CN112604289A - Game map generation method, device, equipment and storage medium - Google Patents

Game map generation method, device, equipment and storage medium Download PDF

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CN112604289A
CN112604289A CN202011492311.6A CN202011492311A CN112604289A CN 112604289 A CN112604289 A CN 112604289A CN 202011492311 A CN202011492311 A CN 202011492311A CN 112604289 A CN112604289 A CN 112604289A
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game
component
entity
type
processing system
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CN112604289B (en
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康亮
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Shenzhen Zhongqing Longtu Network Technology Co ltd
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Shenzhen Zhongqing Longtu Network Technology Co ltd
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    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F16/00Information retrieval; Database structures therefor; File system structures therefor
    • G06F16/20Information retrieval; Database structures therefor; File system structures therefor of structured data, e.g. relational data
    • G06F16/29Geographical information databases
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/44Arrangements for executing specific programs
    • G06F9/445Program loading or initiating
    • G06F9/44521Dynamic linking or loading; Link editing at or after load time, e.g. Java class loading
    • G06F9/44526Plug-ins; Add-ons
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/46Multiprogramming arrangements
    • G06F9/48Program initiating; Program switching, e.g. by interrupt
    • G06F9/4806Task transfer initiation or dispatching
    • G06F9/4843Task transfer initiation or dispatching by program, e.g. task dispatcher, supervisor, operating system
    • G06F9/4881Scheduling strategies for dispatcher, e.g. round robin, multi-level priority queues
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
    • Y02D10/00Energy efficient computing, e.g. low power processors, power management or thermal management

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  • Theoretical Computer Science (AREA)
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Abstract

The embodiment of the disclosure relates to a game map generation method, a game map generation device and a storage medium, wherein the method comprises the following steps: obtaining description data of at least one game entity; generating at least one type of game component for each game entity according to the type of the description data; determining a game processing system corresponding to each component type according to the type of the game component of each game entity; wherein, a plurality of game components belonging to the same component type correspond to the same game processing system; processing logic of the respective game entities on the corresponding type of game component is executed with each game processing system to generate a game map. The embodiment of the disclosure realizes the decoupling of the functional logic of the game elements and the interface expression in the game map generation process, improves the operability of the expansion or modification of the game map, and optimizes the generation mode of the large-scale game map.

Description

Game map generation method, device, equipment and storage medium
Technical Field
The present disclosure relates to the field of computer application technologies, and in particular, to a method, an apparatus, a device, and a storage medium for generating a game map.
Background
Currently, in the process of game development, an Object Oriented Programming (OOP) system is usually adopted for developing a large game map (or called a game screen). In the OOP system, the states of the objects are packaged into an individual, and if a developer wants to modify or add functions of some objects (i.e. map elements) to implement extension or modification of a game map, the operation is very complex and difficult to implement.
Disclosure of Invention
In order to solve the technical problem or at least partially solve the technical problem, embodiments of the present disclosure provide a game map generation method, apparatus, device and storage medium.
In a first aspect, an embodiment of the present disclosure provides a game map generation method, including:
obtaining description data of at least one game entity;
generating at least one type of game component for each game entity according to the type of the description data;
determining a game processing system corresponding to each component type according to the type of the game component of each game entity; wherein, a plurality of game components belonging to the same component type correspond to the same game processing system;
processing logic of the respective game entities on the corresponding type of game component is executed with each game processing system to generate a game map.
In a second aspect, an embodiment of the present disclosure further provides a game map generation apparatus, including:
the description data acquisition module is used for acquiring the description data of at least one game entity;
the game component generation module is used for generating at least one type of game component for each game entity according to the type of the description data;
the game processing system determining module is used for determining a game processing system corresponding to each component type according to the type of the game component of each game entity; wherein, a plurality of game components belonging to the same component type correspond to the same game processing system;
and the processing logic execution module is used for executing the processing logic of each game entity on the game component of the corresponding type by utilizing each game processing system so as to generate the game map.
