CN103095651A - Online game system and method simulating basketball game - Google Patents
Online game system and method simulating basketball game Download PDFInfo
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- CN103095651A CN103095651A CN2011103400197A CN201110340019A CN103095651A CN 103095651 A CN103095651 A CN 103095651A CN 2011103400197 A CN2011103400197 A CN 2011103400197A CN 201110340019 A CN201110340019 A CN 201110340019A CN 103095651 A CN103095651 A CN 103095651A
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Abstract
The invention relates to an online game and discloses an online game system simulating a basketball game. The online game system simulating the basketball game comprises a game server and at least two client terminals. A client data storing unit, an authentic data storing unit of national basketball association (NBA) players, a basketball game player data storing unit and a data processing unit are arranged in the game server. The client terminal is used for sending account data and an order of a client to a game server through the network based on log-in account information of the client terminal and receives and displays and/or broadcasts data transmitted from the game server to the client. The invention further discloses an online game method simulating the basketball game. With the online game system and the method simulating the basketball game, a gamer can play a role of a basketball manager, sets up a basketball team and matches with other gamers. All basketball game players are matched with authentic NBA players and basketball-related capabilities of all the basketball game players are varied synchronously and regularly according to capabilities of the authentic NBA players so that the game is authentic.
Description
Technical field
The present invention relates to online game, especially relate to a kind of network game system and method for gaming of simulating Basketball Match.
Background technology
Basketball is a kind of motion that everybody likes, and is a kind of many people's motions, and it needs to unite in play; At first Basketball Match in reality needs a basketball court, also needs the sportsman that takes part in game, is generally 6 people or 10 people, ties like this in the people of some hobby Basketball Match motions, and it is very very difficult participating in bout; As place's team sport, its glamour also is organizer (basketball manager's) ability, and different tactics determine different results of the match, but most people all has no chance to become the real basketball manager of a member.
Summary of the invention
For overcoming above-mentioned shortcoming, the object of the invention is to provide a kind of network game system and method for gaming of being played the part of basketball manager's simulation Basketball Match by the player.
The present invention realizes by following technical measures, and a kind of network game system of simulating Basketball Match comprises: a game server and at least two clients, wherein
Be provided with customer data memory cell, NBA field player's True Data memory cell, basketball game sportsman data storage cell and data processing unit in described game server; Be used for storing each user's customer account number data, NBA field player's True Data and basketball game sportsman data, and the game request of sending according to client and order by network to its transmission of data, and carry out the calculating of Basketball Match method and result sent to client;
Described client be used for sending user's customer account number data and order to game server by network according to client login account, and the reception game server is transferred to this user's data and shows or/and play.
As a kind of optimal way, have each user's characteristic in described customer data storage unit, this characteristic comprises its corresponding game ratings and the basketball game sportsman who has, and described basketball game sportsman data storage cell has the data relevant to Basketball Match, a plurality of teams tactics data and a plurality of Basketball Match contextual data of a plurality of quantifications of different rebounders.
As a kind of optimal way, described data processing unit comprises sportsman's data updating unit and match business logic processing unit, wherein
Described sportsman's data updating unit is used for real-time update NBA sportsman data and quantizes to obtain the data relevant to Basketball Match by true NBA sportsman's data, and the synchronous data of upgrading the basketball game sportsman who is complementary.
As a kind of optimal way, the described data relevant to Basketball Match comprise the sportsman shooting attempts, number of shots made, penalty shot attempts, penalty shot hit-count, goals for, three-point shot attempts, three-point shot hit-count, assists, OFF number, defence backboard number of times, grab number of times, blocked shots, errors, foul times and the time in the court.
The invention also discloses a kind of internet game method of simulating Basketball Match, comprise the following steps:
(1), the player enters the match room and raises one's hand to prepare from client, client is sent the game request by the socket agreement to game server, described game request comprises customer account number and competition game room information;
(2), game server obtains game name corresponding to its customer account number according to the game request by client data memory unit and plays up the foreground and show;
(3), have two customer account number to add on same desk after, game server is according to game desk information distribution playground, and obtain by client data memory unit the basketball game sportsman that two customer account number have, each customer account number is selected the tactics of attack and defense, carries out the initialization of competition game by the data that basketball game sportsman data storage cell obtains after the sportsman that respectively plays quantizes;
(4), every bout can a random scene that occurs in a plurality of scenes in play for game server, the probability that in match, each scene occurs at random utilizes computing formula to calculate by each basketball game sportsman's that the game server foundation is entered the court ability, muscle power, attack tactics, defensive tactics and the tactics performance degree of each basketball game sportsman in this bout, and the result of then every bout being processed sends to each client;
(5), game server sends the match war communique to each client after end of match, the victor can obtain corresponding award.
