WO2019205793A1 - 虚拟现实游戏中的信息处理方法、装置及处理器 - Google Patents

虚拟现实游戏中的信息处理方法、装置及处理器 Download PDF

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Publication number
WO2019205793A1
WO2019205793A1 PCT/CN2019/075996 CN2019075996W WO2019205793A1 WO 2019205793 A1 WO2019205793 A1 WO 2019205793A1 CN 2019075996 W CN2019075996 W CN 2019075996W WO 2019205793 A1 WO2019205793 A1 WO 2019205793A1
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Prior art keywords
calculation factor
virtual reality
displacement
control operation
displacement operation
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PCT/CN2019/075996
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English (en)
French (fr)
Inventor
王育文
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网易(杭州)网络有限公司
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Priority to US16/759,372 priority Critical patent/US11511192B2/en
Publication of WO2019205793A1 publication Critical patent/WO2019205793A1/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
    • A63F13/40Processing 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/212Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • A63F13/245Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
    • 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
    • A63F13/428Processing 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 involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
    • 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
    • A63F13/55Controlling 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
    • A63F13/55Controlling 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
    • A63F13/577Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
    • 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
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/211Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
    • 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
    • A63F13/833Hand-to-hand fighting, e.g. martial arts competition
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    • 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
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    • A63F13/837Shooting of targets
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    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8082Virtual reality

Definitions

  • the present disclosure relates to the field of computers, and in particular to an information processing method, apparatus, and processor in a virtual reality game.
  • the VR controller worn by the game player can be equivalent to the weapon grip portion (eg, the hilt) used in the game.
  • a gamer waving a handheld VR controller is equivalent to wielding a weapon (eg, a sword) within the game.
  • the weapon touches the target it will cause some damage to the target. In this way, the experience of launching an attack by wielding a weapon in the real world will be restored as much as possible.
  • the size of the damage depends on the speed at which the game player swings the weapon, that is, the greater the speed, the greater the damage caused.
  • the drawback of this solution is that the game player needs to forcefully slash in order to make the physical attack more harmful, which obviously increases the fatigue of the game player.
  • the game player can repeatedly attack the target by shaking the weapon several times quickly to achieve multiple repeated damages, which will cause loopholes in the game design.
  • the game designer hopes that the game player can perform a slashing weapon operation in a normal and complete manner to cause a damage to the attack target.
  • the game player can quickly attack the target by shaking the weapon several times, it will cause multiple damages to the target in a short time, which obviously deviates from the original intention of the virtual reality game designer.
  • At least some embodiments of the present disclosure provide an information processing method, apparatus, and processor in a virtual reality game, to at least solve the operation mode of waving a weapon launch attack in a virtual reality scene provided in the related art, which may cause fatigue of the game player. And the way in which the damage value is calculated lacks the technical problem of accuracy.
  • a method for processing information in a virtual reality game including:
  • the first displacement operation comprises at least one of: a first control operation, a second control operation; and calculating a calculation factor according to the first displacement operation comprises: acquiring a speed of the first displacement operation in real time; when the speed is greater than the first preset At the threshold, the first control operation is performed, the first duration of the first control operation is recorded, and the calculation factor corresponding to the first control operation is determined, wherein the calculation factor corresponding to the first control operation is positively correlated with the first duration; when the speed is less than When the first preset threshold is used, the second control operation is performed, and the second duration of the second control operation is recorded, and the calculation factor corresponding to the second control operation is determined, wherein the calculation factor corresponding to the second control operation is negatively correlated with the second duration .
  • the calculated value is maintained at a preset maximum value.
  • calculating the damage value generated by the attack target in the virtual reality game scene according to the calculation factor includes: calculating, by using the calculation factor corresponding to the first control operation and the calculation factor corresponding to the second control operation, the calculation corresponding to the first displacement operation Factor; obtains the damage value corresponding to the calculated calculation factor.
  • the following one is further included: acquiring the trajectory of the first displacement operation and converting to the corresponding trajectory in the virtual reality scene, when detecting When the corresponding trajectory in the virtual reality scene collides with the model of the attack target, triggering an attack operation on the attack target, and clearing the calculation factor of the virtual object; and acquiring a second displacement operation after the end of the first displacement operation, according to The vector of the first displacement operation and the vector of the second displacement operation, if the angle between the vector of the first displacement operation and the vector of the second displacement operation is greater than the second predetermined threshold, the calculation factor of the virtual object is cleared.
  • an information processing apparatus in a virtual reality game including:
  • the acquiring module is configured to obtain a first displacement operation of the VR controller in the real space; the processing module is configured to control the displacement of the virtual object in the virtual reality game scene according to the first displacement operation, and calculate according to the first displacement operation calculation a factor; a calculation module configured to calculate a damage value to an attack target in the virtual reality game scene according to a calculation factor when the displacement of the virtual object in the virtual reality game scene satisfies a preset attack damage trigger condition.
  • the first displacement operation comprises at least one of: a first control operation, a second control operation;
  • the processing module includes: a first acquisition unit configured to acquire a speed of the first displacement operation in real time; the first processing unit, setting When the speed is greater than the first preset threshold, performing a first control operation, recording a first duration of the first control operation, and determining a calculation factor corresponding to the first control operation, where the calculation factor corresponding to the first control operation is a second processing unit is configured to perform a second control operation when the speed is less than the first preset threshold, and record a second duration of the second control operation, and determine a calculation factor corresponding to the second control operation, where The calculation factor corresponding to the second control operation is inversely related to the second duration.
  • the first processing unit is configured to maintain the calculated value at a preset maximum value when the value calculated by the calculation factor corresponding to the first control operation increases to a preset maximum value.
  • the calculation module includes: a calculation unit configured to calculate a calculation factor corresponding to the first displacement operation by using a calculation factor corresponding to the first control operation and a calculation factor corresponding to the second control operation; and the second acquisition unit is configured to acquire The damage value corresponding to the calculated calculation factor.
