CN113952739A - Game data processing method and device, electronic equipment and readable storage medium - Google Patents

Game data processing method and device, electronic equipment and readable storage medium Download PDF

Info

Publication number
CN113952739A
CN113952739A CN202111228174.XA CN202111228174A CN113952739A CN 113952739 A CN113952739 A CN 113952739A CN 202111228174 A CN202111228174 A CN 202111228174A CN 113952739 A CN113952739 A CN 113952739A
Authority
CN
China
Prior art keywords
virtual
virtual object
battle
camp
game
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.)
Pending
Application number
CN202111228174.XA
Other languages
Chinese (zh)
Inventor
李光
王翔宇
刘超
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.)
Netease Hangzhou Network Co Ltd
Original Assignee
Netease Hangzhou Network 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 Netease Hangzhou Network Co Ltd filed Critical Netease Hangzhou Network Co Ltd
Priority to CN202111228174.XA priority Critical patent/CN113952739A/en
Publication of CN113952739A publication Critical patent/CN113952739A/en
Pending legal-status Critical Current

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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The application provides a game data processing method, a game data processing device, an electronic device and a readable storage medium, wherein the method comprises the following steps: in response to the first virtual object successfully releasing the conversion skill to the second virtual object, controlling to update the second marketing identification to the first marketing identification; obtaining a voting result of a voting stage; when the voting result is to trigger the modification of the survival state information of the target virtual object in the first battle, determining at least one virtual object associated with the target virtual object and controlling the updating of the survival state information of the virtual object associated with the virtual object; and when the preset settlement condition is met, triggering to enter a settlement stage of the virtual battle. The virtual objects in the second battle are converted to the first battle by releasing the conversion skills, and the survival state information of the virtual objects can be updated according to the voting result and the incidence relation between the virtual objects in the first battle in the voting stage, so that the settlement of the game is accelerated, the game process is accelerated, and the human-computer interaction efficiency is improved.

