DETAILED DESCRIPTION OF EMBODIMENT (S) OF INVENTION
Example embodiments will now be described more fully with reference to the accompanying drawings. Example embodiments may, however, be embodied in many different forms and should not be construed as limited to the embodiments set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concept of example embodiments to those skilled in the art. The same reference numerals denote the same or similar parts in the drawings, and thus, a repetitive description thereof will be omitted.
Furthermore, the described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to provide a thorough understanding of embodiments of the invention. One skilled in the relevant art will recognize, however, that the invention may be practiced without one or more of the specific details, or with other methods, components, devices, steps, and so forth. In other instances, well-known methods, devices, implementations or operations have not been shown or described in detail to avoid obscuring aspects of the invention.
The block diagrams shown in the figures are functional entities only and do not necessarily correspond to physically separate entities. I.e. these functional entities may be implemented in the form of software, or in one or more hardware modules or integrated circuits, or in different networks and/or processor means and/or microcontroller means.
The flow charts shown in the drawings are merely illustrative and do not necessarily include all of the contents and operations/steps, nor do they necessarily have to be performed in the order described. For example, some operations/steps may be decomposed, and some operations/steps may be combined or partially combined, so that the actual execution sequence may be changed according to the actual situation.
It will be understood that, although the terms first, second, third, etc. may be used herein to describe various components, these components should not be limited by these terms. These terms are used to distinguish one element from another. Thus, a first component discussed below may be termed a second component without departing from the teachings of the disclosed concept. As used herein, the term "and/or" includes any and all combinations of one or more of the associated listed items.
It will be appreciated by those skilled in the art that the drawings are merely schematic representations of exemplary embodiments, and that the blocks or flow charts in the drawings are not necessarily required to practice the present invention and are, therefore, not intended to limit the scope of the present invention.
The following detailed description of exemplary embodiments of the disclosure refers to the accompanying drawings.
FIG. 1 is a flow chart illustrating a method of obtaining position coordinates of a virtual gaming object, according to an exemplary embodiment.
As shown in fig. 1, in S102, a game scene and at least one vehicle are generated by rendering, and the vehicle can mount a virtual game object in a virtual game. In the embodiment of the invention, the game scene and the vehicles are generated through rendering, and a plurality of vehicles can be contained in the same game scene. The vehicle is a moving and fighting auxiliary device in the virtual game, and most of the virtual games have set playing methods, and a player can obtain some additional game experience by using the vehicle.
In S104, a first type coordinate system is assigned to the game scene. For the rendered game scene, a coordinate system is assigned, which may be, for example, a first type coordinate system, and for a game scene, the first type coordinate system may be used as a base coordinate system, i.e., an absolute coordinate system. An absolute coordinate system is a coordinate system where all coordinates are based on a description of the location of a fixed coordinate system origin. An absolute coordinate is a fixed coordinate position with which the coordinates of the point input do not differ from one reference object to another.
In S106, a second type coordinate system is respectively assigned to each of the at least one vehicle. The vehicles in the game scene are respectively assigned with a second type coordinate system, which may be a relative coordinate system, for example, and the coordinate systems are divided into an absolute coordinate system and a relative coordinate system according to the difference of the reference values. Relative coordinate system means relative to an absolute coordinate system, relative coordinate system referring to a coordinate system relative to the coordinate position of a previous point. If a plurality of vehicles exist in the scene, a second type coordinate system (relative coordinate) is respectively allocated to the plurality of vehicles. Due to the different positions of the multiple vehicles in the scene, the assigned relative coordinate systems are also different. For example, if there are vehicles on a vehicle, the coordinate system of the vehicle above the vehicle may be the relative coordinate system of the vehicle below the vehicle close to the spatial position. Based on the spatial position relationship between the vehicles, a hierarchical structure of relative coordinate systems can be generated, for example. The invention is not limited thereto.
In S108, the second type of coordinates of the virtual game object in the current carrier is obtained in real time, where the second type of coordinates is the coordinates of the virtual game object in the second type of coordinate system of the current carrier. When the virtual game object is positioned in the carrier, the coordinate system corresponding to the carrier is used for distributing the coordinate to the virtual game object. For example, when the virtual game object is located in a plurality of vehicles, different coordinates may be respectively allocated to the virtual game object according to different second coordinate systems corresponding to the plurality of vehicles.
