CN114681916A - Game scene determining method, electronic device and storage medium - Google Patents
Game scene determining method, electronic device and storage medium Download PDFInfo
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- CN114681916A CN114681916A CN202011587775.5A CN202011587775A CN114681916A CN 114681916 A CN114681916 A CN 114681916A CN 202011587775 A CN202011587775 A CN 202011587775A CN 114681916 A CN114681916 A CN 114681916A
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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
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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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
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
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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
- A63F13/803—Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8017—Driving on land or water; Flying
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Abstract
The application discloses a game scene determining method, electronic equipment and a storage medium, wherein the method comprises the following steps: acquiring the driving state of a vehicle in real time; and updating the game scene interface diagram according to the vehicle data corresponding to the driving state of the vehicle. According to the scheme, the dynamic game scene interface graph is established according to the real-time actual scene, so that a user can experience different game scene interfaces without downloading a plurality of APPs, and the memory occupation of the electronic equipment is reduced.
Description
Technical Field
The present invention relates generally to the field of multimedia technologies, and in particular, to a method for determining a game scene, an electronic device, and a storage medium.
Background
In the current game, the game scenes are designed in advance, for example, the cool terrain in the cool game is a simulated terrain mode designed by each game developer, the scenes of each cool game are single, the style types are difficult to convert, the user can repeatedly experience the game mode with a uniform style, a conscious behavior can be formed in the process of long-term experience of the same mode, the user can completely experience the game by virtue of past experience, and if the user needs to experience different styles, a plurality of cool game application programs (applications, APP) possibly need to be downloaded, so that the memory of the electronic equipment is excessively occupied.
Disclosure of Invention
In view of the above-mentioned drawbacks and deficiencies in the prior art, it is desirable to provide a game scene determination method, an electronic device, and a storage medium.
In a first aspect, the present invention provides a method for determining a game scenario, the method comprising:
acquiring the driving state of a vehicle in real time;
and updating the game scene interface diagram according to the vehicle data corresponding to the driving state of the vehicle.
In one embodiment, the vehicle data includes: vehicle speed, gear type, steering wheel angle, engine torque, engine speed, turbo boost, throttle opening, acceleration of the vehicle.
In one embodiment, when the driving state of the vehicle is a driving state, the vehicle data is vehicle real-time driving data.
In one embodiment, the vehicle data is simulated travel data when the travel state of the vehicle is a stationary state.
In one embodiment, the game scene interface diagram includes a background canvas;
the method for updating the game scene interface diagram according to the vehicle data corresponding to the driving state of the vehicle comprises the following steps:
acquiring a scene style;
determining a background canvas according to the scene style;
and when the acquired vehicle data comprise the vehicle speed, the gear type and the steering wheel angle, updating the main scene view in the game scene interface diagram on the background canvas.
In one embodiment, the updating of the game scene interface diagram according to the vehicle data corresponding to the driving state of the vehicle comprises:
and when the acquired vehicle data comprise the vehicle speed and the gear type, updating the vehicle speed gear view in the game scene interface diagram on the background canvas.
In one embodiment, the updating of the game scene interface diagram according to vehicle data corresponding to the driving state of the vehicle includes:
and when the acquired vehicle data comprise the steering wheel rotating angle and the engine torque, updating the steering wheel rotating view in the game scene interface diagram on the background canvas.
In one embodiment, the updating of the game scene interface diagram according to vehicle data corresponding to the driving state of the vehicle includes:
when the acquired vehicle data comprises engine speed and turbocharging, a turbocharging pressure view in the game scene interface diagram is updated on the background canvas.
In one embodiment, the updating of the game scene interface diagram according to vehicle data corresponding to the driving state of the vehicle includes:
and when the acquired vehicle data comprise the throttle opening degree and the acceleration, updating a throttle acceleration view in the game scene interface diagram on the background canvas.
In a second aspect, the present invention provides an electronic device comprising a memory, a processor and a computer program stored on the memory and executable on the processor, wherein the processor executes the program to implement the game scene determination method according to the first aspect.
In a third aspect, the present invention provides a readable storage medium having stored thereon a computer program which, when executed by a processor, implements a game scene determination method as in the first aspect.