As a kind of optimal way, the scene in described step (4) comprises
(1), hit+penalty shot in 2 minutes, without assist;
(2), hit+penalty shot in 2 minutes, secondary attack is arranged;
(3), hit in 2 minutes, without assist;
(4), hit in 2 minutes, secondary attack is arranged;
(5), missed the basket in 2 minutes, broken the rules;
(6), hit+penalty shot in 3 minutes, without secondary attack;
(7), hit+penalty shot in 3 minutes, secondary attack is arranged;
(8), hit in 3 minutes, without secondary attack;
(9), hit in 3 minutes, secondary attack is arranged;
(10), missed the basket in 3 minutes, broken the rules;
(11), the foul defence of not penalty shot;
(12), shooting in 2 minutes is blocked a shot;
(13), missed the basket in 2 minutes;
(14), shooting in 3 minutes is blocked a shot;
(15), missed the basket in 3 minutes;
(16), error voluntarily;
(17), grabbed;
(18), charging.
As a kind of optimal way, the computing formula in described step (4) comprises:
Attack ability=pts*1.5+fgm*0.3+ftm*0.5+threePm*0.6+ast*0.7+ (oreb+dreb) * 0.2+min*0.5-to*0.5-65;
The * 0.8+stl*1.5+blk+min*0.5-to*0.5-45 of defend ability=(oreb+dreb);
Wherein, pts for game sportsman's score ability, fga for shooting attempts, fgm be number of shots made, fta be penalty shot attempts, ftm be penalty shot hit-count, pts be goals for, threePa be three-point shot attempts, threePm be three-point shot hit-count, ast be assists, oreb be OFF number, dreb for defence backboard number of times, stl for grab number of times, blk is that blocked shots, to are that errors, pf are that foul times, min are the time in the court.
The present invention can form a basketball team as a basketball manager people who attends a game and plays with other player, each basketball game sportsman of the present invention and true NBA sportsman are mated, its ability relevant to Basketball Match is regularly synchronous according to true NBA sportsman's capacity variation, thereby makes game truer.
Embodiment
Below in conjunction with embodiment, the present invention is described in further detail.
A kind of network game system of simulating Basketball Match comprises: a game server and at least two clients, wherein
Be provided with customer data memory cell, NBA field player's True Data memory cell, basketball game sportsman data storage cell and data processing unit in described game server; Be used for storing each user's customer account number data, NBA field player's True Data and basketball game sportsman data, and the game request of sending according to client and order by network to its transmission of data, and carry out the calculating of Basketball Match method and result sent to client;
Have each user's characteristic in described customer data storage unit, this characteristic comprises its corresponding game ratings and the basketball game sportsman who has, and described basketball game sportsman data storage cell has the data relevant to Basketball Match, a plurality of teams tactics data and a plurality of Basketball Match contextual data of a plurality of quantifications of different rebounders;
Described data processing unit comprises sportsman's data updating unit and match business logic processing unit, wherein said sportsman's data updating unit, by timer every day 15:00 obtain up-to-date sportsman's data by the ht tp agreement request NBA sportsman of partner Data web site, and store NBA field player's True Data memory cell into, quantize to obtain the data relevant to Basketball Match by true NBA sportsman's data, and the synchronous data of upgrading the basketball game sportsman who is complementary; the data relevant to Basketball Match comprise sportsman's shooting attempts (fga), number of shots made (fgm), penalty shot attempts (fta), penalty shot hit-count (ftm), goals for (pts), three-point shot attempts (threePa), three-point shot hit-count (threePm), assists (ast), OFF number (oreb), defence backboard number of times (dreb), grab number of times (stl), blocked shots (blk), errors (to), foul times (pf), the time in the court (min).
Computing formula is as follows:
In game sportsman's score ability pts=sportsman is at the score * weight B of the nearest bout of average * weight A+ sportsman of nearest 82 matches of NBA, fga, and the other technologies such as fgm statistics is similar;
Calculate at last sportsman's attack ability attrCap and defend ability defendCap by formula by the stroke analysis after top quantification, its computing formula is:
Attack ability=pts*1.5+fgm*0.3+ftm*0.5+threePm*0.6+ast*0.7+ (oreb+dreb) * 0.2+min*0.5-to*0.5-65;
The * 0.8+stl*1.5+blk+min*0.5-to*0.5-45 of defend ability=(oreb+dreb).
Described client be used for sending user's customer account number data and order to game server by network according to client login account, and the reception game server is transferred to this user's data and shows or/and play.
The internet game method of this simulation Basketball Match comprises the following steps:
(1), the player enters the match room and raises one's hand to prepare from client, client is sent the game request by the socket agreement to game server, described game request comprises customer account number and competition game room information.
