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本申请涉及计算机领域,具体涉及一种游戏信息获取方法、装置、电子设备和存储介质。The present application relates to the field of computers, and in particular to a method, apparatus, electronic device and storage medium for acquiring game information.
背景技术Background technique
现有技术中,玩家在游玩游戏的过程中,需要获取游戏信息(包括游戏中的环境信息、敌方角色行为信息等)时,常常通过如下两种方式实现:1、通过查看位于游戏界面的小地图中的各种信息对应的图标的方式,来实现游戏信息的获取;2、通过查看在游戏界面中的抬头显视器(head-up display,简称HUD)的方式,来实现游戏信息的获取。In the prior art, when players need to obtain game information (including environmental information in the game, enemy character behavior information, etc.) in the process of playing a game, they often do so in the following two ways: 1. 2. By viewing the head-up display (HUD) in the game interface, the game information can be obtained by using the icons corresponding to various information in the minimap. Obtain.
然而,以上两种现有技术均是通过视觉提醒的方式实现的针对游戏信息的获取,通过上述方式获取游戏信息,会降低游戏的真实感,影响玩家的代入感。However, the above two existing technologies both achieve the acquisition of game information by means of visual reminders. Acquiring game information in the above-mentioned manner will reduce the realism of the game and affect the player's sense of substitution.
发明内容SUMMARY OF THE INVENTION
本申请实施例提供一种游戏信息获取方法、装置、电子设备和存储介质,可以改善现有技术中降低游戏的真实感,影响玩家的代入感的问题。Embodiments of the present application provide a method, device, electronic device, and storage medium for acquiring game information, which can improve the problem of reducing the realism of the game and affecting the player's sense of substitution in the prior art.
本申请实施例提供一种游戏信息获取方法,应用于头戴式显示设备,所述头戴式显示设备分布有振动发生器阵列,所述振动发生器阵列包括多个振动发生器;所述方法包括:获取在所述虚拟游戏场景中发生的振动触发事件的相关信息,其中,所述相关信息包括所述振动触发事件在所述虚拟游戏场景发生的事件位置;根据所述事件位置和所述游戏角色的当前位置,从所述振动发生器阵列中确定至少一个目标振动发生器,其中,所述至少一个目标振动发生器在所述振动发生器阵列中的相对位置与所述事件位置相对所述当前位置的相对位置构成对应关系;控制所述至少一个目标振动发生器振动,以模拟所述振动触发事件。本申请实施例还提供一种游戏信息获取装置,通过头戴式显示设备提供虚拟游戏场景,所述虚拟游戏场景中至少包括受控的游戏角色,其中,所述头戴式显示设备分布有振动发生器阵列,所述振动发生器阵列包括多个振动发生器;An embodiment of the present application provides a method for acquiring game information, which is applied to a head-mounted display device, where a vibration generator array is distributed on the head-mounted display device, and the vibration generator array includes a plurality of vibration generators; the method The method includes: acquiring relevant information of a vibration-triggered event that occurs in the virtual game scene, wherein the relevant information includes an event location where the vibration-triggered event occurs in the virtual game scene; according to the event location and the The current position of the game character, determine at least one target vibration generator from the vibration generator array, wherein the relative position of the at least one target vibration generator in the vibration generator array is relative to the event position. The relative position of the current position constitutes a corresponding relationship; the vibration of the at least one target vibration generator is controlled to simulate the vibration triggering event. The embodiment of the present application also provides a game information acquisition device, which provides a virtual game scene through a head-mounted display device, the virtual game scene includes at least a controlled game character, wherein the head-mounted display device is distributed with vibration an array of generators, the array of vibration generators including a plurality of vibration generators;
所述装置包括:The device includes:
事件获取单元,用于获取在所述虚拟游戏场景中发生的振动触发事件的相关信息,其中,所述相关信息包括所述振动触发事件在所述虚拟游戏场景发生的事件位置;an event acquisition unit, configured to acquire relevant information of a vibration-triggered event that occurs in the virtual game scene, wherein the relevant information includes an event location where the vibration-triggered event occurs in the virtual game scene;
发生器确定单元,用于根据所述事件位置和所述游戏角色的当前位置,从所述振动发生器阵列中确定至少一个目标振动发生器,其中,所述至少一个目标振动发生器在所述振动发生器阵列中的相对位置与所述事件位置相对所述当前位置的相对位置构成对应关系;A generator determination unit is used to determine at least one target vibration generator from the vibration generator array according to the event position and the current position of the game character, wherein the at least one target vibration generator is located in the The relative position in the vibration generator array forms a corresponding relationship with the relative position of the event position relative to the current position;
振动控制单元,用于控制所述至少一个目标振动发生器振动,以模拟所述振动触发事件。在一些实施例中,所述装置还包括:A vibration control unit, configured to control the vibration of the at least one target vibration generator to simulate the vibration triggering event. In some embodiments, the apparatus further includes:
事件位置单元,用于获取所述振动触发事件发生在所述虚拟游戏场景中的事件位置;an event location unit for acquiring the event location where the vibration trigger event occurs in the virtual game scene;
当前位置单元,用于获取受控的所述游戏角色在所述虚拟游戏场景中的当前位置;The current position unit is used to obtain the current position of the controlled game character in the virtual game scene;
预设距离值单元,用于确定所述事件位置与所述当前位置的距离小于预设距离值。A preset distance value unit, configured to determine that the distance between the event location and the current location is less than a preset distance value.
在一些实施例中,所述装置还包括:In some embodiments, the apparatus further includes:
相对距离获取单元,用于获取所述事件位置与所述当前位置的相对距离值;a relative distance acquiring unit, used for acquiring the relative distance value between the event location and the current location;
第一因素确定单元,用于根据所述相对距离值与所述预设距离值的比较值,确定所述至少一个目标振动发生器的第一振动影响因素;a first factor determining unit, configured to determine a first vibration influencing factor of the at least one target vibration generator according to a comparison value between the relative distance value and the preset distance value;
控制振动单元,用于根据所述第一振动影响因素,控制所述至少一个目标振动发生器振动。A vibration control unit is configured to control the vibration of the at least one target vibration generator according to the first vibration influencing factor.
在一些实施例中,所述装置还包括:In some embodiments, the apparatus further includes:
目标类型确定单元,用于确定所述振动触发事件的目标振动类型;A target type determination unit for determining the target vibration type of the vibration trigger event;
第二因素确定单元,用于根据所述目标振动类型,确定所述至少一个目标振动发生器的第二振动影响因素;A second factor determining unit, configured to determine a second vibration influencing factor of the at least one target vibration generator according to the target vibration type;
所述控制振动单元,包括:The control vibration unit includes:
参数确定子单元,用于根据所述第一振动影响因素以及所述第二振动影响因素,确定所述至少一个目标振动发生器的振动参数值;A parameter determination subunit for determining the vibration parameter value of the at least one target vibration generator according to the first vibration influencing factor and the second vibration influencing factor;
参数控制子单元,用于根据所述至少一个目标振动发生器的振动参数值,控制所述至少一个目标振动发生器振动。The parameter control subunit is configured to control the vibration of the at least one target vibration generator according to the vibration parameter value of the at least one target vibration generator.
在一些实施例中,所述振动发生器阵列包括m行、n列的振动发生器,相应的,发生器确定单元,包括:In some embodiments, the vibration generator array includes m rows and n columns of vibration generators, and correspondingly, the generator determination unit includes:
列发生器子单元,用于根据所述事件位置与所述当前位置的水平相对位置,从所述振动发生器阵列的n列振动发生器中确定出至少一列振动发生器;A row generator subunit, for determining at least one row of vibration generators from the n rows of vibration generators of the vibration generator array according to the horizontal relative position of the event position and the current position;
行发生器子单元,用于根据所述事件位置与所述当前位置的竖直相对位置,从所述至少一列振动发生器的m行振动发生器中确定出至少一行振动发生器,其中,所述至少一行振动发生器为所述至少一个目标振动发生器。The row generator subunit is used to determine at least one row of vibration generators from m rows of vibration generators of the at least one row of vibration generators according to the vertical relative position of the event position and the current position, wherein all The at least one row of vibration generators is the at least one target vibration generator.
在一些实施例中,所述n列振动发生器在所述头戴式显示设备的水平360度均匀分布。In some embodiments, the n columns of vibration generators are evenly distributed 360 degrees horizontally of the head mounted display device.
在一些实施例中,所述列发生器子单元,包括:In some embodiments, the column generator subunit includes:
列获取次子单元,用于从所述振动发生器阵列的n列振动发生器中,确定出与所述水平相对位置构成对应关系的一列振动发生器,或确定出与所述水平相对位置构成对应关系的两列振动发生器;The column acquisition secondary subunit is used to determine, from the n columns of vibration generators in the vibration generator array, a column of vibration generators that form a corresponding relationship with the horizontal relative position, or determine a row of vibration generators that form a corresponding relationship with the horizontal relative position, or determine the horizontal relative position. Corresponding two columns of vibration generators;
列记录次子单元,用于将确定出的一列振动发生器或两列振动发生器记为所述至少一列振动发生器。The column recording secondary subunit is used to record the determined one column of vibration generators or two columns of vibration generators as the at least one column of vibration generators.
在一些实施例中,所述头戴式显示设备的水平可感知角度为第一可感知角度,所述n列振动发生器的中间n-2列振动发生器在所述第一可感知角度均匀分布;In some embodiments, the horizontal perceptible angle of the head-mounted display device is a first perceptible angle, and the vibration generators in the middle n-2 columns of the n-column vibration generators are uniform at the first perceptible angle distributed;
所述列发生器子单元,具体用于:The column generator subunit is specifically used for:
若所述水平相对位置在所述振动发生器阵列对应的第一实际位置位于所述第一可感知角度内,获取所述第一实际位置在所述n-2列振动发生器所对应的一列振动发生器,或在所述n-2列振动发生器所对应的两列振动发生器;If the horizontal relative position is within the first perceptible angle at the first actual position corresponding to the vibration generator array, obtain the first actual position in a column corresponding to the n-2 columns of vibration generators Vibration generator, or two rows of vibration generators corresponding to the n-2 row vibration generators;
将在所述n-2列振动发生器所对应的一列振动发生器,或在所述n-2列振动发生器所对应的两列振动发生器记为所述至少一列振动发生器;A row of vibration generators corresponding to the described n-2 row vibration generators, or two rows of vibration generators corresponding to the described n-2 row vibration generators are denoted as described at least one row of vibration generators;
若所述水平相对位置在所述振动发生器阵列对应的第一实际位置位于所述第一可感知角度外,将所述第1列振动发生器以及第n列振动发生器中,距离所述第一实际位置最近的振动发生器记为所述至少一列振动发生器。If the horizontal relative position is outside the first perceptible angle at the first actual position corresponding to the vibration generator array, place the vibration generators in the first row and the vibration generators in the nth row at a distance from the The vibration generators closest to the first actual position are denoted as the at least one row of vibration generators.
在一些实施例中,所述头戴式显示设备的竖直可感知角度为第二可感知角度,所述m行振动发生器的中间m-2行振动发生器在所述第二可感知角度均匀分布;In some embodiments, the vertical perceptible angle of the head-mounted display device is a second perceptible angle, and the middle m-2 rows of vibration generators in the m rows of vibration generators are at the second perceptible angle Evenly distributed;
行发生器子单元,具体用于:Line generator subunit, specifically for:
若所述竖直相对位置在所述振动发生器阵列对应的第二实际位置位于所述第二可感知角度内,获取所述第二实际位置在所述m-2行振动发生器所对应的一行振动发生器,或在所述m-2行振动发生器所对应的两行振动发生器;If the vertical relative position is within the second perceptible angle at the second actual position corresponding to the vibration generator array, obtain the second actual position at the m-2 row corresponding to the vibration generators One row of vibration generators, or two rows of vibration generators corresponding to the m-2 rows of vibration generators;
将在所述m-2行振动发生器所对应的一行振动发生器,或在所述m-2行振动发生器所对应的两行振动发生器记为所述至少一行振动发生器;A row of vibration generators corresponding to the described m-2 row of vibration generators, or two rows of vibration generators corresponding to the described m-2 row of vibration generators are denoted as described at least one row of vibration generators;
若所述竖直相对位置在所述振动发生器阵列对应的第二实际位置位于所述第二可感知角度外,将所述第1行振动发生器以及第m行振动发生器中,距离所述第二实际位置最近的振动发生器记为所述至少一行振动发生器。If the vertical relative position is outside the second perceptible angle at the second actual position corresponding to the vibration generator array, set the vibration generators in the first row and the vibration generators in the mth row at a distance of The vibration generator closest to the second actual position is denoted as the at least one row of vibration generators.