  • the device further includes: a clearing module, configured to acquire a trajectory of the first displacement operation and convert to a corresponding trajectory in the virtual reality scene, when detecting that the corresponding trajectory in the virtual reality scene collides with the model of the attack target , triggering an attack operation on the attack target, and clearing the calculation factor of the virtual object; or acquiring a second displacement operation after the end of the first displacement operation, according to the vector of the first displacement operation and the vector of the second displacement operation, The angle between the vector of the first displacement operation and the vector of the second displacement operation is greater than the second predetermined threshold, and the calculation factor of the virtual object is cleared to zero.
  • a clearing module configured to acquire a trajectory of the first displacement operation and convert to a corresponding trajectory in the virtual reality scene, when detecting that the corresponding trajectory in the virtual reality scene collides with the model of the attack target , triggering an attack operation on the attack target, and clearing the calculation factor of the virtual object
  • a clearing module configured to acquire a trajectory of the first displacement operation and convert to a corresponding trajectory in
  • a storage medium comprising a stored program, wherein the device in which the storage medium is located controls the information processing method in the virtual reality game described above when the program is running.
  • a processor configured to execute a program, wherein the program is executed to execute an information processing method in the virtual reality game described above.
  • a user equipment comprising: one or more processors, a memory, and one or more programs, wherein one or more programs are stored in the memory and configured to Executed by one or more processors, one or more programs are used to execute the information processing method in the virtual reality game described above.
  • the first displacement operation of the VR controller in the real space is adopted; the displacement of the virtual object in the virtual reality game scene is controlled according to the first displacement operation, and the calculation is calculated according to the first displacement operation.
  • the factor method when the displacement of the virtual object in the virtual reality game scene satisfies the preset attack damage trigger condition, calculates the damage value to the attack target in the virtual reality game scene according to the calculation factor, and achieves the restoration as much as possible.
  • the reality of the slashing experience does not bring the fatigue of the game players, thus realizing the technology of enhancing the realism of the slashing weapon launching attack in the virtual reality scene, and improving the calculation accuracy of the damage value of the slashing weapon launching attack.
  • the effect further solves the technical problem that the operation mode of waving a weapon launching attack in a virtual reality scene provided in the related art is easy to cause the game player to fatigue, and the calculation method of the damage value lacks accuracy.
  • FIG. 1 is a flowchart of an information processing method in a virtual reality game according to an embodiment of the present disclosure
  • FIG. 2 is a structural block diagram of an information processing apparatus in a virtual reality game according to an embodiment of the present disclosure
  • FIG. 3 is a structural block diagram of an information processing apparatus in a virtual reality game according to a preferred embodiment of the present disclosure.
  • an embodiment of an information processing method in a virtual reality game is provided. It should be noted that the steps shown in the flowchart of the drawing may be in a computer such as a set of computer executable instructions. The steps are performed in the system, and although the logical order is shown in the flowcharts, in some cases the steps shown or described may be performed in a different order than the ones described herein.
  • FIG. 1 is a flowchart of an information processing method in a virtual reality game according to an embodiment of the present disclosure. As shown in FIG. 1, the method includes the following steps:
  • Step S10 acquiring a first displacement operation of the VR controller in the real space
  • Step S12 controlling displacement of the virtual object in the virtual reality game scene according to the first displacement operation, and calculating a calculation factor according to the first displacement operation;
  • Step S14 When the displacement of the virtual object in the virtual reality game scene satisfies the preset attack damage trigger condition, the damage value generated for the attack target in the virtual reality game scene is calculated according to the calculation factor.
  • the first displacement operation of the VR controller in the real space may be acquired; the displacement of the virtual object in the virtual reality game scene is controlled according to the first displacement operation, and the calculation factor is calculated according to the first displacement operation,
  • the displacement of the virtual object in the virtual reality game scene satisfies the preset attack damage trigger condition
  • the damage value generated by the attack target in the virtual reality game scene is calculated according to the calculation factor, and the realistic slash experience is achieved as much as possible.
  • the above virtual object may be an attack weapon used by the game character in the virtual reality game scene.
  • the displacement of the virtual object in the virtual reality game scene satisfies the preset attack damage trigger condition.
  • the virtual object may collide with the model of the attack target, that is, the game character swings the attack weapon to the attack target in the game, and the attack weapon contacts the attack target. Inflicts damage on the target.
  • the above calculation factor is used to obtain the attribute parameters of the virtual object (for example, the energy value of the weapon, the attack value, etc.). In the actual calculation process, the energy value of the weapon can be obtained by multiplying the calculation factor and the preset value.
  • the first displacement operation comprises at least one of: a first control operation, a second control operation; and calculating the calculation factor according to the first displacement operation may include the following performing steps:
  • Step S121 acquiring the speed of the first displacement operation in real time
  • Step S122 when the speed is greater than the first preset threshold, performing a first control operation, recording a first duration of the first control operation, and determining a calculation factor corresponding to the first control operation, wherein the calculation factor corresponding to the first control operation Positively correlated with the first duration;
  • Step S123 when the speed is less than the first preset threshold, performing a second control operation, recording a second duration of the second control operation, determining a calculation factor corresponding to the second control operation, wherein the calculation factor corresponding to the second control operation is The second duration is negatively correlated.
  • the damage value caused by the attack can be related to the slashing speed and/or the slashing distance.
  • the first control operation may be an energy accumulation operation
  • the second control operation may be an energy lapse operation.
  • the weapon starts to accumulate energy, that is, the energy accumulation operation is performed.
  • the position of the weapon is A point.
  • the game player performs a slashing action toward the target.
  • the current position of the weapon is point B. If the speed of the swing is performed during the slashing action When the "energy accumulation speed value" is reached, the process of the weapon swinging from point A to point B will accumulate energy.
  • the energy value of the weapon will be accumulated over time. Because the energy value is accumulated according to the time course, the speed of the swing only needs to remain above the "energy accumulation speed value”, so the game player will not accumulate the energy value faster by waving the weapon at a faster speed.
