CN114489408B - Animation processing system, method, device and storage medium - Google Patents

Animation processing system, method, device and storage medium Download PDF

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Publication number
CN114489408B
CN114489408B CN202210127329.9A CN202210127329A CN114489408B CN 114489408 B CN114489408 B CN 114489408B CN 202210127329 A CN202210127329 A CN 202210127329A CN 114489408 B CN114489408 B CN 114489408B
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animation
user role
game
virtual object
mapping table
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CN114489408A (en
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陆盛权
陈炯
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Bigo Technology Pte Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F16/00Information retrieval; Database structures therefor; File system structures therefor
    • G06F16/20Information retrieval; Database structures therefor; File system structures therefor of structured data, e.g. relational data
    • G06F16/22Indexing; Data structures therefor; Storage structures
    • G06F16/2228Indexing structures

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  • Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • General Engineering & Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Optics & Photonics (AREA)
  • Software Systems (AREA)
  • Data Mining & Analysis (AREA)
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Abstract

The embodiment of the invention discloses an animation processing system, an animation processing method, animation processing equipment and a storage medium. The system comprises an instruction receiving module, an action distribution module and an animation execution module, wherein the instruction receiving module receives game instructions issued by a server side, determines actions to be executed of virtual objects respectively associated with each user role, distributes the game instructions and the actions to be executed to corresponding user role management units in the action distribution module by taking the user roles as units, the action distribution module determines animation parameters respectively corresponding to each virtual object by using the user role management units, and the animation execution module generates corresponding target animations according to the animation parameters and controls each virtual object to execute the corresponding target animations. By adopting the technical scheme, each module in the animation processing system is clearly divided and definitely divided, the later-stage expansion and maintenance are convenient, the game animation can be quickly realized without accessing a game engine, the access cost is low, and the performance consumption of application programs and equipment is small.

Description

Animation processing system, method, device and storage medium
Technical Field
The embodiment of the invention relates to the technical field of Internet, in particular to an animation processing system, an animation processing method, animation processing equipment and a storage medium.
Background
With the rapid development of internet technology, online games are more and more abundant, so that a lot of fun can be added to the life of users, and the online games are favored by a lot of users.
In online games, various virtual objects are generally involved, and in the game progress process, the virtual objects generally need to execute various animations, for example, card games, wherein the virtual objects include cards, and cards need to realize animations such as dealing, turning and the like. Currently, online game animation is usually implemented by a game engine, such as Unity and Cocos2D-x, which helps a developer complete some underlying codes, and is relatively convenient to develop, but directly accessing the game engine may have drawbacks, such as rendering and blocking, slow loading speed, excessive processor load, excessive memory occupation, and increased size of Application (App) package, which affects the performance of the Application and the device.
Disclosure of Invention
The embodiment of the invention provides an animation processing system, an animation processing method, animation processing equipment and a storage medium, which can optimize the existing animation processing scheme in online games.
In a first aspect, an embodiment of the present invention provides an animation processing system, which is applied to an application program having a multiplayer online game function, where multiple user roles participating in the multiplayer online game are involved, where the system includes an instruction receiving module, an action distributing module, and an animation executing module, and the action distributing module includes user role management units corresponding to the user roles respectively;
the instruction receiving module is used for receiving a game instruction issued by a server side, determining actions to be executed of virtual objects respectively associated with each user role according to the game instruction, and distributing the game instruction and the actions to be executed to corresponding user role management units in the action distribution module by taking the user roles as units;
the action distribution module is used for determining animation parameters corresponding to each virtual object respectively according to the received game instruction and actions to be executed by utilizing the corresponding user role management unit for each user role respectively, and sending the animation parameters to the animation execution module;
and the animation execution module is used for generating corresponding target animation according to the animation parameters and controlling each virtual object to execute the corresponding target animation.
In a second aspect, an embodiment of the present invention provides an animation processing method applied to an application program having a multiplayer online game function, where a plurality of user characters participating in the game are involved in the multiplayer online game, and the animation processing system provided by the embodiment of the present invention performs the method including:
receiving a game instruction issued by a server through an instruction receiving module, determining actions to be executed of virtual objects respectively associated with each user role according to the game instruction, and distributing the game instruction and the actions to be executed to corresponding user role management units in the action distribution module by taking the user roles as units;
determining animation parameters corresponding to each virtual object respectively according to the received game instruction and the action to be executed by using a corresponding user role management unit according to each user role through the action distribution module, and sending the animation parameters to the animation execution module;
and generating corresponding target animation according to the animation parameters through the animation execution module, and controlling each virtual object to execute the corresponding target animation.
