WO2018090705A1 - 角色模型的移动控制方法、装置及数据同步方法、系统 - Google Patents

角色模型的移动控制方法、装置及数据同步方法、系统 Download PDF

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Publication number
WO2018090705A1
WO2018090705A1 PCT/CN2017/101947 CN2017101947W WO2018090705A1 WO 2018090705 A1 WO2018090705 A1 WO 2018090705A1 CN 2017101947 W CN2017101947 W CN 2017101947W WO 2018090705 A1 WO2018090705 A1 WO 2018090705A1
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WIPO (PCT)
Prior art keywords
model
target
moving direction
moving
target character
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PCT/CN2017/101947
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English (en)
French (fr)
Inventor
王怡然
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腾讯科技(深圳)有限公司
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Publication of WO2018090705A1 publication Critical patent/WO2018090705A1/zh

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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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games

Definitions

  • the present application relates to the field of model control technologies, and in particular, to a mobile control method and apparatus for a character model, and a data synchronization method and system.
  • the user can click on the mobile location with a mouse, and the application automatically calculates a feasible route based on the user's clicked mobile location.
  • the route does not pass through the blocked object.
  • the character model can be moved according to the route, and there is no problem that the character is stuck by the blocked object and cannot be moved.
  • the user needs to control the movement of the character model through the joystick provided in the application interface. In this scenario, if the character model moving process collides with the blocking object in the environment, the character model may be blocked by the blocking object and cannot move according to the moving direction specified by the user, resulting in user manipulation failure.
  • the present application provides a method, a device, and a data synchronization method and system for a character model, which are used to solve the problem that a character model is blocked by a blocking object when a character model collides with a blocking object. Unable to move the question.
  • a first aspect of the present application provides a method for controlling a mobility of a role model, the method comprising:
  • the blocking object is an object that cannot be passed by the moving route of the target character model in the virtual scene
  • the angle between the tangential direction and the target moving direction being an acute angle
  • the target character model is controlled to record the model direction as a model direction of the target character model, and move along the blocking surface toward the tangential direction side.
  • the present invention when detecting that the target character model collides with the blocking object according to the moving direction of the target indicated by the moving instruction, the present invention records the moving direction of the target as the model direction of the target character model, and determines the moving direction and blocking of the target.
  • the blocking surface of the object is not perpendicular at the collision point, obtaining a tangential direction of the blocking surface at the point, controlling the target character model to record the model direction as the model direction of the target character model, along the blocking surface toward the tangent line Move one side of the direction. Therefore, when the character model is blocked, it is controlled to slide along the blocking surface of the blocking object, and the sliding direction is biased toward the target moving direction indicated by the movement instruction, which solves the problem that the target character model is stuck by the blocking object and cannot be moved. .
  • the present application can make the model direction of the target character model not change, so that some skill operations related to the model direction in the application scene do not cause skill operation errors due to the change of the model direction.
  • the second aspect of the present application further provides a data synchronization method, which is applied to a client, and the method includes:
  • the blocking object is an object that cannot be passed by the moving route of the target character model in the virtual scene
  • the angle between the tangential direction and the target moving direction being an acute angle
  • the frame synchronization command including a model direction of the target model as a target direction, and moving along the blocking surface toward the tangential direction as a moving direction of the target character model;
  • the synchronous movement of the target role model between the clients is realized, and the target character model in each client is not stuck by the blocked object, and the problem that the mobile object cannot be moved occurs.
  • the third aspect of the present application further provides a mobile control device for a character model, including:
  • a model direction recording unit configured to record a model direction of the target character model when detecting that the target character model collides with the blocking object according to the target moving direction movement direction indicated by the movement instruction, the model direction and the movement instruction
  • the indicated target moving direction is the same;
  • the blocking object is an object that cannot be passed by the moving route of the target character model in the virtual scene;
  • a vertical determining unit configured to determine whether the target moving direction is perpendicular to a blocking surface of the blocking object at a collision point
  • a tangential direction acquiring unit configured to acquire a tangential direction of the blocking surface at the collision point when the determination result of the vertical determining unit is negative, and an angle between the tangential direction and the target moving direction is an acute angle ;
  • a character movement control unit configured to control the target character model to record the model direction as a model direction of the target character model, and move along the blocking surface toward the tangential direction side.
  • the fourth aspect of the present application also provides a data synchronization system, including a plurality of clients and servers, wherein:
  • the client is configured to record a model direction of the target character model when the target character model detects that the target character model collides with the target moving direction indicated by the movement instruction, and the model direction is The moving direction indicated by the movement instruction is the same;
  • the blocking object is an object that cannot be passed by the moving route of the target character model in the virtual scene; and determining whether the target moving direction and the blocking surface of the blocking object are at the collision point Vertical; if not, get the block a tangential direction of the surface at the collision point, the angle between the tangential direction and the target moving direction is an acute angle; generating a frame synchronization command, the frame synchronization command including the recorded model direction as a target character model a direction of the model to move along a side of the blocking surface toward the tangential direction as a moving direction of the target character model; transmitting the frame synchronization command to a server;
  • the server is configured to send the frame synchronization command to each client, and instruct each client to control the target role model movement according to the frame synchronization command.
  • the synchronous movement of the target role model between the clients is realized, and the target character model in each client is not stuck by the blocked object, and the problem that the mobile object cannot be moved occurs.
  • FIG. 1 is a schematic diagram of a movement state of a character model and a blocking object after collision in an example of the present application
  • FIG. 2 is a flowchart of a method for controlling a movement of a character model according to an embodiment of the present application
  • FIG. 3 is a schematic diagram of a movement state of another character model and a blocking object after collision in the example of the present application;
  • FIG. 4 is a flowchart of another method for controlling movement of a character model according to an embodiment of the present application.
  • FIG. 5 is a flowchart of still another method for controlling a movement of a role model according to an embodiment of the present application
  • FIG. 6 is a flowchart of still another method for controlling a movement of a role model according to an embodiment of the present application
  • FIG. 7 is a schematic structural diagram of a motion control apparatus for a role model according to an embodiment of the present disclosure.
  • FIG. 8 is a schematic structural diagram of a data synchronization system according to an embodiment of the present disclosure.
  • FIG. 9 is a signaling interaction diagram of a data synchronization method according to an embodiment of the present disclosure.
  • FIG. 10 is a schematic diagram of a game scene disclosed in an embodiment of the present application.
  • FIG. 11 is a schematic structural diagram of a client hardware according to an embodiment of the present disclosure.
  • the character model collides with the blocking object, the character model is stuck by the blocking object and cannot move in the moving direction indicated by the movement instruction.
  • the model direction of the character A is the vector n
  • the moving direction indicated by the user's movement instruction is the vector x. It should be noted here that, in the case of no blocking, the model direction of the character coincides with the moving direction indicated by the movement instruction.
  • one implementation of the prior art is to control the character A to change the moving direction and change the model direction.
  • the figure illustrates the different states of the character A over time.
  • the time point a before the time axis indicates that the character A collides with the blocking
  • the time point b after the time axis indicates the state adjusted by the control strategy that the character A changes the moving direction and changes the model direction according to the control character A.
  • the moving direction of the character A is adjusted to be the blocking surface parallel direction z
  • the model direction of the adjusted character A is the same as the moving direction, that is, the adjusted model direction n is the same as the adjusted moving direction z.
  • the above control strategy also changes the model direction of the character model, that is, the model model changes direction before and after the collision.
  • the direction of the model is related to the skill operation. Changing the model direction of the character model may lead to skill operation errors or even failures. In the case of game-like applications, some directional release skills are redirected when the character model collides, causing skill release errors.
  • the present application provides a method for controlling the movement of a character model, which is described in detail below.
  • the mobile control method of the role model of the present application may be implemented based on a terminal, and the terminal may be a smart device such as a smart phone or a tablet computer.
  • FIG. 2 is a character model disclosed in an embodiment of the present application.
  • a flow chart of a mobile control method, as shown in FIG. 2, the method includes:
  • Step S200 Record a model direction of the target character model when detecting that the target character model collides with the blocking object in the moving direction of the target moving direction indicated by the movement instruction;
  • the blocking object is an object that cannot be passed by the moving route of the target character model in the virtual scene.
  • the blocking object may be a wall, an organ, or the like in the virtual scene, and the character model cannot move through the object.
  • the model direction of the target character model is the same as the target moving direction indicated by the movement instruction.
  • the target character model moves in a scene that does not encounter a blocking object
  • its model direction is the same as the target moving direction indicated by the movement instruction.
  • the movement instruction may be initiated by the user via a joystick on the client interface indicating the direction of movement of the target, which is the direction in which the target character model desired by the user moves.
  • Step S210 determining whether the target moving direction and the blocking surface of the blocking object are perpendicular at the collision point; if not, executing step S220;
  • the movement instruction issued by the user controls the target character model to move perpendicular to the blocking surface and collide perpendicularly with the blocking surface.
