WO2019196568A1 - 一种游戏角色的控制方法及装置、电子设备和可读介质 - Google Patents

一种游戏角色的控制方法及装置、电子设备和可读介质 Download PDF

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Publication number
WO2019196568A1
WO2019196568A1 PCT/CN2019/076521 CN2019076521W WO2019196568A1 WO 2019196568 A1 WO2019196568 A1 WO 2019196568A1 CN 2019076521 W CN2019076521 W CN 2019076521W WO 2019196568 A1 WO2019196568 A1 WO 2019196568A1
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WIPO (PCT)
Prior art keywords
real
time
game character
flight
skydiving
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PCT/CN2019/076521
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English (en)
French (fr)
Inventor
于乔
赵頔
沈剑锋
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网易(杭州)网络有限公司
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Priority to JP2020515107A priority Critical patent/JP6970284B2/ja
Priority to US16/652,772 priority patent/US11198066B2/en
Publication of WO2019196568A1 publication Critical patent/WO2019196568A1/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
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/422Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5378Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/573Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • 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
    • A63F13/803Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
    • 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
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal

Definitions

  • the present disclosure relates to the field of virtual game technology, and in particular, to a method for controlling a game character, a control device for a game character, an electronic device, and a readable medium.
  • sandbox sports games usually have a simulated skydiving scene.
  • the player unifies the plane or the airship.
  • the plane or the airship traverses the game map through random routes. During this process, the player airborne by airdiving to the target point marked on the map or the teammate's mark.
  • the purpose of the present disclosure is to provide a game character control method, a game character control device, an electronic device, and a readable medium to solve the simulated skydiving mode in the existing game scene, and it is difficult for the game player to reach himself through pure manual operation. Mark the question of the intended target point marked by the teammate.
  • a method for controlling a game character for controlling a simulated skydiving behavior of a game character in a game scene comprising: determining a target position that needs to be dropped; acquiring the game character a real-time location; determining a real-time flight strategy based on the target location and the real-time location during a parachute landing, wherein the real-time flight strategy includes an open-sky flight strategy or an off-sky flight strategy; , the game character is automatically controlled to make a landing flight.
  • the present disclosure also discloses a control device for a game character for controlling simulated parachute behavior of a game character in a game scene, the device comprising: a target position determining module for determining a target position to be dropped; a real-time position An acquisition module, configured to acquire a real-time location of the game character; a real-time flight strategy determination module, configured to determine a real-time flight strategy according to the target location and the real-time location during a parachute landing, wherein the real-time flight strategy The strategy includes an open flight strategy or an off-air flight strategy; a flight module is configured to automatically control the game character to perform a landing flight according to the real-time flight strategy.
  • the present disclosure also discloses an electronic device comprising: one or more processors; and one or more machine readable medium having instructions stored thereon, when executed by the one or more processors, The electronic device performs the following steps: determining a target location that needs to be dropped; acquiring a real-time location of the game character; determining a real-time flight strategy according to the target location and the real-time location during a parachute landing, wherein the real-time flight strategy
  • the flight strategy includes an open flight strategy or an off-air flight strategy; the game character is automatically controlled for landing flight in accordance with the real-time flight strategy.
  • the present disclosure also discloses one or more machine readable medium having stored thereon instructions that, when executed by one or more processors, cause the processor to perform the steps of: determining a target location that needs to be landed; a real-time location of the game character; during the skydiving landing, determining a real-time flight strategy based on the target location and the real-time location, wherein the real-time flight strategy includes an open-sky flight strategy or an off-sky flight strategy; The flight strategy automatically controls the game character to make a landing flight.
  • FIG. 1 is a flow chart showing the steps of an embodiment of a method for controlling a game character according to an embodiment of the present disclosure
  • FIG. 2 is a flow chart of steps of another embodiment of a method for controlling a game character according to an embodiment of the present disclosure
  • FIG. 3 is a schematic diagram of a game interface in another embodiment of a method for controlling a game character according to an embodiment of the present disclosure
  • FIG. 4 is a structural block diagram of an embodiment of a control device for a game character according to an embodiment of the present disclosure.
  • the first is the way the player manually operates the parachute.
  • the player controls the direction by the left joystick, controls the opening of the umbrella through the button, and controls the parachute by the screen.
  • the second is to manually follow the way of teammates to parachute, for example, choose a teammate to follow, follow his position to fly or skydiving.
  • FIG. 1 a flowchart of a step of a method for controlling a game character in an embodiment of the present disclosure is shown.
  • the embodiment of the present disclosure may be used to control a simulated skydiving behavior of a game character in a game scenario, and specifically includes the following steps:
  • Step 101 determining a target location that needs to be dropped
  • Step 102 Acquire a real-time location of the game character.
  • Step 103 Determine a real-time flight strategy according to the target location and the real-time location during a parachute landing;
  • the real-time flight strategy includes flying an umbrella or flying an umbrella.
  • Step 104 Automatically control the game character to perform a landing flight according to the real-time flight strategy.
  • the real-time position of the game character obtained can automatically determine the skydiving landing process.
  • a real-time flight strategy wherein the real-time flight strategy may include an open-air flight or an off-air flight, and in practice, the open-air flight and the closed-air flight have different horizontal moving speeds and landing speeds, and the open-air flying can fly further. , off the umbrella flight can land faster.
  • the target position is the landing target point
  • the real-time flight strategy is used to automatically control the game character to close the umbrella flight or open the parachute flight, and according to the real-time position, the closed flight or the open flight can be freely switched.
  • the game object can be easily and accurately landed to the target point, which improves the accuracy of skydiving landing in the game scene, and the entire skydiving landing process does not require manual operation by the user, and the degree of automation is high, which improves the convenience of the game.
  • FIG. 2 a flow chart of steps of another embodiment of a method for controlling a game character according to an embodiment of the present disclosure is shown.
  • the embodiment of the present disclosure may be used to control a simulated skydiving behavior of a game character in a game scene when the user (game)
  • the automatic skydiving scheme of the embodiment of the present disclosure is executed.
  • the user triggers to exit the automatic skydiving mode the user's control over the skydiving is restored, and the lens is reset to the player's character head. In the orientation, the user can manually control skydiving.
  • the game interface of the simulated skydiving displayed to the user there may be trigger buttons of different functions, and when the user triggers the specified trigger button, enter the automatic skydiving mode or exit the automatic skydiving mode.
  • the button of the marker point in the area 10 may include the player user's own marker point or other teammate's marker point, when the player user clicks the button of any marker point in the area 10.
  • the player user clicks the automatic skydiving button in the area 20 it is determined that the player user's entry triggering operation is detected, and then the automatic skydiving mode is entered.
  • clicking the button in the area 20 or clicking the exit skydiving button (not shown) in the interface can exit the automatic skydiving mode.
  • the player user can enter the automatic skydiving mode at any stage. For example, enter the automatic skydiving mode when there is no out of the cabin, or enter the automatic skydiving mode during the parachute landing.
  • a specific prompt may be given in the game interface.
  • the automatic skydiving button in the area 20 is set to stream the streamer.
  • a text prompt is given anywhere in the game interface. For example, if the game character is still on an airplane or an airship, the words “automatic skydiving is about to begin” are displayed, and if the game character has already skydived, "automatic skydiving in flight” is displayed. Typeface.