(2), game server obtains game name corresponding to its customer account number according to the game request by client data memory unit and plays up the foreground and show.
(3), have two customer account number to add on same desk after, game server is according to game desk information distribution playground, and obtain by client data memory unit the basketball game sportsman that two customer account number have, each customer account number is selected the tactics of attack and defense, carries out the initialization of competition game by the data that basketball game sportsman data storage cell obtains after the sportsman that respectively plays quantizes.
(4), game server in play every bout can (1) occur at random, hit+penalty shot in 2 minutes, without assist; (2), hit+penalty shot in 2 minutes, secondary attack is arranged; (3), hit in 2 minutes, without assist; (4), hit in 2 minutes, secondary attack is arranged; (5), missed the basket in 2 minutes, broken the rules; (6), hit+penalty shot in 3 minutes, without secondary attack; (7), hit+penalty shot in 3 minutes, secondary attack is arranged; (8), hit in 3 minutes, without secondary attack; (9), hit in 3 minutes, secondary attack is arranged; (10), missed the basket in 3 minutes, broken the rules; (11), the foul defence of not penalty shot; (12), shooting in 2 minutes is blocked a shot; (13), missed the basket in 2 minutes; (14), shooting in 3 minutes is blocked a shot; (15), missed the basket in 3 minutes; (16), error voluntarily; (17), grabbed; (18), charging; A scene in above 18 scenes, the probability that in match, each scene occurs at random utilizes computing formula to calculate by each basketball game sportsman's that the game server foundation is entered the court ability, muscle power, attack tactics, defensive tactics and the tactics performance degree of each basketball game sportsman in this bout, and the result of then every bout being processed sends to each client; Each scene has a random probability that occurs of acquiescence, " hits+penalty shot, without assist " acquiescence in 2 minutes and random chance 1% occurs such as first scene, and other scenes equally also have an acquiescence probability.In match, the random probability that occurs of each scene is according to the ability of sportsman in basketball game sportsman data storage cell, performance degree and sportsman's muscle power of tactics can change, by a formula sportsman's ability, tactics performance degree and sportsman's muscle power quantize out, represent scenes needs the sportsman in the random probability that occurs of 18 scenes, taking first scene for example, is that sportsman A got 2 minutes simultaneously also by the other side's sportsman B foul certainly, adds and penalizes a ball.Here sportsman's appearance is also random out by sportsman's ability.
The below first talks how to go to realize this random 18 scenes:
At first these 18 kinds of scenes are divided into red part (favourable) and blue portion (unfavorable), and the acquiescence probability is that red part accounts for 51%, and blue portion accounts for 49%;
Front 11 kinds of scenes are red parts, and 7 of back scene is blue portion, is so at random certainly, and just the side than weak is high for the strong so red part of which team, guarantees that the probability of strong team's triumph is high;
Upper 5 of team's total capacity=field (sportsman's ability * sportsman's physical * sportsman's position discount * sportsman tactics performance degree) sum;
Sportsman's ability: be exactly that the sportsman truly shows a quantification value out at NBA;
Sportsman's muscle power: the highest is 100, and sportsman's meeting during the games consumes one's strength, and the player can regain one's strength or substitute out with stage property, and substitute can regain one's strength;
Sportsman's position discount: we know that NBA sportsman has the position of oneself being good at, such as Bryant is good in this position of shooting guard (SG), if the player is put into Bryant the performance that has obviously affected Bryant on other positions in game, so be called the position discount in game.Specific implementation is in fact also very simple just not to have been described in detail here;
Sportsman's tactics performance degree: the top tactics performance degree of having said, what attack tactics the player uses is different to sportsman's degree of performance of diverse location, also relies on simultaneously the performance degree that the defensive tactics of using with the other side is restrained the player, the above has also described in detail;
After the total capacity of team is calculated, give an example: if the total capacity of host team is 13000, visiting team's total capacity is 12000, the probability of the red part of the host team=red part probability of acquiescence (51%) * 13000/12000=55% so, the same visiting team's redness part probability=red part probability of acquiescence (51%) * 12000/13000=47%;
Next say that lower sportsman is at the algorithm of each scene Random assignment:
The sportsman depends at the random probability of each scene the ability that the sportsman needs under that scene.To 17 these scenes (by grabbing), the errors (to) of sportsman in NBA determined random probability so such as at random, and errors is more to be arrived at random with regard to easier, and other scenes are similar.
(5), game server sends the match war communique to each client after end of match, the victor can obtain corresponding award.
More than that network game system and method for gaming that the present invention simulates Basketball Match are set forth; be used for helping to understand the present invention; but embodiments of the present invention are not restricted to the described embodiments; anyly do not deviate from the change done under the principle of the invention, modification, substitute, combination, simplify; all should be the substitute mode of equivalence, within being included in protection scope of the present invention.