In S110, a first type of coordinate of the vehicle currently carried by the virtual game object is obtained in real time, where the first type of coordinate is a coordinate of the vehicle currently carried by the virtual game object in a first type of coordinate system. The coordinates of the virtual game object in the current scene may be obtained in real time, for example.
In S112, the first type coordinates of the virtual game object are calculated according to the second type coordinates of the virtual game object on the current carrier obtained in real time and the first type coordinates of the virtual game object on the current carrier.
According to the method for acquiring the position coordinates of the virtual game object, the movement and the fighting expression of the riding object on the carriers, among the carriers and between the carriers and the scene are realized through the mutual conversion among different coordinate systems.
It should be clearly understood that the present disclosure describes how to make and use particular examples, but the principles of the present disclosure are not limited to any details of these examples. Rather, these principles can be applied to many other embodiments based on the teachings of the present disclosure.
In an exemplary embodiment of the present disclosure, the virtual game object operates according to the first type coordinate system when located in the scene; and when the virtual game object is positioned on any carrier of the at least one carrier, operating according to a second type coordinate system corresponding to the any carrier. For example, a virtual game object operates according to first-class coordinates, i.e., absolute coordinates, when located in a scene; and when the virtual game object is positioned in the carrier, operating according to the second type of coordinate, namely the relative coordinate. In a conventional carrier system, a carrier and a riding object are generally taken as a whole, and only one coordinate system is used for recording the positions of the carrier and the riding object, so that the movement of the riding object on the carrier cannot be shown, and a game playing method that multiple riding objects move independently on the carrier or even fight against each other cannot be realized. In the embodiment of the present invention, the movement of the virtual game object on the carrier is marked by the second type of coordinates, which may, for example, consider the movement of the virtual game object as relative motion with respect to absolute coordinates, and may, for example, convert the second type of coordinates into the first type of coordinates, so that when the virtual game object performs movement and battle calculation, the coordinate system of the object is converted from the node of the operation level (usually, the scene level) to the node of the corresponding carrier level, thereby realizing that the riding object performs correct movement and battle performance on any level of the carrier.
According to the method for acquiring the position coordinates of the virtual game object, the absolute coordinates and the relative coordinates are respectively distributed to the game scene and the carriers in the scene, and the virtual game object is marked in the carriers through the relative coordinates, so that the virtual game object can be correctly moved and battle expressed on any carrier when the virtual game object is carried on the virtual carrier, and the game experience is greatly enriched.
In an exemplary embodiment of the present disclosure, the at least one vehicle may include a plurality of vehicles, the lower vehicle may carry an upper vehicle, and when the vehicle currently carried by the virtual game object is used as the upper vehicle to carry the lower vehicle, the first type of coordinates of the vehicle currently carried by the virtual game object is obtained in real time, which specifically includes: acquiring a second type of coordinates of a lower carrier taken by a current carrier taken by the virtual game object in real time; acquiring a first type of coordinate of a lower carrier in real time; and calculating the first type of coordinates of the carrier currently carried by the virtual game object according to the second type of coordinates of the carrier currently carried by the virtual game object in real time and the first type of coordinates of the carrier at the lower layer.
Fig. 2 and 3 are schematic diagrams illustrating a method of acquiring position coordinates of a virtual game object according to another exemplary embodiment.
As shown in fig. 2 and 3, a coordinate system of the ride object, which may be, for example, a multi-level coordinate system, is constructed, and fig. 2 and 3 are a side perspective view and a top plan view, respectively, of the virtual game object ride vehicle. The arrow points to the position indicating the riding object. The position may be represented, for example, by two coordinates. In an exemplary embodiment of the present disclosure, it is also possible, for example: and respectively allocating index numbers to at least one carrier. Each coordinate may, for example, contain two parts, a coordinate value and a carrier index. The index value may be represented, for example, by an index + number. The above position may be represented as (x, y, z, index0) with respect to the scene; relative to the carrier, can be expressed as (x-x ', y-y ', z-z ', index 1). Where (x, y, z) is the coordinates of the virtual game object being ridden in the scene and (x ', y ', z ') is the coordinates of the vehicle in the scene. index0 and index1 are the index numbers of the scene and the carrier, respectively. A scene can be considered as a stationary, bottommost vehicle, assigned a special index number, e.g. 0. By means of the coordinate representation mode, conversion between any two coordinates on different levels and different vehicles can be achieved. It should be noted that, in this embodiment, only one layer of carrier is given, and actually, the carrier is not limited to one layer, and for the case of a multi-layer carrier, that is, a carrier exists on the carrier, the riding object has a plurality of relative coordinates, and different relative coordinates are identified by different index numbers to indicate the relative positions of the virtual game object to carriers of different layers.