  • the skydiving button ie, the switch umbrella button
  • the player user's lens angle of view can be freely moved, but the direction and speed of the skydiving are no longer affected.
  • the automatic skydiving process of the embodiment of the present disclosure is specifically described below.
  • the embodiment of the present disclosure may include the following steps:
  • Step 201 determining a target location that needs to be dropped
  • the target location in a game scene simulating skydiving, may be a virtual location in the game scene, which is a location corresponding to the target point that the game character needs to land.
  • step 201 may further include the following sub-steps:
  • Sub-step S11 displaying a virtual map in the game scene, wherein the virtual map includes one or more marked points;
  • the virtual map may be a two-dimensional planar thumbnail of the game scene, for example, as shown in FIG. 3, the virtual map may include a plurality of virtual locations.
  • the player user can perform specified operations on the virtual map, such as zoom operations, operations to mark points, and the like.
  • specified operations on the virtual map such as zoom operations, operations to mark points, and the like.
  • the marked location can be used as a marker.
  • the points of different player users can use different colors.
  • an automatic skydiving button may also be included, as shown in the area 20 of FIG. 3, as described above, by clicking the automatic skydiving button in the area 20, the automatic skydiving mode can be entered or exited.
  • Sub-step S12 the location of the marker point selected by the user corresponding to the current game character is taken as the target location.
  • the user clicks the mark point as the target point, and the clicked mark point is located.
  • the location is the target location.
  • the marker point selected by the player user can be determined as the mark point of the player, and the mark of the user can be further determined. Click on the location in the virtual map and use that location as the target location.
  • Step 202 Acquire a real-time location of the game character
  • the timing of acquiring the real-time position of the game character once can acquire a real-time position for one frame.
  • the real-time position of the game character in each frame can be obtained through the positioning function in the game scene.
  • the real-time position is the real-time position of the aircraft or airship where the game character is located. If the game character has skydived, the real-time location is the real-time location of the game character itself.
  • Step 203 determining a skydiving position
  • the skydiving position may be further determined according to the target position and the real-time position, that is, the timing of the game character jumping out of the aircraft or the airship is determined.
  • step 203 may further include the following sub-steps:
  • a vertical line perpendicular to the route of the game character is made through the target position, and the position where the intersection of the vertical line and the route is located is used as the skydiving position.
  • the route may be the flight route of the plane or airship where the game character is located during the flight.
  • the skydiving position may be the location of the shortest distance point.
  • a vertical line can be made through the target position, perpendicular to the route of the aircraft or airship where the game character is located. Then, the intersection of the vertical line and the route can be used as the shortest distance point, and the position of the shortest distance point is the skydiving position.
  • the skydiving position can be determined in other ways, which is not limited by the embodiment of the present disclosure.
  • Step 204 Determine, according to the real-time location, whether the game character is located at or beyond the skydiving position; if yes, execute step 206; if not, execute step 205
  • Step 205 waiting for the game character to move to the skydiving position, returning to step 204;
  • Step 206 performing a skydiving operation
  • the skydiving operation can be performed at this time to control the game character to jump out of the cabin.
  • step 204 If the game character does not reach the skydiving position, the aircraft or airship controlling the game character continues to fly along the route until the game character reaches the skydiving position, and then returns to step 204. Since the skydiving position is reached, the result of step 204 is If the result is affirmative, step 206 is performed to perform the skydiving operation, that is, if the game character does not reach the parachute position, the aircraft or the airship where the game character is located is waiting to fly to the skydiving position to perform the skydiving operation.
  • the embodiment of the present disclosure is not limited to the above, and the skydiving operation is performed by determining whether the skydiving position is reached as the skydiving time.
  • the person skilled in the art may determine whether the skydiving time is reached by other means, thereby performing the skydiving operation, for example, according to
  • the real-time position determines whether the connection between the real-time position and the target position is perpendicular to the route. If it is vertical, it determines that the skydiving opportunity is reached, and the real-time position is the position where the shortest distance point is located. For another example, the angle between the real-time location to the route terminal and the real-time location to the target location is obtained. If the angle is 90°, it is determined that the skydiving opportunity is reached, and the real-time location is the location of the shortest distance point.
  • Step 207 controlling a direction in which the orientation of the game character is turned to the target position
  • the embodiment of the present disclosure may also control the orientation of the game character such that the orientation of the game character is turned to the direction of the target position.
  • an angular velocity may be preset according to an empirical value, and during the turning of the game character, the angular velocity may be rotated to the direction in which the target location is located.
  • Step 208 Determine a real-time flight strategy according to the target location and the real-time location during a parachute landing;
  • the real-time flight strategy of each frame may be determined according to the target position and the real-time position of the game character in each frame.
  • the real-time flight strategy may include at least an open flight strategy, an off-sky flight strategy, a downward flight strategy with a set maximum tilt angle, and the like.
  • the flying and flying of the game character have different translation speeds and descending speeds, and the minimum falling speed and the maximum moving speed of the two are also different.
  • the maximum translation speed and the minimum descent speed will be reduced, and the minimum descent speed will be reduced more. Therefore, the distance of flight can be farther when flying, but the maximum flight speed and minimum drop of the parachute flight Speed is faster than flying, so it takes less time. Therefore, in order to more accurately approach the target position, embodiments of the present disclosure need to decide a real-time flight strategy.
  • step 208 may further include the following sub-steps:
  • Sub-step S21 determining a reference position range
  • the reference position range In the specific implementation, during the skydiving process, it is difficult to accurately land to the target position, so it is also possible to land near the target position, and the area near the target position can be referred to as the reference position range.
  • the reference position range may be a range of regions determined according to a preset radius, centered on the target position.
  • Sub-step S22 calculating a real-time distance difference between the real-time location and the target location
  • the real-time distance difference may include, but is not limited to, a real-time horizontal distance difference, a real-time height difference, a real-time direction difference, and the like.
  • the real-time distance difference can be calculated as follows:
  • the real-time height difference is (y1–y0), which is the difference in altitude between the real-time position and the target position.
  • the real-time horizontal distance difference is the distance between two coordinate points of (x0, 0, z0) and (x1, 0, z1), that is, the distance between the real-time position and the projection position of the target position in the xz plane.
  • Sub-step S23 determining whether the game character can reach the upper space area of the reference position range in the closed state according to the real-time distance difference; if yes, executing sub-step S24, if not, executing sub-step S25;
  • Sub-step S24 determining that the real-time flight strategy is an off-sky flight strategy
  • Sub-step S25 determining that the real-time flight strategy is an open-sky flight strategy
  • the real-time flight strategy is the closed flight strategy. Otherwise, if the game character cannot reach the upper space of the reference position range in the closed state, the real-time flight strategy is determined to be an open flight strategy. .
  • the upper empty area may be an area that is preset to a radius above the reference position range, that is, the distance between the reference position range and the upper space area is equal to the preset radius.
  • the sub-step S23 may further include the following sub-steps:
  • the minimum descent speed set during the flight is 10m/s
  • the maximum horizontal moving speed is 20m/s
  • the vertical distance to the reference position range is 100m
  • the real-time horizontal distance difference is 260m, according to the minimum descent speed.
  • the flight duration required to descend to the target position is 10 s.
