou Network Co Ltd
Priority to CN202210602512.XA priority Critical patent/CN115068929A/en
Publication of CN115068929A publication Critical patent/CN115068929A/en
Pending legal-status Critical Current

Links

Images

Classifications

    • 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
    • A63F13/25Output arrangements for video game devices
    • A63F13/28Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
    • 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
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8082Virtual reality

Abstract

The embodiment of the application discloses a game information acquisition method, a game information acquisition device, electronic equipment and a storage medium; the method comprises the following steps: acquiring relevant information of a vibration trigger event occurring in a virtual game scene, wherein the relevant information comprises an event position corresponding to the vibration trigger event; determining a target vibration generator from the vibration generator array according to the event position information and the current position of the game role, wherein the relative position of the target vibration generator in the vibration generator array and the relative position of the event position relative to the current position form a corresponding relation; controlling at least one target vibration generator to vibrate to simulate a vibration-triggering event. According to the relative position relation between the vibration trigger event in the game and the game role, the target vibration generator is determined from the vibration generator array, and the vibration of the target vibration generator is controlled, so that a player wearing the head-mounted display equipment can acquire information in the game in a touch manner, the reality sense of the game is enhanced, and the substitution sense of the player is improved.

Description

Game information acquisition method and device, electronic equipment and storage medium
Technical Field
The application relates to the field of computers, in particular to a game information acquisition method and device, electronic equipment and a storage medium.
Background
In the prior art, when a player needs to acquire game information (including environment information in a game, behavior information of an enemy character, and the like) during game playing, the game is often achieved by the following two ways: 1. the method comprises the steps that the game information is acquired by checking icons corresponding to various information in a small map of a game interface; 2. the acquisition of game information is realized by checking a head-up display (HUD for short) mode in a game interface.
However, the above two prior arts both achieve the acquisition of game information by means of visual reminding, and the game information acquired by the above method may reduce the sense of reality of the game and affect the sense of substitution of players.
Disclosure of Invention
The embodiment of the application provides a game information acquisition method, a game information acquisition device, an electronic device and a storage medium, which can solve the problems that the reality sense of a game is reduced and the substitution sense of a player is influenced in the prior art.
The embodiment of the application provides a game information acquisition method, which is applied to head-mounted display equipment, wherein vibration generator arrays are distributed on the head-mounted display equipment, and each vibration generator array comprises a plurality of vibration generators; the method comprises the following steps: acquiring relevant information of a vibration trigger event occurring in the virtual game scene, wherein the relevant information comprises an event position of the vibration trigger event occurring in the virtual game scene; determining at least one target vibration generator from the vibration generator array according to the event position and the current position of the game character, wherein the relative position of the at least one target vibration generator in the vibration generator array and the relative position of the event position relative to the current position form a corresponding relation; controlling the at least one target vibration generator to vibrate to simulate the vibration-triggering event. The embodiment of the application further provides a game information acquisition device, which provides a virtual game scene through a head-mounted display device, wherein the virtual game scene at least comprises controlled game roles, the head-mounted display device is distributed with a vibration generator array, and the vibration generator array comprises a plurality of vibration generators;
the device comprises:
the event acquisition unit is used for acquiring relevant information of a vibration trigger event which occurs in the virtual game scene, wherein the relevant information comprises an event position of the vibration trigger event which occurs in the virtual game scene;
a generator determining unit, configured to determine at least one target vibration generator from the vibration generator array according to the event location and the current location of the game character, where a relative location of the at least one target vibration generator in the vibration generator array and a relative location of the event location with respect to the current location form a corresponding relationship;
a vibration control unit for controlling the at least one target vibration generator to vibrate to simulate the vibration triggering event. In some embodiments, the apparatus further comprises:
the event position unit is used for acquiring the event position of the vibration trigger event in the virtual game scene;
the current position unit is used for acquiring the current position of the controlled game role in the virtual game scene;
and the preset distance value unit is used for determining that the distance between the event position and the current position is smaller than a preset distance value.
In some embodiments, the apparatus further comprises:
a relative distance obtaining unit, configured to obtain a relative distance value between the event location and the current location;
the first factor determining unit is used for determining a first vibration influence factor of the at least one target vibration generator according to a comparison value of the relative distance value and the preset distance value;
and the control vibration unit is used for controlling the at least one target vibration generator to vibrate according to the first vibration influence factor.
In some embodiments, the apparatus further comprises:
a target type determination unit for determining a target vibration type of the vibration trigger event;
a second factor determining unit, configured to determine a second vibration influencing factor of the at least one target vibration generator according to the target vibration type;
the control vibration unit includes:
the parameter determining subunit is configured to determine a vibration parameter value of the at least one target vibration generator according to the first vibration influencing factor and the second vibration influencing factor;
and the parameter control subunit is used for controlling the vibration of the at least one target vibration generator according to the vibration parameter value of the at least one target vibration generator.
In some embodiments, the vibration generator array comprises m rows and n columns of vibration generators, and accordingly, the generator determination unit comprises:
a column generator subunit, configured to determine at least one column of vibration generators from n columns of vibration generators of the vibration generator array according to a horizontal relative position of the event location and the current location;
a line generator subunit, configured to determine at least one line of vibration generators from m lines of vibration generators of the at least one column of vibration generators according to a vertical relative position between the event location and the current location, where the at least one line of vibration generators is the at least one target vibration generator.
In some embodiments, the n columns of vibration generators are evenly distributed 360 degrees horizontally across the head mounted display device.
In some embodiments, the column generator subunit comprises:
the column acquisition subunit is used for determining a column of vibration generators corresponding to the horizontal relative position or determining two columns of vibration generators corresponding to the horizontal relative position from the n columns of vibration generators of the vibration generator array;
and the column recording subunit is used for recording the determined one column of vibration generators or two columns of vibration generators as the at least one column of vibration generators.
In some embodiments, a horizontally perceptible angle of the head-mounted display device is a first perceptible angle at which a middle n-2 columns of the n columns of vibration generators are evenly distributed;
the column generator subunit is specifically configured to:
if the horizontal relative position is located within the first sensible angle at a first actual position corresponding to the vibration generator array, acquiring a row of vibration generators corresponding to the n-2 rows of vibration generators at the first actual position, or acquiring two rows of vibration generators corresponding to the n-2 rows of vibration generators at the first actual position;
recording a row of vibration generators corresponding to the n-2 rows of vibration generators or two rows of vibration generators corresponding to the n-2 rows of vibration generators as the at least one row of vibration generators;
and if the horizontal relative position is outside the first sensible angle at the first actual position corresponding to the vibration generator array, marking the vibration generator closest to the first actual position in the 1 st row of vibration generators and the nth row of vibration generators as the at least one row of vibration generators.
In some embodiments, the vertically perceptible angle of the head-mounted display device is a second perceptible angle at which the middle m-2 of the m rows of vibration generators are evenly distributed;
a row generator subunit specifically configured to:
if the vertical relative position is located within the second sensible angle at a second actual position corresponding to the vibration generator array, acquiring a row of vibration generators corresponding to the m-2 rows of vibration generators at the second actual position, or two rows of vibration generators corresponding to the m-2 rows of vibration generators at the second actual position;
recording a row of vibration generators corresponding to the m-2 rows of vibration generators or two rows of vibration generators corresponding to the m-2 rows of vibration generators as the at least one row of vibration generators;
and if the vertical relative position is outside the second sensible angle at the second actual position corresponding to the vibration generator array, marking the vibration generator closest to the second actual position in the 1 st row of vibration generators and the m-th row of vibration generators as the at least one row of vibration generators.
The embodiment of the present application further provides a computer-readable storage medium, where a plurality of instructions are stored in the computer-readable storage medium, and the instructions are suitable for being loaded by a processor to execute the steps in any one of the game information obtaining methods provided in the embodiments of the present application.
In the game information obtaining method provided by the embodiment of the application, a vibration trigger event generated in a game can be obtained, one or more target vibration generators with corresponding positions are obtained from a vibration generator array according to the relative positions of the vibration trigger event and a game role controlled by a game player wearing the head-mounted display device, and the one or more target vibration generators are controlled to generate vibration, so that a vibration effect caused by the vibration trigger event can be simulated.
