CN112107863A - Game map generation model construction method, storage medium and system - Google Patents
Game map generation model construction method, storage medium and system Download PDFInfo
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- CN112107863A CN112107863A CN202010883792.7A CN202010883792A CN112107863A CN 112107863 A CN112107863 A CN 112107863A CN 202010883792 A CN202010883792 A CN 202010883792A CN 112107863 A CN112107863 A CN 112107863A
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- 238000010276 construction Methods 0.000 title claims abstract description 24
- 230000002349 favourable effect Effects 0.000 claims abstract description 38
- 230000006978 adaptation Effects 0.000 claims abstract description 5
- 238000004590 computer program Methods 0.000 claims description 12
- 238000010304 firing Methods 0.000 claims description 7
- 238000000034 method Methods 0.000 claims description 7
- 230000004888 barrier function Effects 0.000 claims description 2
- 230000000007 visual effect Effects 0.000 description 5
- 230000009286 beneficial effect Effects 0.000 description 3
- 238000012986 modification Methods 0.000 description 2
- 230000004048 modification Effects 0.000 description 2
- 238000010586 diagram Methods 0.000 description 1
- 230000000694 effects Effects 0.000 description 1
- 230000005484 gravity Effects 0.000 description 1
- 230000003287 optical effect Effects 0.000 description 1
- 238000004513 sizing Methods 0.000 description 1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T17/00—Three dimensional [3D] modelling, e.g. data description of 3D objects
- G06T17/20—Finite element generation, e.g. wire-frame surface description, tesselation
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- Physics & Mathematics (AREA)
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Abstract
The invention relates to a game map generation model construction method, which comprises the steps of establishing a basic map, meshing the basic map, taking each mesh node as an observation point, and adapting to favorable shooting areas of various firearms; generating a revival area in the base map according to the observation direction; and constructing an obstacle sequence, and filling the obstacles in the basic map according to the size sequence of the obstacles. The invention also provides a storage medium and a game map generation model construction system, and the game map generation model construction method, the storage medium and the system ensure fairness in games through the adaptation of favorable shooting areas of firearms, namely the filling of obstacles.
Description
Technical Field
The invention relates to the field of game map construction, in particular to a game map generation model construction method, a storage medium and a system.
Background
For the electronic sports industry, one of the most widely focused game types is FPS, the first person perspective shooting game.
For the FPS game, a map is an indispensable factor, and the popularity of the game is directly influenced by the quality of the map design. The map design of the FPS type game on the market is manually made by designers, and once the map is designed, the map cannot be changed, and the set path is fixed, so that the variability is small.
Meanwhile, because the levels of designers are different, the designed map is not perfect enough, and the designed map can influence the operation of players in different camps and cannot achieve fairness and justice when the map is designed, so that the performance of the players is influenced due to the map.
Disclosure of Invention
In view of this, the invention provides a game map generation model construction method, a storage medium and a system, which solve the problem that the balance of a game is affected due to the incomplete generation of a first-person perspective design game map.
In order to achieve the above object, a technical solution of the present invention for solving the technical problem is to provide a game map generation model construction method, which includes the steps of creating a basic map, meshing the basic map, and adapting favorable shooting areas of various firearms with each mesh node as an observation point; generating a revival area in the base map according to the observation direction; and constructing an obstacle sequence, and filling the obstacles in the basic map according to the size sequence of the obstacles.
Further, the creating of the basic map and the gridding of the basic map, with each grid node as an observation point, and the adapting of the favorable shooting areas of various firearms comprises the steps of: defining favorable shooting areas for a plurality of firearms; gridding the basic map according to the precision requirement; the favorable shooting areas of various firearms are put into each grid node for adaptation.
Further, generating a revival area within the base map includes the steps of: generating two revival areas at the edge of the basic map; the distance of the connecting line between the two revival areas is equal to the distance of one revival area relative to the edge far away from the base map of the revival area.
Further, the constructing the obstacle sequence, and the filling of the obstacles in the basic map through the order of the sizes of the obstacles comprises the steps of: constructing a barrier sequence; the base map is filled with obstacles in the order of their size.
Further, the distance between the mesh nodes is 50.