  • the energy value of the weapon will elapse according to the time course, that is, the energy lapse operation is performed until it is reduced to zero.
  • the damage calculated by slashing a weapon against an attack target depends on the amount of energy accumulated by the weapon. As long as the player's speed of swinging the weapon reaches the "energy accumulation speed value", the energy value can be accumulated, so the game player does not need to force the weapon excessively. In addition, since the speed at which the weapon is swung needs to reach the "energy accumulation speed value" to start energy accumulation, the game player holding the weapon and gently touching the target does not cause any harm.
  • step S122 when the value calculated by the calculation factor corresponding to the first control operation increases to a preset maximum value, the calculated value is maintained at a preset maximum value.
  • step S14 calculating the damage value generated by the attack target in the virtual reality game scene according to the calculation factor may include the following execution steps:
  • Step S141 calculating a calculation factor corresponding to the first displacement operation by using a calculation factor corresponding to the first control operation and a calculation factor corresponding to the second control operation;
  • Step S142 obtaining a damage value corresponding to the calculated calculation factor.
  • the calculation corresponding to each displacement is calculated by comprehensively analyzing the energy accumulation operation or the energy lapse corresponding to each segment displacement by the at least one energy accumulation operation and/or the at least one energy lapse operation included in the first displacement operation.
  • the factor calculates the total energy value corresponding to the first displacement operation. Then, through the relationship between the energy value accumulated in the weapon and the damage value of the attack target, when the weapon hits the attack target, if the energy value of the weapon is higher, the damage is higher.
  • the following execution steps may be further included:
  • Step S15 acquiring a trajectory of the first displacement operation and converting to a corresponding trajectory in the virtual reality scene, and when detecting that the corresponding trajectory in the virtual reality scene collides with the model of the attack target, triggering an attack operation on the attack target, and The calculation factor of the virtual object is cleared; or, the second displacement operation after the end of the first displacement operation is obtained, according to the vector of the first displacement operation and the vector of the second displacement operation, if the vector of the first displacement operation and the second displacement operation The angle between the vectors is greater than the second predetermined threshold, and the calculation factor of the virtual object is cleared.
  • the energy value of the weapon is directly cleared when:
  • the game player quickly sways the weapon multiple times to collide with the target, and does not cause damage to the target or only Produces a small amount of damage.
  • This setting is consistent with the actual operation of the slashing experience, while also avoiding some cheating techniques, such as: quickly and small swaying weapons multiple collisions with the target to cause high damage.
  • FIG. 2 is a structural block diagram of an information processing apparatus in a virtual reality game according to an embodiment of the present disclosure, as shown in FIG.
  • the apparatus includes: an acquisition module 10 configured to acquire a first displacement operation of the VR controller in a real space; and a processing module 20 configured to control a displacement of the virtual object in the virtual reality game scene according to the first displacement operation, And calculating a calculation factor according to the first displacement operation; the calculation module 30 is configured to calculate an attack target in the virtual reality game scene according to the calculation factor when the displacement of the virtual object in the virtual reality game scene satisfies a preset attack damage trigger condition The damage value generated.
  • the first displacement operation includes at least one of: a first control operation, a second control operation; and the processing module 20 includes: a first acquisition unit (not shown) configured to acquire the first displacement operation in real time.
  • a first processing unit (not shown) configured to perform a first control operation, record a first duration of the first control operation, and determine a first control operation when the speed is greater than the first predetermined threshold a calculation factor, wherein the calculation factor corresponding to the first control operation is positively correlated with the first duration;
  • the second processing unit (not shown) is configured to perform the second control operation when the speed is less than the first preset threshold, Recording a second duration of the second control operation, determining a calculation factor corresponding to the second control operation, wherein the calculation factor corresponding to the second control operation is negatively correlated with the second duration.
  • the first processing unit (not shown in the figure) is configured to keep the calculated value in the pre-determined value when the value calculated by the calculation factor corresponding to the first control operation increases to a preset maximum value. Set the maximum value.
  • the calculation module 30 includes: a calculation unit (not shown) configured to calculate a calculation factor corresponding to the first displacement operation by using a calculation factor corresponding to the first control operation and a calculation factor corresponding to the second control operation;
  • the second obtaining unit (not shown) is configured to acquire the damage value corresponding to the calculated calculation factor.
  • FIG. 3 is a structural block diagram of an information processing apparatus in a virtual reality game according to a preferred embodiment of the present disclosure.
  • the apparatus further includes: a clearing module 40 configured to acquire a first shift operation. The trajectory is converted to a corresponding trajectory in the virtual reality scene.
  • the attack operation on the attack target is triggered, and the calculation factor of the virtual object is cleared; Or acquiring a second displacement operation after the end of the first displacement operation, according to the vector of the first displacement operation and the vector of the second displacement operation, if the angle between the vector of the first displacement operation and the vector of the second displacement operation is greater than Two preset thresholds, which clear the calculation factor of the virtual object.
  • a storage medium comprising a stored program, wherein the device in which the storage medium is located controls the information processing method in the virtual reality game described above when the program is running.
  • the above storage medium may include, but is not limited to, a U disk, a read only memory (ROM), a random access memory (RAM), a removable hard disk, a magnetic disk, or an optical disk, and the like, which can store program codes.
  • a processor configured to execute a program, wherein the program is executed to execute an information processing method in the virtual reality game described above.
  • the above processor may include, but is not limited to, a processing device such as a microprocessor (MCU) or a programmable logic device (FPGA).
  • MCU microprocessor
  • FPGA programmable logic device
  • a user equipment comprising: one or more processors, a memory, and one or more programs, wherein one or more programs are stored in the memory and configured to Executed by one or more processors, one or more programs are used to execute the information processing method in the virtual reality game described above.
  • the user equipment may be a smart phone (eg, an Android phone, an iOS phone, etc.), a tablet, a palmtop, and a mobile Internet device (Mobile Internet Devices, MID for short), a PAD, a VR controller, a header.