The invention provides a game scene determining method, electronic equipment and a storage medium, wherein the scheme is that the driving state of a vehicle is obtained in real time, and then a game scene interface graph is updated in real time according to vehicle data corresponding to the driving state of the vehicle, namely a dynamic game scene interface graph is determined according to a real-time actual scene, so that a user can experience different game scene interfaces without downloading a plurality of APPs, and the memory occupation of the electronic equipment is reduced.
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Other features, objects and advantages of the present application will become more apparent upon reading of the following detailed description of non-limiting embodiments thereof, made with reference to the accompanying drawings in which:
FIG. 1 is a flow chart of a method for determining a game scenario according to an embodiment of the present invention;
FIG. 2 is a flowchart illustrating an update of a main scene view according to an embodiment of the present invention;
FIG. 3 is a flow chart of the design of views in a game scene interface diagram according to an embodiment of the present invention;
FIG. 4 is a display diagram of a game scene interface diagram provided by an embodiment of the invention;
fig. 5 is a schematic structural diagram of an electronic device according to an embodiment of the present invention.
Detailed Description
The present application will be described in further detail with reference to the following drawings and examples. It is to be understood that the specific embodiments described herein are merely illustrative of the relevant invention and not restrictive of the invention. It should be noted that, for convenience of description, only the portions related to the present invention are shown in the drawings.
In order to make the technical solutions of the present application better understood, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
The terms "first," "second," "third," "fourth," and the like in the description and claims of this application and in the above-described drawings, if any, are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the application described are capable of operation in sequences other than those illustrated or otherwise described herein.
Moreover, the terms "comprises," "comprising," and any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or modules is not necessarily limited to those steps or modules explicitly listed, but may include other steps or modules not expressly listed or inherent to such process, method, article, or apparatus.
It should be noted that the embodiments and features of the embodiments in the present application may be combined with each other without conflict. The present application will be described in detail below with reference to the embodiments with reference to the attached drawings.
In the related technology, the cool terrain in the game scene of the cool game is a simulated terrain designed in advance, the scene of each cool game is single, so that a user can repeatedly experience a game mode with a uniform style, a conscious behavior can be formed in the process of experiencing the same mode for a long time, the user can completely experience further experience by virtue of past experience, and if the user needs to experience different styles, a plurality of cool running type game application programs (APPs) can be downloaded, so that the memory of the electronic equipment is excessively occupied.
In order to solve the above problem, an embodiment of the present application provides a game scene determining method, which can update a game scene interface diagram through vehicle real-time vehicle data, and can experience multiple game styles without downloading multiple games of APPs.
The game scene determining method can be applied to electronic equipment, such as a server, a PAD (tablet computer) (including a vehicle-mounted PAD), a mobile phone and the like, and only needs to be capable of acquiring the driving state of a vehicle in real time. When applied to a server, the server also needs to comprise a display device, such as a display screen. If the method is applied to the mobile phone, the mobile phone can acquire the driving state of the vehicle from the server in real time through the network, and can also be connected with the whole vehicle, and the driving state of the vehicle is acquired from the vehicle controller in real time.
A vehicle-mounted PAD (tablet computer) is now the mainstream of a smart vehicle-mounted system as a display, and has a powerful display and control function, and entertainment is gradually the target of each vehicle-mounted development system. In the embodiment of the present application, the application of the game scene determination method to the vehicle-mounted PAD will be exemplified.
Referring to fig. 1, a flow diagram of a game scene determination method described in accordance with one embodiment of the present application is shown.
As shown in fig. 1, a game scenario determination method may include:
s110, acquiring the driving state of the vehicle in real time;
and S120, updating the game scene interface diagram according to the vehicle data corresponding to the driving state of the vehicle.
Specifically, the running state of the vehicle may include a running state and a stationary state (i.e., a vehicle key-off state).