In a third aspect, an embodiment of the present disclosure further provides an electronic device, including a memory and a processor, where: the memory stores a computer program, and when the computer program is executed by the processor, the electronic device is enabled to realize any game map generation method provided by the embodiment of the disclosure.
In a fourth aspect, the present disclosure also provides a computer-readable storage medium, where a computer program is stored in the storage medium, and when the computer program is executed by a computing device, the computing device is enabled to implement any one of the game map generation methods provided by the embodiments of the present disclosure.
Compared with the prior art, the technical scheme provided by the embodiment of the disclosure has at least the following advantages: in the embodiment of the present disclosure, any game element in the game map is used as a game Entity, description data of the game Entity is stored in a game Component of a corresponding type according to a data type, and then a game processing System corresponding to each Component type is used to execute processing logic of each game Entity on the game Component of the corresponding type, so as to generate the game map.
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The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present disclosure and together with the description, serve to explain the principles of the disclosure.
In order to more clearly illustrate the embodiments or technical solutions in the prior art of the present disclosure, the drawings used in the description of the embodiments or prior art will be briefly described below, and it is obvious for those skilled in the art that other drawings can be obtained according to the drawings without inventive exercise.
Fig. 1 is a schematic diagram of a game map generation architecture according to an embodiment of the present disclosure;
fig. 2 is a flowchart of a game map generation method according to an embodiment of the present disclosure;
FIG. 3 is a flow chart of another game map generation method provided by the embodiments of the present disclosure;
fig. 4 is a schematic structural diagram of a game map generation apparatus according to an embodiment of the present disclosure;
fig. 5 is a schematic structural diagram of an electronic device according to an embodiment of the present disclosure.
Detailed Description
In order that the above objects, features and advantages of the present disclosure may be more clearly understood, aspects of the present disclosure will be further described below. It should be noted that the embodiments and features of the embodiments of the present disclosure may be combined with each other without conflict.
In the following description, numerous specific details are set forth in order to provide a thorough understanding of the present disclosure, but the present disclosure may be practiced in other ways than those described herein; it is to be understood that the embodiments disclosed in the specification are only a few embodiments of the present disclosure, and not all embodiments.
Fig. 1 is a schematic diagram of a game map generation architecture provided in an embodiment of the present disclosure, which is used to illustrate the embodiment of the present disclosure and should not be construed as a specific limitation to the embodiment of the present disclosure. As shown in fig. 1, for an arbitrary large game map (for example, including a large number of game elements, requiring a large amount of storage space, etc.), each game element included in the game map may be used as a game entity, a plurality of game components may be generated for each game entity according to the type of description data of each game entity, then, in the system, a game processing system corresponding to the component type is determined, and the game processing system is used to execute the processing logic of each game entity on the game component of the corresponding type, thereby generating the game map. Multiple game components belonging to the same component type reuse the same game processing system.
Continuing with FIG. 1, assuming that the entity 2 in FIG. 1 is a behavior queue with motion attributes on the game map, the game component 3 generated for the behavior queue is a mobile component, the game component 4 is a display component, and the game component 5 is an attack component according to the description data of the behavior queue; assuming that the entity 1 in fig. 1 is a static building on the game map, the game component 1 generated for the entity is a special effect component and the game component 2 is a display component according to the description data of the building; in the process of generating the game map, the display processing system can be used for respectively executing processing logics related to display on the display components of the marching queues and the display components of the buildings, so that the display of the marching queues and the buildings on the game map is realized; executing processing logic related to movement on a mobile assembly of the marching queue by using a mobile processing system, thereby realizing that the marching queue presents a moving state on a game map; executing processing logic related to the attack on an attack component of the marching queue by using the attack processing system, thereby realizing that the marching queue presents the attack state on the game map; and executing processing logic related to the special effect on the special effect component of the building by using the special effect processing system, thereby realizing the special effect display of the building on the game map.
It should be noted that the number of entities, the number of game components of each entity, and the number of game processing systems shown in fig. 1 are all examples, and may be flexibly determined according to actual needs in the specific generation process of the game map. The game processing logic that needs to be executed by different game processing systems can also be flexibly configured according to the development requirements of the game, and the embodiment of the present disclosure is not particularly limited.
Fig. 2 is a flowchart of a game map generation method provided in an embodiment of the present disclosure, which may be applied to a situation how to generate a game map, and the method may be executed by a game map generation apparatus, which may be implemented by software and/or hardware, and may be integrated on any electronic device with computing capability, such as a game server, for example.
As shown in fig. 2, a game map generation method provided by an embodiment of the present disclosure may include:
s201, obtaining description data of at least one game entity.
One game entity corresponds to one game element, the description data is specifically used for describing the attributes of the game entity, and the game entity is configured in advance by a developer in the game development process. Illustratively, the description data of the game entity may be obtained by reading a configuration file of the game element.
S202, generating at least one type of game component for each game entity according to the type of the description data.
The type of description data may depend on the attributes of the gaming entity. In different games, the functional attributes of the game entities are different, and the corresponding description data types are also different. For example, the gaming entities may include static gaming entities and/or dynamic gaming entities; the type of description data of the game entity includes data related to the display of the game entity and data related to the status of the game entity; the data related to the state of the game entity may further include data related to special effects of the game entity, data related to a movement state of the game entity, data related to an attack state of the game entity, and the like.
Illustratively, for example, where the static gaming entities include buildings and the dynamic gaming entities include marching lines and/or veterinary characters, the gaming components of the buildings may include, but are not limited to: TileComponent (i.e., title class data), building component (i.e., data on building appearance, building status, etc.), guildcomp (i.e., data on player league related to building), playcomp (i.e., data on player related to building), etc., which can be displayed on a game map; building-related game processing systems may include, but are not limited to: a building processing system (building system) and a title processing system (TitleSystem), wherein the building processing system is used for realizing appearance change of a building, occupation state or combustion state change of the building, and the like; titlesystems is used to implement name changes, affiliation changes, signature changes, corresponding role title changes, etc. for buildings.
The game components of the march line may include, but are not limited to: troop comp (including CreatureEntityList, i.e., military biosample), MoveComponent (including marching distance data, speed, direction, etc.), and TargetComponent (including target point data, target position, target point ID, etc.); each biological unit is an independent biological entity (CreatureEntity) and comprises components such as creatureC, AIComponent (AI data), MoveComponent and the like; and correspondingly, a mobile processing system (MoveSystem) is used for realizing the control of the movement of all the marching lines.
The game components of a veterinary character may include, but are not limited to: TileComponent (i.e., title class data), AIComponent (AI data), patrollcomponent (i.e., patrol data), MonsterComponent (i.e., appearance, model, and action data of the veterinary character), wherein the AIComponent specifically refers to related control data that the veterinary character enters a fighting state when a player initiates a battle in the game process.
It should be understood that the above-described examples are intended to illustrate embodiments of the disclosure, and should not be construed as specifically limiting the embodiments of the disclosure.
Optionally, generating at least one type of game component for each game entity according to the type of the description data, including: and writing the description data into the description field corresponding to each game entity ID according to the type of the description data, and generating at least one type of game component for each game entity. That is, the respective types of game components may be stored in correspondence with the game entity IDs and the game components, and in each game component, the respective description data may be stored in correspondence with the description data and the description field.
S203, determining a game processing system corresponding to each component type according to the type of the game component of each game entity; wherein a plurality of game components belonging to the same component type correspond to the same game processing system.
In the embodiment of the present disclosure, there is a one-to-one correspondence relationship between the component type and the type of the game processing system, and a plurality of game components of the same component type can reuse the same game processing system.
For example, the types of game components may include, for different game entities, a display component and a status component, the status component including at least one of: the system comprises a special effect component, a moving component and an attack component; the game processing system may include: a display processing system and a state processing system, the state processing system comprising at least one of: special effect processing system, mobile processing system and attack processing system. The display processing system is used for executing processing logic related to display of the game entity, the special effect processing system is used for executing processing logic related to special effect of the game entity, the mobile processing system is used for executing processing logic related to a mobile state of the game entity, and the attack processing system is used for executing processing logic related to an attack state of the game entity.
And S204, executing the processing logic of each game entity on the game component of the corresponding type by using each game processing system to generate a game map.
It should be understood that, in the process of generating the game map, the developer can also determine other data participating in the generation of the game map according to actual requirements, such as topographic and geomorphic data and the like. After the game map is generated, the game map can be sent to a display terminal (or called a client) for display.
In the embodiment of the disclosure, any game element in the game map is used as a game entity, description data of the game entity is stored in the game component of the corresponding type according to the data type, and then the game processing system corresponding to each component type is used for executing the processing logic of each game entity on the game component of the corresponding type, so as to generate the game map. Particularly, for a large game map, a large batch of game data needs to be processed, and by adopting the technical scheme of the embodiment of the disclosure, the generating performance of the game map can be obviously improved.
On the basis of the above technical solution, optionally, the game map generation method provided by the embodiment of the present disclosure further includes:
modifying the description data corresponding to the target field according to the modification operation of the user on the target field in any game component of the target game entity; or
According to the component adding operation of the target game entity by the user, adding a component corresponding to the component adding operation for the target game entity; or
And according to the component removing operation of the target game entity by the user, removing the component corresponding to the component removing operation from the game component of the target game entity.
In the embodiment of the present disclosure, since each game element is managed in an entity-component-system architecture, a user (i.e., a developer) can flexibly adjust description data of the game element by taking a component as a unit, flexibly expand or adjust functions of any game element in a game map, and improve game effects.
Fig. 3 is a flowchart of another game map generation method provided in the embodiment of the present disclosure, which is further optimized and expanded based on the above technical solution, and can be combined with the above optional embodiments. As shown in fig. 3, a game map generation method provided by an embodiment of the present disclosure may include:
s301, obtaining description data of at least one game entity.
S302, generating at least one type of game component for each game entity according to the type of the description data.
S303, acquiring the preset processing priority of the game components of each game entity.
The preset processing priority of the game component can be preset by a developer in the game development process, and can also be determined according to the performance of a display terminal (namely a client for displaying a game map). The higher the preset processing priority of the game component, the greater the probability that the processing logic on the game component will be executed. Illustratively, the preset processing priority of the game component of each game entity changes with the change of the performance of the display terminal, that is, the preset processing priority of the game component of each game entity can be dynamically adjusted according to the change of the performance of the display terminal, so that the display state of the game entity can be dynamically adjusted on the game map, and the display effect of the game map is matched with the performance of the display terminal. For example, when the performance of the display terminal is high, the processing priority of the special effect component can be improved, and when the performance of the display terminal is low, the processing priority of the special effect component can be reduced, so that when the performance of the display terminal is low, the consumption of the game map on terminal resources can be reduced in a mode of not displaying the special effect of the game entity, and the game experience of a player can be ensured.
S304, determining at least one game component to be processed of each game entity according to the preset processing priority.
Illustratively, on the basis of not influencing the overall realization function of the game, a preset number of game components (which can be flexibly set according to the game development requirement) can be determined as the components to be processed according to the sequence from high priority to low priority.
S305, determining a game processing system corresponding to each component type according to the type of each game component to be processed; wherein a plurality of game components belonging to the same component type correspond to the same game processing system.
S306, executing the processing logic of each game entity on the game component of the corresponding type by using each game processing system to generate a game map.
On the basis of the above technical solution, optionally, executing, by using each game processing system, processing logic of each game entity on the game component of the corresponding type to generate a game map, includes:
acquiring preset calling priority of each game processing system;
determining at least one game processing system to be called according to a preset calling priority;
and executing the processing logic of each game entity on the game component of the corresponding type by utilizing each game processing system to be called so as to generate the game map.
The preset calling priority of the game processing system can be preset by a developer in the game development process, and can also be determined according to the performance of the display terminal. The higher the preset invocation priority of the game processing system, the greater the probability that the game processing system is invoked. Illustratively, the preset invoking priority of each game processing system changes with the change of the performance of the display terminal, that is, the preset invoking priority of each game processing system can be dynamically adjusted according to the change of the performance of the display terminal, and the display state of the game entity can be dynamically adjusted on the game map, so that the display effect of the game map is matched with the performance of the display terminal. For example, when the performance of the display terminal is higher, the calling priority of the special effect processing system can be improved, when the performance of the display terminal is lower, the calling priority of the special effect processing system can be reduced, and the consumption of the game map on terminal resources can be reduced and the game experience of a player can be ensured by not displaying the special effect of the game entity when the performance of the display terminal is lower.
The electronic device for executing the technical scheme of the embodiment of the disclosure can acquire the performance information of the display terminal in real time or periodically in an interactive mode with the display terminal, and further dynamically adjust the priority of the game component or the game processing system according to the performance information of the display terminal.
The embodiment of the disclosure manages each game element in an entity-component-system architecture form, decouples the functional logic and the interface expression of the game elements, improves the operability of expansion or modification of the game map, and optimizes the generation mode of the large game map; and fine-grained control and dynamic processing of game elements or game entities in the game map generation process are realized according to the preset processing priority of the game components of each game entity or the preset calling priority of each game processing system.
Fig. 4 is a schematic structural diagram of a game map generation apparatus provided in an embodiment of the present disclosure, where the apparatus may be implemented by software and/or hardware, and may be integrated on any electronic device with computing capability.
As shown in fig. 4, the game map generating apparatus 400 provided by the embodiment of the present disclosure may include a description data obtaining module 401, a game component generating module 402, a game processing system determining module 403, and a processing logic executing module 404, where:
a description data obtaining module 401, configured to obtain description data of at least one game entity;
a game component generation module 402, configured to generate at least one type of game component for each game entity according to the type of the description data;
a game processing system determining module 403, configured to determine, according to the types of game components of each game entity, a game processing system corresponding to each component type; wherein, a plurality of game components belonging to the same component type correspond to the same game processing system;
and a processing logic executing module 404, configured to execute, by using each game processing system, the processing logic of each game entity on the corresponding type of game component to generate a game map.
Optionally, the game processing system determining module 403 includes:
a component priority acquisition unit for acquiring a preset processing priority of the game component of each game entity;
the device comprises a to-be-processed component determining unit, a processing unit and a processing unit, wherein the to-be-processed component determining unit is used for determining at least one to-be-processed game component of each game entity according to a preset processing priority;
and the processing system determining unit is used for determining the game processing system corresponding to each component type according to the type of each game component to be processed.
Optionally, the game map generating apparatus 400 provided in the embodiment of the present disclosure further includes:
and the performance information acquisition module is used for acquiring the performance information of the display terminal so as to adjust the preset processing priority of the game components of each game entity according to the performance information.
Optionally, the processing logic executing module 404 includes:
the system priority acquiring unit is used for acquiring the preset calling priority of each game processing system;
the system to be called determining unit is used for determining at least one game processing system to be called according to the preset calling priority;
and the processing logic execution unit is used for executing the processing logic of each game entity on the game component of the corresponding type by utilizing each game processing system to be called so as to generate the game map.
Optionally, the preset calling priority of each game processing system changes with the change of the performance of the display terminal.
Optionally, the game component generating module 402 is specifically configured to:
and writing the description data into the description field corresponding to each game entity ID according to the type of the description data, and generating at least one type of game component for each game entity.
Optionally, the game map generating apparatus 400 provided in the embodiment of the present disclosure further includes:
the field modification module is used for modifying the description data corresponding to the target field according to the modification operation of the user on the target field in any game component of the target game entity; or
The component adding module is used for adding components corresponding to the component adding operation for the target game entity according to the component adding operation of the target game entity by the user; or
And the component removing module is used for removing the component corresponding to the component removing operation from the game component of the target game entity according to the component removing operation of the target game entity by the user.
Optionally, the game entity comprises a static game entity and/or a dynamic game entity;
the type of description data includes data relating to the display of the gaming entity, and data relating to the status of the gaming entity;
the types of game components include a display component and a status component, the status component including at least one of: the system comprises a special effect component, a moving component and an attack component;
the game processing system includes: a display processing system and a state processing system, the state processing system comprising at least one of: special effect processing system, mobile processing system and attack processing system.
Optionally, the static gaming entities include buildings and the dynamic gaming entities include marching queues and/or veterinary characters.
The game map generation device provided by the embodiment of the disclosure can execute any game map generation method provided by the embodiment of the disclosure, and has corresponding functional modules and beneficial effects of the execution method. Reference may be made to the description of any method embodiment of the disclosure that may not be described in detail in the embodiments of the apparatus of the disclosure.
Fig. 5 is a schematic structural diagram of an electronic device provided in an embodiment of the present disclosure, which is used to exemplarily illustrate an electronic device that implements a game map generation method provided in an embodiment of the present disclosure. The electronic devices in the embodiments of the present disclosure may include, but are not limited to, mobile terminals such as mobile phones, notebook computers, digital broadcast receivers, PDAs (personal digital assistants), PADs (tablet computers), PMPs (portable multimedia players), in-vehicle terminals (e.g., car navigation terminals), and the like, and fixed terminals such as digital TVs, desktop computers, smart home devices, wearable electronic devices, servers, and the like. The electronic device shown in fig. 5 is only an example, and should not bring any limitation to the functions and occupation ranges of the embodiments of the present disclosure.
As shown in fig. 5, the electronic device 500 includes one or more processors 501 and memory 502.
The processor 501 may be a Central Processing Unit (CPU) or other form of processing unit having data processing capabilities and/or instruction execution capabilities, and may control other components in the electronic device 500 to perform desired functions.
Memory 502 may include one or more computer program products that may include various forms of computer-readable storage media, such as volatile memory and/or non-volatile memory. Volatile memory can include, for example, Random Access Memory (RAM), cache memory (or the like). The non-volatile memory may include, for example, Read Only Memory (ROM), a hard disk, flash memory, and the like. One or more computer program instructions may be stored on a computer-readable storage medium, and the processor 501 may execute the program instructions to implement the game map generation method provided by the embodiments of the present disclosure, and may also implement other desired functions. Various contents such as an input signal, a signal component, a noise component, etc. may also be stored in the computer-readable storage medium.
The game map generation method provided by the embodiment of the disclosure may include: obtaining description data of at least one game entity; generating at least one type of game component for each game entity according to the type of the description data; determining a game processing system corresponding to each component type according to the type of the game component of each game entity; wherein, a plurality of game components belonging to the same component type correspond to the same game processing system; processing logic of the respective game entities on the corresponding type of game component is executed with each game processing system to generate a game map. It should be understood that electronic device 500 may also perform other alternative embodiments provided by the disclosed method embodiments.
In one example, the electronic device 500 may further include: an input device 503 and an output device 504, which are interconnected by a bus system and/or other form of connection mechanism (not shown).
The input device 503 may also include, for example, a keyboard, a mouse, and the like.
The output device 504 may output various information to the outside, including the determined distance information, direction information, and the like. The output devices 504 may include, for example, a display, speakers, a printer, and a communication network and its connected remote output devices, among others.
Of course, for simplicity, only some of the components of the electronic device 500 relevant to the present disclosure are shown in fig. 5, omitting components such as buses, input/output interfaces, and the like. In addition, the electronic device 500 may include any other suitable components depending on the particular application.
In addition to the methods and apparatus described above, embodiments of the present disclosure may also be a computer program product comprising computer program instructions that, when executed by a processor, cause a computing device to implement any of the game map generation methods provided by embodiments of the present disclosure.
The computer program product may write program code for performing the operations of embodiments of the present disclosure in any combination of one or more programming languages, including an object oriented programming language such as Java, C + + or the like and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the consumer electronic device, partly on the consumer electronic device, as a stand-alone software package, partly on the consumer electronic device and partly on a remote electronic device, or entirely on the remote electronic device.
Furthermore, the disclosed embodiments may also provide a computer-readable storage medium having stored thereon computer program instructions that, when executed by a processor, cause a computing device to implement any of the game map generation methods provided by the disclosed embodiments.
