WO2022027262A1 - 游戏对象的交互控制系统、方法、服务器及计算机可读存储介质 - Google Patents

游戏对象的交互控制系统、方法、服务器及计算机可读存储介质 Download PDF

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Publication number
WO2022027262A1
WO2022027262A1 PCT/CN2020/106929 CN2020106929W WO2022027262A1 WO 2022027262 A1 WO2022027262 A1 WO 2022027262A1 CN 2020106929 W CN2020106929 W CN 2020106929W WO 2022027262 A1 WO2022027262 A1 WO 2022027262A1
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Prior art keywords
game
group
module
interaction
game object
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PCT/CN2020/106929
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English (en)
French (fr)
Inventor
庄甘霖
毛逸凡
金奂
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上海莉莉丝科技股份有限公司
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Priority to KR1020227002274A priority Critical patent/KR102494456B1/ko
Priority to PCT/CN2020/106929 priority patent/WO2022027262A1/zh
Priority to EP20943836.5A priority patent/EP3984607A4/en
Priority to CN202080006342.8A priority patent/CN113164817B/zh
Priority to US17/627,974 priority patent/US11511191B2/en
Priority to JP2022503792A priority patent/JP7146136B2/ja
Priority to TW110128955A priority patent/TW202222393A/zh
Publication of WO2022027262A1 publication Critical patent/WO2022027262A1/zh

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/577Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/573Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • A63F2300/643Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car by determining the impact between objects, e.g. collision detection
    • 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
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • A63F2300/646Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car for calculating the trajectory of an object
    • 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
    • A63F2300/807Role playing or strategy games

Definitions

  • the present invention relates to the field of software, and in particular, to an interactive control system, method, server and computer-readable storage medium for game objects.
  • the game object is the combat troops, and the combat experience that takes place on the big map is based on the troops as the basic carrier, and the combat performance and logical calculation are carried out according to each unit as the carrier.
  • a combat unit refers to a group of troops that the player can directly control. Each unit can contain multiple units, and each unit has overall attributes. When there is a battle between the troops, the combat performance between the troops often shows the phenomenon that the internal units of the troops are interspersed or penetrated. When this phenomenon occurs, it will not conform to the actual situation and reduce the user's game experience. In addition, the battle process is not realistic enough, which further reduces the user's experience when applying game-like applications.
  • the purpose of the present invention is to provide an interactive control system, method, server and computer-readable storage medium for game objects, the user experience is more realistic, and the combat performance and logic of game objects are more immersive .
  • the invention discloses an interactive control system for game objects, which is used to control the interaction of at least one game group including at least two game objects.
  • the interactive control system includes:
  • the collision module assigns a collision attribute to each game object, and the collision attribute includes at least one or more of the deformation size, mass, radius, and repulsion coefficient of the game object;
  • the moving module receives a moving instruction pointing to the game group, and moves to a moving target;
  • the interaction module is connected with the collision module, calculates the repulsive force of each game object based on the collision attribute, and represents the interaction form of the game object based on the repulsive force, and is connected with the moving module, when the game group moves to the moving target,
  • the center of the game group is the center of the circle, and the first length is the radius to make a group circle.
  • the control collision module gives the game object a restoring force pointing to the center of the circle to control the game object to return to the game group .
  • the repulsion coefficient is the repulsion performance of each game object
  • Mass is the mass of the relative GameObject that the GameObject is touching.
  • the interaction module calculates the first repulsive force of each game object with other game objects in the same game group, and the second repulsive force with the game objects in different game groups, and calculates the first repulsive force based on the first repulsive force and The resultant repulsive force of the second repulsive force;
  • the interaction module represents the interaction form of the game object according to the repulsive force, it simulates the movement of the game object under the repulsive force, so that the game objects in the same/different game group do not pass through the mold.
  • the interactive control system further includes:
  • the combat module receives attack instructions directed to the attacking game group and the attacked game group, and controls the attacking game group to fight against the attacked game group, wherein the combat module randomly or points to each game object in the attacking game group selectively select a game object in the attacked game group as the attack object;
  • the interaction module is connected with the combat module, receives the relationship of the attacking objects, provides a combat interaction performance, and sends the combat interaction performance to at least one client for display.
  • the combat interaction performance includes one or more of attack actions, special effects, attacked actions, and damage data of the game object;
  • the combat interaction performance further includes the attack radius.
  • the interactive control system further includes:
  • the compensation module obtains the object upper limit of each game group and the current number of game objects. When the current number is less than the object upper limit, the compensation module controls the center of the object with the game object to compensate the game object to the game group.
  • the present invention also discloses an interaction control method for game objects, which is used to control the interaction of at least one game group including at least two game objects, and the interaction control method includes the following steps:
  • the collision module assigns a collision attribute to each game object, and the collision attribute includes at least one or more of the game object's mass, radius, and repulsion coefficient;
  • the moving module receives a moving instruction pointing to the game group, and moves to a moving target;
  • the interaction module calculates the repulsive force of each game object based on the collision attribute, and represents the interaction form of the game object based on the repulsive force;
  • the interaction module uses the center of the game group as the center and the first length as the radius to make a group circle.