The vehicle data corresponding to the running state of the vehicle may include vehicle data when the vehicle is running and vehicle data when the vehicle is stationary. The vehicle data in the vehicle running state may be real-time running data of the vehicle, and the vehicle data in the vehicle stationary state may be simulation data of the vehicle data. The vehicle data may include vehicle speed, gear state, steering wheel angle, etc. It should be noted that the real-time operation data of the vehicle in which the vehicle running state is set may be acquired by connecting to each sensor of the vehicle. When the vehicle is static, the acquired data of the vehicle are static and unchangeable, so a set of simulation data is set as the value of the game scene change when the vehicle is static.
The game scene interface diagram is mainly used for displaying on a user, displaying data acquired by a vehicle to the electronic equipment, and is a game dynamic scene diagram completely determined according to actual conditions in a driving route of a driver.
For a running vehicle, after a game starts, a controller sets a value displayed by a scene Interface in a UI (User Interface) according to continuously-changed vehicle data acquired in real time (the change between the acquired vehicle data at the last moment and the acquired vehicle data at the current moment), and performs different module dynamic effect display on UI vision according to the change of the values of the vehicle data at the last moment and the current moment, so that the real-time update of a game scene Interface diagram is completed. The method for specifically updating the game scene interface diagram may adopt the prior art, and is not described herein again.
For a vehicle in a stationary state, when a game starts, the controller sets a scene interface display value in the UI according to the acquired simulated continuously-changing vehicle data, and different module dynamic effect displays are made for the UI vision according to the change of the simulated vehicle data values at the last moment and the current moment, so that the real-time updating of the game scene interface graph is completed.
In the embodiment of the application, the driving state of the vehicle is obtained in real time, and then the game scene interface diagram is updated in real time according to the vehicle data corresponding to the driving state of the vehicle, namely the dynamic game scene interface diagram is determined according to the real-time actual scene, so that a user can experience different game scene interfaces without downloading a plurality of APPs, and the memory occupation of the electronic equipment is reduced.
In one embodiment, the vehicle data may include vehicle speed, gear type, steering wheel angle, engine torque, engine speed, turbo boost, throttle opening, acceleration, etc. of the vehicle.
When the vehicle is in a driving state, the vehicle data corresponding to the driving state of the vehicle may be real-time driving data of the vehicle, that is, the vehicle speed, the gear type, the steering wheel angle, the engine torque, the engine speed, the turbocharging, the accelerator opening, the acceleration and the like of the vehicle are all real-time data when the vehicle is in driving.
When the vehicle is in a stationary state, the vehicle data about the running state of the vehicle may be simulated running data, and the simulated running data may be simulated real-vehicle running data, that is, data about the running state of the vehicle, such as the speed, the shift type, the steering wheel angle, the engine torque, the engine speed, the turbo-charging, the accelerator opening, and the acceleration of the vehicle, which are simulated.
The respective data of the vehicle data are specifically:
the speed of the vehicle is used to indicate how fast the vehicle is moving. The vehicle speed is numerically equal to the distance traveled by the vehicle per unit of time. The unit of the vehicle speed is km/h.
The shift level (grade place) may refer to a sequence of step changes. For example: the gear of the vehicle is the order of the gearbox of the vehicle etc. The gear types of the manual-gear vehicle can comprise a neutral gear, a reverse gear and 1-5 gears, and the gear types of the automatic-gear vehicle can comprise an N gear, a P gear, an R gear, a D gear, an L gear, an M gear, an OD gear, an S gear, a snow gear and the like. It should be noted that each of the manual-shift vehicles or the automatic-shift vehicles does not necessarily include all the gears listed above. The following explains the effects of the respective shift position types of the automatic-shift vehicle.
N range (neutral): the neutral gear is used for temporary parking, and acts as the neutral gear of a manual gear. The other function is that when the engine suddenly stops during running, if the engine needs to be restarted during running, the N gear needs to be shifted. The gear is generally engaged into the N gear while waiting for a traffic light.
P range (partner): the parking gear is used when the automobile is parked in a flameout mode or the automobile is static. When the vehicle stops, the power can be cut off, the key can be pulled out, and the door can be locked by engaging the gear into the P gear. When the shift position is engaged in the P range, the brake device of the vehicle is locked, and the vehicle does not displace even if the vehicle is parked on a slope.
R range (reverse): the reverse gear has the same function as the reverse gear of the manual gear.