In a third aspect, an embodiment of the present invention provides an animation processing apparatus, including a memory, a processor, and a computer program stored on the memory and executable on the processor, where the processor implements the animation processing method as provided in the embodiment of the present invention or implements functions provided in the animation processing system provided in the embodiment of the present invention when the processor executes the computer program.
In a fourth aspect, an embodiment of the present invention provides a computer-readable storage medium having stored thereon a computer program that, when executed by a processor, implements the animation processing method as provided by the embodiment of the present invention or implements functions provided in the animation processing system provided by the embodiment of the present invention.
The animation processing scheme provided by the embodiment of the invention is applied to an application program with a multiplayer online game function, a plurality of user roles participating in the multiplayer online game are involved, the animation processing system comprises an instruction receiving module, an action distribution module and an animation execution module, the action distribution module comprises user role management units corresponding to all the user roles respectively, the instruction receiving module receives game instructions issued by a server side, determines actions to be executed of virtual objects respectively associated with all the user roles according to the game instructions, distributes the game instructions and the actions to be executed to corresponding user role management units in the action distribution module in units of the user roles, and the action distribution module determines animation parameters respectively corresponding to all the virtual objects according to the received game instructions and the actions to be executed by utilizing the corresponding user role management units and sends the animation parameters to the animation execution module. By adopting the technical scheme, each module in the animation processing system is clearly divided and definitely divided, the later-stage expansion and maintenance are convenient, the game animation can be quickly realized without accessing a game engine, the access cost is low, and the performance consumption of application programs and equipment is small.
Drawings
FIG. 1 is a block diagram of an animation processing system according to an embodiment of the present invention;
fig. 2 is a schematic diagram of an operating principle of an instruction receiving module according to an embodiment of the present invention;
fig. 3 is a schematic diagram of an operation principle of an action distribution module according to an embodiment of the present invention;
FIG. 4 is a flowchart of an animation processing method according to an embodiment of the present invention;
fig. 5 is a block diagram of an animation processing device according to an embodiment of the present invention.
Detailed Description
The invention is described in further detail below with reference to the drawings and examples. It is to be understood that the specific embodiments described herein are merely illustrative of the invention and are not limiting thereof. It should be further noted that, for convenience of description, only some, but not all of the structures related to the present invention are shown in the drawings. Furthermore, embodiments of the invention and features of the embodiments may be combined with each other without conflict.
Fig. 1 is a block diagram of an animation processing system according to an embodiment of the present invention, which may be implemented in software and/or hardware, and may be generally integrated in an animation processing device. The animation processing device may be a mobile device such as a mobile phone and a tablet computer, or may be other devices such as a desktop computer. As shown in fig. 1, the animation processing system 10 includes an instruction receiving module 110, an action distribution module 120, and an animation execution module 130.
The animation processing system in the embodiment of the invention is applied to an application program with a multiplayer online game function, and the specific type of the application program is not limited, and can comprise a social application program, a live broadcast application program, an instant messaging application program and the like. The specific types of the multiplayer online game are not limited, and can comprise chess games, sports games, role playing games, intelligent games and the like, and a plurality of users (i.e. players) can online and jointly participate in the game through the internet, wherein each user corresponds to one user role in the game. In the game process, each user character can be associated with one or more virtual objects, the types, the exhibition forms and the like of the virtual objects are not limited, and the virtual objects can be determined according to specific game types, for example, the virtual objects in a card game can be cards, and the virtual objects in a dart game can be darts and the like. Virtual objects are typically presented in the game interface in the form of controls or views.
In the related art, the implementation of online game animation generally depends on a game engine, which introduces an application program, and then causes rendering to be blocked, loading speed to be slow, processor load to be too high, memory to be occupied to be too large, volume of an application package to be increased, and the like, which affects the performance of the application program and the device.