  • the control collision module assigns the center of the circle to the game object. 's restoring force to control the return of game objects to the game group.
  • the present invention further discloses a server, including the above-mentioned interactive control system.
  • the present invention further discloses a computer-readable storage medium on which a computer program is stored, and when the computer program is executed by a processor, the above steps are implemented.
  • the battle scene is sent from the server to the client in real time, and played by the client in real time. Even in the scene of multi-player operation, the performance is stable and the frame is not stuck;
  • FIG. 1 is a schematic structural diagram of an interactive control system for game objects in accordance with a preferred embodiment of the present invention
  • FIG. 2 is a schematic flowchart of a method for interactive control of game objects in accordance with a preferred embodiment of the present invention.
  • first, second, third, etc. may be used in this disclosure to describe various pieces of information, such information should not be limited by these terms. These terms are only used to distinguish the same type of information from each other.
  • first information may also be referred to as the second information, and similarly, the second information may also be referred to as the first information, without departing from the scope of the present disclosure.
  • word "if” as used herein can be interpreted as "at the time of” or "when” or "in response to determining.”
  • FIG. 1 it is a schematic structural diagram of an interactive control system for game objects in accordance with a preferred embodiment of the present invention.
  • the interactive control system is used to change the received game object when a user uses a smart terminal or client.
  • the expression, that is, controlling the interaction of at least one game group including at least two game objects, specifically, the interaction control system includes:
  • the collision module is a module set in the interactive control system to define and simulate the physical performance of the game object, so that the game object interacts according to the expectations of the game application program designer during the moving process. Therefore, a collision module is associated with and points to each game object, and assigns a collision attribute to each game object, and the collision attribute will determine the physical appearance of the game object.
  • the collision attribute is that the actual physical model of the game object is smaller than the interactive outline of the game object
  • the user will find that the partial model of the game object overlaps with the partial models of other game objects when moving the game object; and when the collision attribute is the game object's partial model
  • the actual physical model is larger than the interactive outline of the game object
  • the user will find that other game objects are close to the game object when moving the game object, and the actual scene will deform and retreat due to collision. That is, the change of the collision attribute given by the collision module to the game object will result in different interactive performance of the game object.
  • the collision attribute includes at least one or more of the deformation size, mass, radius, and repulsion coefficient of the game object.
  • the moving module is set in the interactive control system and is an instruction issuing module for moving the game object.
  • the mobile module is connected to a module that can receive user operations, such as a display module.
  • the user's operations on the display module will be recognized by the mobile module, and the game object will be moved to a moving target according to the movement instruction directed to the game group. That is, the position in the stationary state when moving is the starting point of movement of the game object, and the final position in the user's movement instruction is the desired moving target.
  • the interaction control module also includes an interaction module connected to the collision module.
  • the repulsive force of each game object based on the collision attribute is calculated.
  • the force exerted by other game objects in contact is opposite to the moving direction of other game objects, that is, the force that pushes other game objects outward, and the existence of repulsive force can prevent the phenomenon of mold penetration between game objects.
  • the configuration of the collision attribute in the existing strategy game application program is limited to the game group, and cannot be refined to each game object in the game group.
  • the interaction module calculates the repulsive force of each game object, the interaction form of each game object is represented based on the repulsive force of each game object.
  • the interaction module is connected with the moving module, and sends an instruction to the moving module to inform the moving module of the interaction mode that the game object should display during the movement of the game object.
  • the game objects in it move at different speeds, so that when the game group reaches the moving target, some game objects may have reached the moving target. target, while some game objects are still moving.
  • the game group is considered to have reached the moving target, and secondly, the center of the game group (such as the center of all game objects that have arrived, the inherent Center, etc.) is the center of the circle, and the first length (which can be greater than or equal to the maximum width of the original game group, depending on the arrangement of the game objects) is the radius to make a group circle.
  • the game objects located outside the group circle The instruction given by the interaction module to the collision module is used to control the collision module to issue an instruction to the game object, and apply a restoring force pointing to the center of the circle, thereby accelerating the control of the game object to return to the game group.
  • the game objects in the game group can follow the bird flock algorithm to simulate the movement trajectory of the bird flock, which is more in line with the real state of marching.
  • the setting of the restoring force it is ensured that all game objects in the game group maintain the same aggregation state before and after the move.
  • each game object has an independent collision design, and the interactive performance of the game objects in the same game group passing through the mold will no longer appear, or when different game groups move and attack, different game objects will not appear. Molding situation.
  • the interaction module will calculate the repulsive force between game objects according to the following formula:
  • game object A and game object B have their own repulsive force due to each other's repulsive force and the motion relationship that is close to each other, in order to simulate the interactive performance of the object's repulsive force.
  • the size of the deformation is the change in the shape of the game object A and the game object B when each receives an external force.