本申请实施例还提供一种计算机可读存储介质,所述计算机可读存储介质存储有多条指令,所述指令适于处理器进行加载,以执行本申请实施例所提供的任一种游戏信息获取方法中的步骤。Embodiments of the present application further provide a computer-readable storage medium, where the computer-readable storage medium stores a plurality of instructions, and the instructions are adapted to be loaded by a processor to execute any game provided by the embodiments of the present application Steps in the information acquisition method.
本申请实施例提供的游戏信息获取方法中,可以获取游戏中产生的振动触发事件,并根据振动触发事件与佩戴头戴式显示设备的游戏玩家所控制的游戏角色的相对位置,从振动发生器阵列中获取相对位置存在对应关系的一个或多个目标振动发生器,并控制上述的一个或多个目标振动发生器产生振动,以便模拟该振动触发事件所造成的振动效果。In the game information acquisition method provided by the embodiment of the present application, the vibration trigger event generated in the game can be acquired, and according to the relative position of the vibration trigger event and the game character controlled by the game player wearing the head-mounted display device, from the vibration generator Obtain one or more target vibration generators in the array with corresponding relative positions, and control the above-mentioned one or more target vibration generators to generate vibration, so as to simulate the vibration effect caused by the vibration triggering event.
在本申请中,可以将分布在头戴式显示设备的振动发生器阵列作为模拟振动效果的参考坐标系,根据游戏中的振动触发事件与佩戴头戴式显示设备的游戏玩家所控制的游戏角色的相对位置关系,从作为参考坐标系的振动发生器阵列中确定出一个或多个目标振动发生器,并控制上述的目标振动发生器振动,从而可以令佩戴上述头戴式显示设备的玩家可以通过触觉的方式获取游戏中的信息,更符合玩家的直觉,增强游戏的真实感,提高玩家的代入感。In this application, the vibration generator array distributed on the head-mounted display device can be used as the reference coordinate system for simulating the vibration effect, according to the vibration trigger event in the game and the game character controlled by the game player wearing the head-mounted display device. One or more target vibration generators are determined from the vibration generator array as the reference coordinate system, and the above-mentioned target vibration generator is controlled to vibrate, so that the player wearing the above-mentioned head-mounted display device can Obtaining information in the game through tactile means is more in line with the player's intuition, enhances the realism of the game, and improves the player's sense of substitution.
附图说明Description of drawings
为了更清楚地说明本申请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简单地介绍,显而易见地,下面描述中的附图仅仅是本申请的一些实施例,对于本领域技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。In order to illustrate the technical solutions in the embodiments of the present application more clearly, the following briefly introduces the drawings that are used in the description of the embodiments. Obviously, the drawings in the following description are only some embodiments of the present application. For those skilled in the art, other drawings can also be obtained from these drawings without creative effort.
图1a是本申请实施例提供的游戏信息获取方法的场景示意图;1a is a schematic diagram of a scene of a method for acquiring game information provided by an embodiment of the present application;
图1b是本申请一实施例提供的游戏信息获取方法的流程示意图;FIG. 1b is a schematic flowchart of a method for acquiring game information provided by an embodiment of the present application;
图1c示出了玩家佩戴头戴式显示设备的俯视图;Figure 1c shows a top view of a player wearing a head mounted display device;
图1d示出了玩家佩戴头戴式显示设备的正视图;Figure 1d shows a front view of a player wearing a head mounted display device;
图1e示出了玩家佩戴头戴式显示设备的右视图;Figure 1e shows a right side view of the player wearing the head mounted display device;
图1f示出了玩家的水平可感知角度为360度的场景示意图;Figure 1f shows a schematic diagram of a scene where the player's horizontal perceptible angle is 360 degrees;
图1g示出了玩家的水平可感知角度为第一可感知角度的场景示意图;Fig. 1g shows the scene schematic diagram that the horizontal perceptible angle of the player is the first perceptible angle;
图1h示出了玩家的竖直可感知角度为第二可感知角度的场景示意图;Fig. 1h shows a scene schematic diagram in which the vertical perceptible angle of the player is the second perceptible angle;
图2是本申请另一实施例提供的游戏信息获取方法的流程示意图;2 is a schematic flowchart of a method for acquiring game information provided by another embodiment of the present application;
图3是本申请一实施例提供的游戏信息获取装置的一种结构示意图;3 is a schematic structural diagram of a game information acquisition device provided by an embodiment of the present application;
图4是本申请实施例提供的电子设备的结构示意图。FIG. 4 is a schematic structural diagram of an electronic device provided by an embodiment of the present application.
具体实施方式Detailed ways
下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本申请一部分实施例,而不是全部的实施例。基于本申请中的实施例,本领域技术人员在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本申请保护的范围。The technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, but not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative work fall within the protection scope of the present application.
本申请实施例提供游戏信息获取方法、装置、移动终端和存储介质。The embodiments of the present application provide a method, a device, a mobile terminal, and a storage medium for acquiring game information.
其中,该游戏信息获取方法具体可以集成在电子设备中,该电子设备可以为终端、服务器等设备。其中,终端可以为手机、平板电脑、智能蓝牙设备、笔记本电脑、或者个人电脑(Personal Computer,PC)等设备;服务器可以是单一服务器,也可以是由多个服务器组成的服务器集群。Wherein, the method for acquiring game information may be specifically integrated in an electronic device, and the electronic device may be a terminal, a server, or the like. The terminal may be a mobile phone, a tablet computer, an intelligent Bluetooth device, a notebook computer, or a personal computer (Personal Computer, PC) and other devices; the server may be a single server, or a server cluster composed of multiple servers.
在一些实施例中,该游戏信息获取方法还可以集成在多个电子设备中,比如,游戏信息获取方法可以集成在多个服务器中,由多个服务器来实现本申请的游戏信息获取方法。In some embodiments, the game information acquisition method may also be integrated in multiple electronic devices, for example, the game information acquisition method may be integrated in multiple servers, and the game information acquisition method of the present application may be implemented by multiple servers.
在一些实施例中,服务器也可以以终端的形式来实现。In some embodiments, the server may also be implemented in the form of a terminal.
例如,请参见图1a,在一些实施例中,该电子设备可以为移动终端,该实施例可以获取在所述虚拟游戏场景中发生的振动触发事件的相关信息,其中,所述相关信息包括所述振动触发事件在所述虚拟游戏场景发生的事件位置;根据所述事件位置和所述游戏角色的当前位置,从所述振动发生器阵列中确定至少一个目标振动发生器,其中,所述至少一个目标振动发生器在所述振动发生器阵列中的相对位置与所述事件位置相对所述当前位置的相对位置构成对应关系;控制所述至少一个目标振动发生器振动,以模拟所述振动触发事件。For example, referring to FIG. 1a, in some embodiments, the electronic device may be a mobile terminal, and this embodiment may acquire relevant information of a vibration-triggered event that occurs in the virtual game scene, where the relevant information includes all The event position where the vibration trigger event occurs in the virtual game scene; According to the current position of the event position and the game character, at least one target vibration generator is determined from the vibration generator array, wherein the at least one target vibration generator is determined. The relative position of a target vibration generator in the vibration generator array and the relative position of the event position relative to the current position constitute a corresponding relationship; Control the vibration of the at least one target vibration generator to simulate the vibration triggering event.
在本公开其中一种实施例中的一种游戏信息获取方法可以运行于终端设备或者是服务器。其中,终端设备可以为本地终端设备。当游戏信息获取方法运行于服务器时,该方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。A method for acquiring game information in one of the embodiments of the present disclosure may run on a terminal device or a server. The terminal device may be a local terminal device. When the game information acquisition method runs on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
在一可选的实施方式中,云交互系统下可以运行各种云应用,例如:云游戏。以云游戏为例,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏程序的运行主体和游戏画面呈现主体是分离的,游戏信息获取方法的储存与运行是在云游戏服务器上完成的,客户端设备的作用用于数据的接收、发送以及游戏画面的呈现,举例而言,客户端设备可以是靠近用户侧的具有数据传输功能的显示设备,如,终端、电视机、计算机、掌上电脑等;但是进行游戏信息获取的终端设备为云端的云游戏服务器。在进行游戏时,用户操作客户端设备向云游戏服务器发送操作指令,如触控操作的操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后,通过客户端设备进行解码并输出游戏画面。In an optional implementation manner, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a game method based on cloud computing. In the running mode of the cloud game, the main body of the game program and the main body of the game screen are separated, the storage and operation of the game information acquisition method are completed on the cloud game server, and the function of the client device is used for data reception, Sending and presentation of the game screen, for example, the client device can be a display device with a data transmission function close to the user side, such as a terminal, a TV, a computer, a handheld computer, etc.; but the terminal device that acquires game information is Cloud game server in the cloud. When playing a game, the user operates the client device to send operation instructions to the cloud game server, such as the operation instructions of touch operation. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. , and finally, decode and output the game screen through the client device.
在一可选的实施方式中,终端设备可以为本地终端设备。以游戏为例,本地终端设备存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与用户进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给用户的方式可以包括多种,例如,可以渲染显示在终端的显示屏上,或者,通过全息投影提供给用户。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。In an optional implementation manner, the terminal device may be a local terminal device. Taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the user through a graphical user interface, that is, conventionally, the game program is downloaded, installed and executed through an electronic device. The local terminal device may provide the graphical user interface to the user in various ways, for example, it may be rendered and displayed on the display screen of the terminal, or may be provided to the user through holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface, the graphical user interface including game screens, and a processor for running the game, generating the graphical user interface, and controlling the graphical user interface display on the display.
游戏场景(或称为虚拟场景)是应用程序在终端或服务器上运行时显示(或提供)的虚拟场景。可选地,该虚拟场景是对真实世界的仿真环境,或者是半仿真半虚构的虚拟环境,或者是纯虚构的虚拟环境。虚拟场景是二维虚拟场景和三维虚拟场景中的任意一种,虚拟环境可以为天空、陆地、海洋等,其中,该陆地包括沙漠、城市等环境元素。其中,虚拟场景为用户控制等虚拟对象完整游戏逻辑的场景,例如,对于沙盒类3D射击游戏中,虚拟场景为用于供用户控制虚拟对象进行对战的3D游戏世界,实例性的虚拟场景可以包括:山川、平地、河流、湖泊、海洋、沙漠、天空、植物、建筑、车辆中的至少一种元素。A game scene (or virtual scene) is a virtual scene displayed (or provided) when an application runs on a terminal or server. Optionally, the virtual scene is a simulated environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene, and the virtual environment may be sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the virtual scene is the scene in which the user controls and other virtual objects with complete game logic. For example, in a sandbox 3D shooting game, the virtual scene is the 3D game world for the user to control the virtual objects to fight, and the example virtual scene can be Including: at least one element from mountains, flats, rivers, lakes, oceans, deserts, sky, plants, buildings, and vehicles.
游戏界面是指通过图形用户界面提供或显示的应用程序对应的界面,该界面中包括供用户进行交互的图形用户界面和游戏画面,该游戏画面是游戏场景的画面。The game interface refers to an interface corresponding to an application program provided or displayed through a graphical user interface, and the interface includes a graphical user interface for user interaction and a game screen, and the game screen is a screen of a game scene.
在可选的实施方式中,该UI界面中可以包括游戏控件(如,技能控件、行为控件、功能控件等)、指示标识(如,方向指示标识、角色指示标识等)、信息展示区(如,击杀人数、比赛时间等),或是游戏设置控件(如,系统设置、商店、金币等)。In an optional embodiment, the UI interface may include game controls (such as skill controls, behavior controls, function controls, etc.), indication signs (such as direction indication signs, character indication signs, etc.), information display areas (such as , kills, match time, etc.), or game settings controls (eg, system settings, shop, gold, etc.).
在可选的实施方式中,游戏画面为终端设备显示虚拟场景所对应的显示画面,游戏画面中可以包括在虚拟场景中进行执行游戏逻辑的游戏对象、非虚拟角色(Non-PlayerCharacter,NPC)、人工智能(Artificial Intelligence,AI)角色等虚拟对象。In an optional embodiment, the game screen is a display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include game objects, non-virtual characters (Non-PlayerCharacter, NPC), Virtual objects such as artificial intelligence (AI) characters.
例如,在一些实施例中,图形用户界面中显示的内容至少部分地包含游戏场景,其中,游戏场景中包含至少一个游戏对象。For example, in some embodiments, the content displayed in the graphical user interface includes, at least in part, a game scene, wherein the game scene includes at least one game object.
在一些实施例中,游戏场景中的游戏对象包括玩家用户操控的虚拟对象,即用户对象。In some embodiments, the game objects in the game scene include virtual objects manipulated by the player user, ie, user objects.
游戏对象是指在虚拟场景中的虚拟对象,包括游戏角色,游戏角色是可被控制的动态对象,即动态的虚拟对象。可选地,该动态对象可以是虚拟人物、虚拟动物、动漫人物等。该虚拟对象是用户通过输入设备进行控制的角色,或者是通过训练设置在虚拟环境对战中的AI,或者是设置在虚拟场景对战中的NPC。Game objects refer to virtual objects in a virtual scene, including game characters, and game characters are dynamic objects that can be controlled, ie, dynamic virtual objects. Optionally, the dynamic object may be a virtual character, a virtual animal, an animation character, or the like. The virtual object is a character controlled by a user through an input device, or an AI set in a virtual environment battle through training, or an NPC set in a virtual scene battle.
