WO2020248129A1 - 多机对战方法、设备及计算机可读存储介质 - Google Patents

多机对战方法、设备及计算机可读存储介质 Download PDF

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Publication number
WO2020248129A1
WO2020248129A1 PCT/CN2019/090744 CN2019090744W WO2020248129A1 WO 2020248129 A1 WO2020248129 A1 WO 2020248129A1 CN 2019090744 W CN2019090744 W CN 2019090744W WO 2020248129 A1 WO2020248129 A1 WO 2020248129A1
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WIPO (PCT)
Prior art keywords
movable platform
signal
skill
shooting
attack
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Application number
PCT/CN2019/090744
Other languages
English (en)
French (fr)
Inventor
李皓宇
李卓泉
危炎广
Original Assignee
深圳市大疆创新科技有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Application filed by 深圳市大疆创新科技有限公司 filed Critical 深圳市大疆创新科技有限公司
Priority to CN201980012466.4A priority Critical patent/CN111741797A/zh
Priority to PCT/CN2019/090744 priority patent/WO2020248129A1/zh
Publication of WO2020248129A1 publication Critical patent/WO2020248129A1/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
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • 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
    • A63F13/80Special 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
    • A63F13/837Shooting of targets
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • G06F3/04817Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance using icons
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • 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
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • 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
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/61Score computation
    • 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
    • A63F2300/8017Driving on land or water; Flying
    • 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
    • A63F2300/8076Shooting

Definitions

  • the embodiments of the present invention relate to the field of human-computer interaction, and in particular to a multi-machine battle method, equipment, and computer-readable storage medium.
  • the mobile platform can play a multi-machine battle with the opponent's mobile platform in a preset area.
  • Embodiments of the present invention provide a multi-machine battle method, equipment, and computer-readable storage medium to solve the technical problem that the existing multi-machine battle method has a single gameplay and causes poor user experience.
  • the first aspect of the embodiments of the present invention is to provide a multi-machine battle method, which is applied to a control terminal, and the display interface of the control terminal is provided with a shooting icon and a skill icon.
  • the method includes:
  • the shooting icon and the skill icon are displayed, wherein the shooting icon is used to indicate a shooting instruction for controlling a movable platform communicatively connected with the control terminal to generate a shooting signal, and the skill icon is used to indicate controlling the movable platform A skill release instruction for generating a skill release signal; the shooting signal and the skill release signal include the identity information of the movable platform communicatively connected with the control terminal;
  • the skill release instruction includes skills for distinguishing skill types logo
  • the shooting instruction and/or the skill release instruction are sent to a movable platform communicatively connected with the control terminal, so that the movable platform communicatively connected with the control terminal can follow the shooting instruction and/or
  • the skill release instruction sends a shooting signal and/or a skill release signal to the surrounding preset range via infrared rays to send the identity information, and release the shooting damage and/or the skill corresponding to the skill identifier to the opponent's mobile platform , Enabling the opponent’s mobile platform to recognize the identity information, and receiving shooting damage according to the shooting signal and/or the skill release signal and/or the skill category corresponding to the skill identifier, so as to achieve all
  • the movable platform that is communicatively connected with the control terminal competes with the opponent's movable platform.
  • the second aspect of the embodiments of the present invention is to provide a multi-machine battle method applied to a mobile platform, including:
  • the skill release instruction includes a skill identifier
  • the shooting instruction and/or the skill release instruction are triggered by the user by triggering the shooting icon on the display interface of the control terminal And/or sent by the skill icon, used to control the movable platform to release shooting signals and/or skill release signals through infrared rays within a preset range around;
  • the shooting signal and/or the skill release signal are released into the surrounding preset range through infrared rays, so as to fight against the opponent's movable platform.
  • a third aspect of the embodiments of the present invention is to provide a movable platform, which is communicatively connected with a control terminal, and includes a strike device, a communication device, and a strike detection device;
  • the communication device is used to obtain a shooting instruction and/or a skill release instruction sent by the control terminal;
  • the strike device is used to launch an attack according to the shooting instruction and/or the skill release instruction;
  • the strike detection device includes a physical attack detection component and an infrared attack detection component.
  • the strike detection device is used to detect an attack signal emitted by an opponent's movable platform.
  • the physical attack detection component is used to detect an attack signal emitted by an opponent's movable platform.
  • the physical attack signal is detected, and the infrared attack component is used to detect the infrared attack signal emitted by the opponent's movable platform.
  • the fourth aspect of the embodiments of the present invention is to provide a control terminal.
  • the display interface of the control terminal is provided with a skill icon, including: one or more processors, and the one or more processors collectively or individually Work to perform the following operations:
  • the shooting icon and the skill icon are displayed, wherein the shooting icon is used to indicate a shooting instruction for controlling a movable platform communicatively connected with the control terminal to generate a shooting signal, and the skill icon is used to indicate controlling the movable platform A skill release instruction for generating a skill release signal; the shooting signal and the skill release signal include the identity information of the movable platform communicatively connected with the control terminal;
  • the skill release instruction includes skills for distinguishing skill types logo
  • the shooting instruction and/or the skill release instruction are sent to a movable platform communicatively connected with the control terminal, so that the movable platform communicatively connected with the control terminal can follow the shooting instruction and/or
  • the skill release instruction sends a shooting signal and/or a skill release signal to the surrounding preset range via infrared rays to send the identity information, and release the shooting damage and/or the skill corresponding to the skill identifier to the opponent's mobile platform , Enabling the opponent’s mobile platform to recognize the identity information, and receiving shooting damage according to the shooting signal and/or the skill release signal and/or the skill category corresponding to the skill identifier, so as to achieve all
  • the movable platform that is communicatively connected with the control terminal competes with the opponent's movable platform.
  • the fifth aspect of the embodiments of the present invention is to provide a mobile platform terminal, including: one or more processors, and the one or more processors work together or individually to perform the following operations:
  • the skill release instruction includes a skill identifier
  • the shooting instruction and/or the skill release instruction are triggered by the user by triggering the shooting icon on the display interface of the control terminal And/or sent by the skill icon, used to control the movable platform to release shooting signals and/or skill release signals through infrared rays within a preset range around;
  • the shooting signal and/or the skill release signal are released into the surrounding preset range through infrared rays, so as to fight against the opponent's movable platform.
  • the sixth aspect of the embodiments of the present invention is to provide a multi-machine battle system, including: a movable platform and a control terminal, wherein:
  • the control terminal displays a shooting icon and a skill icon, where the shooting icon is used to indicate a shooting instruction for controlling a mobile platform communicatively connected with the control terminal to generate a shooting signal, and the skill icon is used to indicate controlling the movable platform A skill release instruction for generating a skill release signal; the shooting signal and the skill release signal include the identity information of the movable platform communicatively connected with the control terminal;
  • the control terminal obtains the user's operation on the shooting icon, generates the shooting instruction, and/or obtains the user's operation on the skill icon, generates the skill release instruction, and the skill release instruction includes a command for distinguishing Skill identification of skill category;
  • the control terminal sends the shooting instruction and/or the skill release instruction to a movable platform that is communicatively connected with the control terminal;
  • the movable platform acquires the shooting instruction and/or the skill release instruction sent by the control terminal, the skill release instruction includes a skill identifier, and the shooting instruction and/or the skill release instruction is triggered by the user by triggering the control
  • the shooting icon and/or skill icon on the terminal display interface are sent;
  • the movable platform releases the shooting signal and/or the skill release signal to the surrounding preset range through infrared rays, so as to fight against the opponent's movable platform.
  • a seventh aspect of the embodiments of the present invention is to provide a computer-readable storage medium having a computer program stored thereon, and the computer program is executed by a processor to implement the method described in the first aspect or the second aspect.
  • the shooting icon and skill icon are displayed on the display interface, so that the user can trigger the shooting icon and/or skill icon to implement shooting instructions and/or skills Generation of release instructions.
  • the shooting instruction and/or skill release instruction can control the movable platform to release the shooting signal and/or the skill release signal in an infrared mode, where the shooting signal and/or the skill release signal includes the movable platform identification and the skill identification.
  • skill information can be added to the release of the shooting signal and/or skill release signal, increase game play, and increase the fun of the game.
  • the movable platform can effectively identify the source of the attack received and the type of damage received, and then can be based on the attack Sources and damage types are scored accurately, which improves the fun of the game and thus improves the user experience.
  • Figure 1 is a diagram of the network architecture on which the present invention is based;
  • Embodiment 1 of the present invention is a schematic flowchart of a multi-machine battle method provided by Embodiment 1 of the present invention
  • FIG. 3 is a schematic diagram of a display interface provided by an embodiment of the present invention.
  • FIG. 4 is a schematic diagram of a display interface provided by another embodiment of the present invention.
  • FIG. 5 is a schematic diagram of a display interface provided by another embodiment of the present invention.
  • FIG. 6 is a schematic diagram of a display interface provided by another embodiment of the present invention.
  • FIG. 7 is a schematic diagram of a display interface provided by another embodiment of the present invention.
  • FIG. 8 is a schematic diagram of a display interface provided by another embodiment of the present invention.
  • FIG. 9 is a schematic flowchart of a multi-machine battle method according to Embodiment 2 of the present invention.
  • FIG. 10 is a schematic flowchart of a multi-machine battle method according to Embodiment 3 of the present invention.
  • FIG. 11 is a schematic diagram of a display interface provided by another embodiment of the present invention.
  • FIG. 12 is a schematic diagram of a display interface provided by another embodiment of the present invention.
  • FIG. 13 is a schematic diagram of a display interface provided by another embodiment of the present invention.
  • FIG. 14 is a schematic diagram of a display interface provided by another embodiment of the present invention.
  • FIG. 15 is a schematic diagram of a display interface provided by another embodiment of the present invention.
  • 16 is a schematic diagram of a display interface provided by another embodiment of the present invention.
  • FIG. 17 is a schematic flowchart of a multi-machine battle method according to Embodiment 4 of the present invention.
  • FIG. 19 is a schematic flowchart of a multi-machine battle method provided by Embodiment 6 of the present invention.
  • FIG. 20 is a schematic flowchart of a multi-machine battle method according to Embodiment 7 of the present invention.
  • FIG. 21 is a schematic flowchart of a multi-aircraft battle method provided by Embodiment 8 of the present invention.
  • FIG. 22 is a schematic flowchart of a multi-aircraft battle method provided by Embodiment 9 of the present invention.
  • FIG. 23 is a schematic structural diagram of a control terminal provided by Embodiment 10 of the present invention.
  • FIG. 24 is a schematic structural diagram of a movable platform end provided by Embodiment 11 of the present invention.
  • a component when a component is said to be “fixed to” another component, it can be directly on the other component or a central component may also exist. When a component is considered to be “connected” to another component, it can be directly connected to another component or there may be a centered component at the same time.
  • Fig. 1 is a diagram of the network architecture on which the present invention is based.
  • the network architecture on which the present invention is based at least includes a control terminal 1 and a mobile platform 2, wherein the control terminal 1 is in communication with the mobile platform 2, thereby Able to exchange information.
  • the control terminal 1 includes, but is not limited to, a computer, a mobile phone, a tablet computer, and the like.
  • Movable platforms include but are not limited to: unmanned aerial vehicles, smart robots, cameras, smart cars, etc.
  • a communication connection can be established through Bluetooth connection, wifi connection, etc., and information such as images and sounds can be transmitted.
  • FIG. 2 is a schematic flowchart of a multi-machine battle method according to embodiment 1 of the present invention
  • Fig. 3 is a schematic diagram of a display interface provided by an embodiment of the present invention, applied to a control terminal, as shown in Figs. 2 to 3, the method includes:
  • Step 101 Display the shooting icon and the skill icon, where the shooting icon is used to indicate a shooting instruction for controlling a mobile platform communicatively connected with the control terminal to generate a shooting signal, and the skill icon is used to indicate controlling the
  • the movable platform generates a skill release instruction of a skill release signal; the shooting signal and the skill release signal include the identity information of the movable platform communicatively connected with the control terminal.
  • the execution subject of this embodiment is the control terminal.
  • a shooting icon and a skill icon are displayed on the display interface of the control terminal.
  • the shooting icon is used to indicate a shooting instruction for controlling a mobile platform communicating with the control terminal to generate a shooting signal.
  • the user can generate a shooting instruction by triggering the shooting icon, so that the movable platform can send an attack signal to the opponent's movable platform within the attack range according to the control instruction.
  • the skill icon displayed on the display interface is used to identify the skill release instruction that controls the mobile platform to generate the skill release signal.
  • the user can generate a skill release instruction by triggering the skill icon, so that the movable platform can send an attack signal including the skill identification to the opponent's movable platform within the attack range according to the skill release instruction.
  • the shooting signal and the skill release signal include the identity information of the movable platform communicatively connected with the control terminal. Therefore, in the course of the game battle, it is possible to perform accurate scoring operations and broadcast the battle situation according to the identity information.
  • Step 102 Obtain the user's operation on the shooting icon, generate the shooting instruction, and/or obtain the user's operation on the skill icon, and generate the skill release instruction.
  • the skill release instruction includes a skill for distinguishing skills. The skill ID of the category.
  • the user can generate a shooting instruction and/or a skill release instruction by triggering a shooting icon and/or a skill icon.
  • the attack signal sent by the movable platform according to the shooting instruction includes the identification of the movable platform.
  • the number of the skill icon can be one. By triggering the skill icon, multiple sub-icons are displayed to the user. Each sub-icon represents a skill.
  • the skills include, but are not limited to, stun skills, blinding skills, acceleration skills, etc.; optional
  • the number of skill icons can also be multiple, and each skill icon corresponds to a skill respectively, where the skills include but are not limited to stun skills, blinding skills, acceleration skills, etc. Therefore, the user can generate a skill release instruction by triggering at least one sub icon or at least one skill icon.
  • the skill release instruction also includes a skill identifier for distinguishing skill types.
  • Step 103 Send the shooting instruction and/or the skill release instruction to a movable platform communicatively connected with the control terminal, so that the movable platform communicatively connected with the control terminal can follow the shooting instruction And/or the skill release instruction sends a shooting signal and/or a skill release signal to the surrounding preset range through infrared rays to send the identity information, and release the shooting damage and/or the skill corresponding to the skill identification to the opponent
  • the mobile platform communicatively connected with the control terminal can compete with the opponent's mobile platform.
  • the shooting command and/or skill release command can be sent to the movable platform communicatively connected with the control terminal, so that the movable platform can follow the shooting command and/or Or the skill release command sends an attack signal to the opponent's movable platform within the preset range.
  • the movable platform may send a shooting signal and/or a skill release signal through infrared rays according to the shooting instruction and/or skill release instruction, where the shooting signal and/or skill release signal includes the identity information of the movable platform and the release of shooting The damage and/or the skill corresponding to the skill identifier is given to the opponent's movable platform.
  • the opponent's movable platform can determine whether to send the shooting signal and/or skill release signal according to the movable platform identifier included in the shooting signal and/or skill release signal.
  • the identity information of the mobile platform can then perform operations such as scoring and broadcasting of battle conditions based on the identity information.
  • the movable platform A sends a shooting signal to the surrounding preset range, causing the movable platform B to be injured.
  • the current score of the movable platform can be determined according to the identification of the movable platform A carried in the shooting signal. Update.
  • the movable platform A causes XX points of damage to the movable platform B.
  • the skill release signal also includes a skill identifier, so that after the opponent’s mobile platform receives the skill release signal, it can perform operations corresponding to the skill identifier according to the skill identifier and perform the current score according to the score corresponding to the skill identifier. Update.
  • the shooting icon and the skill icon are displayed on the display interface, so that the user can trigger the shooting icon and/or the skill icon to generate the shooting instruction and/or the skill release instruction.
  • the shooting instruction and/or skill release instruction can control the movable platform to release the shooting signal and/or the skill release signal in an infrared mode, where the shooting signal and/or the skill release signal includes the movable platform identification and the skill identification.
  • skill information can be added to the release of the shooting signal and/or skill release signal, increase the game play, and increase the fun of the game.
  • the movable platform can effectively identify the source of the attack received and the type of damage received, and then can be based on the attack Sources and damage types are scored accurately, which improves the fun of the game and thus improves the user experience.
  • FIG. 4 is a schematic diagram of a display interface provided by another embodiment of the present invention.
  • the display interface of the control terminal is also provided with an attack type selection icon,
  • the attack type is used to determine the attack type according to a user's operation on the attack type, where the attack type includes a physical attack and an infrared attack.
  • an attack type selection icon is also set on the display interface, where the attack type includes physical attack and infrared attack.
  • the movable platform can be controlled to conduct a physical attack through the water bomb according to the physical attack instruction; when the user triggers the infrared icon to generate an infrared attack instruction, the infrared attack instruction can be controlled according to the infrared attack instruction.
  • the mobile platform uses infrared to release infrared attacks. In this way, the user can freely choose the attack type according to the needs of the actual game scene.
  • the game can be played only by means of physical strikes, the game can also be played by means of infrared strikes, and the game can also be combined with physical strikes and infrared strikes.
  • the shooting signal and the skill release signal can be released according to infrared rays.
  • the method further includes:
  • controlling the movable platform to compete with the opponent's movable platform according to the shooting instruction includes:
  • the movable platform is controlled to compete with the opponent's movable platform according to the attack type.
  • the attack type selection icon after the attack type selection icon is displayed on the display interface, the user can select the attack type by triggering the attack type icon. Furthermore, the control terminal can control the mobile platform according to the attack type selected by the user to compete with the opponent's mobile platform according to the attack type. It should be noted that the laws and regulations of some regions do not allow mobile platforms to use physical ammunition for game battles. Therefore, the existing mobile platforms do not support the corresponding types of combat games in the above regions.
  • the attack type selection icon By displaying the attack type selection icon on the display interface, the user can select different attack types according to different needs. For example, in areas that do not support physical ammunition, infrared attack signals can be sent for game battles, thereby enabling mobile The platform can be played against in any area.
  • the multi-player battle method provided in this embodiment displays the attack type selection icon on the display interface, so that the user can determine the attack type by himself, and conduct the game battle according to the attack type, so as to meet various game requirements and make the platform movable Game battles can be played in any region, and on the basis of enhancing the fun of the game, users can meet the needs of attack types and improve user experience.
  • the controlling the movable platform according to the shooting instruction to compete with the opponent's movable platform according to the attack type includes:
  • attack type is a physical attack, controlling the movable platform to perform a physical attack and an infrared attack on the opponent's movable platform according to the shooting instruction;
  • the movable platform is controlled to perform an infrared attack on the opponent's movable platform according to the shooting instruction.
  • the game after acquiring the attack type determined by the user by triggering the attack type selection icon, the game can be played against according to the attack type.
  • the attack type selected by the user is a physical attack
  • the movable platform can be controlled to perform a physical attack and an infrared attack on the opponent's movable platform according to the shooting instruction triggered by the user.
  • a damage detection module is generally provided on the movable platform, and the damage detection module is set on the inner side of the armor plate to detect physical strikes received by the armor plate.
  • the mobile platform can be controlled to perform physical attacks and infrared attacks at the same time. Physical strikes can be detected through the damage detection module, and infrared signals can be detected at the same time, which can effectively improve strike detection. Accuracy.
  • the movable platform can be controlled to perform an infrared attack on the opponent's movable platform based on the infrared attack. Since the infrared attack can choose a variety of game skills, it can effectively improve the game. Interesting.
  • the multi-machine battle method provided by this embodiment uses physical attacks and infrared attacks at the same time when the user selects a physical attack, so that when the mobile platform receives an attack signal, the physical attack can be detected through the damage detection module, and at the same time Performing infrared attack detection on infrared signals can effectively improve the accuracy of strike detection.
  • infrared attack detection on infrared signals can effectively improve the accuracy of strike detection.
  • FIG. 5 is a schematic diagram of a display interface provided by another embodiment of the present invention.
  • the display interface is further provided with a crosshair icon, and the crosshair icon is used to indicate the current shooting center position;
  • the method further includes:
  • the crosshair icon corresponding to the attack type is displayed.
  • a crosshair icon is also provided on the display interface.
  • the sight line icon user identifies the current shooting center position, so that the user can determine whether he has aimed at the target according to the sight line icon in a game match, and improve shooting accuracy.
  • the front sight icon can be fixed at the center of the display interface to facilitate the user to aim.
  • the crosshair icon may be displayed on the display interface.
  • different attack types correspond to different crosshair icons.
  • the crosshair icon corresponding to the attack type is displayed on the display interface according to the attack type, so that the user can accurately understand the current attack type, thereby improving the user experience.
  • the user can be prompted to set the current center position, which can facilitate the user to aim and improve the shooting accuracy.
  • the method further includes:
  • the front sight icon in order to further improve the user experience, after the shooting instruction triggered by the user is obtained, the front sight icon can be controlled to execute a preset animation effect according to the shooting instruction.
  • the animation effect may be the shaking of the front sight, the discoloration of the front sight, the change in the size of the front sight, etc.
  • the user can choose according to his own needs, and the present invention is not limited here.
  • the multi-machine battle method provided in this embodiment controls the front sight icon to execute a preset animation effect, so that the front sight icon during shooting can be distinguished from the front sight icon at normal time, and the user can understand the current shooting situation.
  • FIG. 6 is a schematic diagram of a display interface provided by another embodiment of the present invention. Based on any of the above embodiments, the display interface is also provided with an ammunition quantity icon, the ammunition quantity icon is used to indicate the current remaining quantity of ammunition ;
  • the shooting icon after obtaining the user's operation on the shooting icon and generating the shooting instruction, it further includes:
  • the amount of ammunition in the ammunition amount icon is adjusted according to the number of times the user triggers the shooting icon and the amount of ammunition required for each shot.
  • an ammunition quantity icon is also provided on the display interface, and the user of the ammunition quantity icon indicates the current remaining quantity of ammunition.
  • the ammunition quantity icon can be set at the bottom of the display interface.
  • the movable platform can be controlled to shoot according to the shooting instruction, resulting in a change in the ammunition volume.
  • the user can trigger the shooting icon
  • the number of times and the amount of ammunition required for each shot are adjusted to the ammunition amount in the ammunition amount icon.
  • different gun types correspond to different amounts of ammunition.
  • the gun types can be divided into continuous type and single type.
  • the ammunition can be updated according to the ammunition required for each shot and the number of times the user triggers the shooting icon. Taking a practical application for example, if the current ammunition amount is 98, the user triggers the shooting icon 9 times, and three ammunition needs to be consumed each time, then the ammunition amount can be updated to 71 after the user has triggered.
  • the ammunition quantity icon is displayed on the display interface, so that the user can accurately understand the current remaining quantity of ammunition, and thus can better conduct the battle.
  • the accuracy of the ammunition amount displayed by the ammunition amount icon can be improved.
  • the method further includes:
  • the shooting icon is controlled to display a preset cooling effect within a preset first time threshold.
  • the shooting icon displays the cooling effect, The user cannot trigger the shooting icon.
  • the number of times the user triggers the shooting icon may be counted. If it is detected that the number of times that the user triggers the shooting icon exceeds a preset threshold, the design icon can be controlled to display a preset cooling effect within the preset first time threshold. The user cannot trigger the shooting icon during the cooling effect. Taking a practical application for example, if the preset threshold is 10 times, if it is detected that the user triggers the shooting icon 10 times, the shooting icon can be controlled to display the cooling effect. The cooling effect can last for 5 seconds. , The opponent’s mobile platform can find a cover to hide, and the user can change the ammunition box, change the gun and other operations.
  • the multi-machine battle method provided in this embodiment controls the shooting icon to display a preset cooling effect within the preset first time threshold if the number of times the user triggers the shooting icon at which the user is located exceeds a preset threshold, and the shooting icon displays the cooling effect.
  • the effect is in effect, the user cannot trigger the shooting icon, so that the movable platform and the opponent's movable platform can perform different operations respectively, avoiding continuous shooting that causes the game to end prematurely, which causes the problem of low interest.
  • the shooting icon includes a first shooting icon and a second shooting icon
  • the first shooting icon and the second shooting icon are respectively arranged on both sides of the display interface.
  • the shooting icon may specifically include a first shooting icon and a second shooting icon, and the first shooting icon and the second shooting icon are respectively arranged on both sides of the display interface. Specifically, it can be arranged on the left and right sides of the display interface.
  • the shooting icon can trigger the shooting icon with the left hand and send the shooting command.
  • the first shooting icon and the second shooting icon are respectively set on both sides of the real interface, so that when one hand of the user cannot trigger the shooting icon, the other hand can be used to achieve the match.
  • the triggering of another shooting icon ensures the timeliness and effectiveness of the user's triggering of the shooting icon, which increases the fun of the game and improves the user experience.
  • FIG. 8 is a schematic diagram of a display interface provided by another embodiment of the present invention.
  • an auxiliary aiming icon is further provided on the display interface, and the method further includes:
  • the movable platform is controlled to compete with the opponent's movable platform.
  • an auxiliary aiming icon is also provided on the display interface, and the auxiliary aiming is used to help the user aim at the opponent's movable platform.
  • the user can generate an aiming and shooting instruction by triggering the auxiliary aiming icon.
  • the movable platform can be controlled to compete with the movable platform according to the aiming and shooting instruction.