Fig. 4 is a schematic diagram illustrating a method of acquiring position coordinates of a virtual game object according to another exemplary embodiment.
As shown in fig. 4, in an exemplary embodiment of the disclosure, the hierarchical structure data is generated by the second type coordinates and the first type coordinates corresponding to the multi-layer vehicles and the scene according to the hierarchical relationship between the multi-layer vehicles. In the embodiment of the invention, the vehicles in the scene naturally form a tree structure. As shown in fig. 4, there are 3 vehicles in the scene, where vehicle 1 and vehicle 2 are directly located on the scene, and vehicle 3 is located on vehicle 1. The three vehicles and scenes may, for example, form a corresponding tree structure as shown in fig. 5. Vehicle 3 is a child of vehicle 1, and vehicles 1 and 2 are children of the scene. The scene can be regarded as a special carrier, which is always the root node of the tree, and the definition number is 0.
The carriers are stored by the tree structure, so that the mutual relation between the carriers and the scene can be clearly reflected, and for example, when a virtual game object moves, the reachable judgment of the corresponding position can be carried out. May correspond to a landing vehicle, e.g., node 0 to node 1, e.g., from a parent node to a child node; from child node to parent node, corresponding to the leaving carrier, e.g. from node 1 to node 0; from one node to a sibling node, corresponding cross-bearers, e.g. from node 1 to node 2.
As described above, it is possible to generate relative coordinates for vehicles according to a hierarchical structure between the vehicles, respectively, and mark real-time position coordinates of the virtual game object according to the relative coordinates, respectively, when the game object is located on a plurality of vehicles, for example.
According to the method for acquiring the position coordinates of the virtual game object, the position of the virtual game object is marked through the hierarchical structure data, and the problems in the existing carrier processing method can be solved. For example, the conventional carrier processing method cannot accurately represent the movement of the game object on the carrier. The existing carrier processing method basically considers that relative motion does not exist between a carrier and a game object riding the carrier, so that the motion of the carrier and the game object riding is simplified into integral motion, and a relatively complex relative relation can not be expressed actually. For example, the existing carrier processing method uses the carrier and the riding game object as an integral battle unit, thereby simplifying the battle process, and also cannot express complex battle contents, such as battles of a plurality of game objects on the carrier, and even battles between game objects on different carriers.
The current mainstream processing method for taking a virtual game object on a carrier is to establish the association relationship between a player and the carrier by hooking or replacing. The hooking method is to connect the player character model (or the carrier model) as a whole to a preset hooking point of the carrier model (or the player character model), so as to combine the two models into one. The method can keep the appearance expressions of the original two, and can truly reflect the correlation expressions of the two at the same time. For example, a player using a motorcycle or aircraft type vehicle may attach the vehicle directly to the crotch or back attachment points of the player model so that the player's movements or other performance may be consistent with the vehicle in performance. An alternative approach is to replace the player character model directly with the vehicle model. For example, when the player changes to a flying state or enters a fully enclosed carrier, the original appearance of the player is completely invisible, and the player can be directly replaced by a model of the carrier.
Fig. 6 is a schematic diagram illustrating a method of acquiring position coordinates of a virtual game object according to another exemplary embodiment.
As shown in fig. 6, in an exemplary embodiment of the present disclosure, further includes: in an exemplary embodiment of the present disclosure, further comprising: arranging a hanging point on a model skeleton of the carrier; acquiring a first offset vector of a virtual game object relative to a hanging point of a carrier taken by the virtual game object in real time; acquiring a second offset vector of the hanging point in real time; and updating the first type of coordinates of the virtual game object in real time according to the first offset vector and the second offset vector. In an exemplary embodiment of the present disclosure, further comprising: and generating the state effect of the virtual game object in real time through the first type coordinates and the hanging points of the virtual game object.