  • the flight distance that can be moved according to the maximum horizontal moving speed is 200 m, which is less than the real-time horizontal distance difference.
  • the game character cannot reach the closed state.
  • the area above the reference position range is if the real-time horizontal distance difference is 160 m and the flight distance 200 m is greater than the 160 m, it can be determined that the game character can reach the upper space region of the reference position range in the closed umbrella state.
  • Sub-step S26 when the game character reaches the upper air area, determining that the real-time flight strategy is a strategy of flying down the umbrella at a preset tilt angle.
  • the real-time flight strategy may be set to a strategy of flying down the umbrella at a preset inclination angle, for example, the preset inclination angle is the maximum inclination angle, such as The strategy of flying at 85° down the umbrella.
  • Step 209 Automatically control the game character to perform landing flight according to the real-time flight strategy.
  • the real-time flight strategy can be automatically controlled by the game character in real time, for example, if the game character has not reached the above-mentioned airspace region, if the real-time flight strategy is an off-air flight
  • the strategy automatically controls the game character to perform the off-air flight in real time.
  • the real-time flight strategy is an open-sky flight strategy
  • the game character is automatically controlled to perform the open-sky flight in real time.
  • a real-time flight strategy must be decided. In this process, the flying and closing flight can be switched according to the actual decision result, so that the game character is as accurate as possible. Landed to the target location.
  • the orientation of the game character can be turned to the direction of the target position at the set angular velocity, and then the game character is controlled to Preset the angle of inclination to fly down.
  • the embodiment of the present disclosure may further include the following steps:
  • the game character can automatically control the path finding navigation to the reference position range.
  • steps 201 through 209 of the embodiment of the present disclosure may be re-executed to accommodate game requirements at different target locations.
  • the embodiment of the present disclosure may be executed on the client, executed on the server, or executed through interaction between the client and the server (the client is responsible for displaying and detecting the function of the user operation, and the server is responsible for calculating the logic).
  • the embodiment does not limit this.
  • the automatic skydiving mode In the embodiment of the present disclosure, no matter which stage of the scene of the simulated skydiving, the automatic skydiving mode can be entered.
  • the automatic skydiving mode after determining the target position of the game character to be landed and the real-time position of the game character, the skydiving can be determined.
  • the timing and real-time flight strategy of the landing process through the open flight and/or off-air flight indicated by the real-time flight strategy, can make the game character drop the target position as accurately as possible, and improve the accuracy of skydiving landing.
  • the automatic skydiving mode of the embodiment of the present disclosure does not require manual operation by the user, and the degree of automation is high, and the user is easy to get started. Even the player who first touches the tactical competition and the sandboxing game simulation parachute game can smoothly land on the map. Predetermine the target point.
  • FIG. 4 is a structural block diagram of an embodiment of a control device for a game character according to an embodiment of the present disclosure.
  • the embodiment of the present disclosure may be used to control simulated skydiving behavior of a game character in a game scenario, and may specifically include the following modules:
  • a target location determining module 401 configured to determine a target location that needs to be dropped
  • a real-time location acquisition module 402 configured to acquire a real-time location of the game character
  • a real-time flight strategy determining module 403, configured to determine a real-time flight strategy according to the target location and the real-time location during a parachute landing, wherein the real-time flight strategy includes an open-sky flight strategy or an off-sky flight strategy;
  • the flight module 404 is configured to automatically control the game character to perform a landing flight according to the real-time flight strategy.
  • the apparatus may further include the following modules:
  • a skydiving position determining module for determining a skydiving position
  • a judging module configured to determine, according to the real-time location, whether the game character is located at or beyond the skydiving position; if yes, performing a skydiving operation; if not, waiting for the game character to move to the skydiving position and performing skydiving operating.
  • the skydiving position determining module is further configured to:
  • a vertical line perpendicular to the route of the game character is made through the target position, and the position where the intersection of the vertical line and the route is located is used as the skydiving position.
  • the apparatus may further include the following modules:
  • a steering module for controlling a direction in which the game character is turned toward the target position.
  • the target location determining module 401 may include the following submodules:
  • a map display sub-module for displaying a virtual map in a game scene, wherein the virtual map includes one or more marked points;
  • the target position selection sub-module is used to set the position of the selected point corresponding to the user corresponding to the current game character as the target position.
  • the real-time flight policy determination module 403 may include the following sub-modules:
  • a reference position range determining sub-module configured to determine a reference position range, wherein the reference position range is a range of the area determined according to the preset radius, centered on the target position;
  • a real-time distance difference calculation sub-module configured to calculate a real-time distance difference between the real-time location and the target location
  • An off-the-counter determination sub-module configured to determine, according to the real-time distance difference, whether the game character can reach an upper air area of the reference position range in an off-air state, and if yes, invoke a first policy determination sub-module, if not Calling the second policy to determine the submodule;
  • a first policy determining submodule configured to determine the real-time flight strategy as a closed flight strategy
  • a second policy determining submodule configured to determine that the real-time flight strategy is an open-sky flight strategy
  • the third policy determining submodule is configured to determine, when the game character reaches the upper air area, the real-time flight strategy as a strategy of flying down the umbrella at a preset tilt angle.
  • the real-time distance difference includes a real-time horizontal distance difference and a real-time height difference
  • the closed umbrella judgment sub-module is further configured to:
  • the apparatus may further include the following modules:
  • a landing position acquisition module for acquiring a landing position
  • a navigation module configured to control the game character to navigate to the reference position range if the landing position is not within the reference position range.
  • the description is relatively simple, and the relevant parts can be referred to the description of the system embodiment.
  • An embodiment of the disclosure further discloses an electronic device, including:
  • One or more processors are One or more processors.
  • One or more machine-readable media having stored thereon instructions that, when executed by the one or more processors, cause the electronic device to perform a method of controlling a game character as described above.
  • Embodiments of the present disclosure also disclose one or more machine-readable media having stored thereon instructions that, when executed by one or more processors, cause the processor to perform a method of controlling a game character as described above.
  • embodiments of the disclosed embodiments can be provided as a method, apparatus, or computer program product.
  • embodiments of the present disclosure can take the form of an entirely hardware embodiment, an entirely software embodiment, or a combination of software and hardware.
  • embodiments of the present disclosure may take the form of a computer program product embodied on one or more computer usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) including computer usable program code.
  • Embodiments of the present disclosure are described with reference to flowchart illustrations and/or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the present disclosure. It will be understood that each flow and/or block of the flowchart illustrations and/or FIG.
  • These computer program instructions can be provided to a processor of a general purpose computer, special purpose computer, embedded processor or other programmable data processing terminal device to produce a machine such that instructions are executed by a processor of a computer or other programmable data processing terminal device
  • Means are provided for implementing the functions specified in one or more of the flow or in one or more blocks of the flow chart.
  • the computer program instructions can also be stored in a computer readable memory that can direct a computer or other programmable data processing terminal device to operate in a particular manner, such that the instructions stored in the computer readable memory produce an article of manufacture comprising the instruction device.
  • the instruction device implements the functions specified in one or more blocks of the flowchart or in a flow or block of the flowchart.