  • User equipment such as wearable display devices.
  • the user equipment described above may also include a display device, which may be a touch screen type liquid crystal display (LCD) that enables a user to interact with a user interface of the user device.
  • a display device which may be a touch screen type liquid crystal display (LCD) that enables a user to interact with a user interface of the user device.
  • the above user equipment may further include: an input/output interface (I/O interface), a universal serial bus (USB) port, a network interface, a power supply, and/or a camera.
  • I/O interface input/output interface
  • USB universal serial bus
  • the disclosed technical contents may be implemented in other manners.
  • the device embodiments described above are only schematic.
  • the division of the unit may be a logical function division.
  • there may be another division manner for example, multiple units or components may be combined or may be Integrate into another system, or some features can be ignored or not executed.
  • the mutual coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection through some interface, unit or module, and may be electrical or otherwise.
  • the units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, may be located in one place, or may be distributed to multiple units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of the embodiment.
  • each functional unit in various embodiments of the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
  • the above integrated unit can be implemented in the form of hardware or in the form of a software functional unit.
  • the integrated unit if implemented in the form of a software functional unit and sold or used as a standalone product, may be stored in a computer readable storage medium.
  • the technical solution of the present disclosure may contribute to the prior art or all or part of the technical solution may be embodied in the form of a software product stored in a storage medium.
  • a number of instructions are included to cause a computer device (which may be a personal computer, server or network device, etc.) to perform all or part of the steps of the methods described in various embodiments of the present disclosure.
  • the foregoing storage medium includes: a U disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic disk, or an optical disk, and the like. .

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Abstract

一种虚拟现实游戏中的信息处理方法、装置及处理器。该方法包括:获取VR控制器在现实空间中的第一位移操作;根据第一位移操作控制虚拟对象在虚拟现实游戏场景中的位移,以及根据第一位移操作计算得到计算因子;当虚拟对象在虚拟现实游戏场景中的位移满足预设攻击伤害触发条件时,根据计算因子计算对虚拟现实游戏场景中的攻击目标产生的伤害值。

Description

虚拟现实游戏中的信息处理方法、装置及处理器
交叉援引
本公开基于申请号为201810374089.6、申请日为2018-04-24的中国专利申请提出,并要求该中国专利申请的优先权,该中国专利申请的全部内容在此引入本公开作为参考。