  • FIG. 9 is a schematic flowchart of a multi-aircraft battle method provided in the second embodiment of the present invention. Based on any of the above embodiments, the method shown in FIG. 9 controls the movable platform according to the aiming and shooting instruction Play against opponents on mobile platforms, including:
  • Step 201 Acquire an image transmission picture collected by an image acquisition device provided on the movable platform according to the aiming and shooting instruction;
  • Step 202 Identify the opponent's movable platform in the image transmission screen
  • Step 203 Use the opponent's movable platform closest to the movable platform as the current aiming target
  • Step 204 Control the movable platform to attack the target.
  • the control terminal can control the movable platform to compete with the movable platform according to the aiming and shooting instruction.
  • the image transmission picture collected by the image acquisition device provided on the movable platform can be acquired according to the aiming and shooting instruction.
  • the opponent's movable platform closest to itself can be used as the current target, and the movable platform can be controlled to attack the target.
  • the closest opponent's movable platform is determined according to the image transmission screen according to the aiming and shooting instruction, and the opponent's movable platform is used as the target to attack.
  • the method before the obtaining the user's operation on the skill icon and generating the skill release instruction, the method further includes:
  • the image transmission screen is displayed on the display interface.
  • an image acquisition device is provided on the movable platform.
  • the image acquisition device can be any device that can realize image transmission image acquisition.
  • it can be a camera, a video camera, etc., and the present invention does not do it here. limit.
  • the image collection device can collect the image transmission screen, and accordingly, the control terminal can obtain the image transmission screen collected by the image collection device and display the image transmission screen on the display interface for the user to play the game based on the image transmission screen.
  • the multi-machine battle method provided in this embodiment obtains and displays the image transmission screen collected by the image acquisition device, so that the user can conduct game battles according to the image transmission screen and understand the current operating status of the mobile platform.
  • the method further includes:
  • the display scale of the image transmission screen is adjusted according to the scale adjustment instruction.
  • the user can adjust the display scale of the image transmission screen on the display interface.
  • the scale adjustment instruction sent by the user can be obtained, and the scale adjustment instruction can be sent by the user by double-clicking, dragging, or long pressing on the screen.
  • the display scale of the image transmission screen can be adjusted according to the scale adjustment instruction.
  • the image transmission screen can be adjusted to a preset display ratio, or the image transmission screen can be adjusted to the display ratio input by the user.
  • the multi-player battle method provided in this embodiment adjusts the display scale of the image transmission screen according to the user's scale adjustment instruction, so that the display ratio of the image transmission screen can more meet the user's individual needs, and thus can improve the game fun On the basis of sex, improve user experience.
  • the method further includes:
  • the preset first kill animation effect is displayed in the first preset area of the display interface.
  • the preset killing animation effect can be displayed in the first preset area of the display interface, so that the user can perform timely monitoring of the current battle state. , Understand precisely.
  • the second area preset on the display interface displays the icons of all the movable platforms currently being played against; if the HP of the opponent's movable platform is detected If it is zero, after displaying the preset defeat animation effect in the first preset area of the display interface, it also includes:
  • multiple icons of the opponent's movable platform are also provided on the display interface.
  • the icon corresponding to the opponent’s mobile platform with zero HP can be adjusted to a preset Beat icon.
  • the multi-machine battle method provided in this embodiment displays a preset killing animation effect when it detects that the opponent's mobile platform has zero blood volume, so that the user can have a timely and accurate understanding of the current battle state.
  • FIG. 10 is a schematic flowchart of a multi-machine battle method provided in Embodiment 3 of the present invention
  • FIG. 11 is a schematic diagram of a display interface provided by another embodiment of the present invention. Based on any of the foregoing embodiments, the method further includes:
  • Step 301 Obtain an attacked signal sent by the movable platform, where the attacked signal includes the attacked direction;
  • Step 302 According to the attacked direction, a position corresponding to the attacked direction on the display interface is displayed differently.
  • the mobile platform when it receives an attack, it can receive an attack signal sent by the opponent's mobile platform.
  • the attacked signal may be sent to the control terminal according to the currently received attack signal, where the attacked signal includes the attacked direction.
  • the attacked direction if the current attack type is a physical attack, the attacked direction includes up, down, left, and right; if the current attack type is an infrared attack, the attacked direction includes left and right.
  • the position corresponding to the attacked direction can be differentiated display according to the attacked direction in the attacked signal. Specifically, the position corresponding to the attacked direction can be displayed differently, and the present invention is not limited here. For example, as shown in FIG. 11, if the attacked direction in the attacked signal is left, the position on the left side of the display interface can be set to low brightness, so that the user can understand the current attack state.
  • the distinguishing display of the area corresponding to the attacked direction on the display interface according to the attacked direction includes:
  • the area corresponding to the attacked direction in the display interface is displayed in a color different from other areas according to the attacked direction.
  • the area corresponding to the attacked position may be displayed in a color different from other areas according to the attacked position in the attacked signal.
  • the area corresponding to the attacked location can be displayed in red, which is different from the colors of other areas, so that the user can more intuitively determine the current attacked state.
  • the multi-machine battle method provided by this embodiment obtains the attacked signal, and displays the position corresponding to the attacked direction on the display interface according to the attacked direction, thereby enabling the area corresponding to the attacked direction to be displayed. Different from other areas, it enables the user to more intuitively determine the direction of the current attack, and then can perform operations such as evasion and attack according to the direction, thereby enhancing the fun of the game.
  • the attacked signal further includes the attacked blood volume
  • the display interface also includes a blood volume icon
  • the method further includes:
  • the blood volume in the blood volume icon is adjusted according to the attacked blood volume in the attacked signal.
  • a blood volume icon is also provided on the display interface, and the user can understand his current remaining blood volume according to the blood volume icon.
  • the attacked signal also includes the attacked blood volume.
  • the blood volume in the blood volume icon can be updated according to the attacked blood volume in the attacked signal. Taking a practical application as an example, if the currently attacked blood volume in the attacked signal is 2000 points, and the current remaining blood volume of the movable platform is 10,000, the blood volume of the movable platform can be adjusted to 8000 according to the attacked signal.
  • the method further includes:
  • a preset second kill animation effect is displayed on the display interface.
  • the display The interface displays the preset second kill animation effect, so that the user can understand his own blood volume and the attacked state in time.
  • the multi-machine battle method provided in this embodiment enables the user to understand the current remaining blood volume by displaying the blood volume icon on the display interface.
  • the blood volume can be adjusted according to the attacked signal to increase the blood volume.
  • the accuracy of the blood volume data displayed by the icon allows the user to make strategic adjustments based on the blood volume information and enhance the fun of the game.
  • a virtual joystick is further provided on the display interface, and further includes:
  • a virtual joystick is also provided on the display interface, and the user can control the movement track of the movable platform through the virtual joystick.
  • the movement instruction input by the user by moving the virtual joystick can be acquired, and the movable platform can be controlled to move according to the movement instruction.
  • the multi-machine battle method provided in this embodiment obtains the movement instruction input by the user and controls the movable platform to move according to the movement instruction, so that the user can adjust his position according to the real-time battle effect during the game, avoiding Being attacked by the opponent's mobile platform, the flexibility of the position in the game is ensured, and the user's gaming experience can be improved.
  • FIG. 13 is a schematic diagram of a display interface provided by another embodiment of the present invention. Based on any of the above embodiments, the acquiring operation of the user on the shooting icon and generating the shooting instruction further includes:
  • the skill icon is controlled to display a preset cooling effect within a preset second time threshold, and when the skill icon displays the cooling effect, the user cannot trigger the skill icon.
  • the game skill has a preset cooling time in the game battle.
  • the skill icon can be controlled to display the preset cooling effect within the preset second time threshold. , The skill icon cannot be triggered during the cooling effect, and accordingly, the game skill cannot be released.
  • the multi-player battle method provided in this embodiment controls the skill icon to display a preset cooling effect within a preset second time threshold.
  • the skill icon displays the cooling effect, the user cannot trigger the skill icon, thereby avoiding excessive use of skills. Causes the problem that the game is less interesting.
  • the method further includes:
  • the skill corresponding to the skill icon is randomly switched to the skill that is different from the skill before the cooling down.
  • the game skills may be acquired randomly.
  • the skill icon displaying the preset cooling effect can be controlled to return to normal, and the user can continue to trigger the skill icon.
  • the skill corresponding to the skill icon can be randomly switched to a skill that is different from the one before the cooling effect. For example, if the skill corresponding to the current skill icon is a stun skill, when the user triggers the skill icon, the skill icon is in a cooling effect.
  • the skill corresponding to the skill icon can be randomly switched to a blinding skill.
  • the multi-machine battle method provided in this embodiment randomly switches the skill corresponding to the skill icon to the skill that is different from the skill before the cooling effect after a preset second time threshold has passed.
  • the user can maintain the freshness of the game skill, and can prompt the user to adjust the game strategy according to different skills, and improve the user experience.
  • the attacked signal further includes the opponent's movable platform identifier that sends the attack signal and the attacked skill identifier;
  • the method further includes:
  • the broadcast information that the movable platform is attacked by the opponent's movable platform through skill is displayed.
  • the attacked signal also includes the opponent's movable platform identifier and the attacked skill identifier.
  • the attacked signal after acquiring the attacked signal sent by the movable platform, it can be displayed in the preset second area based on the opponent's movable platform identifier and the attacked skill identifier in the attacked signal. Broadcast information through skills.
  • the movable platform A if the movable platform A is shot and hit by the movable platform B, it can be displayed in the second area: if the movable platform A is shot and hit by the movable platform B; If the movable platform A is hit by the stun skill of the movable platform B, it can be displayed in the second display area that the movable platform A was hit by the stun skill of the movable platform B.
  • the method further includes:
  • the icon corresponding to the movable platform is adjusted to the icon corresponding to the attacked skill identifier.
  • the mobile platform in order to enable the in-game users to understand the battle situation, after the mobile platform receives the attacked signal, it can adjust the icon corresponding to the mobile platform to match the attacked skill identifier in the attacked signal.
  • the icon corresponding to the skill ID in order to enable the in-game users to understand the battle situation, after the mobile platform receives the attacked signal, it can adjust the icon corresponding to the mobile platform to match the attacked skill identifier in the attacked signal.
  • the icon corresponding to the skill ID in order to enable the in-game users to understand the battle situation.
  • the broadcast information of the mobile platform being attacked by the opponent's mobile platform through skills is displayed in the preset second area, so that the current detailed battle situation can be learned based on the broadcast information.
  • FIG. 15 is a schematic diagram of a display interface provided by another embodiment of the present invention.
  • the attacked skill identifier includes a blinding skill
  • the method further includes:
  • the display interface is adjusted to an animation effect corresponding to the blinding skill.
  • the attacked skill identifier may specifically include a blinding skill.
  • This blinding skill is specifically used to make the mobile platform blur the screen and cannot display the image transmission screen.
  • the display interface can be adjusted to the animation effect corresponding to the blinding skill within the preset third time threshold according to the blinding skill in the attacked signal , That is, the image transmission screen is blocked by the flower screen, so that the user cannot view the image transmission screen normally.
  • the third time threshold may specifically be 1.5 seconds.
  • the attacked skill identifier includes a stun skill
  • the method further includes:
  • the attacked skill identifier may specifically include the stun skill, which is specifically used to control the rotation of the movable platform in place.
  • the image transmission information is the image transmission image collected when the movable platform rotates in place .
  • the movable platform can be controlled to rotate in place, and display corresponding to the stun skill
  • the animation effect can be the image transmission screen collected by the movable platform during the rotation process.
  • the fourth time threshold may be 1.5 seconds.
  • the method further includes:
  • the crosshair icon on the display interface is controlled to display a preset hitting effect.
  • the crosshair icon on the display interface can be controlled to display the preset hitting effect .
  • the preset hitting effect may be the shaking of the crosshair icon, the color of the crosshair icon, etc., and the present invention is not limited herein.
  • FIG. 16 is a schematic diagram of a display interface provided by another embodiment of the present invention.
  • the front sight icon on the display interface is controlled to display presets After the hit effect, it also includes;
  • the blood volume change information is dynamically displayed on the display interface.
  • the blood volume change information of the opponent's movable platform can be determined, and the blood volume change information can be dynamically displayed on the display interface. For example, if the opponent's mobile platform currently receives 150 damage, the word -150 can be displayed on the display interface, so that the user can understand the current situation of the opponent's mobile platform in time.
  • the multi-machine battle method provided in this embodiment enables the user to dynamically display the blood volume change information on the display interface according to the blood volume change information of the opponent’s mobile platform when an attack is detected on the opponent’s mobile platform. Keep abreast of the current health status of the opponent's mobile platform and its own damage in time, so as to better conduct game battles, improve the game's fun, and improve user experience.
  • the acquiring the user's operation on the skill icon to generate the skill release instruction includes:
  • the infrared attack signal when used to transmit the attack signal, the infrared attack signal includes the movable platform identification and the skill identification. Therefore, firstly, the acquisition of the skill release instruction is required. Specifically, after obtaining the user's operation on the skill icon, the skill information corresponding to the skill icon and the identity information of the movable platform itself can be encoded to generate the skill release instruction, so that the skill release instruction released in the form of infrared rays can include The identity information and skill information of the mobile platform itself. Furthermore, during the game battle, the mobile platform can determine the source of the attack according to the identity information of the mobile platform, and can perform operations corresponding to the skill information, thereby enhancing the fun of the game.
  • the multi-machine battle method provided in this embodiment generates a skill release instruction by encoding the skill information corresponding to the skill icon and the identity information of the movable platform itself, so that the skill release instruction released in the form of infrared rays can include the movable platform Your own identity information and skill information. Furthermore, during the game, the source of the attack can be determined according to the identity information of the movable platform, and operations corresponding to the skill information can be performed, which improves the fun of the game.
  • FIG. 17 is a schematic flow chart of a multi-machine battle method provided in the fourth embodiment of the present invention, which is applied to a mobile platform. As shown in FIG. 17, the method includes:
  • Step 401 Acquire a shooting instruction and/or a skill release instruction sent by a control terminal, where the skill release instruction includes a skill identifier, and the shooting instruction and/or the skill release instruction is triggered by the user on the display interface of the control terminal
  • the shooting icon and/or skill icon sent by the mobile platform is used to control the movable platform to release the shooting signal and/or the skill release signal through infrared rays in the surrounding preset range;
  • Step 402 According to the shooting instruction and/or the skill release instruction, the shooting signal and/or the skill release signal are released into the surrounding preset range through infrared rays, and the opponent's movable platform is played against.
  • the execution subject of this embodiment is a movable platform.
  • the movable platform is communicatively connected with the control terminal, so that information can be exchanged with the control terminal.
  • the movable platform can obtain the shooting instruction and/or skill release instruction sent by the control terminal.
  • the shooting instruction and/or skill release instruction is sent by the user by triggering the shooting icon and/or skill icon set on the control terminal.
  • the skill release instruction includes skill identifiers, where the skills include but are not limited to stun skills, blinding skills, acceleration skills, etc.
  • the movable platform can release the shooting signal and/or the skill release signal to the surrounding preset range through infrared rays according to the shooting instruction and/or the skill release instruction, and compete with the opponent's movable platform.
  • the shooting signal and/or the skill release instruction are released to the surrounding preset range through infrared rays according to the shooting instruction and/or the skill release instruction.
  • the said skill releases the signal to play against the opponent's mobile platform.
  • the method further includes:
  • the mobile platform can send shooting signals and/or skill release signals to the opponent's mobile platform on the one hand, and can also receive the attack signal emitted by the opponent's mobile platform.
  • Attack signals include shooting signals and/or skill release signals. Since the shooting signal and/or the skill release signal can be released by infrared rays, and the skill release signal also includes the skill identifier, after acquiring the attack signal emitted by the opponent's movable platform, the attack signal can also be identified.
  • the multi-machine battle method provided in this embodiment obtains the attack signal transmitted by the opponent's mobile platform and recognizes the attack signal, thereby accurately identifying the skill identifier of the attack signal sent by the opponent's mobile platform and executing
  • the operation corresponding to the skill mark can further increase the game play and enhance the fun of the game.
  • FIG. 18 is a schematic flowchart of a multi-aircraft battle method according to Embodiment 5 of the present invention.
  • acquiring an attack signal transmitted by an opponent's mobile platform and identifying the attack signal includes :
  • Step 501 Obtain a physical attack signal from the opponent's mobile platform hitting the physical armor plate, and identify the physical attack signal through a preset accelerometer and microphone; and,
  • Step 502 Obtain an infrared attack signal that the opponent's movable platform hits on the infrared armor plate of the movable platform, where the infrared attack signal includes a shooting signal and/or a skill release signal;
  • Step 503 Identify the infrared attack signal through a coding and decoding method, and obtain identification information corresponding to the infrared attack signal.
  • the identification information includes the identity information of the opponent’s mobile platform that initiated the attack and the The shooting damage corresponding to the signal and/or the damage of the skill category corresponding to the skill release signal.
  • the movable platform in a game battle, when the attack type selected by the user on the control terminal is a physical attack, the movable platform can simultaneously launch an infrared attack and a physical attack.
  • the mobile platform obtains the physical attack signal emitted by the opponent's mobile platform, it can specifically obtain the physical attack signal that the opponent's mobile platform hits on the physical armor plate, and identify the physical attack signal through the preset accelerometer and microphone .
  • the mobile platform obtains the infrared attack signal emitted by the opponent's mobile platform, it can specifically obtain the infrared attack signal that the opponent's mobile platform hits on the preset infrared armor plate.
  • the infrared attack signal includes the shooting signal and/or the skill release signal.
  • the infrared attack signal can be identified by coding and decoding methods, and the identification information included in the infrared attack signal can be obtained.
  • the identification information includes the identity information of the opponent's movable platform that initiated the attack and the shooting damage corresponding to the shooting signal, and/or the damage of the skill category corresponding to the skill release signal. Therefore, the control terminal can calculate the damage suffered by the movable platform according to the identification information.
  • the physical attack signal and the infrared attack signal are obtained and analyzed separately, thereby improving the accuracy of damage detection.
  • the control terminal can calculate the damage suffered by the movable platform according to the identification information, and the user can fight against the damage information, which increases the game's interest and improves the user experience.
  • the acquiring an attack signal emitted by an opponent's mobile platform includes:
  • the infrared attack signal including a shooting signal and/or a skill release signal
  • the infrared attack signal is identified through a coding and decoding method, and identification information corresponding to the infrared attack signal is obtained.
  • the identification information includes the identity information of the opponent's movable platform that initiated the attack and corresponds to the shooting signal The shooting damage and/or the damage of the skill category corresponding to the skill release signal.
  • the movable platform when the attack type selected by the user on the control terminal is an infrared attack, the movable platform can emit an infrared attack signal, where the infrared attack signal includes a shooting signal and/or a skill release signal.
  • the infrared attack signal can be identified by coding and decoding methods, and the identification information included in the infrared attack signal can be obtained.
  • the identification information includes the identity information of the opponent's movable platform that initiated the attack and the shooting damage corresponding to the shooting signal, and/or the damage of the skill category corresponding to the skill release signal. Therefore, the control terminal can calculate the damage suffered by the movable platform according to the identification information.
  • the infrared attack signal carries identification information including damage information, so that the control terminal can calculate the damage suffered by the movable platform according to the identification information, and the user can fight according to the damage information. Increase the fun of the game and improve the user experience.
  • the method before acquiring the skill release instruction sent by the control terminal, the method further includes:
  • the mobile platform in order to realize information interaction with the control terminal, the mobile platform first needs to establish a communication connection with the control terminal. Specifically, before acquiring the skill release instruction sent by the control terminal, a communication connection with the control terminal may be established through a preset connection manner.
  • any connection mode can be used to establish a communication connection with the control terminal, for example, it can be a Bluetooth connection or a WIFI connection, and the present invention is not limited here. The user can choose the connection method according to the current needs.
  • the multi-machine battle method provided in this embodiment establishes a communication connection with the control terminal by adopting a preset connection mode, so as to realize information interaction with the control terminal, so that it can achieve effective control of the movable platform based on The individual needs of users.
  • the method further includes:
  • the image transmission screen is sent to the control terminal in real time.
  • an image acquisition device is provided on the movable platform.
  • the image acquisition device can be any device that can realize image transmission image acquisition.
  • it can be a camera, a video camera, etc., and the present invention does not do it here. limit.
  • the image capture device can capture the image transmission screen.
  • the movable platform can send the image transmission screen collected by the image capture device to the control terminal, so that the control terminal can display the image transmission screen on the display interface for the user to follow The image transmission screen for game battle.
  • the image transmission screen can be sent to the control terminal in real time
  • the image transmission screen is collected by the image acquisition device and sent to the control terminal, so that the user can conduct game battles according to the image transmission screen and understand the current operating status of the mobile platform.
  • FIG. 19 is a schematic flowchart of a multi-aircraft battle method according to Embodiment 6 of the present invention. Based on any of the foregoing embodiments, as shown in FIG. 19, the method further includes:
  • Step 601 Obtain a shooting instruction sent by the control terminal, where the shooting instruction includes an attack type
  • Step 602 Perform a battle with the opponent's mobile platform according to the attack type according to the shooting instruction.
  • the display interface of the control terminal is also provided with an attack type selection icon, where the attack type includes physical attack and infrared attack.
  • the user can determine the attack type by triggering the attack type selection icon, and send the attack type to the mobile platform.
  • the movable platform can receive the shooting instruction including the attack type sent by the control terminal. And according to the shooting instructions, according to the type of attack and the opponent's mobile platform for battle.
  • the battle against the opponent's movable platform according to the attack type according to the shooting instruction includes:
  • attack type is a physical attack, sending preset physical ammunition and infrared attack to the opponent's movable platform;
  • attack type is an infrared attack
  • the attack type selected by the user is a physical attack
  • the physical ammunition and infrared attack can be simultaneously launched to the opponent's movable platform.
  • the laws and regulations of some regions do not allow mobile platforms to use physical ammunition for game battles. Therefore, the existing mobile platforms do not support games in the above regions.
  • the attack type selection icon By displaying the attack type selection icon on the display interface, the user can select different attack types according to different needs. For example, in areas that do not support physical ammunition, infrared attack signals can be sent for game battles, thereby enabling mobile The platform can be played against in any area.
  • the attack type selected by the user is an infrared attack
  • an infrared attack can be sent to the opponent's movable platform according to the shooting instruction.
  • the multi-machine battle method provided in this embodiment obtains a shooting instruction including an attack type sent by a control terminal, and conducts a game battle according to the attack type, so as to meet a variety of game requirements and enable the mobile platform to be used in any area.
  • Game battles on the basis of improving the fun of the game, can satisfy users' demands for attack types and improve user experience.
  • the acquiring the shooting instruction and/or the skill release instruction sent by the control terminal includes:
  • the shooting instruction and/or skill release instruction sent by the terminal in order to determine the attack type and skill identifier contained in the shooting instruction and/or skill release instruction, it is necessary to release the shooting instruction and/or skill Instruction for decoding operation.
  • the infrared information sent by the control terminal can be obtained, the infrared information can be decoded, and the shooting instruction and/or skill release instruction can be obtained.
  • any method can be used to realize the decoding of infrared information, and the present invention is not limited here.
  • the multi-machine battle method provided in this embodiment obtains the shooting instruction and/or skill release instruction in the infrared information by decoding the infrared information, so as to realize the control of the movable platform according to the shooting instruction and/or skill release instruction. Effective control.
  • the attack type is carried in the shooting command
  • the skill identification is carried in the skill release command, which can increase the game play and increase the fun of the game.
  • the method further includes:
  • a speaker and a display screen are provided on the movable platform, the speaker can emit a preset sound, and the display screen can display a preset light effect to realize a reminder to the user.
  • the speaker on the mobile platform can be controlled to emit a preset sound and/or the display screen to emit a preset light effect .
  • the multi-machine battle method provided in this embodiment controls the preset speaker and/or display screen on the movable platform to emit preset sounds and/or light effects, thereby enabling the user to promptly and intuitively check the current status of the movable platform. Understand the situation of being hit, and then users can perform operations such as evasion and counterattack according to the situation of being hit, which improves the fun of the game.
  • the method further includes:
  • a pan-tilt device is also provided on the movable platform, and the position of the pan-tilt device can be moved.
  • the PTZ device on the mobile platform can be controlled to execute a preset strike effect, where the strike effect can be cloud Platform device vibration, etc., can also be any other effect that is different from the normal operating state of the pan/tilt device.
  • the multi-machine battle method provided in this embodiment controls the preset PTZ device on the movable platform to execute the preset strike effect, so that the user can timely and intuitively understand the current situation of being hit on the movable platform. Furthermore, the user can perform operations such as avoidance and counterattack according to the situation of being hit, which improves the fun of the game.
  • FIG. 20 is a schematic flowchart of a multi-aircraft battle method according to Embodiment 7 of the present invention. Based on any of the foregoing embodiments, as shown in FIG. 20, the method further includes:
  • Step 701 Obtain an attack signal sent by the opponent's mobile platform, where the attack signal includes a physical attack signal, and the attack signal is sent after the opponent's mobile platform obtains the shooting instruction and/or skill release instruction sent by the control terminal;
  • Step 702 Detect the physical attack signal through a preset first attack detection algorithm to determine whether the movable platform is physically attacked.
  • a physical armor plate is provided on the movable platform, and the physical armor plate can receive a physical attack signal from the physical ammunition of the opponent's movable platform.
  • the mobile platform can obtain the attack signal sent by the opponent's mobile platform, where the attack signal can include a physical attack signal, and the attack signal is that the opponent's mobile platform obtains the shooting instructions and/or skills sent by its corresponding control terminal. Sent after the release command.