The carrier is a basic game element, and has a variety of types and various expressions. In many cases, the vehicle model needs to play a motion to improve the performance, such as playing a swaying motion to represent the vehicle jolting during the moving process. The variation of the carrier playing action should further affect the riding object to obtain a correct performance, for example, the riding object swings together with the carrier. As with the conventional vehicle solution, in the embodiment of the present invention, the preset hanging point is adopted to obtain the transformation data of the vehicle action, but the hitching object is not directly hung, but the transformation data of the hanging point is combined with the relative coordinate to calculate the influence of the vehicle action on the hitching object in real time. As shown in fig. 6, which is a forward schematic view of a vehicle model, a skeletal animation with left-right shaking is prefabricated, and a socket is provided on a corresponding skeleton. For later computational convenience, the hitch point may be placed at the origin of the model. Real-time transformation data generated by the carrier action, namely an offset vector generated by the hooking point caused by the carrier action at the moment, is acquired through the hooking point. The transformation generated by the vehicle action can be transmitted to the riding object by adding the offset vector of the riding object relative to the hanging point (if the hanging point is positioned at the origin of the vehicle model, the step can be omitted) and the offset vector of the hanging point according to the coordinate of the riding object relative to the vehicle. And then, the coordinates of the riding object relative to the carrier are converted into a coordinate system relative to the scene, and the state of the riding object is updated, so that the corresponding change of the real-time action of the riding object following the carrier can be realized.
According to the method for acquiring the position coordinates of the virtual game object of the present invention, the state effect of the virtual game object is generated in real time by the first-type coordinates, the second-type coordinates and the hooking points, and the hooking points corresponding to the skeleton of the motion of the carrier are previously created on the carrier, but are not used for hooking the model. In the process of playing the action of the carrier model, the hooking point is used for acquiring the transformation matrix of the action of the carrier model in real time, then the influence of the action of the carrier model on the hitching object is calculated according to the relative coordinates of the hitching object and the hooking point, and the real-time corresponding expression generated by the hitching object following the action change of the carrier where the hitching object is located can be accurately realized.
In an exemplary embodiment of the present disclosure, further comprising: and the virtual game object carries out path addressing planning according to the first type of coordinates and the second type of coordinates. The method comprises the following steps: and performing path addressing planning according to the hierarchical structure data. The hierarchical data may be divided into two layers, one carrier layer and the other scene layer, for example. According to the hierarchical structure between the carriers, a multi-layer coordinate system can be established, and a double-layer sectional strategy can be adopted for routing. The traditional carrier processing method does not support the movement of the riding object relative to the carrier, and the path searching of the riding object relative to the carrier cannot be represented. According to the hierarchical structure among the carriers, the invention firstly calculates the carrier sequence of the path in the movement of the virtual game object, and then generates the moving path mode inside each carrier, thereby realizing the sectional type path-finding strategy of the virtual game object.
Those skilled in the art will appreciate that all or part of the steps implementing the above embodiments are implemented as computer programs executed by a CPU. The computer program, when executed by the CPU, performs the functions defined by the method provided by the present invention. The program may be stored in a computer readable storage medium, which may be a read-only memory, a magnetic or optical disk, or the like.
Furthermore, it should be noted that the above-mentioned figures are only schematic illustrations of the processes involved in the method according to exemplary embodiments of the invention, and are not intended to be limiting. It will be readily understood that the processes shown in the above figures are not intended to indicate or limit the chronological order of the processes. In addition, it is also readily understood that these processes may be performed synchronously or asynchronously, e.g., in multiple modules.
The following are embodiments of the apparatus of the present invention that may be used to perform embodiments of the method of the present invention. For details which are not disclosed in the embodiments of the apparatus of the present invention, reference is made to the embodiments of the method of the present invention.
Fig. 7 is a block diagram illustrating an apparatus for acquiring position coordinates of a virtual game object according to an exemplary embodiment.