In the application, the vibration generator arrays distributed on the head-mounted display device can be used as a reference coordinate system for simulating vibration effects, one or more target vibration generators are determined from the vibration generator arrays used as the reference coordinate system according to the relative position relationship between a vibration trigger event in a game and a game role controlled by a game player wearing the head-mounted display device, and the target vibration generators are controlled to vibrate, so that the player wearing the head-mounted display device can acquire information in the game in a tactile manner, the intuition of the player is better met, the sense of reality of the game is enhanced, and the substitution sense of the player is improved.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
FIG. 1a is a schematic view of a scene of a game information obtaining method provided in an embodiment of the present application;
FIG. 1b is a schematic flow chart illustrating a method for obtaining game information according to an embodiment of the present application;
FIG. 1c shows a top view of a player wearing a head mounted display device;
FIG. 1d shows a front view of a head mounted display device worn by a player;
FIG. 1e shows a right side view of a player wearing a head mounted display device;
FIG. 1f shows a schematic view of a scene with a horizontal perceived angle of 360 degrees for a player;
FIG. 1g shows a schematic view of a scene where the horizontal perceived angle of a player is a first perceived angle;
FIG. 1h shows a schematic view of a scene in which the player's vertical perceived angle is a second perceived angle;
FIG. 2 is a schematic flow chart illustrating a method for obtaining game information according to another embodiment of the present application;
FIG. 3 is a schematic structural diagram of a game information acquisition device according to an embodiment of the present application;
fig. 4 is a schematic structural diagram of an electronic device provided in an embodiment of the present application.
Detailed Description
The technical solutions in the embodiments of the present application will be described clearly and completely with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only some embodiments of the present application, and not all embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
The embodiment of the application provides a game information acquisition method, a game information acquisition device, a mobile terminal and a storage medium.
The game information acquiring method may be specifically integrated in an electronic device, and the electronic device may be a terminal, a server, or other devices. The terminal can be a mobile phone, a tablet Computer, an intelligent bluetooth device, a notebook Computer, or a Personal Computer (PC), and the like; the server may be a single server or a server cluster composed of a plurality of servers.
In some embodiments, the game information acquisition method may also be integrated in a plurality of electronic devices, for example, the game information acquisition method may be integrated in a plurality of servers, and the game information acquisition method of the present application is implemented by the plurality of servers.
In some embodiments, the server may also be implemented in the form of a terminal.
For example, referring to fig. 1a, in some embodiments, the electronic device may be a mobile terminal, and the embodiment may acquire related information of a vibration trigger event occurring in the virtual game scene, where the related information includes an event location where the vibration trigger event occurs in the virtual game scene; determining at least one target vibration generator from the vibration generator array according to the event position and the current position of the game character, wherein the relative position of the at least one target vibration generator in the vibration generator array and the relative position of the event position relative to the current position form a corresponding relation; controlling the at least one target vibration generator to vibrate to simulate the vibration-triggering event.
A game information acquisition method in one embodiment of the present disclosure may be executed on a terminal device or a server. The terminal device may be a local terminal device. When the game information acquisition method is operated on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an optional embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud games. Taking a cloud game as an example, a cloud game refers to a game mode based on cloud computing. In the cloud game operation mode, the game program operation main body and the game picture presentation main body are separated, the storage and the operation of the game information acquisition method are completed on a cloud game server, and the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a terminal, a television, a computer, a palm computer and the like; however, the terminal device for acquiring the game information is a cloud game server at the cloud end. When a game is played, a user operates the client device to send an operation instruction, such as an operation instruction of touch operation, to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as a game picture and the like are encoded and compressed and returned to the client device through a network, and finally, the client device decodes the data and outputs the game picture.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with a user through a graphical user interface, namely, a game program is downloaded and installed and operated through the electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the user may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the user by holographic projection. By way of example, the local terminal device may include a display screen for presenting a graphical user interface including game screens and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
A game scene (or referred to as a virtual scene) is a virtual scene that an application program displays (or provides) when running on a terminal or a server. Optionally, the virtual scene is a simulated environment of the real world, or a semi-simulated semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene, and the virtual environment can be sky, land, sea and the like, wherein the land comprises environmental elements such as deserts, cities and the like. For example, in a sandbox type 3D shooting game, the virtual scene is a 3D game world for the user to control the virtual object to play against, and an exemplary virtual scene may include: at least one element selected from the group consisting of mountains, flat ground, rivers, lakes, oceans, deserts, sky, plants, buildings, and vehicles.
The game interface is an interface corresponding to an application program provided or displayed through a graphical user interface, the interface comprises a graphical user interface and a game picture for interaction of a user, and the game picture is a picture of a game scene.
In alternative embodiments, game controls (e.g., skill controls, behavior controls, functionality controls, etc.), indicators (e.g., directional indicators, character indicators, etc.), information presentation areas (e.g., number of clicks, game play time, etc.), or game settings controls (e.g., system settings, stores, coins, etc.) may be included in the UI interface.
In an optional embodiment, the game screen is a display screen corresponding to a virtual scene displayed by the terminal device, and the game screen may include a game object performing game logic in the virtual scene, a Non-Player Character (NPC), an Artificial Intelligence (AI) Character, and other virtual objects.
For example, in some embodiments, the content displayed in the graphical user interface at least partially comprises a game scene, wherein the game scene comprises at least one game object.
In some embodiments, the game objects in the game scene comprise virtual objects, i.e., user objects, manipulated by the player user.
The game object refers to a virtual object in a virtual scene, including a game character, which is a dynamic object that can be controlled, i.e., a dynamic virtual object. Alternatively, the dynamic object may be a virtual character, a virtual animal, an animation character, or the like. The virtual object is a character controlled by a user through an input device, or an AI set in a virtual environment match-up through training, or an NPC set in a virtual scene match-up.
Optionally, the virtual object is a virtual character playing a game in a virtual scene. Optionally, the number of virtual objects in the virtual scene match is preset, or dynamically determined according to the number of clients participating in the match, which is not limited in the embodiment of the present application.
In one possible implementation, the user can control the virtual object to play the game behavior in the virtual scene, and the game behavior can include moving, releasing skills, using props, dialog, and the like, for example, controlling the virtual object to run, jump, crawl, and the like, and can also control the virtual object to fight with other virtual objects using the skills, virtual props, and the like provided by the application program.
The virtual camera is a necessary component for game scene pictures, is used for presenting the game scene pictures, one game scene at least corresponds to one virtual camera, two or more than two virtual cameras can be used as game rendering windows according to actual needs, the game rendering windows are used for capturing and presenting picture contents of a game world for a user, and the viewing angles of the game world, such as a first person viewing angle and a third person viewing angle, of the user can be adjusted by setting parameters of the virtual camera.
In an optional implementation manner, an embodiment of the present invention provides a game information obtaining method, where a graphical user interface is provided by a terminal device, where the terminal device may be the aforementioned local terminal device, and may also be the aforementioned client device in a cloud interaction system.
The following are detailed below. The numbers in the following examples are not intended to limit the order of preference of the examples.
In the present embodiment, a game information obtaining method is provided, as shown in fig. 1b, the game information obtaining method is applied to a head-mounted display device, the head-mounted display device is distributed with a vibration generator array, and the vibration generator array comprises a plurality of vibration generators. The specific flow of the method may include the following steps 110 to 130:
110. acquiring relevant information of a vibration trigger event occurring in the virtual game scene, wherein the relevant information comprises an event position of the vibration trigger event occurring in the virtual game scene.
The virtual game scene is a virtual scene in the game.
The vibration triggering event is an event in the game that can trigger the vibration effect of the vibration generator. The vibration-triggering event may be an event in the game that characterizes the behavior of an enemy game character. For example, the behavior of an enemy game character may be: the behavior of the enemy game character attacking the game character played by the player with a weapon may be a behavior of the enemy game character moving while driving a carrier in the game. The vibration triggering event may also be an event in the game that characterizes the impact of an environmental change on the player's playing role. For example, the environmental change may be an environmental change such as wind blowing, rainfall, hail reduction, and the like.
The vibration generator is an actuator that generates vibrations. The vibration generator may be a linear motor, a rotary motor, etc., and the particular type of vibration generator should not be construed as limiting the application.
The related information is information associated with the vibration trigger event, and includes, for example, an event position of the vibration trigger event in the virtual game scene, an event property of the vibration trigger event, and the like. The specific information content included in the related information should not be construed as a limitation to the present application. The event position is the position of the vibration triggering event in the virtual game scene.
120. And determining at least one target vibration generator from the vibration generator array according to the event position and the current position of the game character, wherein the relative position of the at least one target vibration generator in the vibration generator array and the relative position of the event position relative to the current position form a corresponding relation.