  • the physical armor plate can receive sound signals through solid conduction, but the sound signals may not be caused by effective physical strikes. Therefore, in order to improve the accuracy of physical strike detection, the physical attack signal can be detected through the preset first strike algorithm to determine whether the movable platform receives an effective physical strike.
  • the multi-aircraft combat method provided in this embodiment detects the physical strike signal through a preset strike detection algorithm when the physical strike signal is acquired, so as to remove noise caused by the bumps of the movable platform, passing obstacles, etc. Improve the accuracy of physical strike detection, thereby enabling more accurate scoring, improving the fairness of the game, and improving user experience.
  • the detecting the physical attack signal by using a preset first attack detection algorithm includes:
  • the target signal includes multiple characteristic information. Therefore, after the target signal is acquired , Can analyze the characteristic information of the target signal, and determine whether the target signal is generated by a physical attack on the mobile platform according to the characteristic information, where the characteristic information includes, but is not limited to, the peak value, energy, and tail of the peak corresponding to the target signal , Attenuation degree, etc.
  • a preset first strike detection algorithm can be used to detect whether the target signal meets a preset strike signal characteristic, which is obtained after signal analysis is performed on strike sound signals generated from multiple preset physical attack signals .
  • the target signal meets the preset striking signal characteristics, it can be determined that the movable platform is currently being physically hit. Accordingly, if the detected target signal does not meet the preset striking signal characteristics, it can be determined that the movable platform has not been hit. Physical strike.
  • FIG. 21 is a schematic flowchart of a multi-aircraft battle method according to Embodiment 8 of the present invention.
  • the opponent is acquired through the preset armor plate on the movable platform
  • the physical attack signals sent by the mobile platform include:
  • Step 801 Acquire a sound signal generated by the physical attack signal through a sound detection device preset inside the armor plate;
  • Step 802 Convert the sound signal into a voltage analog signal
  • Step 803 Filter the voltage analog signal to obtain a target signal.
  • the physical strike signal in order to detect the physical strike signal, the physical strike signal needs to be preprocessed.
  • the sound signal generated by the physical attack signal can be obtained through a sound detection device preset inside the armor plate.
  • a high-pass filter can be used to filter the voltage analog signal.
  • the sound signal generated by the physical attack signal is obtained by the strike detection device arranged inside the armor plate, and the sound signal is processed to obtain the target signal, thereby improving the signal quality and thereby The accuracy of subsequent strike detection.
  • sending an infrared attack to the opponent's movable platform includes:
  • the infrared attack signal is encoded by an encoding method to generate an encoded infrared attack signal, and the encoded infrared attack signal is released by infrared rays.
  • the attack type selected by the user is an infrared attack
  • an infrared attack needs to be sent to the opponent's movable platform according to the attack type.
  • the infrared attack signal can be encoded by an encoding method to generate an encoded infrared attack signal. Release the coded infrared attack signal through infrared.
  • the multi-machine battle method provided in this embodiment generates an encoded infrared attack signal by encoding an infrared attack signal, and releases the encoded infrared attack signal through infrared rays. Thereby, the transmission of infrared attack signals can be realized, and the movable platform can realize the game battle against the opponent's movable platform.
  • the acquiring identification information corresponding to the infrared attack signal further includes:
  • the movable platform is controlled to perform an operation corresponding to the identification information, so as to realize a battle between the movable platform and the opponent movable platform.
  • the infrared attack signal includes identification information, where the identification information includes a skill identification.
  • the movable platform can be controlled to perform operations corresponding to the identification information, so as to achieve a battle with the opponent's movable platform. For example, if the infrared attack signal includes the stun skill mark, the movable platform can be controlled to rotate in place.
  • the multi-machine battle method provided in this embodiment controls the movable platform to perform operations corresponding to the identification information, so that the movable platform can perform operations corresponding to multiple game skills, which is different from the current multi-machine battle method that can only shoot. Carrying identification information in the infrared attack signal can improve the fun of the game.
  • FIG. 22 is a schematic flowchart of a multi-aircraft battle method according to Embodiment 9 of the present invention. As shown in FIG. 22, the method includes:
  • Step 901 The control terminal displays a shooting icon and a skill icon, where the shooting icon is used to indicate a shooting instruction for controlling a mobile platform communicatively connected with the control terminal to generate a shooting signal, and the skill icon is used to indicate controlling the
  • the movable platform generates a skill release instruction for a skill release signal;
  • the shooting signal and the skill release signal include the identity information of the movable platform communicatively connected with the control terminal;
  • Step 902 The control terminal obtains the user's operation on the shooting icon, generates the shooting instruction, and/or obtains the user's operation on the skill icon, and generates the skill release instruction.
  • the skill release instruction includes Skill identification used to distinguish skill categories;
  • Step 903 The control terminal sends the shooting instruction and/or the skill release instruction to a movable platform communicatively connected with the control terminal;
  • Step 904 The movable platform obtains the shooting instruction and/or the skill release instruction sent by the control terminal, the skill release instruction includes a skill identifier, and the shooting instruction and/or the skill release instruction is triggered by the user Sent by the shooting icon and/or skill icon on the display interface of the control terminal;
  • Step 905 The movable platform uses infrared rays to release a shooting signal and/or a skill release signal to the surrounding preset range according to the shooting instruction and/or the skill release instruction, and compete with the opponent's movable platform.
  • a shooting icon and a skill icon are displayed on the display interface of the control terminal.
  • the shooting icon is used to indicate a shooting instruction for controlling a mobile platform communicating with the control terminal to generate a shooting signal.
  • the user can generate a shooting instruction by triggering the shooting icon, so that the movable platform can send an attack signal to the opponent's movable platform within the attack range according to the control instruction.
  • the skill icon displayed on the display interface is used to identify the skill release instruction that controls the mobile platform to generate the skill release signal.
  • the user can generate a skill release instruction by triggering the skill icon, so that the movable platform can send an attack signal including the skill identification to the opponent's movable platform within the attack range according to the skill release instruction.
  • the shooting signal and the skill release signal include the identity information of the movable platform communicatively connected with the control terminal. Therefore, in the course of the game battle, it is possible to perform accurate scoring operations and broadcast the battle situation according to the identity information.
  • the user can generate shooting instructions and/or skill release instructions by triggering the shooting icon and/or skill icon.
  • the attack signal sent by the movable platform according to the shooting instruction includes the identification of the movable platform.
  • the number of the skill icon can be one. By triggering the skill icon, multiple sub-icons are displayed to the user.
  • Each sub-icon represents a skill.
  • the skills include, but are not limited to, stun skills, blinding skills, acceleration skills, etc.; optional
  • the number of skill icons can also be multiple, and each skill icon corresponds to a skill respectively, where the skills include but are not limited to stun skills, blinding skills, acceleration skills, etc. Therefore, the user can generate a skill release instruction by triggering at least one sub icon or at least one skill icon.
  • the skill release instruction also includes a skill identifier for distinguishing skill types.
  • the shooting command and/or skill release command can be sent to the movable platform communicatively connected with the control terminal, so that the movable platform can move to the surroundings according to the shooting command and/or skill release command
  • the opponent within the preset range can send an attack signal on the mobile platform.
  • the movable platform may send a shooting signal and/or a skill release signal through infrared rays according to the shooting instruction and/or skill release instruction, where the shooting signal and/or skill release signal includes the identity information of the movable platform and the release of shooting The damage and/or the skill corresponding to the skill identifier is given to the opponent's movable platform.
  • the opponent's movable platform can determine whether to send the shooting signal and/or skill release signal according to the movable platform identifier included in the shooting signal and/or skill release signal.
  • the identity information of the mobile platform can then perform operations such as scoring and broadcasting of battle conditions based on the identity information.
  • the movable platform A sends a shooting signal to the surrounding preset range, causing the movable platform B to be injured.
  • the current score of the movable platform can be determined according to the identification of the movable platform A carried in the shooting signal. Update.
  • the movable platform A causes XX points of damage to the movable platform B.
  • the skill release signal also includes a skill identification, so that after receiving the skill release signal, the opponent's mobile platform can perform operations corresponding to the skill identification according to the skill identification and perform the current score according to the score corresponding to the skill identification.
  • the movable platform can obtain the shooting instruction and/or skill release instruction sent by the control terminal, and the shooting instruction and/or skill release instruction is sent by the user by triggering the shooting icon and/or skill icon set on the control terminal.
  • the skill release instruction includes skill identifiers, where the skills include but are not limited to stun skills, blinding skills, acceleration skills, etc.
  • the movable platform can release the shooting signal and/or the skill release signal to the surrounding preset range through infrared rays according to the shooting instruction and/or the skill release instruction, and compete with the opponent's movable platform.
  • the shooting icon and the skill icon are displayed on the display interface, so that the user can trigger the shooting icon and/or the skill icon to generate the shooting instruction and/or the skill release instruction.
  • the shooting instruction and/or skill release instruction can control the movable platform to release the shooting signal and/or the skill release signal in an infrared mode, where the shooting signal and/or the skill release signal includes the movable platform identification and the skill identification.
  • skill information can be added to the release of the shooting signal and/or skill release signal, increase game play, and increase the fun of the game.
  • the movable platform can effectively identify the source of the attack received and the type of damage received, and then can be based on the attack Sources and damage types are scored accurately, which improves the fun of the game and thus improves the user experience.
  • Another embodiment of the present invention provides a movable platform, which is communicatively connected with a control terminal, and includes a striking device, a communication device, and a striking detection device.
  • the striking device and the striking detection device are respectively connected to the communication device. Electrical connection
  • the communication device is used to obtain a shooting instruction and/or a skill release instruction sent by the control terminal;
  • the strike device is used to launch an attack according to the shooting instruction and/or the skill release instruction;
  • the strike detection device includes a physical attack detection component and an infrared attack detection component.
  • the strike detection device is used to detect an attack signal emitted by an opponent's movable platform.
  • the physical attack detection component is used to detect an attack signal emitted by an opponent's movable platform.
  • the physical attack signal is detected, and the infrared attack component is used to detect the infrared attack signal emitted by the opponent's movable platform.
  • the movable platform includes a strike device, a communication device, and a strike detection device.
  • the movable platform can obtain the shooting instruction and/or skill release instruction sent by the control terminal through the communication device, so that the strike device can launch an attack according to the shooting instruction and/or skill release instruction.
  • the mobile platform can also receive the attack signal transmitted by the opponent's mobile platform and analyze the attack signal.
  • the strike detection device includes a physical attack detection component and an infrared attack detection component. The strike detection device is used to detect the attack signal emitted by the opponent's movable platform, and the physical attack detection component is used to detect the physical attack signal emitted by the opponent's movable platform.
  • the infrared attack component is used to detect the infrared attack signal emitted by the opponent's mobile platform. Since the mobile platform can transmit physical attack signals and infrared attack signals at the same time when the attack type selected by the user is physical attack, correspondingly, when receiving physical attack signals and infrared attack signals at the same time, the physical attack detection component can attack physical attacks. Signal detection, the infrared attack component can detect the infrared attack signal emitted by the opponent’s mobile platform, which can effectively improve the accuracy of strike detection.
  • the movable platform includes a strike device, a communication device, and a strike detection device; the communication device is used to obtain the firing instruction and/or skill release instruction sent by the control terminal; the strike device is used to release according to the firing instruction and/or skill Command launch attack; the strike detection device includes a physical attack detection component and an infrared attack detection component.
  • the strike detection device is used to detect the attack signal emitted by the opponent's movable platform, and the physical attack detection component is used for the physical attack launched on the opponent's movable platform Signal detection, the infrared attack component is used to detect the infrared attack signal emitted by the opponent's movable platform, so that on the one hand, it can realize the emission of shooting instructions and/or skill release instructions, and play games against the opponent's movable platform. On the other hand, it can analyze the shooting instructions and/or skill release instructions launched by the opponent's movable platform to improve the accuracy of strike detection.
  • the strike device includes a physical attack component and an infrared attack component, wherein the physical attack component is used to launch a physical attack according to the shooting instruction and/or the skill release instruction Attack, the infrared attack component is used to launch an infrared attack according to the shooting instruction and/or the skill release instruction.
  • the strike device may specifically include a physical strike component and an infrared strike component.
  • the physical attack component can emit a physical attack signal
  • the infrared attack component can emit an infrared attack component.
  • the mobile platform can transmit an attack signal according to the attack type selected by the user.
  • the attack type selected by the user is a physical attack
  • the physical attack component can operate at the same time as the infrared attack component, and simultaneously emit a physical attack signal and an infrared attack signal.
  • the attack type selected by the user is infrared attack
  • the infrared attack component can emit infrared attack signals.
  • the mobile platform provided in this embodiment uses a physical attack component to transmit a physical attack signal, and an infrared attack component to transmit an infrared attack signal, so that the mobile platform can play a game against the opponent's mobile platform.
  • the physical attack detection assembly includes at least one armor plate, and at least one of a pressure sensor and a sound sensor is provided on the inside of the armor plate.
  • the physical attack detection component of the movable platform includes at least one armor plate, and a pressure sensor is arranged on the inner side of the armor plate, so that pressure information can be obtained from the pressure sensor, so that the movable platform can be subsequently tested according to the pressure information. Whether to receive a physical strike for testing.
  • a sound sensor may be provided on the inner side of the armor plate, so that sound information can be obtained from the sound sensor, so as to subsequently detect whether the movable platform receives a physical strike based on the sound information.
  • the physical attack detection component includes at least one armor plate, and at least one of a pressure sensor and a sound sensor is arranged on the inside of the armor plate, so as to realize the accuracy of whether the movable platform is physically attacked. Detection.
  • the infrared attack component in order to increase the coverage of the infrared attack signal, is a convex structure.
  • FIG. 23 is a schematic structural diagram of a control terminal provided by Embodiment 10 of the present invention. As shown in FIG. 23, skill icons are set on the display interface of the control terminal, and the control terminal includes: one or more processors 111, so Said one or more processors work together or individually to perform the following operations:
  • the shooting icon and the skill icon are displayed, wherein the shooting icon is used to indicate a shooting instruction for controlling a movable platform communicatively connected with the control terminal to generate a shooting signal, and the skill icon is used to indicate controlling the movable platform A skill release instruction for generating a skill release signal; the shooting signal and the skill release signal include the identity information of the movable platform communicatively connected with the control terminal;
  • the skill release instruction includes skills for distinguishing skill types logo
  • the shooting instruction and/or the skill release instruction are sent to a movable platform communicatively connected with the control terminal, so that the movable platform communicatively connected with the control terminal can follow the shooting instruction and/or
  • the skill release instruction sends a shooting signal and/or a skill release signal to the surrounding preset range via infrared rays to send the identity information, and release the shooting damage and/or the skill corresponding to the skill identifier to the opponent's mobile platform , Enabling the opponent’s mobile platform to recognize the identity information, and receiving shooting damage according to the shooting signal and/or the skill release signal and/or the skill category corresponding to the skill identifier, so as to achieve all
  • the movable platform that is communicatively connected with the control terminal competes with the opponent's movable platform.
  • an attack type selection icon is further provided on the display interface of the control terminal, and the attack type is used to determine the attack type according to the user's operation on the attack type, wherein:
  • the attack types include physical attacks and infrared attacks.
  • the processor is further configured to:
  • the processor controls the movable platform to compete with the opponent's movable platform according to the shooting instruction, it is used to:
  • the movable platform is controlled to compete with the opponent's movable platform according to the attack type.
  • the processor when the processor controls the movable platform according to the shooting instruction to compete with the opponent's movable platform according to the attack type, the processor is configured to:
  • attack type is a physical attack, controlling the movable platform to perform a physical attack and an infrared attack on the opponent's movable platform according to the shooting instruction;
  • the movable platform is controlled to perform an infrared attack on the opponent's movable platform according to the shooting instruction.
  • a crosshair icon is further provided on the display interface, and the crosshair icon is used to indicate the current shooting center position;
  • the processor is further configured to:
  • the crosshair icon corresponding to the attack type is displayed.
  • the processor is further configured to:
  • an ammunition quantity icon is further provided on the display interface, and the ammunition quantity icon is used to indicate the current remaining quantity of ammunition
  • the processor is further used to:
  • the amount of ammunition in the ammunition amount icon is adjusted according to the number of times the user triggers the shooting icon and the amount of ammunition required for each shot.
  • the processor is further configured to:
  • the shooting icon is controlled to display a preset cooling effect within a preset first time threshold.
  • the shooting icon displays the cooling effect, The user cannot trigger the shooting icon.
  • the shooting icon includes a first shooting icon and a second shooting icon
  • the first shooting icon and the second shooting icon are respectively arranged on both sides of the display interface.
  • an auxiliary aiming icon is further provided on the display interface, and the control terminal further includes:
  • the movable platform is controlled to compete with the opponent's movable platform.
  • the processor is configured to: when controlling the movable platform to compete with the opponent's movable platform according to the aiming and shooting instruction:
  • the processor before acquiring the user's operation on the skill icon and generating the skill release instruction, the processor is further configured to:
  • the image transmission screen is displayed on the display interface.
  • the processor displays the image transmission screen on the display interface, it is further configured to:
  • the display scale of the image transmission screen is adjusted according to the scale adjustment instruction.
  • the processor is configured to: when acquiring the scale adjustment instruction sent by the user:
  • the processor is further configured to:
  • the preset first kill animation effect is displayed in the first preset area of the display interface.
  • the second area preset on the display interface displays the icons of all the movable platforms currently being played against; If the blood volume of is zero, after displaying the preset defeat animation effect in the first preset area of the display interface, it is also used to:
  • the processor is further configured to:
  • the position corresponding to the attacked direction on the display interface is displayed differently.
  • the processor is configured to: when performing differentiated display of the area in the display interface corresponding to the attacked direction according to the attacked direction:
  • the area corresponding to the attacked direction in the display interface is displayed in a color different from other areas according to the attacked direction.
  • the attacked direction includes up, down, left, and right;
  • the attacked direction includes left and right.
  • the attacked signal further includes the attacked blood volume
  • the display interface further includes a blood volume icon
  • the processor After acquiring the attacked signal sent by the movable platform, the processor is further used to:
  • the blood volume in the blood volume icon is adjusted according to the attacked blood volume in the attacked signal.
  • the processor is further configured to:
  • a preset second kill animation effect is displayed on the display interface.
  • a virtual joystick is further provided on the display interface, and the processor is further configured to:
  • the processor is further configured to:
  • the skill icon is controlled to display a preset cooling effect within a preset second time threshold, and when the skill icon displays the cooling effect, the user cannot trigger the skill icon.
  • the processor is further configured to:
  • the skill corresponding to the skill icon is randomly switched to the skill that is different from the skill before the cooling down.
  • the attacked signal further includes an identifier of the opponent's movable platform that sends the attack signal and an identifier of the attacked skill;
  • the processor After acquiring the attacked signal sent by the movable platform, the processor is further used to:
  • the broadcast information that the movable platform is attacked by the opponent's movable platform through skill is displayed.
  • the processor is further configured to:
  • the icon corresponding to the movable platform is adjusted to the icon corresponding to the attacked skill identifier.
  • the attacked skill identifier includes a blinding skill
  • the processor After acquiring the attacked signal sent by the movable platform, the processor is further used to:
  • the display interface is adjusted to an animation effect corresponding to the blinding skill.
  • the attacked skill identifier includes a stun skill
  • the processor After acquiring the attacked signal sent by the movable platform, the processor is further used to:
  • the display interface is adjusted to an animation effect corresponding to the stun skill.
  • the processor is further configured to:
  • the processor after the processor sends the shooting instruction and/or the skill release instruction to a movable platform that is communicatively connected with the control terminal, it is further configured to:
  • the crosshair icon on the display interface is controlled to display a preset hitting effect.
  • the processor controls the crosshair icon on the display interface to display a preset hitting effect, and then is also used for ;
  • the blood volume change information is dynamically displayed on the display interface.
  • the processor is configured to: when acquiring the user's operation on the skill icon and generating the skill release instruction:
  • FIG. 24 is a schematic structural diagram of a movable platform end according to the eleventh embodiment of the present invention. As shown in FIG. 24, the movable platform end includes: one or more processors 121, and the one or more processors jointly Or work alone to do the following:
  • the skill release instruction includes a skill identifier
  • the shooting instruction and/or the skill release instruction are triggered by the user by triggering the shooting icon on the display interface of the control terminal And/or sent by the skill icon, used to control the movable platform to release shooting signals and/or skill release signals through infrared rays within a preset range around;
  • the shooting signal and/or the skill release signal are released into the surrounding preset range through infrared rays, so as to fight against the opponent's movable platform.
  • the processor is further configured to:
  • the processor is used to: when acquiring an attack signal transmitted by an opponent's movable platform and identifying the attack signal:
  • the infrared attack signal including a shooting signal and/or a skill release signal
  • the infrared attack signal is identified through the codec movable platform, and the identification information corresponding to the infrared attack signal is obtained.
  • the identification information includes the identity information of the opponent's movable platform that initiated the attack and is related to the shooting signal The corresponding shooting damage and/or the damage of the skill category corresponding to the skill release signal.
  • the processor when acquiring the attack signal transmitted by the opponent's movable platform, the processor is used to:
  • the infrared attack signal including a shooting signal and/or a skill release signal
  • the infrared attack signal is identified through the codec movable platform, and the identification information corresponding to the infrared attack signal is obtained.
  • the identification information includes the identity information of the opponent's movable platform that initiated the attack and is related to the shooting signal The corresponding shooting damage and/or the damage of the skill category corresponding to the skill release signal.
  • the processor before acquiring the skill release instruction sent by the control terminal, the processor is further configured to:
  • the processor is further configured to:
  • the image transmission screen is sent to the control terminal in real time.
  • the processor is further configured to:
  • a battle is conducted with the opponent's movable platform according to the attack type.
  • the processor is configured to: when performing a battle with the opponent's movable platform according to the attack type according to the shooting instruction:
  • attack type is a physical attack, sending preset physical ammunition and infrared attack to the opponent's movable platform;
  • attack type is an infrared attack
  • the processor is configured to: when acquiring the shooting instruction and/or the skill release instruction sent by the control terminal:
  • the processor is further used for:
  • the processor is further used for:
  • the processor is configured to:
  • an attack signal sent by an opponent's mobile platform including a physical attack signal, the attack signal being sent after the opponent's mobile platform obtains a shooting instruction and/or a skill release instruction sent by a control terminal;
  • the physical attack signal is detected by a preset first attack detection algorithm to determine whether the movable platform is physically attacked.
  • the processor when the processor detects the physical attack signal through the preset first attack detection algorithm, it is configured to:
  • the processor when acquiring a target signal according to the physical attack signal, the processor is configured to:
  • the voltage analog signal is filtered to obtain the target signal.
  • the processor is configured to: if the attack type is an infrared attack, when sending an infrared attack to the opponent's movable platform:
  • the infrared attack signal is encoded by an encoded movable platform to generate an encoded infrared attack signal, and the encoded infrared attack signal is released by infrared rays.
  • the processor is further configured to obtain identification information corresponding to the infrared attack signal:
  • the movable platform is controlled to perform an operation corresponding to the identification information, so as to realize a battle between the movable platform and the opponent movable platform.
  • the multi-machine battle system includes a movable platform and a control terminal, wherein:
  • the control terminal displays a shooting icon and a skill icon, where the shooting icon is used to indicate a shooting instruction for controlling a mobile platform communicatively connected with the control terminal to generate a shooting signal, and the skill icon is used to indicate controlling the movable platform A skill release instruction for generating a skill release signal; the shooting signal and the skill release signal include the identity information of the movable platform communicatively connected with the control terminal;
  • the control terminal obtains the user's operation on the shooting icon, generates the shooting instruction, and/or obtains the user's operation on the skill icon, generates the skill release instruction, and the skill release instruction includes a command for distinguishing Skill identification of skill category;
  • the control terminal sends the shooting instruction and/or the skill release instruction to a movable platform that is communicatively connected with the control terminal;
  • the movable platform acquires the shooting instruction and/or the skill release instruction sent by the control terminal, the skill release instruction includes a skill identifier, and the shooting instruction and/or the skill release instruction is triggered by the user by triggering the control
  • the shooting icon and/or skill icon on the terminal display interface are sent;
  • the movable platform releases the shooting signal and/or the skill release signal to the surrounding preset range through infrared rays, so as to fight against the opponent's movable platform.
  • this embodiment also provides a computer-readable storage medium on which a computer program is stored, and the computer program is executed by a processor to implement the multi-machine battle method described in the foregoing embodiment.
  • the disclosed device and method may be implemented in other ways.
  • the device embodiments described above are only illustrative.
  • the division of the units is only a logical function division, and there may be other divisions in actual implementation, for example, multiple units or components can be combined or It can be integrated into another system, or some features can be ignored or not implemented.
  • the displayed or discussed mutual coupling or direct coupling or communication connection may be indirect coupling or communication connection through some interfaces, devices or units, and may be in electrical, mechanical or other forms.
  • 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, they may be located in one place, or they may be distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the objectives of the solutions of the embodiments.
  • the functional units in the various embodiments of the present invention may be integrated into one processing unit, or each unit may exist alone physically, or two or more units may be integrated into one unit.
  • the above-mentioned integrated unit may be implemented in the form of hardware, or may be implemented in the form of hardware plus software functional units.
  • the above-mentioned integrated unit implemented in the form of a software functional unit may be stored in a computer readable storage medium.