D range (drive): the forward gear, which is used on a general road surface for driving, is also one of the most commonly used gears. The system can automatically switch to a comfortable working state according to the road condition and the speed of the automobile.
L range (low): low gears, also known as hill climbs, function to limit the range of speed ratios to reduce speed and torque. It generally only allows the gear shifting between 1-2 gears or 1-3 gears.
M gear (Manual): manual mode, and "+/-", placed in this position can be changed to manual mode, with a +/-function to manually shift gears.
OD range (OverDrive): overdrive, also called high gear, is used when driving at high speeds. The transmission ratio of the transmission may be less than 1.0, i.e. the rotation speed of the transmission shaft will exceed the rotation speed of the engine, and the automobile is more fuel-saving.
S gear (sport): the speed-changing device is also called as a sport mode, the engine speed and the corresponding gear-shifting time are automatically adjusted in the sport mode, and the gear-changing device can be used for slowly shifting up or shifting down so as to keep the engine at a higher speed, and can be used for S-gear regardless of climbing and sprinting or quick overtaking.
Snow grade (Snowfield): the snow mode automatically adjusts the driving force and the engine speed of the vehicle after being started, starts in the 2 nd gear, shifts up or shifts down slowly, reduces the torque output of the engine, and avoids skidding when the vehicle runs on snow.
The torque of the engine is the torque output by the engine from the crankshaft end, and is reflected on the performance of the automobile, including acceleration, climbing capacity and the like. Under the condition of fixed power, the engine torque and the engine speed are in inverse proportion, and the torque is smaller when the speed is faster, and the torque is larger vice versa.
The torque of the engine is expressed in newton meters (N · m). As with power, the revolutions per minute (r/min) is also typically plotted while accounting for the maximum output torque of the engine.
Engine speed refers to the number of revolutions per minute of the engine crankshaft. The rotational speed of the engine affects the torque output, indirectly the vehicle speed.
Turbo charger (turbo charger) is a technology for driving an Air compressor (Air-compressor) by using exhaust gas generated by the operation of an internal combustion engine. The main function of turbocharging is to increase the air intake of the engine, thereby increasing the power and torque of the engine.
The throttle opening refers to the throttle opening (which is controlled by an accelerator pedal and the opening of the accelerator pedal), the gasoline engine controls the amount of fuel injection according to the throttle opening, and the throttle opening curve can be understood as the change condition between 0 degree and 90 degrees when the throttle is fully closed.
The acceleration is influenced by many factors, such as the speed of the car, the ground, the condition of the tires, and the like, and the car can be accelerated from zero to 100km/h within 10 seconds, 27.78m/s, and the average acceleration is 2.778m/s 2.
It should be noted that at least one of the vehicle data may be acquired at the same time, and when different vehicle data are acquired, the game scene interface diagram and the following different views are updated according to the acquired different vehicle data.
To achieve a better view effect, various views may be drawn on a canvas (canvas).
In one embodiment, the game scene interface map includes a background canvas;
the method for updating the game scene interface diagram according to the vehicle data corresponding to the driving state of the vehicle comprises the following steps:
acquiring a scene style;
determining a background canvas according to the scene style;
and when the acquired vehicle data comprise the vehicle speed, the gear type and the steering wheel angle, updating the main scene view in the game scene interface diagram on the background canvas.
Specifically, the background canvas refers to a background when the game scene interface diagram is presented on the electronic device.
The scene style refers to a background style when the background canvas is displayed, and the picture resources of the scene style are stored in a storage device of the electronic device or other external storage devices in advance as long as the picture resources can be acquired by the electronic device. The user can select the favorite style from the stored picture resources according to the favorite (namely, the user selects the mode), and the user can switch the scene style at any time and change the scene style into UI display with different styles. Scene styles may include, for example, sand styles, snow styles, and the like. It should be noted that, for each different style of background, the main scene view and each view are generally of a uniform style.