  • game object A collides with game object B the size of the deformation between the two is the same.
  • the repulsive force on the opponent is greater, such as tanks, chariots, etc.
  • the model represented by the game object is formed by objects with less rigidity.
  • its repulsive force on the opponent is smaller, such as infantry, cavalry, etc.
  • the repulsion coefficient is used to describe the rigidity of the game object.
  • the interaction module will also calculate the repulsive force between game objects in the same game group, namely the first repulsive force, and the repulsive force between different game objects in different game groups, that is, the second repulsive force. After the calculation of the magnitudes of the above two repulsive forces is completed, the resultant repulsive force of the two is calculated according to the magnitudes of the first and second repulsive forces generated.
  • the first repulsive force is the force of the game object away from the center of the game group where it is located
  • the second repulsive force is the force of the game object toward the center of the game group where it is located
  • the first repulsive force is the force that the game object is away from the center of the game group where it is located
  • the second repulsive force is the force tangential to the side edge of the game group
  • the interactive control module further includes:
  • the combat module receives an attack instruction, and the attack instruction includes an attacking game group and an attacked game group.
  • the attacking game group is the game group that launched the attack, and the attacked game group is the attacked game group.
  • the combat module controls the attacking game group to fight against the attacked game group according to the attack instruction.
  • the combat module randomly or directionally selects the attacked game group for each game object in the attacking game group.
  • a game object is the attack object.
  • the random designation is the random attack object, which provides randomness for game applications
  • the directional designation is to launch an attack on the opponent in a targeted manner to achieve the best attack effect (the directional selection logic , which can be a pre-configured restraint relationship, etc.).
  • the interaction module is connected with the battle module, and will receive the relationship between the above-mentioned attack objects between the two groups, and provide a battle interaction performance. 0.1 seconds, 0.25 seconds, etc., synchronize the results of the battle data to at least one client connected to the battle server, and each client will play the corresponding battle interaction performance for the selected game group, such as attack actions, special effects, Actions, special effects, damage floating characters, death effects, etc., for another example, each game object also has an independent health bar display that can continue to be active.
  • the game object may have a group damage effect, that is, when the combat module directionally selects at least two game objects in the attacked game object group as attack objects for the attacking game object, the combat interaction performance also includes the game object.
  • the attack radius of the object all attacked game objects within this attack radius will be attacked.
  • the skill damage that can be issued by the attacking game objects in the attacking game group is calculated in the following way:
  • the radius constant is pre-configured data, or the ratio of the attacked game object station to the attacked game group, etc.
  • the attack damage received by all attacked game objects within the attack radius can be calculated by the following formula:
  • the interactive control system further includes:
  • the compensation module is set in the interactive control system, and it will obtain the upper limit of objects of each game group and the current number of game objects.
  • the upper limit of the object is the maximum number of infantry, cavalry, etc. in the army.
  • the current number is the number of infantry and cavalry currently in the unit.
  • the compensation module controls the center of the object with the game object to compensate the game object to the game group, that is, in the movement of the game group During the process, if the number of game objects in the game group does not reach the upper limit, the base to which the game group belongs will send the difference between the two (to be produced first) to the game group to which it belongs, and then move to the game group. Enter after the group and participate in the next move and battle. That is to say, after the attrition occurs in the game group, the base can immediately make compensation. As a result, the user can control the game group more freely, giving the user a high degree of freedom of experience.
  • the present invention also shows a 7. interactive control method for game objects, which is used to control the interaction of at least one game group including at least two game objects. It is characterized in that, the interaction control method includes the following steps:
  • the collision module assigns a collision attribute to each game object, and the collision attribute includes at least one or more of the game object's mass, radius, and repulsion coefficient;
  • the moving module receives a moving instruction pointing to the game group, and moves to a moving target;
  • the interaction module calculates the repulsive force of each game object based on the collision attribute, and represents the interaction form of the game object based on the repulsive force;
  • the interaction module uses the center of the game group as the center and the first length as the radius to form a group circle, and when the game object is located outside the group circle, the control collision module assigns the game object a The restoring force pointing to the center of the circle controls the return of the game object to the game group.
  • the present invention also discloses a server, which includes the interactive control system shown in any of the above embodiments, and also discloses a computer-readable storage medium on which a computer program is stored, and when the computer program is executed by the processor Implement the steps described above.
  • Clients can be implemented in various forms.
  • the terminals described in the present invention may include clients such as mobile phones, smart phones, notebook computers, PDAs (Personal Digital Assistants), PADs (Tablet Computers), PMPs (Portable Multimedia Players), navigation devices, etc., as well as clients such as Stationary terminals for digital TVs, desktop computers, etc.
  • clients such as mobile phones, smart phones, notebook computers, PDAs (Personal Digital Assistants), PADs (Tablet Computers), PMPs (Portable Multimedia Players), navigation devices, etc.
  • clients such as Stationary terminals for digital TVs, desktop computers, etc.
