CN116617670B - Method and device for setting interactive game equipment in irregular field - Google Patents

Method and device for setting interactive game equipment in irregular field Download PDF

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Publication number
CN116617670B
CN116617670B CN202310621009.3A CN202310621009A CN116617670B CN 116617670 B CN116617670 B CN 116617670B CN 202310621009 A CN202310621009 A CN 202310621009A CN 116617670 B CN116617670 B CN 116617670B
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interactive
actual
game
map
game map
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CN116617670A (en
Inventor
刘鹏
李宝龙
王凡
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Qingdao Yixiang Yichuang Technology Development Co ltd
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Qingdao Yixiang Yichuang Technology Development Co ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
    • Y02D10/00Energy efficient computing, e.g. low power processors, power management or thermal management

Abstract

The application discloses a setting method of interactive game equipment in an irregular site, which comprises the steps of importing an actual topological graph and a standard game map of interactive floor tiles arranged in the irregular site; comparing the actual topological graph with the standard game map to obtain the positions of different interactive floor tiles; the interactive floor tiles at the positions of the different interactive floor tiles in the standard game map are shielded so that the interactive floor tiles do not participate in the game process, and the floor tiles are rearranged and written with addresses after the shielded interactive floor tile addresses are skipped. The method and apparatus in some embodiments of the present application are advantageous in that: when an irregular site needs to be adapted or the site is replaced, the existing game map can be adapted to the interaction equipment reconfigured for the irregular site without redesigning the game map for the irregular site.

