CN-121988024-A - Game control method, system and medium based on physical swing arm throwing and grid filling elimination
Abstract
The invention discloses a game control method, a game control system and a game control medium based on physical swing arm throwing and grid filling elimination, which comprise the following steps of S1, acquiring and preprocessing swing arm parameters, and acquiring swing arm action data of a player in real time through a gyroscope and an acceleration sensor of a game controller, wherein the swing arm action data comprise a swing arm angle, a swing arm speed, swing arm acceleration, a wrist rotation angle and controller trigger pressure. The method solves the problems of large noise of body sensing swing arm data, inaccurate calculation of throwing track and split hand feeling, the existing throwing action and grid filling, eliminates logical organic linkage, avoids deviation of drop points and dead game, provides multi-mode feedback matched with action intensity and elimination scale, improves immersion, realizes self-adaptive adjustment of game difficulty, and adapts to different player levels.
Inventors
- DING MING
Assignees
- 长沙亿蚁智能科技有限公司
Dates
- Publication Date
- 20260508
- Application Date
- 20260303
Claims (10)
- 1. The game control method based on physical swing arm throwing and grid filling elimination is characterized by comprising the following steps of: s1, acquiring and preprocessing swing arm parameters, acquiring swing arm action data of a player in real time through a gyroscope and an acceleration sensor of a game controller, wherein the swing arm action data comprise a swing arm angle, a swing arm speed, a swing arm acceleration, a wrist rotation angle and a controller trigger pressure, denoising the acquired swing arm action data, performing trend analysis on the speed data by adopting a linear regression algorithm, removing abnormal jitter data, and solving the technical problems of large speed measurement noise and poor throwing consistency in the conventional VR throwing game; S2, calculating a throwing track and throwing object parameters, namely calculating the initial throwing speed, throwing angle and flight track of the throwing object based on preprocessed swing arm action data and combining preset physical engine parameters, wherein the physical engine parameters comprise gravitational acceleration, air resistance coefficient and throwing object heart parameters, the mass center parameters are mapped based on the actual mass center of a game controller, so that the momentum of the virtual throwing object is matched with muscle memory of the hand action of a player, the defects that the mass center of the virtual object is inconsistent with the perception mass center of the player and throwing hand feeling is split in the prior art are overcome, and meanwhile, the type and grade of grid filling blocks corresponding to the throwing object are distributed according to the swing arm speed and wrist rotation angle; S3, positioning a target grid and calibrating a throwing object drop point, acquiring coordinate information of a grid area in a game interface in real time, and predicting an initial drop point of the throwing object by combining a throwing object flight trajectory, wherein if the initial drop point deviates from the grid area or falls in a grid gap, the throwing object flight trajectory is dynamically calibrated based on the swing arm intention and grid distribution characteristics of a player, so that the throwing object is ensured to accurately fall into grid cells, and the problems of large drop point deviation and strong player frustration in the existing throwing game are solved; S4, judging grid filling and eliminating rules, namely filling blocks corresponding to a throwing object into grid cells after the throwing object falls into the grid cells, detecting the filling state of the current grid, and judging whether a preset eliminating rule is met or not, wherein the eliminating rule comprises continuous arrangement elimination, multi-form combination elimination and linkage elimination of filling blocks of the same type, and meanwhile, dynamically evaluating the space number of the grid and the distribution characteristics of the filling blocks, so that dead office without legal eliminating paths is avoided, and the defects of eliminating logic stiffness and easy falling into the dead office in the existing grid eliminating game are overcome; S5, eliminating execution and feedback output, wherein when the elimination rule is detected to be met, grid filling block elimination operation is executed, an elimination score and linkage elimination rewards are calculated, and corresponding visual feedback and tactile feedback are generated according to the elimination result, wherein the tactile feedback is triggered based on a change threshold value of trigger pressure of a controller, so that the ground impact sense of a throwing object is simulated, the vibration sense is eliminated, and the game immersion sense is enhanced; and S6, after the game state updating and circulation are finished, filling and filling positions on the grid, updating game state parameters such as game scores, residual throwing times and the like, judging whether the game ending conditions are met, if not, returning to S1, continuously collecting action data of a swing arm of a player, entering a next throwing-filling-eliminating circulation, and if so, outputting a game ending interface and a final score.