  • the moving direction indicated by the movement instruction is perpendicular to the blocking surface, it cannot be counted as the target character model being stuck by the blocking object, and belongs to the user's normal intention. Therefore, in this step, it is determined whether the target moving direction is perpendicular to the blocking surface of the blocking object at the collision point.
  • step 220 may be performed.
  • the manner of determining whether the target moving direction is perpendicular to the blocking surface of the blocking object at the collision point may include:
  • Step S220 Obtain a tangential direction of the blocking surface at the collision point, and an angle between the tangential direction and the target moving direction is an acute angle;
  • a tangent line of the blocking surface at the collision point may be determined, and a side where the angle between the tangent line and the target moving direction is an acute angle is selected, and a vector from the collision point to the side is used as a tangential direction.
  • the present application can determine two vectors perpendicular to the moving direction of the target, and select a vertical vector that faces the blocking surface, and then select the two tangential directions in the target moving direction. A tangential direction between the selected vertical vector.
  • Step S230 Control the target character model to record the model direction as the model direction of the target character model, and move along the blocking surface toward the tangential direction side.
  • the target character model may be controlled to move along the blocking surface toward the tangential direction side, and at the same time, the target character is controlled.
  • the model maintains the model direction of the target character model with the recorded model direction during the movement process.
  • the motion control method of the character model provided by the embodiment of the present application records the target moving direction as the model direction of the target character model when detecting that the target character model collides with the blocking object according to the moving direction of the target moving direction indicated by the moving instruction, and When it is determined that the target moving direction and the blocking surface of the blocking object are not perpendicular at the collision point, the tangential direction of the blocking surface at the point is obtained, and the model character direction of the target character model is controlled as the model direction of the target character model.
  • the blocking surface moves toward one side in the tangential direction.
  • the application ensures that when the character model is blocked, it will be controlled to slide along the blocking surface of the blocking object, and the sliding direction is biased toward the target moving direction indicated by the movement instruction, which solves that the target character model is stuck by the blocking object and cannot move. The problem.
  • the model ensures that the model direction of the target character model does not change, so that some skill operations related to the model direction in the application scenario are not Because of the change in the direction of the model, the skill operation is wrong.
  • time point a indicates that the character A collides with the blocking
  • time point b indicates that the character A follows the control strategy of the embodiment shown in FIG. 2.
  • the adjusted state It can be seen from the comparison that according to the above control strategy, the moving direction of the character A is adjusted to be the blocking surface parallel direction z, and the model direction of the character A is kept the same as the model direction of the collision character A, that is, the model direction is not guaranteed before and after the character A collision. Changed and is the same as the direction of movement indicated by the move command.
  • control strategy according to the embodiment can solve the problem that the character model is stuck by the blocked object and cannot move, and the model direction of the character model before and after the collision and the target movement indicated by the movement instruction.
  • the directions are the same, and there is no problem of skill operation errors or even failures caused by changing the model direction of the character model due to collision.
  • Step S400 Recording a model direction of the target character model when detecting that the target character model collides with the blocking object in the process of moving according to the target moving direction indicated by the movement instruction;
  • the model direction of the target character model is the same as the target moving direction indicated by the movement instruction.
  • Step S410 determining whether the target moving direction and the blocking surface of the blocking object are perpendicular at the collision point; if not, executing step S420;
  • Step S420 Obtain a tangential direction of the blocking surface at the collision point, and an angle between the tangential direction and the target moving direction is an acute angle;
  • a tangent line of the blocking surface at the collision point may be determined, and a side where the angle between the tangent line and the target moving direction is an acute angle is selected, and a vector from the collision point to the side is used as a tangential direction.
  • Step S430 determining a target moving speed corresponding to the included angle according to an angle between the tangential direction and the target moving direction;
  • the correspondence between the angle of the angle and the moving speed may be preset, and after determining the tangential direction, the target moving speed corresponding thereto is determined according to the angle between the tangential direction and the moving direction of the target.
  • the angle between the tangential direction and the moving direction of the target is 0-90 degrees. It can be understood that as the angle value becomes larger, the vertical value of the target character model and the blocking surface is higher.
  • the application can be set to decrease the corresponding moving speed as the angle of the angle increases, that is, the set angle is inversely proportional to the moving speed.
  • the target moving speed can be set to be fixed, and the value can be the same as the target character model before the collision, or a fixed value.
  • Step S440 controlling the target character model to record the model direction as a model direction of the target character model, and moving along the blocking surface toward the tangential direction according to the target moving speed.
  • the controller moves along the blocking surface toward the tangential direction according to the target moving speed, while controlling the moving process model direction and the recorded model direction. constant.
  • the model direction of the target model is recorded, and the movement of the target character model is further considered on the basis of the movement of the blocking surface toward the tangential direction. speed.
  • the target moving speed corresponding to the angle is determined as the moving speed of the target character model when moving along the blocking surface.
  • Step S430 of the present embodiment is described below with reference to FIG. 3: a process of determining a target moving speed corresponding to the included angle according to an angle between the tangential direction and the target moving direction.
  • the target moving direction x indicated by the movement instruction is fixed, and the actual moving direction z of the character after the collision is also fixed.
  • the present application can use a force synthesis method to determine the target moving speed corresponding to the angle.
  • the magnitude of the vector x is a normal moving speed
  • the normal moving speed is a moving speed of the target character model before blocking the collision of the object.
  • the size of the vector x divided by the size of the vector z is equal to the cosine of the angle between the tangential direction and the moving direction of the target. Therefore, the manner in which the present application determines the target moving speed corresponding to the included angle may include:
  • the present application may also select other methods to determine the target moving speed, such as setting the target moving speed to be the same as the normal moving speed, that is, the moving speed of the target character model before and after the collision. constant. Or, set the target moving speed to a fixed value lower or higher than the normal moving speed.
  • the moving direction of the target character model when the target character model moves along the blocking surface, after the movement instruction is received again, the moving direction of the target character model may be changed to the latest moving direction.
  • the method includes:
  • Step S500 Record a model direction of the target character model when detecting that the target character model collides with the blocking object in the moving direction of the target moving direction indicated by the movement instruction;
  • the model direction of the target character model is the same as the target moving direction indicated by the movement instruction.
  • Step S510 determining whether the target moving direction and the blocking surface of the blocking object are perpendicular at the collision point; if not, executing step S520;
  • Step S520 Obtain a tangential direction of the blocking surface at the collision point, and an angle between the tangential direction and the target moving direction is an acute angle;
  • a tangent line of the blocking surface at the collision point may be determined, and a side where the angle between the tangent line and the target moving direction is an acute angle is selected, and a vector from the collision point to the side is used as a tangential direction.
  • Step S530 controlling the target character model to record the model direction as a model direction of the target character model, and moving along the blocking surface toward the tangential direction side;
  • Step S540 detecting a movement instruction during movement of the target character model along a side of the blocking surface toward the tangential direction, the movement instruction including a latest moving direction;
  • the application can receive the mobile instruction sent by the user in real time, or acquire the mobile instruction sent by the user once every set time interval, and the mobile instruction includes the latest moving direction indicated by the user.
  • the user can issue a movement instruction through a rocker provided by the application interface or an external rocker device.
  • Step S550 determining whether the latest moving direction is consistent with the target moving direction; if not, executing step S560;
  • Step S560 changing the model direction of the target character model to the latest moving direction.
  • the target character model may be continuously controlled to record the model direction as the target character model.
  • the direction of the mold moves along the blocking surface toward one side of the tangential direction.
  • the present application may change the model direction of the target character model to the latest moving direction, so that the target character model
  • the direction of the model is always the same as the direction of movement indicated by the user's latest move command.
  • the present application can further increase the method flow when determining that the latest moving direction is inconsistent with the target moving direction. This will be described below in conjunction with FIG. 6.
  • Steps 600 to 660 are the same as steps 500 to 560 in the embodiment shown in FIG. 5, and are not described herein.
  • Step S670 determining whether the latest moving direction is directed to the blocking surface of the blocking object; if yes, executing step S690, if not, executing step S680;
  • Step S680 Control the target character model to move to the latest moving direction with the latest moving direction as the model direction;
  • the latest moving direction does not point to the inside of the blocking surface of the blocking object, it means that the user wants to control the target character model to move in the opposite direction of the blocking surface, so the present application controls the target character model to take the latest moving direction as the model direction. Move toward the latest moving direction.
  • Step S690 Control the target character model to move in the tangential direction along the blocking surface with the latest moving direction as the model direction.
  • the target character model is controlled to be the latest.
  • the moving direction is the model direction, and moves along the blocking surface toward one side of the tangential direction.
  • the target character model is controlled to move in the tangential direction along the blocking surface of the blocking object with the target moving direction before the collision as the model direction.
  • the target character model is held in the model direction with the target moving direction before the collision, along the blocking object.