  • the terminal is the client.
  • the configuration according to the embodiments of the present invention can also be applied to stationary type terminals, in addition to elements especially for mobile purposes.

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Abstract

一种游戏对象的交互控制系统、方法、服务器及计算机可读存储介质,交互控制系统包括:碰撞模块,向每一游戏对象赋予一碰撞属性;移动模块,接收指向游戏群组的移动指令,向一移动目标移动;交互模块,与碰撞模块连接,计算基于碰撞属性的每一游戏对象的排斥力,并表示基于排斥力下游戏对象的交互形式,及,与移动模块连接,当游戏群组移动到移动目标时,以游戏群组的中心为圆心、第一长度为半径作群组圆,当游戏对象位于群组圆外时,控制碰撞模块向游戏对象赋予指向圆心的回复力以控制游戏对象回归至游戏群组。用户的使用体验更为真实,游戏对象的战斗表现和逻辑更具有代入感。

Description

游戏对象的交互控制系统、方法、服务器及计算机可读存储介质 技术领域
本发明涉及软件领域,尤其涉及一种游戏对象的交互控制系统、方法、服务器及计算机可读存储介质。
背景技术
随着人们生活水平的日益提高,对于精神层面的需求越发增多,因此,游戏成为许多人在工作之余的选择,为自己带来消遣。
游戏中通产具有作为用户控制对象的游戏对象,为模拟游戏对象的真实性,游戏对象的移动、动作等都尽量符合实际物理规律。以策略战棋类游戏为例,游戏对象为战斗部队,发生在大地图上的战斗体验是以部队作为基础载体的,按照每支部队为载体进行战斗表现及逻辑计算。战斗部队是指玩家能够直接控制的一个兵种群组,每个部队可以包含多个单位,每支部队有整体属性。当部队之间发生战斗时,部队之间的战斗表现常出现部队的内单元之间有穿插或穿模的现象,当此现象出现时,将不符合实际情况,降低用户的游戏体验。此外,战斗过程也不够真实,进一步降低了用户应用游戏类应用程序时的感受。
因此,需要一种新型的游戏对象的交互控制系统,可赋予部队内的每一作战单位真实且独立的碰撞参数,给用户更加真实的应用体验。
发明内容
为了克服上述技术缺陷,本发明的目的在于提供一种游戏对象的交互控制系统、方法、服务器及计算机可读存储介质,用户的使用体验更为真实,游戏对象的战斗表现和逻辑更具有代入感。
本发明公开了一种游戏对象的交互控制系统,用于控制包括至少两个游戏对象的至少一个游戏群组的交互,交互控制系统包括:
碰撞模块,向每一游戏对象赋予一碰撞属性,碰撞属性包括游戏对象的形变大小、质量、半径、斥力系数中的至少一种或多种;
移动模块,接收指向游戏群组的移动指令,向一移动目标移动;
交互模块,与碰撞模块连接,计算基于碰撞属性的每一游戏对象的排斥力,并表示基于排斥力下游戏对象的交互形式,及,与移动模块连接,当游戏群组移动到移动目标时,以游戏群组的中心为圆心、第一长度为半径作群组圆,当游戏对象位于群组圆外时,控制碰撞模块向游戏对象赋予指向圆心的回复力以控制游戏对象回归至游戏群组。
优选地,交互模块根据以下公式:排斥力=形变大小*斥力系数*方向/质量,计算排斥力,其中形变大小为不同游戏对象的轮廓接触下的轮廓形变值;
斥力系数为每一游戏对象的斥力表现;
质量为游戏对象所接触的相对游戏对象的质量。
优选地,交互模块计算每一游戏对象与同一游戏群组内的其他游戏对象的第一排斥力,及与不同游戏群组内的游戏对象的第二排斥力,并计算基于第一排斥力和第二排斥力的排斥合力;
交互模块根据排斥合力,表示游戏对象的交互形式时,模拟游戏对象于排斥合力下的移动,使得同一/不同游戏群组内的游戏对象不穿模。
优选地,交互控制系统还包括:
战斗模块,接收指向攻击游戏群组和被攻击游戏群组的攻击指令,控制攻击游戏群组与被攻击游戏群组战斗,其中,战斗模块为攻击游戏群组内的每一游戏对象随机或指向性地选择被攻击游戏群组内的一游戏对象为攻击对象;
交互模块与战斗模块连接,接收攻击对象的关系,提供一战斗交互表现,并将战斗交互表现发送至至少一个客户端供展示。
优选地,战斗交互表现包括游戏对象的攻击动作、特效、受击动作、伤害数据中的一种或多种;