可选地,该虚拟对象是在虚拟场景中进行竞技的虚拟人物。可选地,该虚拟场景对战中的虚拟对象的数量是预设设置的,或者是根据加入对战的客户端的数量动态确定的,本申请实施例对此不作限定。Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle, which is not limited in this embodiment of the present application.
在一种可能实现方式中,用户能够控制虚拟对象在该虚拟场景中进行游戏行为,游戏行为可以包括移动、施放技能、使用道具、对话等,例如,控制虚拟对象跑动、跳动、爬行等,也能够控制虚拟对象使用应用程序所提供的技能、虚拟道具等与其他虚拟对象进行战斗。In a possible implementation manner, the user can control the virtual object to perform game behaviors in the virtual scene, and the game behavior may include moving, casting skills, using props, dialogue, etc., for example, controlling the virtual object to run, jump, crawl, etc., It is also possible to control virtual objects to fight with other virtual objects using skills, virtual props, etc. provided by the application.
虚拟摄像机是游戏场景画面所必需的组件,用于游戏场景画面的呈现,一个游戏场景至少对应一个虚拟摄像机,根据实际需要,可以有两个或两个以上,作为游戏渲染的窗口,为用户捕捉和呈现游戏世界的画面内容,通过设置虚拟摄像机的参数可调整用户观看游戏世界的视角,如第一人称视角、第三人称视角。The virtual camera is a necessary component of the game scene picture and is used for the presentation of the game scene picture. A game scene corresponds to at least one virtual camera. According to actual needs, there can be two or more than two, which are used as the game rendering window to capture for the user. And the screen content of the game world is displayed, and the user's viewing angle of the game world can be adjusted by setting the parameters of the virtual camera, such as the first-person perspective and the third-person perspective.
在一种可选的实施方式中,本发明实施例提供了一种游戏信息获取方法,通过终端设备提供图形用户界面,其中,终端设备可以是前述提到的本地终端设备,也可以是前述提到的云交互系统中的客户端设备。In an optional implementation manner, an embodiment of the present invention provides a method for acquiring game information, providing a graphical user interface through a terminal device, where the terminal device may be the aforementioned local terminal device, or the aforementioned to the client device in the cloud interactive system.
以下分别进行详细说明。需说明的是,以下实施例的序号不作为对实施例优选顺序的限定。Each of them will be described in detail below. It should be noted that the serial numbers of the following embodiments are not intended to limit the preferred order of the embodiments.
在本实施例中,提供了一种游戏信息获取方法,如图1b所示,该游戏信息获取方法应用于头戴式显示设备,所述头戴式显示设备分布有振动发生器阵列,所述振动发生器阵列包括多个振动发生器。该方法的具体流程可以包括如下步骤110至步骤130:In this embodiment, a method for acquiring game information is provided. As shown in FIG. 1b, the method for acquiring game information is applied to a head-mounted display device. The head-mounted display device is distributed with an array of vibration generators. The array of vibration generators includes a plurality of vibration generators. The specific process of the method may include the following
110、获取在所述虚拟游戏场景中发生的振动触发事件的相关信息,其中,所述相关信息包括所述振动触发事件在所述虚拟游戏场景发生的事件位置。110. Acquire relevant information of a vibration-triggered event that occurs in the virtual game scene, where the relevant information includes an event location where the vibration-triggered event occurs in the virtual game scene.
虚拟游戏场景为游戏中的虚拟场景。The virtual game scene is a virtual scene in the game.
振动触发事件为游戏中的、能够触发振动发生器的振动效果的事件。振动触发事件可以为游戏中表征敌方游戏角色的行为的事件。例如,敌方游戏角色的行为可以是:敌方游戏角色使用武器对玩家所扮演的游戏角色进行攻击的行为,也可以是敌方游戏角色驾驶游戏中的载具进行移动的行为。振动触发事件还可以为游戏中表征环境变化对玩家所扮演的游戏角色造成影响的事件。例如,环境变化可以是风吹、降雨、降冰雹等环境变化。The vibration trigger event is an event in the game that can trigger the vibration effect of the vibration generator. The vibration-triggered event may be an event in the game that characterizes the behavior of the enemy game character. For example, the behavior of the enemy game character may be the behavior of the enemy game character using a weapon to attack the game character played by the player, or the behavior of the enemy game character driving a vehicle in the game to move. The vibration-triggered event can also be an event in the game that characterizes the influence of the environment change on the game character played by the player. For example, the environmental change may be wind, rainfall, hail and other environmental changes.
振动发生器为产生振动的执行器。振动发生器可以是线性马达、转子马达等,振动发生器的具体类型不应该理解为是对本申请的限制。The vibration generator is an actuator that generates vibration. The vibration generator may be a linear motor, a rotor motor, etc., and the specific type of the vibration generator should not be construed as a limitation to the present application.
相关信息为与振动触发事件具备关联关系的信息,例如,该相关信息包括振动触发事件在虚拟游戏场景中的事件位置、振动触发事件的事件性质等。相关信息包括的具体信息内容不应该理解为是对本申请的限制。事件位置为振动触发事件位于虚拟游戏场景中的位置。The relevant information is information that is associated with the vibration-triggered event, for example, the relevant information includes the event location of the vibration-triggered event in the virtual game scene, the event nature of the vibration-triggered event, and the like. The specific information content included in the related information should not be construed as a limitation on this application. The event location is the location where the vibration-triggered event is located in the virtual game scene.
120、根据所述事件位置和所述游戏角色的当前位置,从所述振动发生器阵列中确定至少一个目标振动发生器,其中,所述至少一个目标振动发生器在所述振动发生器阵列中的相对位置与所述事件位置相对所述当前位置的相对位置构成对应关系。120. Determine at least one target vibration generator from the vibration generator array according to the current position of the event location and the game character, wherein the at least one target vibration generator is in the vibration generator array. The relative position of and the relative position of the event position relative to the current position constitute a corresponding relationship.
上述的游戏角色为佩戴头戴式显示设备的玩家所控制的游戏角色。当前位置为游戏角色当前时刻在虚拟游戏场景中所处的位置。可选地,游戏角色在游戏中的视角可以为第一人称视角,且该游戏角色在游戏中的视野可随头戴式显示设备的转动而转动,即游戏角色可由玩家通过移动头戴式显示设备而进行体感控制。The above-mentioned game character is a game character controlled by a player wearing a head-mounted display device. The current position is the position of the game character in the virtual game scene at the current moment. Optionally, the viewing angle of the game character in the game can be the first-person perspective, and the visual field of the game character in the game can be rotated with the rotation of the head-mounted display device, that is, the game character can be moved by the player by moving the head-mounted display device. And somatosensory control.
头戴式显示设备(Head Mounted Display,简称HMD)是向佩戴用户的眼睛发送光学信号,以令佩戴用户体验虚拟现实(VR)、增强现实(AR)、混合现实(MR)等不同效果的设备。Head Mounted Display (HMD) is a device that sends optical signals to the wearer's eyes to enable the wearer to experience different effects such as virtual reality (VR), augmented reality (AR), mixed reality (MR), etc. .
玩家在佩戴头戴式显示设备进入游戏,并体验游戏内容时,会经历振动触发事件。在本申请中,可以根据振动触发事件与佩戴头戴式显示设备的玩家所控制的游戏角色的相对位置,从分布在头戴式显示设备的振动发生器阵列中确定出目标振动发生器。其中,目标振动发生器在振动发生器阵列中的相对位置与事件位置相对游戏角色的当前位置的相对位置构成对应关系。Players experience vibration-triggered events when they wear a head-mounted display device to enter a game and experience game content. In the present application, the target vibration generator can be determined from the vibration generator array distributed on the head-mounted display device according to the relative position of the vibration triggering event and the game character controlled by the player wearing the head-mounted display device. The relative position of the target vibration generator in the vibration generator array forms a corresponding relationship with the relative position of the event position relative to the current position of the game character.
可选地,振动发生器阵列可以包括m行、n列的振动发生器。相应的,步骤120可以包括如下步骤121至步骤122:Optionally, the vibration generator array may include m rows and n columns of vibration generators. Correspondingly, step 120 may include the following steps 121 to 122:
121、根据所述事件位置与所述当前位置的水平相对位置,从所述振动发生器阵列的n列振动发生器中确定出至少一列振动发生器。121. Determine at least one row of vibration generators from the n rows of vibration generators in the vibration generator array according to the horizontal relative position between the event position and the current position.
由于振动发生器阵列具有n列振动发生器,因此,可以将头戴式显示设备的水平可感知角度划分为n个区域:x1、x2、x3…xn,且令n个区域:x1、x2、x3…xn与n列振动发生器一一对应。Since the vibration generator array has n columns of vibration generators, the horizontal perceptible angle of the head-mounted display device can be divided into n areas: x1, x2, x3...xn, and let n areas: x1, x2, x3...xn corresponds to n columns of vibration generators one-to-one.
根据振动触发事件的事件位置与当前位置的相对关系,确定出现实中对应的具体区域。具体地,在虚拟游戏场景中,以当前位置为参照物,得到事件位置相对于当前位置的水平相对角度;并在现实中,以佩戴头戴式显示设备的玩家为参照物,基于前述的水平相对角度,确定出对应的实际位置,从而根据实际位置落入的区域,进一步确定出至少一列振动发生器。例如,不妨设事件位置位于游戏角色的当前位置的三点钟方向,则可以将佩戴头戴式显示设备的玩家的三点钟方向确定为上述的实际位置,从而可以根据该实际位置落入的实际区域,确定该实际区域对应的振动发生器。According to the relative relationship between the event position of the vibration-triggered event and the current position, the corresponding specific area in reality is determined. Specifically, in the virtual game scene, taking the current position as the reference object, the horizontal relative angle of the event position relative to the current position is obtained; and in reality, taking the player wearing the head-mounted display device as the reference object, based on the aforementioned level The corresponding actual position is determined according to the relative angle, so that at least one row of vibration generators is further determined according to the area in which the actual position falls. For example, suppose the event position is located at the three o'clock direction of the current position of the game character, then the three o'clock direction of the player wearing the head-mounted display device can be determined as the above-mentioned actual position, so that according to the actual position falls into the three o'clock direction Actual area, determine the vibration generator corresponding to the actual area.
若振动触发事件对应的实际位置落在n个区域中的一个区域,例如xi,则可以确定出对应的第i列振动发生器;若振动触发事件对应的实际位置落在n个区域中的相邻两个区域之间,例如xi与x(i+1)之间,则可以确定出对应的第i列振动发生器以及第i+1列振动发生器。If the actual position corresponding to the vibration trigger event falls in one of the n regions, such as xi, the corresponding i-th column of vibration generators can be determined; if the actual position corresponding to the vibration trigger event falls within the n regions Between two adjacent regions, for example, between xi and x(i+1), the corresponding i-th column vibration generator and i+1-th column vibration generator can be determined.
可选地,在一种具体实施方式中,n列振动发生器沿所述头戴式显示设备的水平360度均匀分布;相应的,步骤121具体可以包括如下步骤A1至步骤A2:Optionally, in a specific implementation manner, n columns of vibration generators are evenly distributed along the horizontal 360 degrees of the head-mounted display device; correspondingly, step 121 may specifically include the following steps A1 to A2:
A1、从所述振动发生器阵列的n列振动发生器中,确定出与所述水平相对位置构成对应关系的一列振动发生器,或确定出与所述水平相对位置构成对应关系的两列振动发生器。A1. From the n rows of vibration generators in the vibration generator array, determine one row of vibration generators that corresponds to the horizontal relative position, or determine two rows of vibration generators that correspond to the horizontal relative position. generator.
在上述具体实施方式中,头戴式显示设备的水平可感知角度为360度,n列振动发生器可以沿头戴式显示设备的水平方向360度均匀分布,详情请参见图1c、图1d和图1e,当头戴式显示设备被玩家佩戴时,n列振动发生器既可以设置在头戴式显示设备中用于输出视频画面的显示仪,也可以设置在头戴式显示设备的环状带上。In the above specific implementation manner, the horizontal perceptible angle of the head-mounted display device is 360 degrees, and the n-column vibration generators can be uniformly distributed along the horizontal direction of the head-mounted display device 360 degrees. For details, please refer to FIG. 1c, FIG. 1d and As shown in Figure 1e, when the head-mounted display device is worn by the player, the n-column vibration generators can either be installed in the display device for outputting video images in the head-mounted display device, or can be installed in the ring-shaped ring of the head-mounted display device. bring.
n列振动发生器可以均分水平方向的360度,将水平方向的一周均分为n个区域,每个区域所占的角度为360/n。详情请参见图1f,不妨设n取值为8,则可以依据8列振动发生器,将头戴式显示设备的水平可感知角度划分为8个区域:x1、x2、x3、x4、x5、x6、x7、x8,其中,每个区域所占的角度为360/8=45度。8个区域与8列振动发生器一一对应。The n columns of vibration generators can equally divide 360 degrees in the horizontal direction, and divide the circle in the horizontal direction into n areas, and the angle occupied by each area is 360/n. Please refer to Figure 1f for details. Let n be 8, then the horizontal perceptible angle of the head-mounted display device can be divided into 8 areas according to 8 columns of vibration generators: x1, x2, x3, x4, x5, x6, x7, and x8, wherein the angle occupied by each area is 360/8=45 degrees. 8 areas correspond to 8 columns of vibration generators one by one.