  • the blocking surface moves in a tangential direction; if the latest moving direction indicated in the movement instruction is different from the target moving direction, the model direction of the target character model is changed to the latest moving direction, and it is determined whether the latest moving direction still points to the blocking object Within the blocking surface, if so, keeping the target character model with the latest moving direction as the model direction, along the The blocking surface moves toward one side of the tangential direction, and if not, the target character model is controlled to move toward the latest moving direction with the latest moving direction as the model direction.
  • FIG. 7 is a schematic structural diagram of a motion control apparatus for a character model disclosed in an embodiment of the present application.
  • the device includes:
  • the model direction recording unit 41 is configured to record a model direction of the target character model when the target character model detects that the target moving direction moving process is collided with the blocking object according to the movement instruction, the model direction and the movement
  • the target direction indicated by the instruction is the same;
  • the blocking object is an object that cannot be passed by the moving route of the target character model in the virtual scene;
  • a vertical determining unit 42 configured to determine whether the target moving direction is perpendicular to a blocking surface of the blocking object at a collision point;
  • a tangential direction obtaining unit 43 configured to acquire, when the determination result of the vertical determining unit is negative, a tangential direction of the blocking surface at the collision point, where an angle between the tangential direction and the target moving direction is Sharp angle
  • the character movement control unit 44 is configured to control the target character model to record the model direction as a model direction of the target character model, and move along the blocking surface toward the tangential direction side.
  • the application ensures that when the character model is blocked, it will be controlled to slide along the blocking surface of the blocking object, and the sliding direction is biased toward the target moving direction indicated by the movement instruction, which solves that the target character model is stuck by the blocking object and cannot move. The problem.
  • the present application moves the control target character model along the blocking surface toward the tangential direction to ensure that the model direction of the target character model does not change, so that some skill operations related to the model direction in the application scene are not caused by the model. A change in direction leads to a mistake in skill operation.
  • the device of the present application may further include:
  • a moving speed determining unit configured to determine a target moving speed corresponding to the included angle according to an angle between the tangential direction and the target moving direction.
  • the role movement control unit may include:
  • a first character movement control subunit configured to control the model character direction of the target character model as a target model model, according to the target moving speed, along the blocking surface toward the tangential direction side mobile.
  • the moving speed determining unit may include:
  • a cosine value calculation unit configured to calculate a cosine value of an angle between the tangential direction and the target moving direction
  • a cosine value operation unit configured to divide the moving speed of the target character model before the collision with the blocking object by the cosine value, and determine the target moving speed.
  • the apparatus of the present application may further include:
  • a movement instruction acquisition unit configured to acquire a movement instruction sent by the user during movement of the target character model along the blocking surface toward the tangential direction, the movement instruction including a latest movement direction;
  • the moving direction determining unit is configured to determine whether the latest moving direction is consistent with the target moving direction.
  • the character movement control unit may be specifically configured to change the model direction of the target character model to the latest moving direction when the determination result of the moving direction determining unit is negative.
  • the apparatus of the present application may further include:
  • a moving direction pointing determining unit configured to determine, when the latest moving direction is inconsistent with the target moving direction, whether the latest moving direction is directed to the blocking surface of the blocking object
  • the character movement control unit may be configured to: when the determination result of the movement direction pointing determination unit is YES, keep controlling to move the target character model along the blocking surface toward the tangential direction side; When the determination result of the moving direction pointing determination unit is NO, the target character model is controlled to move toward the latest moving direction.
  • the embodiment of the present application further discloses a data synchronization system.
  • the data synchronization system includes: a plurality of clients 10 and a server 20;
  • the client 10 is provided with an application business service for the user to control the target character model in the virtual environment of the application to control the target role model to perform certain operations.
  • the client 10 can be a smart device such as a mobile phone or an IPAD.
  • the server 20 is a server corresponding to an application service.
  • the server 20 can serve as a data forwarding center of the client 10, and forward the data uploaded by any client 10 to the respective clients 10 communicating with the client 10.
  • the server 20 can also perform processing such as detecting data.
  • the embodiment of the present application discloses a signaling interaction diagram of a data synchronization method.
  • the embodiment of the present application defines that the client that sends the frame synchronization command is the client 100, and the remaining clients are the client 101.
  • the process may include:
  • Step S90 When detecting that the target character model collides with the blocking object according to the target moving direction movement direction indicated by the movement instruction, the client 100 records the model direction of the target character model;
  • the model direction is the same as the target moving direction indicated by the movement instruction.
  • the model direction and direction of movement of the target character model are consistent until there is no collision.
  • Step S91 the client 100 determines whether the target moving direction and the blocking surface of the blocking object are perpendicular at the collision point; if not, step S92 is performed;
  • Step S92 the client 100 acquires a tangential direction of the blocking surface at the collision point, and an angle between the tangential direction and the target moving direction is an acute angle;
  • Step S93 the client 100 generates a frame synchronization command, where the frame synchronization command includes the model direction recorded as the model direction of the target character model, and moves along the blocking surface toward the tangential direction side as the target character model.
  • the frame synchronization command includes the model direction recorded as the model direction of the target character model, and moves along the blocking surface toward the tangential direction side as the target character model.
  • the target role model moves consistently, and the client 100 may generate a frame synchronization command for sending to the server 20.
  • the frame synchronization command includes a model direction and a moving direction of the target character model, wherein the model direction is the recorded model direction, that is, the target moving direction; and the moving direction of the target character model is along the blocking surface toward the tangent Move one side of the direction.
  • Step S94 the client 100 sends the frame synchronization command to the server 20;
  • Step S95 the server 20 performs a consistency rule check on the frame synchronization command.
  • the consistency rule check may include: checking whether the frame synchronization command is initiated by the plugin, that is, whether it is an illegal instruction; checking whether the frame synchronization command meets a predetermined specification; checking whether the frame synchronization command is a repeated command, etc. Wait.
  • Step S96 the server 20 sends the frame synchronization command to the client 100 and the client 101 after determining to pass the check;
  • the server 20 sends the frame synchronization command to each client, including the client 100 that sends the frame synchronization command, and the remaining clients 101.
  • Step S97 the client 100 and the client 101 control the target character model movement according to the frame synchronization command.
  • Each client that receives the frame synchronization command sent by the server controls the target character model movement according to the frame synchronization command.
  • the synchronous movement of the target role model between the clients is realized, and the target character model in each client is not stuck by the blocked object, and the problem that the mobile object cannot be moved occurs.
  • the client when receiving a new move instruction, may determine, according to the latest moving direction indicated by the new move instruction, whether the latest moving direction is the same as the target moving direction, if the same Then, the frame synchronization command may be continuously generated and sent according to the above manner; if not, the model direction of the target character model in the frame synchronization command needs to be changed to the latest moving direction, and it is further determined whether the latest moving direction points to the blocking object. In the blocking plane, if so, the moving direction of the target character model in the frame synchronization command is still moved along the blocking surface toward the tangential direction side; if not, the moving direction of the target character model in the frame synchronization command is guaranteed to be The latest moving direction moves.
  • the above data synchronization method of the present application can be applied to the multiplayer online tactical competitive game MOBA.
  • the application process of the method is introduced in combination with specific scenarios.
  • User A controls the character A through the client 1 to fight the character B in the game scene.
  • role B is controlled by user B through client 2.
  • the client 1 The model direction before the collision of the character A can be recorded, and when it is judged that the target moving direction and the blocking surface of the obstacle are not perpendicular at the collision point, the tangential direction of the blocking surface at the collision point is obtained, and the angle between the tangential direction and the moving direction of the target is obtained.
  • a frame synchronization command is further generated, and the frame synchronization command includes the model direction recorded as the model direction of the character A to move along the blocking surface toward the tangential direction side as the moving direction of the character A.
  • the client 1 sends a frame synchronization command to the server, and after the server performs the consistency rule check, it is broadcast to the client 1 and the client 2. After receiving the frame synchronization command, the client 1 and the client 2 control the role A movement according to the frame synchronization command.
  • Role A in Client 1 and Client 2 implements synchronous movement, and Role A is not stuck by the obstacle. Moreover, the movement direction of the character A in the moving process along the blocking surface is the same as the moving direction indicated by the movement instruction, and it is ensured that the character A does not cause the skill release error due to the change of the model direction when releasing some pointing type skills.
  • the user moves the character 1001 to the target direction through the joystick, and the moving direction is the target moving direction, and the collision process collides with the obstacle 1002 in the battle field during the moving process, in order to ensure that the character 1001 is not caught by the obstacle,
  • the client can record the direction of the model before the collision of the character 1001.
  • the direction of the model before the collision of 1001 is the same as the direction of movement of the target.
  • the tangential direction of the blocking surface at the collision point is obtained, and the angle between the tangential direction and the target moving direction is an acute angle along the surface of the blocking object 1002
  • the tangential direction side moves to a new moving direction of the character 1001.
  • the client further generates a frame synchronization command including the model direction recorded as the model direction of the character 1001 to follow the new moving direction as the moving direction of the character 1001.