The game character is controlled by a player wearing the head-mounted display device. The current position is the position of the game character in the virtual game scene at the current moment. Alternatively, the visual angle of the game character in the game can be a first-person visual angle, and the visual angle of the game character in the game can rotate along with the rotation of the head-mounted display device, namely, the game character can be subjected to somatosensory control by a player through moving the head-mounted display device.
A Head Mounted Display (HMD) is a device that transmits an optical signal to the eyes of a wearing user to enable the wearing user to experience different effects such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR).
A player may experience a vibration-triggering event while wearing a head-mounted display device to enter a game and experience the content of the game. In the present application, the target vibration generators may be determined from an array of vibration generators distributed across the head-mounted display device based on the relative locations of the vibration triggering events and the game character controlled by the player wearing the head-mounted display device. The relative position of the target vibration generator in the vibration generator array and the relative position of the event position relative to the current position of the game role form a corresponding relation.
Alternatively, the vibration generator array may comprise m rows and n columns of vibration generators. Accordingly, step 120 may include steps 121 to 122 as follows:
121. and determining at least one column of vibration generators from n columns of vibration generators of the vibration generator array according to the horizontal relative position of the event position and the current position.
Since the vibration generator array has n columns of vibration generators, the horizontally perceptible angle of the head-mounted display device can be divided into n regions: x1, x2, x3 … xn, and let n regions: the x1, the x2 and the x3 … xn correspond to the n columns of vibration generators one by one.
And determining a corresponding specific area in reality according to the relative relation between the event position of the vibration trigger event and the current position. Specifically, in a virtual game scene, a horizontal relative angle of an event position relative to a current position is obtained by taking the current position as a reference object; in reality, a player wearing the head-mounted display device is used as a reference object, and the corresponding actual position is determined based on the horizontal relative angle, so that at least one row of vibration generators is further determined according to the region where the actual position falls. For example, if the event position is not located in the three o 'clock direction of the current position of the game character, the three o' clock direction of the player wearing the head-mounted display device may be determined as the actual position, and the vibration generator corresponding to the actual area may be determined based on the actual area in which the actual position falls.
If the actual position corresponding to the vibration trigger event falls into one of the n regions, for example xi, the corresponding ith row of vibration generators can be determined; if the actual position corresponding to the vibration trigger event falls between two adjacent regions of the n regions, for example, between xi and x (i +1), the corresponding ith and (i +1) th vibration generators may be determined.
Optionally, in a specific embodiment, n columns of vibration generators are evenly distributed along the horizontal 360 degrees of the head-mounted display device; correspondingly, the step 121 may specifically include the following steps a1 to a 2:
a1, identifying one row of vibration generators corresponding to the horizontal relative position or two rows of vibration generators corresponding to the horizontal relative position from the n rows of vibration generators in the vibration generator array.
In the above specific embodiment, the horizontal sensible angle of the head-mounted display device is 360 degrees, and the n columns of vibration generators may be uniformly distributed along the horizontal direction of the head-mounted display device by 360 degrees, and as shown in detail in fig. 1c, fig. 1d and fig. 1e, when the head-mounted display device is worn by a player, the n columns of vibration generators may be disposed on both a display for outputting a video picture in the head-mounted display device and an endless belt of the head-mounted display device.
The n columns of vibration generators can equally divide 360 degrees in the horizontal direction, equally divide one circle in the horizontal direction into n areas, and the angle occupied by each area is 360/n. For details, please refer to fig. 1f, if n is not set to be 8, the horizontal perceptible angle of the head-mounted display device can be divided into 8 regions according to 8 rows of vibration generators: x1, x2, x3, x4, x5, x6, x7 and x8, wherein the angle occupied by each region is 360/8-45 degrees. The 8 regions correspond one-to-one to the 8 columns of vibration generators.
In the above specific embodiment, at least one corresponding row of vibration generators may be determined according to an area where an actual position corresponding to the vibration trigger event is located. For example, referring to fig. 1f for details, if the actual position corresponding to the vibration trigger event is in the x4 area, a column of vibration generators corresponding to the x4 area may be determined from 8 columns of vibration generators; if the vibration trigger event is located at the boundary between the x5 area and the x6 area, two columns of vibration generators corresponding to the x5 area and the x6 area can be determined from the 8 columns of vibration generators.
And A2, recording the determined one or two columns of vibration generators as the at least one column of vibration generators.
Step a1 above determines that one or two arrays of vibration generators may be counted as at least one array of vibration generators.
Optionally, in another specific embodiment, the horizontal perceivable angle of the head-mounted display device is a first perceivable angle, and the middle n-2 columns of the n columns of vibration generators are uniformly distributed at the first perceivable angle; correspondingly, the step 121 may specifically include the following steps B1 to B3:
b1, if the first actual position of the horizontal relative position corresponding to the vibration generator array is located within the first sensible angle, obtaining that the first actual position is located in one row of vibration generators corresponding to the n-2 rows of vibration generators, or located in two rows of vibration generators corresponding to the n-2 rows of vibration generators.
And B2, recording a column of vibration generators corresponding to the n-2 columns of vibration generators or two columns of vibration generators corresponding to the n-2 columns of vibration generators as the at least one column of vibration generators.
The first actual position is a position in reality where a first preset positional relationship exists in a horizontal direction with a player wearing the head mounted display device. In the virtual game scene, the first preset position relationship also exists between the event position of the vibration trigger event and the current position of the game role in the horizontal direction.
In the above embodiments, the first sensible angle is any angle value less than 360 degrees. For the first sensible angle, the first sensible angle may be divided equally into n-2 areas, an angle value occupied by each area is the first sensible angle/(n-2), the n-2 areas correspond to the middle n-2 columns of vibration generators of the columns of vibration generators, respectively, and the 1 st column of vibration generators and the nth column of vibration generators correspond to two areas outside the first sensible angle. Specifically, the difference between 360 degrees and the first sensible angle may be calculated, and the difference is divided equally into two regions, where the two regions correspond to the 1 st column vibration generator and the nth column vibration generator, respectively.
For details, referring to the top view shown in fig. 1g, if it is not assumed that the first sensible angle is 90 degrees, and n is 8, the 90 degrees may be equally divided into 6 regions, and the angle value occupied by each region is 90/6-15 degrees, where the 6 regions are x2 to x7 shown in fig. 1g, respectively. These 6 zones correspond to the middle 6 columns of vibration generators of the 8 columns of vibration generators, respectively.
The angle range not belonging to the first perceivable angle is 360-90-270 degrees, and 270 degrees may be divided into two regions, each of which has an angle value of 270/2-135 degrees. Of the two regions, the region immediately adjacent to x2 corresponds to the 1 st column vibration generator, and the region immediately adjacent to x7 corresponds to the 8 th column vibration generator.
If the actual position corresponding to the vibration trigger event is located within the first sensible angle, at least one corresponding row of vibration generators can be determined from the middle 6 rows of vibration generators among the 8 rows of vibration generators according to the corresponding relationship between the area where the actual position corresponding to the vibration trigger event is located and the 6 rows of vibration generators. The steps B1 to B2 correspond to the steps a1 to a2, and are not described herein again.
B3, if the horizontal relative position is outside the first sensible angle at the first actual position corresponding to the vibration generator array, marking the vibration generator closest to the first actual position in the 1 st and nth rows of vibration generators as the at least one row of vibration generators.
If the actual position corresponding to the vibration trigger event is outside the first sensible angle, the vibration trigger event corresponds to one of the 1 st and nth rows of vibration generators, and it can be specifically determined which row of vibration generator is the actual position according to the distance between the two rows of vibration generators and the position where the vibration trigger event occurs. For example, referring to fig. 1g for details, if the actual position corresponding to the vibration trigger event is not located in the x8 area, the distance between the x8 area and the 8 th row of vibration generators and the distance between the x8 area and the 1 st row of vibration generators are calculated, and as a result of comparison, the distance between the x8 area and the 8 th row of vibration generators is closer, so that the vibration trigger event corresponds to the 8 th row of vibration generators.
122. And determining at least one row of vibration generators from m rows of vibration generators of the at least one column of vibration generators according to the vertical relative position of the event position and the current position, wherein the at least one row of vibration generators is the at least one target vibration generator.
After determining that the actual position corresponding to the vibration trigger event is in at least one column of vibration generators corresponding to the n columns of vibration generators in the horizontal direction, step 122 is executed, so as to further determine at least one row of vibration generators corresponding to m rows of vibration generators of the at least one column of vibration generators in the vertical direction.
Optionally, the vertically perceivable angle of the head-mounted display device is a second perceivable angle, and m-2 lines of the m lines of vibration generators are uniformly distributed at the second perceivable angle. Accordingly, step 122 may include the following steps 1221 to 1223:
1221. and if the vertical relative position is located within the second sensible angle at a second actual position corresponding to the vibration generator array, acquiring that the second actual position is located in one row of vibration generators corresponding to the m-2 rows of vibration generators or two rows of vibration generators corresponding to the m-2 rows of vibration generators.
1222. And recording the vibration generator in one row corresponding to the m-2 rows of vibration generators or the vibration generators in two rows corresponding to the m-2 rows of vibration generators as the at least one row of vibration generators.
The second actual position is a position in reality where a second preset positional relationship exists in the vertical direction with a player wearing the head-mounted display device. In the virtual game scene, the second preset position relationship also exists between the event position of the vibration trigger event and the current position of the game role in the vertical direction.