当战斗模块为攻击游戏群组内的游戏对象指向性地选择被攻击游戏群组内的至少两个游戏对象为攻击对象时,战斗交互表现还包括攻击半径。
优选地,交互控制系统还包括:
补偿模块,获取每一游戏群组的对象上限及游戏对象的当前数量,当当前数量小于对象上限时,补偿模块控制具有游戏对象的对象中心向游戏群组补偿游戏对象。
本发明还公开了一种游戏对象的交互控制方法,用于控制包括至少两个游戏对象的 至少一个游戏群组的交互,交互控制方法包括以下步骤:
碰撞模块向每一游戏对象赋予一碰撞属性,碰撞属性包括游戏对象的质量、半径、斥力系数中的至少一种或多种;
移动模块接收指向游戏群组的移动指令,向一移动目标移动;
交互模块计算基于碰撞属性的每一游戏对象的排斥力,并表示基于排斥力下游戏对象的交互形式;
当游戏群组移动到移动目标时,交互模块以游戏群组的中心为圆心、第一长度为半径作群组圆,当游戏对象位于群组圆外时,控制碰撞模块向游戏对象赋予指向圆心的回复力以控制游戏对象回归至游戏群组。
本发明又公开了一种服务器,包括如上所述的交互控制系统。
本发明又公开了一种计算机可读存储介质,其上存储有计算机程序,计算机程序被处理器执行时实现如上所述的步骤。
采用了上述技术方案后,与现有技术相比,具有以下有益效果:
1.游戏群组内的多个游戏对象均具有物理模型及碰撞参数,多个游戏群组战斗时的战斗场景真实且无穿模现象;
2.类似于鸟群移动的移动方式给予用户更真实的游戏群组行军体验;
3.战斗场景自服务器实时发送至客户端,由客户端实时播放,即便在多人操作的场景下,也表现稳定不卡帧;
4.实时补充游戏对象的机制使得用户对游戏群组的控制更自由。
附图说明
图1为符合本发明一优选实施例中游戏对象的交互控制系统的结构示意图;
图2为符合本发明一优选实施例中游戏对象的交互控制方法的流程示意图。
具体实施方式
以下结合附图与具体实施例进一步阐述本发明的优点。
这里将详细地对示例性实施例进行说明,其示例表示在附图中。下面的描述涉及附图时,除非另有表示,不同附图中的相同数字表示相同或相似的要素。以下示例性实施例中所描述的实施方式并不代表与本公开相一致的所有实施方式。相反,它们仅是与如所附权利要求书中所详述的、本公开的一些方面相一致的装置和方法的例子。
在本公开使用的术语是仅仅出于描述特定实施例的目的,而非旨在限制本公开。在本公开和所附权利要求书中所使用的单数形式的“一种”、“所述”和“该”也旨在包括多数形式,除非上下文清楚地表示其他含义。还应当理解,本文中使用的术语“和/或”是指并包含一个或多个相关联的列出项目的任何或所有可能组合。
应当理解,尽管在本公开可能采用术语第一、第二、第三等来描述各种信息,但这些信息不应限于这些术语。这些术语仅用来将同一类型的信息彼此区分开。例如,在不脱离本公开范围的情况下,第一信息也可以被称为第二信息,类似地,第二信息也可以被称为第一信息。取决于语境,如在此所使用的词语“如果”可以被解释成为“在……时”或“当……时”或“响应于确定”。
在本发明的描述中,需要理解的是,术语“纵向”、“横向”、“上”、“下”、“前”、“后”、“左”、“右”、“竖直”、“水平”、“顶”、“底”“内”、“外”等指示的方位或位置关系为基于附图所示的方位或位置关系,仅是为了便于描述本发明和简化描述,而不是指示或暗示所指的装置或元件必须具有特定的方位、以特定的方位构造和操作,因此不能理解为对本发明的限制。
在本发明的描述中,除非另有规定和限定,需要说明的是,术语“安装”、“相连”、“连接”应做广义理解,例如,可以是机械连接或电连接,也可以是两个元件内部的连通,可以是直接相连,也可以通过中间媒介间接相连,对于本领域的普通技术人员而言,可以根据具体情况理解上述术语的具体含义。
在后续的描述中,使用用于表示元件的诸如“模块”、“部件”或“单元”的后缀仅为了有利于本发明的说明,其本身并没有特定的意义。因此,“模块”与“部件”可以混合地使用。
参阅图1,为符合本发明一优选实施例中游戏对象的交互控制系统的结构示意图,在该实施例中,交互控制系统用于改变用户使用智能终端或客户端时,接收到的游戏对象的表现方式,即控制包括至少两个游戏对象的至少一个游戏群组的交互,具体地,交互控制系统包括:
-碰撞模块