技术领域
本公开涉及计算机领域,具体而言,涉及一种虚拟现实游戏中的信息处理方法、装置及处理器。
背景技术
在虚拟现实(Virtual Reality,简称为VR)游戏中,游戏玩家穿戴的VR控制器可以相当于游戏内所使用的武器握持部分(例如:剑柄)。例如,游戏玩家挥动手持VR控制器则相当于游戏内挥动武器(例如:剑)。当武器接触到攻击目标时,则会对攻击目标造成一定伤害。通过这种操作方式将尽可能地还原现实中通过挥动武器发动攻击的体验。
为此,相关技术中提供了如下两种设计方案:
方案一,当游戏玩家挥动武器击中攻击目标时,伤害的大小取决于游戏玩家挥动武器的速度,即速度越大,造成的伤害越大。然而,这种方案的缺陷在于:游戏玩家为了能够使得物理攻击产生更大的伤害,便需要用力地挥砍,易明显增加游戏玩家的疲劳度。
方案二,只要游戏玩家手持的武器碰撞到攻击目标,那么无论武器挥动的速度大小,都会对攻击目标造成固定伤害。然而,该方案存在如下缺陷:
(1)游戏玩家手持的武器如果碰触到攻击目标的力度较轻便会产生伤害,那么将与现实中武器挥砍体验不相吻合。
(2)游戏玩家可以通过快速地小幅度晃动武器多次碰撞攻击目标,以达到多次重复伤害,这会造成游戏设计上的漏洞。为了使得挥砍武器的动作接近现实体验,游戏设计师希望游戏玩家能够正常完整地执行一次挥砍武器操作以便对攻击目标造成一次 伤害。而如果游戏玩家可以通过快速地小幅度晃动武器多次碰撞攻击目标,那么便会在短时间内对攻击目标造成多次伤害,这明显背离了虚拟现实游戏设计师的初衷。
针对上述的问题,目前尚未提出有效的解决方案。
发明内容
本公开至少部分实施例提供了一种虚拟现实游戏中的信息处理方法、装置及处理器,以至少解决相关技术中所提供的在虚拟现实场景下挥动武器发动攻击的操作方式易造成游戏玩家疲劳,且伤害值的计算方式缺乏准确性的技术问题。
根据本公开其中一实施例,提供了一种虚拟现实游戏中的信息处理方法,包括:
获取VR控制器在现实空间中的第一位移操作;根据第一位移操作控制虚拟对象在虚拟现实游戏场景中的位移,以及根据第一位移操作计算得到计算因子;当虚拟对象在虚拟现实游戏场景中的位移满足预设攻击伤害触发条件时,根据计算因子计算对虚拟现实游戏场景中的攻击目标产生的伤害值。
可选地,第一位移操作包括以下至少之一:第一控制操作,第二控制操作;根据第一位移操作计算计算因子包括:实时获取第一位移操作的速度;当速度大于第一预设阈值时,执行第一控制操作,记录第一控制操作的第一时长,并确定第一控制操作对应的计算因子,其中,第一控制操作对应的计算因子与第一时长呈正相关;当速度小于第一预设阈值时,执行第二控制操作,记录第二控制操作的第二时长,确定第二控制操作对应的计算因子,其中,第二控制操作对应的计算因子与第二时长呈负相关。
可选地,当通过第一控制操作对应的计算因子计算得到的数值增长至预设的最大值时,则将计算得到的数值保持在预设的最大值。
可选地,根据计算因子计算对虚拟现实游戏场景中的攻击目标产生的伤害值包括:采用第一控制操作对应的计算因子和第二控制操作对应的计算因子计算得到第一位移操作对应的计算因子;获取与计算得到的计算因子对应的伤害值。
可选地,在根据计算因子计算对虚拟现实游戏场景中的攻击目标产生的伤害值之后,还包括以下之一:获取第一位移操作的轨迹并转换至虚拟现实场景中相应的轨迹,当检测到虚拟现实场景中相应的轨迹与攻击目标的模型发生碰撞时,触发对攻击目标的攻击操作,并将虚拟对象的计算因子清零;以及获取第一位移操作结束后的第二位移操作,根据第一位移操作的向量和第二位移操作的向量,若第一位移操作的向量和 第二位移操作的向量之间夹角大于第二预设阈值,将虚拟对象的计算因子清零。
根据本公开其中一实施例,还提供了一种虚拟现实游戏中的信息处理装置,包括:
获取模块,设置为获取VR控制器在现实空间中的第一位移操作;处理模块,设置为根据第一位移操作控制虚拟对象在虚拟现实游戏场景中的位移,以及根据第一位移操作计算得到计算因子;计算模块,设置为当虚拟对象在虚拟现实游戏场景中的位移满足预设攻击伤害触发条件时,根据计算因子计算对虚拟现实游戏场景中的攻击目标产生的伤害值。
可选地,第一位移操作包括以下至少之一:第一控制操作,第二控制操作;处理模块包括:第一获取单元,设置为实时获取第一位移操作的速度;第一处理单元,设置为当速度大于第一预设阈值时,执行第一控制操作,记录第一控制操作的第一时长,并确定第一控制操作对应的计算因子,其中,第一控制操作对应的计算因子与第一时长呈正相关;第二处理单元,设置为当速度小于第一预设阈值时,执行第二控制操作,记录第二控制操作的第二时长,确定第二控制操作对应的计算因子,其中,第二控制操作对应的计算因子与第二时长呈负相关。
可选地,第一处理单元,设置为当通过第一控制操作对应的计算因子计算得到的数值增长至预设的最大值时,则将计算得到的数值保持在预设的最大值。
可选地,计算模块包括:计算单元,设置为采用第一控制操作对应的计算因子和第二控制操作对应的计算因子计算得到第一位移操作对应的计算因子;第二获取单元,设置为获取与计算得到的计算因子对应的伤害值。
可选地,上述装置还包括:清除模块,设置为获取第一位移操作的轨迹并转换至虚拟现实场景中相应的轨迹,当检测到虚拟现实场景中相应的轨迹与攻击目标的模型发生碰撞时,触发对攻击目标的攻击操作,并将虚拟对象的计算因子清零;或者,获取第一位移操作结束后的第二位移操作,根据第一位移操作的向量和第二位移操作的向量,若第一位移操作的向量和第二位移操作的向量之间夹角大于第二预设阈值,将虚拟对象的计算因子清零。
根据本公开其中一实施例,还提供了一种存储介质,存储介质包括存储的程序,其中,在程序运行时控制存储介质所在设备执行上述虚拟现实游戏中的信息处理方法。
根据本公开其中一实施例,还提供了一种处理器,处理器设置为运行程序,其中,程序运行时执行上述虚拟现实游戏中的信息处理方法。
根据本公开其中一实施例,还提供了一种用户设备,包括:一个或多个处理器, 存储器以及一个或多个程序,其中,一个或多个程序被存储在存储器中,并且被配置为由一个或多个处理器执行,一个或多个程序用于执行上述虚拟现实游戏中的信息处理方法。
在本公开至少部分实施例中,采用获取VR控制器在现实空间中的第一位移操作;根据第一位移操作控制虚拟对象在虚拟现实游戏场景中的位移,以及根据第一位移操作计算得到计算因子的方式,通过当虚拟对象在虚拟现实游戏场景中的位移满足预设攻击伤害触发条件时,根据计算因子计算对虚拟现实游戏场景中的攻击目标产生的伤害值,达到了在尽可能地还原现实挥砍体验的同时又不会给游戏玩家带来疲劳感的目的,从而实现了增强虚拟现实场景下挥砍武器发动攻击的真实度,提升挥砍武器发动攻击的伤害值计算准确度的技术效果,进而解决了相关技术中所提供的在虚拟现实场景下挥动武器发动攻击的操作方式易造成游戏玩家疲劳,且伤害值的计算方式缺乏准确性的技术问题。