In the above-mentioned embodiment, the second sensible angle is any angle value less than 360 degrees. For the second perceptible angle, the first perceptible angle can be divided into m-2 areas equally, the angle value occupied by each area is the second perceptible angle/(m-2), the m-2 areas correspond to the middle m-2 lines of vibration generators of the line vibration generators respectively, and the 1 st line of vibration generators and the m th line of vibration generators correspond to two areas except the second perceptible angle. Specifically, the difference between 360 degrees and the second sensible angle may be calculated, and the difference is divided equally into two regions, where the two regions correspond to the 1 st line vibration generator and the m-th line vibration generator, respectively.
For details, referring to the side view shown in fig. 1h, if the second sensible angle is not 90 degrees, and m is 8, the second sensible angle may be divided into 6 regions, and the angle value occupied by each region is 90/6-15 degrees, where the 6 regions are y2 to y7 shown in fig. 1 h. These 6 regions correspond to the middle 6 rows of vibration generators of the 8 rows of vibration generators, respectively.
The angle range not belonging to the first perceivable angle is 360-90-270 degrees, and 270 degrees may be divided into two regions, each of which has an angle value of 270/2-135 degrees. Of the two regions, the region immediately adjacent to y2 corresponds to the row 1 vibration generator, and the region immediately adjacent to y7 corresponds to the row 8 vibration generator.
If the actual position corresponding to the vibration trigger event is located within the second perceptible angle, at least one corresponding line of vibration generators may be determined from the middle 6 lines of vibration generators of the 8 lines of vibration generators according to the correspondence between the area where the actual position corresponding to the vibration trigger event is located and the 6 lines of vibration generators. Steps 1221 to 1222 are the same as steps a1 to a2, and are not repeated herein.
1223. And if the vertical relative position is located outside the second sensible angle at a second actual position corresponding to the vibration generator array, marking the vibration generator closest to the second actual position in the 1 st row of vibration generators and the m-th row of vibration generators as the at least one row of vibration generators.
If the actual position corresponding to the vibration trigger event is located outside the second sensible angle, the vibration trigger event corresponds to one of the 1 st row vibration generator and the m-th row vibration generator, and specifically which row of vibration generator is determined according to the distance between the two rows of vibration generators and the position where the vibration trigger event occurs. For example, referring to fig. 1h for details, if the actual position corresponding to the vibration trigger event is not located in the y8 area, the distance between the y8 area and the 8 th row vibration generator and the distance between the y8 area and the 1 st row vibration generator are calculated, and as a result of comparison, the distance between the y8 area and the 8 th row vibration generator is closer, so that the vibration trigger event corresponds to the 8 th row vibration generator.
Through the steps, the specific target column vibration generator is determined from the horizontal direction, and then the specific target row is determined from the multiple rows of vibration generators corresponding to the target column vibration generator, so that at least one target vibration generator can be determined from the vibration generator matrix. The position of the target vibration generator is determined according to the relative position relation between the vibration trigger event and the game role in the game, so that the target vibration generator can more accurately simulate the vibration corresponding to the vibration trigger event, a player can position the position of the vibration trigger event in the virtual game scene through the vibration generator in the horizontal direction in reality, and spatial information on the terrain in the virtual game scene is obtained based on vibration feedback sent by the vibration generator in the vertical direction in reality, thereby improving the substituting feeling of the player.
Optionally, in an implementation manner, between step 110 and step 120, the embodiment of the present application may further include the following steps S1 to S3:
and S1, acquiring the event position of the vibration trigger event in the virtual game scene.
And S2, acquiring the current position of the controlled game role in the virtual game scene.
And S3, determining that the distance between the event position and the current position is smaller than a preset distance value.
The preset distance value is a preset distance value, and the preset distance value is not shown by R. Specifically, the positions of the vibration trigger events in the game can be respectively obtained, and the positions are event positions; acquiring the position of the role played by the player in the game, wherein the position is the current position, and calculating the distance between the event position and the current position; and under the condition that the distance between the two is smaller than the preset distance value, searching the target vibration generator.
If the distance is smaller than the preset distance value, it indicates that the vibration trigger event is closer to the role played by the player in the game in the virtual game scene, that is, the vibration trigger event is an event that needs to attract the attention of the player in the game. Therefore, the selection of a target vibration generator for such an event, and the simulation of vibration feedback can further increase the sense of substitution of the player.
130. Controlling the at least one target vibration generator to vibrate to simulate the vibration-triggering event.
Optionally, in an embodiment, the step 130 may specifically include the following steps 131 to 133:
131. and acquiring a relative distance value between the event position and the current position.
132. And determining a first vibration influence factor of the at least one target vibration generator according to the comparison value of the relative distance value and the preset distance value.
133. Controlling the at least one target vibration generator to vibrate according to the first vibration-affecting factor.
In the above-described embodiment, the relative distance value between the role played by the player in the game and the vibration trigger event is acquired, and the comparison value between the relative distance value and the preset distance value is calculated, thereby determining the first vibration influence factor that influences the vibration of the target vibration generator. Alternatively, it may be set that the smaller the relative distance value, the higher the weight of the first vibration influencing factor; the opposite may also be provided, and the specific manner of controlling the vibration of the target vibration generator in accordance with the first vibration-affecting factor should not be construed as limiting the application.
Further, in an implementation manner, before step 130, the embodiment of the present application may further include the following steps: determining a target vibration type of the vibration triggering event; determining a second vibration influencing factor of the at least one target vibration generator according to the target vibration type.
In the above embodiment, a target vibration type of the vibration triggering event may also be determined, and the second vibration influencing factor may be determined according to the target vibration type. As described above, a vibration-triggering event may be an event in the game that characterizes the behavior of an enemy game character; events in the game that characterize environmental changes that affect the player's role in the game may also be presented. Different vibration trigger events all have target vibration types corresponding to the different vibration trigger events, and second vibration influence factors influencing the vibration of the target vibration generator can be determined according to the target vibration types.
Correspondingly, step 133 may specifically include the following steps 1331 to 1332:
1331. and determining a vibration parameter value of the at least one target vibration generator according to the first vibration influencing factor and the second vibration influencing factor.
The vibration parameter value is a value of a parameter that affects the manifestation of vibration. The vibration parameter values may include: duration of vibration, frequency of vibration, intensity of vibration, etc.
Optionally, a vibration interval corresponding to each vibration parameter may be determined first according to the second vibration influence factor; and then according to the first vibration influence factor, determining a specific numerical value from the vibration interval corresponding to each vibration parameter respectively, so as to obtain a vibration parameter value of the target vibration generator. The vibration frequency and the vibration duration can also be determined according to the second vibration influence factor, and the vibration intensity is determined according to the first vibration influence factor. It should be understood that the above steps are merely illustrative of one particular way of determining a value of a vibration parameter based on a first vibration-affecting factor and the second vibration-affecting factor, and should not be construed as limiting the present application.
1332. And controlling the at least one target vibration generator to vibrate according to the vibration parameter value of the at least one target vibration generator.
After determining the vibration parameter value of the target vibration generator in step 1331, the vibration of the target vibration generator may be controlled according to the vibration parameter value. The vibration mode of the target vibration generator is simultaneously influenced by the first vibration influence factor and the second vibration influence factor, the first vibration influence factor is related to the relative distance value, and the second vibration influence factor is related to the target vibration type of the vibration trigger event, so that when a player feels the vibration of the target vibration generator in the game playing process, the type of the vibration trigger event and the distance between the vibration trigger event and a game role played by the player can be distinguished according to the difference of the vibration, and the player can more intuitively acquire information in the game from the tactile dimension.
Optionally, in a specific embodiment, if a plurality of vibration generators are required to cooperate with each other to simulate a vibration process of a more complex vibration trigger event, a plurality of adjacent vibration generators may be selected according to the vibration trigger event, and a vibration start time, a vibration end time, a vibration frequency, a vibration intensity, and the like of each vibration generator are set, so as to realize the simulation process of the more complex vibration trigger event.
In the game information obtaining method provided by the embodiment of the application, a vibration trigger event generated in a game can be obtained, one or more target vibration generators with consistent positions can be obtained from a vibration generator array according to the relative positions of the vibration trigger event and a game role controlled by a player wearing the head-mounted display device, and the one or more target vibration generators are controlled to generate vibration, so that the vibration effect caused by the vibration trigger event can be simulated in reality. In the application, a vibration generator array distributed on a head-mounted display device can be used as a reference coordinate system for simulating vibration effects, one or more target vibration generators can be determined from the vibration generator array used as the reference coordinate system according to the relative position relationship between a vibration trigger event in a game and a game character controlled by a player wearing the head-mounted display device, and the target vibration generators are controlled to vibrate, so that the player wearing the head-mounted display device can obtain information in the game in a tactile manner.