When the acquired vehicle data are the vehicle speed, the gear type and the steering wheel angle, the UI dynamic effect of the main scene view in the game scene interface diagram can be changed, the UI dynamic effect of the main scene view can also rotate along with the increase or decrease of the steering wheel angle, namely the rotation of the steering wheel, the increase or decrease of the vehicle speed and the change of the gear can make the UI dynamic effect of the main scene view look faster or slower. When the user plays the running game through this APP, the user can be according to the rotation manual operation running cruster personage of the road of main scene view, guarantees that the running cruster personage can change along with the road change.
It should be noted that, as shown in fig. 2, the main scene view (3D main road scene) changing process may include: the method comprises the steps of obtaining the speed, the steering wheel angle and the gear of a vehicle, transmitting the speed, the steering wheel angle and the gear to an APP end view angle value, changing road left boundaries, road center lines, road right boundaries and road far ends of road near ends in a 3D main road scene along with rotation of a steering wheel, forming a 3D road rotation effective view by rotation of the road left boundaries, the road center lines and the road right boundaries of the road near ends in the 3D main road scene, forming 3D road far end dynamic change and seamless connection with a background by rotation of the road far ends, forming a 3D main scene view by the dynamic view of the road near ends and the road far ends, and finishing the change of the 3D road scene, namely finishing the updating of the main scene view.
It should be noted that, as shown in fig. 2, the gray area is a background area of the main scene view, and the area element animation may include: when different modes are set, the APP obtains different background scene style sets according to the different modes, and the obtained background scene style sets are played frame by frame in a time setting and playing mode.
In this embodiment, the background canvas is determined according to the acquired scene style, and then the main scene view in the game scene interface diagram is updated on the background canvas according to the vehicle speed, the gear type and the steering wheel rotation angle acquired in real time. The main scene view is updated along with the change of the vehicle speed, the gear type and the steering wheel rotation angle at the previous moment and the next moment, so that a user can experience different main scene views without downloading multiple APPs, and the memory occupation of the electronic equipment is reduced. Moreover, different background canvases can be determined by acquiring different scene styles, so that the main scene view can present different styles, and a user can experience the main scene view with different styles.
In one embodiment, the updating of the game scene interface diagram according to the vehicle data corresponding to the driving state of the vehicle includes:
and when the acquired vehicle data comprise the vehicle speed and the gear type, updating the vehicle speed gear view in the game scene interface diagram on the background canvas.
Specifically, the vehicle speed gear view refers to a view for displaying vehicle speed dynamic effect and/or gear dynamic effect, and the vehicle speed gear view area may only display the vehicle speed dynamic effect view, may only display the gear dynamic effect view, may also simultaneously display the vehicle speed dynamic effect view and the gear dynamic effect view, and may also not display, and is not limited herein.
When the acquired vehicle data is the vehicle speed, the vehicle speed is changed along with the change of the vehicle speed in the corresponding vehicle speed gear view area. Similarly, when the acquired vehicle data is of a gear type, the gear of the gear view area corresponding to the vehicle speed is changed when the gear is changed. When the vehicle speed and the gear are simultaneously obtained to be changed, the vehicle speed and the gear in the corresponding vehicle speed gear view area are changed accordingly.
And updating the vehicle speed gear view in the game scene interface diagram on the background canvas, and displaying the vehicle speed gear dynamic effect view in the UI vision according to the change of the vehicle speed and/or the gear at the previous moment and the current moment so as to complete the real-time update of the vehicle speed gear view.
In one embodiment, the updating of the game scene interface diagram according to the vehicle data corresponding to the driving state of the vehicle includes:
and when the acquired vehicle data comprise the steering wheel rotating angle and the engine torque, updating the steering wheel rotating view in the game scene interface diagram on the background canvas.
Specifically, the steering wheel rotation view refers to a view showing the rotation movement effect of the steering wheel, and the steering wheel rotation view area may or may not show the rotation movement effect view of the steering wheel, which is not limited herein.
When the acquired vehicle data are steering wheel angle and torque values, the steering wheel turning region view is set to rotate by the acquired angle values as the values increase or decrease.
And updating the steering wheel rotating view in the game scene interface diagram on the background canvas, and displaying the steering wheel rotating effect view in UI vision according to the change of the steering wheel rotating angle and the torque value at the previous moment and the current moment, thereby finishing the real-time updating of the steering wheel rotating effect area view.