  • the character 1001 is not caught by the barrier 1002, moves along the surface of the barrier 1002 toward the tangential direction, and does not change the model orientation of the character 1001, and does not affect the character 1001 release skill.
  • FIG. 11 is a schematic structural diagram of a client hardware according to an embodiment of the present application.
  • the client 11 may include:
  • Processor 1 communication interface 2, memory 3, communication bus 4, and display screen 5;
  • the processor 1, the communication interface 2, the memory 3, and the display screen 5 complete communication with each other through the communication bus 4;
  • the communication interface 2 can be an interface of the communication module, such as an interface of the GSM module;
  • a processor 1 for executing a program
  • a memory 3 for storing a program
  • the program can include program code, the program code including operational instructions of the processor.
  • the processor 1 may be a central processing unit CPU, or an application specific integrated circuit (ASIC), or one or more integrated circuits configured to implement the embodiments of the present application.
  • CPU central processing unit
  • ASIC application specific integrated circuit
  • the memory 3 may include a high speed RAM memory and may also include a non-volatile memory such as at least one disk memory.
  • the program is specifically used to:
  • the blocking object is an object that cannot be passed by the moving route of the target character model in the virtual scene
  • the angle between the tangential direction and the target moving direction being an acute angle
  • the frame synchronization command including a model direction of the target model as a target direction, and moving along the blocking surface toward the tangential direction as a moving direction of the target character model;

Abstract

本申请公开了一种角色模型的移动控制方法、装置及数据同步方法、系统,在检测到目标角色模型按移动指令指示的目标移动方向移动过程与阻挡对象发生碰撞时,将目标移动方向记录为目标角色模型的模型方向,在判断目标移动方向与阻挡表面在碰撞点处不垂直时,获取阻挡表面在该点的切线方向,控制目标角色模型以记录的模型方向为目标角色模型的模型方向,沿阻挡表面朝切线方向一侧移动。保证在角色模型被阻挡时会控制其沿阻挡对象的阻挡表面滑动前行,解决了目标角色模型被阻挡对象卡住的问题。使得与模型方向相关的技能操作不会因为模型方向的改变,而导致技能操作失误。

Description

角色模型的移动控制方法、装置及数据同步方法、系统
本申请要求于2016年11月17日提交中国专利局、申请号为201611013884X、发明名称为“角色模型的移动控制方法、装置及数据同步方法、系统”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及模型控制技术领域,更具体地说,涉及一种角色模型的移动控制方法、装置及数据同步方法、系统。
背景技术
随着互联网技术的发展,越来越多的应用为用户提供了丰富的业务服务。某些应用提供的业务服务中,存在角色模型在虚拟环境中移动的场景。比较常见的如游戏类应用,用户在虚拟环境中可以控制一个角色模型,如控制该角色模型移动、释放技能等。
对于应用于电脑等具备鼠标控制功能的终端的应用,用户可以通过鼠标来精准的点击移动位置,应用会根据用户点击的移动位置为角色模型自动计算一条可行路线,该路线不会经过阻挡对象。角色模型可以按照该路线移动,不会存在角色被阻挡对象卡住,无法移动的问题。但是,对于应用于手机等不具备鼠标控制功能的终端的应用,用户需要通过应用界面中提供的摇杆来控制角色模型的移动。在这种场景下,如果角色模型移动过程与环境中的阻挡对象发生碰撞,则角色模型可能会被阻挡对象卡住,无法按照用户指定的移动方向移动,导致用户操控失败。
发明内容
有鉴于此,本申请提供了一种角色模型的移动控制方法、装置及数据同步方法、系统,用于解决现有技术在角色模型与阻挡对象发生碰撞时,出现角色模型被阻挡对象卡住,无法移动的问题。
为了实现上述目的,本申请第一方面提供了一种角色模型的移动控制方法,该方法包括:
在检测到目标角色模型按照移动指令所指示的目标移动方向移动过程与阻挡对象发生碰撞时,记录所述目标角色模型的模型方向,所述模型方向与所述移动指令指示的目标移动方向相同;所述阻挡对象为虚拟场景中所述目标角色模型的移动路线所无法经过的对象;
判断所述目标移动方向与所述阻挡对象的阻挡表面在碰撞点处是否垂直;
若否,获取所述阻挡表面在所述碰撞点处的切线方向,所述切线方向与所述目标移动方向的夹角为锐角;
控制所述目标角色模型以记录的所述模型方向为目标角色模型的模型方向,沿所述阻挡表面朝所述切线方向一侧移动。
由此可见,本申请在检测到目标角色模型按照移动指令指示的目标移动方向移动过程与阻挡对象发生碰撞时,将目标移动方向记录为目标角色模型的模型方向,并在判断目标移动方向与阻挡对象的阻挡表面在碰撞点处不垂直时,获取阻挡表面在该点的切线方向,控制目标角色模型以记录的所述模型方向为目标角色模型的模型方向,沿所述阻挡表面朝所述切线方向一侧移动。从而在角色模型被阻挡时会控制其沿阻挡对象的阻挡表面滑动前行,且滑动方向偏向于移动指令所指示的目标移动方向,解决了目标角色模型被阻挡对象卡住,而无法移动的问题。
除此之外,本申请能使目标角色模型的模型方向不改变,从而使得应用场景中某些与模型方向相关的技能操作不会因为模型方向的改变而导致技能操作失误。
本申请第二方面还提供了一种数据同步方法,应用于客户端,该方法包括:
在检测到目标角色模型按照移动指令所指示的目标移动方向移动过程与阻挡对象发生碰撞时,记录所述目标角色模型的模型方向,所述模型方向与所述移动指令指示的目标移动方向相同;所述阻挡对象为虚拟场景中所述目标角色模型的移动路线所无法经过的对象;
判断所述目标移动方向与所述阻挡对象的阻挡表面在碰撞点处是否垂直;
若否,获取所述阻挡表面在所述碰撞点处的切线方向,所述切线方向与所述目标移动方向的夹角为锐角;
生成帧同步命令,所述帧同步命令包括以记录的所述模型方向作为目标角色模型的模型方向,以沿所述阻挡表面朝所述切线方向一侧移动作为目标角色模型的移动方向;