  • the above-mentioned software functional unit is stored in a storage medium and includes several instructions to make a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor execute the method described in the various embodiments of the present invention. Part of the steps.
  • the aforementioned storage media include: U disk, mobile hard disk, read-only memory (Read-Only Memory, ROM), random access memory (Random Access Memory, RAM), magnetic disk or optical disk and other media that can store program code .

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Abstract

一种多机对战方法、设备及计算机可读存储介质,该方法包括:显示射击图标以及技能图标(101);获取用户对射击图标的操作,生成射击指令,和/或获取用户对技能图标的操作,生成技能释放指令(102);将射击指令和/或技能释放指令发送至与控制终端通信连接的可移动平台(103),以使与控制终端通信连接的可移动平台根据射击指令和/或技能释放指令向周围预设范围内通过红外线发送射击信号和/或技能释放信号。通过使用红外线释放射击信号和/或技能释放信号,能够在释放射击信号和/或技能释放信号中增加技能信息,增加游戏玩法。通过在释放射击信号和/或技能释放信号中携带可移动平台标识,从而能够根据该攻击的来源进行精准计分,提高游戏趣味性。

Description

多机对战方法、设备及计算机可读存储介质 技术领域
本发明实施例涉及人机交互领域,尤其涉及一种多机对战方法、设备及计算机可读存储介质。
背景技术
随着科技的发展,可移动平台逐渐具有越来越多的应用。举例来说,可移动平台可以与预设区域内的对手可移动平台进行多机对战。
现有技术中,为了实现多个可移动平台的多机对战,一般都是通过控制可移动平台发射物理弹药对对手可移动平台进行攻击。
但是,采用上述多机对战方法进行游戏对战仅能够单纯地通过物理攻击实现对对手可移动平台的攻击,往往玩法较为单一,无法满足用户多样化的需求,造成用户体验较差。
发明内容
本发明实施例提供一种多机对战方法、设备及计算机可读存储介质,以解决现有的多机对战方法玩法单一,导致用户体验较差的技术问题。
本发明实施例的第一方面是提供一种多机对战方法,应用于控制终端,所述控制终端的显示界面上设置有射击图标,以及技能图标,所述方法包括:
显示所述射击图标以及技能图标,其中,所述射击图标用于表示控制与所述控制终端通信连接的可移动平台生成射击信号的射击指令,所述技能图标用于表示控制所述可移动平台生成技能释放信号的技能释放指令;所述射击信号以及所述技能释放信号包括所述与所述控制终端通信连接的可移动平台的身份信息;
获取用户对所述射击图标的操作,生成所述射击指令,和/或获取用户对所述技能图标的操作,生成所述技能释放指令,所述技能释放指令中包括用于区分技能类别的技能标识;
将所述射击指令和/或所述技能释放指令发送至与所述控制终端通信连接的可移动平台,以使所述与所述控制终端通信连接的可移动平台根据所述射击指令和/或所述技能释放指令向周围预设范围内通过红外线发送射击信号和/或技能释放信号,以发送所述身份信息,以及释放射击伤害和/或与所述技能标识对应的技能给对手可移动平台,使所述对手可移动平台识别所述身份信息,并根据所述射击信号和/或所述技能释放信号受到射击伤害和/或所述技能标识对应的所述技能类别的伤害,从而实现所述与所述控制终端通信连接的可移动平台与所述对手可移动平台进行对战。
本发明实施例的第二方面是提供一种多机对战方法,应用于可移动平台端,包括:
获取控制终端发送的射击指令和/或技能释放指令,所述技能释放指令中包括技能标识,所述射击指令和/或所述技能释放指令是用户通过触发所述控制终端显示界面上的射击图标和/或技能图标发送的,用于控制所述可移动平台向周围预设范围内通过红外线释放射击信号和/或技能释放信号;
根据所述射击指令和/或所述技能释放指令向所述周围预设范围内通过红外线释放所述射击信号和/或所述技能释放信号,与对手可移动平台进行对战。
本发明实施例的第三方面是提供一种可移动平台,所述可移动平台与控制终端通信连接,包括打击装置、通信装置以及打击检测装置;
所述通信装置用于获取所述控制终端发送的射击指令和/或技能释放指令;
所述打击装置用于根据所述射击指令和/或所述技能释放指令发射攻击;
所述打击检测装置包括物理攻击检测组件以及红外攻击检测组件,所述打击检测装置用于对对手可移动平台发射的攻击信号进行检测,所述物理攻击检测组件用于对对手可移动平台发射的物理攻击信号进行检测,所述红外攻击组件用于对对手可移动平台发射的红外攻击信号进行检测。
本发明实施例的第四方面是提供一种控制终端,所述控制终端的显示 界面上设置有技能图标,包括:一个或多个处理器,所述一个或多个处理器共同地或单独地工作,用于执行以下操作:
显示所述射击图标以及技能图标,其中,所述射击图标用于表示控制与所述控制终端通信连接的可移动平台生成射击信号的射击指令,所述技能图标用于表示控制所述可移动平台生成技能释放信号的技能释放指令;所述射击信号以及所述技能释放信号包括所述与所述控制终端通信连接的可移动平台的身份信息;
获取用户对所述射击图标的操作,生成所述射击指令,和/或获取用户对所述技能图标的操作,生成所述技能释放指令,所述技能释放指令中包括用于区分技能类别的技能标识;
将所述射击指令和/或所述技能释放指令发送至与所述控制终端通信连接的可移动平台,以使所述与所述控制终端通信连接的可移动平台根据所述射击指令和/或所述技能释放指令向周围预设范围内通过红外线发送射击信号和/或技能释放信号,以发送所述身份信息,以及释放射击伤害和/或与所述技能标识对应的技能给对手可移动平台,使所述对手可移动平台识别所述身份信息,并根据所述射击信号和/或所述技能释放信号受到射击伤害和/或所述技能标识对应的所述技能类别的伤害,从而实现所述与所述控制终端通信连接的可移动平台与所述对手可移动平台进行对战。
本发明实施例的第五方面是提供一种可移动平台端,包括:一个或多个处理器,所述一个或多个处理器共同地或单独地工作,用于执行以下操作:
获取控制终端发送的射击指令和/或技能释放指令,所述技能释放指令中包括技能标识,所述射击指令和/或所述技能释放指令是用户通过触发所述控制终端显示界面上的射击图标和/或技能图标发送的,用于控制所述可移动平台向周围预设范围内通过红外线释放射击信号和/或技能释放信号;
根据所述射击指令和/或所述技能释放指令向所述周围预设范围内通过红外线释放所述射击信号和/或所述技能释放信号,与对手可移动平台进行对战。
本发明实施例的第六方面是提供一种多机对战系统,包括:可移动平台以及控制终端,其中:
控制终端显示射击图标以及技能图标,其中,所述射击图标用于表示控制与所述控制终端通信连接的可移动平台生成射击信号的射击指令,所述技能图标用于表示控制所述可移动平台生成技能释放信号的技能释放指令;所述射击信号以及所述技能释放信号包括所述与所述控制终端通信连接的可移动平台的身份信息;
所述控制终端获取用户对所述射击图标的操作,生成所述射击指令,和/或获取用户对所述技能图标的操作,生成所述技能释放指令,所述技能释放指令中包括用于区分技能类别的技能标识;
所述控制终端将所述射击指令和/或所述技能释放指令发送至与所述控制终端通信连接的可移动平台;
所述可移动平台获取控制终端发送的射击指令和/或所述技能释放指令,所述技能释放指令中包括技能标识,所述射击指令和/或所述技能释放指令是用户通过触发所述控制终端显示界面上的射击图标和/或技能图标发送的;
所述可移动平台根据所述射击指令和/或所述技能释放指令向周围预设范围内通过红外线释放射击信号和/或技能释放信号,与对手可移动平台进行对战。
本发明实施例的第七方面是提供一种计算机可读存储介质,其上存储有计算机程序,所述计算机程序被处理器执行以实现第一方面或第二方面所述的方法。
本实施例提供的多机对战方法、设备及计算机可读存储介质,通过在显示界面上显示射击图标以及技能图标,从而用户能够通过触发该射击图标和/或技能图标实现射击指令和/或技能释放指令的生成。该射击指令和/或技能释放指令能够控制可移动平台以红外线的方式释放射击信号和/或技能释放信号,其中,射击信号和/或技能释放信号包括可移动平台标识以及技能标识。通过使用红外线释放射击信号和/或技能释放信号,从而能够在释放射击信号和/或技能释放信号中增加技能信息,增加游戏玩法,提高游戏的趣味性。此外,通过在释放射击信号和/或技能释放信号 中携带可移动平台标识以及技能标识,从而能够使可移动平台有效识别收到的攻击的来源以及收到的伤害类型,进而能够根据该攻击的来源以及伤害类型进行精准的计分,提高游戏趣味性,进而能够提高用户体验。
附图说明
为了更清楚地说明本发明实施例中的技术方案,下面将对实施例描述中所需要使用的附图作一简单地介绍,显而易见地,下面描述中的附图是本发明的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动性的前提下,还可以根据这些附图获得其他的附图。
图1为本发明所基于的网络架构图;
图2为本发明实施例一提供的多机对战方法的流程示意图;
图3为本发明实施例提供的显示界面示意图;
图4为本发明又一实施例提供的显示界面示意图;
图5为本发明又一实施例提供的显示界面示意图;
图6为本发明又一实施例提供的显示界面示意图;
图7为本发明又一实施例提供的显示界面示意图;
图8为本发明又一实施例提供的显示界面示意图;
图9为本发明实施例二提供的多机对战方法的流程示意图;
图10为本发明实施例三提供的多机对战方法的流程示意图;
图11为本发明又一实施例提供的显示界面示意图;
图12为本发明又一实施例提供的显示界面示意图;
图13为本发明又一实施例提供的显示界面示意图;
图14为本发明又一实施例提供的显示界面示意图;
图15为本发明又一实施例提供的显示界面示意图;
图16为本发明又一实施例提供的显示界面示意图;
图17为本发明实施例四提供的多机对战方法的流程示意图;
图18为本发明实施例五提供的多机对战方法的流程示意图;
图19为本发明实施例六提供的多机对战方法的流程示意图;
图20为本发明实施例七提供的多机对战方法的流程示意图;
图21为本发明实施例八提供的多机对战方法的流程示意图;
图22为本发明实施例九提供的多机对战方法的流程示意图;
图23为本发明实施例十提供的控制终端的结构示意图;
图24为本发明实施例十一提供的可移动平台端的结构示意图。
具体实施方式
下面将结合本发明实施例中的附图,对本发明实施例中的技术方案进行清楚地描述,显然,所描述的实施例仅仅是本发明一部分实施例,而不是全部的实施例。基于本发明中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都属于本发明保护的范围。
需要说明的是,当组件被称为“固定于”另一个组件,它可以直接在另一个组件上或者也可以存在居中的组件。当一个组件被认为是“连接”另一个组件,它可以是直接连接到另一个组件或者可能同时存在居中组件。
除非另有定义,本文所使用的所有的技术和科学术语与属于本发明的技术领域的技术人员通常理解的含义相同。本文中在本发明的说明书中所使用的术语只是为了描述具体的实施例的目的,不是旨在于限制本发明。本文所使用的术语“及/或”包括一个或多个相关的所列项目的任意的和所有的组合。
下面结合附图,对本发明的一些实施方式作详细说明。在不冲突的情况下,下述的实施例及实施例中的特征可以相互组合。
图1为本发明所基于的网络架构图,如图1所示,本发明所基于的网络架构至少包括控制终端1和可移动平台2,其中,控制终端1与可移动平台2通信连接,从而能够进行信息交互。控制终端1包括但不限于计算机、手机、平板电脑等。可移动平台包括但不限于:无人飞行器、智能机器人、摄像头、智能车等。控制终端1与可移动平台之间,可以通过蓝牙连接、wifi连接等方式建立通信连接,可以传输图像、声音等信息。
图2为本发明实施例一提供的多机对战方法的流程示意图;图3为本发明实施例提供的显示界面示意图,应用于控制终端,如图2-图3所示,所述方法包括:
步骤101、显示所述射击图标以及技能图标,其中,所述射击图标用于表示控制与所述控制终端通信连接的可移动平台生成射击信号的射击 指令,所述技能图标用于表示控制所述可移动平台生成技能释放信号的技能释放指令;所述射击信号以及所述技能释放信号包括所述与所述控制终端通信连接的可移动平台的身份信息。
本实施例的执行主体为控制终端,如图2所示,控制终端的显示界面上显示有射击图标以及技能图标。其中,该射击图标用于表示控制与控制终端通信的可移动平台生成射击信号的射击指令。用户可以通过触发该射击图标生成射击指令,从而可移动平台能够根据该控制指令向攻击范围内的对手可移动平台发送攻击信号。此外,显示界面上显示的技能图标用于标识控制可移动平台生成技能释放信号的技能释放指令。用户可以通过触发该技能图标生成技能释放指令,从而可移动平台可以根据该技能释放指令向攻击范围内的对手可移动平台发送包括技能标识的攻击信号。进一步地,为了方便对战中对玩家的分数进行更新以及战况的实时播报,当可移动平台收到攻击信号时,需要确定该攻击信号时哪一个对手平台发射的。因此,射击信号以及技能释放信号包括所述与所述控制终端通信连接的可移动平台的身份信息。从而在游戏对战过程中,能够根据该身份信息进行精准地计分操作以及战况播报。
步骤102、获取用户对所述射击图标的操作,生成所述射击指令,和/或获取用户对所述技能图标的操作,生成所述技能释放指令,所述技能释放指令中包括用于区分技能类别的技能标识。
在本实施方式中,用户可以通过触发射击图标和/或技能图标生成射击指令和/或技能释放指令。可移动平台根据该射击指令发送的攻击信号中包括可移动平台的标识。该技能图标的数量可以为一个,通过触发该技能图标,向用户显示多个子图标,每一子图标代表一个技能,其中,技能包括但不限于眩晕技能、致盲技能、加速技能等;可选地,技能图标的数量也可以为多个,每一技能图标分别对应一个技能,其中,技能包括但不限于眩晕技能、致盲技能、加速技能等。因此,用户可以通过触发至少一个子图标或至少一个技能图标生成技能释放指令。为了实现对不同技能的区分,该技能释放指令中还包括用于区分技能类别的技能标识。
步骤103、将所述射击指令和/或所述技能释放指令发送至与所述控制终端通信连接的可移动平台,以使所述与所述控制终端通信连接的可移动 平台根据所述射击指令和/或所述技能释放指令向周围预设范围内通过红外线发送射击信号和/或技能释放信号,以发送所述身份信息,以及释放射击伤害和/或与所述技能标识对应的技能给对手可移动平台,使所述对手可移动平台识别所述身份信息,并根据所述射击信号和/或所述技能释放信号受到射击伤害和/或所述技能标识对应的所述技能类别的伤害,从而实现所述与所述控制终端通信连接的可移动平台与所述对手可移动平台进行对战。
在本实施方式中,生成射击指令和/或技能释放指令之后,可以将射击指令和/或技能释放指令发送至与控制终端通信连接的可移动平台,从而可移动平台能够根据该射击指令和/或技能释放指令向周围预设范围内的对手可移动平台发送攻击信号。具体地,可移动平台可以根据该射击指令和/或技能释放指令通过红外线发送射击信号和/或技能释放信号,其中,射击信号和/或技能释放信号中包括可移动平台的身份信息以及释放射击伤害和/或与所述技能标识对应的技能给对手可移动平台。相应地,对手可移动平台在接收到射击信号和/或技能释放信号之后,可以根据射击信号和/或技能释放信号中包括的可移动平台标识确定发送该射击信号和/或技能释放信号的可移动平台的身份信息,进而能够根据该身份信息进行计分、战况播报等操作。举例来说,可移动平台A向周围预设范围内发送射击信号,造成可移动平台B受到伤害,此时可以根据该射击信号中携带的可移动平台A的标识,对可移动平台当前的得分进行更新。此外,为了使对战中全部可移动平台对战况及时了解,可以根据该射击信号进行播报:可移动平台A对可移动平台B造成XX点伤害。此外,技能释放信号中还包括技能标识,从而对手可移动平台收到该技能释放信号之后,可以根据该技能标识执行与该技能标识对应的操作以及根据该技能标识对应的分数对当前的得分进行更新。
本实施例提供的多机对战方法,通过在显示界面上显示射击图标以及技能图标,从而用户能够通过触发该射击图标和/或技能图标实现射击指令和/或技能释放指令的生成。该射击指令和/或技能释放指令能够控制可移动平台以红外线的方式释放射击信号和/或技能释放信号,其中,射击信号和/或技能释放信号包括可移动平台标识以及技能标识。通过使用红 外线释放射击信号和/或技能释放信号,从而能够在释放射击信号和/或技能释放信号中增加技能信息,增加游戏玩法,提高游戏的趣味性。此外,通过在释放射击信号和/或技能释放信号中携带可移动平台标识以及技能标识,从而能够使可移动平台有效识别收到的攻击的来源以及收到的伤害类型,进而能够根据该攻击的来源以及伤害类型进行精准的计分,提高游戏趣味性,进而能够提高用户体验。
进一步地,图4为本发明又一实施例提供的显示界面示意图,在上述任一实施例的基础上,如图4所示,所述控制终端的显示界面上还设置有攻击类型选择图标,所述攻击类型用于根据用户对所述攻击类型的操作确定攻击类型,其中,所述攻击类型包括物理攻击以及红外攻击。
在本实施例中,如图4所示,显示界面上还设置有攻击类型选择图标,其中,攻击类型包括物理攻击以及红外攻击。当用户触发物理攻击图标生成物理攻击指令,则可以根据该物理攻击指令,控制可移动平台通过水弹进行物理攻击;当用户触发红外图标生成红外攻击指令,则可以根据该红外攻击指令,控制可移动平台通过红外线释放红外攻击。如此,用户可以根据实际游戏场景的需要,自由的选择攻击类型。例如,可以仅通过物理打击的方式进行游戏,也可以通过红外打击的方式进行游戏,还可以将物理打击与红外打击相结合进行游戏。从而,提供给用户更多的选择空间,提高交互乐趣,丰富游戏的玩法。可选地,可以根据红外线释放射击信号以及技能释放信号。
进一步地,在上述任一实施例的基础上,所述获取用户对所述射击图标的操作,生成所述射击指令之后,还包括:
获取用户对攻击类型选择图标的操作,以确定所述用户选择的攻击类型;
相应地,所述根据所述射击指令控制所述可移动平台与对手可移动平台进行对战,包括:
根据所述射击指令控制所述可移动平台按照所述攻击类型与对手可移动平台进行对战。
在本实施例中,在显示界面上显示攻击类型选择图标之后,用户可以通过触发该攻击类型图标实现对攻击类型的选择。进而控制终端可以根据 用户选择的攻击类型控制可移动平台按照该攻击类型与对手可移动平台进行对战。需要说明的是,部分地区的法律法规不允许可移动平台采用物理弹药进行游戏对战,因此,现有的可移动平台不支持在上述地区进行相应类别的打击游戏。而通过在显示界面上显示攻击类型选择图标,从而用户能够根据不同的需求,选择不同的攻击类型,例如,在不支持物理弹药的地区,可以发送红外攻击信号进行游戏对战,进而能够使可移动平台在任何地区都可以进行游戏对战。
本实施例提供的多机对战方法,通过在显示界面上显示攻击类型选择图标,以使用户自行确定攻击类型,并根据该攻击类型进行游戏对战,从而能够满足多种游戏需求,使可移动平台在任何地区都可以进行游戏对战,进而能够在提高游戏乐趣的基础上,满足用户对攻击类型的需求,提高用户体验。
进一步地,在上述任一实施例的基础上,所述根据所述射击指令控制所述可移动平台按照所述攻击类型与对手可移动平台进行对战,包括:
若所述攻击类型为物理攻击,则根据所述射击指令控制所述可移动平台对所述对手可移动平台进行物理攻击以及红外攻击;
若所述攻击类型为红外攻击,则根据所述射击指令控制所述可移动平台对所述对手可移动平台进行红外攻击。
在本实施例中,获取到用户通过触发攻击类型选择图标确定的攻击类型之后,可以根据该攻击类型进行游戏对战。具体地,若用户选择的攻击类型为物理攻击,则可以根据用户触发的射击指令控制可移动平台对对手可移动平台进行物理攻击以及红外攻击。实际应用中,可移动平台上一般都设置有伤害检测模块,该伤害检测模块设置在装甲板内侧,用于对装甲板收到的物理打击进行检测。但是,由于可移动平台移动过程中,会产生部分噪音,且物理打击形成的声音信号会衰减,因此,伤害检测模块在检测物理伤害时,检测结果不够精准。因此,为了提高打击检测的精准度,可以控制可移动平台同时进行物理攻击以及红外攻击,通过伤害检测模块对物理打击进行检测,并同时对红外信号进行红外攻击检测,能够有效地提高打击检测的精准度。可选地,若用户选择的攻击类型为红外攻击,则可以根据该红外攻击,控制可移动平台对对手可移动平台进行红外攻击, 由于红外攻击可以选择多种游戏技能,进而能够有效地提高游戏趣味性。
本实施例提供的多机对战方法,通过当用户选择物理攻击时,同时进行物理攻击以及红外攻击,从而在可移动平台接收到攻击信号时,可以通过伤害检测模块对物理打击进行检测,并同时对红外信号进行红外攻击检测,能够有效地提高打击检测的精准度。当用户选择红外攻击时,由于红外攻击可以选择多种游戏技能,进而能够有效地提高游戏趣味性。
图5为本发明又一实施例提供的显示界面示意图,在上述任一实施例的基础上,所述显示界面上还设置有准星图标,所述准星图标用于表示当前射击中心位置;
相应地,所述确定所述用户选择的攻击类型之后,还包括:
显示与所述攻击类型对应的准星图标。
在本实施例中,如图5所示,显示界面上还设置有准星图标。该准行图标用户标识当前射击中心位置,从而在游戏对战中用户可以根据该准星图标确定是否已瞄准目标,提高射击精准度。该准星图标可以固定设置在显示界面中心位置,以便于用户进行瞄准。具体地,当用户触发触发攻击类型选择图标确定攻击类型之后,即可以进入对战界面,此时,为了提高射击精准度,可以在显示界面上显示该准星图标。进一步地,为了使用户精准地对当前的攻击类型进行了解,不同攻击类型分别对应不同的准星图标。
本实施例提供的多机对战方法,通过在显示界面上根据攻击类型显示与攻击类型对应的准星图标,从而能够使用户精准地对当前的攻击类型进行了解,进而能够提高用户体验。此外,通过设置准星图标,能够提示用户当前设置中心位置,进而能够便于用户进行瞄准,提高射击精准度。
进一步地,在上述任一实施例的基础上,所述获取用户对所述射击图标的操作,生成所述射击指令之后,还包括:
控制所述准星图标执行预设的动画效果。
在本实施例中,为了进一步地提高用户体验,在获取到用户触发的射击指令之后,可以根据该射击指令控制准星图标执行预设的动画效果。具体地,该动画效果可以为准星晃动、准星变色、准星大小变化等,用户可以根据自身需求进行选择,本发明在此不做限制。
本实施例提供的多机对战方法,通过控制所述准星图标执行预设的动画效果,从而能够使在射击过程中的准星图标区别于正常时刻的准星图标,能够使用户了解当前的射击状况。
图6为本发明又一实施例提供的显示界面示意图,在上述人任一实施例的基础上,所述显示界面上还设置有弹药量图标,所述弹药量图标用于表示当前弹药剩余数量;
相应地,所述获取用户对所述射击图标的操作,生成所述射击指令之后,还包括:
根据所述用户触发所述射击图标的次数以及每次射击所需弹药量对所述弹药量图标中的弹药量进行调整。
在本实施例中,如图6所示,显示界面上还设置有弹药量图标,该弹药量图标用户表示当前弹药剩余数量。该弹药量图标可以设置在显示界面下方位置。相应地,在用户触发射击指令之后,可以根据该射击指令控制可移动平台进行射击,导致弹药量改变,此时,为了使用户更加清晰地对弹药剩余量进行了解,可以根据用户触发射击图标的次数以及每次射击所需弹药量对弹药量图标中的弹药量进行调整。具体地,不同的枪型对应不同的弹药量,枪型具体可以分为连发型、单发型,单发型枪中,部分枪型一次射击需要消耗一个弹药、部分枪型一次射击需要消耗三个弹药,因此,可以根据每次射击所需弹药量以及用户触发射击图标的次数对弹药量进行更新。以实际应用举例来说,若当前弹药量剩余98,用户触发射击图标9次,每次需要消耗三个弹药,则在用户触发完毕,可以将弹药量更新为71。
本实施例提供的多机对战方法,通过在显示界面上显示弹药量图标,从而能够使用户对当前弹药剩余量进行精准地了解,进而能够更好地进行对战。此外,通过根据每次射击所需弹药量以及用户触发射击图标的次数对弹药量进行更新,从而能够提高弹药量图标显示的弹药量的精准度。