Description

Method and device for setting interactive game equipment in irregular field
Technical Field
The present application relates to the setting and forming of gaming devices, and more particularly to the setting and forming of gaming devices in irregular venues.
Background
A floor tile type interactive game apparatus is a system for implementing an interactive game by combining floor tile modules having interactivity, such as touch-sensitive floor tile modules, to form a display interface, providing a pattern to a player at the display interface, and receiving an interactive operation, such as a touch operation, of the player, thereby changing the pattern.
Factory configuration of such systems typically employs a regular layout design, such as a rectangular, square, circular overall layout of a certain size, i.e., a particular array, for which embedded game programs are also designed, e.g., the basic interface of the game would be rectangular, square, circular of a corresponding size.
However, this factory configuration is too stiff, especially in the case of an irregular site, such as a rectangular site, containing several posts, the reformation of the game program is not completed by the operator, and the adaptive development is required by the development platform of the game developer, which clearly increases the operation cost of the operator, so that the operator can often only take the minimum available regular size in the posts to perform the hardware construction of the tile-type interactive game device, and then embed the game program with the corresponding size. This greatly limits the flexibility of venue selection for the operator operating the floor tile type interactive game device.
Similarly, for operators who already have floor tile type interactive game devices, if the floor is replaced, the same size floor needs to be found, otherwise the above problems are also caused.
Disclosure of Invention
It is an object of the present application to address one or more of the above problems and to provide improved methods and apparatus for providing floor tile interactive game devices.
To this end, some embodiments of the present application provide a method of setting up an interactive game device in an irregular venue, the game device comprising a plurality of interactive tiles, the method comprising importing an actual topology map of the interactive tiles disposed in the irregular venue and a standard game map; comparing the actual topological graph of the interactive floor tiles in the field with the standard game map to obtain the positions of different interactive floor tiles; the interactive floor tiles at the positions of the different interactive floor tiles in the standard game map are shielded so that the interactive floor tiles do not participate in the game process; and skipping the shielded interactive floor tile address, and then re-grouping and writing addresses to the floor tiles.
In some embodiments, comparing the actual topology map of the interactive tiles in the venue with the standard game map specifically includes constructing an actual topology map representation of the interactive tiles according to a maximum dimension of each direction of the irregular venue, constructing a representation of the standard game map according to the dimension of the actual topology map representation, and comparing the actual topology map representation with the representation of the standard game map to obtain a location of the differential interactive tiles.
In some embodiments, constructing the representation of the standard game map in accordance with the dimensions of the actual topological graph representation includes determining a location of the standard game map in the actual topological graph representation in accordance with the actual dimensions of the standard game map, and expanding the standard game map to obtain the representation of the standard game map.
In some embodiments, the representation is a matrix, array, or list.
In some embodiments, an image acquisition device is used to acquire an image of an actually laid interactive floor tile, and the image is identified, so that the actual topological graph is obtained to simplify the setting flow.
In some embodiments, the actual layout of the interactive tiles is sequentially addressed, and the interactive tiles are driven to display different colors at intervals, and then the images are acquired and the actual topology map is deduced.
The methods of the present application may be run on any device having a processor and a memory, where the methods may be stored in the memory in the form of computer program code which, when executed by the processor, runs the methods.
The method and apparatus in some embodiments of the present application are advantageous in that: when an irregular site needs to be adapted or the site is replaced, the existing game map can be adapted to the interaction equipment reconfigured for the irregular site without redesigning the game map for the irregular site, so that the operation cost is reduced. The method and the device in some embodiments of the application have the advantages that the actual topological graph of the interactive floor tiles in the irregular field can be automatically formed, and the tedious work of manual operation is avoided. In some embodiments of the present application, the method for acquiring and deriving an actual topological graph based on three-color image acquisition of an interactive tile may acquire the actual topological graph more accurately.
Drawings
Fig. 1 is a flowchart of a method of setting up an interactive game device in an irregular floor according to an embodiment of the present application.
Fig. 2 is a flowchart of a comparison mode in a setting method of an interactive game device in an irregular field according to an embodiment of the present application.
FIG. 3 is a schematic address diagram of a method for setting up interactive game devices in an irregular floor according to one embodiment of the present application.
FIG. 4 is a schematic address diagram of a method of setting up interactive game devices in an irregular floor according to another embodiment of the present application.
FIG. 5 is a schematic diagram of a conventional addressing scheme for a method of setting interactive game devices in an irregular field.
FIG. 6 is a schematic diagram of another conventional addressing scheme for the setup method of an interactive game device in an irregular field.
Fig. 7 is a flowchart of a method for obtaining an actual topology of an interactive tile according to an embodiment of the present application.
Detailed Description
The following describes a method and apparatus for setting an interactive game device of the present application in detail with reference to the accompanying drawings.
The interactive tile referred to herein illustratively refers to tiles that include a sensing unit and a display unit, such tiles providing information to one or more players via a first display state of the display unit, and capturing interactive input from the players via the sensing unit, and providing feedback to the players by causing the display unit to remain in the first display state or change to a second display state. For example, and by way of illustration and not limitation, the applicant filed patent application No. 202320158277.1 discloses an interactive floor tile.
A tile-type interactive game device generally has an actual layout topology, and typically, a game map on which the tile-type interactive game device is operated includes corresponding virtual tile units or fewer virtual tile units than the actual topology interactive tile units, thereby ensuring that the game can be smoothly executed.
In a tile type interactive game apparatus, each interactive tile may be controlled by being addressed to send player interactive inputs to the host controller and/or to receive interactive control of the display unit from the host controller. For a regular tile interactive game device, such addressing may be continuous, such as in a serpentine continuous addressing pattern to a tile interactive game device having a rectangular topology of a plurality of interactive tiles, such as shown in fig. 5 and 6. However, this address writing method is not suitable for an irregular site, for example, for a site with a rectangle overall and a plurality of columns in the middle, the floor tile type interactive game device arranged according to the site will have a plurality of positions, and the interactive floor tile cannot be arranged due to the existence of the columns, and at this time, if the corresponding game map is continuously written, the function of the interactive floor tile and the corresponding virtual floor tile unit in the game map cannot be strictly corresponding, so that the game purpose of the game map cannot be achieved.
For this reason, the method for setting interactive game devices in irregular sites in one embodiment of the present application proposes a method for jumping addresses and correspondingly shielding virtual tile units in a game map to solve this problem. The method is as shown in fig. 1, and comprises the following steps: in step S101, an actual topology map D1 of the tile module of the tile-type interactive game device is obtained, which may be expressed, for example, in the form of a two-dimensional matrix, for example, a first matrix M1. The first matrix M1 may take the maximum length and the maximum width of the field as matrix dimension values, and mark the position of the tile with interaction as a first value, for example, "1", and mark the position of the tile without interaction as a second value, for example, "0". In this step, the game map D2 may be obtained simultaneously or sequentially and converted into an expression corresponding to the actual topological graph M1, for example, the game map is matrixed, so as to obtain a second matrix M2, and the second matrix M2 and the first matrix M1 have the same dimension, that is, the maximum length and the maximum width of the field are also taken as matrix dimension values, so that comparison can be facilitated, wherein the position with the virtual tile unit is marked with a first value, for example, "1", and the position without the virtual tile unit, that is, the empty position, is marked with a second value, for example, "0".