- 2. A game control system based on physical swing arm throwing and grid filling elimination, comprising: The swing arm parameter acquisition module is used for acquiring swing arm action data of a player in real time through a gyroscope and an acceleration sensor of the game controller, wherein the swing arm action data comprise a swing arm angle, a swing arm speed, a swing arm acceleration, a wrist rotation angle and a controller trigger pressure, denoising and linear regression processing are carried out on the acquired data, and abnormal data are removed; The track and parameter calculation module is connected with the swing arm parameter acquisition module and is used for calculating the initial throwing speed, throwing angle and flight track of a throwing object based on the preprocessed swing arm action data and combining with preset physical engine parameters, and distributing the type and grade of grid filling blocks corresponding to the throwing object, wherein the mass center parameter in the physical engine parameters is related to the actual mass center of the game controller, so that the consistency of throwing handfeel is improved; The drop point calibration and grid positioning module is connected with the track and parameter calculation module and is used for acquiring coordinate information of a grid area in the game interface in real time, predicting an initial drop point of a throwing object, dynamically calibrating the drop point deviated from the grid area or grid gap, and ensuring that the throwing object accurately falls into grid cells; the filling elimination judging module is connected with the falling point calibration and grid positioning module and is used for filling blocks corresponding to throwing objects into target cells, detecting the filling state of grids, judging whether preset elimination rules are met or not, and dynamically evaluating the grid states to avoid dead spots, wherein the elimination rules comprise same-type continuous elimination, multi-form combination elimination and linkage elimination; the feedback output module is connected with the filling elimination judging module and is used for generating corresponding visual feedback and tactile feedback after the elimination operation is executed, and the tactile feedback is adjusted according to the triggering pressure threshold of the controller and simulates real physical feedback; The game state management module is respectively connected with the filling and eliminating judging module and the feedback output module and is used for updating state parameters such as game scores, residual throwing times and the like, judging game ending conditions and controlling the cyclic execution or termination of the game, thereby solving the technical problems of cracking and poor interactivity of the throwing and eliminating module in the existing system.
- 3. A computer readable storage medium, wherein a computer program is stored on the computer readable storage medium, and when the computer program is executed by a processor, all S of the game control method based on physical swing arm throwing and grid filling elimination according to claim 1 are realized, so that the defects that the physical swing arm throwing and grid filling elimination are organically combined and the game experience is single in the prior art are overcome, and the interactivity and the interestingness of the game are improved.
- 4. The game control method according to claim 1, wherein the denoising process in S1 adopts a mode of combining floating average filtering and linear regression, first, high-frequency noise in speed data is primarily suppressed by floating average filtering, then trend fitting is performed on the latest multi-frame speed data by a linear regression algorithm, the actual speed trend of a swing arm of a player is extracted, speed lag or deviation caused by single filtering is avoided, and the problems of large speed measurement noise and inconsistent throwing force and expectation in the existing VR throwing game are solved.
- 5. The game control method according to claim 1, wherein the initial throwing speed of the throwing object in S2 is determined by a swing arm speed, a swing arm acceleration and a wrist rotation angle, and the calculation formula is v=k1×v_arm+k2×a_arm+k3×ω_ wrist, wherein v is the initial throwing speed, v_arm is the swing arm speed, a_arm is the swing arm acceleration, ω_ wrist is the wrist rotation angle, and k1, k2, k3 are weight coefficients, and can be dynamically adjusted according to the game difficulty; The air resistance coefficient is differently set according to the type of the throwing object, and the air resistance coefficient of the heavy object throwing object is smaller than that of the light object throwing object, so that the throwing track is more in accordance with the actual physical rule, and the defects of simplicity in simulation and lack of differentiation of the throwing track in the existing game are overcome.
- 6. The game control method according to claim 1, wherein the specific process of the drop point calibration in S3 is that boundary coordinates and cell center coordinates of a grid area are obtained, a distance between an initial drop point and a nearest cell center is calculated, if the distance is greater than a preset threshold value, fine adjustment is performed on a flight track of a throwing object based on a swing arm direction and a swing arm speed, the fine adjustment amplitude is positively correlated with the deviation distance of the initial drop point, meanwhile, the fine adjustment track is ensured to conform to a physical movement rule, the drop point calibration is prevented from being too abrupt, and the throwing experience of a player is improved.
- 7. The game control method according to claim 1, wherein the elimination rule in S4 specifically includes triggering basic elimination when 3 or more consecutive cells in the same row or column are filled with filler blocks of the same type and level; When the combination of filling blocks of the same type of L type, T type and cross type appears, the super elimination is triggered, and the score of the super elimination is 1.5-2 times of that of the basic elimination; When the filling blocks filled with the complementary positions meet the elimination rule again after the primary elimination, triggering linkage elimination, enabling the score of linkage elimination to be increased along with the linkage times, and meanwhile, in the linkage elimination process, dynamically adjusting the types of the filling blocks filled with the grid complementary positions, so that the occurrence probability of dead offices is reduced, and the problems that the elimination form is single and the dead offices are easy to trap in the existing elimination game are solved.
- 8. The game control method according to claim 1, wherein the triggering condition of the tactile feedback in S5 is that the throwing release feedback is triggered when the controller triggering pressure is 20% -30% smaller than the peak triggering pressure when the player picks up the thrown object; When the filling block is eliminated, vibration feedback with different intensities is triggered according to the elimination scale, the larger the elimination scale is, the higher the vibration intensity is, and the longer the vibration duration is, so that a player can throw, release and eliminate effects through tactile sensation, the immersion sense of a game is improved, and the defects of insufficient tactile feedback and poor interactive experience in the existing game are overcome.