Further, the advantageous firing area is an additional coverage area that each firearm can fire compared to other firearms because of range and firearm characteristics.
Further, when filling the obstacles in the order of the size of the obstacles, it is necessary that at least one grid node is able to guarantee a favorable shooting area for the type of firearm that has shot the farthest away
The invention also provides a storage medium having a computer program stored therein, wherein the computer program is arranged to execute a game map stochastic generation rationalization model construction method when running.
The invention also provides a game map random generation rationalization model construction system which comprises a processor and a memory, wherein the memory is stored with a computer program, and the computer program is executed by the processor to realize the game map generation model construction method.
Compared with the prior art, the game map generation model construction method, the storage medium and the system provided by the invention have the following beneficial effects:
by meshing the map and adapting the favourable shooting area of each type of firearm on each mesh node, the map is enabled to adapt the favourable shooting area of each type of firearm. Meanwhile, the visual field protection of the favorable shooting area and the revival area of the firearm with the farthest range type is ensured by filling the obstacles, so that the fairness of the game is improved.
The above-described embodiments of the present invention should not be construed as limiting the scope of the present invention. Any other corresponding changes and modifications made according to the technical idea of the present invention should be included in the protection scope of the claims of the present invention.
Drawings
FIG. 1 is a flowchart illustrating steps of a method for constructing a game map generation model according to a first embodiment of the present invention;
FIG. 2 is a schematic view of the extent of the advantageous firing area of the firearm;
FIG. 3 is a schematic diagram of the distance set for the revival area;
FIG. 4 is a flowchart illustrating sub-steps of step S1 of FIG. 1;
FIG. 5 is a flowchart illustrating sub-steps of step S2 of FIG. 1;
fig. 6 is a flowchart illustrating sub-steps of step S3 in fig. 1.
Detailed Description
In order to make the objects, technical solutions and advantages of the present invention more apparent, the present invention is described in further detail below with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are merely illustrative of the invention and are not intended to limit the invention.
Referring to fig. 1-3, the method for constructing a game map generation model according to the present invention includes the steps of:
s1, creating a basic map, meshing the basic map, and adapting favorable shooting areas of various firearms by taking each mesh node as an observation point;
specifically, in first person's visual angle shooting class recreation, have the firearms of multiple different grade type, in the parameter of every kind of firearms, all include maximum shooting distance, effective shooting distance and effective shooting angle, wherein, maximum shooting distance is: the maximum distance that the bullet can fly after the firearm is fired, at which point the bullet has fallen on the ground under the influence of gravity; the effective shooting distance is: the distance that the weapon can reach the expected accuracy and power requirements when shooting for the predetermined target; the effective shooting angle is the shooting range of the firearm.
Each firearm has its own favourable firing zone due to the difference in the maximum firing distance, effective firing distance and effective firing angle of each firearm. Wherein, the beneficial shooting area, that is, the additional coverable area that the firearm can shoot compared with other firearms because of range and firearm characteristics, the effective shooting angle is in the same position, and the firearm can cover the additional precision angle range compared with other firearms at the same time. For example, the sniper gun has a longer shooting distance and can cover a smaller angle range at the same time, taking 20 degrees as an example; the machine gun has short shooting distance and large scanning range, for example, 45 degrees; the shooting area of the shotgun is the largest, as exemplified by 60 °.
In the embodiment, a three-dimensional space, namely a basic map, is established, then the three-dimensional space is gridded, each grid node is used as an independent observation point, and favorable shooting areas and favorable shooting angles of various firearms on each observation point are calculated, so that the basic map which meets the favorable shooting areas and favorable shooting angles of all the types of firearms is obtained.
It will be appreciated that in the basic map, the favorable shot area and favorable shot angle for each shooter can be satisfied at any grid node except the boundary.
It can be understood that the size of the grid can be set by people according to different requirements on precision, preferably, the grid is set to be 50 units, and the grid is smaller as the requirement on precision is higher.
It will be appreciated that the size of the units may be in millimeters.