碰撞模块为设置在交互控制系统内,对游戏对象的物理表现进行限定和模拟的模块,使得游戏对象在移动过程中按照游戏应用程序设计者的期望交互。因此,碰撞模块与每一游戏对象关联并指向,向每一游戏对象赋予一碰撞属性,该碰撞属性将决定游戏对象的物理表现。例如当该碰撞属性为游戏对象的实际物理模型小于游戏对象的交互轮廓时,用户在移动游戏对象时将发现游戏对象的部分模型与其他游戏对象的部分模型重合;而 当碰撞属性为游戏对象的实际物理模型大于游戏对象的交互轮廓时,用户在移动游戏对象时将发现其他游戏对象在接近游戏对象时,便将出现实际场景中因碰撞而发生形变、后退等表现。也即,碰撞模块向游戏对象赋予的碰撞属性的变化,将造成游戏对象的不同交互表现。具体地,碰撞属性包括游戏对象的形变大小、质量、半径、斥力系数中的至少一种或多种。
-移动模块
移动模块为设置在交互控制系统内,移动游戏对象的指令发出模块。移动模块与可接收用户操作的模块,如显示模块等连接,用户在显示模块上的操作将被移动模块识别,并按照指向于游戏群组的移动指令,将游戏对象向一移动目标移动。也即,移动时处于静止状态下的位置为游戏对象的移动起点,用户移动指令内最终位置为期望的移动目标。
-交互模块
在交互控制模块内,还包括与碰撞模块连接的交互模块,对于碰撞模块对游戏对象赋予的碰撞属性,计算基于碰撞属性的每一游戏对象的排斥力,该排斥力为游戏对象对靠近的、接触的其他游戏对象所施加的反向于其他游戏对象移动方向的力,即将其他游戏对象往外推动的力,排斥力的存在,便可防止游戏对象间出现穿模现象。可以理解的是,现有策略类游戏应用程序内对于碰撞属性的配置,仅局限于游戏群组,无法精细化至游戏群组内的各游戏对象。而本实施例中交互模块计算所得每一游戏对象的排斥力后,将基于每一游戏对象的排斥力表示各游戏对象的交互形式。例如,同一游戏群组内的游戏对象在移动过程中接近时,基于该排斥力,游戏对象间将分隔(排斥力越大,或产生排斥力的距离越大时,游戏对象分隔越远,反之亦然)。进一步地,交互模块与移动模块连接,向移动模块发送指令,告知移动模块对游戏对象的移动过程中游戏对象所应展现的交互方式。为更为真实的表现出与实际队伍行军中相同的模样,游戏群组在移动时,其内的游戏对象移动速度不一,导致游戏群组到达移动目标时,可能出现部分游戏对象已抵达移动目标,而部分游戏对象仍处在移动过程中。对此,当一个或多个游戏对象抵达移动目标时,首先视游戏群组已抵达该移动目标,其次将以游戏群组的中心(如已抵达的所有游戏对象的中心、游戏群组的固有中心等)为圆心,第一长度(可大于或等于原游戏群组的最大宽度,视游戏对象的疏密度排列而定)为半径作群组圆,此时,位于群组圆外的游戏对象将被交互模块向碰撞模块赋予的指令,以控制碰撞模块向游戏对象下发指令,施加一指向圆心的回复力,从而加速控制游戏对象回归至游戏群组。具有该配置下,游戏群组中的游戏对象均可遵循鸟群算法,模拟鸟群的运动轨迹,更为符合现 实中行军的状态。此外,通过回复力的设置,保证移动前和移动后游戏群组内所有游戏对象保持相同的聚拢状态。
采用上述技术方案后,每一游戏对象具有独立的碰撞设计,不会再出现同一游戏群组内游戏对象穿模的交互表现,或是不同游戏群组在进行移动、攻击时,不同的游戏对象穿模的情况。
一优选实施例中,交互模块将根据以下公式计算游戏对象间的排斥力:
排斥力=形变大小*斥力系数*方向/质量
以游戏对象A与游戏对象B在具有各自的排斥力为例,游戏对象A和游戏对象B由于对方的排斥力,以及相互靠近的运动关系下,为模拟受到对象的排斥力而出现的交互表现,上述公式中,形变大小为游戏对象A与游戏对象B各自受到外力时出现的形状的变化。当游戏对象A与游戏对象B发生碰撞时,两者之间产生的形变大小是一致的。但是,由于斥力系数的存在,游戏对象所代表的模型更接近刚体时,其对对方产生的排斥力更大,如坦克、战车等,而游戏对象所代表模型由刚度较小的物体形成时,其对对方产生的排斥力更小,如步兵、骑兵等。斥力系数正是用于刻画游戏对象刚体程度。通过上述排斥力的计算公式,可表现出形变较小就能产生较大排斥力、质量很大很难被推动的坦克,以及形变较大才能有效产生排斥力、尺量很小很容易被推动的、行动灵活的步兵。
又一优选实施例中,交互模块还将计算同一游戏群组内的游戏对象间的排斥力,即第一排斥力,以及不同游戏群组内的不同游戏对象间的排斥力,即第二排斥力,上述两排斥力的大小计算完毕后,再根据所产生的第一排斥力和第二排斥力的大小,计算两者的排斥合力。例如,第一排斥力为游戏对象远离自身所在游戏群组中心的力,第二排斥力为游戏对象朝向自身所在游戏群组中心的力,且第二排斥力大于第一排斥力时,游戏对象将向自身所在游戏群组中心移动,再如,第一排斥力为游戏对象远离自身所在游戏群组中心的力,第二排斥力为切向于游戏群组侧缘的力,则游戏对象将沿斜向移动,几乎完全与真实情况下的碰撞情况一致。也就是说,交互模块将根据排斥合力,表示游戏对象的交互形式时,模拟游戏对象在排斥合力下的移动,使得同一/不同游戏群组内的游戏对象不穿模。