Abstract

一种游戏角色的控制方法和装置,其中该方法用于控制游戏场景中游戏角色的模拟跳伞行为,包括:确定需要降落的目标位置;获取游戏角色的实时位置;在跳伞降落过程中,根据目标位置以及实时位置,确定实时飞行策略,其中,实时飞行策略包括开伞飞行策略或者关伞飞行策略;按照实时飞行策略,自动控制游戏角色进行降落飞行。

Description

一种游戏角色的控制方法及装置、电子设备和可读介质
相关申请的交叉引用
本申请要求于2018年04月10日提交的申请号为201810317878.6、名称为“一种游戏角色的控制方法及装置”的中国专利申请的优先权,该中国专利申请的全部内容通过引用全部并入本文。
技术领域
本公开涉及虚拟游戏技术领域,特别是涉及一种游戏角色的控制方法、游戏角色的控制装置、电子设备和可读介质。
背景技术
在战术竞技、沙盒竞技类的游戏中,通常具有模拟跳伞的场景。在游戏开始时玩家统一上飞机或飞艇,飞机或飞艇通过随机航线穿越游戏地图,玩家在此过程中通过跳伞空降到地图上自己标记或是队友标记的预定目标点。
需要说明的是,在上述背景技术部分公开的信息仅用于加强对本公开的背景的理解,因此可以包括不构成对本领域普通技术人员已知的现有技术的信息。
发明内容
本公开的目的在于提供一种游戏角色的控制方法、游戏角色的控制装置、电子设备和可读介质,以解决现有的游戏场景下的模拟跳伞方式,游戏玩家较难通过纯手动操作到达自己标记或是队友标记的预定目标点的问题。
根据本公开的一个方面,提供了一种游戏角色的控制方法,所述方法用于控制游戏场景中游戏角色的模拟跳伞行为,所述方法包括:确定需要降落的目标位置;获取所述游戏角色的实时位置;在跳伞降落过程中,根据所述目标位置以及所述实时位置,确定实时飞行策略,其中,所述实时飞行策略包括开伞飞行策略或者关伞飞行策略;按照所述实时飞行策略,自动控制所述游戏角色进行降落飞行。
本公开还公开了一种游戏角色的控制装置,所述装置用于控制游戏场景中游戏角色的模拟跳伞行为,所述装置包括:目标位置确定模块,用于确定需要降落的目标位置;实时位置获取模块,用于获取所述游戏角色的实时位置;实时飞行策略确定模块,用于在跳伞降落过程中,根据所述目标位置以及所述实时位置,确定实时飞行策略,其中,所述实时飞行策略包括开伞飞行策略或者关伞飞行策略;飞行模块,用于按照所述实时飞行策略,自动控制所述游戏角色进行降落飞行。
本公开还公开了一种电子设备,包括:一个或多个处理器;和其上存储有指令的一个或多个机器可读介质,当由所述一个或多个处理器执行时,使得所述电子设备执行如下步 骤:确定需要降落的目标位置;获取所述游戏角色的实时位置;在跳伞降落过程中,根据所述目标位置以及所述实时位置,确定实时飞行策略,其中,所述实时飞行策略包括开伞飞行策略或者关伞飞行策略;按照所述实时飞行策略,自动控制所述游戏角色进行降落飞行。
本公开还公开了一个或多个机器可读介质,其上存储有指令,当由一个或多个处理器执行时,使得所述处理器执行如下步骤:确定需要降落的目标位置;获取所述游戏角色的实时位置;在跳伞降落过程中,根据所述目标位置以及所述实时位置,确定实时飞行策略,其中,所述实时飞行策略包括开伞飞行策略或者关伞飞行策略;按照所述实时飞行策略,自动控制所述游戏角色进行降落飞行。
应当理解的是,以上的一般描述和后文的细节描述仅是示例性和解释性的,并不能限制本公开。
附图说明
此处的附图被并入说明书中并构成本说明书的一部分,示出了符合本申请的实施例,并与说明书一起用于解释本公开的原理。显而易见地,下面描述中的附图仅仅是本申请的一些实施例,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,还可以根据这些附图获得其他的附图。在附图中:
图1是本公开实施例的一种游戏角色的控制方法实施例的步骤流程图;
图2是本公开实施例的一种游戏角色的控制方法另一实施例的步骤流程图;
图3是本公开实施例的一种游戏角色的控制方法另一实施例中的游戏界面示意图;
图4是本公开实施例的一种游戏角色的控制装置实施例的结构框图。
具体实施方式
为使本公开的上述目的、特征和优点能够更加明显易懂,下面结合附图和具体实施方式对本公开作进一步详细的说明。
在游戏场景中模拟跳伞时,一般采用两种方式:
一是玩家纯手动操作跳伞的方式,例如,玩家通过左摇杆控制方向前进,通过按钮控制开伞,通过划屏控制面向等方式跳伞。
二是纯手动结合跟随队友跳伞的方式,例如,选择某个队友进行跟随,跟着他的位置进行飞行或跳伞。
然而,发明人意识到,上述跳伞方式对于新手玩家而言是一个有难度的操作,涉及到目标点的寻找、开关伞的时机、飞行角度的选择等诸多操作细节,新手玩家可能较难通过纯手动操作到达自己标记或是队友标记的预定目标点。
参照图1,示出了本公开实施例的一种游戏角色的控制方法实施例的步骤流程图,本公开实施例可以用于控制游戏场景中游戏角色的模拟跳伞行为,具体可以包括如下步骤:
步骤101,确定需要降落的目标位置;
步骤102,获取所述游戏角色的实时位置;
步骤103,在跳伞降落过程中,根据所述目标位置以及所述实时位置,确定实时飞行策略;
其中,所述实时飞行策略包括开伞飞行或者关伞飞行。
步骤104,按照所述实时飞行策略,自动控制所述游戏角色进行降落飞行。
在本公开实施例中,针对具有模拟跳伞的游戏场景,在自动跳伞模式下,确定游戏角色需要降落的目标位置以后,通过获取的该游戏角色的实时位置,可以自动决策出跳伞降落过程中的实时飞行策略,其中,该实时飞行策略可以包括开伞飞行或者关伞飞行,而在实际中,开伞飞行和关伞飞行有着不同的水平移动速度以及降落速度,开伞飞行可以飞得更远,关伞飞行可以降落得更快。基于此,在跳伞降落过程中,以目标位置为降落目标点,通过实时飞行策略,自动控制游戏角色关伞飞行或开伞飞行,且根据实时位置,关伞飞行或开伞飞行可以自如切换,使得游戏对象可以较为容易且准确的降落到目标点,提高了游戏场景下跳伞降落的准确率,并且整个跳伞降落过程无需用户手动操作,自动化程度高,提升了游戏的便捷程度。
参照图2,示出了本公开实施例的一种游戏角色的控制方法另一实施例的步骤流程图,本公开实施例可以用于控制游戏场景中游戏角色的模拟跳伞行为,当用户(游戏玩家,也称玩家用户)触发进入自动跳伞模式时,执行本公开实施例的自动跳伞方案,当用户触发退出自动跳伞模式时,则恢复用户对跳伞的控制权,镜头重置到玩家角色头的朝向,用户可以手动控制跳伞。
在一种实施方式中,在展示给用户的模拟跳伞的游戏界面中,可以具有不同功能的触发按钮,当用户触发指定的触发按钮时,进入自动跳伞模式或退出自动跳伞模式。