In one embodiment, the updating of the game scene interface diagram according to the vehicle data corresponding to the driving state of the vehicle includes:
when the acquired vehicle data comprises engine speed and turbocharging, a turbocharging pressure view in the game scene interface diagram is updated on the background canvas.
Specifically, the turbine pressure view refers to a view for showing the dynamic effect of the turbine pressure, and the turbine pressure view area may or may not show the dynamic effect view of the turbine pressure, which is not limited herein.
When the vehicle data acquired are the engine speed and the turbo boost pressure, the turbo pressure region view is changed along with the increase or decrease of the values.
And updating a turbine pressure view in the game scene interface diagram on the background canvas, and displaying a turbine pressure dynamic effect view in UI vision according to the change of the engine speed and the turbine pressure at the previous moment and the current moment, so as to complete the real-time updating of the turbine pressure dynamic effect area view.
In one embodiment, the updating of the game scene interface diagram according to the vehicle data corresponding to the driving state of the vehicle includes:
and when the acquired vehicle data comprise the throttle opening degree and the acceleration, updating a throttle acceleration view in the game scene interface diagram on the background canvas.
Specifically, the accelerator acceleration view refers to a view showing the accelerator opening dynamic effect and/or the acceleration dynamic effect, and the accelerator acceleration view area may only display the accelerator opening dynamic effect view, may only display the acceleration dynamic effect view, may also simultaneously display the accelerator opening dynamic effect view and the acceleration dynamic effect view, and may not display, and is not limited herein.
When the acquired vehicle data is the accelerator opening, the accelerator opening of the corresponding accelerator opening view area is changed along with the change of the accelerator opening. Similarly, when the acquired vehicle data is acceleration, the acceleration of the corresponding acceleration gear view area changes when the acceleration changes. When the accelerator opening and the acceleration are simultaneously obtained to be changed, the accelerator opening and the acceleration of the corresponding accelerator acceleration view area are changed accordingly.
And updating an accelerator acceleration view in the game scene interface diagram on the background canvas, and displaying an accelerator acceleration dynamic effect view in UI vision according to the change of the accelerator opening and/or the acceleration at the previous moment and the current moment, thereby finishing the real-time updating of the accelerator acceleration view.
In summary, as shown in fig. 3 and fig. 4, the game scene interface diagram may include 5 large visual display areas: the main scene View, the vehicle speed gear View (a game View View1 in figure 3), the steering wheel rotation View (a game View View2 in figure 3), the turbine pressure View (a game View View3 in figure 3) and the throttle acceleration View (a game View View4 in figure 3). The dynamic effect of the view is changed according to the acquired vehicle data when the vehicle speed gear view, the steering wheel rotation view, the turbine pressure view and the accelerator acceleration view are displayed, the four views can be displayed simultaneously or partially, and the display is not limited herein. It should be noted that, after the background area of the main scene view is switched in style through mode selection, the styles of the remaining four view areas are also switched, that is, the styles in the whole game scene interface diagram are kept consistent.
Fig. 5 is a schematic structural diagram of an electronic device according to an embodiment of the present invention. As shown in fig. 5, a schematic structural diagram of an electronic device 500 suitable for implementing an embodiment of the present application is shown.
As shown in fig. 5, the electronic apparatus 500 includes a Central Processing Unit (CPU)501 that can perform various appropriate actions and processes in accordance with a program stored in a Read Only Memory (ROM)502 or a program loaded from a storage section 508 into a Random Access Memory (RAM) 503. In the RAM 503, various programs and data necessary for the operation of the apparatus 500 are also stored. The CPU 501, ROM 502, and RAM 503 are connected to each other via a bus 504. An input/output (I/O) interface 505 is also connected to bus 504.
The following components are connected to the I/O interface 505: an input portion 506 including a keyboard, a mouse, and the like; an output portion 507 including a display such as a Cathode Ray Tube (CRT), a Liquid Crystal Display (LCD), and the like, and a speaker; a storage portion 508 including a hard disk and the like; and a communication section 509 including a network interface card such as a LAN card, a modem, or the like. The communication section 509 performs communication processing via a network such as the internet. A driver 510 is also connected to the I/O interface 506 as needed. A removable medium 511 such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, or the like is mounted on the drive 510 as necessary, so that a computer program read out therefrom is mounted into the storage section 508 as necessary.