将所述帧同步命令发送至服务器,以便服务器将所述帧同步命令发送至各客户端,指示各客户端按照所述帧同步命令控制目标角色模型移动。
通过本申请实施例提供的数据同步方法,实现了各个客户端之间目标角色模型的同步移动,且保证各个客户端中目标角色模型不会被阻挡对象所卡住,而出现无法移动的问题。
本申请第三方面还提供了一种角色模型的移动控制装置,包括:
模型方向记录单元,用于在检测到目标角色模型按照移动指令所指示的目标移动方向移动过程与阻挡对象发生碰撞时,记录所述目标角色模型的模型方向,所述模型方向与所述移动指令指示的目标移动方向相同;所述阻挡对象为虚拟场景中所述目标角色模型的移动路线所无法经过的对象;
垂直判断单元,用于判断所述目标移动方向与所述阻挡对象的阻挡表面在碰撞点处是否垂直;
切线方向获取单元,用于在所述垂直判断单元的判断结果为否时,获取所述阻挡表面在所述碰撞点处的切线方向,所述切线方向与所述目标移动方向的夹角为锐角;
角色移动控制单元,用于控制所述目标角色模型以记录的所述模型方向为目标角色模型的模型方向,沿所述阻挡表面朝所述切线方向一侧移动。
本申请第四方面还提供了一种数据同步系统,包括若干个客户端和服务器,其中:
所述客户端用于,在检测到目标角色模型按照移动指令所指示的目标移动方向移动的过程中与阻挡对象发生碰撞时,记录所述目标角色模型的模型方向,所述模型方向与所述移动指令指示的目标移动方向相同;所述阻挡对象为虚拟场景中所述目标角色模型的移动路线所无法经过的对象;判断所述目标移动方向与所述阻挡对象的阻挡表面在碰撞点处是否垂直;若否,获取所述阻挡 表面在所述碰撞点处的切线方向,所述切线方向与所述目标移动方向的夹角为锐角;生成帧同步命令,所述帧同步命令包括以记录的所述模型方向作为目标角色模型的模型方向,以沿所述阻挡表面朝所述切线方向一侧移动作为目标角色模型的移动方向;将所述帧同步命令发送至服务器;
所述服务器用于,将所述帧同步命令发送至各客户端,指示各客户端按照所述帧同步命令控制目标角色模型移动。
通过本申请实施例提供的数据同步系统,实现了各个客户端之间目标角色模型的同步移动,且保证各个客户端中目标角色模型不会被阻挡对象所卡住,而出现无法移动的问题。
附图说明
为了更清楚地说明本申请实施例或现有技术中的技术方案,下面将对实施例或现有技术描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本申请的实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据提供的附图获得其他的附图。
图1为本申请示例的一种角色模型与阻挡对象碰撞后移动状态示意图;
图2为本申请实施例公开的一种角色模型的移动控制方法流程图;
图3为本申请示例的另一种角色模型与阻挡对象碰撞后移动状态示意图;
图4为本申请实施例公开的另一种角色模型的移动控制方法流程图;
图5为本申请实施例公开的又一种角色模型的移动控制方法流程图;
图6为本申请实施例公开的又一种角色模型的移动控制方法流程图;
图7为本申请实施例公开的一种角色模型的移动控制装置结构示意图;
图8为本申请实施例公开的一种数据同步系统结构示意图;
图9为本申请实施例公开的一种数据同步方法信令交互图;
图10为本申请实施例公开的一种游戏场景示意图;
图11为本申请实施例公开的一种客户端硬件结构示意图。
具体实施方式
下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本申请一部分实施例,而不是全部的实施例。基于本申请中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都属于本申请保护的范围。
现有应用中,若角色模型与阻挡对象发生碰撞,则角色模型会被阻挡对象卡住,无法向移动指令指示的移动方向移动。
现有技术的一种实现方式中,如图1所示,其中角色A的模型方向为向量n,用户的移动指令所指示的移动方向为向量x。这里需要说明的是,在没有阻挡的情况下,角色的模型方向与移动指令指示的移动方向一致。
当角色A在按照移动指令所指示的移动方向移动的过程中,与阻挡发生碰撞时,按照现有技术的处理方式,角色A会被阻挡卡住,无法移动。
为了解决角色A被阻挡卡住的问题,现有技术的一种实现为控制角色A改变移动方向,以及改变模型方向。
参见图1所示,图中示例了随时间变化角色A的不同状态。其中,时间轴靠前的时间点a处表示角色A与阻挡发生碰撞,时间轴靠后的时间点b处表示角色A按照控制角色A改变移动方向以及改变模型方向的控制策略所调整后的状态。对比可以看出,按照上述控制策略,本申请调整角色A的移动方向为阻挡表面平行方向z,且调整角色A的模型方向与移动方向相同,即调整后模型方向n与调整后移动方向z相同。
由上可知,按照该种控制策略能够解决角色模型被阻挡对象卡住,无法移动的问题。
但是,上述控制策略同时改变了角色模型的模型方向,也即角色模型在碰撞前后的模型方向发生了改变。在某些应用场景下,模型方向与技能操作相关,改变角色模型的模型方向会导致技能操作失误,甚至失败。以游戏类应用为例,某些指向性释放的技能会在角色模型发生碰撞时,被改变技能释放方向,造成技能释放失误。
为此,本申请提供了一种角色模型的移动控制方法,下面进行详细介绍。
本申请的角色模型的移动控制方法可以基于终端实现,终端可以是智能手机、平板电脑等智能设备。参见图2,图2为本申请实施例公开的一种角色模型 的移动控制方法流程图,如图2所示,该方法包括:
步骤S200、在检测到目标角色模型按照移动指令所指示的目标移动方向移动的过程中与阻挡对象发生碰撞时,记录所述目标角色模型的模型方向;
其中,所述阻挡对象为虚拟场景中所述目标角色模型的移动路线所无法经过的对象。阻挡对象可以是虚拟场景中的墙体、机关等,角色模型无法移动穿过的物体。
其中,所述目标角色模型的模型方向与所述移动指令指示的目标移动方向相同。
一般性的,目标角色模型在未遇到阻挡对象的场景中移动时,其模型方向与移动指令所指示的目标移动方向相同。这里,移动指令可以是用户通过客户端界面上的摇杆发起,其指示了目标移动方向,该目标移动方向为用户所期望的目标角色模型移动的方向。
步骤S210、判断所述目标移动方向与所述阻挡对象的阻挡表面在碰撞点处是否垂直;若否,执行步骤S220;
具体地,一种场景下,用户下发的移动指令即控制目标角色模型垂直于阻挡表面移动,并与阻挡表面垂直碰撞。此时,由于移动指令指示的移动方向与阻挡表面垂直,因此并不能够算作目标角色模型被阻挡对象卡住,属于用户正常的意图。因此,本步骤中判断所述目标移动方向与所述阻挡对象的阻挡表面在碰撞点处是否垂直,在判断不垂直时,为了避免目标对象模型被阻挡对象卡住,可以执行步骤220。
可选的,判断目标移动方向与所述阻挡对象的阻挡表面在碰撞点处是否垂直的方式,具体可以包括:
判断目标移动方向与阻挡对象的阻挡表面在碰撞点处的切线方向是否垂直。
步骤S220、获取所述阻挡表面在所述碰撞点处的切线方向,所述切线方向与所述目标移动方向的夹角为锐角;
具体地,本步骤中可以确定阻挡表面在碰撞点处的切线,并选取切线与所述目标移动方向的夹角为锐角的一侧,由碰撞点至该侧的向量作为切线方向。
另一种方式来确定切线方向:本申请可以确定与所述目标移动方向垂直的两个向量,并选取朝向阻挡表面之外的一个垂直向量,进而选取两个切线方向中处于所述目标移动方向与选取的垂直向量之间的一个切线方向。
步骤S230、控制所述目标角色模型以记录的所述模型方向为目标角色模型的模型方向,沿所述阻挡表面朝所述切线方向一侧移动。
具体地,在上一步骤获取切线方向之后,为了避免目标对象模型被阻挡对象卡住,本步骤中可以控制目标角色模型沿所述阻挡表面朝所述切线方向一侧移动,同时,控制目标角色模型在移动过程保持以记录的所述模型方向为目标角色模型的模型方向。
本申请实施例提供的角色模型的移动控制方法,在检测到目标角色模型按照移动指令指示的目标移动方向移动过程与阻挡对象发生碰撞时,将目标移动方向记录为目标角色模型的模型方向,并在判断目标移动方向与阻挡对象的阻挡表面在碰撞点处不垂直时,获取阻挡表面在该点的切线方向,控制目标角色模型以记录的所述模型方向为目标角色模型的模型方向,沿所述阻挡表面朝所述切线方向一侧移动。本申请保证在角色模型被阻挡时会控制其沿阻挡对象的阻挡表面滑动前行,且滑动方向偏向于移动指令所指示的目标移动方向,解决了目标角色模型被阻挡对象卡住,而无法移动的问题。
进一步,本申请在控制目标角色模型沿阻挡表面朝所述切线方向一侧移动的过程中,保证目标角色模型的模型方向不改变,从而使得应用场景中某些与模型方向相关的技能操作不会因为模型方向的改变,而导致技能操作失误。
结合图3对本申请上述方案进行说明:
图3中示例了随时间变化角色A的不同状态。其中,时间轴靠前的一个时间点(时间点a)表示角色A与阻挡发生碰撞,时间轴靠后的一个时间点(时间点b)表示角色A按照图2所示的实施例的控制策略所调整后的状态。对比可以看出,按照上述控制策略,本申请调整角色A的移动方向为阻挡表面平行方向z,且保持角色A的模型方向与碰撞角色A的模型方向相同,即保证角色A碰撞前后模型方向不变,且与移动指令所指示的移动方向均相同。
由上可知,按照本实施例的控制策略能够解决角色模型被阻挡对象卡住,无法移动的问题,且碰撞前后角色模型的模型方向与移动指令指示的目标移动 方向均相同,不会出现由于碰撞而改变角色模型的模型方向所导致的技能操作失误,甚至失败的问题。
在本申请的另一个实施例中,公开了另一种角色模型的移动控制方法,结合图4进行说明,该方法包括:
步骤S400、在检测到目标角色模型在按照移动指令所指示的目标移动方向移动的过程中与阻挡对象发生碰撞时,记录所述目标角色模型的模型方向;
其中,所述目标角色模型的模型方向与所述移动指令指示的目标移动方向相同。
步骤S410、判断所述目标移动方向与所述阻挡对象的阻挡表面在碰撞点处是否垂直;若否,执行步骤S420;
步骤S420、获取所述阻挡表面在所述碰撞点处的切线方向,所述切线方向与所述目标移动方向的夹角为锐角;
具体地,本步骤中可以确定阻挡表面在碰撞点处的切线,并选取切线与所述目标移动方向的夹角为锐角的一侧,由碰撞点至该侧的向量作为切线方向。
步骤S430、根据所述切线方向与所述目标移动方向的夹角,确定与所述夹角对应的目标移动速度;
具体地,本申请可以预先设定夹角与移动速度的对应关系,进而在确定了切线方向之后,根据切线方向与目标移动方向的夹角,确定与其对应的目标移动速度。
其中,切线方向与目标移动方向的夹角为0-90度。可以理解的是,随着夹角值变大,代表目标角色模型与阻挡表面垂直度越高。本申请可以设置随着夹角值的增大,对应的移动速度减小,也即设定夹角与移动速度成反比关系。
当然,除此之外还可以设置目标移动速度固定不变,其值的大小可以与目标角色模型在碰撞前的速度相同,或者是某一固定值。
步骤S440、控制所述目标角色模型以记录的所述模型方向为目标角色模型的模型方向,按照所述目标移动速度,沿所述阻挡表面朝所述切线方向一侧移动。
具体地,在上一步骤中确定了目标角色模型的目标移动速度之后,控制器按照目标移动速度沿阻挡表面朝所述切线方向一侧移动,同时控制其移动过程模型方向与记录的模型方向保持不变。
本实施例中,在控制目标角色模型以记录的所述模型方向为目标角色模型的模型方向,沿所述阻挡表面朝所述切线方向一侧移动的基础上,进一步考虑了目标角色模型的移动速度。本实施例根据所述切线方向与所述目标移动方向的夹角,确定与所述夹角对应的目标移动速度,作为目标角色模型在沿阻挡表面移动时的移动速度。
下面参考图3对本实施例的步骤S430:根据所述切线方向与所述目标移动方向的夹角,确定与所述夹角对应的目标移动速度的过程进行介绍。
移动指令指示的目标移动方向x是固定的,碰撞后角色的实际移动方向z也是固定的。本申请可以采用力合成的方式,来确定与夹角对应的目标移动速度。
参照图3,假设向量x的大小为常态移动速度,该常态移动速度为目标角色模型在于阻挡对象碰撞前的移动速度。则按照几何关系可知,向量x的大小除以向量z的大小,等于切线方向与目标移动方向的夹角的余弦值。因此,本申请确定与所述夹角对应的目标移动速度的方式可以包括:
计算所述切线方向与所述目标移动方向的夹角的余弦值;将所述目标角色模型在与阻挡对象碰撞前的移动速度除以所述余弦值,得到的结果为目标移动速度。
按照本实施例中所确定的与所述夹角对应的目标移动速度可知,目标角色模型与阻挡对象碰撞时其目标移动方向与阻挡面夹角越小,其碰撞后沿阻挡表面移动的速度越大。
当然,除了上述实施例确定目标移动速度的方式之外,本申请还可以选择其它方式来确定目标移动速度,如设置目标移动速度与常态移动速度相同,也即目标角色模型碰撞前后的移动速度保持不变。或者,设置目标移动速度为低于或高于常态移动速度的一个固定值。
在本申请的又一个实施例中,当目标角色模型沿阻挡表面移动的过程中,再次收到移动指令后,目标角色模型的移动方向可能更改为最新的移动方向。参见图5所示,该方法包括:
步骤S500、在检测到目标角色模型按照移动指令所指示的目标移动方向移动的过程中与阻挡对象发生碰撞时,记录所述目标角色模型的模型方向;
其中,所述目标角色模型的模型方向与所述移动指令指示的目标移动方向相同。
步骤S510、判断所述目标移动方向与所述阻挡对象的阻挡表面在碰撞点处是否垂直;若否,执行步骤S520;
步骤S520、获取所述阻挡表面在所述碰撞点处的切线方向,所述切线方向与所述目标移动方向的夹角为锐角;
具体地,本步骤中可以确定阻挡表面在碰撞点处的切线,并选取切线与所述目标移动方向的夹角为锐角的一侧,由碰撞点至该侧的向量作为切线方向。
步骤S530、控制所述目标角色模型以记录的所述模型方向为目标角色模型的模型方向,沿所述阻挡表面朝所述切线方向一侧移动;
步骤S540、检测到在所述目标角色模型沿所述阻挡表面朝所述切线方向一侧移动过程中的移动指令,该移动指令包含最新的移动方向;
具体地,本申请可以实时接收用户发送的移动指令,或者每隔设定时间间隔获取一次用户发送的移动指令,该移动指令中包含用户指示的最新的移动方向。
具体地,用户可以通过应用界面提供的摇杆来或者外部摇杆设备来下发移动指令。
步骤S550、判断所述最新移动方向与所述目标移动方向是否一致;若否,执行步骤S560;
步骤S560、将所述目标角色模型的模型方向更改为所述最新移动方向。
具体地,如果最新移动方向与目标移动方向一致,也即前后两次接收到的移动指令所指示的移动方向相同,则可以继续控制所述目标角色模型以记录的所述模型方向为目标角色模型的模型方向,沿所述阻挡表面朝所述切线方向一侧移动。
如果最新移动方向与目标移动方向不一致,表示用户想要改变目标角色模型的移动方向,因此,本申请可以将所述目标角色模型的模型方向更改为所述最新移动方向,以使得目标角色模型的模型方向始终与用户最新的移动指令所指示的移动方向相同。
在图5所示的实施例的基础上,本申请在判断最新移动方向与目标移动方向不一致时,还可以进一步增加方法流程。下面结合图6进行介绍。
步骤600至步骤660与参考图5所示的实施例中的步骤500至步骤560相同,此处不做赘述。
步骤S670、判断所述最新移动方向是否指向所述阻挡对象的阻挡表面内;若是,执行步骤S690,若否,执行步骤S680;
步骤S680、控制所述目标角色模型以最新的移动方向为模型方向,朝所述最新移动方向移动;
具体地,如果最新移动方向并不指向阻挡对象的阻挡表面内部,则表示用户想控制目标角色模型向阻挡表面相反方向移动,因此本申请控制所述目标角色模型以最新的移动方向为模型方向,朝所述最新移动方向移动。
步骤S690、控制所述目标角色模型以最新的移动方向为模型方向,沿所述阻挡表面朝所述切线方向一侧移动。
具体地,如果最新移动方向仍指向阻挡对象的阻挡表面内部,则表示目标角色模型仍处于与阻挡对象接触的状态下,为了保证目标角色模型不被卡住,控制所述目标角色模型以最新的移动方向为模型方向,沿所述阻挡表面朝所述切线方向一侧移动。
由上可知,本申请中在目标角色模型与阻挡对象发生碰撞后,控制目标角色模型以碰撞前的目标移动方向为模型方向,沿阻挡对象的阻挡表面朝切线方向移动。在这个过程中,如果再次收到用户发送的移动指令,且移动指令中指示的最新移动方向与目标移动方向相同,则保持目标角色模型以碰撞前的目标移动方向为模型方向,沿阻挡对象的阻挡表面朝切线方向移动;如果移动指令中指示的最新移动方向与目标移动方向不相同,则将目标角色模型的模型方向更改为所述最新移动方向,同时判定该最新移动方向是否仍指向阻挡对象的阻挡表面内,如果是,保持目标角色模型以最新的移动方向为模型方向,沿所述 阻挡表面朝所述切线方向一侧移动,如果否,控制所述目标角色模型以最新的移动方向为模型方向,朝所述最新移动方向移动。
下面对本申请实施例提供的角色模型的移动控制装置进行描述,下文描述的角色模型的移动控制装置与上文描述的角色模型的移动控制方法可相互对应参照。
参见图7,图7为本申请实施例公开的一种角色模型的移动控制装置结构示意图。
如图7所示,该装置包括:
模型方向记录单元41,用于在检测到目标角色模型按照移动指令所指示的目标移动方向移动过程与阻挡对象发生碰撞时,记录所述目标角色模型的模型方向,所述模型方向与所述移动指令指示的目标移动方向相同;所述阻挡对象为虚拟场景中所述目标角色模型的移动路线所无法经过的对象;
垂直判断单元42,用于判断所述目标移动方向与所述阻挡对象的阻挡表面在碰撞点处是否垂直;
切线方向获取单元43,用于在所述垂直判断单元的判断结果为否时,获取所述阻挡表面在所述碰撞点处的切线方向,所述切线方向与所述目标移动方向的夹角为锐角;
角色移动控制单元44,用于控制所述目标角色模型以记录的所述模型方向为目标角色模型的模型方向,沿所述阻挡表面朝所述切线方向一侧移动。