例如,如图3所示的游戏界面示意图,区域10中的标记点的按钮可以包括玩家用户自身的标记点或者其他队友的标记点,当玩家用户点击区域10中的任一标记点的按钮时,或者,玩家用户点击区域20中的自动跳伞按钮时,则判定为检测到玩家用户的进入触发操作,继而进入自动跳伞模式。当玩家用户想要退出自动跳伞模式时,点击区域20中的按钮或者点击界面中的退出跳伞按钮(图中未示出),则可以退出自动跳伞模式。
在实际中,在模拟跳伞的游戏场景中,玩家用户可以在任何阶段进入自动跳伞模式。例如,在还没有出舱时进入自动跳伞模式,或者,在跳伞降落的过程中进入自动跳伞模式。
进一步地,为了提示玩家用户当前处于自动跳伞模式,可以在游戏界面中给出具体的提示,例如,如图3所示,对区域20中的自动跳伞按钮设置转圈的流光。又如,在游戏界面的任意位置给出文字提示,例如,如果游戏角色还在飞机或飞艇上,则显示“自动跳伞即将开始”字样,如果游戏角色已经跳伞,则显示“自动跳伞飞行中”字样。
需要说明的是,在自动跳伞模式下,为了避免用户误操作,可以隐藏跳伞按钮(即开关伞按钮),此时玩家用户的镜头视角可以自由移动,但是不再对跳伞方向和速度造成影 响。
以下对本公开实施例的自动跳伞过程进行具体说明,本公开实施例可以包括如下步骤:
步骤201,确定需要降落的目标位置;
在具体实现中,在模拟跳伞的游戏场景中,目标位置可以为游戏场景中的虚拟位置,该位置为游戏角色需要降落的目标点对应的位置。
在本公开实施例的一种优选实施例中,步骤201进一步可以包括如下子步骤:
子步骤S11,在游戏场景中展示虚拟地图,其中,所述虚拟地图包括一个或多个标记点;
在实际中,虚拟地图可以为游戏场景的二维平面缩略图,例如,如图3所示,虚拟地图中可以包括多个虚拟位置。
在具体实现中,玩家用户可以对虚拟地图进行指定操作,例如,缩放操作、标记标记点的操作,等等。当玩家用户对虚拟地图中的某个位置进行标记时,该被标记的位置可以作为标记点。
在实际中,为了区分不同玩家用户的标记点,不同玩家用户的标记点可以使用不同的颜色。
在图3的区域10中,展示的是标记点列表,该标记点列表中包含在虚拟地图上标记的所有标记点。
在展示虚拟地图的游戏界面中,还可以包括自动跳伞按钮,如图3的区域20所示,如前所述,点击该区域20中的自动跳伞按钮,可以进入或退出自动跳伞模式。
子步骤S12,将当前游戏角色对应的用户选定的标记点所在的位置作为目标位置。
例如,当玩家用户在虚拟地图中点击某个标记点(包括玩家用户自身的标记点或者其他队友的标记点)时,可以将用户点击的标记点作为目标点,该被点击的标记点所在的位置作为目标位置。
又如,当玩家用户点击图3的区域10中显示的标记点列表中的某个标记点(包括玩家用户自身的标记点或者其他队友的标记点)时,在进入自动跳伞模式的同时,可以确定该被点击的标记点在虚拟地图中的位置,并将该位置作为目标位置。
又如,当玩家用户点击图3的区域20中显示的自动跳伞按钮时,在进入自动跳伞模式的同时,可以确定玩家用户选定的标记点为自身的标记点,则可以进一步确定自身的标记点在虚拟地图中的位置,并将该位置作为目标位置。
需要说明的是,上述确定需要降落的目标位置的方式仅仅是本公开实施例的一种示例说明,本领域技术人员还可以采用其他方式确定目标位置,本公开实施例对此不作限定。
步骤202,获取游戏角色的实时位置;
在虚拟游戏中,获取一次游戏角色的实时位置的时机可以为一帧画面获取一次实时位置。在实现时,可以通过游戏场景中的定位功能,来获取游戏角色在每帧画面中的实时位置。
需要说明的是,在游戏场景中,如果游戏角色还没有跳伞,即还没有出舱,则该实时位置为游戏角色所在的飞机或飞艇的实时位置。如果游戏角色已经跳伞,则该实时位置为游戏角色自身的实时位置。
步骤203,确定跳伞位置;
确定目标位置以及游戏角色在游戏场景中的实时位置以后,可以进一步根据该目标位置以及该实时位置,确定跳伞位置,即确定游戏角色在飞机或飞艇上跳伞出舱的时机。
在本公开实施例的一种优选实施例中,步骤203进一步可以包括如下子步骤:
经由所述目标位置,作一条垂直于所述游戏角色所在航线的垂直线,将所述垂直线与所述航线的交点所在的位置作为跳伞位置。
其中,航线可以为游戏场景中,游戏角色所在的飞机或飞艇在飞行时的飞行路线。
在具体实现中,该跳伞位置可以为最短距离点所在的位置。
由于点到直线上任意一点构成的所有线段中,垂线段的长度最短,因此,在确定目标位置以后,可以作一条经由该目标位置,垂直于游戏角色所在的飞机或飞艇的航线的垂直线,则该垂直线与航线的交点可以作为最短距离点,该最短距离点所在的位置即为跳伞位置。
当然,还可以采用其他方式确定跳伞位置,本公开实施例对此不作限定。
步骤204,根据所述实时位置,判断所述游戏角色是否位于或者超过所述跳伞位置;若是,则执行步骤206,若否,则执行步骤205
步骤205,等待所述游戏角色移动至所述跳伞位置,返回执行步骤204;
步骤206,执行跳伞操作;
具体的,确定跳伞位置以后,可以根据获取的游戏角色的实时位置,判断该游戏角色是否到达该跳伞位置或超过该跳伞位置,如果游戏角色到达该跳伞位置或超过该跳伞位置,则表示游戏角色到达最短距离点,此时可以执行跳伞操作,控制游戏角色跳伞出舱。
如果游戏角色没有到达该跳伞位置,则控制游戏角色所在的飞机或飞艇继续沿航线飞行,直到游戏角色到达跳伞位置,此时返回执行步骤204,由于在到达跳伞位置时,步骤204的判定结果为肯定结果,则执行步骤206,执行跳伞操作,即在游戏角色没有到达跳伞位置的情况下,等待游戏角色所在的飞机或飞艇飞行至跳伞位置后执行跳伞操作。
需要说明的是,本公开实施例并不限于上述通过判断是否到达跳伞位置作为跳伞时机来执行跳伞操作,本领域技术人员还可以通过其他方式判断是否达到跳伞时机,从而执行跳伞操作,例如,根据实时位置,判断实时位置与目标位置之间的连线与航线是否垂直,如果垂直,则判定达到跳伞时机,该实时位置为最短距离点所在的位置。又如,获取实时位置到航线终端与实时位置到目标位置这里两个向量的夹角,如果该夹角为90°,则判定为达到跳伞时机,该实时位置为最短距离点所在的位置。
步骤207,控制所述游戏角色的朝向转向所述目标位置的方向;
具体的,在执行跳伞操作以后,在开始降落之前,为了尽可能的在飞行过程中靠近目 标位置,本公开实施例还可以控制游戏角色的朝向,使得游戏角色的朝向转向目标位置的方向。
在具体实现中,可以根据经验值预先设定一个角速度,在游戏角色转向的过程中,可以按照该角速度转动到目标位置所在的方向。
步骤208,在跳伞降落过程中,根据所述目标位置以及所述实时位置,确定实时飞行策略;
在本公开实施例中,在游戏角色的跳伞降落过程中,如果开启了自动跳伞模式,则可以根据目标位置以及游戏角色在每帧画面的实时位置,决策出每帧画面的实时飞行策略。
作为一种示例,该实时飞行策略至少可以包括开伞飞行策略、关伞飞行策略、以设定的最大倾角向下关伞飞行策略等。