In the application, the sense of reality of the game can be enhanced, and the sense of substitution of the player can be improved.
The method described in the above embodiments is further described in detail below.
In this embodiment, a method of the embodiment of the present application will be described in detail by taking as an example a vibration generator array including m rows and n columns of vibration generators.
As shown in fig. 2, a specific flow of a game information obtaining method is as follows:
201. and acquiring a vibration trigger event generated in the virtual game scene.
202. And acquiring the event position of the vibration triggering event in the game.
203. A current position of a player-controlled game character wearing a head-mounted display device in a virtual game scene is obtained.
204. And determining that the distance between the event position and the current position is smaller than a preset distance value.
205. And determining at least one row of vibration generators corresponding to the actual position corresponding to the vibration trigger event in the n rows of vibration generators according to the horizontal relative position of the vibration trigger event and the game role.
In one embodiment, the n columns of vibration generators are evenly distributed along the horizontal 360 degrees of the head mounted display device; accordingly, step 205 includes: acquiring a row of vibration generators corresponding to the n rows of vibration generators at the actual position corresponding to the vibration trigger event, or acquiring two rows of vibration generators corresponding to the actual position corresponding to the n rows of vibration generators; and recording a row of vibration generators corresponding to the actual positions corresponding to the n rows of vibration generators or two rows of vibration generators corresponding to the actual positions corresponding to the n rows of vibration generators as the at least one row of vibration generators.
In another specific embodiment, the horizontal perceptible angle of the head-mounted display device is a first perceptible angle, and the middle n-2 columns of the n columns of vibration generators are uniformly distributed at the first perceptible angle; accordingly, step 205 includes:
and if the horizontal relative position is located within the first sensible angle at the first actual position corresponding to the vibration generator array, acquiring a row of vibration generators corresponding to the n-2 rows of vibration generators at the first actual position or two rows of vibration generators corresponding to the n-2 rows of vibration generators at the first actual position. And recording a row of vibration generators corresponding to the n-2 rows of vibration generators or two rows of vibration generators corresponding to the n-2 rows of vibration generators as the at least one row of vibration generators. And if the horizontal relative position is outside the first sensible angle at the first actual position corresponding to the vibration generator array, marking the vibration generator closest to the first actual position in the 1 st row of vibration generators and the nth row of vibration generators as the at least one row of vibration generators. 206. And determining at least one row of vibration generators corresponding to the actual position corresponding to the vibration trigger event in m rows of vibration generators of the at least one column of vibration generators according to the vertical relative positions of the vibration trigger event and a game character controlled by a player wearing the head-mounted display device, wherein the at least one row of vibration generators is the at least one target vibration generator.
The vertical perceptible angle of the head-mounted display device is a second perceptible angle, and m-2 rows of vibration generators in the middle of the m rows of vibration generators are uniformly distributed at the second perceptible angle; accordingly, step 206 includes:
and if the vertical relative position is located within the second sensible angle at a second actual position corresponding to the vibration generator array, acquiring that the second actual position is located in one row of vibration generators corresponding to the m-2 rows of vibration generators or two rows of vibration generators corresponding to the m-2 rows of vibration generators. And recording the vibration generator in one row corresponding to the m-2 rows of vibration generators or the vibration generators in two rows corresponding to the m-2 rows of vibration generators as the at least one row of vibration generators. And if the vertical relative position is located outside the second sensible angle at a second actual position corresponding to the vibration generator array, marking the vibration generator closest to the second actual position in the 1 st row of vibration generators and the m-th row of vibration generators as the at least one row of vibration generators. 207. And acquiring a relative distance value between the event position and the current position, and determining a first vibration influence factor of the at least one target vibration generator according to a comparison value between the relative distance value and the preset distance value.
208. Determining a target vibration type of the vibration triggering event; and determining a second vibration influencing factor of the at least one target vibration generator according to the target vibration type.
209. And determining a vibration parameter value of the at least one target vibration generator according to the first vibration influence factor and the second vibration influence factor.
210. And controlling the at least one target vibration generator to vibrate according to the vibration parameter value of the at least one target vibration generator.
As can be seen from the above, in the embodiments of the present application, the vibration generator arrays distributed on the head-mounted display device may be used as a reference coordinate system for simulating a vibration effect, one or more target vibration generators may be determined from the vibration generator arrays used as the reference coordinate system according to a relative position relationship between a vibration trigger event in a game and a game character controlled by a player wearing the head-mounted display device, and the target vibration generators may be controlled to vibrate, so that the player wearing the head-mounted display device may obtain information in the game in a tactile manner.
The method and the device can convert the interactive feedback, enemy behaviors and environment information in the game into a more real touch signal display mode from an original audio-visual signal display mode, so that a player can really feel the feedback in the virtual environment of the game in a fierce game, the information in the virtual environment can be obtained by the player through the touch of the body, the interruption of the observation of the virtual environment is reduced, the attention is focused in the game operation, and the game can be better and more really played.
Meanwhile, by the method provided by the application, a player can position the position of an event in the virtual game scene through the vibration generators in the horizontal direction and can acquire the spatial information on the terrain in the virtual game scene based on vibration feedback sent by the vibration generators in the longitudinal distribution; therefore, the defect that the plane small map in the prior art lacks for displaying the longitudinal space information is overcome.
According to the embodiment of the application, by means of the mode of feeding back the virtual environment information in the game in a touch manner, a part of people with audiovisual obstacles can also play the game, and the enjoyment of the game is enjoyed.
In order to better implement the method, the embodiment of the present application further provides a game information obtaining apparatus, which may be specifically integrated in an electronic device, and the electronic device may be a terminal. The terminal can be a mobile phone, a tablet computer, an intelligent Bluetooth device, a notebook computer, a personal computer and other devices.
For example, in the present embodiment, the game information acquisition device is specifically integrated in the terminal, and the device in the embodiment of the present application will be described in detail.
For example, as shown in fig. 3, the game information acquisition means may include:
an event obtaining unit 301, configured to obtain relevant information of a vibration trigger event occurring in the virtual game scene, where the relevant information includes an event location where the vibration trigger event occurs in the virtual game scene;
a generator determining unit 302, configured to determine at least one target vibration generator from the vibration generator array according to the event location and the current location of the game character, where a relative location of the at least one target vibration generator in the vibration generator array and a relative location of the event location with respect to the current location form a corresponding relationship;
a vibration control unit 303, configured to control the at least one target vibration generator to vibrate so as to simulate the vibration trigger event.
In some embodiments, the apparatus further comprises:
the event position unit is used for acquiring the event position of the vibration trigger event in the virtual game scene;
the current position unit is used for acquiring the current position of the controlled game role in the virtual game scene;
and the preset distance value unit is used for determining that the distance between the event position and the current position is smaller than a preset distance value.
In some embodiments, the apparatus further comprises:
a relative distance acquiring unit, configured to acquire a relative distance value between the event location and the current location;
the first factor determining unit is used for determining a first vibration influence factor of the at least one target vibration generator according to a comparison value of the relative distance value and the preset distance value;
and the control vibration unit is used for controlling the at least one target vibration generator to vibrate according to the first vibration influence factor.
In some embodiments, the apparatus further comprises:
a target type determination unit for determining a target vibration type of the vibration trigger event;
a second factor determining unit, configured to determine a second vibration influencing factor of the at least one target vibration generator according to the target vibration type;
the control vibration unit includes:
the parameter determining subunit is configured to determine a vibration parameter value of the at least one target vibration generator according to the first vibration influencing factor and the second vibration influencing factor;
and the parameter control subunit is used for controlling the vibration of the at least one target vibration generator according to the vibration parameter value of the at least one target vibration generator.
In some embodiments, the vibration generator array includes m rows and n columns of vibration generators, and accordingly, the generator determination unit 302 includes:
a column generator subunit, configured to determine at least one column of vibration generators from n columns of vibration generators of the vibration generator array according to a horizontal relative position of the event location and the current location;
a line generator subunit, configured to determine at least one line of vibration generators from m lines of vibration generators of the at least one column of vibration generators according to a vertical relative position between the event location and the current location, where the at least one line of vibration generators is the at least one target vibration generator.
In some embodiments, the n columns of vibration generators are evenly distributed 360 degrees horizontally across the head mounted display device.
In some embodiments, the column generator subunit comprises:
the column acquisition subunit is used for determining a column of vibration generators corresponding to the horizontal relative position or determining two columns of vibration generators corresponding to the horizontal relative position from the n columns of vibration generators of the vibration generator array;
and the column recording subunit is used for recording the determined one column of vibration generators or two columns of vibration generators as the at least one column of vibration generators.