In the embodiment of the invention, the animation of the virtual object can be realized by adopting the original animation of the operating system loaded by the animation processing equipment, wherein the specific type of the operating system is not limited, and the operating system can be Android (iOS) or apple (iOS) and the like. Some problems caused by introducing a game engine can be relieved by utilizing the original animation to realize the animation of the virtual object, but because the number of general users in the multi-user online game is large and the number of the virtual objects associated with each user can be changed dynamically, the game state is large, the actions required to be realized by the virtual objects are large, each virtual object can be required to execute various animations, the user roles and the animation management are complex, and a plurality of difficulties are brought to the realization based on the original animation. The animation processing system provided by the embodiment of the invention has the advantages that the three modules are reasonably arranged, the module division is clear, the division is clear, and the animation processing of the multi-player online game can be realized in an application program efficiently and orderly based on the original animation.
Specifically, the instruction receiving module is configured to receive a game instruction issued by the server, determine, according to the game instruction, an action to be executed of a virtual object associated with each user role, and distribute the game instruction and the action to be executed to a corresponding user role management unit in the action distribution module by taking the user role as a unit.
The server is an application program, and the application program can be understood as a client, and the server can maintain the latest data of the currently-ongoing multi-player online game, which can be abbreviated as game data. The game data may include data such as a game state, a stage of a game flow, user roles participating in a game, virtual objects associated with each user role, an identifier, a category or a state of each virtual object, etc., and the server may issue a game instruction to the client according to the game data, and the application program may receive the game instruction through, for example, an entity layer (model layer) and forward the game instruction to the instruction receiving module.
For example, different virtual objects may have the situation of executing the same action, for example, cards with different points may all need to execute the action of turning cards, but because of different points, different positions of the virtual objects in the game interface, different orientations of the virtual objects and the like, the differences of the animations to be executed are caused, if each animation is generated in advance, a large amount of storage space is occupied, if the currently required animation is directly generated according to the game instruction, the time is long, and the real-time requirement of the online game is not met. In the embodiment of the invention, the command receiving module firstly confirms the action required to be executed by the virtual object associated with each user role according to the game command, the specific animation details do not need to be concerned, the action distributing module calculates animation parameters, and finally the animation executing module generates the animation according to the animation parameters and controls the virtual object to execute.
In an exemplary embodiment, when determining the actions to be performed of the virtual objects associated with the user roles according to the game instruction, the instruction receiving module may determine the game operations corresponding to the user roles according to the game states indicated in the game instruction or the stages of the game flow, and then determine the actions to be performed of the virtual objects associated with the corresponding user roles according to the game operations. Taking cards as an example, the instruction receiving module determines the game operation corresponding to the user role A as the card-requiring operation according to the game instruction, and presumes that 2 cards exist in the hand A, 1 card needs to be newly added, the action to be performed of 2 old cards serves as a move, the action to be performed of the new cards serves as a turn, and the specific points of the cards and what animation needs to be performed by each card do not need to be concerned.
In the embodiment of the invention, the action distribution module comprises the user role management units corresponding to the user roles respectively, the action distribution module is mainly used for calculating animation parameters, and the positions of different user roles in the game interface are generally different, and the difference of the positions of the user roles can also cause the difference of animation parameters, so that when the action to be executed is sent to the action distribution module, the action distribution module distributes the action by taking the user roles as units, so that each user role management unit is respectively responsible for calculating the animation parameters of the virtual objects associated with the corresponding user roles, the complexity of animation processing is reduced, the difficulty of code development and the degree of code coupling are reduced, and the later expansion and maintenance are convenient.
In the embodiment of the invention, the action distribution module is used for determining animation parameters corresponding to each virtual object respectively according to the received game instruction and the action to be executed by utilizing the corresponding user role management unit for each user role respectively, and sending the animation parameters to the animation execution module.
Illustratively, the user role management unit may be a class implemented in the operating system, which may also be referred to as a role management class. The user role management unit can calculate animation parameters corresponding to the virtual objects respectively according to information such as position information of the virtual objects in the game interface and the like indicated in the game instructions and the received actions to be executed. The specific type and content of the animation parameters are not limited, and may include, for example, a playing time length, a playing position, a scaling ratio, a moving distance, a rotation angle, and the like.
In the embodiment of the invention, the animation execution module is used for generating the corresponding target animation according to the animation parameters and controlling each virtual object to execute the corresponding target animation. For example, after receiving the animation parameters, the native animation of the operating system may be generated according to the animation parameters, and the virtual object may be controlled to execute the corresponding animation at the corresponding time.
Optionally, generating a corresponding target animation according to the animation parameters includes: and for any virtual object, acquiring a target animation template corresponding to the current virtual object, and filling animation parameters corresponding to the current virtual object into the target animation template to obtain a target animation corresponding to the current virtual object. The target animation template may be a native animation template written in advance according to characteristics of the virtual object.