Therendering module 702 is configured to generate a game scene and at least one vehicle through rendering, where the vehicle may carry a virtual game object in a virtual game;
the first allocatingmodule 704 is configured to allocate a first type of coordinate system to a game scene;
the second allocatingmodule 706 is configured to allocate a second type coordinate system to each of the at least one carrier;
the first coordinatemodule 708 is configured to obtain a second type of coordinate of the virtual game object in the current carrier in real time, where the second type of coordinate is a coordinate of the virtual game object in a second type of coordinate system of the current carrier;
the second coordinatemodule 710 is configured to obtain a first type of coordinate of a carrier currently carried by the virtual game object in real time, where the first type of coordinate is a coordinate of the carrier currently carried by the virtual game object in a first type of coordinate system;
the calculatingmodule 712 is configured to calculate the first type of coordinates of the virtual game object according to the second type of coordinates of the virtual game object on the current boarding vehicle and the first type of coordinates of the virtual game object on the current boarding vehicle, which are obtained in real time.
According to the device for acquiring the position coordinates of the virtual game object, the movement and the fighting expression of the riding object on the carriers, among the carriers and between the carriers and the scene are realized through the mutual conversion among different coordinate systems.
In an exemplary embodiment of the present disclosure, further comprising: a hitching point module (not shown) for setting hitching points on the model skeleton of the carrier; the first offset module is used for acquiring a first offset vector of the virtual game object relative to a hanging point of a carrier taken by the virtual game object in real time; the second offset module is used for acquiring a second offset vector of the hanging point in real time; and the coordinate updating module is used for updating the first type of coordinates of the virtual game object in real time according to the first offset vector and the second offset vector.
FIG. 8 is a block diagram illustrating an electronic device in accordance with another example embodiment.
Referring now to FIG. 8, shown is a schematic diagram of an electronic device 800 suitable for use in implementing embodiments of the present application. The electronic device shown in fig. 8 is only an example, and should not bring any limitation to the functions and the scope of use of the embodiments of the present application.
As shown in fig. 8, the computer system 800 includes a Central Processing Unit (CPU)801 that can perform various appropriate actions and processes in accordance with a program stored in a Read Only Memory (ROM)802 or a program loaded from astorage section 808 into a Random Access Memory (RAM) 803. In theRAM 803, various programs and data necessary for the operation of the system 800 are also stored. The CPU801,ROM 802, andRAM 803 are connected to each other via abus 804. An input/output (I/O)interface 805 is also connected tobus 804.
The following components are connected to the I/O interface 805: aninput portion 806 including a keyboard, a mouse, and the like; anoutput section 807 including a signal such as a Cathode Ray Tube (CRT), a Liquid Crystal Display (LCD), and the like, and a speaker; astorage portion 808 including a hard disk and the like; and acommunication section 809 including a network interface card such as a LAN card, a modem, or the like. Thecommunication section 809 performs communication processing via a network such as the internet. Adrive 810 is also connected to the I/O interface 805 as necessary. Aremovable medium 811 such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, or the like is mounted on thedrive 810 as necessary, so that a computer program read out therefrom is mounted on thestorage section 808 as necessary.
In particular, according to an embodiment of the present disclosure, the processes described above with reference to the flowcharts may be implemented as computer software programs. For example, embodiments of the present disclosure include a computer program product comprising a computer program embodied on a computer readable medium, the computer program comprising program code for performing the method illustrated in the flow chart. In such an embodiment, the computer program can be downloaded and installed from a network through thecommunication section 809 and/or installed from theremovable medium 811. The computer program executes the above-described functions defined in the system of the present application when executed by the Central Processing Unit (CPU) 801.
It should be noted that the computer readable medium shown in the present application may be a computer readable signal medium or a computer readable storage medium or any combination of the two. A computer readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the foregoing. More specific examples of the computer readable storage medium may include, but are not limited to: an electrical connection having one or more wires, a portable computer diskette, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing. In the present application, a computer readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device. In this application, however, a computer readable signal medium may include a propagated data signal with computer readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated data signal may take many forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A computer readable signal medium may also be any computer readable medium that is not a computer readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device. Program code embodied on a computer readable medium may be transmitted using any appropriate medium, including but not limited to: wireless, wire, fiber optic cable, RF, etc., or any suitable combination of the foregoing.
The flowchart and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of systems, methods and computer program products according to various embodiments of the present application. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). It should also be noted that, in some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams or flowchart illustration, and combinations of blocks in the block diagrams or flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
The units described in the embodiments of the present application may be implemented by software or hardware. The described units may also be provided in a processor, and may be described as: a processor includes a transmitting unit, an obtaining unit, a determining unit, and a first processing unit. The names of these units do not in some cases constitute a limitation to the unit itself, and for example, the sending unit may also be described as a "unit sending a picture acquisition request to a connected server".