Description

Game data processing method and device, electronic equipment and readable storage medium
Technical Field
The application relates to the technical field of human-computer interaction, in particular to a game data processing method and device, an electronic device and a readable storage medium.
Background
With the continuous development of the game industry, the game types are continuously expanded, wherein the reasoning game is popular with the players due to the unique charm. This type of game requires multiple players to participate in the interaction, and players who run through different teams can perform inferential voting while completing a given task.
The prior inference game is added with a zombie game mode, and in the zombie game mode, death does not lead a player to directly quit the game. Wherein, the zombie needs to touch the player to kill the player, and the player can become another zombie after being killed. Players can avoid zombies that need to rely on trapping players to kill them, players can win winnings only by completing all designated tasks, and zombies win without players living.
However, the settlement of the zombie game mode is too single, so that the man-machine interaction efficiency is low, and the game time of single game is too long.
Disclosure of Invention
In view of the above, an object of the present application is to provide a method, an apparatus, an electronic device, and a readable storage medium for processing game data, which enable a virtual object in a second battle to be converted to a first battle by releasing conversion skills, and update survival status information of the virtual object according to a voting result and an association relationship between the virtual objects in the first battle in a voting stage, so as to speed up settlement of a game, help to speed up a game process, and improve human-computer interaction efficiency.
In a first aspect, an embodiment of the present application provides a method for processing game data, where a graphical user interface is provided through a terminal device, and the graphical user interface includes a virtual scene of a current virtual match, and the method includes:
receiving object information representing a virtual object participating in the current virtual battle, and storing the object information into a storage space corresponding to the current virtual battle, wherein the object information comprises an arraying identifier and survival state information, the arraying identifier is used for indicating an arraying of the virtual object, the arraying identifier comprises a first arraying identifier and a second arraying identifier, and the survival state information is used for representing the survival state of the virtual object in the current virtual battle;
in response to the fact that a first virtual object in a first battle array successfully releases conversion skills to a second virtual object in a second battle array, updating a second battle array identifier of the second virtual object stored in the storage space to a first battle array identifier, and establishing a relation data entry of the first virtual object and the second virtual object in a relation database of the virtual battle at this time, wherein the relation data entry is used for recording an association relation between the virtual objects in the first battle array;
responding to a preset trigger event, controlling the virtual scene displayed in the graphical user interface to be switched from a first virtual scene to a second virtual scene corresponding to a voting stage of the virtual battle, and acquiring a voting result of the voting stage;
when the voting result is to trigger modification of survival state information of a target virtual object in a first battle in the storage space, traversing a relational data entry in the relational database to determine at least one virtual object associated with the target virtual object, and controlling updating of survival state information of at least one virtual object associated with the target virtual object in the storage space;
and triggering to enter a settlement stage of the virtual battle when the number of the virtual objects with the survival state information as the target state meets a preset settlement condition according to the first and second marketing.
Optionally, the virtual object in the first battle has a first battle attribute, where the first battle attribute includes a primary role attribute and a secondary role attribute, and the processing method further includes:
when entering the virtual battle, or after entering the virtual battle, one virtual object in all the virtual objects participating in the virtual battle is endowed with a primary role attribute to be attributed as a first camp, other virtual objects except the one virtual object in all the virtual objects are endowed with a second camp attribute to be attributed as a second camp,
wherein child role attributes are assigned to virtual objects in the first lineup that change from the second lineup to the first lineup in response to the transition skills.
Optionally, the voting result of the voting stage is determined by:
when the second virtual scene is displayed in the graphical user interface, a voting control of a virtual object is also displayed in the graphical user interface;
responding to the voting operation of the virtual objects in the first and second camps on the voting control, and executing corresponding voting instructions;
and recording the votes of the virtual object with the master role attribute in the first lineup and the virtual object in the second lineup into the voting result of the voting stage.
Optionally, in response to a preset trigger event, the step of controlling the virtual scene displayed in the graphical user interface to be switched from the first virtual scene to a second virtual scene corresponding to the voting stage of the virtual battle includes:
generating a skill release identification at a release location of the conversion skill in response to the conversion skill being released;
and controlling the graphical user interface to display a second virtual scene corresponding to the voting stage in response to the fact that the distance between the virtual object in the first or second battle and the skill release identifier is smaller than a distance threshold value.
Optionally, the processing method further includes:
in response to a triggering operation executed by a first virtual object in a first marketing, searching a relational database for a relational data entry corresponding to the first virtual object to form a relational graph of the first virtual object, wherein the relational graph comprises the first virtual object, a parent of the first virtual object and a child of the first virtual object,
wherein, the implementing party of the conversion skill is a parent of the accepting party of the conversion skill, and the accepting party of the conversion skill is a child of the implementing party of the conversion skill.
Optionally, the step of controlling to update the survival status information of at least one virtual object associated with the target virtual object in the storage space includes:
if the target virtual object is a virtual object with child role attributes in the first marketing, updating the survival state information of the target virtual object and children of the target virtual object to be in a death state;
and if the target virtual object is a virtual object with a primary role attribute in the first camp, updating the survival state information of all the virtual objects in the first camp to be in a death state.
Optionally, the processing method further includes:
and when the voting result is to trigger the modification of the survival state information of the virtual object in the second battle in the storage space, controlling the update of the survival state information of the virtual object in the storage space.
Optionally, the virtual object in the first camp has the first camp attribute visible only to the virtual object belonging to the same camp.
Optionally, the preset settlement condition includes at least one of the following items:
the number of virtual objects with the primary role attribute in the first lineup is zero;
the number of virtual objects with the master role attribute in the first camp is equal to the number of virtual objects in the second camp;
and/or, triggering to enter a settlement stage of the virtual battle in the following way:
and all the virtual tasks in the virtual battle are completed, and the virtual tasks comprise tasks which are required to be completed by all the virtual objects in the second battle in the virtual battle.
Optionally, the conversion skill includes an infection skill, and in response to a first virtual object in a first camp successfully releasing the conversion skill to a second virtual object in a second camp, the step of controlling to update a second camp identifier of the second virtual object stored in the storage space to the first camp identifier includes:
and in response to the triggering of the infection skill control, controlling a first virtual object in the first camp to release the infection skill, so that the camp to which a second virtual object located in a predetermined range at the position of the first virtual object belongs is changed into the first camp, and updating a second camp identifier of the second virtual object to be the first camp identifier.
Optionally, the conversion skill includes a movement skill, and in response to that a first virtual object in a first camp successfully releases the conversion skill to a second virtual object in a second camp, the step of controlling to update a second camp identifier of the second virtual object stored in the storage space to the first camp identifier includes:
and in response to the triggering of the mobile skill control, controlling the first virtual object in the first camp to move towards a preset direction, so that the camp to which the second virtual object in the second camp on the moving path belongs is changed into the first camp, and updating the second camp identification of the second virtual object to the first camp identification.
Optionally, the predetermined direction comprises any one of:
a face-to-face direction of a virtual object in a first row;
a targeting direction determined in response to the targeting operation.
In a second aspect, an embodiment of the present application further provides a device for processing game data, where a graphical user interface is provided through a terminal device, the graphical user interface includes a virtual scene of the current virtual battle, and the device includes:
the information receiving module is used for receiving object information representing a virtual object participating in the current virtual battle and storing the object information into a storage space corresponding to the current virtual battle, wherein the object information comprises an arraying identifier and survival state information, the arraying identifier is used for indicating an arraying operation where the virtual object is located, the arraying identifier comprises a first arraying identifier and a second arraying identifier, and the survival state information is used for representing the survival state of the virtual object in the current virtual battle;
the marketing conversion module is used for responding to the fact that a first virtual object in first marketing successfully releases conversion skills to a second virtual object in second marketing, controlling to update a second marketing identification of the second virtual object stored in the storage space to be a first marketing identification, and establishing a relation data entry of the first virtual object and the second virtual object in a relation database of the virtual battle at this time, wherein the relation data entry is used for recording the incidence relation between the virtual objects in the first marketing;
the scene switching module is used for responding to a preset trigger event, controlling the virtual scene displayed in the graphical user interface to be switched from a first virtual scene to a second virtual scene corresponding to a voting stage of the virtual battle, and acquiring a voting result of the voting stage;
a first state updating module, when the voting result is to trigger modification of survival state information of a target virtual object in a first battle in the storage space, traversing a relationship data entry in the relationship database to determine at least one virtual object associated with the target virtual object, and controlling updating of survival state information of at least one virtual object associated with the target virtual object in the storage space;
and the fight settlement module triggers to enter a settlement stage of the virtual fight when the number of the virtual objects with the survival state information as the target state meets a preset settlement condition according to the first and second camps.
In a third aspect, an embodiment of the present application further provides an electronic device, including: the game data processing device comprises a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, when the electronic device runs, the processor and the storage medium are communicated through the bus, and the processor executes the machine-readable instructions to execute the steps of the game data processing method.
In a fourth aspect, the present application further provides a computer-readable storage medium, on which a computer program is stored, where the computer program is executed by a processor to perform the steps of the processing method of game data as described above.
In the game data processing method provided by the embodiment of the application, after receiving object information representing virtual objects participating in the current virtual battle, responding to the fact that a first virtual object in a first battle successfully releases conversion skills to a second virtual object in a second battle, controlling to update a second battle identifier of the second virtual object to a first battle identifier, and establishing a relation data entry for recording the incidence relation between the virtual objects in the first battle in a relation database of the current virtual battle; responding to a preset trigger event, controlling the virtual scene to be switched from a first virtual scene to a second virtual scene corresponding to a voting stage of the virtual battle, and acquiring a voting result of the voting stage; when the voting result is to trigger modification of the survival state information of the target virtual object in the first campsite, traversing the relational data entry in the relational database to determine at least one virtual object associated with the target virtual object, and controlling updating of the survival state information of the at least one virtual object associated with the target virtual object in the storage space; and triggering to enter a settlement stage of the virtual battle when the number of the virtual objects with the survival state information as the target state in the first and second camps meets a preset settlement condition.
According to the game data processing method provided by the embodiment of the application, the virtual object in the second camp is converted into the first camp by releasing the conversion skill, so that the conversion efficiency of the role camp can be accelerated by a game; in addition, the survival state information of the virtual objects can be updated according to the voting result and the incidence relation between the virtual objects in the first battle in the voting stage, so that the settlement of the game is accelerated, the game process is accelerated, the man-machine interaction efficiency is improved, and the waste of terminal processing resources and electric quantity resources is reduced.
In order to make the aforementioned objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are required to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained from the drawings without inventive effort.
Fig. 1 is a flowchart of a method for processing game data according to an embodiment of the present application;
FIG. 2 is a schematic view of an interface for starting a virtual match according to an embodiment of the present disclosure;
FIG. 3 is a schematic diagram illustrating a relationship graph in a game interface according to an embodiment of the present disclosure;
fig. 4 is a schematic interface diagram of a voting stage according to an embodiment of the present disclosure;
FIG. 5 is a schematic diagram of an interface of a virtual object being culled out according to an embodiment of the present disclosure;
fig. 6 is a schematic structural diagram of a game data processing apparatus according to an embodiment of the present application;
fig. 7 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all the embodiments. The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. Every other embodiment that can be obtained by a person skilled in the art without making creative efforts based on the embodiments of the present application falls within the protection scope of the present application.
The terms "a," "an," "the," and "said" are used in this specification to denote the presence of one or more elements/components/parts/etc.; the terms "comprising" and "having" are intended to be inclusive and mean that there may be additional elements/components/etc. other than the listed elements/components/etc.; the terms "first" and "second", etc. are used merely as labels, and are not limiting on the number of their objects.
It should be understood that in the embodiments of the present application, "at least one" means one or more, "a plurality" means two or more. "and/or" is merely an association describing an associated object, meaning that three relationships may exist, e.g., a and/or B, may mean: a exists alone, A and B exist simultaneously, and B exists alone. The character "/" generally indicates that the former and latter associated objects are in an "or" relationship. "comprises A, B and/or C" means that it comprises any 1 or any 2 or 3 of the three A, B, C.
It should be understood that in the embodiment of the present application, "B corresponding to a", "a corresponds to B", or "B corresponds to a" means that B is associated with a, and B can be determined according to a. Determining B from a does not mean determining B from a alone, but may be determined from a and/or other information.
First, the names referred to in the embodiments of the present application will be briefly described.
Virtual scene:
is a virtual scene that an application program displays (or provides) when running on a terminal or server. Optionally, the virtual scene is a simulated environment of the real world, or a semi-simulated semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene, and the virtual environment can be sky, land, sea and the like, wherein the land comprises environmental elements such as deserts, cities and the like. The virtual scene is a scene of a complete game logic of a virtual object such as a user control.
Virtual object:
refers to movable objects as well as non-movable objects in the virtual scene, and movable objects refer to dynamic objects that can be controlled in the virtual scene. Alternatively, the dynamic object may be a virtual character, a virtual animal, an animation character, or the like. The virtual object is a Character controlled by a Player through an input device, or an Artificial Intelligence (AI) set in a virtual environment match-up through training, or a Non-Player Character (NPC) set in a virtual scene match-up. Optionally, the virtual object is a virtual character playing a game in a virtual scene. Optionally, the number of virtual objects in the virtual scene match is preset, or dynamically determined according to the number of clients participating in the match, which is not limited in the embodiment of the present application. In one possible implementation, the user can control the virtual object to move in the virtual scene, e.g., control the virtual object to run, jump, crawl, etc., and can also control the virtual object to fight against other virtual objects using skills, virtual props, etc., provided by the application.