In some embodiments, the instruction receiving module includes a user role creating layer, and a first mapping table is stored in the instruction receiving module, where the first mapping table includes a correspondence between a created user role and a created user role management unit; the instruction receiving module is further configured to: and determining a correct user role set indicated in the game instruction, and under the condition that a first user role in the correct user role set is not queried in the first mapping table, creating a first user role management unit corresponding to the first user role in the action distribution module through the user role creation layer, and updating the first mapping table. The setting has the advantages that unified management of the user roles is facilitated, and the accuracy of the user roles is guaranteed.
For example, the first mapping table (Map) may be stored in the form of key-value pairs, may have a user identification (uid) of the created user character as a key (key), and may have the created user character management unit as a value (value). The content contained in the game instructions is accurate, so that the correct user role currently participating in the game can be determined according to the game instructions, and a correct user role set is formed.
For example, the first user role may be any user role in the correct user role set, and a new player may be added before the game starts or during the game progress, so the first mapping table may not include all user roles in the correct user role set, and the first mapping table may be queried for each user role in the correct user role set, and if the uid of the first user role is not queried, the first user role may be considered to be a new user role and needs to be created at the client, so the corresponding first user role management unit may be created through the user role creation layer, so that the first user role management unit may be used for managing the first user role and calculating animation parameters. Illustratively, after the first user role management unit is successfully created, the corresponding relationship between the first user role and the first user role management unit is added in the first mapping table, so as to update the first mapping table, for example, a key is added in the first mapping table as a first user role uid, and a value is a key value pair of the first user role management unit.
In some embodiments, the instruction receiving module further comprises a user role checking layer; the user role checking layer is configured to clear a second user role management unit corresponding to a second user role and update the first mapping table when it is determined that the second user role in the first mapping table is not included in the correct user role set. This has the advantage of ensuring that the existing user roles are legitimate user roles.
For example, during the game, the user may drop, exit the game or change the character (e.g. change from player to audience), and the user character corresponding to the user should not be considered as a legal user character, that is, may not exist in the normal user character set, but the user character may still exist in the first mapping table, and needs to be cleared in time. Wherein the second user role may be any one of the set of correct user roles. Specifically, each user role in the first mapping table may be traversed, when it is determined that the second user role is not included in the correct user role set, the second user role may be considered as an illegal user role, the corresponding second user role management unit is cleared, occupation of storage resources is avoided, and the corresponding relationship between the second user role and the second user role management unit is deleted from the first mapping table, so as to update the first mapping table.
In some embodiments, any one of the created user role management units is recorded as a current user role management unit, the current user role management unit corresponds to a current user role, the current user role management unit comprises a virtual object creation layer, the current user role management unit stores a second mapping table, and the second mapping table comprises a corresponding relation between the created virtual object associated with the current user role and object position information; the current user role management unit is configured to: and determining a correct object position information set associated with the current user role indicated in the game instruction and correct virtual object identifiers corresponding to the object position information in the correct object position information set respectively, and under the condition that first object position information in the correct object position information set is not queried in the second mapping table, creating a corresponding first virtual object through the virtual object creation layer according to the first correct virtual object identifier corresponding to the first object position information, and updating the second mapping table. The virtual object management method has the advantages that the virtual objects under the user roles are managed in a unified mode by taking the user roles as units, and accuracy of the virtual objects is guaranteed.
For example, the second mapping table (Map) may be stored in the form of key-value pairs, may have object location information of the created virtual object as a key, and may have the created virtual object as a value. The content contained in the game instruction is accurate, so that the correct object position information associated with the current user role can be determined according to the game instruction, and a correct object position information set can be formed. The object position information may be, for example, a position number of the virtual object under the associated user character, and for example, a card position information may be understood as a number of cards in the user's hand.