在具体实现中,游戏角色的开伞飞行和关伞飞行有着不同的平移速度以及下降速度,两者的最小下降速度和最大平移速度也是不相同的。在开伞飞行时,最大平移速度以及最小下降速度均会减少,且最小下降速度减少幅度更大,因此开伞飞行时所能飞行的距离更远,但关伞飞行由于最大平移速度以及最小下降速度相比于开伞飞行更快,因此耗时更少。因此,本公开实施例为了更准确地靠近目标位置,需要决策出实时飞行策略。
在本公开实施例的一种优选实施例中,步骤208进一步可以包括如下子步骤:
子步骤S21,确定基准位置范围;
在具体实现中,在跳伞过程中,很难精准地降落到目标位置,因此只要降落到目标位置附近也是可以的,可以将目标位置附近的区域称为基准位置范围。
作为一种示例,该基准位置范围可以为以目标位置为圆心,根据预设半径确定的区域范围。
子步骤S22,计算所述实时位置与目标位置之间的实时距离差异;
作为一种示例,该实时距离差异可以包括但不限于:实时水平距离差、实时高度差、实时方向差等。
在一种实施方式中,可以采用如下方式计算实时距离差异:
假设目标位置的坐标记作v0=(x0,y0,z0),实时位置的坐标记作v1=(x1,y1,z1)。
基于目标位置的坐标以及实时位置的坐标,可以得到一个目标方向,为target_dir=(x0,0,z0)-(x1,0,z1),而游戏角色在实时位置中也有一个运动方向,记作(dx,dy,dz),令cur_dir=(dx,0,dz),cur_dir和target_dir两个向量都是xz平面之内的向量,那么实时方向差即为cur_dir和target_dir两个向量之间的夹角。
实时高度差即为(y1–y0),即实时位置和目标位置之间的海拔差。
实时水平距离差即为(x0,0,z0)和(x1,0,z1)两个坐标点之间的距离,即实时位置和目标位置在xz平面内投影点之间的距离。
子步骤S23,根据所述实时距离差异,判断所述游戏角色在关伞状态下是否能够到达所述基准位置范围的上空区域;若是,则执行子步骤S24,若否,则执行子步骤S25;
子步骤S24,确定所述实时飞行策略为关伞飞行策略;
子步骤S25,确定所述实时飞行策略为开伞飞行策略;
具体的,得到实时位置与目标位置之间的实时距离差异以后,可以根据该实时距离差异,判断游戏角色在关伞状态下是否能够到达基准位置范围的上空区域,如果在关伞状态下游戏角色能够到达基准位置范围的上空区域,则确定实时飞行策略为关伞飞行策略,否则,如果在关伞状态下游戏角色不能够到达基准位置范围的上空区域,则确定实时飞行策略为开伞飞行策略。
作为一种示例,该上空区域可以为在距离基准位置范围上方预设半径的区域,即基准位置范围与上空区域之间的距离等于上述预设半径。
在本公开实施例的一种优选实施例中,子步骤S23进一步可以包括如下子步骤:
根据关伞飞行时设定的最小下降速度,计算下降至所述基准位置范围的垂直距离所需的飞行时长;根据关伞飞行时设定的最大水平移动速度,计算所述飞行时长下的飞行距离;若所述飞行距离小于所述实时水平距离差,则判定关伞状态下不能够到达所述基准位置范围的上空区域;若所述飞行距离大于或等于所述实时水平距离差,则判定关伞状态下能够到达所述基准位置范围的上空区域。
例如,假设关伞飞行时设定的最小下降速度为10m/s、最大水平移动速度为20m/s,下降至基准位置范围的垂直距离为100m、实时水平距离差为260m,则按照最小下降速度下降到目标位置所需的飞行时长为10s,在该飞行时长内,按照最大水平移动速度可以移动的飞行距离为200m,小于实时水平距离差,此时可以判定关伞状态下游戏角色不能够到达基准位置范围的上空区域。但如果实时水平距离差为160m,飞行距离200m大于该160m,则可以判定关伞状态下游戏角色能够到达基准位置范围的上空区域。
子步骤S26,当所述游戏角色到达所述上空区域时,确定所述实时飞行策略为以预设倾角向下关伞飞行的策略。
如果游戏角色的实时位置指示游戏角色已经到达基准位置范围的上空区域,则可以将实时飞行策略设定为以预设倾角向下关伞飞行的策略,例如,该预设倾角为最大倾角,如为85°向下关伞飞行的策略。
需要说明的是,在该以预设倾角向下关伞飞行的策略下,游戏角色不再转动方向,以避免小范围内频繁的方向变动。除非在此过程中飞出预设半径范围,则再转向目标点方向。
步骤209,按照所述实时飞行策略,自动控制所述游戏角色进行降落飞行。
在具体实现中,在决策出每帧画面的实时飞行策略后,可以自动控制游戏角色实时执行该实时飞行策略,例如,在游戏角色还没有到达上述上空区域时,如果实时飞行策略为关伞飞行策略,则自动控制游戏角色实时执行关伞飞行,如果实时飞行策略为开伞飞行策略,则自动控制游戏角色实时执行开伞飞行。在整个降落过程中,每计算一次实时位置,都要决策一次实时飞行策略,则在这个过程中,开伞飞行与关伞飞行根据实际的决策结果可以互相切换,从而使得游戏角色尽可能准确地降落到目标位置。
在实际中,在到达上述上空区域时,在执行以预设倾角向下关伞飞行的策略前,还可以以设定的角速度将游戏角色的朝向转向到目标位置的方向,然后控制游戏角色以预设倾角向下飞行。
在本公开实施例的一种优选实施例中,本公开实施例还可以包括步骤:
获取降落位置;若所述降落位置没有在所述基准位置范围内,则控制所述游戏角色导航至所述基准位置范围。
在具体实现中,如果在跳伞降落的过程中,全程开伞飞行降落的降落位置都没有在基准位置范围内,则在游戏角色落地以后,可以控制游戏角色自动寻路导航,前往基准位置范围。
根据本公开实施例,当用户重新确定目标位置时,可以重新执行本公开实施例的步骤201到步骤209,以适应不同目标位置的游戏需求。
需要说明的是,本公开实施例可以在客户端执行,也可以在服务器执行,或者通过客户端与服务器的交互执行(客户端负责显示、检测用户操作的功能,服务器负责计算逻辑),本公开实施例对此不作限制。
在本公开实施例中,无论处于模拟跳伞的场景的哪个阶段,均可以进入自动跳伞模式,在自动跳伞模式下,确定游戏角色需要降落的目标位置以及游戏角色的实时位置以后,则可以确定跳伞时机以及降落过程的实时飞行策略,通过实时飞行策略所指示的开伞飞行和/或关伞飞行,能够使得游戏角色尽可能精确地降落的目标位置,提高了跳伞降落的精准度。
另外,本公开实施例的自动跳伞模式下无需用户手动操作,自动化程度高,易于用户上手,即使对于首次接触战术竞技、沙盒竞技类游戏模拟跳伞玩法的玩家也可以顺利地降落在地图上的预定目标点。
需要说明的是,对于方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本公开实施例并不受所描述的动作顺序的限制,因为依据本公开实施例,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作并不一定是本公开实施例所必须的。