The player character:
refers to a virtual object that can be manipulated by a player to move in a game environment, and in some electronic games, can also be called a god character or a hero character. The player character may be at least one of various forms of a virtual character, a virtual animal, an animation character, and the like.
A game interface:
the interface is provided or displayed through a graphical user interface, and the interface comprises a UI interface and a game picture for a player to interact. In alternative embodiments, game controls (e.g., skill controls, movement controls, functionality controls, etc.), indicators (e.g., directional indicators, character indicators, etc.), information presentation areas (e.g., number of clicks, game play time, etc.), or game setting controls (e.g., system settings, stores, coins, etc.) may be included in the UI interface. In an optional embodiment, the game screen is a display screen corresponding to a virtual scene displayed by the terminal device, and the game screen may include virtual objects such as a game character, an NPC character, and an AI character that execute a game logic in the virtual scene.
The game data processing method in one embodiment of the present application may be executed on a terminal device or a server. The terminal device may be a local terminal device. When the game data processing method is executed on the server, the game data processing method may be implemented and executed based on a cloud interactive system, where the cloud interactive system includes the server and the client device.
In an optional embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud games. Taking a cloud game as an example, a cloud game refers to a game mode based on cloud computing. In the cloud game operation mode, the game program operation main body and the game picture presentation main body are separated, the storage and operation of the game data processing method are completed on the cloud game server, and the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; however, the terminal device that performs processing of the game data is a cloud game server in the cloud. When a game is played, a player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are encoded and compressed, the data are returned to the client device through a network, and finally the data are decoded through the client device and the game pictures are output.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with the player through a graphical user interface, namely, a game program is downloaded and installed and operated through an electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the player through holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game screen and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
With the continuous development of the game industry, the game types are continuously expanded. Of these, inference-based games are enjoyed by more and more players with their unique appeal. In the inference type game, a plurality of players participating in the game join the same game play together, after the game play is entered, different character attributes, such as identity attributes, are allocated to virtual objects controlled by different players, different camps are determined by allocating the different character attributes, so that the players win game competition by performing tasks allocated by the game at different play stages of the game play, for example, a plurality of virtual objects with A character attributes are subjected to 'elimination' of the virtual objects with B character attributes at the play stage, and winning of the game competition is obtained. To be provided with
Figure BDA0003314943670000101
For example, 10 persons are usually required to participate in the same game of game pair, and at the beginning of game pair, the identification information (character attribute) of the virtual object in the game pair is determined, for example, the identification information includes a citizen identity and a wolf identity, the virtual object with the citizen identity wins the match by completing assigned tasks in the game pair stage, or the virtual object with the wolf identity in the current game pair is eliminated to win the match; the virtual object with the wolf identity carries out attack actions on other virtual objects with the non-wolf identity in the game stage so as to eliminate the virtual object and win the game.
In the game-play stage in inference-type games, there are generally two game stages: an action phase and a voting phase.
During the action phase, one or more game tasks are typically assigned. In an optional embodiment, each virtual object is assigned with one or more corresponding game tasks, and the player controls the corresponding virtual object to move in the game scene and execute the corresponding game task to complete game play. In an alternative embodiment, a common game task is determined for virtual objects with the same character attribute in the current game play; in the action phase, the virtual objects participating in the current game play can freely move to different areas in the game scene in the virtual scene of the action phase to complete the assigned game task. The game is played in the game to the game now and is included first formation camp and the second formation camp opposite with first formation camp in, promptly, first formation camp is in different formation camps with the second formation camp, and the first virtual object that belongs to first formation camp has first formation camp attribute, and the second virtual object that belongs to the second formation camp has the second formation camp attribute, promptly, includes the virtual object that has first formation camp attribute and the virtual object image that has the second formation camp attribute in the virtual object in the game now to the game. In an optional embodiment, when the first virtual object having the first marketing attribute moves within a preset range of the second virtual object having the second marketing attribute in the virtual scene, the second virtual object having the second marketing attribute may be attacked in response to the attack instruction to eliminate the second virtual object having the second marketing attribute.
In the voting stage, a discussion function is provided for the virtual object representing the player, and the behavior of the virtual object in the action stage is shown through the discussion function so as to decide whether to eliminate the current game from the specific virtual object in the game.
To be provided with
Figure BDA0003314943670000111
For example, a game play includes two phases, an action phase and a voting phase. In the action phase, a plurality of virtual objects in the game play freely move in the virtual scene, and other virtual objects appearing in the preset range can be seen in the game picture displayed through the visual angle of the virtual objects. Virtual objects with civilian identity to accomplish assigned gaming tasks by moving in a virtual scene, virtual objects with wolfer identityThe object destroys the tasks that the virtual object with the citizen identity has completed in the virtual scene, or can execute the assigned specific game task, and meanwhile, the virtual object with the wolf person identity can also eliminate the virtual object by attacking the virtual object with the citizen identity in the action stage. When the game competition phase enters a voting phase from an action phase, a player conducts discussion through the corresponding virtual object to try to determine the virtual object with the wolf identity according to the game behavior in the action phase, determines a discussion result in a voting mode, determines whether the virtual object needing to be eliminated exists according to the discussion result, if yes, eliminates the corresponding virtual object according to the discussion result, and if not, the virtual object needing to be eliminated does not exist in the current voting phase. In the voting stage, the discussion can be performed by voice, or by text, or by other means. In the game process, the identity information of other players needs to be analyzed according to the behavior information (which may also include text information and voice information input by other players) of other players, so as to avoid the players with suspicious identities in the game process, thereby preventing the players with suspicious identities from attacking and eliminating the players.
It should be understood that there are competitive modes in inference class games in addition to the inference modes described above that are divided into action and voting phases. When the player selects the reasoning mode, the current game can be controlled to play according to the game running logic of the action stage and the voting stage, and when the player selects the competition mode, the game can be played according to the game running logic of the competition mode.
Based on this, the embodiments of the present application provide a method for processing game data, which can control a plurality of virtual objects participating in the current virtual match to match in a competitive mode.
One embodiment of the present application provides an implementation environment, which may include: the game server comprises a first terminal device, a game server and a second terminal device. The first terminal device and the second terminal device are respectively communicated with the server to realize data communication. In the present embodiment, the first terminal device and the second terminal device are each equipped with a client terminal that executes the processing method of the game data provided by the present application, and the game server is a server terminal that executes the processing method of the game data provided by the present application. And the first terminal equipment and the second terminal equipment can respectively communicate with the game server through the client.
Taking the first terminal device as an example, the first terminal device establishes communication with the game server by running the client. In an alternative embodiment, the server establishes the game pair based on the game request from the client. The parameters of the game play can be determined according to the parameters in the received game request, for example, the parameters of the game play can include the number of people participating in the game play, the level of characters participating in the game play, and the like. And when the first terminal equipment receives the response of the server, displaying the virtual scene corresponding to the game play through the graphical user interface of the first terminal equipment. In an optional implementation manner, the server determines a target game play for the client from a plurality of established game plays according to a game request of the client, and when the first terminal device receives a response of the server, displays a virtual scene corresponding to the game play through a graphical user interface of the first terminal device. The first terminal device is controlled by a first user, the virtual object displayed in the graphical user interface of the first terminal device is a player character controlled by the first user, and the first user inputs an operation instruction through the graphical user interface so as to control the player character to execute corresponding operation in a virtual scene.
Taking the second terminal device as an example, the second terminal device establishes communication with the game server by operating the client. In an alternative embodiment, the server establishes the game pair based on the game request from the client. The parameters of the game play can be determined according to the parameters in the received game request, for example, the parameters of the game play can include the number of people participating in the game play, the level of characters participating in the game play, and the like. And when the second terminal equipment receives the response of the server, displaying the virtual scene corresponding to the game play through the graphical user interface of the second terminal equipment. In an optional implementation manner, the server determines a target game play for the client from a plurality of established game plays according to a game request of the client, and when the second terminal device receives a response from the server, displays a virtual scene corresponding to the game play through a graphical user interface of the second terminal device. The second terminal device is controlled by a second user, the virtual object displayed in the graphical user interface of the second terminal device is a player character controlled by the second user, and the second user inputs an operation instruction through the graphical user interface so as to control the player character to execute corresponding operation in the virtual scene.
The server performs data calculation according to game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control rendering of a corresponding virtual scene and/or a corresponding virtual object in a graphical user interface according to the synchronization data issued by the server.
In the present embodiment, the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device are virtual objects in the same game play. The virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device may have the same role attribute or different role attributes.
It should be noted that the virtual objects in the current game play may include two or more virtual objects, and different virtual objects may correspond to different terminal devices, that is, in the current game play, there are two or more terminal devices that respectively perform game data transmission and synchronization with the game server.
Referring to fig. 1, fig. 1 is a flowchart of a game data processing method according to an embodiment of the present disclosure. As shown in fig. 1, in the embodiment of the present application, a terminal device provides a graphical user interface, where the graphical user interface includes a virtual scene of the current virtual battle, and the processing method includes:
s101, receiving object information representing a virtual object participating in the virtual battle, and storing the object information into a storage space corresponding to the virtual battle, wherein the object information comprises an arraying identifier and survival state information, the arraying identifier is used for indicating an arraying operation where the virtual object is located, the arraying identifier comprises a first arraying identifier and a second arraying identifier, and the survival state information is used for representing the survival state of the virtual object in the virtual battle.
S102, responding to the fact that a first virtual object in the first camp successfully releases conversion skills to a second virtual object in the second camp, controlling to update a second camp identification of the second virtual object stored in a storage space to a first camp identification, and establishing a relation data entry of the first virtual object and the second virtual object in a relation database of the virtual battle at this time, wherein the relation data entry is used for recording the association relation between the virtual objects in the first camp.
S103, responding to a preset trigger event, controlling the virtual scene displayed in the graphical user interface to be switched from the first virtual scene to a second virtual scene corresponding to the voting stage of the virtual battle, and obtaining the voting result of the voting stage.
And S104, when the voting result is to trigger modification of the survival state information of the target virtual object in the first battle in the storage space, traversing the relational data entry in the relational database to determine at least one virtual object associated with the target virtual object, and controlling updating of the survival state information of at least one virtual object associated with the target virtual object in the storage space.
And S105, triggering to enter a settlement stage of the virtual battle when the number of the virtual objects with the survival state information as the target state in the first and second camps meets a preset settlement condition.
The terminal device related to the embodiment of the present application mainly refers to an intelligent device that is used for providing a graphical user interface and can control and operate a virtual object, and the terminal device may include, but is not limited to, any one of the following devices: smart phones, tablet computers, laptop computers, desktop computers, digital televisions, game consoles, and the like. The terminal device has installed and operated therein an application program supporting a game, such as an application program supporting a three-dimensional game or a two-dimensional game. In the embodiment of the present application, an application program is introduced as a game application, and optionally, the application program may be a network online version game application program or a stand-alone version game application program.
The graphic user interface is an interface display format for human-computer communication, which allows a user to manipulate icons or menu options on a screen using an input device such as a mouse, a keyboard, a joystick, etc., and also allows a user to manipulate icons or menu options on a screen by performing a touch operation on a touch screen of a terminal device to select a command, start a program, perform some other task, etc.
The virtual scene may optionally include, in addition to the movable virtual objects, other non-movable virtual objects, such as, but not limited to, sky, land, sea, buildings, mountain forests, mission props, etc. By way of example, in a common inference class game, virtual objects, maps, rooms, buildings, and the like are typically included. Illustratively, the virtual scene includes a first virtual scene and a second virtual scene, the first virtual scene corresponds to an action phase in the inference class game, and the second virtual scene corresponds to a voting phase in the inference class game.
The above exemplary steps provided by the embodiments of the present application are described below by taking the application of the above method to a terminal device as an example.
In step S101, the terminal device receives object information representing a virtual object participating in the current virtual match, and stores the object information in a storage space corresponding to the current virtual match; and responding to the trigger operation for starting the virtual fight, and controlling a plurality of virtual objects participating in the virtual fight to enter the virtual fight. The object information comprises an arraying identifier and survival state information, the arraying identifier is used for indicating the arraying of the virtual object, the arraying identifier comprises a first arraying identifier and a second arraying identifier, and the survival state information is used for representing the survival state of the virtual object in the current virtual battle; the storage space can be arranged on the terminal equipment and can also be arranged on the server; the graphical user interface provided by the terminal equipment comprises a virtual scene of the virtual battle.
In this embodiment of the application, the virtual scene of the virtual battle may include the above-mentioned virtual scene corresponding to the competition mode of the inference game, and for example, the virtual scene in the competition mode may be the same as the virtual scene in the action phase in the inference mode. The virtual objects manipulated by the players can freely move in the virtual scene of the virtual battle, for example, the movement of the virtual objects in the virtual scene may include but is not limited to at least one of the following: walking, running, jumping, climbing, lying down, attacking, skill releasing, prop picking up, message sending. Here, the virtual objects active in the virtual scene may include other non-player-manipulated virtual objects in addition to the virtual objects manipulated by the respective players.
The plurality of virtual objects participating in the virtual match may be virtual objects in the game logged in the account of the game client on the terminal device, that is, virtual objects manipulated by the player corresponding to the account, but the possibility that the virtual objects are controlled by other applications or an artificial intelligence module is not excluded.
In the embodiment of the application, the object information comprises an camp arrangement identifier and survival state information, wherein the camp arrangement identifier comprises a first camp arrangement identifier and a second camp arrangement identifier, the first camp arrangement identifier is used for referring to a first camp arrangement, the second camp arrangement identifier is used for referring to a second camp arrangement, and the second camp arrangement is opposite to the first camp arrangement; that is, the first and second camps are in different camps. Specifically, the virtual object belonging to the first camp has a first camp attribute, the virtual object belonging to the second camp has a second camp attribute, and the first camp attribute of the virtual object in the first camp is visible only to the virtual object belonging to the same camp.
In a preferred embodiment, the first run attribute includes a primary role attribute and a secondary role attribute. When entering the virtual battle, or after entering the virtual battle, one virtual object in all the virtual objects participating in the virtual battle is endowed with a primary role attribute, attribution is taken as first formation, and other virtual objects except one virtual object in all the virtual objects are endowed with a second formation attribute, and attribution is taken as second formation; child role attributes are assigned to virtual objects in the first lineup that change from the second lineup to the first lineup in response to the transition skills.
For example, as shown in fig. 2, fig. 2 is a schematic view of an interface for starting a virtual battle according to an embodiment of the present application. As shown in FIG. 2, when the virtual match starts, the system assigns a master character attribute to the virtual object 210 in the game interface 220, such as "puppet", and displays the game rules of the virtual object with the master character attribute in the virtual match on the game interface 220, such as "you have become an infected person, infect all, win! ". Specifically, after the game starts, the main dummy can be used to hit, so that the virtual object with the second arraying property can be converted into an offspring dummy. The child puppet can continue to attack other virtual objects with the second marketing property and convert them into the child puppet.
Here, since the system randomly assigns character attributes to the virtual object, the assigned character attributes including the principal character attribute and the second play attribute, the virtual object in the game interface may be given the second play attribute. The virtual objects 210 in the game interface 220 are assigned attributes to the primary character.
Exemplarily, the number of the first virtual objects initially allocated to the first battle is 1, that is, one of the virtual objects is randomly selected from all the virtual objects participating in the virtual battle, and a primary role attribute is assigned to the selected virtual object; the other virtual objects except one of the virtual objects are endowed with a second marketing attribute; and giving child role attributes to all second virtual objects which are changed from the second marketing to the first marketing in response to the conversion skills, namely, the second virtual objects with the second marketing attributes are converted into the first virtual objects with the child role attributes after the second virtual objects pass through the conversion skills of the first virtual objects. The main generation role attribute and the second formation attribute are initially assigned role attributes when participating in the virtual battle, and the child role attribute is the role attribute which is possessed by the second virtual object hit by the conversion skill in the virtual battle process.
For example, the marketing to which the plurality of virtual objects participating in the virtual battle belongs may be determined by:
in the first case, the battle to which the plurality of virtual objects belong may be determined according to the selection of each player participating in the current virtual match.
For example, before entering the current virtual match, each player participating in the current virtual match needs to select a marketing attribute in the current virtual match for the manipulated virtual object through the terminal device.
That is to say, when entering the current virtual battle, the battle attribute of each virtual object in the current virtual battle can be determined according to the selection of the battle attribute participating in the current virtual battle, and the battle to which each virtual object belongs can be determined according to the selected battle attribute.
After determining the marketing attributes of the virtual objects according to the selection of the player, the first virtual object having the first marketing attribute may be assigned to the first marketing, and the second virtual object having the second marketing attribute may be assigned to the first marketing.
For example, in the embodiment of the present application, two camps are provided, and each camps has different camps attributes, based on which, when entering the virtual battle, each player may select one of the preset first camps attribute and the second camps attribute as the identity of the manipulated virtual object in the virtual battle.
In the second case, a camp to which a plurality of virtual objects belong may be randomly assigned.
For example, a plurality of virtual objects participating in the virtual battle may be randomly allocated to two camps, wherein a first virtual object allocated to a first camps has a first campsite attribute, and a second virtual object allocated to a second campsite has a second campsite attribute.
In a preferred embodiment, the number of the first virtual objects initially allocated to the first camp is 1, that is, one virtual object may be randomly selected from a plurality of virtual objects participating in the virtual battle, and determined as the first virtual object belonging to the first camp, where the first virtual object has a first camp attribute (specifically, a principal character attribute); and determining other virtual objects except the randomly selected virtual object in the plurality of virtual objects as second virtual objects belonging to a second camp, wherein the second virtual objects have a second camp attribute.
Similarly, for the first case, only one player may be allowed to select the first play attribute for the manipulated virtual object through the terminal device, for example, the player may refer to the first player who selects the first play attribute.
Through the mode, the virtual objects are divided into the first virtual object belonging to the first camp and the second virtual object belonging to the second camp, the first camp performs the first game task in the current virtual battle, and the second camp performs the second game task in the current virtual battle.
In the virtual battle, a first virtual object belonging to a first battle is configured with a conversion skill, the conversion skill is possessed after the virtual object is divided into the first battle, and after the battle to which each virtual object belongs is determined, a first skill configuration parameter of the first battle can be acquired to determine the conversion skill of the first virtual object.
In the virtual battle, a second virtual object belonging to a second camp is configured with a default skill, the default skill is possessed after the virtual object is divided into the second camp, and after the camp to which each virtual object belongs is determined, a second skill configuration parameter of the second camp can be acquired to determine the default skill of the second virtual object.
The virtual battle at least comprises an action stage and a voting stage, and after the virtual battle at this time is entered, a plurality of virtual objects participating in the virtual battle at this time are controlled to enter the action stage.
In one case, after entering the virtual battle, a plurality of virtual objects are directly controlled to enter an action phase. In this case, since the corresponding marketing attribute is already determined for each virtual object, it is possible to directly control the plurality of virtual objects to enter the action phase with the respective marketing attribute.
Alternatively, the plurality of virtual objects may be controlled to enter the action phase in response to the first battle in the current virtual battle being divided.
For example, when the present virtual match is started, all the virtual objects participating in the present virtual match belong to the second camp, and after a predetermined time has elapsed, the control is performed to enter the action phase in response to any one of the virtual objects participating in the present virtual match being changed to belong to the first camp.
In this case, when the action phase is entered, the number of the first virtual objects belonging to the first camp is 1, and all the other virtual objects in the plurality of virtual objects participating in the current virtual battle belong to the second camp. It should be understood that the present application is not limited thereto, and those skilled in the art can adjust the number of virtual objects in each camp at the time of entering the action phase according to the requirement.
In the embodiment of the present application, the survival state information is used to represent the survival state of the virtual object in the current virtual battle, and the survival state corresponds to the death state. The players in the survival state can continue to participate in the virtual battle, the players in the death state can directly quit the virtual battle, and the players can continue to enjoy the virtual battle.
In the embodiment of the present application, the storage space is used to store the object information of the virtual object in the current virtual match, and here, the storage space may be set on the terminal device or may be set on the server.
Firstly, when the storage space is set on the terminal device, the game resources loaded in the running process of the game program, including the object information of the virtual object, are stored in the memory and the video memory of the terminal device, and here, it needs to be ensured that the memory space occupied by the game resources loaded in the virtual battle is smaller than the memory and the video memory of the terminal device. Because the storage space of the memory and the video memory in the terminal device is fixed, when the number of game resources stored in the memory and the video memory is large, and the remaining storage space is small, the normal operation of the game program is affected, and further, in order to enable the game program to operate normally, the game resources stored in the memory and the video memory need to be allocated reasonably. Therefore, after the virtual match is finished, in order to release the game resources of the virtual match stored in the memory and the video memory from the memory and the video memory, the game resources of the virtual match stored in the memory and the video memory can be deleted, and the storage space of the memory and the video memory can be cleaned, so that the game program can smoothly load other game resources of the virtual match in the subsequent running process.
Secondly, when the storage space is set on the server, the terminal device stores the object information into the storage space on the server corresponding to the virtual match-up, wherein the object information can be stored on the server in the form of data packets for the terminal device to call when the game program is applied. One storage data packet can store the object information corresponding to all the virtual objects in the virtual battle, and one storage data packet can also only store the object information corresponding to one virtual object in the virtual battle.
In step S102, a conversion skill control for updating a second marketing identifier of a second virtual object stored in the storage space to the first marketing identifier is displayed in the game interface. The triggering operation aiming at the conversion skill control is issued to the terminal equipment by a game player, and the triggering operation is used for releasing the conversion skill in the virtual scene. As an example, the trigger operation may be a click operation on an icon, a button, or a block diagram representing the conversion skill on the game interface, or may also be a drag operation performed on the game interface for the conversion skill control.
In this embodiment of the application, a first virtual object in a first camp has a conversion skill for controlling a second virtual object in a second camp to convert to the first camp, the conversion skill has an action range, when the conversion skill is released in response to a trigger operation, a second virtual object within the action range of the conversion skill is hit, a second virtual object outside the action range of the conversion skill is not hit, and a second camp identifier of the second virtual object hit by the conversion skill is updated to the first camp identifier.
In a preferred embodiment, the number of the first virtual objects initially allocated to the first camp is 1, that is, one virtual object may be randomly selected from a plurality of virtual objects participating in the virtual battle as a primary virtual object, and the primary virtual object has a primary role attribute and belongs to the first camp; determining other virtual objects except the randomly selected primary virtual object in the plurality of virtual objects as second virtual objects belonging to a second camp; the conversion skill of the primary virtual object can control the second virtual object in the second camp to convert to the first camp, when the second virtual object in the action range of the conversion skill is hit, the second camp identification of the second virtual object hit by the conversion skill is updated to the first camp identification, at this time, the second virtual object hit by the conversion skill becomes a child virtual object, and the child virtual object has the child role attribute, belongs to the first camp and has the conversion skill; by analogy, as the number of second virtual objects hit by the transformed skill increases, the number of child virtual objects increases, but the primary virtual object is always only one.
After the second marketing identification of the second virtual object is updated to the first marketing identification, the skill of the second virtual object and the game interface are changed, the skill of the second virtual object is adjusted to the skill of the first virtual object, the virtual match is carried out by the skill of the first marketing, and the display content of the game interface is consistent with that of other first virtual objects.
Illustratively, the transition skills may include, but are not limited to, an infection skill and/or a movement skill, which are described below with respect to the infection skill and the movement skill, respectively.
Aiming at the condition that the conversion skill is the infection skill, an infection skill control can be displayed in a game interface corresponding to the first virtual object, the first virtual object in the first battle is controlled to release the infection skill in response to the triggering of the infection skill control, so that the battle belonging to the second virtual object in the preset range at the position of the first virtual object is changed into the first battle, and the second battle identifier of the second virtual object is updated into the first battle identifier.
Here, the predetermined range may refer to an action range of the infection skill, and the predetermined range may be determined based on a position where the first virtual object that releases the infection skill is located, and for example, the predetermined range may be a circular range having a third predetermined length as a radius and centered on the position where the first virtual object that releases the infection skill is located.
In an alternative example, the predetermined range may be less than a visible range of the first virtual object that releases the infection skills. Taking the case that the visual range includes the first visual range and the second visual range as an example, the predetermined range may be smaller than the first visual range of the first virtual object, that is, the third predetermined length is smaller than the first predetermined length, that is, the first virtual object may release infection skills for the second virtual object in the virtual scene picture located outside the visual range, so as to control the hit second virtual object to perform marketing conversion, and update the second marketing identifier of the second virtual object to the first marketing identifier.
And aiming at the condition that the conversion skill is the mobile skill, a mobile skill control can be displayed in a game interface corresponding to the first virtual object, and in response to the triggering of the mobile skill control, the first virtual object in the first camp is controlled to move towards a preset direction, so that the camp affiliated to the second virtual object in the second camp on the moving path is changed into the first camp, and the second camp identification of the second virtual object is updated into the first camp identification.
Wherein the mobile skill may comprise any one of: flash skills, sprint skills, walking skills, etc.
In an example, the predetermined direction may be a direction of a field of view of the first virtual object.
At this time, in response to the triggering of the mobile skill control, the first virtual object is controlled to move towards the visual field direction thereof, where the visual field direction of the first virtual object may refer to a facing direction of the virtual object, and for a case that the second visual field range of the first virtual object is a fan-shaped range, optionally, the second visual field range of the first virtual object may also face towards the visual field direction thereof, in which case, a moving distance of the first virtual object towards the predetermined direction may be greater than a second predetermined length, that is, the first virtual object may release the mobile skill towards the second virtual object in the virtual scene picture outside the visual field, so as to control the hit second virtual object to perform camp switching.
In another example, the predetermined direction may be a targeting direction determined in response to a targeting operation.
The targeting operation for determining the targeting direction may also be received before being triggered in response to the mobile skill control, while being triggered in response to the mobile skill control, or after being triggered in response to the mobile skill control. As an example, the targeting operation may include a selection operation of a target position in the virtual scene, and a connection direction from the position where the first virtual object is located to the target position is determined as the targeting direction.
In the embodiment of the application, after the second marketing identifier of the second virtual object stored in the storage space is controlled to be updated to the first marketing identifier, the relational data entry of the first virtual object and the second virtual object is established in the relational database of the virtual battle at this time. And the relational database is also stored in the storage space, and the relational data entries are used for recording the incidence relation between the virtual objects in the first run.
Further, in step S102, when the second marketing identifier of the second virtual object stored in the storage space is updated to the first marketing identifier, a relationship data entry of the first virtual object and the second virtual object is established in the relationship database of the current virtual battle, where the relationship data entry is used to record an association relationship between the virtual objects in the first marketing.
In this embodiment of the present application, the relational database includes relational data entries of the first virtual object and the second virtual object, where the second virtual object in the relational database refers to a virtual object having an offspring character attribute after the second virtual object in the second marketing is successfully converted by the first virtual object, the second virtual object having an offspring character attribute after the second virtual object is successfully converted by the first virtual object belongs to the first marketing, and the second marketing identifier of the successfully converted second virtual object is updated to the first marketing identifier. The relationship data entry is used for recording the association relationship between the virtual objects in the first camp, where the virtual objects in the first camp include the initial first virtual object in the first camp and the first virtual object converted from the second virtual object, the converted second virtual objects all belong to the first camp and all become the first virtual object, that is, the virtual objects in the first camp include the virtual object with the attribute of the primary role and the virtual object with the attribute of the child role.
In particular, the relational database may be stored in the form of a relational tree structure. The child nodes under the nodes can be obtained by querying the nodes in the relational tree structure, and because different nodes correspond to the first virtual object, or the parent of the first virtual object, or the child of the first virtual object, the virtual objects in the first marketing which have an association relationship with the first virtual object can be rapidly queried by querying the relational tree structure. Furthermore, the relational database is constructed into a relational tree structure, so that a player can conveniently and efficiently search the virtual objects which have the incidence relation with the virtual objects controlled by the player.
In the embodiment of the present application, the relationship tree structure may be constructed in the following manner:
determining each virtual object in the first array as a node in a relational tree structure, and connecting two nodes with an association relationship through a line segment to show that the association relationship exists between two virtual objects connected through the line segment; each line segment is used for representing that the association relationship exists between two virtual objects connected by the line segment, and each node is used for representing the identity information of the virtual objects.
In a preferred embodiment, all virtual objects in the first camp are constructed into one relational tree structure, and under the condition that the number of the first virtual objects initially allocated to the first camp is 1, a root node in the relational tree structure is used for representing the first virtual objects initially allocated in the first camp, that is, the root node in the relational tree structure is used for representing the virtual objects with the master role attribute, a parent node in the relational tree structure is used for representing the virtual objects implementing the conversion skills in the first camp, and a child node in the relational tree structure is used for representing the virtual objects undergoing the conversion skills in the first camp.
Further, an associated object search control may be displayed in the game interface, the associated object search control being responsive to a triggering operation by a player to search a relational database for a virtual object having an associated relationship with the first virtual object controlled by the player. The triggering operation aiming at the associated object searching control is issued to the terminal equipment by a game player, the triggering operation is used for opening a relation map of a first virtual object corresponding to the associated object searching control in a virtual scene, and the virtual object having an associated relation with the first virtual object is displayed in the relation map. By way of example, the trigger operation may be a click operation on an associated object search control on the game interface, or may also be a drag operation performed on the game interface for the associated object search control.
Illustratively, the incidence relation may include a parent-child relation and a child-parent relation. Viewed from the perspective of the player-controlled first virtual object, the first virtual object has a child-parent relationship with a parent of the first virtual object, and the first virtual object has a parent-child relationship with a child of the first virtual object, wherein the virtual objects in the parent-child relationship have the same survival status. Specifically, all virtual objects having a parent-child relationship and a child-parent relationship with the first virtual object can be shown in the relationship graph of the first virtual object; however, if the first virtual object is in a dead state, the virtual objects having a parent-child relationship with the first virtual object are also updated from a live state to a dead state, that is, the first virtual object is used as a root node, and traversal is started from the relational database, so as to update the live states of all the virtual objects having a parent-child relationship to a dead state.
In a specific implementation manner, in response to a triggering operation executed by a first virtual object in a first formation, a terminal device searches a relationship data entry corresponding to the first virtual object from a relationship database to form a relationship graph of the first virtual object, where the relationship graph includes the first virtual object, a parent of the first virtual object, and a child of the first virtual object, where an implementing party of a conversion skill is a parent of an accepting party of the conversion skill, and an accepting party of the conversion skill is a child of an implementing party of the conversion skill.
In the step, two nodes connected with each other in the relationship graph respectively correspond to virtual objects with parent-child relationship or child-parent relationship, the implementing party of the conversion skill is a parent of the accepting party of the conversion skill, and the accepting party of the conversion skill is a child of the implementing party of the conversion skill. In a pre-constructed relational database, the terminal device may search, in response to a trigger operation executed by a first virtual object in a first marketing, a relational data entry corresponding to the first virtual object from the relational database, further find all virtual objects having an association relationship with the first virtual object, and form a relational graph of the first virtual object with the virtual objects having the association relationship with the first virtual object, so as to visually display a parent and a child of the first virtual object.
For example, please refer to fig. 3, and fig. 3 is a schematic diagram illustrating a relationship map in a game interface according to an embodiment of the present application. As shown in fig. 3, a relationship graph 230 is displayed in a game interface 220 where a virtual object 210 is located, because the virtual object 210 has a primary role attribute, in the relationship graph 230, an identifier corresponding to the virtual object 210 is located at a root node position of the relationship graph 230, and according to a display condition of the relationship graph 230, it can be known that the virtual object 210 corresponding to the identifier (i) infects virtual objects corresponding to the identifier (i), the identifier (ninc), and the identifier (r), i.e., the virtual object corresponding to the identifier (ii), the identifier (ninc), and the identifier (r) is a child of the virtual object 210 corresponding to the identifier (i), and the virtual object 210 corresponding to the identifier (i) is a parent of the virtual object corresponding to the identifier (ii), the identifier (ninc), and the identifier (r); similarly, the virtual object corresponding to the identifier (r) is infected with the virtual object corresponding to the identifier (c), and the identifier (c), the virtual object corresponding to the identifier (c) is infected with the virtual object corresponding to the identifier (r), and the virtual object corresponding to the identifier (c) is infected with the virtual object corresponding to the identifier (c).
Taking relation map 230 shown above as an example, if the number of votes identifying the virtual object corresponding to r is the largest in the voting period, then the virtual object corresponding to r is identified, and the descendant of the virtual object corresponding to r is identified: the virtual objects corresponding to the third mark, the fourth mark and the fifth mark, and the filial generations of the virtual objects corresponding to the third mark: identification (c) corresponding virtual object, and identification (c) corresponding child of virtual object: the virtual objects corresponding to the symbol (c) are updated to dead states from the live state, and here, the virtual objects corresponding to the symbol (c), and the symbol (r) can be considered as the offspring of the virtual object corresponding to the symbol (r). If the number of votes of the virtual object 210 corresponding to the identifier (r) is the largest, and the virtual object 210 corresponding to the identifier (r) has the attribute of the primary role, the virtual object corresponding to the identifier (r), the identifier (c), the identifier (r), the identifier (ninu), and the virtual object corresponding to the identifier (r) are all updated to be dead states by the survival state.
It is understood herein that a first virtual object controlled by a player may see its relationship graph, i.e., the virtual objects that the parent and child of the first virtual object respectively include. In the voting stage, a first virtual object controlled by a player is taken as a root node, and the first virtual object is traversed downwards from the root node in a relation graph to find all nodes associated with the root node and further find all virtual objects having association relations with the first virtual object; that is, if the parent puppet is voted out, all its children are rejected.
In step S103, the terminal device responds to a preset trigger event, and controls the virtual scene displayed in the graphical user interface to be switched from the first virtual scene to a second virtual scene corresponding to the voting stage of the virtual battle, so as to obtain a voting result of the voting stage.
In the embodiment of the present application, the virtual battle may be divided into two stages, which are an action stage and a voting stage, respectively, where the action stage corresponds to the first virtual scene and the voting stage corresponds to the second virtual scene. The voting stage is configured to determine survival state information of the virtual objects in the first and second camps according to voting stage results, and the voting results of the voting stage are determined according to voting operations of the virtual objects in the first and second camps.
For example, the character model of the second virtual object or the character icon of the second virtual object may be displayed in the second virtual scene, and similarly, the character model of the first virtual object or the character icon of the first virtual object may be displayed in the second virtual scene.
Here, the trigger event may refer to a switching action for switching from the first virtual scene to the second virtual scene, for example, the switching action may include a return operation for exiting the first virtual scene and an open operation for clicking a start button of the second virtual scene, or may include an open operation for directly switching from the first virtual scene to the second virtual scene; a trigger event may refer to a particular trigger operation; the trigger event may also mean that the distance between the skill release identifier corresponding to the released conversion skill and the virtual object is less than a distance threshold. Wherein any virtual object in a live state may execute the trigger event. The graphical user interface is switched from a first virtual scene to a second virtual scene by responding to a preset trigger event, and the second virtual scene comprises a first virtual object and at least one second virtual object.
In a preferred embodiment, the terminal device generates a skill release identifier at a release position of the conversion skill in response to the conversion skill being released; and controlling the graphical user interface to display a second virtual scene corresponding to the voting stage in response to the fact that the distance between the virtual object in the first or second battle and the skill release identifier is smaller than the distance threshold.
In the embodiment of the application, the skill release identifier may be displayed at the same time when the conversion skill is released, or may be displayed after the conversion skill is successfully released. The skill release identification refers to an attack trace left in the first virtual scene after the skill is released, for example, the skill is converted into an attack thread, and the attack thread can leave the trace of the attack thread in the first virtual scene after the attack thread is released; skill release identification may also refer to generating an identification pattern, such as a triangle, circle, etc., at the release location after the conversion skill is released. And further, when the distance between the virtual object in the first battle or the second battle and the skill release identifier is smaller than a distance threshold, automatically controlling the graphical user interface to display a second virtual scene corresponding to the voting stage.
Illustratively, when a virtual object with a master role attribute and a virtual object with a child role attribute are attacked, an attack thread is left, the essence of the attack thread is an attack trace left after the virtual object with the master role attribute and the virtual object with the child role attribute attack a second virtual object in a second battle, when any one virtual object is close to the attack trace, a graphical user interface can be controlled to display a second virtual scene corresponding to the voting stage, and then the voting result is obtained in the voting stage.
For example, please refer to fig. 4, fig. 4 is a schematic view of an interface of a voting stage according to an embodiment of the present application. As shown in fig. 4, a second virtual scene corresponding to the voting stage is displayed in the game interface 220, a virtual object 210 (a virtual object with the attribute of the primary character) and a second virtual object 250 may be included in the second virtual scene, and when an identity voting control (not shown in the figure) is clicked on the virtual object 210 and the second virtual object 250, the system may execute a voting instruction, so as to obtain a voting result, and the voting result is displayed in the voting result display interface 240, where the voting result display interface 240 includes the number of invalid votes, the number of votes obtained for each virtual object, and so on, and the virtual object with the largest number of votes is eliminated.
Referring to fig. 3 again, the virtual object 210 corresponding to the identifier (i) is eliminated, and since the virtual object 210 corresponding to the identifier (i) has the attribute of the primary role, it can be known from the relationship map 230 that: marks (c), (d), (c), (n) and (c), wherein the virtual objects corresponding to object (r) are all eliminated, wherein the schematic diagram of the interface where the virtual objects are eliminated is shown in fig. 5, and in fig. 5, eliminated parent puppets and child puppets are shown in game interface 220. Specifically, the character attributes corresponding to the virtual object that is eliminated first, such as "main puppet" and "child puppet", can be displayed in the game interface 220, and when the virtual object 210 corresponding to the identifier (i) is eliminated, the character attributes corresponding to the virtual object can be displayed in the game interface 220 as "player nickname is thrown into other flower sea", and correspondingly, "((r) (± (+) as its child puppet, and losing consciousness as well.
Specifically, before obtaining the voting result of the voting stage, the embodiment of the present application determines the voting result of the voting stage by: when the second virtual scene is displayed in the graphical user interface, a voting control of the virtual object is also displayed in the graphical user interface; responding to the voting operation of the virtual objects in the first and second camps on the voting control, and executing corresponding voting instructions; and recording the votes of the virtual object with the master role attribute in the first lineup and the virtual object in the second lineup into the voting result of the voting stage.
Here, all the virtual objects entering the second virtual scene have the right to speak for discussion and voting, but only the virtual object having the attribute of the principal role in the first battle and the virtual object in the second battle are voted for, and can be recorded in the voting result in the voting stage.
For example, in the inference game, when the player controls the first virtual object to move in the first virtual scene, the infection target may be determined from the second virtual objects in the multiple survival states, and the second virtual objects in the multiple survival states may be understood as virtual objects in other survival states except the first virtual object in the current virtual match. Specifically, the player may determine the infection target according to the position, behavior, and the like of each second virtual object, for example, select a second virtual object that is relatively isolated and not easily discovered by other virtual objects during an attack as the infection target. Generating a skill release identifier at a release location of the transition skill after the infection goal is determined, i.e., in response to the transition skill being released; and controlling the graphical user interface to display a second virtual scene corresponding to the voting stage in response to the fact that the distance between the virtual object in the first or second battle and the skill release identifier is smaller than the distance threshold. At this time, all the virtual objects in the virtual battle move from the first virtual scene to the second virtual scene. The second virtual scene includes at least one second virtual object or an object icon of the second virtual object in addition to the first virtual object or the object icon of the first virtual object, where the object icon may be a head portrait, a name, etc. of the virtual object. In the second virtual scene, all the virtual objects have the right to speak discussion and vote, but only the voting results of the virtual objects in the first and second camps with the attribute of the primary role are valid. If the number of tickets of the virtual object with the main generation role attribute in the first marketing is the largest, the virtual object with the main generation role attribute and all the infected filial generations thereof are updated from the survival state to the death state; if the ticket number of one virtual object in the second battle array is the maximum, the second virtual object is updated from the survival state to the death state; if the number of votes of the virtual object with the child role attribute in the first formation is the largest, the virtual object with the child role attribute and all the children infected by the virtual object are updated from the survival state to the death state.
In step S104, when the voting result is to trigger modification of the survival status information of the target virtual object in the first lineup in the storage space, traversing the relationship data entry in the relationship database to determine at least one virtual object associated with the target virtual object, and controlling updating of the survival status information of the at least one virtual object associated with the target virtual object in the storage space.
In this embodiment of the present application, the target virtual object may be a virtual object having a master role attribute, and may also be a virtual object having a child role attribute.
In one embodiment, if the target virtual object is a virtual object in the first row having a primary role attribute, the survival state information of all virtual objects in the first row is updated to be in a dead state.
Specifically, when the voting result is to trigger modification of the survival state information of the virtual object with the primary role attribute in the first camp in the storage space, traversing the relational data entries in the relational database to determine all the virtual objects in the first camp, and controlling updating of the survival state information of all the virtual objects in the first camp in the storage space. Here, all virtual objects in the first lineup are updated from a live state to a dead state.
In another embodiment, if the target virtual object is a virtual object having a child role attribute in the first lineup, the survival state information of the target virtual object and the children of the target virtual object is updated to be in a dead state.
Specifically, when the voting result is to trigger modification of the survival state information of the virtual object with the child role attribute in the first lineup in the storage space, the relationship data entry in the relationship database is traversed to determine at least one virtual object associated with the virtual object with the child role attribute, and the survival state information of all the virtual objects associated with the virtual object with the child role attribute in the storage space is controlled to be updated. Here, the virtual object with the child role attribute is a parent of at least one virtual object associated therewith, then the virtual object corresponding to the child of at least one virtual object associated therewith is found, and so on until the relational database is traversed from top to bottom, all the virtual objects associated with the virtual object with the child role attribute are found, and all the virtual objects are updated from the alive state to the dead state. Because the relational database is stored in the form of a relational tree structure, the direction from the root node to the child node of the relational tree structure is from top to bottom.
In addition, when the voting result is to trigger the modification of the survival state information of the virtual object in the second bank in the storage space, the control unit updates the survival state information of the virtual object in the storage space.
In this step, since there is no association between the virtual objects in the second camp, when one of the virtual objects in the second camp is updated from the survival state information to be in the death state, the survival state information of the other virtual objects in the second camp is not changed accordingly.
In step S105, when the number of virtual objects whose survival status information is the target status satisfies a preset settlement condition according to the first and second camps, the settlement stage of the current virtual battle is triggered.
In the step, the target state refers to a death state, namely, when the number of the virtual objects in the death state in the first marketing and the second marketing meets a preset settlement condition, a settlement stage of the virtual battle is triggered to enter.
Preferably, the preset settlement condition includes at least one of:
(1) the number of virtual objects with a primary role attribute in the first lineup is zero.
Here, under the condition that the number of virtual objects in the second camp is at least two, when the virtual object having the attribute of the primary character in the first camp is in the death state, it is determined that the first camp has failed, and the second camp wins.
(2) The number of virtual objects having a primary role attribute in the first lineup is equal to the number of virtual objects in the second lineup.
Here, when there is only one virtual object having the attribute of the primary character in the first marketing, and there is only one virtual object remaining in the second marketing, it is determined that the first marketing is successful and the second marketing is failed.
And/or, triggering to enter a settlement stage of the virtual battle in the following way:
and the plurality of virtual tasks in the virtual battle are all completed, and the plurality of virtual tasks comprise tasks which are required to be completed by all the virtual objects in the second battle in the virtual battle.
Here, when all the virtual objects in the second battle all complete the tasks in the current virtual battle, it is determined that the first battle fails, and the second battle wins.
In the embodiment of the application, if the number of the virtual objects with the survival state information being the target state in the first and second camps meets the preset settlement condition, the settlement stage of the virtual battle is triggered to enter.
The settlement stage refers to a stage of judging the performance of the player in the virtual battle after the virtual battle is finished, and can be shown in the forms of the acquired gold coins, the accumulated experience value and the like. Furthermore, after the preset settlement condition is met, the virtual battle can be ended, and the next virtual battle is ready to be started.
However, the time for starting the next virtual match may be the same as or different from the time for ending the current virtual match. For example, the next virtual match may be started at the same time as the current virtual match is ended, or the current virtual match may be ended first, and the winning player votes to determine when to start the next virtual match.
According to the game data processing method provided by the embodiment of the application, the virtual object in the second camp is converted into the first camp by releasing the conversion skill, so that the conversion efficiency of the role camp can be accelerated by a game; in addition, the survival state information of the virtual objects can be updated according to the voting result and the incidence relation between the virtual objects in the first battle in the voting stage, so that the settlement of the game is accelerated, the game process is accelerated, the man-machine interaction efficiency is improved, and the waste of terminal processing resources and electric quantity resources is reduced.
Based on the same inventive concept, the embodiment of the present application further provides a game data processing device corresponding to the game data processing method, and as the principle of solving the problem of the device in the embodiment of the present application is similar to the game data processing method in the embodiment of the present application, the implementation of the device may refer to the implementation of the method, and repeated details are omitted.
Referring to fig. 6, fig. 6 is a schematic structural diagram of a game data processing apparatus provided in an embodiment of the present application, and as shown in fig. 6, a graphical user interface is provided through a terminal device, where the graphical user interface includes a virtual scene of a current virtual match, and the processing apparatus 600 includes:
the information receiving module 610 receives object information representing a virtual object participating in the current virtual battle, and stores the object information into a storage space corresponding to the current virtual battle, wherein the object information comprises a marketing identifier and survival state information, the marketing identifier is used for indicating marketing in which the virtual object is located, the marketing identifier comprises a first marketing identifier and a second marketing identifier, and the survival state information is used for representing the survival state of the virtual object in the current virtual battle;
the marketing conversion module 620, in response to a first virtual object in the first marketing successfully releasing conversion skills to a second virtual object in the second marketing, controls to update a second marketing identifier of the second virtual object stored in the storage space to a first marketing identifier, and establishes a relationship data entry of the first virtual object and the second virtual object in a relationship database of the current virtual battle, where the relationship data entry is used to record an association relationship between the virtual objects in the first marketing;
the scene switching module 630, in response to a preset trigger event, controls the virtual scene displayed in the graphical user interface to be switched from a first virtual scene to a second virtual scene corresponding to the voting stage of the virtual battle, and obtains a voting result of the voting stage;
a first status updating module 640, which, when the voting result is to trigger modification of the survival status information of the target virtual object in the first battle in the storage space, traverses the relationship data entry in the relationship database to determine at least one virtual object associated with the target virtual object, and controls updating of the survival status information of at least one virtual object associated with the target virtual object in the storage space;
and the fight settlement module 650 triggers entering a settlement stage of the virtual fight when the number of the virtual objects whose survival state information is the target state meets a preset settlement condition according to the first and second camps.
In an optional embodiment, the virtual object in the first battle has a first battle attribute, the first battle attribute includes a primary role attribute and a secondary role attribute, and the processing apparatus further includes a role assignment module (not shown in the figure), the role assignment module is configured to:
when entering the virtual battle, or after entering the virtual battle, one virtual object in all the virtual objects participating in the virtual battle is endowed with a primary role attribute to be attributed as a first camp, other virtual objects except one virtual object in all the virtual objects are endowed with a second camp attribute to be attributed as a second camp,
wherein child role attributes are assigned to virtual objects in the first lineup that change from the second lineup to the first lineup in response to the transition skills.
Preferably, the scene switching module 630 is further configured to determine the voting result of the voting phase by:
when the second virtual scene is displayed in the graphical user interface, a voting control of the virtual object is also displayed in the graphical user interface;
responding to the voting operation of the virtual objects in the first and second camps on the voting control, and executing corresponding voting instructions;
and recording the votes of the virtual object with the master role attribute in the first lineup and the virtual object in the second lineup into the voting result of the voting stage.
Illustratively, the scene switching module 630 is specifically configured to:
generating a skill release identification at a release location of the conversion skill in response to the conversion skill being released;
and controlling the graphical user interface to display a second virtual scene corresponding to the voting stage in response to the fact that the distance between the virtual object in the first or second battle and the skill release identifier is smaller than the distance threshold.
In an alternative embodiment, the processing apparatus further comprises an atlas forming module (not shown in the figures) for:
in response to a triggering operation executed by a first virtual object in the first array, searching a relational database for a relational data entry corresponding to the first virtual object to form a relational graph of the first virtual object, wherein the relational graph comprises the first virtual object, a parent of the first virtual object and a child of the first virtual object,
wherein, the implementing party of the conversion skill is a parent of the accepting party of the conversion skill, and the accepting party of the conversion skill is a child of the implementing party of the conversion skill.
Illustratively, the first status updating module 640 is specifically configured to:
if the target virtual object is a virtual object with child role attributes in the first marketing, updating the survival state information of the target virtual object and children of the target virtual object to be in a death state;
and if the target virtual object is a virtual object with the primary role attribute in the first camp, updating the survival state information of all the virtual objects in the first camp to be in a death state.
In an optional embodiment, the processing apparatus further includes a second status updating module (not shown in the figure), and the second status updating module is configured to:
and when the voting result is to trigger the modification of the survival state information of the virtual object in the second battle in the storage space, controlling the update of the survival state information of the virtual object in the storage space.
And the virtual objects in the first camp have the first camp attribute which is only visible for the virtual objects which belong to the same camp.
Specifically, the preset settlement condition includes at least one of the following items:
the number of virtual objects with the primary role attribute in the first lineup is zero;
the number of virtual objects with the master role attribute in the first camp is equal to the number of virtual objects in the second camp;
and/or the fight settlement module is triggered to enter the settlement stage of the virtual fight in the following mode:
and the plurality of virtual tasks in the virtual battle are all completed, and the plurality of virtual tasks comprise tasks which are required to be completed by all the virtual objects in the second battle in the virtual battle.
Preferably, the conversion skills include infection skills, and the camp conversion module 620 is specifically configured to:
and in response to the triggering of the infection skill control, controlling a first virtual object in the first camp to release the infection skill, so that the camp to which a second virtual object located in a predetermined range at the position of the first virtual object belongs is changed into the first camp, and updating a second camp identifier of the second virtual object to be the first camp identifier.
Preferably, the conversion skills comprise mobile skills, and the camping conversion module 620 is further configured to:
and in response to the triggering of the mobile skill control, controlling the first virtual object in the first camp to move towards a preset direction, so that the camp to which the second virtual object in the second camp on the moving path belongs is changed into the first camp, and updating the second camp identification of the second virtual object to the first camp identification.
Here, the predetermined direction includes any one of:
a face-to-face direction of a virtual object in a first row;
a targeting direction determined in response to the targeting operation.
The game data processing device provided by the application enables the virtual object in the second camp to be converted into the first camp by releasing the conversion skill, so that the conversion efficiency of the role camp can be accelerated by a game; in addition, the survival state information of the virtual objects can be updated according to the voting result and the incidence relation between the virtual objects in the first battle in the voting stage, so that the settlement of the game is accelerated, the game process is accelerated, the man-machine interaction efficiency is improved, and the waste of terminal processing resources and electric quantity resources is reduced.
Referring to fig. 7, fig. 7 is a schematic structural diagram of an electronic device according to an embodiment of the present disclosure. As shown in fig. 7, the electronic device 700 includes a processor 710, a memory 720, and a bus 730.
The memory 720 stores machine-readable instructions executable by the processor 710, when the electronic device 700 runs, the processor 710 communicates with the memory 720 through the bus 730, and when the machine-readable instructions are executed by the processor 710, the steps of the method for processing game data in the method embodiment shown in fig. 1 may be executed.
An embodiment of the present application further provides a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and when the computer program is executed by a processor, the steps of the method for processing game data in the method embodiment shown in fig. 1 may be executed.
It is clear to those skilled in the art that, for convenience and brevity of description, the specific working processes of the above-described systems, apparatuses and units may refer to the corresponding processes in the foregoing method embodiments, and are not described herein again.
In the several embodiments provided in the present application, it should be understood that the disclosed system, apparatus and method may be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one logical division, and there may be other divisions when actually implemented, and for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection of devices or units through some communication interfaces, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a non-volatile computer-readable storage medium executable by a processor. Based on such understanding, the technical solution of the present application or portions thereof that substantially contribute to the prior art may be embodied in the form of a software product stored in a storage medium and including instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: various media capable of storing program codes, such as a usb disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk, or an optical disk.
Finally, it should be noted that: the above-mentioned embodiments are only specific embodiments of the present application, and are used for illustrating the technical solutions of the present application, but not limiting the same, and the scope of the present application is not limited thereto, and although the present application is described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art can modify or easily conceive the technical solutions described in the foregoing embodiments or equivalent substitutes for some technical features within the technical scope disclosed in the present application; such modifications, changes or substitutions do not depart from the spirit and scope of the exemplary embodiments of the present application, and are intended to be covered by the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (15)

1. A game data processing method is characterized in that a graphical user interface is provided through terminal equipment, the graphical user interface comprises a virtual scene of a current virtual battle, and the method comprises the following steps:
receiving object information representing a virtual object participating in the current virtual battle, and storing the object information into a storage space corresponding to the current virtual battle, wherein the object information comprises an arraying identifier and survival state information, the arraying identifier is used for indicating an arraying of the virtual object, the arraying identifier comprises a first arraying identifier and a second arraying identifier, and the survival state information is used for representing the survival state of the virtual object in the current virtual battle;
in response to the fact that a first virtual object in a first battle array successfully releases conversion skills to a second virtual object in a second battle array, updating a second battle array identifier of the second virtual object stored in the storage space to a first battle array identifier, and establishing a relation data entry of the first virtual object and the second virtual object in a relation database of the virtual battle at this time, wherein the relation data entry is used for recording an association relation between the virtual objects in the first battle array;
responding to a preset trigger event, controlling the virtual scene displayed in the graphical user interface to be switched from a first virtual scene to a second virtual scene corresponding to a voting stage of the virtual battle, and acquiring a voting result of the voting stage;
when the voting result is to trigger modification of survival state information of a target virtual object in a first battle in the storage space, traversing a relational data entry in the relational database to determine at least one virtual object associated with the target virtual object, and controlling updating of survival state information of at least one virtual object associated with the target virtual object in the storage space;
and triggering to enter a settlement stage of the virtual battle when the number of the virtual objects with the survival state information as the target state meets a preset settlement condition according to the first and second marketing.
2. The process of claim 1, wherein the virtual object in the first battle has a first battle attribute comprising a primary role attribute and a secondary role attribute, the process further comprising:
when entering the virtual battle, or after entering the virtual battle, one virtual object in all the virtual objects participating in the virtual battle is endowed with a primary role attribute to be attributed as a first camp, other virtual objects except the one virtual object in all the virtual objects are endowed with a second camp attribute to be attributed as a second camp,
wherein child role attributes are assigned to virtual objects in the first lineup that change from the second lineup to the first lineup in response to the transition skills.
3. The process of claim 2, wherein the voting results of the voting phase are determined by:
when the second virtual scene is displayed in the graphical user interface, a voting control of a virtual object is also displayed in the graphical user interface;
responding to the voting operation of the virtual objects in the first and second camps on the voting control, and executing corresponding voting instructions;
and recording the votes of the virtual object with the master role attribute in the first lineup and the virtual object in the second lineup into the voting result of the voting stage.
4. The processing method as claimed in claim 1, wherein the step of controlling the virtual scene displayed in the graphical user interface to be switched from a first virtual scene to a second virtual scene corresponding to the voting period of the virtual battle in response to a preset trigger event comprises:
generating a skill release identification at a release location of the conversion skill in response to the conversion skill being released;
and controlling the graphical user interface to display a second virtual scene corresponding to the voting stage in response to the fact that the distance between the virtual object in the first or second battle and the skill release identifier is smaller than a distance threshold value.
5. The processing method according to claim 2, characterized in that it further comprises:
in response to a triggering operation executed by a first virtual object in a first marketing, searching a relational database for a relational data entry corresponding to the first virtual object to form a relational graph of the first virtual object, wherein the relational graph comprises the first virtual object, a parent of the first virtual object and a child of the first virtual object,
wherein, the implementing party of the conversion skill is a parent of the accepting party of the conversion skill, and the accepting party of the conversion skill is a child of the implementing party of the conversion skill.
6. The processing method according to claim 5, wherein the step of controlling updating of the survival status information of at least one virtual object associated with the target virtual object in the storage space comprises:
if the target virtual object is a virtual object with child role attributes in the first marketing, updating the survival state information of the target virtual object and children of the target virtual object to be in a death state;
and if the target virtual object is a virtual object with a primary role attribute in the first camp, updating the survival state information of all the virtual objects in the first camp to be in a death state.
7. The processing method according to claim 6, characterized in that it further comprises:
and when the voting result is to trigger the modification of the survival state information of the virtual object in the second battle in the storage space, controlling the update of the survival state information of the virtual object in the storage space.
8. The process of claim 2, wherein the virtual objects in the first camp have first camp attributes that are visible only to virtual objects that belong to the same camp.
9. The processing method according to claim 2, wherein the preset settlement condition includes at least one of:
the number of virtual objects with the primary role attribute in the first lineup is zero;
the number of virtual objects with the master role attribute in the first camp is equal to the number of virtual objects in the second camp;
and/or, triggering to enter a settlement stage of the virtual battle in the following way:
and all the virtual tasks in the virtual battle are completed, and the virtual tasks comprise tasks which are required to be completed by all the virtual objects in the second battle in the virtual battle.
10. The processing method of claim 1, wherein the conversion skills comprise infection skills, and wherein the step of controlling the updating of the second array identity of the second virtual object stored in the memory space to the first array identity in response to a successful release of the conversion skills by a first virtual object in a first array to a second virtual object in a second array comprises:
and in response to the triggering of the infection skill control, controlling a first virtual object in the first camp to release the infection skill, so that the camp to which a second virtual object located in a predetermined range at the position of the first virtual object belongs is changed into the first camp, and updating a second camp identifier of the second virtual object to be the first camp identifier.
11. The processing method according to claim 1 or claim 10, wherein the conversion skills comprise movement skills, and wherein the step of controlling the updating of the second array identity of the second virtual object stored in the memory space to the first array identity in response to a successful release of the conversion skills by a first virtual object in the first array to a second virtual object in the second array comprises:
and in response to the triggering of the mobile skill control, controlling the first virtual object in the first camp to move towards a preset direction, so that the camp to which the second virtual object in the second camp on the moving path belongs is changed into the first camp, and updating the second camp identification of the second virtual object to the first camp identification.
12. The processing method according to claim 11, wherein the predetermined direction comprises any one of:
a face-to-face direction of a virtual object in a first row;
a targeting direction determined in response to the targeting operation.
13. A game data processing device is characterized in that a graphical user interface is provided through a terminal device, the graphical user interface comprises a virtual scene of a current virtual battle, and the device comprises:
the information receiving module is used for receiving object information representing a virtual object participating in the current virtual battle and storing the object information into a storage space corresponding to the current virtual battle, wherein the object information comprises an arraying identifier and survival state information, the arraying identifier is used for indicating an arraying operation where the virtual object is located, the arraying identifier comprises a first arraying identifier and a second arraying identifier, and the survival state information is used for representing the survival state of the virtual object in the current virtual battle;
the marketing conversion module is used for responding to the fact that a first virtual object in first marketing successfully releases conversion skills to a second virtual object in second marketing, controlling to update a second marketing identification of the second virtual object stored in the storage space to be a first marketing identification, and establishing a relation data entry of the first virtual object and the second virtual object in a relation database of the virtual battle at this time, wherein the relation data entry is used for recording the incidence relation between the virtual objects in the first marketing;
the scene switching module is used for responding to a preset trigger event, controlling the virtual scene displayed in the graphical user interface to be switched from a first virtual scene to a second virtual scene corresponding to a voting stage of the virtual battle, and acquiring a voting result of the voting stage;
a first state updating module, when the voting result is to trigger modification of survival state information of a target virtual object in a first battle in the storage space, traversing a relationship data entry in the relationship database to determine at least one virtual object associated with the target virtual object, and controlling updating of survival state information of at least one virtual object associated with the target virtual object in the storage space;
and the fight settlement module triggers to enter a settlement stage of the virtual fight when the number of the virtual objects with the survival state information as the target state meets a preset settlement condition according to the first and second camps.
14. An electronic device, comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating via the bus when the electronic device is operating, the processor executing the machine-readable instructions to perform the steps of the method according to any one of claims 1 to 12.
15. A computer-readable storage medium, having stored thereon a computer program which, when being executed by a processor, is adapted to carry out the steps of the method according to any one of claims 1 to 12.
CN202111228174.XA 2021-10-21 2021-10-21 Game data processing method and device, electronic equipment and readable storage medium Pending CN113952739A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202111228174.XA CN113952739A (en) 2021-10-21 2021-10-21 Game data processing method and device, electronic equipment and readable storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202111228174.XA CN113952739A (en) 2021-10-21 2021-10-21 Game data processing method and device, electronic equipment and readable storage medium

Publications (1)

Publication Number Publication Date
CN113952739A true CN113952739A (en) 2022-01-21

Family

ID=79465575

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202111228174.XA Pending CN113952739A (en) 2021-10-21 2021-10-21 Game data processing method and device, electronic equipment and readable storage medium

Country Status (1)

Country Link
CN (1) CN113952739A (en)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN114882751A (en) * 2022-06-02 2022-08-09 北京新唐思创教育科技有限公司 Voting method and device for choice questions and electronic equipment

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN114882751A (en) * 2022-06-02 2022-08-09 北京新唐思创教育科技有限公司 Voting method and device for choice questions and electronic equipment
CN114882751B (en) * 2022-06-02 2024-04-16 北京新唐思创教育科技有限公司 Voting method and device for selection questions and electronic equipment

Similar Documents

Publication Publication Date Title
WO2022151946A1 (en) Virtual character control method and apparatus, and electronic device, computer-readable storage medium and computer program product
CN113101634A (en) Virtual map display method and device, electronic equipment and storage medium
JP7325537B2 (en) Target virtual object determination method, device, terminal and computer program
CN112569599B (en) Control method and device for virtual object in virtual scene and electronic equipment
WO2022222592A1 (en) Method and apparatus for displaying information of virtual object, electronic device, and storage medium
CN113262481A (en) Interaction method, device, equipment and storage medium in game
US11925872B2 (en) Dynamic modifications of single player and multiplayer mode in a video game
WO2022222594A1 (en) Target attack method and apparatus in game, and electronic device
CN113082718A (en) Game operation method, device, terminal and storage medium
CN114377396A (en) Game data processing method and device, electronic equipment and storage medium
CN114307152A (en) Virtual scene display method and device, electronic equipment and storage medium
CN114247146A (en) Game display control method and device, electronic equipment and medium
CN114272617A (en) Virtual resource processing method, device, equipment and storage medium in virtual scene
CN113975824A (en) Game fighting reminding method and related equipment
CN113952739A (en) Game data processing method and device, electronic equipment and readable storage medium
CN112221135B (en) Picture display method, device, equipment and storage medium
US11957980B2 (en) Respawn systems and methods in video games
CN112138379A (en) Interaction method and device between different application modes and storage medium
WO2022222597A1 (en) Game process control method and apparatus, electronic device, and storage medium
WO2023024880A1 (en) Method and apparatus for expression displaying in virtual scenario, and device and medium
CN115634449A (en) Method, device, equipment and product for controlling virtual object in virtual scene
CN113713373A (en) Information processing method and device in game, electronic equipment and readable storage medium
CN111939565A (en) Virtual scene display method, system, device, equipment and storage medium
CN113633968A (en) Information display method and device in game, electronic equipment and storage medium
WO2023231557A1 (en) Interaction method for virtual objects, apparatus for virtual objects, and device, storage medium and program product

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