As another aspect, the present application also provides a computer-readable medium, which may be contained in the apparatus described in the above embodiments; or may be separate and not incorporated into the device. The computer readable medium carries one or more programs which, when executed by a device, cause the device to comprise: generating a game scene and at least one carrier through rendering, wherein the carrier can carry virtual game objects in a virtual game; allocating a first type coordinate system for a game scene; respectively allocating a second type coordinate system to each carrier in the at least one carrier; acquiring a second type of coordinate of the virtual game object in the current carrier in real time, wherein the second type of coordinate is a coordinate of the virtual game object in a second type of coordinate system of the current carrier; acquiring first type coordinates of a carrier currently carried by the virtual game object in real time, wherein the first type coordinates are coordinates of the carrier currently carried by the virtual game object in a first type coordinate system; and calculating the first type of coordinates of the virtual game object according to the second type of coordinates of the virtual game object on the current carrier obtained in real time and the first type of coordinates of the virtual game object on the current carrier.
Those skilled in the art will appreciate that the modules described above may be distributed in the apparatus according to the description of the embodiments, or may be modified accordingly in one or more apparatuses unique from the embodiments. The modules of the above embodiments may be combined into one module, or further split into multiple sub-modules.
Through the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein may be implemented by software, or by software in combination with necessary hardware. Therefore, the technical solution according to the embodiment of the present invention can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a usb disk, a removable hard disk, etc.) or on a network, and includes several instructions to enable a computing device (which can be a personal computer, a server, a mobile terminal, or a network device, etc.) to execute the method according to the embodiment of the present invention.
From the above detailed description, those skilled in the art can readily appreciate that the method, apparatus, electronic device, and computer-readable medium for acquiring position coordinates of a virtual game object according to the embodiments of the present invention have one or more of the following advantages.
According to some embodiments, the method for acquiring the position coordinates of the virtual game object, disclosed by the invention, can realize correct movement and fighting expression on any carrier when the virtual game object rides the virtual carrier by respectively allocating the absolute coordinates and the relative coordinates to the game scene and the carriers in the scene and marking the position of the virtual game object in the carriers through the relative coordinates, so that the game experience is greatly enriched.
According to other embodiments, the method for acquiring the position coordinates of the virtual game object according to the present invention can solve the problems of the existing carrier processing method by marking the position of the virtual game object with data having a hierarchical structure. For example, the conventional carrier processing method cannot accurately represent the movement of the game object on the carrier. The existing carrier processing method basically considers that relative motion does not exist between a carrier and a game object riding the carrier, so that the motion of the carrier and the game object riding is simplified into integral motion, and a relatively complex relative relation can not be expressed actually. For example, the existing carrier processing method uses the carrier and the riding game object as an integral battle unit, thereby simplifying the battle process, and also cannot express complex battle contents, such as battles of a plurality of game objects on the carrier, and even battles between game objects on different carriers.
According to still other embodiments, the method for acquiring the position coordinates of the virtual game object of the present invention adopts a double-layer sectional type path-finding strategy to resolve the movement path-finding of the riding object into three modes, i.e., movement on a carrier, movement between carriers, and movement between a carrier and a scene, so as to realize the path-finding of the riding object between any two points.
Exemplary embodiments of the present invention are specifically illustrated and described above. It is to be understood that the invention is not limited to the precise construction, arrangements, or instrumentalities described herein; on the contrary, the invention is intended to cover various modifications and equivalent arrangements included within the spirit and scope of the appended claims.
In addition, the structures, the proportions, the sizes, and the like shown in the drawings of the present specification are only used for matching with the contents disclosed in the specification, so as to be understood and read by those skilled in the art, and are not used for limiting the limit conditions which the present disclosure can implement, so that the present disclosure has no technical essence, and any modification of the structures, the change of the proportion relation, or the adjustment of the sizes, should still fall within the scope which the technical contents disclosed in the present disclosure can cover without affecting the technical effects which the present disclosure can produce and the purposes which can be achieved. In addition, the terms "above", "first", "second" and "a" as used in the present specification are for the sake of clarity only, and are not intended to limit the scope of the present disclosure, and changes or modifications of the relative relationship may be made without substantial technical changes and modifications.