CN108261764B - Automatic path finding strange making method and terminal - Google Patents

Automatic path finding strange making method and terminal Download PDF

Info

Publication number
CN108261764B
CN108261764B CN201711407751.5A CN201711407751A CN108261764B CN 108261764 B CN108261764 B CN 108261764B CN 201711407751 A CN201711407751 A CN 201711407751A CN 108261764 B CN108261764 B CN 108261764B
Authority
CN
China
Prior art keywords
distance
monster
player character
preset
weight
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active
Application number
CN201711407751.5A
Other languages
Chinese (zh)
Other versions
CN108261764A (en
Inventor
刘德建
陈辉东
陈宏展
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Fujian Tianyi Network Technology Co ltd
Original Assignee
Fujian Tianyi Network Technology Co ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Fujian Tianyi Network Technology Co ltd filed Critical Fujian Tianyi Network Technology Co ltd
Priority to CN201711407751.5A priority Critical patent/CN108261764B/en
Publication of CN108261764A publication Critical patent/CN108261764A/en
Application granted granted Critical
Publication of CN108261764B publication Critical patent/CN108261764B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Classifications

    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing 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
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • A63F2300/646Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car for calculating the trajectory of an object
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Theoretical Computer Science (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The invention provides an automatic path-finding strangling method and a terminal, which respectively calculate a first distance and a second distance between the position of a strange object and the current position and the central position of a player, and calculate a weight distance, wherein the strange object with the smallest weight distance is attacked each time, so that the strange efficiency is improved, the player is not further away from the central position of a mission area, if the strange object is outside the mission area but is very close to a player character, the player character can be attacked as long as the calculated weight distance is the smallest, and the player character returns to the mission area through a weight calculation mode.

Description

Automatic path finding strange making method and terminal
Technical Field
The invention relates to the technical field of online games, in particular to an automatic way-finding strange-making method and a terminal.
Background
The mobile phone massively multiplayer online role playing game (mobile phone MMORPG) is a MMORPG specially played on a mobile phone, compared with the traditional MMORPG, the game is mainly carried out through the mobile phone, and due to the characteristics of the mobile phone, the game operation is determined to be more convenient and more intelligent than the traditional MMORPG, for example, when the MMORPG is played on the mobile phone for strange game, strange path searching needs to be automatically carried out.
Automatic strange, there are two kinds of modes on the market at present: one is that a monster is pointed to play monsters in a certain distance range in a mission area, and a monster closest to the position of a player is selected to attack the monsters; the problem with this solution is that if a monster is right next to the player, but out of range, the player will not go to attack either; this does not look good;
the other scheme is that the method is not limited by the distance range of the mission area, and a monster closest to a player is always selected to attack; one problem with this is that monsters that may be played are located further and further from the task area.
Disclosure of Invention
The technical problem to be solved by the invention is as follows: the invention provides an automatic path-finding strange-making method and a terminal, which improve the automatic strange-making efficiency in a task area and improve the user experience.
In order to solve the technical problem, the invention provides an automatic way-finding stranging method, which comprises the following steps:
s1: when a player character reaches a task area corresponding to game navigation information according to preset game navigation information, acquiring a first position of the player character; recording and storing a preset central position, wherein the central position is the first position;
s2: respectively calculating the distance between the position of each monster in a preset distance range from the first position and the distance between the position of each monster and the center position, and obtaining a first distance and a second distance corresponding to each monster;
s3: calculating the weight distance corresponding to each monster according to a preset weight calculation formula and the first distance and the second distance corresponding to each monster to obtain the minimum weight distance;
s4: and controlling the player character to attack the monster corresponding to the minimum weight distance, updating the first position to be the position where the current player character is located when the monster is eliminated, and repeatedly executing the steps S2 to S4 until all monsters in the mission area are eliminated.
The invention also provides an automatic way-finding stranger-making terminal, which comprises a memory, a processor and a computer program stored on the memory and capable of running on the processor, wherein the processor executes the program to realize the following steps:
s1: when a player character reaches a task area corresponding to game navigation information according to preset game navigation information, acquiring a first position of the player character; recording and storing a preset central position, wherein the central position is the first position;
s2: respectively calculating the distance between the position of each monster in a preset distance range from the first position and the distance between the position of each monster and the center position, and obtaining a first distance and a second distance corresponding to each monster;
s3: calculating the weight distance corresponding to each monster according to a preset weight calculation formula and the first distance and the second distance corresponding to each monster to obtain the minimum weight distance;
s4: and controlling the player character to attack the monster corresponding to the minimum weight distance, updating the first position to be the position where the current player character is located when the monster is eliminated, and repeatedly executing the steps S2 to S4 until all monsters in the mission area are eliminated.
The invention has the beneficial effects that:
according to the automatic path-finding strangling method and the terminal, the first distance and the second distance between the position of each monster and the current position and the central position of a player are calculated respectively, the weight distance is calculated, the monster with the smallest weight distance is attacked each time, the strangling efficiency is improved, the player cannot be further away from the central position of a mission area, if the monster is located outside the mission area but is very close to a player character, the monster can be attacked as long as the calculated weight distance is the smallest, and the player character can return to the mission area through a weight calculation mode.
Drawings
FIG. 1 is a schematic diagram of the main steps of an automated way-finding stranger according to an embodiment of the present invention;
fig. 2 is a schematic structural diagram of a strange terminal for automatic road finding according to an embodiment of the present invention;
description of reference numerals:
1. a memory; 2. a processor.
Detailed Description
In order to explain technical contents, objects and effects of the present invention in detail, the following detailed description is given with reference to the accompanying drawings in conjunction with the embodiments.
The most key technical concept of the invention is as follows: and respectively calculating a first distance and a second distance between the position of each monster and the current position and the central position of the player, and calculating a weight distance, wherein each time the monster with the smallest weight distance is attacked.
Referring to fig. 1, the present invention provides an automatic way-finding stranging method, which includes the following steps:
s1: when a player character reaches a task area corresponding to game navigation information according to preset game navigation information, acquiring a first position of the player character; recording and storing a preset central position, wherein the central position is the first position;
s2: respectively calculating the distance between the position of each monster in a preset distance range from the first position and the distance between the position of each monster and the center position, and obtaining a first distance and a second distance corresponding to each monster;
s3: calculating the weight distance corresponding to each monster according to a preset weight calculation formula and the first distance and the second distance corresponding to each monster to obtain the minimum weight distance;
s4: and controlling the player character to attack the monster corresponding to the minimum weight distance, updating the first position to be the position where the current player character is located when the monster is eliminated, and repeatedly executing the steps S2 to S4 until all monsters in the mission area are eliminated.
From the above description, it can be seen that the automatic way-finding stranger-making method provided by the present invention improves the stranger-making efficiency, and does not make the player get farther from the center position of the mission area, if the stranger is outside the mission area but is very close to the player character, as long as the calculated weight distance is minimum, the player character can be attacked, and meanwhile, the player character can return to the mission area through the weight calculation mode, so that the stranger-making efficiency is improved, the stranger-making time of the user is shortened, and the user obtains good experience.
As can be seen from the above description, the step S2 specifically includes:
traversing all monsters within a preset distance range from the first position, and recording the position of each monster;
and respectively calculating a first distance between the position of each monster and the central position and a second distance between the position of each monster and the first position.
From the above description, the first distance and the second distance can be quickly calculated by the method, so that the data processing efficiency is improved, and the efficiency of automatic road-finding stranger is improved.
Further, the S3 specifically includes:
respectively calculating the arithmetic square root of the square sum of the first distance and the second distance corresponding to each monster to obtain the weight distance corresponding to each monster;
and obtaining the minimum weight distance according to the weight distances corresponding to all monsters.
As can be seen from the above description, the player character can be ensured not to be far away from the mission area by the above weight calculation method.
Further, "controlling the player character to attack the monster corresponding to the minimum weight distance" specifically includes:
obtaining the position of the monster corresponding to the minimum weight distance to obtain a second position;
moving the player character to a preset attack range away from the second position according to the first position and the second position;
attacking the smallest weight distance from the corresponding monster until the monster is eliminated.
From the above description, it can be known that, by the above method, the monster corresponding to the minimum weight distance can be quickly and accurately eliminated, and the automation efficiency of monster is improved.
Further, the step S4 is followed by:
moving the player character to the central location after all monsters have been eliminated;
updating the first position to be the position where the current player character is located;
after waiting for the preset time, the steps S2 to S4 are repeatedly performed.
As can be seen from the above description, it can be continuously felt in the task area by the above method.
Referring to fig. 2, the present invention further provides an automatic way-finding terminal, including a memory 1, a processor 2 and a computer program stored in the memory 1 and operable on the processor 2, wherein the processor 2 implements the following steps when executing the program:
s1: when a player character reaches a task area corresponding to game navigation information according to preset game navigation information, acquiring a first position of the player character; recording and storing a preset central position, wherein the central position is the first position;
s2: respectively calculating the distance between the position of each monster in a preset distance range from the first position and the distance between the position of each monster and the center position, and obtaining a first distance and a second distance corresponding to each monster;
s3: calculating the weight distance corresponding to each monster according to a preset weight calculation formula and the first distance and the second distance corresponding to each monster to obtain the minimum weight distance;
s4: and controlling the player character to attack the monster corresponding to the minimum weight distance, updating the first position to be the position where the current player character is located when the monster is eliminated, and repeatedly executing the steps S2 to S4 until all monsters in the mission area are eliminated.
Further, in the strange terminal for automatic road finding, the step S2 specifically includes:
traversing all monsters within a preset distance range from the first position, and recording the position of each monster;
and respectively calculating a first distance between the position of each monster and the central position and a second distance between the position of each monster and the first position.
Further, the automatic way-finding terminal for making strange calls specifically includes:
respectively calculating the arithmetic square root of the square sum of the first distance and the second distance corresponding to each monster to obtain the weight distance corresponding to each monster;
and obtaining the minimum weight distance according to the weight distances corresponding to all monsters.
Further, the automatic way-finding terminal for making monsters, which controls the player character to attack the monsters corresponding to the minimum weight distance, specifically comprises:
obtaining the position of the monster corresponding to the minimum weight distance to obtain a second position;
moving the player character to a preset attack range away from the second position according to the first position and the second position;
attacking the smallest weight distance from the corresponding monster until the monster is eliminated.
Further, the automatic way-finding terminal comprises, after S4:
moving the player character to the central location after all monsters have been eliminated;
updating the first position to be the position where the current player character is located;
after waiting for the preset time, the steps S2 to S4 are repeatedly performed.
The first embodiment of the invention is as follows:
the invention provides an automatic way-finding strangling method, which comprises the following steps:
s1: when a player character reaches a task area corresponding to game navigation information according to preset game navigation information, acquiring a first position of the player character; recording and storing a preset central position, wherein the central position is the first position;
when the player character automatically navigates to the task area according to the game navigation information, the player character defaults to the center position of the task area, and therefore the position where the player character is located is obtained as the center position;
s2: respectively calculating the distance between the position of each monster in a preset distance range from the first position and the distance between the position of each monster and the center position, and obtaining a first distance and a second distance corresponding to each monster;
the step S2 specifically includes:
traversing all monsters within a preset distance range from the first position, and recording the position of each monster;
and respectively calculating a first distance between the position of each monster and the central position and a second distance between the position of each monster and the first position.
The distance range is determined according to game configuration conditions and game pictures, and the distance range is ensured to include all monsters in the game pictures.
S3: calculating the weight distance corresponding to each monster according to a preset weight calculation formula and the first distance and the second distance corresponding to each monster to obtain the minimum weight distance;
the S3 specifically includes:
respectively calculating the arithmetic square root of the square sum of the first distance and the second distance corresponding to each monster to obtain the weight distance corresponding to each monster;
and obtaining the minimum weight distance according to the weight distances corresponding to all monsters.
S4: controlling the player character to attack the monster corresponding to the minimum weight distance, updating the first position to be the position where the current player character is located when the monster is eliminated, and repeatedly executing the steps S2 to S4 until all monsters in the mission area are eliminated;
the specific "monsters corresponding to the minimum weight distance for controlling the attack of the player character" is as follows:
obtaining the position of the monster corresponding to the minimum weight distance to obtain a second position;
moving the player character to a preset attack range away from the second position according to the first position and the second position; attacking the smallest weight distance from the corresponding monster until the monster is eliminated.
Wherein the attack range is the effective attack range of the player character.
S5: moving the player character to the central location after all monsters have been eliminated; updating the first position to be the position where the current player character is located; after waiting for the preset time, the steps S2 to S4 are repeatedly performed.
The preset time is the time required for waiting from the moment that one wave of monster is eliminated to the moment that the next wave of monster appears.
The second embodiment of the invention is as follows:
the invention provides an automatic way-finding strange terminal, which comprises a memory, a processor and a computer program stored on the memory and capable of running on the processor, wherein the processor executes the program to realize the following steps:
s1: when a player character reaches a task area corresponding to game navigation information according to preset game navigation information, acquiring a first position of the player character; recording and storing a preset central position, wherein the central position is the first position;
when the player character automatically navigates to the task area according to the game navigation information, the player character defaults to the center position of the task area, and therefore the position where the player character is located is obtained as the center position;
s2: respectively calculating the distance between the position of each monster in a preset distance range from the first position and the distance between the position of each monster and the center position, and obtaining a first distance and a second distance corresponding to each monster;
the step S2 specifically includes:
traversing all monsters within a preset distance range from the first position, and recording the position of each monster;
and respectively calculating a first distance between the position of each monster and the central position and a second distance between the position of each monster and the first position.
The distance range is determined according to game configuration conditions and game pictures, and the distance range is ensured to include all monsters in the game pictures.
S3: calculating the weight distance corresponding to each monster according to a preset weight calculation formula and the first distance and the second distance corresponding to each monster to obtain the minimum weight distance;
the S3 specifically includes:
respectively calculating the arithmetic square root of the square sum of the first distance and the second distance corresponding to each monster to obtain the weight distance corresponding to each monster;
and obtaining the minimum weight distance according to the weight distances corresponding to all monsters.
S4: controlling the player character to attack the monster corresponding to the minimum weight distance, updating the first position to be the position where the current player character is located when the monster is eliminated, and repeatedly executing the steps S2 to S4 until all monsters in the mission area are eliminated;
the specific "monsters corresponding to the minimum weight distance for controlling the attack of the player character" is as follows:
obtaining the position of the monster corresponding to the minimum weight distance to obtain a second position;
moving the player character to a preset attack range away from the second position according to the first position and the second position; attacking the smallest weight distance from the corresponding monster until the monster is eliminated.
Wherein the attack range is the effective attack range of the player character.
S5: moving the player character to the central location after all monsters have been eliminated; updating the first position to be the position where the current player character is located; after waiting for the preset time, the steps S2 to S4 are repeatedly performed.
In summary, according to the automatic way-finding strange making method and the terminal provided by the invention, the first distance and the second distance between the position of each strange and the current position and the central position of the player are respectively calculated, the weight distance is calculated, the strange with the smallest weight distance is attacked each time, the strange making efficiency is improved, the player cannot be further away from the central position of the mission area, if the strange is outside the mission area but is very close to the player character, the player character can be attacked as long as the calculated weight distance is the smallest, and meanwhile, the player character can return to the mission area through the weight calculation mode.
The above description is only an embodiment of the present invention, and not intended to limit the scope of the present invention, and all equivalent changes made by using the contents of the present specification and the drawings, or applied directly or indirectly to other related technical fields, are included in the scope of the present invention.

Claims (10)

1. An automatic way-finding stranging method is characterized by comprising the following steps:
s1: when a player character reaches a task area corresponding to game navigation information according to preset game navigation information, acquiring a first position of the player character; recording and storing a preset central position, wherein the central position is the first position;
s2: respectively calculating the distance between the position of each monster in a preset distance range from the first position and the distance between the position of each monster and the center position, and obtaining a first distance and a second distance corresponding to each monster;
s3: calculating the weight distance corresponding to each monster according to a preset weight calculation formula and the first distance and the second distance corresponding to each monster to obtain the minimum weight distance;
s4: and controlling the player character to attack the monster corresponding to the minimum weight distance, updating the first position to be the position where the current player character is located when the monster is eliminated, and repeatedly executing the steps S2 to S4 until all monsters in the mission area are eliminated.
2. The automated way-finding stranger method as claimed in claim 1, wherein the step S2 is specifically:
traversing all monsters within a preset distance range from the first position, and recording the position of each monster;
and respectively calculating a first distance between the position of each monster and the central position and a second distance between the position of each monster and the first position.
3. The automated way-finding stranger as claimed in claim 1 or 2, wherein said S3 is specifically:
respectively calculating the arithmetic square root of the square sum of the first distance and the second distance corresponding to each monster to obtain the weight distance corresponding to each monster;
and obtaining the minimum weight distance according to the weight distances corresponding to all monsters.
4. The automated way-finding stranger method according to claim 1, wherein the "monster corresponding to the smallest weight distance for controlling the player character to attack" is specifically:
obtaining the position of the monster corresponding to the minimum weight distance to obtain a second position;
moving the player character to a preset attack range away from the second position according to the first position and the second position;
attacking the smallest weight distance from the corresponding monster until the monster is eliminated.
5. The automated way-finding stranger method as claimed in claim 1, wherein said S4 is followed by further comprising:
moving the player character to the central location after all monsters have been eliminated;
updating the first position to be the position where the current player character is located;
after waiting for the preset time, the steps S2 to S4 are repeatedly performed.
6. An automated routing stranger terminal comprising a memory, a processor, and a computer program stored on the memory and executable on the processor, wherein the processor when executing the program implements the steps of:
s1: when a player character reaches a task area corresponding to game navigation information according to preset game navigation information, acquiring a first position of the player character; recording and storing a preset central position, wherein the central position is the first position;
s2: respectively calculating the distance between the position of each monster in a preset distance range from the first position and the distance between the position of each monster and the center position, and obtaining a first distance and a second distance corresponding to each monster;
s3: calculating the weight distance corresponding to each monster according to a preset weight calculation formula and the first distance and the second distance corresponding to each monster to obtain the minimum weight distance;
s4: and controlling the player character to attack the monster corresponding to the minimum weight distance, updating the first position to be the position where the current player character is located when the monster is eliminated, and repeatedly executing the steps S2 to S4 until all monsters in the mission area are eliminated.
7. The automated way-finding terminal according to claim 6, wherein the step S2 is specifically:
traversing all monsters within a preset distance range from the first position, and recording the position of each monster;
and respectively calculating a first distance between the position of each monster and the central position and a second distance between the position of each monster and the first position.
8. An automatic way-finding terminal according to claim 6 or 7, characterized in that said S3 is specifically:
respectively calculating the arithmetic square root of the square sum of the first distance and the second distance corresponding to each monster to obtain the weight distance corresponding to each monster;
and obtaining the minimum weight distance according to the weight distances corresponding to all monsters.
9. The automated way-finding stranger terminal of claim 6, wherein the monster with the smallest weight distance for controlling the player character to attack is specifically:
obtaining the position of the monster corresponding to the minimum weight distance to obtain a second position;
moving the player character to a preset attack range away from the second position according to the first position and the second position;
attacking the smallest weight distance from the corresponding monster until the monster is eliminated.
10. The automated way-finding terminal of claim 6, further comprising after said S4:
moving the player character to the central location after all monsters have been eliminated;
updating the first position to be the position where the current player character is located;
after waiting for the preset time, the steps S2 to S4 are repeatedly performed.
CN201711407751.5A 2017-12-22 2017-12-22 Automatic path finding strange making method and terminal Active CN108261764B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN201711407751.5A CN108261764B (en) 2017-12-22 2017-12-22 Automatic path finding strange making method and terminal

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN201711407751.5A CN108261764B (en) 2017-12-22 2017-12-22 Automatic path finding strange making method and terminal

Publications (2)

Publication Number Publication Date
CN108261764A CN108261764A (en) 2018-07-10
CN108261764B true CN108261764B (en) 2021-06-25

Family

ID=62772293

Family Applications (1)

Application Number Title Priority Date Filing Date
CN201711407751.5A Active CN108261764B (en) 2017-12-22 2017-12-22 Automatic path finding strange making method and terminal

Country Status (1)

Country Link
CN (1) CN108261764B (en)

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN111589119A (en) * 2020-06-28 2020-08-28 腾讯科技(深圳)有限公司 Object placement method and device in virtual scene, storage medium and electronic device

Family Cites Families (12)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP5048877B1 (en) * 2012-02-14 2012-10-17 株式会社 ディー・エヌ・エー Social game computing
CN105378785A (en) * 2013-06-11 2016-03-02 娱美德Io有限公司 Method and apparatus for automatically targeting target objects in a computer game
CN103501287B (en) * 2013-09-03 2017-02-22 网易(杭州)网络有限公司 Method and equipment for determining hit motion object in game operation process
JP6342649B2 (en) * 2013-11-27 2018-06-13 株式会社バンダイナムコエンターテインメント Program, terminal and server
KR101570681B1 (en) * 2015-07-03 2015-11-27 (주)카본아이드 System and method for combat game using launch of unit
CN105117579B (en) * 2015-07-21 2018-07-31 网易(杭州)网络有限公司 Object select method and apparatus
CN105498211B (en) * 2015-12-11 2019-04-23 网易(杭州)网络有限公司 The treating method and apparatus of positional relationship in game
CN105582674B (en) * 2015-12-25 2019-05-14 网易(杭州)网络有限公司 The selection method and device of target in game
KR101869819B1 (en) * 2016-04-11 2018-06-21 (주) 덱스인트게임즈 Method for gontroliing auto attack of user character
CN106139593B (en) * 2016-06-23 2019-02-05 腾讯科技(深圳)有限公司 A kind of game data processing method and game client
CN106422330B (en) * 2016-10-14 2019-10-29 网易(杭州)网络有限公司 The method for searching and device of unit
CN106984045B (en) * 2017-04-13 2020-08-25 网易(杭州)网络有限公司 Method, device, storage medium and game system for controlling action of game character

Also Published As

Publication number Publication date
CN108261764A (en) 2018-07-10

Similar Documents

Publication Publication Date Title
US10905960B2 (en) Game system, terminal device and program
JP5887458B1 (en) A game system for searching for a route of a non-player character based on a player's movement history
JP6577209B2 (en) Program and server system
US9272219B2 (en) Three dimensional operations in an isometric projection
CN111249735B (en) Path planning method and device for control object, processor and electronic device
JP7390400B2 (en) Virtual object control method, device, terminal and computer program thereof
US20230310986A1 (en) Non-transitory computer readable medium, method of controlling a game, and information processing device
US8821279B2 (en) Game server, game controlling method thereof, non-transitory computer-readable medium and game system
US8684836B2 (en) Game server, game controlling method thereof, non-transitory computer-readable medium and game system
TWI821779B (en) Virtual object controlling method, device, computer apparatus, and storage medium
CN108261764B (en) Automatic path finding strange making method and terminal
JP2017051494A (en) Program and game system
JP2015156941A (en) Game server for providing game of quiz format, and method for controlling game of game format by game server
US11291914B2 (en) Processing device, program, and method
JP6770152B2 (en) Program and server system
JP2019202090A (en) Control method, information processing device and control program
KR20210106152A (en) Game providing device providing return support system and method of operating the same
KR102374944B1 (en) Gaming devices, computer programs, and gaming systems
JP2017131506A (en) Program and game system
WO2022148059A1 (en) User matching method and apparatus, and electronic device and medium
KR20220155265A (en) Virtual object control method and apparatus, computer device, and storage medium
JP2015154852A (en) Game server, game control method, game program, game program recording medium, and game system
JP5608929B1 (en) GAME SERVER, GAME CONTROL METHOD, GAME PROGRAM, RECORDING MEDIUM, AND GAME SYSTEM
KR100855451B1 (en) Method for Character Navigation of Computer Game
JP6632948B2 (en) Network game system

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
GR01 Patent grant
GR01 Patent grant