进一步地,在上述任一实施例的基础上,所述获取用户对所述射击图标的操作,生成所述射击指令之后,还包括:
若所述用户触发所处射击图标的次数超过预设的阈值,则控制所述射击图标在预设的第一时间阈值内显示预设的冷却效果,所述射击图标显示所述冷却效果时,用户无法触发所述射击图标。
在本实施例中,为了进一步地提高游戏的趣味性,可以对用户触发射击图标的次数进行统计。若检测到用户触发射击图标的次数超过预设的阈值,则可以控制设计图标在预设的第一时间阈值内显示预设的冷却效果,在冷却效果时,用户无法触发该射击图标。以实际应用举例来说,若该预设的阈值为10次,则若检测到用户触发射击图标10次,则可以控制射击图标显示冷却效果,该冷却效果可以持续5秒钟,在冷却效果时,对手可移动平台可以寻找掩体进行躲藏,用户可以更换弹药箱,换枪等操作。
本实施例提供的多机对战方法,通过若用户触发所处射击图标的次数超过预设的阈值,则控制射击图标在预设的第一时间阈值内显示预设的冷却效果,射击图标显示冷却效果时,用户无法触发射击图标,从而能够使可移动平台以及对手可移动平台分别执行不同的操作,避免连续射击导致游戏过早结束,而导致趣味性不高的问题。
图7为本发明又一实施例提供的显示界面示意图,在上述任一实施例的基础上,所述射击图标包括第一射击图标以及第二射击图标;
所述第一射击图标与所述第二射击图标分别设置与所述显示界面的两侧。
在本实施例中,显示界面上可以设置两个射击图标。具体地,该射击图标具体可以包括第一射击图标以及第二射击图标,该第一射击图标以及第二射击图标分别设置在显示界面的两侧。具体地,其可以设置在显示界面的左右两侧。以实际应用举例来说,当用户采用右手在显示界面上滑动,进行显示画面的切换时,右手可能无法进行第一射击图标的触发,此时,通过在显示界面的另一侧设置一个第二射击图标,用户可以通过左手实现对射击图标的触发,实现对射击指令的发送。
本实施例提供的多机对战方法,通过在现实界面的两侧分别设置第一射击图标以及第二射击图标,从而能够在用户某一只手无法触发射击图标时,采用另一只手实现对另一个射击图标的触发,保证用户触发射击图标的时效性和有效性,增加游戏的趣味性的同时,提高用户体验。
进一步地,图8为本发明又一实施例提供的显示界面示意图,在上述任一实施例的基础上,所述显示界面上还设置有辅助瞄准图标,所述方法还包括:
获取所述用户对所述辅助瞄准图标的操作,生成瞄准射击指令;
根据所述瞄准射击指令控制所述可移动平台与对手可移动平台进行对战。
在本实施例中,显示界面上还设置有辅助瞄准图标,该辅助瞄准用于帮助用户瞄准对手可移动平台。用户可以通过触发该辅助瞄准图标,生成瞄准射击指令。相应地,可以根据该瞄准射击指令控制可移动平台与可移动平台进行对战。
图9为本发明实施例二提供的多机对战方法的流程示意图,在上述任一实施例的基础上,如图9所示的方法,所述根据所述瞄准射击指令控制所述可移动平台与对手可移动平台进行对战,包括:
步骤201、根据所述瞄准射击指令获取所述可移动平台上设置的图像采集装置采集的图传画面;
步骤202、识别所述图传画面中对手可移动平台;
步骤203、将与所述可移动平台距离最近的对手可移动平台作为当前的瞄准目标;
步骤204、控制所述可移动平台对所述瞄准目标进行攻击。
在本实施例中,控制终端可以根据该瞄准射击指令控制可移动平台与可移动平台进行对战。具体地,可以根据该瞄准射击指令获取可移动平台上设置的图像采集装置采集的图传画面。并识别该图传画面中的至少一个对手可移动平台。可以采用任意一种方式实现对图传画面的识别,举例来说,可以采用神经网络模型进行识别,本发明在此不做限制。识别到至少一个对手可移动平台之后,可以将距离自身最近的对手可移动平台作为当前的瞄准目标,控制可移动平台对该瞄准目标进行攻击。
本实施例提供的多机对战方法,通过在用户触发瞄准射击指令之后,根据该瞄准射击指令根据图传画面确定距离最近的对手可移动平台,并将该对手可移动平台作为瞄准目标进行攻击。通过自动获取瞄准目标并进行攻击,从而能够避免用户自行寻找攻击目标并瞄准,提高射击精准度,此外,能够提高射击效率。
进一步地,在上述任一实施例的基础上,所述获取用户对所述技能图标的操作,生成所述技能释放指令之前,还包括:
获取所述可移动平台上设置的图像采集装置采集的图传画面;
在所述显示界面上显示所述图传画面。
在本实施例中,可移动平台上设置有图像采集装置,该图像采集装置可以为任意一种能够实现图传画面采集的装置,例如,其可以为相机、摄像机等,本发明在此不做限制。该图像采集装置可以采集图传画面,相应地,控制终端可以获取图像采集装置采集的图传画面,并将该图传画面显示在显示界面上,以供用户根据该图传画面进行游戏对战。
本实施例提供的多机对战方法,通过获取图像采集装置采集的图传画面并显示,从而用户能够根据该图传画面进行游戏对战,以及对可移动平台当前的运行状态进行了解。
进一步地,在上述任一实施例的基础上,所述在所述显示界面上显示所述图传画面之后,还包括:
获取用户发送的比例调整指令;
根据所述比例调整指令对所述图传画面的显示比例进行调整。
在本实施例中,用户可以对显示界面上的图传画面的显示比例进行调节。具体地,可以获取用户发送的比例调整指令,该比例调整指令具体可以使用户通过双击、拖动、长按屏幕中任意一项发送的。获取到该比例调整指令后,可以根据该比例调整指令进行图传画面显示比例的调整。可选地,可以将图传画面调整到预设的显示比例,也可以将图传画面调整到用户输入的显示比例。
本实施例提供的多机对战方法,通过根据用户的比例调整指令对图传画面的显示比例进行调整,从而能够使图传画面的显示比例更加满足用户的个性化需求,进而能够在提高游戏趣味性的基础上,提高用户体验。
进一步地,在上述任一实施例的基础上,所述根据所述射击指令控制所述可移动平台与对手可移动平台进行对战之后,还包括:
若检测到所述对手可移动平台的血量为零,则在显示界面的第一预设区域内显示预设的第一击毙动画效果。
在本实施例中,若检测到任一对手可移动平台的血量为零,则可以在显示界面的第一预设区域内显示预设的击毙动画效果,从而用户可以对当前对战状态进行及时、精准地了解。
相应地,在上述任一实施例的基础上,所述显示界面上预设的第二区域中显示当前对战的全部可移动平台的图标;所述若检测到所述对手可移动平台的血量为零,则在显示界面的第一预设区域内显示预设的击败动画效果之后,还包括:
将血量为零的对手可移动平台的图标调整为击败图标。
在本实施例中,显示界面上还设置有多个对手可移动平台的图标。当检测到某一对手可移动平台的血量为零时,为了使用户对当前对战状态进行及时、精准地了解,可以将该血量为零的对手可移动平台对应的图标调整为预设的击败图标。
本实施例提供的多机对战方法,通过检测到对手可移动平台血量为零时,显示预设的击毙动画效果,从而能够使用户对当前对战状态进行及时、精准地了解。
图10为本发明实施例三提供的多机对战方法的流程示意图;图11为本发明又一实施例提供的显示界面示意图,在上述任一实施例的基础上,所述方法还包括:
步骤301、获取所述可移动平台发送的被攻击信号,所述被攻击信号中包括被攻击方向;
步骤302、根据所述被攻击方向对所述显示界面中与所述被攻击方向对应的位置进行区别显示。
在本实施例中,可移动平台在收到攻击时,能够收到对手可移动平台发送的攻击信号。相应地,为了使用户对当前的被攻击状态进行了解,可以根据当前接收到的攻击信号,向控制终端发送被攻击信号,其中,被攻击信号中包括被攻击方向。具体地,若当前攻击类型为物理攻击,则所述被攻击方向包括上、下、左、右;若当前攻击类型为红外攻击,则所述被攻击方向包括左、右。进一步地,可以根据该被攻击信号中的被攻击方向对于该被攻击方向对应的位置进行区别显示,具体地,可以进行颜色区别显示、亮度区别显示等,本发明在此不做限制。举例来说,如图11所示,若被攻击信号中被攻击方向为左,则可以将显示界面左侧位置设置为低亮度,以使用户对当前的攻击状态进行了解。
具体地,在上述任一实施例的基础上,所述根据所述被攻击方向对所 述显示界面中与所述被攻击方向对应的区域进行区别显示,包括:
根据所述被攻击方向对所述显示界面中与所述被攻击方向对应的区域采用区别于其他区域的颜色进行显示。
在本实施例中,当获取到被攻击信号时,具体可以根据被攻击信号中的被攻击位置,将与被攻击位置对应的区域采用区别于其他区域的颜色进行显示。举例来说,可以将与被攻击位置对应的区域采用红色进行显示,区别于其他区域的颜色,能够使用户更加直观地确定当前的被攻击状态。
本实施例提供的多机对战方法,通过获取被攻击信号,根据所述被攻击方向对所述显示界面中与所述被攻击方向对应的位置进行区别显示,从而能够使被攻击方向对应的区域区别于其他区域,能够使用户更加直观地确定当前收到攻击的方向,进而能够根据该方向进行躲避、攻击等操作,提高游戏的趣味性。
图12为本发明又一实施例提供的显示界面示意图,在上述任一实施例的基础上,所述被攻击信号中还包括被攻击血量,所述显示界面中还包括血量图标;
所述获取所述可移动平台发送的被攻击信号之后,还包括:
根据所述被攻击信号中的被攻击血量对所述血量图标中的血量进行调整。
在本实施例中,如图12所示,显示界面上还设置有血量图标,用户可以根据该血量图标对自身当前剩余血量进行了解。相应地,被攻击信号中还包括被攻击血量。获取到被攻击信号之后,可以根据被攻击信号中的被攻击血量对血量图标中的血量进行更新。以实际应用举例来说,若当前被攻击信号中被攻击血量为2000点,而可移动平台当前剩余血量为10000,则可以根据该被攻击信号将可移动平台的血量调整为8000。
进一步地,在上述任一实施例的基础上,所述根据所述被攻击信号中的被攻击血量对所述血量图标中的血量进行调整之后,还包括:
若检测到所述被攻击血量超过所述可移动平台当前的全部血量,则在所述显示界面上显示预设的第二击毙动画效果。
在本实施例中,获取到被攻击信号之后,若检测到被攻击信号中的被攻击血量已经超过可移动平台当前的全部血量,则表征可移动平台被击毙, 此时,可以在显示界面上显示预设的第二击毙动画效果,以使用户对自身的血量以及被攻击状态进行及时了解。
本实施例提供的多机对战方法,通过在显示界面上显示血量图标,从而能够使用户对当前剩余血量进行了解,此外,根据被攻击信号对自身血量进行调整,从而能够提高血量图标显示的血量数据的精准性,以使用户能够根据血量信息进行战略调整,提高游戏的趣味性。
进一步地,在上述任一实施例的基础上,所述显示界面上还设置有虚拟摇杆,还包括:
获取用户通过移动所述虚拟摇杆输入的移动指令;
根据所述移动指令控制所述可移动平台进行移动。
在本实施例中,显示界面上还设置有虚拟摇杆,用户可以通过该虚拟摇杆实现对可移动平台移动轨迹的控制。具体地,可以获取用户通过移动该虚拟摇杆输入的移动指令,并根据该移动指令控制可移动平台进行移动。
本实施例提供的多机对战方法,通过获取用户输入的移动指令,并根据该移动指令控制可移动平台进行移动,从而用户能够在游戏过程中根据实时对战效果对自身的站位进行调整,避免受到对手可移动平台的攻击,在游戏对战中保证站位的灵活性,进而能够提高用户的游戏体验。
图13为本发明又一实施例提供的显示界面示意图,在上述任一实施例的基础上,所述获取用户对所述射击图标的操作,生成所述射击指令之后,还包括:
控制所述技能图标在预设的第二时间阈值内显示预设的冷却效果,所述技能图标显示所述冷却效果时,用户无法触发所述技能图标。
在本实施例中,为了进一步地提高游戏的趣味性,由于游戏技能对可移动平台的伤害较高,因此,在游戏对战中,游戏技能具有预设的冷却时间。在获取到用户对射击图标的操作,生成射击指令,并根据该射击指令完成技能释放之后,如图13所示,可以控制该技能图标在预设的第二时间阈值内显示预设的冷却效果,该技能图标在冷却效果时无法触发,相应地,游戏技能也无法释放。
本实施例提供的多机对战方法,通过控制技能图标在预设的第二时间阈值内显示预设的冷却效果,技能图标显示冷却效果时,用户无法触发技 能图标,从而能够避免过度使用技能,造成游戏趣味性较低的问题。
进一步地,在上述任一实施例的基础上,所述控制所述技能图标在预设的第二时间阈值内显示预设的冷却效果之后,还包括:
经过预设的第二时间阈值之后,控制显示预设的冷却效果的技能图标恢复正常;
将所述技能图标对应的技能随机切换为区别于冷却之前的技能。
在本实施例中,为了进一步地提高游戏的趣味性,游戏技能可以为随机获取的。具体地,经过预设的第二时间阈值之后,可以控制显示预设的冷却效果的技能图标恢复正常,用户可以继续触发技能图标。相应地,在冷却效果过去之后,可以将技能图标对应的技能随机切换为区别于冷却效果之前的技能。举例来说,若当前的技能图标对应的技能为眩晕技能,当用户触发该技能图标后,该技能图标处于冷却效果。第二时间阈值之后,该技能图标对应的技能可以随机切换为致盲技能。
本实施例提供的多机对战方法,通过经过预设的第二时间阈值之后,将技能图标对应的技能随机切换为区别于冷却效果之前的技能。通过切换技能图标对应的技能,从而能够使用户保持对游戏技能的新鲜感,并且能够促使用户根据不同的技能,调整游戏战略,提高用户体验。
图14为本发明又一实施例提供的显示界面示意图,在上述任一实施例的基础上,所述被攻击信号中还包括发送所述攻击信号的对手可移动平台标识以及被攻击技能标识;
所述获取所述可移动平台发送的被攻击信号之后,还包括:
在预设的第二区域内显示所述可移动平台被对手可移动平台通过技能攻击的播报信息。
在本实施例中,为了使用户对当前局内对战状态进行详细了解,还可以针对各可移动平台之间的打击信息进行播报。具体地,被攻击信号中还包括对手可移动平台标识以及被攻击技能标识。相应地,获取到可移动平台发送的被攻击信号之后,可以根据该被攻击信号中的对手可移动平台标识以及被攻击技能标识在预设的第二区域内显示可移动平台被对手可移动平台通过技能的播报信息。以实际应用举例来说,如图14所示,若可移动平台A被可移动平台B射击击中,则可以在第二区域内显示:可移动 平台A被可移动平台B射击击中;若可移动平台A被可移动平台B的眩晕技能击中,则可以在第二显示区域显示可移动平台A被可移动平台B的眩晕技能击中。
进一步地,在上述任一实施例的基础上,所述获取所述可移动平台发送的被攻击信号之后,还包括:
将所述可移动平台对应的图标调整为所述被攻击技能标识对应的图标。
在本实施例中,为了使局内对战用户对战况进行了解,可移动平台收到被攻击信号之后,可以根据被攻击信号中的被攻击技能标识,将可移动平台对应的图标调整为与被攻击技能标识对应的图标。
本实施例提供的多机对战方法,通过在预设的第二区域内显示所述可移动平台被对手可移动平台通过技能攻击的播报信息,从而能够根据该播报信息获知当前的详细战况,此外,还可以根据该播报信息确定对手可移动平台的站位信息,进而用户能够根据该播报信息进行走位、对战等,提高用户体验。
图15为本发明又一实施例提供的显示界面示意图,在上述任一实施例的基础上,所述被攻击技能标识包括致盲技能;
所述获取所述可移动平台发送的被攻击信号之后,还包括:
在预设的第三时间阈值内,将所述显示界面调整为与所述致盲技能对应的动画效果。
在本实施例中,被攻击技能标识具体可以包括致盲技能。该致盲技能具体用于使可移动平台花屏,无法显示图传画面。相应地,获取到可移动平台发送的被攻击信号之后,可以根据该被攻击信号中的致盲技能,在预设的第三时间阈值内,将显示界面调整为与致盲技能对应的动画效果,即花屏遮挡图传画面,使用户无法正常观看图传画面。在实际应用中,该第三时间阈值具体可以为1.5秒。
进一步地,在上述任一实施例的基础上,所述被攻击技能标识包括眩晕技能;
所述获取所述可移动平台发送的被攻击信号之后,还包括:
在预设的第四时间阈值内,将所述显示界面调整为与所述眩晕技能对 应的动画效果。
在本实施例中,被攻击技能标识具体可以包括眩晕技能,该眩晕技能具体用于控制可移动平台原地旋转,相应地,图传信息为可移动平台在原地旋转时采集到的图传画面。相应地,获取到可移动平台发送的被攻击信号之后,可以根据该被攻击信号中的眩晕技能,在预设的第四时间阈值内,控制可移动平台在原地旋转,并显示与眩晕技能对应的动画效果,该动画效果可以为可移动平台在旋转过程中采集到的图传画面。在实际应用中,该第四时间阈值可以为1.5秒。
进一步地,在上述任一实施例的基础上,所述将所述射击指令和/或所述技能释放指令发送至与所述控制终端通信连接的可移动平台之后,还包括:
若检测到对手可移动平台受到攻击,则控制所述显示界面上的准星图标显示预设的击中效果。
在本实施例中,在可移动平台在攻击范围内发射攻击信号之后,若检测到攻击范围内任一对手可移动平台受到攻击之后,可以控制显示界面上的准星图标显示预设的击中效果。其中,该预设的击中效果可以为准星图标晃动、准星图标变色等,本发明在此不做限制。
图16为本发明又一实施例提供的显示界面示意图,在上述任一实施例的基础上,所述若检测到对手可移动平台受到攻击,则控制所述显示界面上的准星图标显示预设的击中效果之后,还包括;
获取所述对手可移动平台血量变化信息;
在所述显示界面上动态的显示所述血量变化信息。
在本实施例中,若检测到对手可移动平台受到攻击时,可以确定对手可移动平台的血量变化信息,并在显示界面上动态显示该血量变化信息。举例来说,若对手可移动平台当前收到150点伤害,则可以在显示界面上显示-150的字样,以使用户对当前对手可移动平台的状况进行及时了解。
本实施例提供的多机对战方法,通过在检测到对手可移动平台受到攻击时,根据对手可移动平台的血量变化信息,在显示界面上动态地显示该血量变化信息,从而能够使用户对对手可移动平台当前的血量状况以及自身伤害情况进行及时了解,进而能够更好地进行游戏对战,提高游戏趣味 性的同时,提高用户体验。
进一步地,在上述任一实施例的基础上,所述获取用户对所述技能图标的操作,生成所述技能释放指令,包括:
获取用户对所述技能图标的操作,对所述技能图标对应的技能信息以及所述可移动平台的身份信息进行编码,生成所述技能释放指令。
在本实施例中,在使用红外线发射攻击信号时,该红外攻击信号中包括可移动平台标识以及技能标识,因此,首先需要技能释放指令的获取。具体地,获取到用户对技能图标的操作之后,可以对该技能图标对应的技能信息以及可移动平台自身的身份信息进行编码,生成技能释放指令,从而以红外线形式释放的技能释放指令中能够包括可移动平台自身的身份信息以及技能信息。进而在游戏对战过程中,可移动平台能够根据该可移动平台的身份信息确定攻击来源,并能够执行与技能信息对应的操作,提高游戏的趣味性。
本实施例提供的多机对战方法,通过对该技能图标对应的技能信息以及可移动平台自身的身份信息进行编码,生成技能释放指令,从而以红外线形式释放的技能释放指令中能够包括可移动平台自身的身份信息以及技能信息。进而在游戏过程中,能够根据该可移动平台的身份信息确定攻击来源,并能够执行与技能信息对应的操作,提高游戏的趣味性。
图17为本发明实施例四提供的多机对战方法的流程示意图,应用在可移动平台端,如图17所示,所述方法包括:
步骤401、获取控制终端发送的射击指令和/或技能释放指令,所述技能释放指令中包括技能标识,所述射击指令和/或所述技能释放指令是用户通过触发所述控制终端显示界面上的射击图标和/或技能图标发送的,用于控制所述可移动平台向周围预设范围内通过红外线释放射击信号和/或技能释放信号;
步骤402、根据所述射击指令和/或所述技能释放指令向所述周围预设范围内通过红外线释放所述射击信号和/或所述技能释放信号,与对手可移动平台进行对战。
本实施例的执行主体为可移动平台。可移动平台与控制终端通信连接,从而能够与控制终端进行信息交互。可移动平台可以获取控制终端发送的 射击指令和/或技能释放指令,该射击指令和/或技能释放指令是用户通过触发控制终端上设置的射击图标和/或技能图标发送的。该技能释放指令中包括技能标识,其中,技能包括但不限于眩晕技能、致盲技能、加速技能等。可移动平台可以根据射击指令和/或所述技能释放指令向周围预设范围内通过红外线释放所述射击信号和/或所述技能释放信号,与对手可移动平台进行对战。
本实施例提供的多机对战方法,通过获取控制终端发送的射击指令和/或技能释放指令,根据射击指令和/或所述技能释放指令向周围预设范围内通过红外线释放所述射击信号和/或所述技能释放信号,与对手可移动平台进行对战。通过使用红外线释放射击信号和/或技能释放信号,从而能够在释放射击信号和/或技能释放信号中增加技能信息,增加游戏玩法,提高游戏的趣味性。
进一步地,在上述任一实施例的基础上,所述方法还包括:
获取对手可移动平台发射的攻击信号,并对所述攻击信号进行识别。
在本实施例中,可移动平台在游戏对战过程中,一方面可以向对手可移动平台发送射击信号和/或技能释放信号,此外,还可以接收对手可移动平台发射的攻击信号,其中,该攻击信号包括射击信号和/或技能释放信号。由于该射击信号和/或技能释放信号可以由红外线释放,且技能释放信号中还包括技能标识,因此,获取到对手可移动平台发射的攻击信号之后,还可以对该攻击信号进行识别。
本实施例提供的多机对战方法,通过获取对手可移动平台发射的攻击信号,并对所述攻击信号进行识别,从而能够精准地识别出对手可移动平台发送的攻击信号的技能标识,并执行与技能标识对应的操作,进而能够增加游戏玩法,提高游戏的趣味性。
图18为本发明实施例五提供的多机对战方法的流程示意图,在上述任一实施例的基础上,所述获取对手可移动平台发射的攻击信号,并对所述攻击信号进行识别,包括:
步骤501、获取对手可移动平台打击在物理装甲板上的物理攻击信号,通过预设的加速计以及麦克风对所述物理攻击信号进行识别;以及,
步骤502、获取对手可移动平台打击在所述可移动平台的红外装甲板 上的红外攻击信号,所述红外攻击信号包括射击信号和/或技能释放信号;
步骤503、通过编解码方法对所述红外攻击信号进行识别,获取与所述红外攻击信号相对应的标识信息,所述标识信息包括发起攻击的对手可移动平台的身份信息,以及与所述射击信号相对应的射击伤害和/或与技能释放信号相对应的技能类别的伤害。
在本实施例中,在游戏对战中,当用户在控制终端上选择的攻击类型为物理攻击时,可移动平台可以同时发射红外攻击以及物理攻击。当可移动平台获取到对手可移动平台发射的物理攻击信号时,具体可以获取对手可移动平台打击在物理装甲板上的物理攻击信号,通过预设的加速计以及麦克风对该物理攻击信号进行识别。当可移动平台获取到对手可移动平台发射的红外攻击信号时,具体可以获取对手可移动平台打击在预设的红外装甲板上的红外攻击信号,该红外攻击信号包括射击信号和/或技能释放信号。可以通过编解码方法对红外攻击信号进行识别,获取红外攻击信号中包括的标识信息。其中,该标识信息包括发起攻击的对手可移动平台的身份信息以及与射击信号对应的射击伤害,和/或与技能释放信号对应的技能类别的伤害。从而控制终端能够根据该标识信息对可移动平台受到的伤害进行计算。通过同时发送物理攻击信号以及红外攻击信号,从而能够在物理打击识别不精准的时候,通过识别红外攻击信号,以确定是否受到打击,有效地提高了打击检测的精准性。
本实施例提供的多机对战方法,通过分别对物理攻击信号以及红外攻击信号进行获取与分析,从而能够提高伤害检测的精准度。通过在红外攻击信号中携带包括伤害信息的标识信息,从而控制终端能够根据该标识信息对可移动平台受到的伤害进行计算,进而用户能够根据伤害信息进行对战,增加游戏趣味性,提高用户体验。
可选地,在上述任一实施例的基础上,所述获取对手可移动平台发射的攻击信号,包括:
获取对手可移动平台打击在所述可移动平台的红外装甲板上的红外攻击信号,所述红外攻击信号包括射击信号和/或技能释放信号;
通过编解码方法对所述红外攻击信号进行识别,获取与所述红外攻击信号相对应的标识信息,所述标识信息包括发起攻击的对手可移动平台的 身份信息,以及与所述射击信号相对应的射击伤害和/或与技能释放信号相对应的技能类别的伤害。
在本实施例中,当用户在控制终端上选择的攻击类型为红外攻击时,可移动平台可以发射红外攻击信号,其中,该红外攻击信号中包括射击信号和/或技能释放信号。可以通过编解码方法对红外攻击信号进行识别,获取红外攻击信号中包括的标识信息。其中,该标识信息包括发起攻击的对手可移动平台的身份信息以及与射击信号对应的射击伤害,和/或与技能释放信号对应的技能类别的伤害。从而控制终端能够根据该标识信息对可移动平台受到的伤害进行计算。
本实施例提供的多机对战方法,通过红外攻击信号中携带包括伤害信息的标识信息,从而控制终端能够根据该标识信息对可移动平台受到的伤害进行计算,进而用户能够根据伤害信息进行对战,增加游戏趣味性,提高用户体验。
进一步地,在上述任一实施例的基础上,所述获取控制终端发送的技能释放指令之前,还包括:
通过预设的连接方式与所述控制终端建立通信连接。