In particular, the process described above with reference to fig. 1 may be implemented as a computer software program, according to an embodiment of the present disclosure. For example, embodiments of the present disclosure include a computer program product comprising a computer program tangibly embodied on a machine-readable medium, the computer program comprising program code for performing the above-described game scenario determination method. In such an embodiment, the computer program may be downloaded and installed from a network through the communication section 509, and/or installed from the removable medium 511.
The flowchart and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of systems, methods and computer program products according to various embodiments of the present invention. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). It should also be noted that, in some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
The units or modules described in the embodiments of the present application may be implemented by software or hardware. The described units or modules may also be provided in a processor. The names of these units or modules do not in some cases constitute a limitation of the unit or module itself.
As another aspect, the present application also provides a storage medium, which may be the storage medium contained in the foregoing device in the above embodiment; or may be a storage medium that exists separately and is not assembled into the device. The storage medium stores one or more programs that are used by one or more processors to execute the game scene determination methods described herein.
The above description is only a preferred embodiment of the application and is illustrative of the principles of the technology employed. It will be appreciated by a person skilled in the art that the scope of the invention as referred to in the present application is not limited to the embodiments with a specific combination of the above-mentioned features, but also covers other embodiments with any combination of the above-mentioned features or their equivalents without departing from the inventive concept. For example, the above features may be replaced with (but not limited to) features having similar functions disclosed in the present application.
Claims (11)
1. A method for determining a game scenario, the method comprising:
acquiring the driving state of a vehicle in real time;
and updating the game scene interface diagram according to the vehicle data corresponding to the driving state of the vehicle.
2. The method of claim 1, wherein the vehicle data comprises: vehicle speed, gear type, steering wheel angle, engine torque, engine speed, turbo boost, throttle opening, acceleration of the vehicle.
3. The method according to claim 2, wherein the vehicle data is the vehicle real-time travel data when the travel state of the vehicle is a travel state.
4. The method according to claim 2, wherein the vehicle data is simulated travel data when the travel state of the vehicle is a stationary state.
5. The method of claim 3 or 4, wherein the game scene interface map comprises a background canvas;
the updating of the game scene interface diagram according to the vehicle data corresponding to the driving state of the vehicle comprises the following steps:
acquiring a scene style;
determining the background canvas according to the scene style;
and when the acquired vehicle data comprise the vehicle speed, the gear type and the steering wheel angle, updating the main scene view in the game scene interface diagram on the background canvas.
6. The method according to claim 5, wherein the updating the game scene interface map according to the vehicle data corresponding to the driving state of the vehicle comprises:
and when the acquired vehicle data comprise the vehicle speed and the gear type, updating the vehicle speed gear view in the game scene interface diagram on the background canvas.
7. The method according to claim 5, wherein the updating the game scene interface map according to the vehicle data corresponding to the driving state of the vehicle comprises:
when the acquired vehicle data comprise a steering wheel rotating angle and engine torque, updating a steering wheel rotating view in the game scene interface diagram on the background canvas.
8. The method according to claim 5, wherein the updating the game scene interface map according to the vehicle data corresponding to the driving state of the vehicle comprises:
when the acquired vehicle data comprise engine speed and turbocharging, updating a turbocharging pressure view in the game scene interface map on the background canvas.
9. The method of claim 1, wherein the updating the game scene interface map according to the vehicle data corresponding to the driving state of the vehicle comprises:
and when the acquired vehicle data comprise the throttle opening degree and the acceleration, updating a throttle acceleration view in the game scene interface diagram on the background canvas.
10. An electronic device comprising a memory, a processor and a computer program stored on the memory and executable on the processor, wherein the processor implements the game scene determination method according to any one of claims 1 to 9 when executing the program.
11. A readable storage medium on which a computer program is stored, which program, when being executed by a processor, is adapted to carry out a game scenario determination method according to any one of claims 1 to 9.
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