In some embodiments, a horizontal perceivable angle of the head-mounted display device is a first perceivable angle, and middle n-2 columns of the n columns of vibration generators are uniformly distributed at the first perceivable angle;
the column generator subunit is specifically configured to:
if the horizontal relative position is located within the first sensible angle at a first actual position corresponding to the vibration generator array, acquiring a row of vibration generators corresponding to the n-2 rows of vibration generators at the first actual position, or acquiring two rows of vibration generators corresponding to the n-2 rows of vibration generators at the first actual position;
recording a row of vibration generators corresponding to the n-2 rows of vibration generators or two rows of vibration generators corresponding to the n-2 rows of vibration generators as the at least one row of vibration generators;
and if the horizontal relative position is outside the first sensible angle at the first actual position corresponding to the vibration generator array, marking the vibration generator closest to the first actual position in the 1 st row of vibration generators and the nth row of vibration generators as the at least one row of vibration generators.
In some embodiments, the vertically perceptible angle of the head-mounted display device is a second perceptible angle at which the middle m-2 of the m rows of vibration generators are evenly distributed;
a row generator subunit specifically configured to:
if the vertical relative position is located within the second sensible angle at a second actual position corresponding to the vibration generator array, acquiring a row of vibration generators corresponding to the m-2 rows of vibration generators at the second actual position, or two rows of vibration generators corresponding to the m-2 rows of vibration generators at the second actual position;
recording a row of vibration generators corresponding to the m-2 rows of vibration generators or two rows of vibration generators corresponding to the m-2 rows of vibration generators as the at least one row of vibration generators;
and if the vertical relative position is located outside the second sensible angle at a second actual position corresponding to the vibration generator array, marking the vibration generator closest to the second actual position in the 1 st row of vibration generators and the m-th row of vibration generators as the at least one row of vibration generators.
In a specific implementation, the above units may be implemented as independent entities, or may be combined arbitrarily to be implemented as the same or several entities, and the specific implementation of the above units may refer to the foregoing method embodiments, which are not described herein again.
From the above, it is possible to obtain a vibration trigger event generated in the game, obtain one or more target vibration generators with consistent positions from the vibration generator array according to the relative positions of the vibration trigger event and the game character controlled by the player wearing the head-mounted display device, and control the one or more target vibration generators to generate vibration, so as to simulate the vibration effect caused by the vibration trigger event in reality. In the application, a vibration generator array distributed on a head-mounted display device can be used as a reference coordinate system for simulating vibration effects, one or more target vibration generators can be determined from the vibration generator array used as the reference coordinate system according to the relative position relationship between a vibration trigger event in a game and a game character controlled by a player wearing the head-mounted display device, and the target vibration generators are controlled to vibrate, so that the player wearing the head-mounted display device can obtain information in the game in a tactile manner.
In the application, the sense of reality of the game can be enhanced, and the sense of substitution of the player is improved.
The embodiment of the application also provides the electronic equipment which can be equipment such as a terminal and a server. The terminal can be a mobile phone, a tablet computer, an intelligent Bluetooth device, a notebook computer, a personal computer and the like; the server may be a single server, a server cluster composed of a plurality of servers, or the like.
In some embodiments, the game information acquiring apparatus may be further integrated into a plurality of electronic devices, for example, the game information acquiring apparatus may be integrated into a plurality of servers, and the plurality of servers implement the game information acquiring method of the present application.
In this embodiment, the electronic device of this embodiment is described in detail as an example, for example, as shown in fig. 4, it shows a schematic structural diagram of the electronic device according to the embodiment of the present application, specifically:
the electronic device may include components such as a processor 401 of one or more processing cores, memory 402 of one or more computer-readable storage media, a power supply 403, an input module 404, and a communication module 405. Those skilled in the art will appreciate that the electronic device configuration shown in fig. 4 does not constitute a limitation of the electronic device and may include more or fewer components than those shown, or some components may be combined, or a different arrangement of components. Wherein:
the processor 401 is a control center of the electronic device, connects various parts of the whole electronic device by various interfaces and lines, performs various functions of the electronic device and processes data by running or executing software programs and/or modules stored in the memory 402 and calling data stored in the memory 402, thereby performing overall monitoring of the electronic device. In some embodiments, processor 401 may include one or more processing cores; in some embodiments, processor 401 may integrate an application processor, which primarily handles operating systems, user interfaces, applications, etc., and a modem processor, which primarily handles wireless communications. It will be appreciated that the modem processor described above may not be integrated into the processor 401.
The memory 402 may be used to store software programs and modules, and the processor 401 executes various functional applications and data processing by operating the software programs and modules stored in the memory 402. The memory 402 may mainly include a program storage area and a data storage area, wherein the program storage area may store an operating system, an application program required by at least one function (such as a sound playing function, an image playing function, etc.), and the like; the storage data area may store data created according to use of the electronic device, and the like. Further, the memory 402 may include high speed random access memory, and may also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other volatile solid state storage device. Accordingly, the memory 402 may also include a memory controller to provide the processor 401 access to the memory 402.
The electronic device also includes a power supply 403 for supplying power to the various components, and in some embodiments, the power supply 403 may be logically coupled to the processor 401 via a power management system, such that the power management system may manage charging, discharging, and power consumption. The power supply 403 may also include any component of one or more dc or ac power sources, recharging systems, power failure detection circuitry, power converters or inverters, power status indicators, and the like.
The electronic device may also include an input module 404, the input module 404 operable to receive input numeric or character information and generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function control.
The electronic device may also include a communication module 405, and in some embodiments the communication module 405 may include a wireless module, through which the electronic device may wirelessly transmit over short distances, thereby providing wireless broadband internet access to the user. For example, the communication module 405 may be used to assist a user in sending and receiving e-mails, browsing web pages, accessing streaming media, and the like.
Although not shown, the electronic device may further include a display unit and the like, which are not described in detail herein. Specifically, in this embodiment, the processor 401 in the electronic device loads the executable file corresponding to the process of one or more application programs into the memory 402 according to the following instructions, and the processor 401 runs the application program stored in the memory 402, thereby implementing various functions as follows:
acquiring relevant information of a vibration trigger event occurring in the virtual game scene, wherein the relevant information comprises an event position of the vibration trigger event occurring in the virtual game scene; determining at least one target vibration generator from the vibration generator array according to the event position and the current position of the game character, wherein the relative position of the at least one target vibration generator in the vibration generator array and the relative position of the event position relative to the current position form a corresponding relation; controlling the at least one target vibration generator to vibrate to simulate the vibration-triggering event.
The above operations can be implemented in the foregoing embodiments, and are not described in detail herein.
It will be understood by those skilled in the art that all or part of the steps of the methods of the above embodiments may be performed by instructions or by associated hardware controlled by the instructions, which may be stored in a computer readable storage medium and loaded and executed by a processor.
To this end, embodiments of the present application provide a computer-readable storage medium, in which a plurality of instructions are stored, where the instructions can be loaded by a processor to execute the steps in any one of the game information obtaining methods provided in the embodiments of the present application. For example, the instructions may perform the steps of:
acquiring relevant information of a vibration trigger event occurring in the virtual game scene, wherein the relevant information comprises an event position of the vibration trigger event occurring in the virtual game scene; determining at least one target vibration generator from the vibration generator array according to the event position and the current position of the game character, wherein the relative position of the at least one target vibration generator in the vibration generator array and the relative position of the event position relative to the current position form a corresponding relation; controlling the at least one target vibration generator to vibrate to simulate the vibration-triggering event.
Wherein the storage medium may include: read Only Memory (ROM), Random Access Memory (RAM), magnetic or optical disks, and the like.
According to an aspect of the application, a computer program product or computer program is provided, comprising computer instructions, the computer instructions being stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the method provided in the various alternative implementations provided in the above embodiments.
Since the instructions stored in the storage medium can execute the steps in any of the game information acquisition methods provided in the embodiments of the present application, the beneficial effects that can be achieved by any of the game information acquisition methods provided in the embodiments of the present application can be achieved, which are detailed in the foregoing embodiments and will not be described herein again.
The foregoing describes in detail a game information obtaining method, device, electronic device and computer-readable storage medium provided in the embodiments of the present application, and specific examples are applied in the present application to explain the principles and embodiments of the present application, and the description of the foregoing embodiments is only used to help understand the method and core ideas of the present application; meanwhile, for those skilled in the art, according to the idea of the present application, the specific implementation manner and the application scope may be changed, and in summary, the content of the present specification should not be construed as a limitation to the present application.