在本实施例中,为了实现与控制终端的信息交互,首先可移动平台需要与控制终端建立通信连接。具体地,在获取控制终端发送的技能释放指令之前,可以通过预设的连接方式与控制终端建立通信连接。其中,可以采用任意一种连接方式建立与控制终端之间的通信连接,举例来说,可以为蓝牙连接、WIFI连接,本发明在此不做限制。用户可以根据当前需求对连接方式进行选择。
本实施例提供的多机对战方法,通过采用预设的连接方式与所述控制终端建立通信连接,从而能够与控制终端实现信息交互,从而能够在实现对可移动平台有效控制的基础上,满足用户的个性化需求。
进一步地,在上述任一实施例的基础上,所述方法还包括:
通过设置在所述可移动平台上的图像采集装置采集图传画面;
将所述图传画面实时发送至所述控制终端。
在本实施例中,可移动平台上设置有图像采集装置,该图像采集装置可以为任意一种能够实现图传画面采集的装置,例如,其可以为相机、摄 像机等,本发明在此不做限制。该图像采集装置可以采集图传画面,相应地,可移动平台可以将图像采集装置采集的图传画面发送给控制终端,从而控制终端能够将该图传画面显示在显示界面上,以供用户根据该图传画面进行游戏对战。为了保证用户查看图传画面的实时性,可以实时地将图传画面发送给控制终端
本实施例提供的多机对战方法,通过图像采集装置采集图传画面并发送给控制终端,从而用户能够根据该图传画面进行游戏对战,以及对可移动平台当前的运行状态进行了解。
图19为本发明实施例六提供的多机对战方法的流程示意图,在上述任一实施例的基础上,如图19所示,所述方法还包括:
步骤601、获取所述控制终端发送的射击指令,所述射击指令中包括攻击类型;
步骤602、根据所述射击指令按照所述攻击类型与对手可移动平台进行对战。
在本实施例中,控制终端的显示界面上还设置有攻击类型选择图标,其中,攻击类型包括物理攻击以及红外攻击。用户可以通过触发攻击类型选择图标确定攻击类型,并将攻击类型发送至可移动平台。相应地,可移动平台可以接收控制终端发送的包括攻击类型的射击指令。并可以根据射击指令按照攻击类型与对手可移动平台进行对战。
具体地,在上述任一实施例的基础上,所述根据所述射击指令按照所述攻击类型与对手可移动平台进行对战,包括:
若所述攻击类型为物理攻击,则向所述对手可移动平台发送预设的物理弹药以及红外攻击;
若所述攻击类型为红外攻击,则向所述对手可移动平台发送红外攻击。
在本实施例中,若用户选择的攻击类型为物理攻击,则可以向对手可移动平台同时发射物理弹药以及红外攻击。需要说明的是,部分地区的法律法规不允许可移动平台采用物理弹药进行游戏对战,因此,现有的可移动平台不支持在上述地区进行游戏。而通过在显示界面上显示攻击类型选择图标,从而用户能够根据不同的需求,选择不同的攻击类型,例如,在不支持物理弹药的地区,可以发送红外攻击信号进行游戏对战,进而能够 使可移动平台在任何地区都可以进行游戏对战。相应地,若用户选择的攻击类型为红外攻击,则可以根据射击指令,向对手可移动平台发送红外攻击。
本实施例提供的多机对战方法,通过获取控制终端发送的包括攻击类型的射击指令,并根据该攻击类型进行游戏对战,从而能够满足多种游戏需求,使可移动平台在任何地区都可以进行游戏对战,进而能够在提高游戏乐趣的基础上,满足用户对攻击类型的需求,提高用户体验。
进一步地,在上述任一实施例的基础上,所述获取控制终端发送的射击指令和/或所述技能释放指令,包括:
获取控制终端发送的红外信息;
对所述红外信息进行解码操作,获得所述射击指令和/或所述技能释放指令。
在本实施例中,获取到终端发送的射击指令和/或技能释放指令之后,为了确定射击指令和/或技能释放指令中包含的攻击类型、技能标识等,需要对射击指令和/或技能释放指令进行解码操作。具体地,可以获取控制终端发送的红外信息,对该红外信息进行解码操作,获得该射击指令和/或技能释放指令。其中,可以采用任意一种方式实现对红外信息的解码,本发明在此不做限制。
本实施例提供的多机对战方法,通过对红外信息进行解码操作,获取红外信息中的射击指令和/或技能释放指令,从而能够根据该射击指令和/或技能释放指令实现对可移动平台的有效控制。此外,在射击指令中携带攻击类型、在技能释放指令中携带技能标识,从而能够增加游戏玩法,提高游戏趣味性。
进一步地,在上述任一实施例的基础上,所述获取对手可移动平台发射的攻击信号之后,还包括:
控制可移动平台上预设的扬声器和/或显示屏发出预设的声音和/或光效。
在本实施例中,可移动平台上设置有扬声器、显示屏,扬声器能够发出预设的声音,显示屏能够显示预设的光效,以实现对用户的提醒。获取到对手可移动平台发射的攻击信号之后,为了使用户对当前的被打击状况 进行及时了解,可以控制可移动平台上的扬声器发出预设的声音和/或控制显示屏发出预设的光效。
本实施例提供的多机对战方法,通过控制可移动平台上预设的扬声器和/或显示屏发出预设的声音和/或光效,从而能够使用户及时、直观地对可移动平台当前的被打击状况进行进行了解,进而用户能够根据被打击情况进行躲避、反击等操作,提高游戏趣味性。
进一步地,在上述任一实施例的基础上,所述获取对手可移动平台发射的攻击信号之后,还包括:
控制可移动平台上预设的云台装置执行预设的打击效果。
在本实施例中,可移动平台上还设置有云台装置,该云台装置的位置能够移动。获取到对手可移动平台发射的攻击信号之后,为了使用户对当前的被打击状况进行及时了解,可以控制可移动平台上的云台装置执行预设的打击效果,其中,该打击效果可以为云台装置震动等,也可以为其他任意一种区别于云台装置正常运行状态的效果。
本实施例提供的多机对战方法,通过控制可移动平台上预设的云台装置执行预设的打击效果,从而能够使用户及时、直观地对可移动平台当前的被打击状况进行进行了解,进而用户能够根据被打击情况进行躲避、反击等操作,提高游戏趣味性。
图20为本发明实施例七提供的多机对战方法的流程示意图,在上述任一实施例的基础上,如图20所示,所述方法还包括:
步骤701、获取对手可移动平台发送的攻击信号,所述攻击信号包括物理攻击信号,所述攻击信号是对手可移动平台获取控制终端发送的射击指令和/或技能释放指令后发送的;
步骤702、通过预设的第一打击检测算法对所述物理攻击信号进行检测,以确定所述可移动平台是否受到物理打击。
在本实施例中,可移动平台上设置有物理装甲板,该物理装甲板能够接受对手可移动平台物理弹药的物理攻击信号。具体地,可移动平台可以获取对手可移动平台发送的攻击信号,其中,该攻击信号可以包括物理攻击信号,该攻击信号是对手可移动平台获取其对应的控制终端发送的射击指令和/或技能释放指令后发送的。在实际应用中,可移动平台在移动遇 到颠簸或经过障碍物时,物理装甲板能够通过固体传导接收到声音信号,但是,该声音信号可能不是有效物理打击造成的。因此,为了提高物理打击检测的精准度,可以通过预设的第一打击算法对该物理攻击信号进行检测,以确定可移动平台是否收到有效的物理打击。
本实施例提供的多机对战方法,通过获取到物理打击信号时,通过预设的打击检测算法对该物理打击信号进行检测,从而能够去除由于可移动平台颠簸、经过障碍物等造成的噪声,提高物理打击检测的精准度,进而能够进行更精准地计分,提高游戏的公平性,提高用户体验。
进一步地,在上述任一实施例的基础上,所述通过预设的第一打击检测算法对所述物理攻击信号进行检测,包括:
根据所述物理攻击信号,获取目标信号,其中,所述目标信号用于确定所述物理攻击信号是否满足预设的打击信号特征;
通过预设的第一打击检测算法检测所述目标信号是否满足预设的打击信号特征;
若是,则确定所述可移动平台受到物理打击。
在本实施例中,为了实现对物理攻击信号的检测,首先需要对采集到的物理攻击信号进行信号处理,获得目标信号,其中,目标信号中包括多个特征信息,因此,获取到目标信号之后,可以对该目标信号的特征信息进行分析,根据该特征信息确定该目标信号是否为可移动平台受到物理打击产生的,其中,特征信息包括但不限于目标信号对应的波峰的峰值、能量、尾音、衰减程度等。具体地,可以通过预设的第一打击检测算法检测目标信号是否满足预设的打击信号特征,该打击信号特征是根据预设的多个物理攻击信号生成的打击声音信号进行信号分析后获得的。若检测到目标信号满足该预设的打击信号特征,则可以判定可移动平台当前受到物理打击,相应地,若检测到目标信号不满足预设的打击信号特征,则可以判定可移动平台没有受到物理打击。
图21为本发明实施例八提供的多机对战方法的流程示意图,在上述任一实施例的基础上,如图21所示,所述通过所述可移动平台上预设的装甲板获取对手可移动平台发送的物理攻击信号,包括:
步骤801、通过所述装甲板内侧预设的声音检测装置获取所述物理攻 击信号产生的声音信号;
步骤802、将所述声音信号转换为电压模拟信号;
步骤803、对所述电压模拟信号进行滤波,获得目标信号。
在本实施例中,为了实现对物理打击信号的检测,需要对该物理打击信号进行预处理。具体地,可以通过装甲板内侧预设的声音检测装置获取由物理攻击信号产生的声音信号。为了实现对声音信号的处理,需要将改声音信号转换为电压模拟信号。对电压模拟信号进行滤波,获取目标信号。通过对电压信号进行滤波,能够滤除无用的电压模拟信号,提高信号处理的效率。具体地,可以采用高通滤波器对电压模拟信号进行滤波。
本实施例提供的多机对战方法,通过设置在装甲板内侧的打击检测装置获取物理攻击信号产生的声音信号,并对声音信号进行信号处理,获得目标信号,从而能够提高信号质量,进而能够提高后续打击检测的精准度。
进一步地,在上述任一实施例的基础上,所述若所述攻击类型为红外攻击,则向所述对手可移动平台发送红外攻击,包括:
通过编码方法对所述红外攻击信号进行编码,以生成编码后的红外攻击信号,并通过红外线释放所述编码后的红外攻击信号。
在本实施例中,若用户选择的攻击类型为红外攻击,则需要根据该攻击类型向对手可移动平台发送红外攻击。具体地,可以通过编码方法度红外攻击信号进行编码,生成编码后的红外攻击信号。通过红外线释放编码后的红外攻击信号。
本实施例提供的多机对战方法,通过对红外攻击信号进行编码,生成编码后的红外攻击信号,并通过红外线释放所述编码后的红外攻击信号。从而能够实现红外攻击信号的发送,可移动平台能够实现对对手可移动平台的游戏对战。
进一步地,在上述任一实施例的基础上,所述获取与所述红外攻击信号相对应的标识信息,还包括:
控制所述可移动平台执行与所述标识信息对应的操作,从而实现所述可移动平台与所述对手可移动平台进行对战。
在本实施例中,红外攻击信号中包括标识信息,其中,该标识信息包括技能标识。获取到红外攻击信号之后,可以控制可移动平台执行与标识 信息对应的操作,从而能够实现与对手可移动平台的对战。举例来说,若红外攻击信号中包括眩晕技能标识,则可以控制可移动平台在原地旋转。
本实施例提供的多机对战方法,通过控制可移动平台执行与标识信息对应的操作,从而可移动平台能够执行多个游戏技能对应的操作,区别于当前的多机对战方法仅能够进行射击,在红外攻击信号中携带标识信息,能够提高游戏的趣味性。
图22为本发明实施例九提供的多机对战方法的流程示意图,如图22所示,所述方法包括:
步骤901、控制终端显示射击图标以及技能图标,其中,所述射击图标用于表示控制与所述控制终端通信连接的可移动平台生成射击信号的射击指令,所述技能图标用于表示控制所述可移动平台生成技能释放信号的技能释放指令;所述射击信号以及所述技能释放信号包括所述与所述控制终端通信连接的可移动平台的身份信息;
步骤902、所述控制终端获取用户对所述射击图标的操作,生成所述射击指令,和/或获取用户对所述技能图标的操作,生成所述技能释放指令,所述技能释放指令中包括用于区分技能类别的技能标识;
步骤903、所述控制终端将所述射击指令和/或所述技能释放指令发送至与所述控制终端通信连接的可移动平台;
步骤904、所述可移动平台获取控制终端发送的射击指令和/或所述技能释放指令,所述技能释放指令中包括技能标识,所述射击指令和/或所述技能释放指令是用户通过触发所述控制终端显示界面上的射击图标和/或技能图标发送的;
步骤905、所述可移动平台根据所述射击指令和/或所述技能释放指令向周围预设范围内通过红外线释放射击信号和/或技能释放信号,与对手可移动平台进行对战。
在本实施例中,控制终端的显示界面上显示有射击图标以及技能图标。其中,该射击图标用于表示控制与控制终端通信的可移动平台生成射击信号的射击指令。用户可以通过触发该射击图标生成射击指令,从而可移动平台能够根据该控制指令向攻击范围内的对手可移动平台发送攻击信号。此外,显示界面上显示的技能图标用于标识控制可移动平台生成技能释放 信号的技能释放指令。用户可以通过触发该技能图标生成技能释放指令,从而可移动平台可以根据该技能释放指令向攻击范围内的对手可移动平台发送包括技能标识的攻击信号。进一步地,为了方便对战中对玩家的分数进行更新以及战况的实时播报,当可移动平台收到攻击信号时,需要确定该攻击信号时哪一个对手平台发射的。因此,射击信号以及技能释放信号包括所述与所述控制终端通信连接的可移动平台的身份信息。从而在游戏对战过程中,能够根据该身份信息进行精准地计分操作以及战况播报。用户可以通过触发射击图标和/或技能图标生成射击指令和/或技能释放指令。可移动平台根据该射击指令发送的攻击信号中包括可移动平台的标识。该技能图标的数量可以为一个,通过触发该技能图标,向用户显示多个子图标,每一子图标代表一个技能,其中,技能包括但不限于眩晕技能、致盲技能、加速技能等;可选地,技能图标的数量也可以为多个,每一技能图标分别对应一个技能,其中,技能包括但不限于眩晕技能、致盲技能、加速技能等。因此,用户可以通过触发至少一个子图标或至少一个技能图标生成技能释放指令。为了实现对不同技能的区分,该技能释放指令中还包括用于区分技能类别的技能标识。生成射击指令和/或技能释放指令之后,可以将射击指令和/或技能释放指令发送至与控制终端通信连接的可移动平台,从而可移动平台能够根据该射击指令和/或技能释放指令向周围预设范围内的对手可移动平台发送攻击信号。具体地,可移动平台可以根据该射击指令和/或技能释放指令通过红外线发送射击信号和/或技能释放信号,其中,射击信号和/或技能释放信号中包括可移动平台的身份信息以及释放射击伤害和/或与所述技能标识对应的技能给对手可移动平台。相应地,对手可移动平台在接收到射击信号和/或技能释放信号之后,可以根据射击信号和/或技能释放信号中包括的可移动平台标识确定发送该射击信号和/或技能释放信号的可移动平台的身份信息,进而能够根据该身份信息进行计分、战况播报等操作。举例来说,可移动平台A向周围预设范围内发送射击信号,造成可移动平台B受到伤害,此时可以根据该射击信号中携带的可移动平台A的标识,对可移动平台当前的得分进行更新。此外,为了使对战中全部可移动平台对战况及时了解,可以根据该射击信号进行播报:可移动平台A对可移动平台B造成XX点伤害。此外, 技能释放信号中还包括技能标识,从而对手可移动平台收到该技能释放信号之后,可以根据该技能标识执行与该技能标识对应的操作以及根据该技能标识对应的分数对当前的得分进行更新。可移动平台可以获取控制终端发送的射击指令和/或技能释放指令,该射击指令和/或技能释放指令是用户通过触发控制终端上设置的射击图标和/或技能图标发送的。该技能释放指令中包括技能标识,其中,技能包括但不限于眩晕技能、致盲技能、加速技能等。可移动平台可以根据射击指令和/或所述技能释放指令向周围预设范围内通过红外线释放所述射击信号和/或所述技能释放信号,与对手可移动平台进行对战。
本实施例提供的多机对战方法,通过在显示界面上显示射击图标以及技能图标,从而用户能够通过触发该射击图标和/或技能图标实现射击指令和/或技能释放指令的生成。该射击指令和/或技能释放指令能够控制可移动平台以红外线的方式释放射击信号和/或技能释放信号,其中,射击信号和/或技能释放信号包括可移动平台标识以及技能标识。通过使用红外线释放射击信号和/或技能释放信号,从而能够在释放射击信号和/或技能释放信号中增加技能信息,增加游戏玩法,提高游戏的趣味性。此外,通过在释放射击信号和/或技能释放信号中携带可移动平台标识以及技能标识,从而能够使可移动平台有效识别收到的攻击的来源以及收到的伤害类型,进而能够根据该攻击的来源以及伤害类型进行精准的计分,提高游戏趣味性,进而能够提高用户体验。
本发明又一实施例提供了一种可移动平台,所述可移动平台与控制终端通信连接,包括打击装置、通信装置以及打击检测装置,所述打击装置以及打击检测装置分别于所述通信装置电连接;
所述通信装置用于获取所述控制终端发送的射击指令和/或技能释放指令;
所述打击装置用于根据所述射击指令和/或所述技能释放指令发射攻击;
所述打击检测装置包括物理攻击检测组件以及红外攻击检测组件,所述打击检测装置用于对对手可移动平台发射的攻击信号进行检测,所述物理攻击检测组件用于对对手可移动平台发射的物理攻击信号进行检测,所 述红外攻击组件用于对对手可移动平台发射的红外攻击信号进行检测。
在本实施例中,可移动平台包括打击装置、通信装置以及打击检测装置。可移动平台可以通过通信装置获取控制终端发送的射击指令和/或技能释放指令,从而打击装置能够根据射击指令和/或技能释放指令发射攻击。相应地,可移动平台也能够接收对手可移动平台发射的攻击信号,并对该攻击信号进行分析。具体地,打击检测装置包括物理攻击检测组件以及红外攻击检测组件,打击检测装置用于对对手可移动平台发射的攻击信号进行检测,物理攻击检测组件用于对对手可移动平台发射的物理攻击信号进行检测,红外攻击组件用于对对手可移动平台发射的红外攻击信号进行检测。由于可移动平台在用户选择的攻击类型为物理攻击时,可以同时发射物理攻击信号以及红外攻击信号,相应地,在同时接收到物理攻击信号以及红外攻击信号时,物理攻击检测组件可以对物理攻击信号进行检测,红外攻击组件可以对对手可移动平台发射的红外攻击信号进行检测,从而能够有效地提高打击检测的精准度。
本实施例提供的可移动平台,包括打击装置、通信装置以及打击检测装置;通信装置用于获取控制终端发送的射击指令和/或技能释放指令;打击装置用于根据射击指令和/或技能释放指令发射攻击;打击检测装置包括物理攻击检测组件以及红外攻击检测组件,打击检测装置用于对对手可移动平台发射的攻击信号进行检测,物理攻击检测组件用于对对手可移动平台发射的物理攻击信号进行检测,红外攻击组件用于对对手可移动平台发射的红外攻击信号进行检测,从而一方面能够实现射击指令和/或技能释放指令的发射,与对手可移动平台进行游戏对战。另一方面可以对对手可移动平台发射的射击指令和/或技能释放指令进行分析,提高打击检测的精准度。
进一步地,在上述任一实施例的基础上,所述打击装置包括物理攻击组件以及红外攻击组件,其中,所述物理攻击组件用于根据所述射击指令和/或所述技能释放指令发射物理攻击,所述红外攻击组件用于根据所述射击指令和/或所述技能释放指令发射红外攻击。
在本实施例中,打击装置具体可以包括物理打击组件以及红外攻击组件。该物理攻击组件能够发射物理攻击信号,红外攻击组件能够发射红外 攻击组件。具体地,可移动平台可以根据用户选择的攻击类型发射攻击信号。当用户选择的攻击类型为物理攻击时,物理攻击组件可以与红外攻击组件同时运作,同时发射物理攻击信号以及红外攻击信号。当用户选择的攻击类型为红外攻击时,红外攻击组件可以发射红外攻击信号。
本实施例提供的可移动平台,通过采用物理攻击组件发射物理攻击信号,采用红外攻击组件发射红外攻击信号,从而能够使可移动平台与对手可移动平台进行游戏对战。
进一步地,在上述任一实施例的基础上,所述物理攻击检测组件包括至少一个装甲板,所述装甲板内侧设置有压力传感器、声音传感器中的至少一种。
在本实施例中,可移动平台的物理攻击检测组件中包括至少一个装甲板,该装甲板内侧设置有压力传感器,从而可以根据该压力传感器获取压力信息,以便后续根据该压力信息对可移动平台是否收到物理打击进行检测。可选地,该装甲板内侧还可以设置有声音传感器,从而可以根据该声音传感器获取声音信息,以便后续根据该声音信息对可移动平台是否收到物理打击进行检测。
本实施例提供的可移动平台,物理攻击检测组件包括至少一个装甲板,所述装甲板内侧设置有压力传感器、声音传感器中的至少一种,从而能够实现对可移动平台是否受到物理打击的精准检测。
进一步地,在上述任一实施例的基础上,为了增加红外攻击信号的覆盖范围,所述红外攻击组件为凸起结构。
图23为本发明实施例十提供的控制终端的结构示意图,如图23所示,所述控制终端的显示界面上设置有技能图标,所述控制终端包括:一个或多个处理器111,所述一个或多个处理器共同地或单独地工作,用于执行以下操作:
显示所述射击图标以及技能图标,其中,所述射击图标用于表示控制与所述控制终端通信连接的可移动平台生成射击信号的射击指令,所述技能图标用于表示控制所述可移动平台生成技能释放信号的技能释放指令;所述射击信号以及所述技能释放信号包括所述与所述控制终端通信连接的可移动平台的身份信息;
获取用户对所述射击图标的操作,生成所述射击指令,和/或获取用户对所述技能图标的操作,生成所述技能释放指令,所述技能释放指令中包括用于区分技能类别的技能标识;
将所述射击指令和/或所述技能释放指令发送至与所述控制终端通信连接的可移动平台,以使所述与所述控制终端通信连接的可移动平台根据所述射击指令和/或所述技能释放指令向周围预设范围内通过红外线发送射击信号和/或技能释放信号,以发送所述身份信息,以及释放射击伤害和/或与所述技能标识对应的技能给对手可移动平台,使所述对手可移动平台识别所述身份信息,并根据所述射击信号和/或所述技能释放信号受到射击伤害和/或所述技能标识对应的所述技能类别的伤害,从而实现所述与所述控制终端通信连接的可移动平台与所述对手可移动平台进行对战。
进一步地,在上述任一实施例的基础上,所述控制终端的显示界面上还设置有攻击类型选择图标,所述攻击类型用于根据用户对所述攻击类型的操作确定攻击类型,其中,所述攻击类型包括物理攻击以及红外攻击。
进一步地,在上述任一实施例的基础上,所述处理器在获取用户对所述射击图标的操作,生成所述射击指令之后,还用于:
获取用户对攻击类型选择图标的操作,以确定所述用户选择的攻击类型;
相应地,所述处理器在根据所述射击指令控制所述可移动平台与对手可移动平台进行对战时,用于:
根据所述射击指令控制所述可移动平台按照所述攻击类型与对手可移动平台进行对战。
进一步地,在上述任一实施例的基础上,所述处理器在根据所述射击指令控制所述可移动平台按照所述攻击类型与对手可移动平台进行对战时,用于:
若所述攻击类型为物理攻击,则根据所述射击指令控制所述可移动平台对所述对手可移动平台进行物理攻击以及红外攻击;
若所述攻击类型为红外攻击,则根据所述射击指令控制所述可移动平台对所述对手可移动平台进行红外攻击。
进一步地,在上述任一实施例的基础上,所述显示界面上还设置有准星图标,所述准星图标用于表示当前射击中心位置;
相应地,所述处理器在确定所述用户选择的攻击类型之后,还用于:
显示与所述攻击类型对应的准星图标。
进一步地,在上述任一实施例的基础上,所述处理器在获取用户对所述射击图标的操作,生成所述射击指令之后,还用于:
控制所述准星图标执行预设的动画效果。
进一步地,在上述任一实施例的基础上,所述显示界面上还设置有弹药量图标,所述弹药量图标用于表示当前弹药剩余数量;
相应地,所述处理器在获取用户对所述射击图标的操作,生成所述射击指令之后,还用于:
根据所述用户触发所述射击图标的次数以及每次射击所需弹药量对所述弹药量图标中的弹药量进行调整。
进一步地,在上述任一实施例的基础上,所述处理器在获取用户对所述射击图标的操作,生成所述射击指令之后,还用于:
若所述用户触发所处射击图标的次数超过预设的阈值,则控制所述射击图标在预设的第一时间阈值内显示预设的冷却效果,所述射击图标显示所述冷却效果时,用户无法触发所述射击图标。
进一步地,在上述任一实施例的基础上,所述射击图标包括第一射击图标以及第二射击图标;
所述第一射击图标与所述第二射击图标分别设置与所述显示界面的两侧。
进一步地,在上述任一实施例的基础上,所述显示界面上还设置有辅助瞄准图标,所述控制终端还包括:
获取所述用户对所述辅助瞄准图标的操作,生成瞄准射击指令;
根据所述瞄准射击指令控制所述可移动平台与对手可移动平台进行对战。
进一步地,在上述任一实施例的基础上,所述处理器在根据所述瞄准射击指令控制所述可移动平台与对手可移动平台进行对战时,用于:
根据所述瞄准射击指令获取所述可移动平台上设置的图像采集装置 采集的图传画面;
识别所述图传画面中对手可移动平台;
将与所述可移动平台距离最近的对手可移动平台作为当前的瞄准目标;
控制所述可移动平台对所述瞄准目标进行攻击。
进一步地,在上述任一实施例的基础上,所述处理器在获取用户对所述技能图标的操作,生成所述技能释放指令之前,还用于:
获取所述可移动平台上设置的图像采集装置采集的图传画面;