本申请保证在角色模型被阻挡时会控制其沿阻挡对象的阻挡表面滑动前行,且滑动方向偏向于移动指令所指示的目标移动方向,解决了目标角色模型被阻挡对象卡住,而无法移动的问题。
进一步,本申请在控制目标角色模型沿阻挡表面朝所述切线方向一侧移动过程,保证目标角色模型的模型方向不改变,从而使得应用场景中某些与模型方向相关的技能操作不会因为模型方向的改变,而导致技能操作失误。
可选的,本申请装置还可以包括:
移动速度确定单元,用于根据所述切线方向与所述目标移动方向的夹角,确定与所述夹角对应的目标移动速度。
基于此,所述角色移动控制单元可以包括:
第一角色移动控制子单元,用于控制所述目标角色模型以记录的所述模型方向为目标角色模型的模型方向,按照所述目标移动速度,沿所述阻挡表面朝所述切线方向一侧移动。
可选的,所述移动速度确定单元可以包括:
余弦值计算单元,用于计算所述切线方向与所述目标移动方向的夹角的余弦值;
余弦值运算单元,用于将所述目标角色模型在与阻挡对象碰撞前的移动速度除以所述余弦值,结果确定为目标移动速度。
可选的,本申请的装置还可以包括:
移动指令获取单元,用于获取在所述目标角色模型沿所述阻挡表面朝所述切线方向一侧移动过程,用户发送的移动指令,该移动指令包含最新移动方向;
移动方向判断单元,用于判断所述最新移动方向与所述目标移动方向是否一致。
基于此,所述角色移动控制单元具体可以用于,在所述移动方向判断单元的判断结果为否时,将所述目标角色模型的模型方向更改为所述最新移动方向。
可选的,本申请的装置还可以包括:
移动方向指向判断单元,用于在判断所述最新移动方向与所述目标移动方向不一致时,判断所述最新移动方向是否指向所述阻挡对象的阻挡表面内;
所述角色移动控制单元具体可以用于,在所述移动方向指向判断单元的判断结果为是时,保持控制所述目标角色模型沿所述阻挡表面朝所述切线方向一侧移动;在所述移动方向指向判断单元的判断结果为否时,控制所述目标角色模型朝所述最新移动方向移动。
本申请的实施例进一步公开了一种数据同步系统,结合图8可知,该数据同步系统包括:若干个客户端10和服务器20;
客户端10提供有应用业务服务,用于供用户在应用的虚拟环境中对目标角色模型进行控制,以控制目标角色模型实施某些操作。一般性的,客户端10可以是手机、IPAD等智能设备。
服务器20为与应用业务服务对应的服务器。为了保证不同客户端10中数据的同步,服务器20可以作为客户端10的数据转发中心,将任一客户端10上传的数据转发给与其通信的各个客户端10。同时,服务器20还可以对数据进行检测等处理。
基于图8所示系统,本申请实施例公开了一种数据同步方法信令交互图。为了便于描述,本申请实施例定义发送帧同步命令的客户端为客户端100,其余客户端为客户端101,参照图9所示,该流程可以包括:
步骤S90、客户端100在检测到目标角色模型按照移动指令所指示的目标移动方向移动过程与阻挡对象发生碰撞时,记录所述目标角色模型的模型方向;
其中,所述模型方向与所述移动指令指示的目标移动方向相同。在没有发生碰撞之前,目标角色模型的模型方向和移动方向是保持一致的。
步骤S91、客户端100判断所述目标移动方向与所述阻挡对象的阻挡表面在碰撞点处是否垂直;若否,执行步骤S92;
步骤S92、客户端100获取所述阻挡表面在所述碰撞点处的切线方向,所述切线方向与所述目标移动方向的夹角为锐角;
步骤S93、客户端100生成帧同步命令,所述帧同步命令包括以记录的所述模型方向作为目标角色模型的模型方向,以沿所述阻挡表面朝所述切线方向一侧移动作为目标角色模型的移动方向;
具体地,为了保证各个客户端之间数据同步,目标角色模型移动一致,客户端100可以生成帧同步命令以用于发送给服务器20。其中,帧同步命令包括了目标角色模型的模型方向和移动方向,其中模型方向为记录的所述模型方向,也即目标移动方向;目标角色模型的移动方向为沿所述阻挡表面朝所述切线方向一侧移动。
步骤S94、客户端100将所述帧同步命令发送至服务器20;
步骤S95、在一些实施方式中,服务器20对所述帧同步命令进行一致性规则检查;
具体地,一致性规则检查可以包括,检查该帧同步命令是否为外挂程序发起的,也即是否为非法指令;检查该帧同步命令是否符合预定规范;检查该帧同步命令是否为重复命令,等等。
步骤S96、服务器20在确定通过检查后将所述帧同步命令发送至客户端100以及客户端101;
具体地,服务器20确定帧同步命令通过一致性规则检查之后,将该帧同步命令发送给各个客户端,其中包括发送该帧同步命令的客户端100,以及其余各客户端101。
步骤S97、客户端100和客户端101按照所述帧同步命令控制目标角色模型移动。
接收到服务器发送的帧同步命令的各个客户端,按照帧同步命令控制目标角色模型移动。
通过本申请实施例提供的数据同步方法,实现了各个客户端之间目标角色模型的同步移动,且保证各个客户端中目标角色模型不会被阻挡对象所卡住,而出现无法移动的问题。
可选的,在上述实施例的基础上,客户端在收到新的移动指令时,可以根据新的移动指令所指示的最新移动方向,判断该最新移动方向是否与目标移动方向相同,如果相同,则可以继续按照上述方式生成帧同步命令,并发送;如果不相同,则需要将帧同步命令中目标角色模型的模型方向更改为该最新移动方向,并进一步判断最新移动方向是否指向阻挡对象的阻挡面内,若是,保证帧同步命令中目标角色模型的移动方向仍沿所述阻挡表面朝所述切线方向一侧移动,若否,保证帧同步命令中所述目标角色模型的移动方向为朝所述最新移动方向移动。
本申请的上述数据同步方法可以应用于多人在线战术竞技游戏MOBA中。结合具体场景对该方法的应用过程进行介绍。
用户A通过客户端1控制角色A与游戏场景中的角色B打斗。其中,角色B为用户B通过客户端2进行控制。
某一时刻,用户A通过摇杆操作角色A向目标方向移动,在移动过程与战场中的阻挡物X发生碰撞,为了保证角色A不会被阻挡物卡住,客户端1 可以记录角色A碰撞前的模型方向,并在判断目标移动方向与阻挡物的阻挡表面在碰撞点处不垂直时,获取阻挡表面在碰撞点处的切线方向,切线方向与目标移动方向的夹角为锐角,进一步生成帧同步命令,帧同步命令包括以记录的所述模型方向作为角色A的模型方向,以沿所述阻挡表面朝所述切线方向一侧移动作为角色A的移动方向。客户端1将帧同步命令发送给服务器,由服务器进行一致性规则检查之后,广播给客户端1和客户端2。客户端1和客户端2收到该帧同步命令之后,按照帧同步命令控制角色A移动。
客户端1和客户端2中角色A实现了同步移动,且角色A不会被阻挡物所卡住。并且,角色A在沿阻挡面移动过程其模型方向与移动指令指示的移动方向相同,保证角色A在释放某些指向型技能时不会由于模型方向改变而造成技能释放失误。
下面结合图10中的场景对该方法的应用过程进行介绍。
某一时刻,用户通过摇杆操作角色1001向目标方向移动,其移动的方向为目标移动方向,在移动过程与战场中的阻挡物1002发生碰撞,为了保证角色1001不会被阻挡物卡住,客户端可以记录角色1001碰撞前的模型方向,1001碰撞前的模型方向与目标移动方向相同。在判断目标移动方向与阻挡物的阻挡表面在碰撞点处不垂直时,获取阻挡表面在碰撞点处的切线方向,切线方向与目标移动方向的夹角为锐角,沿所述阻挡物1002表面朝所述切线方向一侧移动为角色1001的新的移动方向。客户端进一步生成帧同步命令,帧同步命令包括以记录的所述模型方向作为角色1001的模型方向,以沿所述新的移动方向作为角色1001的移动方向。从而角色1001不会被阻挡物1002卡住,沿所述阻挡物1002表面朝所述切线方向一侧移动,且并不改变角色1001的模型方向,不影响角色1001释放技能。
接下来的实施例中,对客户端11的硬件结构进行介绍,参见图11,图11为本申请实施例提供的一种客户端硬件结构示意图。
如图11所示,客户端11可以包括:
处理器1,通信接口2,存储器3,通信总线4,和显示屏5;
其中处理器1、通信接口2、存储器3和显示屏5通过通信总线4完成相互间的通信;
可选的,通信接口2可以为通信模块的接口,如GSM模块的接口;
处理器1,用于执行程序;
存储器3,用于存放程序;
程序可以包括程序代码,所述程序代码包括处理器的操作指令。
处理器1可能是一个中央处理器CPU,或者是特定集成电路(application specific integrated circuit,ASIC),或者是被配置成实施本申请实施例的一个或多个集成电路。
存储器3可能包含高速RAM存储器,也可能还包括非易失性存储器(non-volatile memory),例如至少一个磁盘存储器。
其中,程序具体用于:
在检测到目标角色模型按照移动指令所指示的目标移动方向移动过程与阻挡对象发生碰撞时,记录所述目标角色模型的模型方向,所述模型方向与所述移动指令指示的目标移动方向相同;所述阻挡对象为虚拟场景中所述目标角色模型的移动路线所无法经过的对象;