参照图4,示出了本公开实施例的一种游戏角色的控制装置实施例的结构框图,本公开实施例可以用于控制游戏场景中游戏角色的模拟跳伞行为,具体可以包括如下模块:
目标位置确定模块401,用于确定需要降落的目标位置;
实时位置获取模块402,用于获取所述游戏角色的实时位置;
实时飞行策略确定模块403,用于在跳伞降落过程中,根据所述目标位置以及所述实时位置,确定实时飞行策略,其中,所述实时飞行策略包括开伞飞行策略或者关伞飞行策略;
飞行模块404,用于按照所述实时飞行策略,自动控制所述游戏角色进行降落飞行。
在本公开实施例的一种优选实施例中,所述装置还可以包括如下模块:
跳伞位置确定模块,用于确定跳伞位置;
判断模块,用于根据所述实时位置,判断所述游戏角色是否位于或者超过所述跳伞位置;若是,则执行跳伞操作;若否,则等待所述游戏角色移动至所述跳伞位置后执行跳伞操作。
在本公开实施例的一种优选实施例中,所述跳伞位置确定模块还用于:
经由所述目标位置,作一条垂直于所述游戏角色所在航线的垂直线,将所述垂直线与所述航线的交点所在的位置作为跳伞位置。
在本公开实施例的一种优选实施例中,所述装置还可以包括如下模块:
转向模块,用于控制所述游戏角色的朝向转向所述目标位置的方向。
在本公开实施例的一种优选实施例中,所述目标位置确定模块401可以包括如下子模块:
地图展示子模块,用于在游戏场景中展示虚拟地图,其中,所述虚拟地图包括一个或多个标记点;
目标位置选定子模块,用于将当前游戏角色对应的用户选定的标记点所在的位置作为目标位置。
在本公开实施例的一种优选实施例中,所述实时飞行策略确定模块403可以包括如下子模块:
基准位置范围确定子模块,用于确定基准位置范围,其中,所述基准位置范围为以所述目标位置为圆心,根据预设半径确定的区域范围;
实时距离差异计算子模块,用于计算所述实时位置与目标位置之间的实时距离差异;
关伞判断子模块,用于根据所述实时距离差异,判断所述游戏角色在关伞状态下是否能够到达所述基准位置范围的上空区域,若是,则调用第一策略确定子模块,若否,则调用第二策略确定子模块;
第一策略确定子模块,用于确定所述实时飞行策略为关伞飞行策略;
第二策略确定子模块,用于确定所述实时飞行策略为开伞飞行策略;
第三策略确定子模块,用于当所述游戏角色到达所述上空区域时,确定所述实时飞行策略为以预设倾角向下关伞飞行的策略。
在本公开实施例的一种优选实施例中,所述实时距离差异包括实时水平距离差以及实时高度差;
所述关伞判断子模块还用于:
根据关伞飞行时设定的最小下降速度,计算下降至所述基准位置范围对应的垂直距离所需的飞行时长;
根据关伞飞行时设定的最大水平移动速度,计算所述飞行时长下的飞行距离;
若所述飞行距离小于所述实时水平距离差,则判定关伞状态下不能够到达所述基准位 置范围的上空区域;
若所述飞行距离大于或等于所述实时水平距离差,则判定关伞状态下能够到达所述基准位置范围的上空区域。
在本公开实施例的一种优选实施例中,所述装置还可以包括如下模块:
降落位置获取模块,用于获取降落位置;
导航模块,用于若所述降落位置没有在所述基准位置范围内,则控制所述游戏角色导航至所述基准位置范围。
对于装置实施例而言,由于其与上述方法实施例基本相似,所以描述的比较简单,相关之处参见系统实施例的部分说明即可。
本公开实施例还公开了一种电子设备,包括:
一个或多个处理器;和
其上存储有指令的一个或多个机器可读介质,当由所述一个或多个处理器执行时,使得所述电子设备执行上述的一种游戏角色的控制方法。
本公开实施例还公开了一个或多个机器可读介质,其上存储有指令,当由一个或多个处理器执行时,使得所述处理器执行上述的一种游戏角色的控制方法。
本说明书中的各个实施例均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的部分互相参见即可。
本领域内的技术人员应明白,本公开实施例的实施例可提供为方法、装置、或计算机程序产品。因此,本公开实施例可采用完全硬件实施例、完全软件实施例、或结合软件和硬件方面的实施例的形式。而且,本公开实施例可采用在一个或多个其中包含有计算机可用程序代码的计算机可用存储介质(包括但不限于磁盘存储器、CD-ROM、光学存储器等)上实施的计算机程序产品的形式。
本公开实施例是参照根据本公开实施例的方法、终端设备(系统)、和计算机程序产品的流程图和/或方框图来描述的。应理解可由计算机程序指令实现流程图和/或方框图中的每一流程和/或方框、以及流程图和/或方框图中的流程和/或方框的结合。可提供这些计算机程序指令到通用计算机、专用计算机、嵌入式处理机或其他可编程数据处理终端设备的处理器以产生一个机器,使得通过计算机或其他可编程数据处理终端设备的处理器执行的指令产生用于实现在流程图一个流程或多个流程和/或方框图一个方框或多个方框中指定的功能的装置。
这些计算机程序指令也可存储在能引导计算机或其他可编程数据处理终端设备以特定方式工作的计算机可读存储器中,使得存储在该计算机可读存储器中的指令产生包括指令装置的制造品,该指令装置实现在流程图一个流程或多个流程和/或方框图一个方框或多个方框中指定的功能。
这些计算机程序指令也可装载到计算机或其他可编程数据处理终端设备上,使得在计算机或其他可编程终端设备上执行一系列操作步骤以产生计算机实现的处理,从而在计算 机或其他可编程终端设备上执行的指令提供用于实现在流程图一个流程或多个流程和/或方框图一个方框或多个方框中指定的功能的步骤。
尽管已描述了本公开实施例的优选实施例,但本领域内的技术人员一旦得知了基本创造性概念,则可对这些实施例做出另外的变更和修改。所以,所附权利要求意欲解释为包括优选实施例以及落入本公开实施例范围的所有变更和修改。
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、物品或者终端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、物品或者终端设备所固有的要素。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、物品或者终端设备中还存在另外的相同要素。
以上对本公开所提供的一种游戏角色的控制方法和一种游戏角色的控制装置,进行了详细介绍,本文中应用了具体个例对本公开的原理及实施方式进行了阐述,以上实施例的说明只是用于帮助理解本公开的方法及其核心思想;同时,对于本领域的一般技术人员,依据本公开的思想,在具体实施方式及应用范围上均会有改变之处,综上所述,本说明书内容不应理解为对本公开的限制。

Claims (18)

  1. 一种游戏角色的控制方法,所述方法用于控制游戏场景中游戏角色的模拟跳伞行为,所述方法包括:
    确定需要降落的目标位置;
    获取所述游戏角色的实时位置;