附图说明
此处所说明的附图用来提供对本公开的进一步理解,构成本申请的一部分,本公开的示意性实施例及其说明用于解释本公开,并不构成对本公开的不当限定。在附图中:
图1是根据本公开其中一实施例的虚拟现实游戏中的信息处理方法的流程图;
图2是根据本公开其中一实施例的虚拟现实游戏中的信息处理装置的结构框图;
图3是根据本公开其中一优选实施例的虚拟现实游戏中的信息处理装置的结构框图。
具体实施方式
为了使本技术领域的人员更好地理解本公开方案,下面将结合本公开实施例中的附图,对本公开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公开一部分的实施例,而不是全部的实施例。基于本公开中的实施例,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,都应当属于本公开保护的范围。
需要说明的是,本公开的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本公开的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形, 意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。
根据本公开其中一实施例,提供了一种虚拟现实游戏中的信息处理方法的实施例,需要说明的是,在附图的流程图示出的步骤可以在诸如一组计算机可执行指令的计算机系统中执行,并且,虽然在流程图中示出了逻辑顺序,但是在某些情况下,可以以不同于此处的顺序执行所示出或描述的步骤。
图1是根据本公开其中一实施例的虚拟现实游戏中的信息处理方法的流程图,如图1所示,该方法包括如下步骤:
步骤S10,获取VR控制器在现实空间中的第一位移操作;
步骤S12,根据第一位移操作控制虚拟对象在虚拟现实游戏场景中的位移,以及根据第一位移操作计算得到计算因子;
步骤S14,当虚拟对象在虚拟现实游戏场景中的位移满足预设攻击伤害触发条件时,根据计算因子计算对虚拟现实游戏场景中的攻击目标产生的伤害值。
通过上述步骤,可以采用获取VR控制器在现实空间中的第一位移操作;根据第一位移操作控制虚拟对象在虚拟现实游戏场景中的位移,以及根据第一位移操作计算得到计算因子的方式,通过当虚拟对象在虚拟现实游戏场景中的位移满足预设攻击伤害触发条件时,根据计算因子计算对虚拟现实游戏场景中的攻击目标产生的伤害值,达到了在尽可能地还原现实挥砍体验的同时又不会给游戏玩家带来疲劳感的目的,从而实现了增强虚拟现实场景下挥砍武器发动攻击的真实度,提升挥砍武器发动攻击的伤害值计算准确度的技术效果,进而解决了相关技术中所提供的在虚拟现实场景下挥动武器发动攻击的操作方式易造成游戏玩家疲劳,且伤害值的计算方式缺乏准确性的技术问题。
上述虚拟对象可以是在虚拟现实游戏场景中游戏角色所使用的攻击武器。上述虚拟对象在虚拟现实游戏场景中的位移满足预设攻击伤害触发条件可以是虚拟对象与攻击目标的模型发生碰撞,即游戏角色向游戏中的攻击目标挥动攻击武器,攻击武器与攻击目标接触从而对攻击目标造成伤害。上述计算因子用于获取虚拟对象的属性参数(例如:武器的能量值、攻击值等)。在实际计算过程中,可以采用计算因子与预设数值之间的乘积得到武器的能量值。
可选地,在步骤S12中,第一位移操作包括以下至少之一:第一控制操作,第二控制操作;根据第一位移操作计算计算因子可以包括以下执行步骤:
步骤S121,实时获取第一位移操作的速度;
步骤S122,当速度大于第一预设阈值时,执行第一控制操作,记录第一控制操作的第一时长,并确定第一控制操作对应的计算因子,其中,第一控制操作对应的计算因子与第一时长呈正相关;
步骤S123,当速度小于第一预设阈值时,执行第二控制操作,记录第二控制操作的第二时长,确定第二控制操作对应的计算因子,其中,第二控制操作对应的计算因子与第二时长呈负相关。
在VR中进行挥砍攻击操作时,为避免游戏玩家过分用力造成过度疲劳,可以使攻击所造成的伤害值与挥砍速度和/或挥砍距离有关。上述第一控制操作可以为能量积攒操作,第二控制操作可以为能量流逝操作。
游戏玩家在挥动武器时,如果挥动的速度达到“能量积攒速度值”(其相当于上述第一预设阈值)时,武器开始积攒能量,即执行能量积攒操作。例如:当游戏玩家抬手举起武器时,这时武器的位置为A点,然后,游戏玩家朝向攻击目标执行挥砍动作,武器的当前位置为B点,执行挥砍动作期间如果挥动的速度达到“能量积攒速度值”,则武器从A点挥动到B点的过程便会积攒能量。
如果游戏玩家挥动武器的速度保持在“能量积攒速度值”及“能量积攒速度值”以上,那么武器的能量值便会按照时间推移进行积攒。因为能量值是按照时间进程来积攒的,挥动的速度只需要保持在“能量积攒速度值”以上即可,因此,游戏玩家以更快的速度挥动武器并不会更快地积攒能量值。
如果游戏玩家挥动武器的速度下降至“能量积攒速度值”以下,那么武器的能量值便会按时间进程来流逝,即执行能量流逝操作,直到减小至0为止。
通过挥砍武器对攻击目标所造成的伤害计算依赖于武器所积攒的能量值。只要玩家挥动武器的速度达到“能量积攒速度值”即可积攒能量值,因此,游戏玩家无需过分用力地挥动武器。另外,由于武器挥动的速度需要达到“能量积攒速度值”才会开始能量积攒,因此,游戏玩家手持武器轻轻地触碰攻击目标并不会产生任何伤害。
可选地,在上述步骤S122中,当通过第一控制操作对应的计算因子计算得到的数值增长至预设的最大值时,则将计算得到的数值保持在预设的最大值。
对于武器而言,存在一个最大能量值,当能量值积攒达到该最大能量值时,将不 会再继续积攒。针对不同类型的武器,可以分别设定不同的最大能量值。例如:相对于轻型武器(例如:匕首、飞镖),重型武器(例如:青龙偃月刀、方天画戟)将会设定更高的最大能量值,以便对攻击目标造成更高的伤害。
由于能量需要伴随时间进程来积攒,因此,在达到最大能量值之前,挥动的时间越长,积攒的能量值便越大,对攻击目标所造成的伤害也就越高。这种设定方式与现实挥砍体验趋于一致。
可选地,在步骤S14中,根据计算因子计算对虚拟现实游戏场景中的攻击目标产生的伤害值可以包括以下执行步骤:
步骤S141,采用第一控制操作对应的计算因子和第二控制操作对应的计算因子计算得到第一位移操作对应的计算因子;
步骤S142,获取与计算得到的计算因子对应的伤害值。
通过对上述第一位移操作所包含的至少一个能量积攒操作和/或至少一个能量流逝操作在各分段位移对应的能量积攒情况或能量流逝来综合分析,分别计算出每段位移所对应的计算因子,进而计算得到与第一位移操作对应的总体能量值。然后再通过预先在武器积攒的能量值与对攻击目标造成的伤害值之间建立对应关系,当武器击中攻击目标时,如果武器积攒的能量值越高,则造成的伤害越高。
可选地,在步骤S14,根据计算因子计算对虚拟现实游戏场景中的攻击目标产生的伤害值之后,还可以包括以下执行步骤:
步骤S15,获取第一位移操作的轨迹并转换至虚拟现实场景中相应的轨迹,当检测到虚拟现实场景中相应的轨迹与攻击目标的模型发生碰撞时,触发对攻击目标的攻击操作,并将虚拟对象的计算因子清零;或者,获取第一位移操作结束后的第二位移操作,根据第一位移操作的向量和第二位移操作的向量,若第一位移操作的向量和第二位移操作的向量之间夹角大于第二预设阈值,将虚拟对象的计算因子清零。
在发生以下情况时,会导致武器的能量值直接清零:
(1)武器击中攻击目标;
(2)武器挥动的方向突然发生过大的改变(例如:≥120度,其相当于上述第二预设阈值),例如:游戏玩家前一次的动作是向左挥动(相当于上述第一位移操作),而后一次的动作则是向右挥动(相当于上述第二位移操作)。考虑到相邻两次武器挥动的方向相差较大,而游戏设计的初衷是不希望第前一次(向左)挥动所积攒的能量带入到后一次(向右)挥动,这与现实体验不符。另外,上述120度是通过反复试验得 到的经验值,其还可以根据游戏实际需求进行灵活地调整。
由于在武器击中攻击目标时武器的能量值会被自动清零,因此,如果希望再一次对攻击目标造成伤害,则需要重新执行一次挥砍动作。这种设定方式与现实挥砍体验趋于一致。
综合上述分析,由于引入了能量值积攒机制、能量值消逝机制与能量值清零机制,因此,游戏玩家快速地小幅度晃动武器多次碰撞攻击目标,并不会对攻击目标产生伤害或者只会产生少量伤害。这种设定方式与真实操作的挥砍体验趋于一致,同时还能够避免一些作弊性的技巧,例如:快速地小幅度晃动武器多次碰撞攻击目标以造成高额伤害。
根据本公开其中一实施例,提供了一种虚拟现实游戏中的信息处理装置的实施例,图2是根据本公开其中一实施例的虚拟现实游戏中的信息处理装置的结构框图,如图2所示,该装置包括:获取模块10,设置为获取VR控制器在现实空间中的第一位移操作;处理模块20,设置为根据第一位移操作控制虚拟对象在虚拟现实游戏场景中的位移,以及根据第一位移操作计算得到计算因子;计算模块30,设置为当虚拟对象在虚拟现实游戏场景中的位移满足预设攻击伤害触发条件时,根据计算因子计算对虚拟现实游戏场景中的攻击目标产生的伤害值。
可选地,第一位移操作包括以下至少之一:第一控制操作,第二控制操作;处理模块20包括:第一获取单元(图中未示出),设置为实时获取第一位移操作的速度;第一处理单元(图中未示出),设置为当速度大于第一预设阈值时,执行第一控制操作,记录第一控制操作的第一时长,并确定第一控制操作对应的计算因子,其中,第一控制操作对应的计算因子与第一时长呈正相关;第二处理单元(图中未示出),设置为当速度小于第一预设阈值时,执行第二控制操作,记录第二控制操作的第二时长,确定第二控制操作对应的计算因子,其中,第二控制操作对应的计算因子与第二时长呈负相关。
可选地,第一处理单元(图中未示出),设置为当通过第一控制操作对应的计算因子计算得到的数值增长至预设的最大值时,则将计算得到的数值保持在预设的最大值。
可选地,计算模块30包括:计算单元(图中未示出),设置为采用第一控制操作对应的计算因子和第二控制操作对应的计算因子计算得到第一位移操作对应的计算因子;第二获取单元(图中未示出),设置为获取与计算得到的计算因子对应的伤害值。
可选地,图3是根据本公开其中一优选实施例的虚拟现实游戏中的信息处理装置 的结构框图,如图3所示,上述装置还包括:清除模块40,设置为获取第一位移操作的轨迹并转换至虚拟现实场景中相应的轨迹,当检测到虚拟现实场景中相应的轨迹与攻击目标的模型发生碰撞时,触发对攻击目标的攻击操作,并将虚拟对象的计算因子清零;或者,获取第一位移操作结束后的第二位移操作,根据第一位移操作的向量和第二位移操作的向量,若第一位移操作的向量和第二位移操作的向量之间夹角大于第二预设阈值,将虚拟对象的计算因子清零。
根据本公开其中一实施例,还提供了一种存储介质,存储介质包括存储的程序,其中,在程序运行时控制存储介质所在设备执行上述虚拟现实游戏中的信息处理方法。上述存储介质可以包括但不限于:U盘、只读存储器(ROM)、随机存取存储器(RAM)、移动硬盘、磁碟或者光盘等各种可以存储程序代码的介质。
根据本公开其中一实施例,还提供了一种处理器,处理器设置为运行程序,其中,程序运行时执行上述虚拟现实游戏中的信息处理方法。上述处理器可以包括但不限于:微处理器(MCU)或可编程逻辑器件(FPGA)等的处理装置。
根据本公开其中一实施例,还提供了一种用户设备,包括:一个或多个处理器,存储器以及一个或多个程序,其中,一个或多个程序被存储在存储器中,并且被配置为由一个或多个处理器执行,一个或多个程序用于执行上述虚拟现实游戏中的信息处理方法。在一些实施例中,上述用户设备可以是智能手机(例如:Android手机、iOS手机等)、平板电脑、掌上电脑以及移动互联网设备(Mobile Internet Devices,简称为MID)、PAD、VR控制器、头戴式显示设备等用户设备。上述用户设备还可以包括显示装置,该显示装置可以是触摸屏式的液晶显示器(LCD),该液晶显示器可使得用户能够与用户设备的用户界面进行交互。此外,上述用户设备还可以包括:输入/输出接口(I/O接口)、通用串行总线(USB)端口、网络接口、电源和/或摄像头。
上述本公开实施例序号仅仅为了描述,不代表实施例的优劣。
在本公开的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
在本申请所提供的几个实施例中,应该理解到,所揭露的技术内容,可通过其它的方式实现。其中,以上所描述的装置实施例仅仅是示意性的,例如所述单元的划分,可以为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,单元或模 块的间接耦合或通信连接,可以是电性或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本公开各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。