判断所述目标移动方向与所述阻挡对象的阻挡表面在碰撞点处是否垂直;
若否,获取所述阻挡表面在所述碰撞点处的切线方向,所述切线方向与所述目标移动方向的夹角为锐角;
生成帧同步命令,所述帧同步命令包括以记录的所述模型方向作为目标角色模型的模型方向,以沿所述阻挡表面朝所述切线方向一侧移动作为目标角色模型的移动方向;
将所述帧同步命令发送至服务器,以便服务器将所述帧同步命令发送至各客户端,指示各客户端按照所述帧同步命令控制目标角色模型移动。
最后,还需要说明的是,在本文中,诸如第一和第二等之类的关系术语仅仅用来将一个实体或者操作与另一个实体或操作区分开来,而不一定要求或者暗示这些实体或操作之间存在任何这种实际的关系或者顺序。而且,术语“包括”、“包含”或者其任何其他变体意在涵盖非排他性的包含,从而使得包括一系列要素的过程、方法、物品或者设备不仅包括那些要素,而且还包括没有明确列出的其他要素,或者是还包括为这种过程、方法、物品或者设备所固有 的要素。在没有更多限制的情况下,由语句“包括一个……”限定的要素,并不排除在包括所述要素的过程、方法、物品或者设备中还存在另外的相同要素。
本说明书中各个实施例采用递进的方式描述,每个实施例重点说明的都是与其他实施例的不同之处,各个实施例之间相同相似部分互相参见即可。
对所公开的实施例的上述说明,使本领域专业技术人员能够实现或使用本申请。对这些实施例的多种修改对本领域的专业技术人员来说将是显而易见的,本文中所定义的一般原理可以在不脱离本申请的精神或范围的情况下,在其它实施例中实现。因此,本申请将不会被限制于本文所示的这些实施例,而是要符合与本文所公开的原理和新颖特点相一致的最宽的范围。

Claims (12)

  1. 一种角色模型的移动控制方法,其特征在于,包括:
    在检测到目标角色模型按照移动指令所指示的目标移动方向移动的过程中与阻挡对象发生碰撞时,记录所述目标角色模型的模型方向,所述模型方向与所述移动指令指示的目标移动方向相同;所述阻挡对象为虚拟场景中所述目标角色模型的移动路线所无法经过的对象;
    判断所述目标移动方向与所述阻挡对象的阻挡表面在碰撞点处是否垂直;
    若否,获取所述阻挡表面在所述碰撞点处的切线方向,所述切线方向与所述目标移动方向的夹角为锐角;
    控制所述目标角色模型以记录的所述模型方向为目标角色模型的模型方向,沿所述阻挡表面朝所述切线方向一侧移动。
  2. 根据权利要求1所述的方法,其特征在于,在所述控制所述目标角色模型以记录的所述模型方向为目标角色模型的模型方向,沿所述阻挡表面朝所述切线方向一侧移动之前,该方法还包括:
    根据所述切线方向与所述目标移动方向的夹角,确定与所述夹角对应的目标移动速度;
    所述控制所述目标角色模型以记录的所述模型方向为目标角色模型的模型方向,沿所述阻挡表面朝所述切线方向一侧移动,包括:
    控制所述目标角色模型以记录的所述模型方向为目标角色模型的模型方向,按照所述目标移动速度,沿所述阻挡表面朝所述切线方向一侧移动。
  3. 根据权利要求2所述的方法,其特征在于,所述根据所述切线方向与所述目标移动方向的夹角,确定与所述夹角对应的目标移动速度,包括:
    计算所述切线方向与所述目标移动方向的夹角的余弦值;
    将所述目标角色模型在与阻挡对象碰撞前的移动速度除以所述余弦值,以得到所述目标移动速度。
  4. 根据权利要求1所述的方法,其特征在于,所述方法还包括:
    检测到在所述目标角色模型沿所述阻挡表面朝所述切线方向一侧移动的过程中的移动指令,该移动指令包含最新移动方向;
    判断所述最新移动方向与所述目标移动方向是否一致;
    若否,将所述目标角色模型的模型方向更改为所述最新移动方向。
  5. 根据权利要求4所述的方法,其特征在于,所述方法还包括:
    在确定所述最新移动方向与所述目标移动方向不一致时,判断所述最新移动方向是否指向所述阻挡对象的阻挡表面内;
    若是,控制所述目标角色模型以所述最新移动方向为模型方向,沿所述阻挡表面朝所述切线方向一侧移动;
    若否,控制所述目标角色模型以所述最新移动方向为模型方向,朝所述最新移动方向移动。
  6. 一种数据同步方法,其特征在于,应用于客户端,该方法包括:
    在检测到目标角色模型按照移动指令所指示的目标移动方向移动过程与阻挡对象发生碰撞时,记录所述目标角色模型的模型方向,所述模型方向与所述移动指令指示的目标移动方向相同;所述阻挡对象为虚拟场景中所述目标角色模型的移动路线所无法经过的对象;
    判断所述目标移动方向与所述阻挡对象的阻挡表面在碰撞点处是否垂直;
    若否,获取所述阻挡表面在所述碰撞点处的切线方向,所述切线方向与所述目标移动方向的夹角为锐角;
    生成帧同步命令,所述帧同步命令包括以记录的所述模型方向作为目标角色模型的模型方向,以沿所述阻挡表面朝所述切线方向一侧移动作为目标角色模型的移动方向;
    将所述帧同步命令发送至服务器,以便服务器将所述帧同步命令发送至各客户端,指示各客户端按照所述帧同步命令控制目标角色模型移动。
  7. 一种角色模型的移动控制装置,其特征在于,包括:
    模型方向记录单元,用于在检测到目标角色模型按照移动指令所指示的目标移动方向移动的过程中与阻挡对象发生碰撞时,记录所述目标角色模型的模型方向,所述模型方向与所述移动指令指示的目标移动方向相同;所述阻挡对象为虚拟场景中所述目标角色模型的移动路线所无法经过的对象;
    垂直判断单元,用于判断所述目标移动方向与所述阻挡对象的阻挡表面在碰撞点处是否垂直;
    切线方向获取单元,用于在所述垂直判断单元的判断结果为否时,获取所述阻挡表面在所述碰撞点处的切线方向,所述切线方向与所述目标移动方向的夹角为锐角;
    角色移动控制单元,用于控制所述目标角色模型以记录的所述模型方向为目标角色模型的模型方向,沿所述阻挡表面朝所述切线方向一侧移动。
  8. 根据权利要求7所述的装置,其特征在于,所述装置还包括:
    移动速度确定单元,用于根据所述切线方向与所述目标移动方向的夹角,确定与所述夹角对应的目标移动速度;
    所述角色移动控制单元包括:
    第一角色移动控制子单元,用于控制所述目标角色模型以记录的所述模型方向为目标角色模型的模型方向,按照所述目标移动速度,沿所述阻挡表面朝所述切线方向一侧移动。
  9. 根据权利要求8所述的装置,其特征在于,所述移动速度确定单元包括:
    余弦值计算单元,用于计算所述切线方向与所述目标移动方向的夹角的余弦值;
    余弦值运算单元,用于将所述目标角色模型在与阻挡对象碰撞前的移动速度除以所述余弦值,以得到所述目标移动速度。
  10. 根据权利要求7所述的装置,其特征在于,所述装置还包括:
    移动指令获取单元,用于检测到在所述目标角色模型沿所述阻挡表面朝所述切线方向一侧移动的过程中的移动指令,该移动指令包含最新移动方向;
    移动方向判断单元,用于判断所述最新移动方向与所述目标移动方向是否一致;
    所述角色移动控制单元具体用于,在所述移动方向判断单元的判断结果为否时,将所述目标角色模型的模型方向更改为所述最新移动方向。
  11. 根据权利要求10所述的装置,其特征在于,所述装置还包括:
    移动方向指向判断单元,用于在确定所述最新移动方向与所述目标移动方向不一致时,判断所述最新移动方向是否指向所述阻挡对象的阻挡表面内;
    所述角色移动控制单元具体用于,在所述移动方向指向判断单元的判断结果为是时,控制所述目标角色模型以所述最新移动方向为模型方向,沿所述阻挡表面朝所述切线方向一侧移动;在所述移动方向指向判断单元的判断结果为否时,控制所述目标角色模型以所述最新移动方向为模型方向,朝所述最新移动方向移动。
  12. 一种数据同步系统,其特征在于,包括若干个客户端和服务器,其中:
    所述客户端用于,在检测到目标角色模型按照移动指令所指示的目标移动方向移动过程与阻挡对象发生碰撞时,记录所述目标角色模型的模型方向,所述模型方向与所述移动指令指示的目标移动方向相同;所述阻挡对象为虚拟场景中所述目标角色模型的移动路线所无法经过的对象;判断所述目标移动方向与所述阻挡对象的阻挡表面在碰撞点处是否垂直;若否,获取所述阻挡表面在所述碰撞点处的切线方向,所述切线方向与所述目标移动方向的夹角为锐角;生成帧同步命令,所述帧同步命令包括以记录的所述模型方向作为目标角色模型的模型方向,以沿所述阻挡表面朝所述切线方向一侧移动作为目标角色模型的移动方向;将所述帧同步命令发送至服务器;
    所述服务器用于,将所述帧同步命令发送至各客户端,指示各客户端按照所述帧同步命令控制目标角色模型移动。
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