NETWORK GAME SYSTEM WITHOUT DYNAMIC OBSTRUCTIONS AND PROCESSING METHOD THEREOF
    1.
    发明公开
    NETWORK GAME SYSTEM WITHOUT DYNAMIC OBSTRUCTIONS AND PROCESSING METHOD THEREOF 有权
    NETZWERKSPIELSYSTEM OHNE DYNAMISCHE HINDERNISSE UND VERARBEITUNGSVERFAHRENDAFÜR

    公开(公告)号:EP2839441A4

    公开(公告)日:2015-12-30

    申请号:EP13829212

    申请日:2013-08-16

    摘要: Processing methods are provided for network game systems without dynamic obstructions. In an exemplary method, when a non-player-controlled character (NPC) role selects a user role as a target of a short-range interaction on a game map, a rotation angle C=N×a can be determined, N being a total number of all NPC roles having the short-range interaction with the user role before the selecting, and “a” being a reference angle. Next, a destination point of the NPC role can be calculated by rotating the NPC role by C from a current point and around the user role. When there is a static obstruction at the destination point, the destination point can be re-calculated by adding a specified angle to the current C. When there is no static obstruction, the NPC role can be moved to the destination point.

    摘要翻译: 为没有动态障碍的网络游戏系统提供处理方法。 在一个示例性方法中,当非玩家控制角色(NPC)角色选择用户角色作为游戏地图上的短距离交互的目标时,可以确定旋转角度C = N×a,N是 在选择之前具有与用户角色的短距离交互的所有NPC角色的总数,以及“a”是参考角度。 接下来,可以通过将NPC角色从当前点和用户角色周围旋转NPC角色来计算NPC角色的目标点。 当目的地点存在静态障碍物时,可以通过向当前C添加一个指定的角度来重新计算目的地点。当没有静态障碍物时,可以将NPC角色移动到目标点。