所述集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个计算机可读取存储介质中。基于这样的理解,本公开的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可为个人计算机、服务器或者网络设备等)执行本公开各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、移动硬盘、磁碟或者光盘等各种可以存储程序代码的介质。
以上所述仅是本公开的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本公开原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本公开的保护范围。

Claims (13)

  1. 一种虚拟现实游戏中的信息处理方法,包括:
    获取虚拟现实VR控制器在现实空间中的第一位移操作;
    根据所述第一位移操作控制虚拟对象在虚拟现实游戏场景中的位移,以及根据所述第一位移操作计算得到计算因子;
    当所述虚拟对象在所述虚拟现实游戏场景中的位移满足预设攻击伤害触发条件时,根据所述计算因子计算对所述虚拟现实游戏场景中的攻击目标产生的伤害值。
  2. 根据权利要求1所述的方法,其中,所述第一位移操作包括以下至少之一:第一控制操作,第二控制操作;所述根据所述第一位移操作计算所述计算因子包括:
    实时获取所述第一位移操作的速度;
    当所述速度大于第一预设阈值时,执行第一控制操作,记录所述第一控制操作的第一时长,并确定所述第一控制操作对应的计算因子,其中,所述第一控制操作对应的计算因子与所述第一时长呈正相关;
    当所述速度小于所述第一预设阈值时,执行第二控制操作,记录所述第二控制操作的第二时长,确定所述第二控制操作对应的计算因子,其中,所述第二控制操作对应的计算因子与所述第二时长呈负相关。
  3. 根据权利要求2所述的方法,其中,当通过所述第一控制操作对应的计算因子计算得到的数值增长至预设的最大值时,则将所述计算得到的数值保持在所述预设的最大值。
  4. 根据权利要求2所述的方法,其中,根据所述计算因子计算对所述虚拟现实游戏场景中的攻击目标产生的伤害值包括:
    采用所述第一控制操作对应的计算因子和所述第二控制操作对应的计算因子计算得到所述第一位移操作对应的计算因子;
    获取与计算得到的计算因子对应的伤害值。
  5. 根据权利要求4所述的方法,其中,在根据所述计算因子计算对所述虚拟现实游戏场景中的攻击目标产生的伤害值之后,还包括以下之一:
    获取所述第一位移操作的轨迹并转换至所述虚拟现实场景中相应的轨迹,当 检测到所述虚拟现实场景中相应的所述轨迹与所述攻击目标的模型发生碰撞时,触发对所述攻击目标的攻击操作,并将所述虚拟对象的计算因子清零;以及
    获取所述第一位移操作结束后的第二位移操作,根据所述第一位移操作的向量和所述第二位移操作的向量,若所述第一位移操作的向量和所述第二位移操作的向量之间夹角大于第二预设阈值,将所述虚拟对象的计算因子清零。
  6. 一种虚拟现实游戏中的信息处理装置,包括:
    获取模块,设置为获取虚拟现实VR控制器在现实空间中的第一位移操作;
    处理模块,设置为根据所述第一位移操作控制虚拟对象在虚拟现实游戏场景中的位移,以及根据所述第一位移操作计算得到计算因子;
    计算模块,设置为当所述虚拟对象在所述虚拟现实游戏场景中的位移满足预设攻击伤害触发条件时,根据所述计算因子计算对所述虚拟现实游戏场景中的攻击目标产生的伤害值。
  7. 根据权利要求6所述的装置,其中,所述第一位移操作包括以下至少之一:第一控制操作,第二控制操作;所述处理模块包括:
    第一获取单元,设置为实时获取所述第一位移操作的速度;
    第一处理单元,设置为当所述速度大于第一预设阈值时,执行第一控制操作,记录所述第一控制操作的第一时长,并确定所述第一控制操作对应的计算因子,其中,所述第一控制操作对应的计算因子与所述第一时长呈正相关;
    第二处理单元,设置为当所述速度小于所述第一预设阈值时,执行第二控制操作,记录所述第二控制操作的第二时长,确定所述第二控制操作对应的计算因子,其中,所述第二控制操作对应的计算因子与所述第二时长呈负相关。
  8. 根据权利要求7所述的装置,其中,所述第一处理单元,设置为当通过所述第一控制操作对应的计算因子计算得到的数值增长至预设的最大值时,则将所述计算得到的数值保持在所述预设的最大值。
  9. 根据权利要求7所述的装置,其中,所述计算模块包括:
    计算单元,设置为采用所述第一控制操作对应的计算因子和所述第二控制操作对应的计算因子计算得到所述第一位移操作对应的计算因子;
    第二获取单元,设置为获取与计算得到的计算因子对应的伤害值。
  10. 根据权利要求9所述的装置,其中,所述装置还包括:
    清除模块,设置为获取所述第一位移操作的轨迹并转换至所述虚拟现实场景中相应的轨迹,当检测到所述虚拟现实场景中相应的所述轨迹与所述攻击目标的模型发生碰撞时,触发对所述攻击目标的攻击操作,并将所述虚拟对象的计算因子清零;或者,获取所述第一位移操作结束后的第二位移操作,根据所述第一位移操作的向量和所述第二位移操作的向量,若所述第一位移操作的向量和所述第二位移操作的向量之间夹角大于第二预设阈值,将所述虚拟对象的计算因子清零。
  11. 一种存储介质,所述存储介质包括存储的程序,其中,在所述程序运行时控制所述存储介质所在设备执行权利要求1至5中任意一项所述的虚拟现实游戏中的信息处理方法。
  12. 一种处理器,所述处理器设置为运行程序,其中,所述程序运行时执行权利要求1至5中任意一项所述的虚拟现实游戏中的信息处理方法。
  13. 一种用户设备,包括:一个或多个处理器,存储器以及一个或多个程序,其中,所述一个或多个程序被存储在所述存储器中,并且被配置为由所述一个或多个处理器执行,所述一个或多个程序用于执行权利要求1至5中任意一项所述的虚拟现实游戏中的信息处理方法。
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