在所述显示界面上显示所述图传画面。
进一步地,在上述任一实施例的基础上,所述处理器在所述显示界面上显示所述图传画面之后,还用于:
获取用户发送的比例调整指令;
根据所述比例调整指令对所述图传画面的显示比例进行调整。
进一步地,在上述任一实施例的基础上,所述处理器在获取用户发送的比例调整指令时,用于:
获取所述用户通过双击、拖动、长按屏幕中任意一项发送的比例调整指令。
进一步地,在上述任一实施例的基础上,所述处理器在根据所述射击指令控制所述可移动平台与对手可移动平台进行对战之后,还用于:
若检测到所述对手可移动平台的血量为零,则在显示界面的第一预设区域内显示预设的第一击毙动画效果。
进一步地,在上述任一实施例的基础上,所述显示界面上预设的第二区域中显示当前对战的全部可移动平台的图标;所述处理器在若检测到所述对手可移动平台的血量为零,则在显示界面的第一预设区域内显示预设的击败动画效果之后,还用于:
将血量为零的对手可移动平台的图标调整为击败图标。
进一步地,在上述任一实施例的基础上,所述处理器还用于:
获取所述可移动平台发送的被攻击信号,所述被攻击信号中包括被攻击方向;
根据所述被攻击方向对所述显示界面中与所述被攻击方向对应的位 置进行区别显示。
进一步地,在上述任一实施例的基础上,所述处理器在根据所述被攻击方向对所述显示界面中与所述被攻击方向对应的区域进行区别显示时,用于:
根据所述被攻击方向对所述显示界面中与所述被攻击方向对应的区域采用区别于其他区域的颜色进行显示。
进一步地,在上述任一实施例的基础上,若当前攻击类型为物理攻击,则所述被攻击方向包括上、下、左、右;
若当前攻击类型为红外攻击,则所述被攻击方向包括左、右。
进一步地,在上述任一实施例的基础上,所述被攻击信号中还包括被攻击血量,所述显示界面中还包括血量图标;
所述处理器在获取所述可移动平台发送的被攻击信号之后,还用于:
根据所述被攻击信号中的被攻击血量对所述血量图标中的血量进行调整。
进一步地,在上述任一实施例的基础上,所述处理器在根据所述被攻击信号中的被攻击血量对所述血量图标中的血量进行调整之后,还用于:
若检测到所述被攻击血量超过所述可移动平台当前的全部血量,则在所述显示界面上显示预设的第二击毙动画效果。
进一步地,在上述任一实施例的基础上,所述显示界面上还设置有虚拟摇杆,所述处理器还用于:
获取用户通过移动所述虚拟摇杆输入的移动指令;
根据所述移动指令控制所述可移动平台进行移动。
进一步地,在上述任一实施例的基础上,所述处理器在获取用户对所述射击图标的操作,生成所述射击指令之后,还用于:
控制所述技能图标在预设的第二时间阈值内显示预设的冷却效果,所述技能图标显示所述冷却效果时,用户无法触发所述技能图标。
进一步地,在上述任一实施例的基础上,所述处理器在控制所述技能图标在预设的第二时间阈值内显示预设的冷却效果之后,还用于:
经过预设的第二时间阈值之后,控制显示预设的冷却效果的技能图标恢复正常;
将所述技能图标对应的技能随机切换为区别于冷却之前的技能。
进一步地,在上述任一实施例的基础上,所述被攻击信号中还包括发送所述攻击信号的对手可移动平台标识以及被攻击技能标识;
所述处理器在获取所述可移动平台发送的被攻击信号之后,还用于:
在预设的第二区域内显示所述可移动平台被对手可移动平台通过技能攻击的播报信息。
进一步地,在上述任一实施例的基础上,所述处理器在获取所述可移动平台发送的被攻击信号之后,还用于:
将所述可移动平台对应的图标调整为所述被攻击技能标识对应的图标。
进一步地,在上述任一实施例的基础上,所述被攻击技能标识包括致盲技能;
所述处理器在获取所述可移动平台发送的被攻击信号之后,还用于:
在预设的第三时间阈值内,将所述显示界面调整为与所述致盲技能对应的动画效果。
进一步地,在上述任一实施例的基础上,所述被攻击技能标识包括眩晕技能;
所述处理器在获取所述可移动平台发送的被攻击信号之后,还用于:
在预设的第四时间阈值内,将所述显示界面调整为与所述眩晕技能对应的动画效果。
进一步地,在上述任一实施例的基础上,所述处理器在获取所述可移动平台发送的被攻击信号之后,还用于:
控制所述可移动平台在预设的范围内执行旋转操作。
进一步地,在上述任一实施例的基础上,所述处理器在将所述射击指令和/或所述技能释放指令发送至与所述控制终端通信连接的可移动平台之后,还用于:
若检测到对手可移动平台受到攻击,则控制所述显示界面上的准星图标显示预设的击中效果。
进一步地,在上述任一实施例的基础上,所述处理器在若检测到对手可移动平台受到攻击,则控制所述显示界面上的准星图标显示预设的击中 效果之后,还用于;
获取所述对手可移动平台血量变化信息;
在所述显示界面上动态的显示所述血量变化信息。
进一步地,在上述任一实施例的基础上,所述处理器在获取用户对所述技能图标的操作,生成所述技能释放指令时,用于:
获取用户对所述技能图标的操作,对所述技能图标对应的技能信息以及所述可移动平台的身份信息进行编码,生成所述技能释放指令。
图24为本发明实施例十一提供的可移动平台端的结构示意图,如图24所示,所述可移动平台端包括:一个或多个处理器121,所述一个或多个处理器共同地或单独地工作,用于执行以下操作:
获取控制终端发送的射击指令和/或技能释放指令,所述技能释放指令中包括技能标识,所述射击指令和/或所述技能释放指令是用户通过触发所述控制终端显示界面上的射击图标和/或技能图标发送的,用于控制所述可移动平台向周围预设范围内通过红外线释放射击信号和/或技能释放信号;
根据所述射击指令和/或所述技能释放指令向所述周围预设范围内通过红外线释放所述射击信号和/或所述技能释放信号,与对手可移动平台进行对战。
进一步地,在上述任一实施例的基础上,所述处理器还用于:
获取对手可移动平台发射的攻击信号,并对所述攻击信号进行识别。
进一步地,在上述任一实施例的基础上,所述处理器在获取对手可移动平台发射的攻击信号,并对所述攻击信号进行识别时,用于:
获取对手可移动平台打击在物理装甲板上的物理攻击信号,通过预设的加速计以及麦克风对所述物理攻击信号进行识别;以及,
获取对手可移动平台打击在所述可移动平台的红外装甲板上的红外攻击信号,所述红外攻击信号包括射击信号和/或技能释放信号;
通过编解码可移动平台对所述红外攻击信号进行识别,获取与所述红外攻击信号相对应的标识信息,所述标识信息包括发起攻击的对手可移动平台的身份信息,以及与所述射击信号相对应的射击伤害和/或与技能释放信号相对应的技能类别的伤害。
进一步地,在上述任一实施例的基础上,所述处理器在获取对手可移动平台发射的攻击信号时,用于:
获取对手可移动平台打击在所述可移动平台的红外装甲板上的红外攻击信号,所述红外攻击信号包括射击信号和/或技能释放信号;
通过编解码可移动平台对所述红外攻击信号进行识别,获取与所述红外攻击信号相对应的标识信息,所述标识信息包括发起攻击的对手可移动平台的身份信息,以及与所述射击信号相对应的射击伤害和/或与技能释放信号相对应的技能类别的伤害。
进一步地,在上述任一实施例的基础上,所述处理器在获取控制终端发送的技能释放指令之前,还用于:
通过预设的连接方式与所述控制终端建立通信连接。
进一步地,在上述任一实施例的基础上,所述处理器还用于:
通过设置在所述可移动平台上的图像采集装置采集图传画面;
将所述图传画面实时发送至所述控制终端。
进一步地,在上述任一实施例的基础上,所述处理器还用于:
获取所述控制终端发送的射击指令,所述射击指令中包括攻击类型;
根据所述射击指令按照所述攻击类型与对手可移动平台进行对战。
进一步地,在上述任一实施例的基础上,所述处理器在根据所述射击指令按照所述攻击类型与对手可移动平台进行对战时,用于:
若所述攻击类型为物理攻击,则向所述对手可移动平台发送预设的物理弹药以及红外攻击;
若所述攻击类型为红外攻击,则向所述对手可移动平台发送红外攻击。
进一步地,在上述任一实施例的基础上,所述处理器在获取控制终端发送的射击指令和/或所述技能释放指令时,用于:
获取控制终端发送的红外信息;
对所述红外信息进行解码操作,获得所述射击指令和/或所述技能释放指令。
进一步地,在上述任一实施例的基础上,所述处理器在获取对手可移动平台发射的攻击信号之后,还用于:
控制可移动平台上预设的扬声器和/或显示屏发出预设的声音和/或 光效。
进一步地,在上述任一实施例的基础上,所述处理器在获取对手可移动平台发射的攻击信号之后,还用于:
控制可移动平台上预设的云台装置执行预设的打击效果。
进一步地,在上述任一实施例的基础上,所述处理器用于:
获取对手可移动平台发送的攻击信号,所述攻击信号包括物理攻击信号,所述攻击信号是对手可移动平台获取控制终端发送的射击指令和/或技能释放指令后发送的;
通过预设的第一打击检测算法对所述物理攻击信号进行检测,以确定所述可移动平台是否受到物理打击。
进一步地,在上述任一实施例的基础上,所述处理器在通过预设的第一打击检测算法对所述物理攻击信号进行检测时,用于:
根据所述物理攻击信号,获取目标信号,其中,所述目标信号用于确定所述物理攻击信号是否满足预设的打击信号特征;
通过预设的第一打击检测算法检测所述目标信号是否满足预设的打击信号特征;
若是,则确定所述可移动平台受到物理打击。
进一步地,在上述任一实施例的基础上,所述处理器在根据所述物理攻击信号,获取目标信号时,用于:
通过所述装甲板内侧预设的声音检测装置获取所述物理攻击信号产生的声音信号;
将所述声音信号转换为电压模拟信号;
对所述电压模拟信号进行滤波,获得目标信号。
进一步地,在上述任一实施例的基础上,所述处理器在若所述攻击类型为红外攻击,则向所述对手可移动平台发送红外攻击时,用于:
通过编码可移动平台对所述红外攻击信号进行编码,以生成编码后的红外攻击信号,并通过红外线释放所述编码后的红外攻击信号。
进一步地,在上述任一实施例的基础上,所述处理器在获取与所述红外攻击信号相对应的标识信息,还用于:
控制所述可移动平台执行与所述标识信息对应的操作,从而实现所述 可移动平台与所述对手可移动平台进行对战。
本发明又一实施例还提供了一种多机对战系统,所述多机对战系统包括:可移动平台以及控制终端,其中:
控制终端显示射击图标以及技能图标,其中,所述射击图标用于表示控制与所述控制终端通信连接的可移动平台生成射击信号的射击指令,所述技能图标用于表示控制所述可移动平台生成技能释放信号的技能释放指令;所述射击信号以及所述技能释放信号包括所述与所述控制终端通信连接的可移动平台的身份信息;
所述控制终端获取用户对所述射击图标的操作,生成所述射击指令,和/或获取用户对所述技能图标的操作,生成所述技能释放指令,所述技能释放指令中包括用于区分技能类别的技能标识;
所述控制终端将所述射击指令和/或所述技能释放指令发送至与所述控制终端通信连接的可移动平台;
所述可移动平台获取控制终端发送的射击指令和/或所述技能释放指令,所述技能释放指令中包括技能标识,所述射击指令和/或所述技能释放指令是用户通过触发所述控制终端显示界面上的射击图标和/或技能图标发送的;
所述可移动平台根据所述射击指令和/或所述技能释放指令向周围预设范围内通过红外线释放射击信号和/或技能释放信号,与对手可移动平台进行对战。
另外,本实施例还提供一种计算机可读存储介质,其上存储有计算机程序,所述计算机程序被处理器执行以实现上述实施例所述的多机对战方法。
在本发明所提供的几个实施例中,应该理解到,所揭露的装置和方法,可以通过其它的方式实现。例如,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,仅仅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,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。
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网络单元上。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,在本发明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,也可以采用硬件加软件功能单元的形式实现。
上述以软件功能单元的形式实现的集成的单元,可以存储在一个计算机可读取存储介质中。上述软件功能单元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(可以是个人计算机,服务器,或者网络设备等)或处理器(processor)执行本发明各个实施例所述方法的部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(Read-Only Memory,ROM)、随机存取存储器(Random Access Memory,RAM)、磁碟或者光盘等各种可以存储程序代码的介质。
本领域技术人员可以清楚地了解到,为描述的方便和简洁,仅以上述各功能模块的划分进行举例说明,实际应用中,可以根据需要而将上述功能分配由不同的功能模块完成,即将装置的内部结构划分成不同的功能模块,以完成以上描述的全部或者部分功能。上述描述的装置的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。
最后应说明的是:以上各实施例仅用以说明本发明的技术方案,而非对其限制;尽管参照前述各实施例对本发明进行了详细的说明,本领域的普通技术人员应当理解:其依然可以对前述各实施例所记载的技术方案进行修改,或者对其中部分或者全部技术特征进行等同替换;而这些修改或者替换,并不使相应技术方案的本质脱离本发明各实施例技术方案的范围。

Claims (103)

  1. 一种多机对战方法,应用于控制终端,所述控制终端的显示界面上设置有射击图标,以及技能图标,其特征在于,所述方法包括:
    显示所述射击图标以及技能图标,其中,所述射击图标用于表示控制与所述控制终端通信连接的可移动平台生成射击信号的射击指令,所述技能图标用于表示控制所述可移动平台生成技能释放信号的技能释放指令;所述射击信号以及所述技能释放信号包括所述与所述控制终端通信连接的可移动平台的身份信息;
    获取用户对所述射击图标的操作,生成所述射击指令,和/或获取用户对所述技能图标的操作,生成所述技能释放指令,所述技能释放指令中包括用于区分技能类别的技能标识;
    将所述射击指令和/或所述技能释放指令发送至与所述控制终端通信连接的可移动平台,以使所述与所述控制终端通信连接的可移动平台根据所述射击指令和/或所述技能释放指令向周围预设范围内通过红外线发送射击信号和/或技能释放信号,以发送所述身份信息,以及释放射击伤害和/或与所述技能标识对应的技能给对手可移动平台,使所述对手可移动平台识别所述身份信息,并根据所述射击信号和/或所述技能释放信号受到所述射击伤害和/或所述技能标识对应的所述技能类别的伤害,从而实现所述与所述控制终端通信连接的可移动平台与所述对手可移动平台进行对战。
  2. 根据权利要求1所述的方法,其特征在于,所述控制终端的显示界面上还设置有攻击类型选择图标,所述攻击类型用于根据用户对所述攻击类型的操作确定攻击类型,其中,所述攻击类型包括物理攻击以及红外攻击。
  3. 根据权利要求2所述的方法,其特征在于,所述获取用户对所述射击图标的操作,生成所述射击指令之后,还包括:
    获取用户对攻击类型选择图标的操作,以确定所述用户选择的攻击类型;
    相应地,所述根据所述射击指令控制所述可移动平台与对手可移动平台进行对战,包括:
    根据所述射击指令控制所述可移动平台按照所述攻击类型与对手可移动平台进行对战。
  4. 根据权利要求3所述的方法,其特征在于,所述根据所述射击指令控制所述可移动平台按照所述攻击类型与对手可移动平台进行对战,包括:
    若所述攻击类型为物理攻击,则根据所述射击指令控制所述可移动平台对所述对手可移动平台进行物理攻击以及红外攻击;
    若所述攻击类型为红外攻击,则根据所述射击指令控制所述可移动平台对所述对手可移动平台进行红外攻击。
  5. 根据权利要求3所述的方法,其特征在于,所述显示界面上还设置有准星图标,所述准星图标用于表示当前射击中心位置;
    相应地,所述确定所述用户选择的攻击类型之后,还包括:
    显示与所述攻击类型对应的准星图标。
  6. 根据权利要求5所述的方法,其特征在于,所述获取用户对所述射击图标的操作,生成所述射击指令之后,还包括:
    控制所述准星图标执行预设的动画效果。
  7. 根据权利要求1所述的方法,其特征在于,所述显示界面上还设置有弹药量图标,所述弹药量图标用于表示当前弹药剩余数量;
    相应地,所述获取用户对所述射击图标的操作,生成所述射击指令之后,还包括:
    根据所述用户触发所述射击图标的次数以及每次射击所需弹药量对所述弹药量图标中的弹药量进行调整。
  8. 根据权利要求1所述的方法,其特征在于,所述获取用户对所述射击图标的操作,生成所述射击指令之后,还包括:
    若所述用户触发所处射击图标的次数超过预设的阈值,则控制所述射击图标在预设的第一时间阈值内显示预设的冷却效果,所述射击图标显示所述冷却效果时,用户无法触发所述射击图标。
  9. 根据权利要求2所述的方法,其特征在于,所述射击图标包括第一射击图标以及第二射击图标;
    所述第一射击图标与所述第二射击图标分别设置与所述显示界面的 两侧。
  10. 根据权利要求1-9任一项所述的方法,其特征在于,所述显示界面上还设置有辅助瞄准图标,所述方法还包括:
    获取所述用户对所述辅助瞄准图标的操作,生成瞄准射击指令;
    根据所述瞄准射击指令控制所述可移动平台与对手可移动平台进行对战。
  11. 根据权利要求10所述的方法,其特征在于,所述根据所述瞄准射击指令控制所述可移动平台与对手可移动平台进行对战,包括:
    根据所述瞄准射击指令获取所述可移动平台上设置的图像采集装置采集的图传画面;
    识别所述图传画面中对手可移动平台;
    将与所述可移动平台距离最近的对手可移动平台作为当前的瞄准目标;
    控制所述可移动平台对所述瞄准目标进行攻击。
  12. 根据权利要求1-9任一项所述的方法,其特征在于,所述获取用户对所述技能图标的操作,生成所述技能释放指令之前,还包括:
    获取所述可移动平台上设置的图像采集装置采集的图传画面;
    在所述显示界面上显示所述图传画面。
  13. 根据权利要求12所述的方法,其特征在于,所述在所述显示界面上显示所述图传画面之后,还包括:
    获取用户发送的比例调整指令;
    根据所述比例调整指令对所述图传画面的显示比例进行调整。
  14. 根据权利要求13所述的方法,其特征在于,所述获取用户发送的比例调整指令,包括:
    获取所述用户通过双击、拖动、长按屏幕中任意一项发送的比例调整指令。
  15. 根据权利要求2所述的方法,其特征在于,所述根据所述射击指令控制所述可移动平台与对手可移动平台进行对战之后,还包括:
    若检测到所述对手可移动平台的血量为零,则在显示界面的第一预设区域内显示预设的第一击毙动画效果。
  16. 根据权利要求15所述的方法,其特征在于,所述显示界面上预设的第二区域中显示当前对战的全部可移动平台的图标;所述若检测到所述对手可移动平台的血量为零,则在显示界面的第一预设区域内显示预设的击败动画效果之后,还包括:
    将血量为零的对手可移动平台的图标调整为击败图标。
  17. 根据权利要求1-9、11、13-14任一项所述的方法,其特征在于,还包括:
    获取所述可移动平台发送的被攻击信号,所述被攻击信号中包括被攻击方向;
    根据所述被攻击方向对所述显示界面中与所述被攻击方向对应的位置进行区别显示。
  18. 根据权利要求17所述的方法,其特征在于,所述根据所述被攻击方向对所述显示界面中与所述被攻击方向对应的区域进行区别显示,包括:
    根据所述被攻击方向对所述显示界面中与所述被攻击方向对应的区域采用区别于其他区域的颜色进行显示。
  19. 根据权利要求18所述的方法,其特征在于,若当前攻击类型为物理攻击,则所述被攻击方向包括上、下、左、右;
    若当前攻击类型为红外攻击,则所述被攻击方向包括左、右。
  20. 根据权利要求17所述的方法,其特征在于,所述被攻击信号中还包括被攻击血量,所述显示界面中还包括血量图标;
    所述获取所述可移动平台发送的被攻击信号之后,还包括:
    根据所述被攻击信号中的被攻击血量对所述血量图标中的血量进行调整。
  21. 根据权利要求20所述的方法,其特征在于,所述根据所述被攻击信号中的被攻击血量对所述血量图标中的血量进行调整之后,还包括:
    若检测到所述被攻击血量超过所述可移动平台当前的全部血量,则在所述显示界面上显示预设的第二击毙动画效果。
  22. 根据权利要求1-9、11、13-14、18、20-21任一项所述的方法,其特征在于,所述显示界面上还设置有虚拟摇杆,还包括:
    获取用户通过移动所述虚拟摇杆输入的移动指令;
    根据所述移动指令控制所述可移动平台进行移动。
  23. 根据权利要求1所述的方法,其特征在于,所述获取用户对所述射击图标的操作,生成所述射击指令之后,还包括:
    控制所述技能图标在预设的第二时间阈值内显示预设的冷却效果,所述技能图标显示所述冷却效果时,用户无法触发所述技能图标。
  24. 根据权利要求23所述的方法,其特征在于,所述控制所述技能图标在预设的第二时间阈值内显示预设的冷却效果之后,还包括:
    经过预设的第二时间阈值之后,控制显示预设的冷却效果的技能图标恢复正常;
    将所述技能图标对应的技能随机切换为区别于冷却之前的技能。
  25. 根据权利要求17所述的方法,其特征在于,所述被攻击信号中还包括发送所述攻击信号的对手可移动平台标识以及被攻击技能标识;
    所述获取所述可移动平台发送的被攻击信号之后,还包括:
    在预设的第二区域内显示所述可移动平台被对手可移动平台通过技能攻击的播报信息。
  26. 根据权利要求25所述的方法,其特征在于,所述获取所述可移动平台发送的被攻击信号之后,还包括:
    将所述可移动平台对应的图标调整为所述被攻击技能标识对应的图标。
  27. 根据权利要求25所述的方法,其特征在于,所述被攻击技能标识包括致盲技能;
    所述获取所述可移动平台发送的被攻击信号之后,还包括:
    在预设的第三时间阈值内,将所述显示界面调整为与所述致盲技能对应的动画效果。
  28. 根据权利要求25所述的方法,其特征在于,所述被攻击技能标识包括眩晕技能;
    所述获取所述可移动平台发送的被攻击信号之后,还包括:
    在预设的第四时间阈值内,将所述显示界面调整为与所述眩晕技能对应的动画效果。
  29. 根据权利要求28所述的方法,其特征在于,所述获取所述可移动平台发送的被攻击信号之后,还包括:
    控制所述可移动平台在预设的范围内执行旋转操作。
  30. 根据权利要求1所述的方法,其特征在于,所述将所述射击指令和/或所述技能释放指令发送至与所述控制终端通信连接的可移动平台之后,还包括:
    若检测到对手可移动平台受到攻击,则控制所述显示界面上的准星图标显示预设的击中效果。
  31. 根据权利要求30所述的方法,其特征在于,所述若检测到对手可移动平台受到攻击,则控制所述显示界面上的准星图标显示预设的击中效果之后,还包括;
    获取所述对手可移动平台血量变化信息;
    在所述显示界面上动态的显示所述血量变化信息。
  32. 根据权利要求1所述的方法,其特征在于,所述获取用户对所述技能图标的操作,生成所述技能释放指令,包括:
    获取用户对所述技能图标的操作,对所述技能图标对应的技能信息以及所述可移动平台的身份信息进行编码,生成所述技能释放指令。
  33. 一种多机对战方法,应用于可移动平台端,其特征在于,包括:
    获取控制终端发送的射击指令和/或技能释放指令,所述技能释放指令中包括技能标识,所述射击指令和/或所述技能释放指令是用户通过触发所述控制终端显示界面上的射击图标和/或技能图标发送的,用于控制所述可移动平台向周围预设范围内通过红外线释放射击信号和/或技能释放信号;
    根据所述射击指令和/或所述技能释放指令向所述周围预设范围内通过红外线释放所述射击信号和/或所述技能释放信号,与对手可移动平台进行对战。
  34. 根据权利要求33所述的方法,其特征在于,还包括:
    获取对手可移动平台发射的攻击信号,并对所述攻击信号进行识别。
  35. 根据权利要求34所述的方法,其特征在于,所述获取对手可移动平台发射的攻击信号,并对所述攻击信号进行识别,包括:
    获取对手可移动平台打击在物理装甲板上的物理攻击信号,通过预设的加速计以及麦克风对所述物理攻击信号进行识别;以及,
    获取对手可移动平台打击在所述可移动平台的红外装甲板上的红外攻击信号,所述红外攻击信号包括射击信号和/或技能释放信号;
    通过编解码方法对所述红外攻击信号进行识别,获取与所述红外攻击信号相对应的标识信息,所述标识信息包括发起攻击的对手可移动平台的身份信息,以及与所述射击信号相对应的射击伤害和/或与技能释放信号相对应的技能类别的伤害。
  36. 根据权利要求34所述的方法,其特征在于,所述获取对手可移动平台发射的攻击信号,包括:
    获取对手可移动平台打击在所述可移动平台的红外装甲板上的红外攻击信号,所述红外攻击信号包括射击信号和/或技能释放信号;
    通过编解码方法对所述红外攻击信号进行识别,获取与所述红外攻击信号相对应的标识信息,所述标识信息包括发起攻击的对手可移动平台的身份信息,以及与所述射击信号相对应的射击伤害和/或与技能释放信号相对应的技能类别的伤害。
  37. 根据权利要求33-36任一项所述的方法,其特征在于,所述获取控制终端发送的技能释放指令之前,还包括:
    通过预设的连接方式与所述控制终端建立通信连接。
  38. 根据权利要求33-36任一项所述的方法,其特征在于,还包括:
    通过设置在所述可移动平台上的图像采集装置采集图传画面;
    将所述图传画面实时发送至所述控制终端。
  39. 根据权利要求33-36任一项所述的方法,其特征在于,还包括:
    获取所述控制终端发送的射击指令,所述射击指令中包括攻击类型;
    根据所述射击指令按照所述攻击类型与对手可移动平台进行对战。
  40. 根据权利要求39所述的方法,其特征在于,所述根据所述射击指令按照所述攻击类型与对手可移动平台进行对战,包括:
    若所述攻击类型为物理攻击,则向所述对手可移动平台发送预设的物理弹药以及红外攻击;
    若所述攻击类型为红外攻击,则向所述对手可移动平台发送红外攻击。
  41. 根据权利要求33所述的方法,其特征在于,所述获取控制终端发送的射击指令和/或所述技能释放指令,包括:
    获取控制终端发送的红外信息;
    对所述红外信息进行解码操作,获得所述射击指令和/或所述技能释放指令。
  42. 根据权利要求34所述的方法,其特征在于,获取对手可移动平台发射的攻击信号之后,还包括:
    控制可移动平台上预设的扬声器和/或显示屏发出预设的声音和/或光效。
  43. 根据权利要求34所述的方法,其特征在于,获取对手可移动平台发射的攻击信号之后,还包括:
    控制可移动平台上预设的云台装置执行预设的打击效果。
  44. 根据权利要求33所述的方法,其特征在于,包括:
    获取对手可移动平台发送的攻击信号,所述攻击信号包括物理攻击信号,所述攻击信号是对手可移动平台获取控制终端发送的射击指令和/或技能释放指令后发送的;
    通过预设的第一打击检测算法对所述物理攻击信号进行检测,以确定所述可移动平台是否受到物理打击。
  45. 根据权利要求44所述的方法,其特征在于,所述通过预设的第一打击检测算法对所述物理攻击信号进行检测,包括:
    根据所述物理攻击信号,获取目标信号,其中,所述目标信号用于确定所述物理攻击信号是否满足预设的打击信号特征;
    通过预设的第一打击检测算法检测所述目标信号是否满足预设的打击信号特征;
    若是,则确定所述可移动平台受到物理打击。
  46. 根据权利要求45所述的方法,其特征在于,所述根据所述物理攻击信号,获取目标信号,包括:
    通过所述装甲板内侧预设的声音检测装置获取所述物理攻击信号产生的声音信号;
    将所述声音信号转换为电压模拟信号;
    对所述电压模拟信号进行滤波,获得目标信号。
  47. 根据权利要求40所述的方法,其特征在于,所述若所述攻击类型为红外攻击,则向所述对手可移动平台发送红外攻击,包括:
    通过编码方法对所述红外攻击信号进行编码,以生成编码后的红外攻击信号,并通过红外线释放所述编码后的红外攻击信号。
  48. 根据权利要求35或36所述的方法,其特征在于,所述获取与所述红外攻击信号相对应的标识信息,还包括:
    控制所述可移动平台执行与所述标识信息对应的操作,从而实现所述可移动平台与所述对手可移动平台进行对战。
  49. 一种多机对战方法,其特征在于,包括:
    控制终端显示射击图标以及技能图标,其中,所述射击图标用于表示控制与所述控制终端通信连接的可移动平台生成射击信号的射击指令,所述技能图标用于表示控制所述可移动平台生成技能释放信号的技能释放指令;所述射击信号以及所述技能释放信号包括所述与所述控制终端通信连接的可移动平台的身份信息;
    所述控制终端获取用户对所述射击图标的操作,生成所述射击指令,和/或获取用户对所述技能图标的操作,生成所述技能释放指令,所述技能释放指令中包括用于区分技能类别的技能标识;
    所述控制终端将所述射击指令和/或所述技能释放指令发送至与所述控制终端通信连接的可移动平台;
    所述可移动平台获取控制终端发送的射击指令和/或所述技能释放指令,所述技能释放指令中包括技能标识,所述射击指令和/或所述技能释放指令是用户通过触发所述控制终端显示界面上的射击图标和/或技能图标发送的;
    所述可移动平台根据所述射击指令和/或所述技能释放指令向周围预设范围内通过红外线释放射击信号和/或技能释放信号,与对手可移动平台进行对战。
  50. 一种可移动平台,所述可移动平台与控制终端通信连接,其特征在于,包括打击装置、通信装置以及打击检测装置,所述打击装置以及打击检测装置分别于所述通信装置电连接;
    所述通信装置用于获取所述控制终端发送的射击指令和/或技能释放指令;
    所述打击装置用于根据所述射击指令和/或所述技能释放指令发射攻击;
    所述打击检测装置包括物理攻击检测组件以及红外攻击检测组件,所述打击检测装置用于对对手可移动平台发射的攻击信号进行检测,所述物理攻击检测组件用于对对手可移动平台发射的物理攻击信号进行检测,所述红外攻击组件用于对对手可移动平台发射的红外攻击信号进行检测。
  51. 根据权利要求50所述的可移动平台,其特征在于,所述打击装置包括物理攻击组件以及红外攻击组件,其中,所述物理攻击组件用于根据所述射击指令和/或所述技能释放指令发射物理攻击,所述红外攻击组件用于根据所述射击指令和/或所述技能释放指令发射红外攻击。
  52. 根据权利要求51所述的可移动平台,其特征在于,所述物理攻击检测组件包括至少一个装甲板,所述装甲板内侧设置有压力传感器、声音传感器中的至少一种。
  53. 根据权利要求50所述的可移动平台,其特征在于,所述红外攻击组件为凸起结构。
  54. 一种控制终端,所述控制终端的显示界面上设置有技能图标,其特征在于,包括:一个或多个处理器,所述一个或多个处理器共同地或单独地工作,用于执行以下操作:
    显示所述射击图标以及技能图标,其中,所述射击图标用于表示控制与所述控制终端通信连接的可移动平台生成射击信号的射击指令,所述技能图标用于表示控制所述可移动平台生成技能释放信号的技能释放指令;所述射击信号以及所述技能释放信号包括所述与所述控制终端通信连接的可移动平台的身份信息;
    获取用户对所述射击图标的操作,生成所述射击指令,和/或获取用户对所述技能图标的操作,生成所述技能释放指令,所述技能释放指令中包括用于区分技能类别的技能标识;
    将所述射击指令和/或所述技能释放指令发送至与所述控制终端通信连接的可移动平台,以使所述与所述控制终端通信连接的可移动平台根据 所述射击指令和/或所述技能释放指令向周围预设范围内通过红外线发送射击信号和/或技能释放信号,以发送所述身份信息,以及释放射击伤害和/或与所述技能标识对应的技能给对手可移动平台,使所述对手可移动平台识别所述身份信息,并根据所述射击信号和/或所述技能释放信号受到所述射击伤害和/或所述技能标识对应的所述技能类别的伤害,从而实现所述与所述控制终端通信连接的可移动平台与所述对手可移动平台进行对战。
  55. 根据权利要求54所述的控制终端,其特征在于,所述控制终端的显示界面上还设置有攻击类型选择图标,所述攻击类型用于根据用户对所述攻击类型的操作确定攻击类型,其中,所述攻击类型包括物理攻击以及红外攻击。
  56. 根据权利要求55所述的控制终端,其特征在于,所述处理器在获取用户对所述射击图标的操作,生成所述射击指令之后,还用于:
    获取用户对攻击类型选择图标的操作,以确定所述用户选择的攻击类型;
    相应地,所述处理器在根据所述射击指令控制所述可移动平台与对手可移动平台进行对战时,用于:
    根据所述射击指令控制所述可移动平台按照所述攻击类型与对手可移动平台进行对战。
  57. 根据权利要求56所述的控制终端,其特征在于,所述处理器在根据所述射击指令控制所述可移动平台按照所述攻击类型与对手可移动平台进行对战时,用于:
    若所述攻击类型为物理攻击,则根据所述射击指令控制所述可移动平台对所述对手可移动平台进行物理攻击以及红外攻击;
    若所述攻击类型为红外攻击,则根据所述射击指令控制所述可移动平台对所述对手可移动平台进行红外攻击。
  58. 根据权利要求56所述的控制终端,其特征在于,所述显示界面上还设置有准星图标,所述准星图标用于表示当前射击中心位置;
    相应地,所述处理器在确定所述用户选择的攻击类型之后,还用于:
    显示与所述攻击类型对应的准星图标。
  59. 根据权利要求58所述的控制终端,其特征在于,所述处理器在获取用户对所述射击图标的操作,生成所述射击指令之后,还用于:
    控制所述准星图标执行预设的动画效果。
  60. 根据权利要求54所述的控制终端,其特征在于,所述显示界面上还设置有弹药量图标,所述弹药量图标用于表示当前弹药剩余数量;
    相应地,所述处理器在获取用户对所述射击图标的操作,生成所述射击指令之后,还用于:
    根据所述用户触发所述射击图标的次数以及每次射击所需弹药量对所述弹药量图标中的弹药量进行调整。
  61. 根据权利要求54所述的控制终端,其特征在于,所述处理器在获取用户对所述射击图标的操作,生成所述射击指令之后,还用于:
    若所述用户触发所处射击图标的次数超过预设的阈值,则控制所述射击图标在预设的第一时间阈值内显示预设的冷却效果,所述射击图标显示所述冷却效果时,用户无法触发所述射击图标。
  62. 根据权利要求55所述的控制终端,其特征在于,所述射击图标包括第一射击图标以及第二射击图标;
    所述第一射击图标与所述第二射击图标分别设置与所述显示界面的两侧。
  63. 根据权利要求54-62任一项所述的控制终端,其特征在于,所述显示界面上还设置有辅助瞄准图标,所述控制终端还包括:
    获取所述用户对所述辅助瞄准图标的操作,生成瞄准射击指令;
    根据所述瞄准射击指令控制所述可移动平台与对手可移动平台进行对战。
  64. 根据权利要求63所述的控制终端,其特征在于,所述处理器在根据所述瞄准射击指令控制所述可移动平台与对手可移动平台进行对战时,用于:
    根据所述瞄准射击指令获取所述可移动平台上设置的图像采集装置采集的图传画面;
    识别所述图传画面中对手可移动平台;
    将与所述可移动平台距离最近的对手可移动平台作为当前的瞄准目 标;
    控制所述可移动平台对所述瞄准目标进行攻击。
  65. 根据权利要求54-62任一项所述的控制终端,其特征在于,所述处理器在获取用户对所述技能图标的操作,生成所述技能释放指令之前,还用于:
    获取所述可移动平台上设置的图像采集装置采集的图传画面;
    在所述显示界面上显示所述图传画面。
  66. 根据权利要求65所述的控制终端,其特征在于,所述处理器在所述显示界面上显示所述图传画面之后,还用于:
    获取用户发送的比例调整指令;
    根据所述比例调整指令对所述图传画面的显示比例进行调整。
  67. 根据权利要求66所述的控制终端,其特征在于,所述处理器在获取用户发送的比例调整指令时,用于:
    获取所述用户通过双击、拖动、长按屏幕中任意一项发送的比例调整指令。
  68. 根据权利要求55所述的控制终端,其特征在于,所述处理器在根据所述射击指令控制所述可移动平台与对手可移动平台进行对战之后,还用于:
    若检测到所述对手可移动平台的血量为零,则在显示界面的第一预设区域内显示预设的第一击毙动画效果。
  69. 根据权利要求68所述的控制终端,其特征在于,所述显示界面上预设的第二区域中显示当前对战的全部可移动平台的图标;所述处理器在若检测到所述对手可移动平台的血量为零,则在显示界面的第一预设区域内显示预设的击败动画效果之后,还用于:
    将血量为零的对手可移动平台的图标调整为击败图标。
  70. 根据权利要求54-62、64、66-67任一项所述的控制终端,其特征在于,所述处理器还用于:
    获取所述可移动平台发送的被攻击信号,所述被攻击信号中包括被攻击方向;
    根据所述被攻击方向对所述显示界面中与所述被攻击方向对应的位 置进行区别显示。
  71. 根据权利要求70所述的控制终端,其特征在于,所述处理器在根据所述被攻击方向对所述显示界面中与所述被攻击方向对应的区域进行区别显示时,用于:
    根据所述被攻击方向对所述显示界面中与所述被攻击方向对应的区域采用区别于其他区域的颜色进行显示。
  72. 根据权利要求71所述的控制终端,其特征在于,若当前攻击类型为物理攻击,则所述被攻击方向包括上、下、左、右;
    若当前攻击类型为红外攻击,则所述被攻击方向包括左、右。
  73. 根据权利要求70所述的控制终端,其特征在于,所述被攻击信号中还包括被攻击血量,所述显示界面中还包括血量图标;
    所述处理器在获取所述可移动平台发送的被攻击信号之后,还用于:
    根据所述被攻击信号中的被攻击血量对所述血量图标中的血量进行调整。
  74. 根据权利要求73所述的控制终端,其特征在于,所述处理器在根据所述被攻击信号中的被攻击血量对所述血量图标中的血量进行调整之后,还用于:
    若检测到所述被攻击血量超过所述可移动平台当前的全部血量,则在所述显示界面上显示预设的第二击毙动画效果。
  75. 根据权利要求54-62、64、66-67、71、73-74任一项所述的控制终端,其特征在于,所述显示界面上还设置有虚拟摇杆,所述处理器还用于:
    获取用户通过移动所述虚拟摇杆输入的移动指令;
    根据所述移动指令控制所述可移动平台进行移动。
  76. 根据权利要求54所述的控制终端,其特征在于,所述处理器在获取用户对所述射击图标的操作,生成所述射击指令之后,还用于:
    控制所述技能图标在预设的第二时间阈值内显示预设的冷却效果,所述技能图标显示所述冷却效果时,用户无法触发所述技能图标。
  77. 根据权利要求76所述的控制终端,其特征在于,所述处理器在控制所述技能图标在预设的第二时间阈值内显示预设的冷却效果之后,还 用于:
    经过预设的第二时间阈值之后,控制显示预设的冷却效果的技能图标恢复正常;
    将所述技能图标对应的技能随机切换为区别于冷却之前的技能。
  78. 根据权利要求70所述的控制终端,其特征在于,所述被攻击信号中还包括发送所述攻击信号的对手可移动平台标识以及被攻击技能标识;
    所述处理器在获取所述可移动平台发送的被攻击信号之后,还用于:
    在预设的第二区域内显示所述可移动平台被对手可移动平台通过技能攻击的播报信息。
  79. 根据权利要求78所述的控制终端,其特征在于,所述处理器在获取所述可移动平台发送的被攻击信号之后,还用于:
    将所述可移动平台对应的图标调整为所述被攻击技能标识对应的图标。
  80. 根据权利要求78所述的控制终端,其特征在于,所述被攻击技能标识包括致盲技能;
    所述处理器在获取所述可移动平台发送的被攻击信号之后,还用于:
    在预设的第三时间阈值内,将所述显示界面调整为与所述致盲技能对应的动画效果。
  81. 根据权利要求78所述的控制终端,其特征在于,所述被攻击技能标识包括眩晕技能;
    所述处理器在获取所述可移动平台发送的被攻击信号之后,还用于:
    在预设的第四时间阈值内,将所述显示界面调整为与所述眩晕技能对应的动画效果。
  82. 根据权利要求81所述的控制终端,其特征在于,所述处理器在获取所述可移动平台发送的被攻击信号之后,还用于:
    控制所述可移动平台在预设的范围内执行旋转操作。
  83. 根据权利要求54所述的控制终端,其特征在于,所述处理器在将所述射击指令和/或所述技能释放指令发送至与所述控制终端通信连接的可移动平台之后,还用于:
    若检测到对手可移动平台受到攻击,则控制所述显示界面上的准星图标显示预设的击中效果。
  84. 根据权利要求83所述的控制终端,其特征在于,所述处理器在若检测到对手可移动平台受到攻击,则控制所述显示界面上的准星图标显示预设的击中效果之后,还用于;
    获取所述对手可移动平台血量变化信息;
    在所述显示界面上动态的显示所述血量变化信息。
  85. 根据权利要求54所述的控制终端,其特征在于,所述处理器在获取用户对所述技能图标的操作,生成所述技能释放指令时,用于:
    获取用户对所述技能图标的操作,对所述技能图标对应的技能信息以及所述可移动平台的身份信息进行编码,生成所述技能释放指令。
  86. 一种可移动平台端,其特征在于,包括:一个或多个处理器,所述一个或多个处理器共同地或单独地工作,用于执行以下操作:
    获取控制终端发送的射击指令和/或技能释放指令,所述技能释放指令中包括技能标识,所述射击指令和/或所述技能释放指令是用户通过触发所述控制终端显示界面上的射击图标和/或技能图标发送的,用于控制所述可移动平台向周围预设范围内通过红外线释放射击信号和/或技能释放信号;
    根据所述射击指令和/或所述技能释放指令向所述周围预设范围内通过红外线释放所述射击信号和/或所述技能释放信号,与对手可移动平台进行对战。
  87. 根据权利要求86所述的可移动平台,其特征在于,所述处理器还用于:
    获取对手可移动平台发射的攻击信号,并对所述攻击信号进行识别。
  88. 根据权利要求87所述的可移动平台,其特征在于,所述处理器在获取对手可移动平台发射的攻击信号,并对所述攻击信号进行识别时,用于:
    获取对手可移动平台打击在物理装甲板上的物理攻击信号,通过预设的加速计以及麦克风对所述物理攻击信号进行识别;以及,
    获取对手可移动平台打击在所述可移动平台的红外装甲板上的红外 攻击信号,所述红外攻击信号包括射击信号和/或技能释放信号;
    通过编解码可移动平台对所述红外攻击信号进行识别,获取与所述红外攻击信号相对应的标识信息,所述标识信息包括发起攻击的对手可移动平台的身份信息,以及与所述射击信号相对应的射击伤害和/或与技能释放信号相对应的技能类别的伤害。
  89. 根据权利要求87所述的可移动平台,其特征在于,所述处理器在获取对手可移动平台发射的攻击信号时,用于:
    获取对手可移动平台打击在所述可移动平台的红外装甲板上的红外攻击信号,所述红外攻击信号包括射击信号和/或技能释放信号;
    通过编解码可移动平台对所述红外攻击信号进行识别,获取与所述红外攻击信号相对应的标识信息,所述标识信息包括发起攻击的对手可移动平台的身份信息,以及与所述射击信号相对应的射击伤害和/或与技能释放信号相对应的技能类别的伤害。
  90. 根据权利要求86-89任一项所述的可移动平台,其特征在于,所述处理器在获取控制终端发送的技能释放指令之前,还用于:
    通过预设的连接方式与所述控制终端建立通信连接。
  91. 根据权利要求86-89任一项所述的可移动平台,其特征在于,所述处理器还用于:
    通过设置在所述可移动平台上的图像采集装置采集图传画面;
    将所述图传画面实时发送至所述控制终端。
  92. 根据权利要求86-89任一项所述的可移动平台,其特征在于,所述处理器还用于:
    获取所述控制终端发送的射击指令,所述射击指令中包括攻击类型;
    根据所述射击指令按照所述攻击类型与对手可移动平台进行对战。
  93. 根据权利要求92所述的可移动平台,其特征在于,所述处理器在根据所述射击指令按照所述攻击类型与对手可移动平台进行对战时,用于:
    若所述攻击类型为物理攻击,则向所述对手可移动平台发送预设的物理弹药以及红外攻击;
    若所述攻击类型为红外攻击,则向所述对手可移动平台发送红外攻击。
  94. 根据权利要求86所述的可移动平台,其特征在于,所述处理器在获取控制终端发送的射击指令和/或所述技能释放指令时,用于:
    获取控制终端发送的红外信息;
    对所述红外信息进行解码操作,获得所述射击指令和/或所述技能释放指令。
  95. 根据权利要求87所述的可移动平台,其特征在于,所述处理器在获取对手可移动平台发射的攻击信号之后,还用于:
    控制可移动平台上预设的扬声器和/或显示屏发出预设的声音和/或光效。
  96. 根据权利要求87所述的可移动平台,其特征在于,所述处理器在获取对手可移动平台发射的攻击信号之后,还用于:
    控制可移动平台上预设的云台装置执行预设的打击效果。
  97. 根据权利要求86所述的可移动平台,其特征在于,所述处理器用于:
    获取对手可移动平台发送的攻击信号,所述攻击信号包括物理攻击信号,所述攻击信号是对手可移动平台获取控制终端发送的射击指令和/或技能释放指令后发送的;
    通过预设的第一打击检测算法对所述物理攻击信号进行检测,以确定所述可移动平台是否受到物理打击。
  98. 根据权利要求97所述的可移动平台,其特征在于,所述处理器在通过预设的第一打击检测算法对所述物理攻击信号进行检测时,用于:
    根据所述物理攻击信号,获取目标信号,其中,所述目标信号用于确定所述物理攻击信号是否满足预设的打击信号特征;
    通过预设的第一打击检测算法检测所述目标信号是否满足预设的打击信号特征;
    若是,则确定所述可移动平台受到物理打击。
  99. 根据权利要求98所述的可移动平台,其特征在于,所述处理器在根据所述物理攻击信号,获取目标信号时,用于:
    通过所述装甲板内侧预设的声音检测装置获取所述物理攻击信号产生的声音信号;
    将所述声音信号转换为电压模拟信号;
    对所述电压模拟信号进行滤波,获得目标信号。
  100. 根据权利要求93所述的可移动平台,其特征在于,所述处理器在若所述攻击类型为红外攻击,则向所述对手可移动平台发送红外攻击时,用于:
    通过编码可移动平台对所述红外攻击信号进行编码,以生成编码后的红外攻击信号,并通过红外线释放所述编码后的红外攻击信号。
  101. 根据权利要求88或89所述的可移动平台,其特征在于,所述处理器在获取与所述红外攻击信号相对应的标识信息,还用于:
    控制所述可移动平台执行与所述标识信息对应的操作,从而实现所述可移动平台与所述对手可移动平台进行对战。
  102. 一种多机对战系统,其特征在于,包括:可移动平台以及控制终端,其中:
    控制终端显示射击图标以及技能图标,其中,所述射击图标用于表示控制与所述控制终端通信连接的可移动平台生成射击信号的射击指令,所述技能图标用于表示控制所述可移动平台生成技能释放信号的技能释放指令;所述射击信号以及所述技能释放信号包括所述与所述控制终端通信连接的可移动平台的身份信息;
    所述控制终端获取用户对所述射击图标的操作,生成所述射击指令,和/或获取用户对所述技能图标的操作,生成所述技能释放指令,所述技能释放指令中包括用于区分技能类别的技能标识;
    所述控制终端将所述射击指令和/或所述技能释放指令发送至与所述控制终端通信连接的可移动平台;
    所述可移动平台获取控制终端发送的射击指令和/或所述技能释放指令,所述技能释放指令中包括技能标识,所述射击指令和/或所述技能释放指令是用户通过触发所述控制终端显示界面上的射击图标和/或技能图标发送的;
    所述可移动平台根据所述射击指令和/或所述技能释放指令向周围预设范围内通过红外线释放射击信号和/或技能释放信号,与对手可移动平台进行对战。
  103. 一种计算机可读存储介质,其特征在于,其上存储有计算机程序,所述计算机程序被处理器执行以实现如权利要求1-32或33-48或49任一项所述的方法。
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