Claims (12)

1. A game information acquisition method is characterized in that a virtual game scene is provided through a head-mounted display device, wherein the virtual game scene at least comprises controlled game roles, vibration generator arrays are distributed on the head-mounted display device, and each vibration generator array comprises a plurality of vibration generators;
the method comprises the following steps:
acquiring relevant information of a vibration trigger event occurring in the virtual game scene, wherein the relevant information comprises an event position of the vibration trigger event occurring in the virtual game scene;
determining at least one target vibration generator from the vibration generator array according to the event position and the current position of the game character, wherein the relative position of the at least one target vibration generator in the vibration generator array and the relative position of the event position relative to the current position form a corresponding relation;
controlling the at least one target vibration generator to vibrate to simulate the vibration-triggering event.
2. The method of claim 1, wherein after said obtaining information about a vibration triggering event occurring in a virtual game scene, prior to said determining at least one target vibration generator from said array of vibration generators based on said event location and said current location of said game character, said method further comprises:
acquiring an event position of the vibration trigger event in the virtual game scene;
acquiring the current position of the controlled game role in the virtual game scene;
and determining that the distance between the event position and the current position is smaller than a preset distance value.
3. The method of claim 2, wherein said controlling said at least one target vibration generator to vibrate comprises:
acquiring a relative distance value between the event position and the current position;
determining a first vibration influence factor of the at least one target vibration generator according to a comparison value of the relative distance value and the preset distance value;
controlling the at least one target vibration generator to vibrate according to the first vibration-affecting factor.
4. The method of claim 3, wherein prior to said controlling said at least one target vibration generator to vibrate, said method further comprises:
determining a target vibration type of the vibration triggering event;
determining a second vibration influencing factor of the at least one target vibration generator according to the target vibration type;
said controlling said at least one target vibration generator to vibrate according to said first vibration-affecting factor, comprising:
determining a vibration parameter value of the at least one target vibration generator according to the first vibration influencing factor and the second vibration influencing factor;
and controlling the at least one target vibration generator to vibrate according to the vibration parameter value of the at least one target vibration generator.
5. The method of claim 1, wherein the array of vibration generators comprises m rows and n columns of vibration generators;
the determining at least one target vibration generator from the vibration generator array according to the event location and the current location of the game character comprises:
determining at least one column of vibration generators from n columns of vibration generators of the vibration generator array according to the horizontal relative position of the event position and the current position;
and determining at least one row of vibration generators from m rows of vibration generators of the at least one column of vibration generators according to the vertical relative position of the event position and the current position, wherein the at least one row of vibration generators is the at least one target vibration generator.
6. The method of claim 5, wherein the n columns of vibration generators are evenly distributed along the horizontal 360 degrees of the head mounted display device.
7. The method of claim 5, wherein said determining at least one column of vibration generators from n columns of vibration generators of said vibration generator array based on a horizontal relative position of said event location to said current location comprises:
determining one row of vibration generators corresponding to the horizontal relative position or two rows of vibration generators corresponding to the horizontal relative position from the n rows of vibration generators of the vibration generator array;
and recording the determined one or two columns of vibration generators as the at least one column of vibration generators.
8. The method of claim 5, wherein the horizontal perceivable angle of the head-mounted display device is a first perceivable angle, and the middle n-2 columns of the n columns of vibration generators are uniformly distributed at the first perceivable angle;
determining at least one column of vibration generators from n columns of vibration generators of the vibration generator array according to the horizontal relative position of the event position and the current position, including:
if the horizontal relative position is located within the first sensible angle at a first actual position corresponding to the vibration generator array, acquiring a row of vibration generators corresponding to the n-2 rows of vibration generators at the first actual position, or acquiring two rows of vibration generators corresponding to the n-2 rows of vibration generators at the first actual position;
recording a row of vibration generators corresponding to the n-2 rows of vibration generators or two rows of vibration generators corresponding to the n-2 rows of vibration generators as the at least one row of vibration generators;
and if the horizontal relative position is outside the first sensible angle at the first actual position corresponding to the vibration generator array, marking the vibration generator closest to the first actual position in the 1 st row of vibration generators and the nth row of vibration generators as the at least one row of vibration generators.
9. The method of claim 5, wherein the vertically perceivable angle of the head-mounted display device is a second perceivable angle, and the middle m-2 rows of the m rows of vibration generators are uniformly distributed at the second perceivable angle;
determining at least one row of vibration generators from m rows of vibration generators of the at least one column of vibration generators according to the vertical relative position of the event position and the current position, including:
if the vertical relative position is located within the second sensible angle at a second actual position corresponding to the vibration generator array, acquiring a row of vibration generators corresponding to the m-2 rows of vibration generators at the second actual position, or two rows of vibration generators corresponding to the m-2 rows of vibration generators at the second actual position;
recording a row of vibration generators corresponding to the m-2 rows of vibration generators or two rows of vibration generators corresponding to the m-2 rows of vibration generators as the at least one row of vibration generators;
and if the vertical relative position is located outside the second sensible angle at a second actual position corresponding to the vibration generator array, marking the vibration generator closest to the second actual position in the 1 st row of vibration generators and the m-th row of vibration generators as the at least one row of vibration generators.
10. A game information acquisition device is characterized in that a virtual game scene is provided through a head-mounted display device, wherein the virtual game scene at least comprises controlled game characters, vibration generator arrays are distributed on the head-mounted display device, and each vibration generator array comprises a plurality of vibration generators;
the device comprises:
the event acquisition unit is used for acquiring relevant information of a vibration trigger event which occurs in the virtual game scene, wherein the relevant information comprises an event position of the vibration trigger event which occurs in the virtual game scene;
a generator determining unit, configured to determine at least one target vibration generator from the vibration generator array according to the event location and the current location of the game character, where a relative location of the at least one target vibration generator in the vibration generator array and a relative location of the event location with respect to the current location form a corresponding relationship;
a vibration control unit for controlling the at least one target vibration generator to vibrate to simulate the vibration triggering event.
11. An electronic device comprising a processor and a memory, the memory storing a plurality of instructions; the processor loads instructions from the memory to perform the steps of the game information acquisition method according to any one of claims 1 to 9.
12. A computer-readable storage medium storing instructions adapted to be loaded by a processor to perform the steps of the game information acquisition method according to any one of claims 1 to 9.
CN202210602512.XA 2022-05-30 2022-05-30 Game information acquisition method and device, electronic equipment and storage medium Pending CN115068929A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202210602512.XA CN115068929A (en) 2022-05-30 2022-05-30 Game information acquisition method and device, electronic equipment and storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202210602512.XA CN115068929A (en) 2022-05-30 2022-05-30 Game information acquisition method and device, electronic equipment and storage medium