S2, generating a revival area in the basic map;
specifically, a revival area a is randomly generated at a position close to an edge on one side of the map, and a revival area B is randomly generated on the other side of the map, wherein a distance L1 between the revival area a and the revival area B is equal to a straight distance L2 between the revival area a and the edge of the map in the direction toward the revival area B, and the revival area B must be located at the edge of the map.
S3, constructing an obstacle sequence, and filling obstacles in the basic map according to the size sequence of the obstacles;
specifically, there are various types of obstacles in the game, which are respectively a building, a large obstacle, a medium-sized obstacle, a small obstacle, etc. arranged according to sizes from large to small, all the obstacles are respectively summarized in the types of the obstacles according to the size range, namely, an obstacle sequence, and then the basic map is filled with the obstacles according to the size sequence of the sizes in the obstacle sequence. I.e. large-sized obstacles are filled first.
It will be appreciated that the size of each type of obstacle in the series of obstacles may be artificially self-sizing.
When filling the obstacles in the order of their size, at least one grid node is required to be able to guarantee a favorable shooting zone for the type of firearm that is the farthest away.
It will be appreciated that when filled with obstacles, the latter have an effect on the favourable shooting area of the firearm, i.e. the shooting of the firearm round is blocked by the presence of the obstacle. While the larger size of the obstacle has a greater influence on the advantageous shooting area of the firearm, in this embodiment, the building-type obstacle has the largest size, the advantageous shooting area of the sniping gun is the farthest, and when the building-type obstacle is filled, the influence on the advantageous shooting area of the sniping gun is the largest, so when the obstacle is filled, when no grid node can satisfy the shooting area of the farthest shooting distance-type firearm due to the filling of the obstacle, the filling of the obstacle of the largest size needs to be stopped. For example, when five building-type obstacles have been filled in the base map, and then refilling with an obstacle of the sixth building type would affect the advantageous shooting area of the sniping gun, the filling of building-type obstacles is stopped, and instead a large obstacle, i.e. one model of obstacle smaller in size than the building-type obstacle in the sequence of obstacles, is filled. Therefore, the favorable shooting area of the type of firearms with the farthest shooting distance in the map is ensured, and the influence on game balance is avoided.
It will be appreciated that the logically unreachable points in the map are ignored in ensuring that the favorable shot area of the type of firearm that is the farthest away is fired. For example, when the obstacle is a box and the top surface of the box is a place that cannot be reached by a player in a game, the grid nodes of the top surface of the box are not concerned with the favorable shooting area of the type of firearm that needs to guarantee the farthest shooting distance.
It will be appreciated that in order to ensure the reasonableness of the game, the player should have a greater favourable shooting zone within the revival zone, towards the outside of the revival zone, than towards the inside of the revival zone, outside of the revival zone, to provide protection to the revival zone. I.e. using filled obstacles to ensure protection of the field of view of the revived zone.
It is understood that in the present embodiment, the order of steps S2 and S3 may be reversed, that is, the obstacle is filled first, and then the reviving area is generated, as long as the position of the reviving area can be ensured to satisfy the above-mentioned requirements in step S2 and the obstacle performs visual field protection on the reviving area.
Referring to fig. 4, step S1 further includes the sub-steps of:
s11, defining favorable shooting areas of various firearms;
specifically, according to the types of firearms in the game, the farthest shooting distance, the effective shooting distance and the effective shooting angle of each type of firearms are combined, and the favorable shooting area of each type of firearms is calculated.
S12, gridding the basic map according to the precision requirement;
specifically, the basic map is gridded according to the requirement, and the higher the precision requirement is, the smaller the gridding is.
S13, putting the favorable shooting areas of various firearms into each grid node for adaptation;
the favorable shooting areas of the various guns calculated in step S11 are placed in each grid node for adaptation, and it is required to ensure that the favorable shooting areas of each gun can be realized in each grid node except for the boundary, so as to ensure fairness of the game.
Referring to fig. 5, step S2 further includes the sub-steps of:
s21, generating two revival areas at the edges of the two opposite sides of the basic map;
specifically, the revival area is set at the edge of the map to protect the revival area.