Claims (7)
1. a network game system of simulating Basketball Match, is characterized in that: comprise a game server and two clients, wherein at least
Be provided with customer data memory cell, NBA field player's True Data memory cell, basketball game sportsman data storage cell and data processing unit in described game server; Be used for storing each user's customer account number data, NBA field player's True Data and basketball game sportsman data, and the game request of sending according to client and order by network to its transmission of data, and carry out the calculating of Basketball Match method and result sent to client;
Described client be used for sending user's customer account number data and order to game server by network according to client login account, and the reception game server is transferred to this user's data and shows or/and play.
2. the network game system of simulation Basketball Match according to claim 1, it is characterized in that: the characteristic that has each user in described customer data storage unit, this characteristic comprises its corresponding game ratings and the basketball game sportsman who has, and described basketball game sportsman data storage cell has the data relevant to Basketball Match, a plurality of teams tactics data and a plurality of Basketball Match contextual data of a plurality of quantifications of different rebounders.
3. the network game system of simulation Basketball Match according to claim 1 is characterized in that: described data processing unit comprises sportsman's data updating unit and match business logic processing unit, wherein
Described sportsman's data updating unit is used for real-time update NBA sportsman data and quantizes to obtain the data relevant to Basketball Match by true NBA sportsman's data, and the synchronous data of upgrading the basketball game sportsman who is complementary.
4. the network game system of simulation Basketball Match according to claim 3 is characterized in that: the described data relevant to Basketball Match comprise the sportsman shooting attempts, number of shots made, penalty shot attempts, penalty shot hit-count, goals for, three-point shot attempts, three-point shot hit-count, assists, OFF number, defence backboard number of times, grab number of times, blocked shots, errors, foul times and the time in the court.
5. internet game method of simulating Basketball Match is characterized in that comprising the following steps:
(1), the player enters the match room and raises one's hand to prepare from client, client is sent the game request by the socket agreement to game server, described game request comprises customer account number and competition game room information;
(2), game server obtains game name corresponding to its customer account number according to the game request by client data memory unit and plays up the foreground and show;
(3), have two customer account number to add on same desk after, game server is according to game desk information distribution playground, and obtain by client data memory unit the basketball game sportsman that two customer account number have, each customer account number is selected the tactics of attack and defense, carries out the initialization of competition game by the data that basketball game sportsman data storage cell obtains after the sportsman that respectively plays quantizes;
(4), every bout can a random scene that occurs in a plurality of scenes in play for game server, the probability that in match, each scene occurs at random utilizes computing formula to calculate by each basketball game sportsman's that the game server foundation is entered the court ability, muscle power, attack tactics, defensive tactics and the tactics performance degree of each basketball game sportsman in this bout, and the result of then every bout being processed sends to each client;
(5), game server sends the match war communique to each client after end of match, the victor can obtain corresponding award.
6. method for gaming according to claim 5, it is characterized in that: the scene in described step (4) comprises
(1), hit+penalty shot in 2 minutes, without assist;
(2), hit+penalty shot in 2 minutes, secondary attack is arranged;
(3), hit in 2 minutes, without assist;
(4), hit in 2 minutes, secondary attack is arranged;
(5), missed the basket in 2 minutes, broken the rules;
(6), hit+penalty shot in 3 minutes, without secondary attack;
(7), hit+penalty shot in 3 minutes, secondary attack is arranged;
(8), hit in 3 minutes, without secondary attack;
(9), hit in 3 minutes, secondary attack is arranged;
(10), missed the basket in 3 minutes, broken the rules;
(11), the foul defence of not penalty shot;
(12), shooting in 2 minutes is blocked a shot;
(13), missed the basket in 2 minutes;
(14), shooting in 3 minutes is blocked a shot;
(15), missed the basket in 3 minutes;
(16), error voluntarily;
(17), grabbed;
(18), charging.
7. method for gaming according to claim 5, it is characterized in that: the computing formula in described step (4) comprises:
Attack ability=pts*1.5+fgm*0.3+ftm*0.5+threePm*0.6+ast*0.7+ (oreb+dreb) * 0.2+min*0.5-to*0.5-65;
The * 0.8+stl*1.5+blk+min*0.5-to*0.5-45 of defend ability=(oreb+dreb);
Wherein, pts for game sportsman's score ability, fga for shooting attempts, fgm be number of shots made, fta be penalty shot attempts, ftm be penalty shot hit-count, pts be goals for, threePa be three-point shot attempts, threePm be three-point shot hit-count, ast be assists, oreb be OFF number, dreb for defence backboard number of times, stl for grab number of times, blk is that blocked shots, to are that errors, pf are that foul times, min are the time in the court.
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