For example, the first object position information may be any one of the correct object position information sets, and during the game, the number of virtual objects may be dynamically increased or decreased, so that the second mapping table may not include all the object position information in the correct object position information sets, and each object position information in the correct object position information sets may be queried in the second mapping table, and if the first object position information is not queried, it may be considered that an associated virtual object needs to be newly created under the current user role in the client, so that the first virtual object corresponding to the correct virtual object identifier indicated in the game instruction may be created by the virtual object creation layer, so as to subsequently control the first virtual object to execute the animation. For example, after the first virtual object is successfully created, the corresponding relationship between the first object position information and the first virtual object is added in the second mapping table, so as to update the first mapping table. Continuing with the above example, 2 cards are already in the hand of the user character a, the second mapping table contains the position 1 and the corresponding card 1, the position 2 and the corresponding card 2, and after the user character a performs the card-requiring, a new card 3 needs to be added, the correct object position information set contains the position 1, the position 2 and the position 3, and since there is no position 3 in the second mapping table, the card 3 corresponding to the position 3 needs to be created, and the corresponding relationship is stored in the second mapping table.
In some embodiments, the current user role management unit further includes a virtual object check layer; the virtual object checking layer is configured to, when determining that the second object location information in the second mapping table is not included in the correct object location information set, clear a second virtual object corresponding to the second object location information, and update the second mapping table.
For example, in the game progress process, a certain user's device may have unstable network, and may not accurately receive each game instruction of the server in real time, and at this time, a virtual object under the user role may change, for example, because the network timeout system automatically deletes a certain virtual object, but the virtual object at the client side is still stored in the second mapping table, so that the virtual object needs to be cleared in time. Wherein the second object position information may be any one of a set of correct object position information. Specifically, each piece of object position information in the second mapping table may be traversed, when it is determined that the second piece of object position information is not included in the correct object position information set, the virtual object corresponding to the second piece of object position information may be considered as an illegal virtual object, the virtual object is cleared, occupation of storage resources is avoided, and the corresponding relationship between the second piece of object position information and the second virtual object is deleted from the second mapping table, so as to update the second mapping table.
In some embodiments, the current user role management unit further includes an animation parameter computation layer; the animation parameter calculation layer is configured to calculate animation parameters corresponding to each virtual object in the second mapping table according to the user position information of the current user role in the game page indicated by the game instruction, the object position information in the second mapping table, and the action to be executed. The method has the advantages that after the virtual objects in the second mapping table are verified, the fact that the currently stored virtual objects are consistent with the correct virtual objects indicated in the currently received game instructions is guaranteed, and animation parameters corresponding to the virtual objects are calculated according to user position information, object position information and actions to be executed, so that accurate target animations can be generated later.
In some embodiments, the current user role management unit further includes a state correction parameter calculation layer; the state correction parameter calculation layer is used for comparing the correct state information of each virtual object indicated by the game instruction with the current state information of each virtual object stored in the current user role management unit, calculating state correction parameters under the condition that the comparison results are inconsistent, and sending the state correction parameters to the animation execution module; the animation execution module is further used for generating a state correction animation according to the state correction parameters and controlling the corresponding virtual object to execute the corresponding state correction animation. This has the advantage that the state of the virtual object can be guaranteed to be accurate.
For example, the specific content of the state information may be set according to the characteristics of the virtual object, and taking a card as an example, the state information may include a light card state, a dark card state and the like, and if the virtual object is a virtual doll, the state information may include a face direction, an expression, a gesture and the like of the virtual doll. If the network of the user equipment is unstable, each game instruction of the server may not be received, so that there may be a situation that the animation is not executed, resulting in a deviation between the state information of the virtual object in the client and the correct state information maintained by the server, so that the state correction parameters may be calculated and sent to the animation execution module, so that the animation execution module generates the state correction animation and controls the virtual object with the state deviation to execute the state correction animation, thereby realizing rapid state correction without sequentially executing the animation which is not executed, and enabling the client to rapidly recover the normal game state.
In order to facilitate understanding of the embodiments of the present invention, a description will be given below of an example in which an application is a live-broadcast application and a multiplayer online game is a card game in a live-broadcast room. Games in living rooms have high performance requirements, and conventional schemes using game engines have many disadvantages, and thus can be implemented using native animation. In card game, the number of players can be dynamically increased before starting the game and in the game process, the operations or actions of dealing, playing, turning and receiving the card game are needed, the number of players is multiple, the game state is also more, each player may have an indefinite number of cards, each card may need to execute various animations, player roles and animation management are complex, and through adopting the animation processing scheme provided by the embodiment of the invention, the animation processing of the card game can be efficiently, neatly and clearly realized by using the original animation of the client.