在上述具体实施方式中,可以根据振动触发事件对应的实际位置所处的区域,确定出对应的至少一列振动发生器。例如,详情请参见图1f,若振动触发事件对应的实际位置处于x4区域,则可以从8列振动发生器中确定出x4区域对应的一列振动发生器;若振动触发事件处于x5区域与x6区域的交界处,则可以从8列振动发生器中确定出x5区域、以及x6区域对应的两列振动发生器。In the above-mentioned specific embodiment, at least one row of vibration generators corresponding to the vibration trigger event may be determined according to the area where the actual position corresponding to the vibration trigger event is located. For example, please refer to Figure 1f for details. If the actual position corresponding to the vibration trigger event is in the x4 area, one column of vibration generators corresponding to the x4 area can be determined from the 8 columns of vibration generators; if the vibration trigger event is located in the x5 area and the x6 area At the junction of the 8 columns of vibration generators, the x5 area and the two columns of vibration generators corresponding to the x6 area can be determined.
A2、将确定出的一列振动发生器或两列振动发生器记为所述至少一列振动发生器。A2. Denote the determined row of vibration generators or two rows of vibration generators as the at least one row of vibration generators.
上述步骤A1确定出一列或两列振动发生器可以记为至少一列振动发生器。The above step A1 determines that one row or two rows of vibration generators can be recorded as at least one row of vibration generators.
可选地,在另一种具体实施方式中,所述头戴式显示设备的水平可感知角度为第一可感知角度,所述n列振动发生器的中间n-2列振动发生器在所述第一可感知角度均匀分布;相应的,步骤121具体可以包括如下步骤B1至步骤B3:Optionally, in another specific implementation manner, the horizontal perceptible angle of the head-mounted display device is the first perceptible angle, and the middle n-2 columns of vibration generators of the n columns of vibration generators are located in the The first perceptible angle is uniformly distributed; correspondingly, step 121 may specifically include the following steps B1 to B3:
B1、若所述水平相对位置在所述振动发生器阵列对应的第一实际位置位于所述第一可感知角度内,获取所述第一实际位置在所述n-2列振动发生器所对应的一列振动发生器,或在所述n-2列振动发生器所对应的两列振动发生器。B1. If the horizontal relative position is within the first perceptible angle corresponding to the first actual position of the vibration generator array, obtain the first actual position corresponding to the n-2 columns of vibration generators One row of vibration generators, or two rows of vibration generators corresponding to the n-2 rows of vibration generators.
B2、将在所述n-2列振动发生器所对应的一列振动发生器,或在所述n-2列振动发生器所对应的两列振动发生器记为所述至少一列振动发生器。B2. Denote one row of vibration generators corresponding to the vibration generators in the n-2 rows, or two rows of vibration generators corresponding to the n-2 rows of vibration generators as the at least one row of vibration generators.
第一实际位置为现实中的、与佩戴头戴式显示设备的玩家在水平方向上存在第一预设位置关系的位置。其中,在虚拟游戏场景中,振动触发事件的事件位置与游戏角色的当前位置之间,在水平方向上也存在上述的第一预设位置关系。The first actual position is a real position that has a first preset positional relationship with the player wearing the head-mounted display device in the horizontal direction. Wherein, in the virtual game scene, the above-mentioned first preset positional relationship also exists in the horizontal direction between the event position of the vibration triggering event and the current position of the game character.
在上述的具体实施方式中,第一可感知角度为小于360度的任一角度值。对于第一可感知角度,可以将第一可感知角度均分为n-2个区域,每个区域所占的角度值为第一可感知角度/(n-2),这n-2个区域与列振动发生器的中间n-2列振动发生器分别对应,第1列振动发生器与第n列振动发生器对应于第一可感知角度之外的两个区域。具体的,可以计算360度与第一可感知角度的差值,并将该差值均分为两个区域,这两个区域分别对应第1列振动发生器以及第n列振动发生器。In the above-mentioned specific embodiment, the first perceptible angle is any angle value less than 360 degrees. For the first perceptible angle, the first perceivable angle can be divided into n-2 areas, and the angle occupied by each area is the first perceivable angle/(n-2), and these n-2 areas Corresponding to the vibration generators in the middle n-2 rows of vibration generators, respectively, the vibration generators in the first row and the vibration generators in the nth row correspond to two regions outside the first perceptible angle. Specifically, the difference between the 360-degree angle and the first perceptible angle may be calculated, and the difference may be divided into two regions, the two regions respectively corresponding to the first row of vibration generators and the nth row of vibration generators.
详情请参见图1g示出的俯视图,不妨设第一可感知角度为90度,n取值为8,则可以将90度均分为6个区域,每个区域所占的角度值为90/6=15度,上述6个区域分别为图1g示出的x2至x7。这6个区域与8列振动发生器的中间6列振动发生器分别对应。For details, please refer to the top view shown in Fig. 1g. If the first perceptible angle is 90 degrees and n is 8, then 90 degrees can be divided into 6 areas, and the angle occupied by each area is 90/ 6=15 degrees, the above-mentioned 6 areas are respectively x2 to x7 shown in FIG. 1g. These 6 areas correspond to the middle 6 rows of vibration generators in the 8 rows of vibration generators respectively.
不属于第一可感知角度的角度范围是360-90=270度,可以将270度均分为两个区域,每个区域所占的角度值为270/2=135度。上述两个区域中紧挨x2的区域与第1列振动发生器对应,紧挨x7的区域与第8列振动发生器对应。The angle range that does not belong to the first perceptible angle is 360-90=270 degrees, 270 degrees can be divided into two areas, and the angle value occupied by each area is 270/2=135 degrees. Among the above two areas, the area next to x2 corresponds to the vibration generator in the first row, and the area next to x7 corresponds to the vibration generator in the eighth row.
若所述振动触发事件对应的实际位置位于所述第一可感知角度内,则可以根据振动触发事件对应的实际位置所处的区域与6列振动发生器的对应关系,从8列振动发生器的中间6列振动发生器中,确定出对应的至少一列振动发生器。该步骤B1至B2与步骤A1至A2对应相同,在此便不做赘述。If the actual position corresponding to the vibration triggering event is located within the first perceptible angle, then according to the corresponding relationship between the area where the actual position corresponding to the vibration triggering event is located and the 6 columns of vibration generators, from the 8 columns of vibration generators In the middle 6 rows of vibration generators, at least one row of vibration generators is determined. The steps B1 to B2 correspond to the same steps as the steps A1 to A2, and are not repeated here.
B3、若所述水平相对位置在所述振动发生器阵列对应的第一实际位置位于所述第一可感知角度外,将所述第1列振动发生器以及第n列振动发生器中,距离所述第一实际位置最近的振动发生器记为所述至少一列振动发生器。B3. If the horizontal relative position is outside the first perceivable angle at the first actual position corresponding to the vibration generator array, place the vibration generators in the first row and the vibration generators in the nth row by the distance between them. The vibration generator closest to the first actual position is denoted as the at least one row of vibration generators.
若振动触发事件对应的实际位置位于所述第一可感知角度外,则该振动触发事件会对应第1列振动发生器以及第n列振动发生器中一列振动发生器,具体可以根据上述两列振动发生器与振动触发事件发生的位置之间的距离来确定具体是哪一列振动发生器。例如,详情请参见图1g,不妨设振动触发事件对应的实际位置位于x8区域,则计算x8区域与第8列振动发生器的距离以及x8区域与第1列振动发生器的距离,比较后可得,x8区域与第8列振动发生器的距离更近,因此,该振动触发事件对应于第8列振动发生器。If the actual position corresponding to the vibration triggering event is outside the first perceptible angle, the vibration triggering event will correspond to the first row of vibration generators and one row of vibration generators in the nth row. The distance between the vibration generator and the location where the vibration triggering event occurs determines which row of vibration generators is. For example, please refer to Figure 1g for details. Let us assume that the actual position corresponding to the vibration trigger event is located in the x8 area, then calculate the distance between the x8 area and the 8th column of vibration generators and the distance between the x8 area and the 1st column of vibration generators. Well, the x8 area is closer to the vibrator in the 8th column, so this vibration trigger event corresponds to the vibrator in the 8th column.
122、根据所述事件位置与所述当前位置的竖直相对位置,从所述至少一列振动发生器的m行振动发生器中确定出至少一行振动发生器,其中,所述至少一行振动发生器为所述至少一个目标振动发生器。122. Determine at least one row of vibration generators from the m row of vibration generators of the at least one row of vibration generators according to the vertical relative position of the event position and the current position, wherein the at least one row of vibration generators for the at least one target vibration generator.
在水平方向上,确定所述振动触发事件对应的实际位置在n列振动发生器中所对应的至少一列振动发生器后,执行步骤122,从而在竖直方向上进一步确定至少一列振动发生器的m行振动发生器中所对应的至少一行振动发生器。In the horizontal direction, after it is determined that the actual position corresponding to the vibration triggering event is at least one row of vibration generators corresponding to the n rows of vibration generators, step 122 is executed to further determine the position of the at least one row of vibration generators in the vertical direction. At least one row of vibration generators corresponding to the m rows of vibration generators.
可选地,所述头戴式显示设备的竖直可感知角度为第二可感知角度,所述m行振动发生器的中间m-2行振动发生器在所述第二可感知角度均匀分布。相应的,步骤122可以包括如下步骤1221至步骤1223:Optionally, the vertical perceptible angle of the head-mounted display device is a second perceptible angle, and the m-2 rows of vibration generators in the middle of the m rows of vibration generators are evenly distributed at the second perceptible angle. . Correspondingly, step 122 may include the following steps 1221 to 1223:
1221、若所述竖直相对位置在所述振动发生器阵列对应的第二实际位置位于所述第二可感知角度内,获取所述第二实际位置在所述m-2行振动发生器所对应的一行振动发生器,或在所述m-2行振动发生器所对应的两行振动发生器。1221. If the vertical relative position is within the second perceptible angle corresponding to the second actual position of the vibration generator array, obtain the second actual position at the m-2 row of vibration generators. A corresponding row of vibration generators, or two rows of vibration generators corresponding to the m-2 rows of vibration generators.
1222、将在所述m-2行振动发生器所对应的一行振动发生器,或在所述m-2行振动发生器所对应的两行振动发生器记为所述至少一行振动发生器。1222. Denote one row of vibration generators corresponding to the m-2 rows of vibration generators, or two rows of vibration generators corresponding to the m-2 rows of vibration generators as the at least one row of vibration generators.
第二实际位置为现实中的、与佩戴头戴式显示设备的玩家在竖直方向上存在第二预设位置关系的位置。其中,在虚拟游戏场景中,振动触发事件的事件位置与游戏角色的当前位置之间,在竖直方向上也存在上述的第二预设位置关系。The second actual position is a real position that has a second preset positional relationship with the player wearing the head-mounted display device in the vertical direction. Wherein, in the virtual game scene, the above-mentioned second preset positional relationship also exists in the vertical direction between the event position of the vibration-triggered event and the current position of the game character.
在上述的具体实施方式中,第二可感知角度为小于360度的任一角度值。对于第二可感知角度,可以将第一可感知角度均分为m-2个区域,每个区域所占的角度值为第二可感知角度/(m-2),这m-2个区域与行振动发生器的中间m-2行振动发生器分别对应,第1行振动发生器与第m行振动发生器对应于第二可感知角度之外的两个区域。具体的,可以计算360度与第二可感知角度的差值,并将该差值均分为两个区域,这两个区域分别对应第1行振动发生器以及第m行振动发生器。In the above-mentioned specific embodiment, the second perceptible angle is any angle value less than 360 degrees. For the second perceivable angle, the first perceivable angle can be divided into m-2 areas, and the angle occupied by each area is the second perceptible angle/(m-2), the m-2 areas Corresponding to the middle m-2 rows of vibration generators of the row vibration generators, respectively, the first row of vibration generators and the mth row of vibration generators correspond to two regions outside the second perceptible angle. Specifically, the difference between the 360-degree angle and the second perceptible angle may be calculated, and the difference is equally divided into two areas, the two areas respectively corresponding to the first row of vibration generators and the mth row of vibration generators.