Publications (1)

Publication Number Publication Date
CN115068929A true CN115068929A (en) 2022-09-20

Family

ID=83249794

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202210602512.XA Pending CN115068929A (en) 2022-05-30 2022-05-30 Game information acquisition method and device, electronic equipment and storage medium

Country Status (1)

Country Link
CN (1) CN115068929A (en)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN117122902A (en) * 2023-10-25 2023-11-28 腾讯科技(深圳)有限公司 Vibration interaction method, device, equipment and storage medium

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN117122902A (en) * 2023-10-25 2023-11-28 腾讯科技(深圳)有限公司 Vibration interaction method, device, equipment and storage medium
CN117122902B (en) * 2023-10-25 2024-02-09 腾讯科技(深圳)有限公司 Vibration interaction method, device, equipment and storage medium

Similar Documents

Publication Publication Date Title
CN111035918B (en) Reconnaissance interface display method and device based on virtual environment and readable storage medium
EP3970819B1 (en) Interface display method and apparatus, and terminal and storage medium
US11872492B2 (en) Color blindness diagnostic system
CN112870706B (en) Teaching content display method, device, equipment and storage medium
US20090186693A1 (en) Interactive video game display method, apparatus, and/or system for object interaction
KR20180013892A (en) Reactive animation for virtual reality
CN112416196A (en) Virtual object control method, device, equipment and computer readable storage medium
JP2024507595A (en) Virtual resource input control method, device, computer equipment, and storage medium
CN114288654A (en) Live broadcast interaction method, device, equipment, storage medium and computer program product
CN110801629B (en) Method, device, terminal and medium for displaying virtual object life value prompt graph
CN115068929A (en) Game information acquisition method and device, electronic equipment and storage medium
CN111589114B (en) Virtual object selection method, device, terminal and storage medium
US20230285855A1 (en) Virtual scene display method and apparatus, terminal, and storage medium
WO2023071808A1 (en) Virtual scene-based graphic display method and apparatus, device, and medium
CN114053693B (en) Object control method and device in virtual scene and terminal equipment
Kostov Fostering player collaboration within a multimodal co-located game
US7643028B2 (en) Image generation program product and image generation device
JP5479503B2 (en) Program, information storage medium, and image generation apparatus
CN114307150A (en) Interaction method, device, equipment, medium and program product between virtual objects
US10868889B2 (en) System for providing game play video by using cloud computer
WO2023231557A9 (en) Interaction method for virtual objects, apparatus for virtual objects, and device, storage medium and program product
KR20190025241A (en) Virtual Reality exploration interaction using head mounted display
JP7011746B1 (en) Content distribution system, content distribution method, and content distribution program
JP2000306115A (en) Image forming device and information storage medium
CN116262176A (en) Information interaction method, device, electronic equipment and storage medium

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination