# US 10,946,282 B2 · Control object spatial location determining method and apparatus

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- Number: US 10,946,282 B2
- Document ID: US10946282B2
- Status: Granted
- Kind: B2
- Application number: 15/987,399
- Filed: 2018-05-23
- Published: 2018-09-20
- Granted: 2021-03-16
- Earliest claimed: 2016-02-05
- Assignees: Tencent Technology (Shenzhen) Company Limited
- Applicants: Tencent Technology (Shenzhen) Company Limited
- Inventors: Ming Zou
- Web page: https://patentgrep.com/patent/US10946282B2

## CPC

- A63F 13/577: using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
- A63F 13/35: Details of game servers
- A63F 13/56: Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
- A63F 13/822: Strategy games; Role-playing games (A63F13/825, A63F13/828 take precedence)
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR

## Abstract

The present disclosure discloses a control-object spatial-location determining method and apparatus. The method includes: detecting, by a game engine of the game application, a spatial-location request, wherein the game engine is not applying physical collision, and the spatial-location request is a request for determining, based on a first spatial-location of a first control-object in the game application, a second spatial-location of a second control-object; determining, by the game engine, multiple candidate spatial-locations according to the first spatial-location of the first control-object, wherein the multiple candidate spatial-locations surround the first spatial-location, and any two of the multiple candidate spatial-locations and the first spatial-location do not overlap; and determining, by the game engine, an unoccupied candidate spatial-location among the multiple candidate spatial-locations as the second spatial-location of the second control-object.

## Claims

### Claim 1

A method of determining a location of an attacker object relative to a target object in a game application, comprising:
detecting, by a game engine of the game application, a location request;
upon receipt of the location request, allocating, by the game engine, a first ring and a second ring, wherein the first ring is positioned between the second ring and the target object;
allocating, by the game engine, at least two first candidate locations on the first ring, wherein the at least two first candidate locations do not touch each other, do not touch the second ring, but each touch the first ring;
allocating, by the game engine, at least two second candidate locations on the second ring, wherein the at least two second candidate locations do not touch each other, do not touch the first ring, but each touch the second ring;
upon determining a preset condition is met, selecting, by the game engine, one of the at least two first candidate locations as the location of the attacker object; and
upon determining the preset condition is not met, selecting, by the game engine, one of the at least two second candidate locations as the location of the attacker object.

### Claim 2 (depends on 1)

The method according to claim 1, wherein the one of the at least two first candidate locations and the target object does not exceed a preset threshold.

### Claim 3 (depends on 1)

The method according to claim 1, further comprising:
allocating, by the game engine, N number of rings, wherein the N number of rings includes the first ring, the second ring, and an ith ring, and N is a positive integer; and
allocating, by the game engine, i number of candidate locations on the ith ring, wherein i is a positive integer less than or equal to N.

### Claim 4 (depends on 3)

The method according to claim 3, wherein the i number of candidate locations are evenly distributed on the ith.

### Claim 5 (depends on 3)

The method according to claim 3, further comprising:
according to attribute information of the target object and the attacker object, setting at least one of: a distance between the ith ring and the target object, a size of the number i, and a distribution manner of the i number of candidate locations on the ith ring.

### Claim 6 (depends on 1)

The method according to claim 1, further comprising:
assigning the one of the at least two first candidate locations an occupied state.

### Claim 7 (depends on 1)

The method according to claim 1, wherein the detecting the location request comprises:
determining that the location request is detected upon receiving an instruction of an operation performed by the attacker object on the target object; or
determining that the location request is detected upon detecting that the target object moves a distance and the distance.

### Claim 8 (depends on 7)

The method according to claim 7, further comprising:
determining a motion vector of the target object upon detecting the distance does not exceed the preset distance; and
according to the motion vector, moving the one of the at least two first candidate locations.

### Claim 9 (depends on 1)

The method according to claim 1, wherein the at least two first candidate locations are of a first number, and the at least two second candidate are of a second number different than the first number.

### Claim 10

A location determining apparatus for a game application, comprising: a memory storing computer-readable instructions; and a processor coupled to the memory and, upon executing the instructions, configured to perform:
detecting a location request;
upon receipt of the location request, allocating a first ring and a second ring, wherein the first ring is positioned between the second ring and the target object;
allocating at least two first candidate locations on the first ring, wherein the at least two first candidate locations do not touch each other, do not touch the second ring, but each touch the first ring;
allocating, by the game engine, at least two second candidate locations on the second ring, wherein the at least two second candidate locations do not touch each other, do not touch the first ring, but each touch the second ring;
upon determining a preset condition is met, selecting, by the game engine, one of the at least two first candidate locations as the location of the attacker object; and
upon determining the preset condition is not met, selecting, by the game engine, one of the at least two second candidate locations as the location of the attacker object.

### Claim 11 (depends on 10)

The apparatus according to claim 10, wherein a distance between the one of the at least two first candidate locations and the target object does not exceed a preset threshold.

### Claim 12 (depends on 10)

The apparatus according to claim 10, wherein the processor is further configured to perform:
allocating, by the game engine, N number of rings, wherein the N number of rings includes the first ring, the second ring, and an ith ring, and N is a positive integer; and
allocating, by the game engine, i number of candidate locations on the ith ring, wherein i is a positive integer less than or equal to N.

### Claim 13 (depends on 12)

The apparatus according to claim 12, wherein:
the i number of candidate locations are evenly distributed on the ith; and
the processor is further configured to perform: according to attribute information of the target object and the attacker object, setting at least one of: a distance between the ith ring and the target object, and a distribution manner of the i number of candidate locations on the ith ring.

### Claim 14

A non-transitory computer-readable storage medium containing computer-executable instructions, upon being executed by a processor to perform:
detecting a location request;
upon receipt of the location request, allocating a first ring and a second ring, wherein the first ring is positioned between the second ring and the target object;
allocating at least two first candidate locations on the first ring, wherein the at least two first candidate locations do not touch each other, do not touch the second ring, but each touch the first ring;
allocating at least two second candidate locations on the second ring, wherein the at least two second candidate locations do not touch each other, do not touch the first ring, but each touch the second ring;
upon determining a preset condition is met, selecting one of the at least two first candidate locations as the location of the attacker object; and
upon determining the preset condition is not met, selecting, by the game engine, one of the at least two second candidate locations as the location of the attacker object.

### Claim 15 (depends on 14)

The non-transitory computer-readable storage medium according to claim 14, wherein a distance between the one of the at least two first candidate locations and the target object does not exceed a preset threshold.

### Claim 16 (depends on 14)

The non-transitory computer-readable storage medium according to claim 14, wherein the computer-executable instructions are executed by the processor to further perform:
allocating, by the game engine, N number of rings, wherein the N number of rings includes the first ring, the second ring, and an ith ring, and N is a positive integer; and
allocating, by the game engine, i number of candidate locations on the ith ring, wherein i is a positive integer less than or equal to N.

### Claim 17 (depends on 16)

The non-transitory computer-readable storage medium according to claim 16, wherein:
the i number of candidate locations are evenly distributed on the ith ring; and
the computer-executable instructions are executed by the processor to further perform:
according to attribute information of the target object and the attacker object, setting at least one of: a distance between the ith ring and the target object, a size of the number i, and a distribution manner of the i number of candidate locations on the ith ring.