In some embodiments of the present application, for example, when the actual dimensions of some game maps are less than the maximum dimensions of the venue, the game maps may be displayed in the median region by default. The second matrix M2 is formed by expanding the matrix on the basis of the above, for example, the remaining positions are filled with position marks without virtual tile units, for example, "0" to form the second matrix M2.
However, sometimes, displaying the game map in the median area by default may not maximize the game effect due to the structure such as the pillars in the area, for this case, in some embodiments of the present application, the actual size matrix may be obtained during the formation of the second matrix, step S121; then, matching the matrix of the actual size, for example, the fourth matrix M4, with the matrix of the formed actual topological graph, for example, the first matrix M1, to obtain an optimal matching mode of the fourth matrix M4 and the first matrix M1, for example, the position relationship between the fourth matrix and the first matrix under the maximum overlapping number of the virtual floor tile units and the interactive floor tiles, that is, avoiding the maximum number of gaps in the actual topological graph to determine the position of the standard game map, which is used as a condition, step S122; then, the fourth matrix M4 is expanded to the dimension of the first matrix M1 to form the second matrix M2 according to the positional relationship, step S123. The result of such adjustment may be to deviate the game map from the middle zone setting, but is advantageous to maximize the use of the effective interactive tiles to better achieve play.
Of course, when the first matrix and the fourth matrix are matched, the boundary position of the first matrix can be introduced as a judging strip, and the position of the standard game map is determined by the minimum number of boundary interactive tiles in the actual topological graph. And (3) a piece. For example, when the boundary position between the position of the fourth matrix and any direction of the first matrix, such as the length direction or the width direction, is smaller than a preset value, such as smaller than two interactive tiles, the matching scheme is excluded.
Thereafter, in step S102, the first matrix M1 expressing the actual topological graph is compared with the second matrix M2 expressing the game map, so as to obtain the difference positions of the two matrices, and a difference position matrix, such as a third matrix M3, is formed.
Then, step S103 is executed to mask the virtual tile units in the game map and skip the difference positions according to the difference positions obtained by the comparison, for example, the difference position matrix M3, and address the interactive tile device. Specifically, for the virtual tile units in the game map, if a certain virtual tile unit belongs to a difference position, the interactive tile corresponding to the virtual tile unit is effectively isolated, that is, the address of the corresponding interactive tile is excluded from the result acquisition address of the sensing unit, and is excluded from the effect driving signal transmission address. In this way, the interactive control fed back by the corresponding interactive floor tile is not used as the judging condition of the effect display, such as the effect conversion, and the effect driving signal, such as the photochromic driving signal, is not sent to the corresponding interactive floor tile. For the interactive floor tiles, skipping the interactive floor tiles at the different positions to write address to each interactive floor tile. For example, in the example of the topology of the actual interactive tile shown in fig. 3, the interactive tiles with addresses 10, 11 and addresses 17, 18, 19 are skipped, and the interactive tiles in the first row are addressed to 1-9, 12-16, and 20. In the example of the actual topology of the interactive tile shown in fig. 4, for the interactive tile of column 1, addresses 1-8 are skipped and written directly as addresses 9-12.
It should be understood that while the above uses a matrix to express game maps, actual topology of interactive tiles, and to explain the principles of the present application, the principles of the present application may also be implemented using other expressions, such as arrays, lists, etc.
In some improved embodiments of the present application, an image acquisition device, such as a camera, may be used to acquire an image of an actually laid interactive tile, and identify the image, so as to obtain the actual topological graph to simplify the setup procedure. The cameras may be deployed, for example, on top of a venue to capture images of interactive tiles deployed in the venue. In some embodiments, the image acquisition device may include a plurality of cameras distributed to acquire a complete image of the venue, particularly when posts are present in the venue.
As shown in fig. 7, in some embodiments, different from and independent of the address writing of the corresponding game map, in step S301, the interactive tile may be sequentially addressed in the interactive tile topology map generation mode, in step S302, and then the interactive tile is driven to display different colors at intervals, that is, the interval color driving, in step S303, and then the image acquisition device acquires the image of the interactive tile actually laid, in step S304, and the actual topology map is derived based on the combination of the images acquired under the interval color driving, so as to improve the accuracy of picture recognition. For example, after the addresses of all the interactive tiles are written in sequence, the adjacent interactive tiles are driven to display different colors, so that the actual layout is conveniently collected after the image is collected. The addressing of each tile may be performed by the master controller in some embodiments, or by an addressing unit local to the interactive tile in other embodiments.
Embodiments of the present application may also include an apparatus corresponding to the method, where the apparatus may include computer program modules corresponding to each of the flows of the method as described above.
In some example embodiments, the functions of any of the methods, processes, signaling diagrams, algorithms, or flowcharts described herein may be implemented by software and/or computer program code or code portions stored in a memory or other computer readable or tangible medium and executed by a processor.
In some example embodiments, an apparatus may be included or associated with at least one software application, module, unit, or entity configured as arithmetic operations, or as a program or portion thereof (including added or updated software routines), executed by at least one operating processor. Programs, also referred to as program products or computer programs, including software routines, applets and macros, can be stored in any apparatus-readable data storage medium and can include program instructions for performing particular tasks.
A sequence is a unit of data structure that may include strings, lists, tuples, etc.
A computer program product may include one or more computer-executable components configured to perform some example embodiments when the program is run. The one or more computer-executable components may be at least one software code or code portion. The modification and configuration for implementing the functions of the example embodiments may be performed as routines that may be implemented as added or updated software routines. In one example, software routines may be downloaded into the apparatus.
By way of example, software or computer program code, or a portion of code, may be in source code form, object code form, or in some intermediate form, and may be stored on some carrier, distribution medium, or computer readable medium, which may be any entity or device capable of carrying the program. Such carriers may include, for example, recording media, computer memory, read-only memory, electro-optical and/or electronic carrier signals, telecommunications signals, and/or software distribution packages. Depending on the processing power required, the computer program may be executed in a single electronic digital computer or may be distributed among multiple computers. The computer readable medium or computer readable storage medium may be a non-transitory medium.
In other example embodiments, the functions may be performed by a circuit, such as through the use of an Application Specific Integrated Circuit (ASIC), a Programmable Gate Array (PGA), a Field Programmable Gate Array (FPGA), or any other hardware and software combination. In yet another example embodiment, the functionality may be implemented as a signal, such as a non-tangible means that may be carried by an electromagnetic signal downloaded from the Internet or other network.
According to example embodiments, an apparatus such as a node, device or responsive element may be configured as a circuit, a computer or microprocessor (such as a single chip computer element) or a chipset, which may include at least a memory for providing storage capacity for arithmetic operations and/or an operation processor for performing arithmetic operations.
The example embodiments described herein are equally applicable to both singular and plural implementations, whether the language used to describe certain embodiments is in the singular or the plural. For example, embodiments describing the operation of a single computing device are equally applicable to embodiments that include multiple instances of a computing device, and vice versa.
Those of ordinary skill in the art will readily appreciate that the example embodiments described above may be implemented in a different order of operation and/or in hardware elements in a different configuration than that disclosed. Thus, while some embodiments have been described based on these example embodiments, it will be apparent to those of ordinary skill in the art that certain modifications, variations and alternative constructions will be apparent, while remaining within the spirit and scope of the example embodiments.