- 9. The game control system according to claim 2, wherein the swing arm parameter acquisition module further comprises a trigger pressure detection unit, configured to detect a change curve of trigger pressure of the controller in real time, determine that the player performs a throwing action when detecting that the trigger pressure has an abrupt change and is lower than a preset threshold, and record swing arm action data at this time as a basis for calculating a throwing parameter, so as to solve the problem in the prior art that the throwing opportunity determination is inaccurate, and is prone to false triggering or missed triggering.
- 10. The game control system according to claim 2, wherein the game state management module further comprises a difficulty adjusting unit, configured to dynamically adjust a mapping relationship between a swing arm parameter and a throwing object parameter, a physical engine parameter, and a difficulty of rule elimination according to a game score and a throwing accuracy of a player, and when the score of the player is low and the throwing accuracy is insufficient, reduce an influence weight of a swing arm speed on a throwing speed, reduce air resistance, and reduce the difficulty of elimination; when the score of the player is higher and the throwing accuracy is higher, the difficulty is improved, the self-adaptive adjustment of the game difficulty is realized, the game experience of players with different levels is improved, and the defects of fixed difficulty and poor suitability in the existing system are overcome.
Description
Game control method, system and medium based on physical swing arm throwing and grid filling elimination Technical Field The invention relates to the technical field of game interaction control, in particular to a game control method, a game control system and a game control medium based on physical swing arm throwing and grid filling elimination. Background With the popularization of somatosensory interaction and leisure elimination games, the combination of physical somatosensory actions and grid elimination rules becomes an important development direction of game interaction, but the prior related art has the following defects: The traditional grid elimination game mostly adopts plane interaction modes such as touch screen clicking, key sliding and the like, lacks of real physical action feedback, and is not enough in immersion and interestingness; The existing somatosensory throwing game has the problems of large action acquisition noise, inaccurate calculation of throwing track, perception of splitting of the mass center of a virtual object and a player, and the like, so that the throwing hand feeling is poor and the consistency is low; The throwing action is disjointed with the grid filling elimination logic, the drop points are easy to deviate from the grid, the elimination rule is stiff, the dead office without legal elimination paths is easy to appear, and the player is strong in frustration; Haptic feedback is not matched with action intensity and eliminating scale, the difficulty is fixed, self-adaptive adjustment cannot be realized, and players with different levels are difficult to adapt. The problems cause that the conventional somatosensory elimination game interactive experience is split, the control precision is low, the playability is limited, and the requirements of users on natural somatosensory, precise control and smooth elimination cannot be met. Disclosure of Invention The invention aims to overcome the defects of the prior art, provides a game control method, a game control system and a game control medium based on physical swing arm throwing and grid filling elimination, and solves the following technical problems: the problems of large data noise of the somatosensory swing arm, inaccurate calculation of throwing track and hand feeling cracking are solved; the throwing action and the grid filling are realized, the logic organic linkage is eliminated, and the drop point deviation and the game death are avoided; providing multi-mode feedback matched with action intensity and elimination scale, and improving immersion; the game difficulty is adaptively adjusted, and different player levels are adapted. In order to achieve the above purpose, the present invention adopts the following technical scheme: a game control method based on physical swing arm throwing and grid filling elimination comprises the following steps: s1, acquiring and preprocessing swing arm parameters, acquiring swing arm action data of a player in real time through a gyroscope and an acceleration sensor of a game controller, wherein the swing arm action data comprise a swing arm angle, a swing arm speed, a swing arm acceleration, a wrist rotation angle and a controller trigger pressure, denoising the acquired swing arm action data, performing trend analysis on the speed data by adopting a linear regression algorithm, removing abnormal jitter data, and solving the technical problems of large speed measurement noise and poor throwing consistency in the conventional VR throwing game; S2, calculating a throwing track and throwing object parameters, namely calculating the initial throwing speed, throwing angle and flight track of the throwing object based on preprocessed swing arm action data and combining preset physical engine parameters, wherein the physical engine parameters comprise gravitational acceleration, air resistance coefficient and throwing object heart parameters, the mass center parameters are mapped based on the actual mass center of a game controller, so that the momentum of the virtual throwing object is matched with muscle memory of the hand action of a player, the defects that the mass center of the virtual object is inconsistent with the perception mass center of the player and throwing hand feeling is split in the prior art are overcome, and meanwhile, the type and grade of grid filling blocks corresponding to the throwing object are distributed according to the swing arm speed and wrist rotation angle; S3, positioning a target grid and calibrating a throwing object drop point, acquiring coordinate information of a grid area in a game interface in real time, and predicting an initial drop point of the throwing object by combining a throwing object flight trajectory, wherein if the initial drop point deviates from the grid area or falls in a grid gap, the throwing object flight trajectory is dynamically calibrated based on the swing arm intention and grid distribution characteristics of a player, so