详情请参见图1h示出的侧视图,不妨设第二可感知角度为90度,m取值为8,则可以将90度均分为6个区域,每个区域所占的角度值为90/6=15度,上述6个区域分别为图1h示出的y2至y7。这6个区域与8行振动发生器的中间6行振动发生器分别对应。For details, please refer to the side view shown in Figure 1h. If the second perceptible angle is set to 90 degrees, and the value of m is 8, 90 degrees can be divided into 6 areas, and the angle occupied by each area is 90 degrees. /6=15 degrees, the above-mentioned six regions are respectively y2 to y7 shown in FIG. 1h. These 6 areas correspond to the middle 6 rows of vibration generators in the 8 rows of vibration generators respectively.
不属于第一可感知角度的角度范围是360-90=270度,可以将270度均分为两个区域,每个区域所占的角度值为270/2=135度。上述两个区域中,紧挨y2的区域与第1行振动发生器对应,紧挨y7的区域与第8行振动发生器对应。The angle range that does not belong to the first perceptible angle is 360-90=270 degrees, 270 degrees can be divided into two areas, and the angle value occupied by each area is 270/2=135 degrees. Among the above two areas, the area next to y2 corresponds to the vibration generator in the first row, and the area next to y7 corresponds to the vibration generator in the eighth row.
若所述振动触发事件对应的实际位置位于所述第二可感知角度内,则可以根据振动触发事件对应的实际位置所处的区域与6行振动发生器的对应关系,从8行振动发生器的中间6行振动发生器中,确定出对应的至少一行振动发生器。该步骤1221至1222与步骤A1至A2对应相同,在此便不做赘述。If the actual position corresponding to the vibration triggering event is located within the second perceptible angle, then according to the corresponding relationship between the area where the actual position corresponding to the vibration triggering event is located and the 6 rows of vibration generators, from the 8 rows of vibration generators In the middle 6 rows of vibration generators, at least one row of vibration generators is determined. The steps 1221 to 1222 correspond to the same steps as the steps A1 to A2, and are not repeated here.
1223、若所述竖直相对位置在所述振动发生器阵列对应的第二实际位置位于所述第二可感知角度外,将所述第1行振动发生器以及第m行振动发生器中,距离所述第二实际位置最近的振动发生器记为所述至少一行振动发生器。1223. If the vertical relative position is located outside the second perceptible angle at the second actual position corresponding to the vibration generator array, place the first row of vibration generators and the mth row of vibration generators, The vibration generators closest to the second actual position are denoted as the at least one row of vibration generators.
若振动触发事件对应的实际位置位于所述第二可感知角度外,则该振动触发事件会对应第1行振动发生器以及第m行振动发生器中一行振动发生器,具体可以根据上述两行振动发生器与振动触发事件发生的位置之间的距离来确定具体是哪一行振动发生器。例如,详情请参见图1h,不妨设振动触发事件对应的实际位置位于y8区域,则计算y8区域与第8行振动发生器的距离以及y8区域与第1行振动发生器的距离,比较后可得,y8区域与第8行振动发生器的距离更近,因此,该振动触发事件对应于第8行振动发生器。If the actual position corresponding to the vibration triggering event is located outside the second perceptible angle, the vibration triggering event will correspond to the first row of vibration generators and the mth row of vibration generators. The distance between the vibration generator and the location where the vibration triggering event occurs determines which row of vibration generators is. For example, please refer to Figure 1h for details. Let us assume that the actual position corresponding to the vibration trigger event is located in the y8 area, then calculate the distance between the y8 area and the 8th row vibration generator and the distance between the y8 area and the 1st row vibration generator. Therefore, the y8 area is closer to the row 8 vibration generator, so this vibration trigger event corresponds to the row 8 vibration generator.
通过上述步骤,先从水平方向确定出具体目标列振动发生器,再从目标列振动发生器对应的多行振动发生器中确定出具体目标行,从而可以从振动发生器矩阵中确定出至少一个目标振动发生器。该目标振动发生器的位置是根据游戏中振动触发事件与游戏角色的相对位置关系进行确定的,因此,该目标振动发生器可以更加准确地模拟振动触发事件对应的振动,令玩家可以通过现实中水平方向上的振动发生器定位虚拟游戏场景中振动触发事件发生的方位,并基于现实中竖直方向的振动发生器所发出的振动反馈获取虚拟游戏场景中地势上的空间信息,从而提高玩家的代入感。Through the above steps, first determine the specific target row vibration generators from the horizontal direction, and then determine the specific target row from the vibration generators corresponding to the target row vibration generators, so that at least one vibration generator matrix can be determined. Target vibration generator. The position of the target vibration generator is determined according to the relative positional relationship between the vibration trigger event and the game character in the game. Therefore, the target vibration generator can more accurately simulate the vibration corresponding to the vibration trigger event, so that players can The vibration generator in the horizontal direction locates the position where the vibration triggering event occurs in the virtual game scene, and obtains the spatial information on the terrain in the virtual game scene based on the vibration feedback sent by the vibration generator in the vertical direction in reality, thereby improving the player's experience. empathy.
可选地,在一种实施方式中,在步骤110与步骤120之间,本申请实施例还可以包括如下步骤S1至步骤S3:Optionally, in an implementation manner, between
S1、获取所述振动触发事件发生在所述虚拟游戏场景中的事件位置。S1. Acquire the event location where the vibration triggering event occurs in the virtual game scene.
S2、获取受控的所述游戏角色在所述虚拟游戏场景中的当前位置。S2. Acquire the current position of the controlled game character in the virtual game scene.
S3、确定所述事件位置与所述当前位置的距离小于预设距离值。S3. Determine that the distance between the event location and the current location is less than a preset distance value.
预设距离值为预先设置的一个距离值,不妨设预设距离值以R来表示。具体可以分别获取振动触发事件在游戏中的位置,该位置为事件位置;以及获取玩家在游戏中扮演的角色的位置,该位置为当前位置,并计算事件位置与当前位置之间的距离;在确定上述两者的距离小于预设距离值的情况下,再实现目标振动发生器的查找。The preset distance value is a preset distance value, and the preset distance value may be represented by R. Specifically, the position of the vibration-triggered event in the game can be obtained separately, and the position is the event position; and the position of the role played by the player in the game is obtained, the position is the current position, and the distance between the event position and the current position is calculated; When it is determined that the distance between the above two is less than the preset distance value, the search for the target vibration generator is realized.
距离小于预设距离值,则说明在虚拟游戏场景中,振动触发事件距玩家在游戏中扮演的角色的距离较近,即振动触发事件是游戏中、需引起玩家注意力的事件。因此,对这一类事件进行目标振动发生器的选择、以及振动反馈的模拟可以进一步增加玩家的代入感。If the distance is less than the preset distance value, it means that in the virtual game scene, the vibration-triggered event is relatively close to the player's role in the game, that is, the vibration-triggered event is an event in the game that needs to attract the player's attention. Therefore, the selection of target vibration generators and the simulation of vibration feedback for this type of event can further increase the player's sense of substitution.
130、控制所述至少一个目标振动发生器振动,以模拟所述振动触发事件。130. Control the vibration of the at least one target vibration generator to simulate the vibration triggering event.
可选地,在一种实施方式中,步骤130具体可以包括如下步骤131至步骤133:Optionally, in an embodiment, step 130 may specifically include the following steps 131 to 133:
131、获取所述事件位置与所述当前位置的相对距离值。131. Acquire a relative distance value between the event location and the current location.
132、根据所述相对距离值与所述预设距离值的比较值,确定所述至少一个目标振动发生器的第一振动影响因素。132. Determine a first vibration influencing factor of the at least one target vibration generator according to the comparison value between the relative distance value and the preset distance value.
133、根据所述第一振动影响因素,控制所述至少一个目标振动发生器振动。133. Control the vibration of the at least one target vibration generator according to the first vibration influencing factor.
在上述的实施方式中,获取玩家在游戏中所扮演的角色与振动触发事件之间的相对距离值,并计算该相对距离值与预设距离值之间的比较值,从而确定出影响目标振动发生器振动的第一振动影响因素。可选地,可以设置为相对距离值越小,第一振动影响因素的权重越高;也可以采取相反的方式设置,根据第一振动影响因素控制目标振动发生器振动的具体方式不应该理解为是对本申请的限制。In the above-mentioned embodiment, the relative distance value between the role played by the player in the game and the vibration triggering event is obtained, and the comparison value between the relative distance value and the preset distance value is calculated, thereby determining the vibration affecting the target. The first vibration influencing factor of generator vibration. Optionally, it can be set that the relative distance value is smaller, and the weight of the first vibration influencing factor is higher; it can also be set in the opposite way, and the specific way of controlling the vibration of the target vibration generator according to the first vibration influencing factor should not be understood as is a limitation of this application.
进一步地,在一种实施方式中,在步骤130之前,本申请实施例还可以包括如下步骤:确定所述振动触发事件的目标振动类型;根据所述目标振动类型,确定所述至少一个目标振动发生器的第二振动影响因素。Further, in an implementation manner, before
在上述的实施方式中,还可以确定振动触发事件的目标振动类型,并依据目标振动类型确定第二振动影响因素。如上文所述的,振动触发事件可以为游戏中表征敌方游戏角色的行为的事件;还可以为游戏中表征环境变化对玩家所扮演的游戏角色造成影响的事件。不同的振动触发事件均有自身对应的目标振动类型,可以根据目标振动类型确定出影响目标振动发生器振动的第二振动影响因素。In the above-mentioned embodiment, the target vibration type of the vibration triggering event can also be determined, and the second vibration influencing factor is determined according to the target vibration type. As mentioned above, the vibration trigger event may be an event in the game that characterizes the behavior of the enemy game character; it may also be an event in the game that characterizes the influence of the environment change on the game character played by the player. Different vibration trigger events have their own corresponding target vibration types, and the second vibration influence factor affecting the vibration of the target vibration generator can be determined according to the target vibration type.
相应的,步骤133具体可以包括如下步骤1331至步骤1332:Correspondingly, step 133 may specifically include the following steps 1331 to 1332:
1331、根据所述第一振动影响因素以及所述第二振动影响因素,确定所述至少一个目标振动发生器的振动参数值。1331. Determine a vibration parameter value of the at least one target vibration generator according to the first vibration influencing factor and the second vibration influencing factor.
振动参数值为影响振动表现形式的参数的数值。振动参数值可以包括:振动的持续时长、振动频率、振动强度等。The vibration parameter value is the value of the parameter that affects the behavior of vibration. The vibration parameter values may include: duration of vibration, vibration frequency, vibration intensity, and the like.
可选地,可以根据第二振动影响因素,先确定出每个振动参数对应的振动区间;然后再根据第一振动影响因素,从每个振动参数分别对应的振动区间中确定出具体的数值,从而可以得到目标振动发生器的振动参数值。也可以根据第二振动影响因素确定出振动频率和振动时长,再根据第一振动影响因素确定出振动强度。应当理解,上述步骤仅是根据第一振动影响因素以及所述第二振动影响因素确定振动参数值的一种具体方式的示例性说明,不应理解为是对本申请的限制。Optionally, according to the second vibration influencing factor, first determine the vibration interval corresponding to each vibration parameter; then according to the first vibration influencing factor, determine the specific numerical value from the vibration interval corresponding to each vibration parameter respectively, Thereby, the vibration parameter value of the target vibration generator can be obtained. The vibration frequency and vibration duration may also be determined according to the second vibration influencing factor, and then the vibration intensity may be determined according to the first vibration influencing factor. It should be understood that the above steps are only an exemplary illustration of a specific manner for determining the vibration parameter value according to the first vibration influencing factor and the second vibration influencing factor, and should not be construed as a limitation on the present application.
1332、根据所述至少一个目标振动发生器的振动参数值,控制所述至少一个目标振动发生器振动。1332. Control the at least one target vibration generator to vibrate according to the vibration parameter value of the at least one target vibration generator.
在步骤1331确定出目标振动发生器的振动参数值后,可以依据振动参数值,控制目标振动发生器的振动。目标振动发生器的振动方式同时受到第一振动影响因素以及所述第二振动影响因素的影响,且第一振动影响因素与相对距离值有关,第二振动影响因素与振动触发事件的目标振动类型有关,因此,玩家在游玩游戏的过程中感受到目标振动发生器的振动时,便可以根据振动的区别分辨出振动触发事件的类型、以及该振动触发事件距玩家扮演的游戏角色的距离,从而可以令玩家从触觉维度更直观地获取到游戏中的信息。After the vibration parameter value of the target vibration generator is determined in step 1331, the vibration of the target vibration generator can be controlled according to the vibration parameter value. The vibration mode of the target vibration generator is simultaneously affected by the first vibration influence factor and the second vibration influence factor, and the first vibration influence factor is related to the relative distance value, and the second vibration influence factor is related to the target vibration type of the vibration trigger event Therefore, when the player feels the vibration of the target vibration generator in the process of playing the game, he can distinguish the type of the vibration-triggered event and the distance between the vibration-triggered event and the game character played by the player according to the difference of vibrations, thereby It can make the player obtain the information in the game more intuitively from the tactile dimension.