For example, in a multi-person voice live room, a host may invite a user to play and start a game. Virtual objects that may be set in the game include cards and the like. The game may involve a game stage or play of dealing, turning, and receiving. As an exemplary game flow, for dealing, dealing one card to each player participating in the game in turn until each player has two cards, the first card is the bottom card, each player can see own bottom card, but can not see the bottom cards of other players; for the card: starting from the main broadcasting, selecting to-be-played cards or stopping cards clockwise according to the wheat positions of players, executing to-be-played cards, moving the cards to realize the whole centering alignment of cards when the user wants to play the cards on one side, executing to-be-played cards of new cards, stopping playing cards, and turning to the next player until all players want to play cards in the office are finished finally; for turning over the cards, all players in the game end the card-requiring, the bottom cards of other players execute the card-turning animation, and after the card-turning is completed, the game winning or losing results are displayed; and for card collection, turning all cards, then executing card collection animation, and ending the game.
Fig. 2 is a schematic diagram of an operating principle of an instruction receiving module according to an embodiment of the present invention. The instruction receiving module is mainly responsible for creating and storing user roles, ensures that each user role is in an effective state, and avoids the abnormal occurrence of the user roles caused by the conditions of midway downloading or disconnection of a user and the like. The instruction receiving module also sends the actions required to be executed next by all cards corresponding to each user role to the user role management unit corresponding to each user role, namely, what action should be executed next by each card on each player's hand is defined. The user role creation layer and the user role check layer in the instruction receiving module ensure that legal user roles exist in the memory. In particular, the first mapping table may be used to store user character related information, the user uid may be used as a key, and the user character management unit may be used as a value. After receiving the game instruction sent by the Model layer, when the user role management unit corresponding to a certain uid is not queried in the first mapping table, a user role management unit is created and stored in the first mapping table, and if the user role management unit can be queried, the creation is not needed. After each receipt of the game command sent by the Model layer, the user role checking layer may be used to check, traverse all the user roles in the whole first mapping table, and according to their uid, check the game status in combination with their status in the live broadcasting room, for example, whether the game is on the wheat, whether the game has been exited, whether the game role is changed (for example, the player changes to the audience), etc., if the check is not passed, delete the failed user role management unit and empty the card status, for example, by sending a correction command to the action distribution module. After the user role check layer and the user role check layer are processed, the legal correctness of all the user roles and states is ensured.
As shown in fig. 2, for the deal instruction, the deal action for each card may be determined separately for all of the user character management units and sent to the action-dispensing module, i.e., the cards under each user character management unit have an explicit action indication. For a card order, a new card of the user character management unit performing a card order operation is dealt with a card order action, and all cards of other user character management units are dealt with a card order. And for the card receiving instruction, executing the state correcting instruction on the cards under all the user role management units, then executing the card receiving instruction, and distributing and receiving the card.
Fig. 3 is a schematic diagram of an operation principle of an action distribution module according to an embodiment of the present invention. The action distribution module is mainly responsible for managing cards of players, particularly creating and storing card controls, and ensuring that cards and states of each player are correct. And calculating animation parameters of each card required by the animation execution module according to the position, the state and other information of the user role, or not needing to execute the state correction parameters of the card required by the animation, namely ensuring that the animation parameters of the animation required to be executed by each card control in the next-level animation execution module are clear. The card creation layer and the card verification layer ensure that legal cards exist in the memory. In specific implementation, the second mapping table may be used to store card related information, the position number of the card in the player hand is used as key, and the card control is used as value. After receiving the game instruction forwarded by the instruction receiving module, when the card at the corresponding position in the instruction cannot be queried in the second mapping table, creating a corresponding card control. When checking, the card which does not appear in the instruction in the second mapping table is regarded as an illegal card, and the display of the corresponding card control is removed and the card state is cleared. The validity of card control and state can be ensured through the processing of the card creation layer and the card verification layer.
The parameter calculation layer may include an animation parameter calculation layer and a state correction parameter calculation layer, and is mainly responsible for calculating parameters required for finally executing the animation according to the position of the user character management unit in the living broadcast room, descriptions of various animation parameters in the design draft, and the like, wherein the animation parameters may include time length, position, scaling parameters, and the like. The player positions are different, the positions of different cards of each player are different, and the calculated parameters are different. After the animation parameters and the state correction parameters are obtained through calculation, the animation parameters and the state correction parameters are transmitted to an animation execution module, the animation execution module does not need to conduct additional calculation, generates corresponding original animation according to the received parameters, and controls the corresponding card control to execute the animation.