又一优选实施例中,交互控制模块还包括有:
-战斗模块
战斗模块接收一攻击指令,攻击指令内包括攻击游戏群组和被攻击游戏群组,攻击 游戏群组即为发起进攻的游戏群组,而被攻击游戏群组即为受到攻击的游戏群组,战斗模块根据该攻击指令,控制攻击游戏群组与被攻击游戏群组战斗,战斗时,战斗模块将为攻击游戏群组内的每一游戏对象随机或指向性地选择被攻击游戏群组内的一游戏对象为攻击对象。其中随机指定,即为随机攻击对象,为游戏类应用程序提供随机性,而指向性指定,则为具有针对性对向对方发起进攻,以起到最佳的攻击效果(该指向性的选择逻辑,可以是预先配置的克制关系等)。此外,战斗过程中,交互模块与战斗模块连接,将接收两群组间的上述攻击对象的关系,并提供一战斗交互表现,例如,战斗模块以战斗服务器的形式表现,每隔一周期,如0.1秒、0.25秒等,将战斗数据的结果同步至与战斗服务器连接的至少一个客户端,每一客户端则针对选中的游戏群组播放对应的战斗交互表现,例如,攻击动作、特效、受击动作、特效、伤害飘字、死亡效果等,再如,每一游戏对象也具有独立的血条展示可继续活跃的性质。
可以理解的是,由于游戏对象可能具有群体伤害效果,即战斗模块为攻击游戏对象指向性地选择被攻击游戏对象群组内的至少两个游戏对象为攻击对象时,战斗交互表现还包括该游戏对象的攻击半径,位于该攻击半径内的所有被攻击游戏对象均将被攻击到。进一步地,攻击游戏群组内的攻击游戏对象可发出的功力伤害通过以下方式计算:
伤害=单发伤害(武器)*[(杀伤半径(子弹)/半径常数)^2]
上述公式中,半径常数为预先配置的数据,或被攻击游戏对象站被攻击游戏群组的比例等。
而位于该攻击半径内的所有被攻击游戏对象所接收到的攻击伤害可通过以下公式计算:
实际伤害=攻击游戏对象输出的群体伤害(单发子弹)/(1+被攻击游戏对象的抵抗爆炸伤害属性/AOE抗性常数)。
又一优选或可选实施例中,交互控制系统还包括:
-补偿模块
补偿模块设于交互控制系统内,其将获取每一游戏群组的对象上限及游戏对象的当前数量,以战斗类游戏应用程为例,对象上限则为部队内最多步兵、骑兵等的数量,而当前数量则为部队内当前具有的步兵、骑兵的数量,当当前数量小于对象上限时,补偿模块控制具有游戏对象的对象中心向游戏群组补偿游戏对象,也即,在游戏群组的移动过程中,若游戏群组内的游戏对象的数量未达到上限,游戏群组所归属的基地将派两者的差值(首先需生产)向所属的游戏群组移动,并在移动到游戏群组后进入,参与接下 来的移动和战斗,也就是说,游戏群组内出现减员后,可立即让基地补偿。由此,用户对游戏群组的控制更为自由,赋予用户高自由度的体验。
参阅图2,本发明还示出了一种7.游戏对象的交互控制方法,用于控制包括至少两个游戏对象的至少一个游戏群组的交互,其特征在于,交互控制方法包括以下步骤:
S100:碰撞模块向每一游戏对象赋予一碰撞属性,碰撞属性包括游戏对象的质量、半径、斥力系数中的至少一种或多种;
S200:移动模块接收指向游戏群组的移动指令,向一移动目标移动;
S300:交互模块计算基于碰撞属性的每一游戏对象的排斥力,并表示基于排斥力下游戏对象的交互形式;
S400:当游戏群组移动到移动目标时,交互模块以游戏群组的中心为圆心、第一长度为半径作群组圆,当游戏对象位于群组圆外时,控制碰撞模块向游戏对象赋予指向圆心的回复力以控制游戏对象回归至游戏群组。
本发明还公开了一种服务器,服务器包括如上任一实施例中所示的交互控制系统,以及还公开了一种计算机可读存储介质,其上存储有计算机程序,计算机程序被处理器执行时实现如上所述的步骤。
客户端可以以各种形式来实施。例如,本发明中描述的终端可以包括诸如移动电话、智能电话、笔记本电脑、PDA(个人数字助理)、PAD(平板电脑)、PMP(便携式多媒体播放器)、导航装置等等的客户端以及诸如数字TV、台式计算机等等的固定终端。下面,假设终端是客户端。然而,本领域技术人员将理解的是,除了特别用于移动目的的元件之外,根据本发明的实施方式的构造也能够应用于固定类型的终端。