可选地,在一种具体实施方式中,若需要多个振动发生器相互配合从而模拟较为复杂的振动触发事件的振动过程,也可以根据振动触发事件选出相邻的多个振动发生器,并设置每个振动发生器的振动开始时刻、振动结束时刻、振动频率、振动强度等,从而实现较为复杂的振动触发事件的模拟过程。Optionally, in a specific embodiment, if multiple vibration generators are required to cooperate with each other to simulate the vibration process of a more complex vibration trigger event, adjacent multiple vibration generators can also be selected according to the vibration trigger event, And set the vibration start time, vibration end time, vibration frequency, vibration intensity, etc. of each vibration generator, so as to realize the simulation process of more complex vibration trigger events.
本申请实施例提供的游戏信息获取方法中,可以获取游戏中产生的振动触发事件,并根据振动触发事件与佩戴头戴式显示设备的玩家所控制的游戏角色的相对位置,从振动发生器阵列中获取位置一致的一个或多个目标振动发生器,并控制上述的一个或多个目标振动发生器产生振动,以便在现实中模拟该振动触发事件所造成的振动效果。在本申请中,可以将分布在头戴式显示设备的振动发生器阵列作为模拟振动效果的参考坐标系,根据游戏中的振动触发事件与佩戴头戴式显示设备的玩家所控制的游戏角色的相对位置关系,从作为参考坐标系的振动发生器阵列中确定出一个或多个目标振动发生器,并控制上述的目标振动发生器振动,从而可以令佩戴上述头戴式显示设备的玩家可以通过触觉的方式获取游戏中的信息。In the game information acquisition method provided by the embodiment of the present application, the vibration trigger event generated in the game can be acquired, and according to the relative position of the vibration trigger event and the game character controlled by the player wearing the head-mounted display device, from the vibration generator array One or more target vibration generators with the same position are obtained in the above-mentioned one or more target vibration generators, and the above-mentioned one or more target vibration generators are controlled to generate vibration, so as to simulate the vibration effect caused by the vibration triggering event in reality. In this application, the vibration generator array distributed on the head-mounted display device can be used as the reference coordinate system for simulating the vibration effect, according to the vibration trigger event in the game and the game character controlled by the player wearing the head-mounted display device Relative positional relationship, determine one or more target vibration generators from the vibration generator array as the reference coordinate system, and control the above-mentioned target vibration generator to vibrate, so that the player wearing the above-mentioned head-mounted display device can pass the The tactile way to obtain the information in the game.
在本申请中,可以增强游戏的真实感,提高玩家的代入感。In the present application, the realism of the game can be enhanced, and the player's sense of substitution can be improved.
根据上述实施例所描述的方法,以下将作进一步详细说明。According to the methods described in the above embodiments, further detailed description will be given below.
在本实施例中,将以振动发生器阵列包括m行、n列的振动发生器为例,对本申请实施例的方法进行详细说明。In this embodiment, the method of the embodiment of the present application will be described in detail by taking the vibration generator array comprising m rows and n columns of vibration generators as an example.
如图2所示,一种游戏信息获取方法具体流程如下:As shown in Figure 2, the specific process of a method for acquiring game information is as follows:
201、获取虚拟游戏场景中产生的振动触发事件。201. Acquire a vibration trigger event generated in a virtual game scene.
202、获取所述振动触发事件发生在游戏中的事件位置。202. Acquire an event location where the vibration-triggered event occurs in the game.
203、获取佩戴头戴式显示设备的玩家控制的游戏角色在虚拟游戏场景中的当前位置。203. Obtain the current position of the game character controlled by the player wearing the head-mounted display device in the virtual game scene.
204、确定所述事件位置与所述当前位置的距离小于预设距离值。204. Determine that the distance between the event location and the current location is less than a preset distance value.
205、根据所述振动触发事件与所述游戏角色的水平相对位置,确定所述振动触发事件对应的实际位置在n列振动发生器中所对应的至少一列振动发生器。205. According to the horizontal relative position of the vibration trigger event and the game character, determine at least one row of vibration generators corresponding to the actual position corresponding to the vibration trigger event in n rows of vibration generators.
在一种具体实施方式中,n列振动发生器沿所述头戴式显示设备的水平360度均匀分布;相应的,步骤205包括:获取所述振动触发事件对应的实际位置在所述n列振动发生器所对应的一列振动发生器,或在所述n列振动发生器对应的实际位置所对应的两列振动发生器;将在所述n列振动发生器对应的实际位置所对应的一列振动发生器,或在所述n列振动发生器对应的实际位置所对应的两列振动发生器记为所述至少一列振动发生器。In a specific embodiment, n columns of vibration generators are evenly distributed along the horizontal 360 degrees of the head-mounted display device; correspondingly,
在另一种具体实施方式中,头戴式显示设备的水平可感知角度为第一可感知角度,所述n列振动发生器的中间n-2列振动发生器在所述第一可感知角度均匀分布;相应的,步骤205包括:In another specific implementation, the horizontal perceptible angle of the head-mounted display device is a first perceivable angle, and the middle n-2 columns of vibration generators in the n columns of vibration generators are at the first perceivable angle uniform distribution; correspondingly,
若所述水平相对位置在所述振动发生器阵列对应的第一实际位置位于所述第一可感知角度内,获取所述第一实际位置在所述n-2列振动发生器所对应的一列振动发生器,或在所述n-2列振动发生器所对应的两列振动发生器。将在所述n-2列振动发生器所对应的一列振动发生器,或在所述n-2列振动发生器所对应的两列振动发生器记为所述至少一列振动发生器。若所述水平相对位置在所述振动发生器阵列对应的第一实际位置位于所述第一可感知角度外,将所述第1列振动发生器以及第n列振动发生器中,距离所述第一实际位置最近的振动发生器记为所述至少一列振动发生器。206、根据所述振动触发事件与佩戴头戴式显示设备的玩家所控制的游戏角色的竖直相对位置,确定所述振动触发事件对应的实际位置在所述至少一列振动发生器的m行振动发生器中所对应的至少一行振动发生器,其中,所述至少一行振动发生器为所述至少一个目标振动发生器。If the horizontal relative position is within the first perceptible angle at the first actual position corresponding to the vibration generator array, obtain the first actual position in a column corresponding to the n-2 columns of vibration generators Vibration generators, or two rows of vibration generators corresponding to the n-2 rows of vibration generators. One row of vibration generators corresponding to the n-2 rows of vibration generators, or two rows of vibration generators corresponding to the n-2 rows of vibration generators are recorded as the at least one row of vibration generators. If the horizontal relative position is outside the first perceptible angle at the first actual position corresponding to the vibration generator array, place the vibration generators in the first row and the vibration generators in the nth row at a distance from the The vibration generators closest to the first actual position are denoted as the at least one row of vibration generators. 206. According to the vertical relative position of the vibration trigger event and the game character controlled by the player wearing the head-mounted display device, determine that the actual position corresponding to the vibration trigger event vibrates in the m row of the at least one column of vibration generators. At least one row of vibration generators corresponding to the generators, wherein the at least one row of vibration generators is the at least one target vibration generator.
头戴式显示设备的竖直可感知角度为第二可感知角度,所述m行振动发生器的中间m-2行振动发生器在所述第二可感知角度均匀分布;相应的,步骤206包括:The vertical perceptible angle of the head-mounted display device is the second perceptible angle, and the m-2 rows of vibration generators in the middle of the m rows of vibration generators are evenly distributed at the second perceptible angle; correspondingly, step 206 include:
若所述竖直相对位置在所述振动发生器阵列对应的第二实际位置位于所述第二可感知角度内,获取所述第二实际位置在所述m-2行振动发生器所对应的一行振动发生器,或在所述m-2行振动发生器所对应的两行振动发生器。将在所述m-2行振动发生器所对应的一行振动发生器,或在所述m-2行振动发生器所对应的两行振动发生器记为所述至少一行振动发生器。若所述竖直相对位置在所述振动发生器阵列对应的第二实际位置位于所述第二可感知角度外,将所述第1行振动发生器以及第m行振动发生器中,距离所述第二实际位置最近的振动发生器记为所述至少一行振动发生器。207、获取所述事件位置与所述当前位置的相对距离值,并根据所述相对距离值与所述预设距离值的比较值,确定所述至少一个目标振动发生器的第一振动影响因素。If the vertical relative position is within the second perceptible angle at the second actual position corresponding to the vibration generator array, obtain the second actual position at the m-2 row corresponding to the vibration generators One row of vibration generators, or two rows of vibration generators corresponding to the m-2 rows of vibration generators. A row of vibration generators corresponding to the m-2 rows of vibration generators, or two rows of vibration generators corresponding to the m-2 rows of vibration generators are recorded as the at least one row of vibration generators. If the vertical relative position is outside the second perceptible angle at the second actual position corresponding to the vibration generator array, set the vibration generators in the first row and the vibration generators in the mth row at a distance of The vibration generator closest to the second actual position is denoted as the at least one row of vibration generators. 207. Obtain the relative distance value between the event location and the current location, and determine the first vibration influencing factor of the at least one target vibration generator according to the comparison value between the relative distance value and the preset distance value. .
208、确定所述振动触发事件的目标振动类型;并根据所述目标振动类型,确定所述至少一个目标振动发生器的第二振动影响因素。208. Determine a target vibration type of the vibration triggering event; and determine a second vibration influencing factor of the at least one target vibration generator according to the target vibration type.
209、根据所述第一振动影响因素以及所述第二振动影响因素,确定所述至少一个目标振动发生器的振动参数值。209. Determine a vibration parameter value of the at least one target vibration generator according to the first vibration influencing factor and the second vibration influencing factor.
210、根据所述至少一个目标振动发生器的振动参数值,控制所述至少一个目标振动发生器振动。210. Control the at least one target vibration generator to vibrate according to the vibration parameter value of the at least one target vibration generator.
由上可知,本申请实施例可以将分布在头戴式显示设备的振动发生器阵列作为模拟振动效果的参考坐标系,根据游戏中的振动触发事件与佩戴头戴式显示设备的玩家所控制的游戏角色的相对位置关系,从作为参考坐标系的振动发生器阵列中确定出一个或多个目标振动发生器,并控制上述的目标振动发生器振动,从而可以令佩戴上述头戴式显示设备的玩家可以通过触觉的方式获取游戏中的信息。It can be seen from the above that in this embodiment of the present application, the vibration generator array distributed on the head-mounted display device can be used as a reference coordinate system for simulating vibration effects. The relative positional relationship of the game character, determine one or more target vibration generators from the vibration generator array as the reference coordinate system, and control the above-mentioned target vibration generator to vibrate, so that the wearer wearing the above-mentioned head-mounted display device can be made to vibrate. Players can obtain in-game information through tactile means.
本申请可以将游戏中的交互反馈、敌方行为以及环境信息从原先视听信号展示方式转化为更为真实的触觉信号展示方式,使玩家在激烈的游戏中不仅能真实地感受到游戏虚拟环境中的反馈,还能使玩家通过身体的触觉来获取虚拟环境中的信息,减少对虚拟环境的观察的打断,将注意力集中在游戏操作中,从而可以更好更真实地进行游戏。This application can transform the interactive feedback, enemy behavior and environmental information in the game from the original audiovisual signal display method to a more realistic tactile signal display method, so that players can not only truly feel the virtual environment of the game in the intense game The feedback can also enable players to obtain information in the virtual environment through physical touch, reduce the interruption of the observation of the virtual environment, and focus on the game operation, so that the game can be played in a better and more realistic manner.
同时通过本申请提供的方法,玩家除了可以通过水平方向上的振动发生器来定位虚拟游戏场景中事件发生的方位,还可以基于纵向分布的振动发生器所发出的振动反馈来获取虚拟游戏场景中地势上的空间信息;因此,弥补了现有技术中的平面小地图缺少对纵向空间信息展示的不足。At the same time, through the method provided in this application, in addition to using the vibration generator in the horizontal direction to locate the orientation of the event in the virtual game scene, the player can also obtain information in the virtual game scene based on the vibration feedback sent by the longitudinally distributed vibration generators. Spatial information on topography; therefore, it makes up for the lack of display of vertical spatial information in the flat minimap in the prior art.
本申请实施例通过触觉反馈游戏中虚拟环境信息的方式,还可以让一部分有视听障碍的人群也能进行游戏,享受游戏的乐趣。In the embodiment of the present application, by means of tactile feedback of virtual environment information in the game, some people with hearing and hearing impairments can also play the game and enjoy the fun of the game.