The animation processing system provided by the embodiment of the invention can quickly generate cards, manage and check cards and correct card states in a client-side live broadcasting room card game, quickly and accurately realize display and animation execution of card controls, ensure the correctness of a game flow, ensure that a command receiving module is responsible for determining card actions and distributing, ensure card animation parameter calculation, ensure that an animation executing module is responsible for receiving parameters and executing animation, ensure that each module is clearly divided and divided, facilitate later expansion and maintenance, quickly realize card game animation without accessing a game engine, have low access cost, and have low performance consumption on live broadcasting application programs and mobile equipment.
Fig. 4 is a flow chart of an animation processing method according to an embodiment of the present invention, where the method is applied to an application program having a multiplayer online game function, and the multiplayer online game involves a plurality of user characters participating in the game and can be executed by an animation processing system. As shown in fig. 4, the method includes:
step 401, receiving a game instruction issued by a server through an instruction receiving module, determining actions to be executed of virtual objects respectively associated with each user role according to the game instruction, and distributing the game instruction and the actions to be executed to corresponding user role management units in the action distribution module by taking the user roles as units.
Step 402, determining, by the action distribution module, animation parameters corresponding to each virtual object respectively according to the received game instruction and the action to be executed by using the corresponding user role management unit, and sending the animation parameters to the animation execution module.
And 403, generating a corresponding target animation according to the animation parameters through the animation execution module, and controlling each virtual object to execute the corresponding target animation.
The animation processing method provided by the embodiment of the invention is applied to an application program with a multiplayer online game function, the multiplayer online game is executed by an animation processing system, game instructions issued by a server side are received through an instruction receiving module, actions to be executed of virtual objects respectively associated with the user roles are determined according to the game instructions, the game instructions and the actions to be executed are distributed to corresponding user role management units in an action distribution module in units of the user roles, the corresponding user role management units are used for respectively aiming at the user roles through the action distribution module, animation parameters respectively corresponding to the virtual objects are determined according to the received game instructions and the actions to be executed by using the corresponding user role management units, the animation parameters are sent to an animation execution module, corresponding target animations are generated according to the animation parameters through the animation execution module, and the virtual objects are controlled to execute the corresponding target animations. By adopting the technical scheme, each module in the animation processing system is clearly divided and definitely divided, the later-stage expansion and maintenance are convenient, the game animation can be quickly realized without accessing a game engine, the access cost is low, and the performance consumption of application programs and equipment is small.
The animation processing method provided in the embodiment of the present invention may further include corresponding steps for implementing the functions provided by the animation processing system provided in the embodiment of the present invention.
The embodiment of the invention provides an animation processing device, and the animation processing device provided by the embodiment of the invention can be integrated in the animation processing device. Fig. 5 is a block diagram of an animation processing device according to an embodiment of the present invention. The animation processing device 500 includes a memory 501, a processor 502, and a computer program stored in the memory 501 and executable on the processor 502, where the processor 502 implements the animation processing method provided by the embodiment of the present invention or implements the functions provided in the animation processing system provided by the embodiment of the present invention when executing the computer program.
The embodiment of the present invention also provides a storage medium containing computer-executable instructions, which when executed by a computer processor, are used to perform the animation processing method provided by the embodiment of the present invention, or implement the functions provided in the animation processing system provided by the embodiment of the present invention.
The animation processing method, the device and the storage medium provided in the above embodiments can be used to implement the functions of the animation processing system provided in any embodiment of the present invention, and have technical features and beneficial effects of implementing the corresponding functions. Technical details not described in detail in the above embodiments may be referred to the animation processing system provided in any of the embodiments of the present invention.
Note that the above is only a preferred embodiment of the present invention. It will be understood by those skilled in the art that the present invention is not limited to the particular embodiments described herein, but is capable of various obvious changes, rearrangements and substitutions as will now become apparent to those skilled in the art without departing from the scope of the invention. Therefore, while the invention has been described in connection with the above embodiments, the invention is not limited to the embodiments, but may be embodied in many other equivalent forms without departing from the spirit or scope of the invention, which is set forth in the following claims.