The game map generation method provided by the embodiment of the disclosure may include: obtaining description data of at least one game entity; generating at least one type of game component for each game entity according to the type of the description data; determining a game processing system corresponding to each component type according to the type of the game component of each game entity; wherein, a plurality of game components belonging to the same component type correspond to the same game processing system; processing logic of the respective game entities on the corresponding type of game component is executed with each game processing system to generate a game map. It should be understood that the computer program instructions, when executed by a processor, may also cause the processor to perform other alternative embodiments provided by the disclosed method embodiments.
A computer-readable storage medium may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may include, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or a combination of any of the foregoing. More specific examples (a non-exhaustive list) of the readable storage medium include: an electrical connection having one or more wires, a portable disk, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
It is noted that, in this document, relational terms such as "first" and "second," and the like, may be used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Also, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other identical elements in a process, method, article, or apparatus that comprises the element.
The foregoing are merely exemplary embodiments of the present disclosure, which enable those skilled in the art to understand or practice the present disclosure. Various modifications to these embodiments will be readily apparent to those skilled in the art, and the generic principles defined herein may be applied to other embodiments without departing from the spirit or scope of the disclosure. Thus, the present disclosure is not intended to be limited to the embodiments shown herein but is to be accorded the widest scope consistent with the principles and novel features disclosed herein.

Claims (10)

1. A game map generation method, comprising:
obtaining description data of at least one game entity;
generating at least one type of game component for each game entity according to the type of the description data;
determining a game processing system corresponding to each component type according to the type of the game component of each game entity; wherein, a plurality of game components belonging to the same component type correspond to the same game processing system;
processing logic of the respective game entities on the corresponding type of game component is executed with each game processing system to generate a game map.
2. The method of claim 1, wherein determining a game processing system corresponding to each component type based on the type of game component of the respective game entity comprises:
acquiring preset processing priority of game components of each game entity;
determining at least one game component to be processed of each game entity according to the preset processing priority;
and determining a game processing system corresponding to each component type according to the type of each game component to be processed.
3. The method of claim 2, further comprising:
and acquiring the performance information of the display terminal so as to adjust the preset processing priority of the game components of each game entity according to the performance information.
4. The method of claim 1, wherein generating at least one type of game component for each game entity based on the type of description data comprises:
and writing the description data into a description field corresponding to each game entity ID according to the type of the description data, and generating at least one type of game component for each game entity.
5. The method of claim 4, further comprising:
modifying the description data corresponding to the target field according to the modification operation of a user on the target field in any game component of the target game entity; or
According to the component adding operation of a user on a target game entity, adding a component corresponding to the component adding operation for the target game entity; or
According to the component removing operation of a user on a target game entity, removing a component corresponding to the component removing operation from the game component of the target game entity.
6. The method of claim 1, wherein the gaming entity comprises a static gaming entity and/or a dynamic gaming entity;
the type of the description data comprises data relating to the display of the gaming entity and data relating to the status of the gaming entity;
the types of game components include a display component and a status component, the status component including at least one of: the system comprises a special effect component, a moving component and an attack component;
the game processing system includes: a display processing system and a state processing system, the state processing system comprising at least one of: special effect processing system, mobile processing system and attack processing system.
7. The method of claim 6, wherein the static gaming entities comprise buildings and the dynamic gaming entities comprise marching queues and/or veterinary characters.
8. A game map generation apparatus, comprising:
the description data acquisition module is used for acquiring the description data of at least one game entity;
the game component generation module is used for generating at least one type of game component for each game entity according to the type of the description data;
the game processing system determining module is used for determining a game processing system corresponding to each component type according to the type of the game component of each game entity; wherein, a plurality of game components belonging to the same component type correspond to the same game processing system;
and the processing logic execution module is used for executing the processing logic of each game entity on the game component of the corresponding type by utilizing each game processing system so as to generate the game map.
9. An electronic device comprising a memory and a processor, wherein:
the memory has stored therein a computer program that, when executed by the processor, causes the electronic device to implement the game map generation method of any one of claims 1-7.
10. A computer-readable storage medium, characterized in that a computer program is stored in the storage medium, which, when executed by a computing device, causes the computing device to implement the game map generation method of any one of claims 1 to 7.
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