应当注意的是,本发明的实施例有较佳的实施性,且并非对本发明作任何形式的限制,任何熟悉该领域的技术人员可能利用上述揭示的技术内容变更或修饰为等同的有效实施例,但凡未脱离本发明技术方案的内容,依据本发明的技术实质对以上实施例所作的任何修改或等同变化及修饰,均仍属于本发明技术方案的范围内。

Claims (9)

  1. 一种游戏对象的交互控制系统,用于控制包括至少两个游戏对象的至少一个游戏群组的交互,其特征在于,所述交互控制系统包括:
    碰撞模块,向每一游戏对象赋予一碰撞属性,所述碰撞属性包括所述游戏对象的形变大小、质量、半径、斥力系数中的至少一种或多种;
    移动模块,接收指向所述游戏群组的移动指令,向一移动目标移动;
    交互模块,与所述碰撞模块连接,计算基于所述碰撞属性的每一游戏对象的排斥力,并表示基于所述排斥力下所述游戏对象的交互形式,及,与所述移动模块连接,当所述游戏群组移动到所述移动目标时,以所述游戏群组的中心为圆心、第一长度为半径作群组圆,当所述游戏对象位于所述群组圆外时,控制所述碰撞模块向所述游戏对象赋予指向所述圆心的回复力以控制所述游戏对象回归至所述游戏群组。
  2. 如权利要求1所述的交互控制系统,其特征在于,
    所述交互模块根据以下公式:排斥力=形变大小*斥力系数*方向/质量,计算所述排斥力,其中所述形变大小为不同游戏对象的轮廓接触下的轮廓形变值;
    所述斥力系数为每一游戏对象的斥力表现;
    所述质量为游戏对象所接触的相对游戏对象的质量。
  3. 如权利要求1所述的交互控制系统,其特征在于,
    所述交互模块计算每一游戏对象与同一游戏群组内的其他游戏对象的第一排斥力,及与不同游戏群组内的游戏对象的第二排斥力,并计算基于所述第一排斥力和第二排斥力的排斥合力;
    所述交互模块根据所述排斥合力,表示所述游戏对象的交互形式时,模拟所述游戏对象于所述排斥合力下的移动,使得同一/不同游戏群组内的游戏对象不穿模。
  4. 如权利要求1所述的交互控制系统,其特征在于,所述交互控制系统还包括:
    战斗模块,接收指向攻击游戏群组和被攻击游戏群组的攻击指令,控制攻击游戏群组与被攻击游戏群组战斗,其中,所述战斗模块为攻击游戏群组内的每一游戏对象随机或指向性地选择被攻击游戏群组内的一游戏对象为攻击对象;
    所述交互模块与所述战斗模块连接,接收攻击对象的关系,提供一战斗交互表现,并将所述战斗交互表现发送至至少一个客户端供展示。
  5. 如权利要求4所述的交互控制系统,其特征在于,
    所述战斗交互表现包括游戏对象的攻击动作、特效、受击动作、伤害数据中的一种或多种;
    当所述战斗模块为攻击游戏群组内的游戏对象指向性地选择被攻击游戏群组内的至少两个游戏对象为攻击对象时,所述战斗交互表现还包括攻击半径。
  6. 如权利要求1所述的交互控制系统,其特征在于,所述交互控制系统还包括:
    补偿模块,获取每一游戏群组的对象上限及游戏对象的当前数量,当所述当前数量小于所述对象上限时,所述补偿模块控制具有游戏对象的对象中心向游戏群组补偿游戏对象。
  7. 一种游戏对象的交互控制方法,用于控制包括至少两个游戏对象的至少一个游戏群组的交互,其特征在于,所述交互控制方法包括以下步骤:
    碰撞模块向每一游戏对象赋予一碰撞属性,所述碰撞属性包括所述游戏对象的质量、半径、斥力系数中的至少一种或多种;
    移动模块接收指向所述游戏群组的移动指令,向一移动目标移动;
    交互模块计算基于所述碰撞属性的每一游戏对象的排斥力,并表示基于所述排斥力下所述游戏对象的交互形式;
    当所述游戏群组移动到所述移动目标时,所述交互模块以所述游戏群组的中心为圆心、第一长度为半径作群组圆,当所述游戏对象位于所述群组圆外时,控制所述碰撞模块向所述游戏对象赋予指向所述圆心的回复力以控制所述游戏对象回归至所述游戏群组。
  8. 一种服务器,其特征在于,包括如权利要求1-6任一项所述的交互控制系统。
  9. 一种计算机可读存储介质,其上存储有计算机程序,其特征在于,所述计算机程序被处理器执行时实现如权利要求7所述的步骤。
PCT/CN2020/106929 2020-08-05 2020-08-05 游戏对象的交互控制系统、方法、服务器及计算机可读存储介质 WO2022027262A1 (zh)

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