Claims (11)

1. The animation processing system is characterized by being applied to an application program with a multiplayer online game function, wherein a plurality of user roles participating in the game are involved in the multiplayer online game, the system comprises an instruction receiving module, an action distribution module and an animation execution module, and the action distribution module comprises user role management units corresponding to the user roles respectively;
the instruction receiving module is used for receiving a game instruction issued by a server side, determining actions to be executed of virtual objects respectively associated with each user role according to the game instruction, and distributing the game instruction and the actions to be executed to corresponding user role management units in the action distribution module by taking the user roles as units;
the action distribution module is used for determining animation parameters corresponding to each virtual object respectively according to the received game instruction and actions to be executed by utilizing the corresponding user role management unit for each user role respectively, and sending the animation parameters to the animation execution module;
and the animation execution module is used for generating corresponding target animation according to the animation parameters and controlling each virtual object to execute the corresponding target animation.
2. The system of claim 1, wherein the instruction receiving module includes a user role creation layer, and wherein the instruction receiving module stores a first mapping table, and the first mapping table includes a correspondence between created user roles and created user role management units;
the instruction receiving module is further configured to: and determining a correct user role set indicated in the game instruction, and under the condition that a first user role in the correct user role set is not queried in the first mapping table, creating a first user role management unit corresponding to the first user role in the action distribution module through the user role creation layer, and updating the first mapping table.
3. The system of claim 2, wherein the instruction receiving module further comprises a user role checking layer;
the user role checking layer is configured to clear a second user role management unit corresponding to a second user role and update the first mapping table when it is determined that the second user role in the first mapping table is not included in the correct user role set.
4. A system according to claim 3, wherein any one of the created user role management units is recorded as a current user role management unit, the current user role management unit corresponds to a current user role, the current user role management unit includes a virtual object creation layer, the current user role management unit stores therein a second mapping table, and the second mapping table includes a correspondence between created virtual objects associated with the current user role and object position information;
the current user role management unit is configured to: and determining a correct object position information set associated with the current user role indicated in the game instruction and correct virtual object identifiers corresponding to the object position information in the correct object position information set respectively, and under the condition that first object position information in the correct object position information set is not queried in the second mapping table, creating a corresponding first virtual object through the virtual object creation layer according to the first correct virtual object identifier corresponding to the first object position information, and updating the second mapping table.
5. The system of claim 4, wherein the current user role management unit further comprises a virtual object check layer;
the virtual object checking layer is configured to, when determining that the second object location information in the second mapping table is not included in the correct object location information set, clear a second virtual object corresponding to the second object location information, and update the second mapping table.
6. The system of claim 4, wherein said current user role management unit further comprises an animation parameter computation layer;
the animation parameter calculation layer is configured to calculate animation parameters corresponding to each virtual object in the second mapping table according to the user position information of the current user role in the game page indicated by the game instruction, the object position information in the second mapping table, and the action to be executed.
7. The system of claim 1, wherein the generating the corresponding target animation according to the animation parameters comprises:
and for any virtual object, acquiring a target animation template corresponding to the current virtual object, and filling animation parameters corresponding to the current virtual object into the target animation template to obtain a target animation corresponding to the current virtual object.
8. The system of claim 4, wherein the current user role management unit further comprises a state correction parameter calculation layer;
the state correction parameter calculation layer is used for comparing the correct state information of each virtual object indicated by the game instruction with the current state information of each virtual object stored in the current user role management unit, calculating state correction parameters under the condition that the comparison results are inconsistent, and sending the state correction parameters to the animation execution module;
the animation execution module is further used for generating a state correction animation according to the state correction parameters and controlling the corresponding virtual object to execute the corresponding state correction animation.
9. An animation processing method applied to an application program having a multiplayer online game function, in which a plurality of user characters participating in a game are involved, the method being performed by the system according to any one of claims 1 to 8, the method comprising:
receiving a game instruction issued by a server through an instruction receiving module, determining actions to be executed of virtual objects respectively associated with each user role according to the game instruction, and distributing the game instruction and the actions to be executed to corresponding user role management units in the action distribution module by taking the user roles as units;
determining animation parameters corresponding to each virtual object respectively according to the received game instruction and the action to be executed by using a corresponding user role management unit according to each user role through the action distribution module, and sending the animation parameters to the animation execution module;
and generating corresponding target animation according to the animation parameters through the animation execution module, and controlling each virtual object to execute the corresponding target animation.
10. An animation processing device comprising a memory, a processor and a computer program stored on the memory and executable on the processor, characterized in that the processor implements the method according to claim 9 or the functions provided in the system according to any of claims 1-8 when executing the computer program.
11. A computer readable storage medium, on which a computer program is stored, characterized in that the program, when being executed by a processor, implements the method according to claim 9 or the functionality provided in the system according to any of claims 1-8.
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