Claims (5)

1. The method for setting the interactive game equipment in the irregular field is characterized in that the game equipment comprises a plurality of interactive floor tiles and is characterized in that: the method comprises the steps of importing an actual topological graph and a standard game map of interactive tiles arranged in the irregular site; comparing the actual topological graph with the standard game map to obtain the positions of different interactive floor tiles; shielding the interactive floor tiles at the positions of the different interactive floor tiles in the standard game map so that the interactive floor tiles do not participate in the game process, and re-grouping and writing addresses to the floor tiles after skipping the shielded interactive floor tile addresses;
the step of comparing the actual topological graph of the interactive floor tiles in the field with the standard game map specifically comprises the following steps: constructing an actual topological graph expression of the interactive floor tile according to the maximum size of each direction of the irregular field, constructing an expression of the standard game map according to the size of the actual topological graph expression, and comparing the actual topological graph expression with the expression of the standard game map to obtain the position of the differential interactive floor tile;
wherein said constructing an expression of said standard game map according to the dimensions of said actual topological graph expression comprises determining the position of said standard game map in said actual topological graph expression according to the actual dimensions of said standard game map, and expanding said standard game map to obtain an expression of said standard game map;
wherein the expression is a matrix, array or list.
2. The method for setting interactive game devices in an irregular place according to claim 1, wherein: the location of the standard game map is determined avoiding the maximum number of voids in the actual topology map and/or the location of the standard game map is determined with the minimum number of boundary-interaction tiles in the actual topology map.
3. The method for setting interactive game devices in an irregular place according to claim 1, wherein: and acquiring an image of the actually laid interactive floor tile by adopting an image acquisition device, and identifying the image, so that the actual topological graph is obtained to simplify the setting flow.
4. The method for setting interactive game devices in an irregular place according to claim 1, wherein: and sequentially writing addresses of the actually laid interactive floor tiles, driving the interactive floor tiles to display different colors at intervals, collecting images and deducing the actual topological graph.
5. The setting device of interactive game equipment in irregular place, its characterized in that: a method of setting up an interactive game device in an irregular floor according to any one of the preceding claims, comprising a processor and a memory, in which memory computer program code is stored, which computer program code, when executed by the processor.
CN202310621009.3A 2023-05-30 2023-05-30 Method and device for setting interactive game equipment in irregular field Active CN116617670B (en)

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Denomination of invention: Method and installation of interactive gaming equipment in irregular venues

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