为了更好地实施以上方法,本申请实施例还提供一种游戏信息获取装置,该游戏信息获取装置具体可以集成在电子设备中,该电子设备可以为终端。其中,终端可以为手机、平板电脑、智能蓝牙设备、笔记本电脑、个人电脑等设备。In order to better implement the above method, an embodiment of the present application further provides an apparatus for acquiring game information. The apparatus for acquiring game information may specifically be integrated in an electronic device, and the electronic device may be a terminal. The terminal may be a mobile phone, a tablet computer, a smart Bluetooth device, a notebook computer, a personal computer, or other devices.
比如,在本实施例中,将以游戏信息获取装置具体集成在终端为例,对本申请实施例的装置进行详细说明。For example, in this embodiment, the device of the embodiment of the present application will be described in detail by taking the game information acquisition device being specifically integrated in the terminal as an example.
例如,如图3所示,该游戏信息获取装置可以包括:For example, as shown in Figure 3, the game information acquisition device may include:
事件获取单元301,用于获取在所述虚拟游戏场景中发生的振动触发事件的相关信息,其中,所述相关信息包括所述振动触发事件在所述虚拟游戏场景发生的事件位置;An
发生器确定单元302,用于根据所述事件位置和所述游戏角色的当前位置,从所述振动发生器阵列中确定至少一个目标振动发生器,其中,所述至少一个目标振动发生器在所述振动发生器阵列中的相对位置与所述事件位置相对所述当前位置的相对位置构成对应关系;
振动控制单元303,用于控制所述至少一个目标振动发生器振动,以模拟所述振动触发事件。The
在一些实施例中,所述装置还包括:In some embodiments, the apparatus further includes:
事件位置单元,用于获取所述振动触发事件发生在所述虚拟游戏场景中的事件位置;an event location unit for acquiring the event location where the vibration trigger event occurs in the virtual game scene;
当前位置单元,用于获取受控的所述游戏角色在所述虚拟游戏场景中的当前位置;The current position unit is used to obtain the current position of the controlled game character in the virtual game scene;
预设距离值单元,用于确定所述事件位置与所述当前位置的距离小于预设距离值。A preset distance value unit, configured to determine that the distance between the event location and the current location is less than a preset distance value.
在一些实施例中,所述装置还包括:In some embodiments, the apparatus further includes:
相对距离获取单元,用于获取所述事件位置与所述当前位置的相对距离值;a relative distance acquiring unit, used for acquiring the relative distance value between the event location and the current location;
第一因素确定单元,用于根据所述相对距离值与所述预设距离值的比较值,确定所述至少一个目标振动发生器的第一振动影响因素;a first factor determining unit, configured to determine a first vibration influencing factor of the at least one target vibration generator according to a comparison value between the relative distance value and the preset distance value;
控制振动单元,用于根据所述第一振动影响因素,控制所述至少一个目标振动发生器振动。A vibration control unit is configured to control the vibration of the at least one target vibration generator according to the first vibration influencing factor.
在一些实施例中,所述装置还包括:In some embodiments, the apparatus further includes:
目标类型确定单元,用于确定所述振动触发事件的目标振动类型;A target type determination unit for determining the target vibration type of the vibration trigger event;
第二因素确定单元,用于根据所述目标振动类型,确定所述至少一个目标振动发生器的第二振动影响因素;A second factor determining unit, configured to determine a second vibration influencing factor of the at least one target vibration generator according to the target vibration type;
所述控制振动单元,包括:The control vibration unit includes:
参数确定子单元,用于根据所述第一振动影响因素以及所述第二振动影响因素,确定所述至少一个目标振动发生器的振动参数值;A parameter determination subunit for determining the vibration parameter value of the at least one target vibration generator according to the first vibration influencing factor and the second vibration influencing factor;
参数控制子单元,用于根据所述至少一个目标振动发生器的振动参数值,控制所述至少一个目标振动发生器振动。The parameter control subunit is configured to control the vibration of the at least one target vibration generator according to the vibration parameter value of the at least one target vibration generator.
在一些实施例中,所述振动发生器阵列包括m行、n列的振动发生器,相应的,发生器确定单元302,包括:In some embodiments, the vibration generator array includes m rows and n columns of vibration generators, and correspondingly, the
列发生器子单元,用于根据所述事件位置与所述当前位置的水平相对位置,从所述振动发生器阵列的n列振动发生器中确定出至少一列振动发生器;A row generator subunit, for determining at least one row of vibration generators from the n rows of vibration generators of the vibration generator array according to the horizontal relative position of the event position and the current position;
行发生器子单元,用于根据所述事件位置与所述当前位置的竖直相对位置,从所述至少一列振动发生器的m行振动发生器中确定出至少一行振动发生器,其中,所述至少一行振动发生器为所述至少一个目标振动发生器。The row generator subunit is used to determine at least one row of vibration generators from m rows of vibration generators of the at least one row of vibration generators according to the vertical relative position of the event position and the current position, wherein all The at least one row of vibration generators is the at least one target vibration generator.
在一些实施例中,所述n列振动发生器在所述头戴式显示设备的水平360度均匀分布。In some embodiments, the n columns of vibration generators are evenly distributed 360 degrees horizontally of the head mounted display device.
在一些实施例中,所述列发生器子单元,包括:In some embodiments, the column generator subunit includes:
列获取次子单元,用于从所述振动发生器阵列的n列振动发生器中,确定出与所述水平相对位置构成对应关系的一列振动发生器,或确定出与所述水平相对位置构成对应关系的两列振动发生器;The column acquisition secondary subunit is used to determine, from the n columns of vibration generators in the vibration generator array, a column of vibration generators that form a corresponding relationship with the horizontal relative position, or determine a row of vibration generators that form a corresponding relationship with the horizontal relative position, or determine the horizontal relative position. Corresponding two columns of vibration generators;
列记录次子单元,用于将确定出的一列振动发生器或两列振动发生器记为所述至少一列振动发生器。The column recording secondary subunit is used to record the determined one column of vibration generators or two columns of vibration generators as the at least one column of vibration generators.
在一些实施例中,所述头戴式显示设备的水平可感知角度为第一可感知角度,所述n列振动发生器的中间n-2列振动发生器在所述第一可感知角度均匀分布;In some embodiments, the horizontal perceptible angle of the head-mounted display device is a first perceptible angle, and the vibration generators in the middle n-2 columns of the n-column vibration generators are uniform at the first perceptible angle distributed;
所述列发生器子单元,具体用于:The column generator subunit is specifically used for:
若所述水平相对位置在所述振动发生器阵列对应的第一实际位置位于所述第一可感知角度内,获取所述第一实际位置在所述n-2列振动发生器所对应的一列振动发生器,或在所述n-2列振动发生器所对应的两列振动发生器;If the horizontal relative position is within the first perceptible angle at the first actual position corresponding to the vibration generator array, obtain the first actual position in a column corresponding to the n-2 columns of vibration generators Vibration generator, or two rows of vibration generators corresponding to the n-2 row vibration generators;
将在所述n-2列振动发生器所对应的一列振动发生器,或在所述n-2列振动发生器所对应的两列振动发生器记为所述至少一列振动发生器;A row of vibration generators corresponding to the described n-2 row vibration generators, or two rows of vibration generators corresponding to the described n-2 row vibration generators are denoted as described at least one row of vibration generators;
若所述水平相对位置在所述振动发生器阵列对应的第一实际位置位于所述第一可感知角度外,将所述第1列振动发生器以及第n列振动发生器中,距离所述第一实际位置最近的振动发生器记为所述至少一列振动发生器。If the horizontal relative position is outside the first perceptible angle at the first actual position corresponding to the vibration generator array, place the vibration generators in the first row and the vibration generators in the nth row at a distance from the The vibration generators closest to the first actual position are denoted as the at least one row of vibration generators.
在一些实施例中,所述头戴式显示设备的竖直可感知角度为第二可感知角度,所述m行振动发生器的中间m-2行振动发生器在所述第二可感知角度均匀分布;In some embodiments, the vertical perceptible angle of the head-mounted display device is a second perceptible angle, and the middle m-2 rows of vibration generators in the m rows of vibration generators are at the second perceptible angle Evenly distributed;
行发生器子单元,具体用于:Line generator subunit, specifically for:
若所述竖直相对位置在所述振动发生器阵列对应的第二实际位置位于所述第二可感知角度内,获取所述第二实际位置在所述m-2行振动发生器所对应的一行振动发生器,或在所述m-2行振动发生器所对应的两行振动发生器;If the vertical relative position is within the second perceptible angle at the second actual position corresponding to the vibration generator array, obtain the second actual position at the m-2 row corresponding to the vibration generators One row of vibration generators, or two rows of vibration generators corresponding to the m-2 rows of vibration generators;
将在所述m-2行振动发生器所对应的一行振动发生器,或在所述m-2行振动发生器所对应的两行振动发生器记为所述至少一行振动发生器;A row of vibration generators corresponding to the described m-2 row of vibration generators, or two rows of vibration generators corresponding to the described m-2 row of vibration generators are denoted as described at least one row of vibration generators;
若所述竖直相对位置在所述振动发生器阵列对应的第二实际位置位于所述第二可感知角度外,将所述第1行振动发生器以及第m行振动发生器中,距离所述第二实际位置最近的振动发生器记为所述至少一行振动发生器。If the vertical relative position is outside the second perceptible angle at the second actual position corresponding to the vibration generator array, set the vibration generators in the first row and the vibration generators in the mth row at a distance of The vibration generator closest to the second actual position is denoted as the at least one row of vibration generators.
具体实施时,以上各个单元可以作为独立的实体来实现,也可以进行任意组合,作为同一或若干个实体来实现,以上各个单元的具体实施可参见前面的方法实施例,在此不再赘述。During specific implementation, the above units can be implemented as independent entities, or can be arbitrarily combined to be implemented as the same or several entities. The specific implementation of the above units can refer to the previous method embodiments, which will not be repeated here.
由上可知,可以获取游戏中产生的振动触发事件,并根据振动触发事件与佩戴头戴式显示设备的玩家所控制的游戏角色的相对位置,从振动发生器阵列中获取位置一致的一个或多个目标振动发生器,并控制上述的一个或多个目标振动发生器产生振动,以便在现实中模拟该振动触发事件所造成的振动效果。在本申请中,可以将分布在头戴式显示设备的振动发生器阵列作为模拟振动效果的参考坐标系,根据游戏中的振动触发事件与佩戴头戴式显示设备的玩家所控制的游戏角色的相对位置关系,从作为参考坐标系的振动发生器阵列中确定出一个或多个目标振动发生器,并控制上述的目标振动发生器振动,从而可以令佩戴上述头戴式显示设备的玩家可以通过触觉的方式获取游戏中的信息。It can be seen from the above that the vibration trigger event generated in the game can be obtained, and according to the relative position of the vibration trigger event and the game character controlled by the player wearing the head-mounted display device, one or more identical positions are obtained from the vibration generator array. A target vibration generator is controlled, and the above-mentioned one or more target vibration generators are controlled to generate vibration, so as to simulate the vibration effect caused by the vibration triggering event in reality. In this application, the vibration generator array distributed on the head-mounted display device can be used as the reference coordinate system for simulating the vibration effect, according to the vibration trigger event in the game and the game character controlled by the player wearing the head-mounted display device Relative positional relationship, determine one or more target vibration generators from the vibration generator array as the reference coordinate system, and control the above-mentioned target vibration generator to vibrate, so that the player wearing the above-mentioned head-mounted display device can pass the The tactile way to obtain the information in the game.
在本申请中,可以增强游戏的真实感,提高玩家的代入感。In the present application, the realism of the game can be enhanced, and the player's sense of substitution can be improved.
本申请实施例还提供一种电子设备,该电子设备可以为终端、服务器等设备。其中,终端可以为手机、平板电脑、智能蓝牙设备、笔记本电脑、个人电脑,等等;服务器可以是单一服务器,也可以是由多个服务器组成的服务器集群,等等。An embodiment of the present application further provides an electronic device, where the electronic device may be a terminal, a server, or the like. The terminal may be a mobile phone, a tablet computer, a smart Bluetooth device, a notebook computer, a personal computer, etc.; the server may be a single server, or a server cluster composed of multiple servers, and the like.
在一些实施例中,该游戏信息获取装置还可以集成在多个电子设备中,比如,游戏信息获取装置可以集成在多个服务器中,由多个服务器来实现本申请的游戏信息获取方法。In some embodiments, the game information acquisition apparatus may also be integrated into multiple electronic devices, for example, the game information acquisition apparatus may be integrated into multiple servers, and the game information acquisition method of the present application may be implemented by multiple servers.