S22, the distance of the connecting line between the two revival areas is equal to the distance between one revival area and at least one adjacent edge of the revival area generated by the basic map;
specifically, the reasonability of the distance between the two revival areas is ensured by utilizing the fact that the connecting line distance between the two revival areas is equal to the distance between one revival area and at least one adjacent edge of the revival area generated by the basic map. That is, the distance between two revival points is moderate, and a certain revival point is not too close to the center of the map.
Referring to fig. 6, step S3 further includes the sub-steps of:
s31, constructing an obstacle sequence;
specifically, obstacles of different sizes are classified, and obstacle sequences of different obstacle categories are formed.
S32, filling the obstacles in the basic map in the order from big to small;
specifically, the obstacles in the obstacle sequence are sequentially filled into the basic map from large to small while ensuring the favorable shooting area of the type of firearm with the farthest shooting distance, and the visual field protection is formed on the revival area.
The invention also provides a storage medium having a computer program stored therein, wherein the computer program is arranged to perform the above-mentioned method steps when run. The storage medium may include, for example, a floppy disk, an optical disk, a DVD, a hard disk, a flash Memory, a usb-disk, a CF card, an SD card, an MMC card, an SM card, a Memory Stick (Memory Stick), an XD card, etc.
A computer software product is stored on a storage medium and includes instructions for causing one or more computer devices (which may be personal computer devices, servers or other network devices, etc.) to perform all or a portion of the steps of the method of the present invention.
The invention also provides a game map generation model construction system, which comprises a processor and a memory, wherein the memory is stored with a computer program, and the computer program is executed by the processor to realize the game map generation model construction method.
Compared with the prior art, the game map generation model construction method, the storage medium and the system provided by the invention have the following beneficial effects:
by meshing the map and adapting the favourable shooting area of each type of firearm on each mesh node, the map is enabled to adapt the favourable shooting area of each type of firearm. Meanwhile, the visual field protection of the favorable shooting area and the revival area of the firearm with the farthest range type is ensured by filling the obstacles, so that the fairness of the game is improved.
The above-described embodiments of the present invention should not be construed as limiting the scope of the present invention. Any other corresponding changes and modifications made according to the technical idea of the present invention should be included in the protection scope of the claims of the present invention.
Claims (9)
1. A game map generation model construction method is characterized by comprising the following steps:
creating a basic map, meshing the basic map, and adapting favorable shooting areas of various firearms by taking each grid node as an observation point;
generating a revival area within a base map;
and constructing an obstacle sequence, and filling the obstacles in the basic map according to the size sequence of the obstacles.
2. The game map generation model building method according to claim 1, wherein the creating of the basic map and the gridding of the basic map to fit the favorable shooting areas of the plurality of firearms with each grid node as an observation point comprises the steps of:
defining favorable shooting areas for a plurality of firearms;
gridding the basic map according to the precision requirement;
the favorable shooting areas of various firearms are put into each grid node for adaptation.
3. The game map generation model building method of claim 1, wherein generating a revival area within the base map comprises the steps of:
generating two revival areas at the edge of the basic map;
the distance of the connecting line between the two revival areas is equal to the distance of one revival area relative to the edge far away from the base map of the revival area.
4. The game map generation model building method of claim 1, wherein the building of the obstacle sequence, and the filling of the obstacles in the basic map by the order of the sizes of the obstacles comprises the steps of:
constructing a barrier sequence;
the base map is filled with obstacles in the order of their size.
5. The game map generation model construction method of claim 1, wherein:
the distance between the mesh nodes is 50.
6. The game map generation model construction method of claim 1, wherein:
the advantageous firing area is the additional coverage that each firearm can fire compared to other firearms because of range and firearm characteristics.
7. The game map generation model construction method of claim 1, wherein:
when filling the obstacles in the order of their size, at least one grid node is required to be able to guarantee a favorable shooting zone for the type of firearm that is the farthest away.
8. A storage medium, characterized by:
the storage medium has stored therein a computer program, wherein the computer program is arranged to execute the game map generation model construction method of any one of claims 1 to 7 when executed.
9. A game map generation model construction system characterized by:
the game map generation model construction system comprises a processor and a memory, wherein the memory is stored with a computer program, and the computer program is executed by the processor to realize the game map generation model construction method according to any one of claims 1 to 7.
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