    在跳伞降落过程中,根据所述目标位置以及所述实时位置,确定实时飞行策略,其中,所述实时飞行策略包括开伞飞行策略或者关伞飞行策略;
    按照所述实时飞行策略,自动控制所述游戏角色进行降落飞行。
  2. 根据权利要求1所述的方法,其中,在所述在跳伞降落过程中,根据所述目标位置以及所述实时位置,确定实时飞行策略之前,还包括:
    确定跳伞位置;
    根据所述实时位置,判断所述游戏角色是否位于或者超过所述跳伞位置;
    若是,则执行跳伞操作;
    若否,则等待所述游戏角色移动至所述跳伞位置后执行跳伞操作。
  3. 根据权利要求2所述的方法,其中,所述确定跳伞位置,包括:
    经由所述目标位置,作一条垂直于所述游戏角色所在航线的垂直线,将所述垂直线与所述航线的交点所在的位置作为跳伞位置。
  4. 根据权利要求2或3所述的方法,其中,在所述执行跳伞操作之后,还包括:
    控制所述游戏角色的朝向转向所述目标位置的方向。
  5. 根据权利要求1-3任一项所述的方法,其中,所述确定需要降落的目标位置,包括:
    在游戏场景中展示虚拟地图,其中,所述虚拟地图包括一个或多个标记点;
    将当前游戏角色对应的用户选定的标记点所在的位置作为目标位置。
  6. 根据权利要求1-3任一项所述的方法,其中,所述在跳伞降落过程中,根据所述目标位置以及所述实时位置,确定实时飞行策略,包括:
    确定基准位置范围,其中,所述基准位置范围为以所述目标位置为圆心,根据预设半径确定的区域范围;
    计算所述实时位置与目标位置之间的实时距离差异;
    根据所述实时距离差异,判断所述游戏角色在关伞状态下是否能够到达所述基准位置范围的上空区域;
    若是,则确定所述实时飞行策略为关伞飞行策略;
    若否,则确定所述实时飞行策略为开伞飞行策略;
    当所述游戏角色到达所述上空区域时,确定所述实时飞行策略为以预设倾角向下关伞飞行的策略。
  7. 根据权利要求6所述的方法,其中,所述实时距离差异包括实时水平距离差以及实时高度差;
    所述根据所述实时距离差异,判断所述游戏角色在关伞状态下是否能够到达所述基准位置范围的上空区域,包括:
    根据关伞飞行时设定的最小下降速度,计算下降至所述基准位置范围的垂直距离所需的飞行时长;
    根据关伞飞行时设定的最大水平移动速度,计算所述飞行时长下的飞行距离;
    若所述飞行距离小于所述实时水平距离差,则判定关伞状态下不能够到达所述基准位置范围的上空区域;
    若所述飞行距离大于或等于所述实时水平距离差,则判定关伞状态下能够到达所述基准位置范围的上空区域。
  8. 根据权利要求6所述的方法,其中,在所述按照所述实时飞行策略,控制所述游戏角色进行降落飞行之后,还包括:
    获取降落位置;
    若所述降落位置没有在所述基准位置范围内,则控制所述游戏角色导航至所述基准位置范围。
  9. 一种游戏角色的控制装置,所述装置用于控制游戏场景中游戏角色的模拟跳伞行为,所述装置包括:
    目标位置确定模块,用于确定需要降落的目标位置;
    实时位置获取模块,用于获取所述游戏角色的实时位置;
    实时飞行策略确定模块,用于在跳伞降落过程中,根据所述目标位置以及所述实时位置,确定实时飞行策略,其中,所述实时飞行策略包括开伞飞行策略或者关伞飞行策略;
    飞行模块,用于按照所述实时飞行策略,自动控制所述游戏角色进行降落飞行。
  10. 根据权利要求9所述的装置,其中,还包括:
    跳伞位置确定模块,用于确定跳伞位置;
    判断模块,用于根据所述实时位置,判断所述游戏角色是否位于或者超过所述跳伞位置;若是,则执行跳伞操作;若否,则等待所述游戏角色移动至所述跳伞位置后执行跳伞操作。
  11. 根据权利要求10所述的装置,其中,所述跳伞位置确定模块还用于:
    经由所述目标位置,作一条垂直于所述游戏角色所在航线的垂直线,将所述垂直线与所述航线的交点所在的位置作为跳伞位置。
  12. 根据权利要求10或11所述的装置,其中,还包括:
    转向模块,用于控制所述游戏角色的朝向转向所述目标位置的方向。
  13. 根据权利要求9-11任一项所述的装置,其中,所述目标位置确定模块包括:
    地图展示子模块,用于在游戏场景中展示虚拟地图,其中,所述虚拟地图包括一个或 多个标记点;
    目标位置选定子模块,用于将当前游戏角色对应的用户选定的标记点所在的位置作为目标位置。
  14. 根据权利要求9-11任一项所述的装置,其中,所述实时飞行策略确定模块包括:
    基准位置范围确定子模块,用于确定基准位置范围,其中,所述基准位置范围为以所述目标位置为圆心,根据预设半径确定的区域范围;
    实时距离差异计算子模块,用于计算所述实时位置与目标位置之间的实时距离差异;
    关伞判断子模块,用于根据所述实时距离差异,判断所述游戏角色在关伞状态下是否能够到达所述基准位置范围的上空区域,若是,则调用第一策略确定子模块,若否,则调用第二策略确定子模块;
    第一策略确定子模块,用于确定所述实时飞行策略为关伞飞行策略;
    第二策略确定子模块,用于确定所述实时飞行策略为开伞飞行策略;
    第三策略确定子模块,用于当所述游戏角色到达所述上空区域时,确定所述实时飞行策略为以预设倾角向下关伞飞行的策略。
  15. 根据权利要求14所述的装置,其中,所述实时距离差异包括实时水平距离差以及实时高度差;
    所述关伞判断子模块还用于:
    根据关伞飞行时设定的最小下降速度,计算下降至所述基准位置范围对应的垂直距离所需的飞行时长;
    根据关伞飞行时设定的最大水平移动速度,计算所述飞行时长下的飞行距离;
    若所述飞行距离小于所述实时水平距离差,则判定关伞状态下不能够到达所述基准位置范围的上空区域;
    若所述飞行距离大于或等于所述实时水平距离差,则判定关伞状态下能够到达所述基准位置范围的上空区域。
  16. 根据权利要求14所述的装置,其中,还包括:
    降落位置获取模块,用于获取降落位置;
    导航模块,用于若所述降落位置没有在所述基准位置范围内,则控制所述游戏角色导航至所述基准位置范围。
  17. 一种电子设备,包括:
    一个或多个处理器;和
    其上存储有指令的一个或多个机器可读介质,当由所述一个或多个处理器执行时,使得所述电子设备执行权利要求1至8中任一项所述的游戏角色的控制方法。
  18. 一个或多个机器可读介质,其上存储有指令,当由一个或多个处理器执行时,使得所述处理器执行权利要求1至8中任一项所述的游戏角色的控制方法。
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