在本实施例中,将以本实施例的电子设备是电子设备为例进行详细描述,比如,如图4所示,其示出了本申请实施例所涉及的电子设备的结构示意图,具体来讲:In this embodiment, the electronic device in this embodiment is an electronic device as an example for detailed description. For example, as shown in FIG. 4 , it shows a schematic structural diagram of the electronic device involved in the embodiment of the present application. speak:
该电子设备可以包括一个或者一个以上处理核心的处理器401、一个或一个以上计算机可读存储介质的存储器402、电源403、输入模块404以及通信模块405等部件。本领域技术人员可以理解,图4中示出的电子设备结构并不构成对电子设备的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。其中:The electronic device may include a
处理器401是该电子设备的控制中心,利用各种接口和线路连接整个电子设备的各个部分,通过运行或执行存储在存储器402内的软件程序和/或模块,以及调用存储在存储器402内的数据,执行电子设备的各种功能和处理数据,从而对电子设备进行整体监控。在一些实施例中,处理器401可包括一个或多个处理核心;在一些实施例中,处理器401可集成应用处理器和调制解调处理器,其中,应用处理器主要处理操作系统、用户界面和应用程序等,调制解调处理器主要处理无线通信。可以理解的是,上述调制解调处理器也可以不集成到处理器401中。The
存储器402可用于存储软件程序以及模块,处理器401通过运行存储在存储器402的软件程序以及模块,从而执行各种功能应用以及数据处理。存储器402可主要包括存储程序区和存储数据区,其中,存储程序区可存储操作系统、至少一个功能所需的应用程序(比如声音播放功能、图像播放功能等)等;存储数据区可存储根据电子设备的使用所创建的数据等。此外,存储器402可以包括高速随机存取存储器,还可以包括非易失性存储器,例如至少一个磁盘存储器件、闪存器件、或其他易失性固态存储器件。相应地,存储器402还可以包括存储器控制器,以提供处理器401对存储器402的访问。The
电子设备还包括给各个部件供电的电源403,在一些实施例中,电源403可以通过电源管理系统与处理器401逻辑相连,从而通过电源管理系统实现管理充电、放电、以及功耗管理等功能。电源403还可以包括一个或一个以上的直流或交流电源、再充电系统、电源故障检测电路、电源转换器或者逆变器、电源状态指示器等任意组件。The electronic device also includes a
该电子设备还可包括输入模块404,该输入模块404可用于接收输入的数字或字符信息,以及产生与用户设置以及功能控制有关的键盘、鼠标、操作杆、光学或者轨迹球信号输入。The electronic device may also include an
该电子设备还可包括通信模块405,在一些实施例中通信模块405可以包括无线模块,电子设备可以通过该通信模块405的无线模块进行短距离无线传输,从而为用户提供了无线的宽带互联网访问。比如,该通信模块405可以用于帮助用户收发电子邮件、浏览网页和访问流式媒体等。The electronic device may further include a
尽管未示出,电子设备还可以包括显示单元等,在此不再赘述。具体在本实施例中,电子设备中的处理器401会按照如下的指令,将一个或一个以上的应用程序的进程对应的可执行文件加载到存储器402中,并由处理器401来运行存储在存储器402中的应用程序,从而实现各种功能,如下:Although not shown, the electronic device may further include a display unit and the like, which will not be described here. Specifically, in this embodiment, the
获取在所述虚拟游戏场景中发生的振动触发事件的相关信息,其中,所述相关信息包括所述振动触发事件在所述虚拟游戏场景发生的事件位置;根据所述事件位置和所述游戏角色的当前位置,从所述振动发生器阵列中确定至少一个目标振动发生器,其中,所述至少一个目标振动发生器在所述振动发生器阵列中的相对位置与所述事件位置相对所述当前位置的相对位置构成对应关系;控制所述至少一个目标振动发生器振动,以模拟所述振动触发事件。Acquire relevant information of the vibration-triggered event that occurs in the virtual game scene, wherein the relevant information includes the event location where the vibration-triggered event occurs in the virtual game scene; according to the event location and the game character The current position, from the vibration generator array, determine at least one target vibration generator, wherein, the relative position of the at least one target vibration generator in the vibration generator array and the event position relative to the current The relative positions of the positions constitute a corresponding relationship; the at least one target vibration generator is controlled to vibrate to simulate the vibration triggering event.
以上各个操作的具体实施可参见前面的实施例,在此不再赘述。For the specific implementation of the above operations, reference may be made to the foregoing embodiments, and details are not described herein again.
本领域普通技术人员可以理解,上述实施例的各种方法中的全部或部分步骤可以通过指令来完成,或通过指令控制相关的硬件来完成,该指令可以存储于一计算机可读存储介质中,并由处理器进行加载和执行。Those of ordinary skill in the art can understand that all or part of the steps in the various methods of the above-mentioned embodiments can be completed by instructions, or by instructions that control relevant hardware, and the instructions can be stored in a computer-readable storage medium, and loaded and executed by the processor.
为此,本申请实施例提供一种计算机可读存储介质,其中存储有多条指令,该指令能够被处理器进行加载,以执行本申请实施例所提供的任一种游戏信息获取方法中的步骤。例如,该指令可以执行如下步骤:To this end, the embodiments of the present application provide a computer-readable storage medium, in which a plurality of instructions are stored, and the instructions can be loaded by a processor to execute any of the game information acquisition methods provided by the embodiments of the present application. step. For example, the instruction can perform the following steps:
获取在所述虚拟游戏场景中发生的振动触发事件的相关信息,其中,所述相关信息包括所述振动触发事件在所述虚拟游戏场景发生的事件位置;根据所述事件位置和所述游戏角色的当前位置,从所述振动发生器阵列中确定至少一个目标振动发生器,其中,所述至少一个目标振动发生器在所述振动发生器阵列中的相对位置与所述事件位置相对所述当前位置的相对位置构成对应关系;控制所述至少一个目标振动发生器振动,以模拟所述振动触发事件。Acquire relevant information of the vibration-triggered event that occurs in the virtual game scene, wherein the relevant information includes the event location where the vibration-triggered event occurs in the virtual game scene; according to the event location and the game character The current position, from the vibration generator array, determine at least one target vibration generator, wherein, the relative position of the at least one target vibration generator in the vibration generator array and the event position relative to the current The relative positions of the positions constitute a corresponding relationship; the at least one target vibration generator is controlled to vibrate to simulate the vibration triggering event.
其中,该存储介质可以包括:只读存储器(ROM,Read Only Memory)、随机存取记忆体(RAM,Random Access Memory)、磁盘或光盘等。Wherein, the storage medium may include: a read only memory (ROM, Read Only Memory), a random access memory (RAM, Random Access Memory), a magnetic disk or an optical disk, and the like.
根据本申请的一个方面,提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述实施例中提供的各种可选实现方式中提供的方法。According to one aspect of the present application, there is provided a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device performs the methods provided in the various optional implementations provided in the above embodiments.
由于该存储介质中所存储的指令,可以执行本申请实施例所提供的任一种游戏信息获取方法中的步骤,因此,可以实现本申请实施例所提供的任一种游戏信息获取方法所能实现的有益效果,详见前面的实施例,在此不再赘述。Since the instructions stored in the storage medium can execute the steps in any method for acquiring game information provided by the embodiments of the present application, it is possible to realize the capabilities of any method for acquiring game information provided by the embodiments of the present application. For the beneficial effects achieved, see the foregoing embodiments for details, and details are not repeated here.
以上对本申请实施例所提供的一种游戏信息获取方法、装置、电子设备和计算机可读存储介质进行了详细介绍,本文中应用了具体个例对本申请的原理及实施方式进行了阐述,以上实施例的说明只是用于帮助理解本申请的方法及其核心思想;同时,对于本领域的技术人员,依据本申请的思想,在具体实施方式及应用范围上均会有改变之处,综上所述,本说明书内容不应理解为对本申请的限制。A method, device, electronic device, and computer-readable storage medium for acquiring game information provided by the embodiments of the present application have been described above in detail. The principles and implementations of the present application are described with specific examples. The description of the example is only used to help understand the method of the present application and its core idea; meanwhile, for those skilled in the art, according to the idea of the present application, there will be changes in the specific embodiment and the scope of application. The contents of this specification should not be construed as limiting the application.
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| CN202210602512.XACN115068929B (en) | 2022-05-30 | 2022-05-30 | Game information acquisition method, device, electronic device and storage medium |
| Application Number | Priority Date | Filing Date | Title |
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| CN202210602512.XACN115068929B (en) | 2022-05-30 | 2022-05-30 | Game information acquisition method, device, electronic device and storage medium |
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| CN115068929Atrue CN115068929A (en) | 2022-09-20 |
| CN115068929B CN115068929B (en) | 2025-07-04 |
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| CN202210602512.XAActiveCN115068929B (en) | 2022-05-30 | 2022-05-30 | Game information acquisition method, device, electronic device and storage medium |
| Country | Link |
|---|---|
| CN (1) | CN115068929B (en) |
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| CN117122902A (en)* | 2023-10-25 | 2023-11-28 | 腾讯科技(深圳)有限公司 | Vibration interaction method, device, equipment and storage medium |
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2000210468A (en)* | 1999-01-20 | 2000-08-02 | Namco Ltd | Game equipment |
| JP2003125313A (en)* | 2001-10-18 | 2003-04-25 | Canon Inc | Head mounted display with vibrator |
| CN106233227A (en)* | 2014-03-14 | 2016-12-14 | 索尼互动娱乐股份有限公司 | There is the game device of volume sensing |
| CN106461944A (en)* | 2014-03-18 | 2017-02-22 | 谷歌公司 | Adaptive piezoelectric array for bone conduction receiver in wearable computers |
| CN107111340A (en)* | 2014-12-29 | 2017-08-29 | 索尼互动娱乐美国有限责任公司 | Method and system for user interaction within a virtual or augmented reality scene using a head mounted display |
| US20180050267A1 (en)* | 2016-08-18 | 2018-02-22 | Activision Publishing, Inc. | Tactile feedback systems and methods for augmented reality and virtual reality systems |
| US20180096533A1 (en)* | 2016-09-30 | 2018-04-05 | Sony Interactive Entertainment Inc. | Facial feature views of user viewing into virtual reality scenes and integration of facial features into virtual reality views into scenes |
| CN108686371A (en)* | 2017-03-31 | 2018-10-23 | 株式会社万代南梦宫娱乐 | Analogue system |
| CN111201069A (en)* | 2017-09-29 | 2020-05-26 | 索尼互动娱乐美国有限责任公司 | A bystander view of the interactive game world shown in live events held in real-world venues |
| CN111249722A (en)* | 2020-01-17 | 2020-06-09 | 网易(杭州)网络有限公司 | Control method and device of terminal equipment, storage medium and electronic equipment |
| CN211149677U (en)* | 2020-02-07 | 2020-07-31 | 中国人民解放军空军特色医学中心 | Head-wearing type double-channel direction reminding device for listening and touching |
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2000210468A (en)* | 1999-01-20 | 2000-08-02 | Namco Ltd | Game equipment |
| JP2003125313A (en)* | 2001-10-18 | 2003-04-25 | Canon Inc | Head mounted display with vibrator |
| CN106233227A (en)* | 2014-03-14 | 2016-12-14 | 索尼互动娱乐股份有限公司 | There is the game device of volume sensing |
| CN106461944A (en)* | 2014-03-18 | 2017-02-22 | 谷歌公司 | Adaptive piezoelectric array for bone conduction receiver in wearable computers |
| CN107111340A (en)* | 2014-12-29 | 2017-08-29 | 索尼互动娱乐美国有限责任公司 | Method and system for user interaction within a virtual or augmented reality scene using a head mounted display |
| US20180050267A1 (en)* | 2016-08-18 | 2018-02-22 | Activision Publishing, Inc. | Tactile feedback systems and methods for augmented reality and virtual reality systems |
| US20180096533A1 (en)* | 2016-09-30 | 2018-04-05 | Sony Interactive Entertainment Inc. | Facial feature views of user viewing into virtual reality scenes and integration of facial features into virtual reality views into scenes |
| CN108686371A (en)* | 2017-03-31 | 2018-10-23 | 株式会社万代南梦宫娱乐 | Analogue system |
| CN111201069A (en)* | 2017-09-29 | 2020-05-26 | 索尼互动娱乐美国有限责任公司 | A bystander view of the interactive game world shown in live events held in real-world venues |
| CN111249722A (en)* | 2020-01-17 | 2020-06-09 | 网易(杭州)网络有限公司 | Control method and device of terminal equipment, storage medium and electronic equipment |
| CN211149677U (en)* | 2020-02-07 | 2020-07-31 | 中国人民解放军空军特色医学中心 | Head-wearing type double-channel direction reminding device for listening and touching |
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| CN117122902A (en)* | 2023-10-25 | 2023-11-28 | 腾讯科技(深圳)有限公司 | Vibration interaction method, device, equipment and storage medium |
| CN117122902B (en)* | 2023-10-25 | 2024-02-09 | 腾讯科技(深圳)有限公司 | Vibration interaction method, device, equipment and storage medium |
| Publication number | Publication date |
|---|---|
| CN115068929B (en) | 2025-07-04 |
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