CN109364489B - Dance action processing method and device based on role playing game - Google Patents

Dance action processing method and device based on role playing game Download PDF

Info

Publication number
CN109364489B
CN109364489B CN201811516431.8A CN201811516431A CN109364489B CN 109364489 B CN109364489 B CN 109364489B CN 201811516431 A CN201811516431 A CN 201811516431A CN 109364489 B CN109364489 B CN 109364489B
Authority
CN
China
Prior art keywords
dance
animation data
dance action
client
action
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active
Application number
CN201811516431.8A
Other languages
Chinese (zh)
Other versions
CN109364489A (en
Inventor
解红梅
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.)
Beijing Pixel Software Technology Co Ltd
Original Assignee
Beijing Pixel Software Technology Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Beijing Pixel Software Technology Co Ltd filed Critical Beijing Pixel Software Technology Co Ltd
Priority to CN201811516431.8A priority Critical patent/CN109364489B/en
Publication of CN109364489A publication Critical patent/CN109364489A/en
Application granted granted Critical
Publication of CN109364489B publication Critical patent/CN109364489B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories

Abstract

The embodiment of the invention relates to the technical field of game data processing, in particular to a dance action processing method and device based on role-playing games. The dance action database is arranged at the client, so that the animation data of each dance action only needs to be verified once by the server, package sending times between the client and the server are effectively reduced, logic delay is reduced, and delay of dance interaction between a player and the player is avoided.

Description

Dance action processing method and device based on role playing game
Technical Field
The embodiment of the invention relates to the technical field of game data processing, in particular to a dance action processing method and device based on role-playing games.
Background
In order to improve the activity, social contact and interestingness of the player in the game, a large number of dance actions such as various animations including etiquettes, expressions and the like can be generated in the game. As games are continuously developed, more dance actions are produced, players are more inconvenient to manage the dance actions, and the conventional dance action management technology in the games often causes delay of dance interaction between the players.
Disclosure of Invention
In view of the above, the present invention provides a dance action processing method and apparatus based on a role playing game.
The embodiment of the invention provides a dance action processing method based on role-playing games, which is applied to a client end in communication connection with a server end, wherein a dance action database is preset on the client end, and the method comprises the following steps:
responding to a dance action editing instruction input by a player, generating a corresponding dance action according to the dance action editing instruction, and displaying the dance action;
responding to a storage instruction aiming at the dance action input by the player, extracting animation data of the dance action according to the storage instruction, and sending the animation data to the server to enable the server to verify the animation data;
and judging whether verification passing prompt information sent by the server side is received or not, and if the verification passing prompt information is received, storing the animation data to the dance action database.
Optionally, the client is provided with a preview area, and the step of displaying the dance action includes:
and displaying the dance action in the preview area, wherein the preview area is only open to the player.
Optionally, the step of enabling the server to verify the animation data includes:
and enabling the server to judge whether the animation data have abnormal data or not, and judging that the animation data pass verification if the animation data do not have the abnormal data.
Optionally, the method further comprises:
responding to a calling instruction aiming at the dance action input by the player, and searching animation data corresponding to the dance action from the dance action database according to the calling instruction;
and generating the dance action according to the searched animation data, and displaying the generated dance action.
Optionally, the client is in communication connection with other clients, the client is provided with a display area, and the step of displaying the generated dance action includes:
and displaying the generated dance actions in the display area, wherein the display area is open to the client and the other clients.
The embodiment of the invention also provides a dance action processing device based on the role-playing game, which is applied to a client end in communication connection with a server end, wherein the client end is preset with a dance action database, and the dance action processing device comprises:
the dance action editing module is used for responding to a dance action editing instruction input by a player, generating a corresponding dance action according to the dance action editing instruction and displaying the dance action;
the animation data verification module is used for responding to a storage instruction aiming at the dance action input by the player, extracting animation data of the dance action according to the storage instruction, and sending the animation data to the server to enable the server to verify the animation data;
and the animation data storage module is used for judging whether verification passing prompt information sent by the server side is received or not, and storing the animation data to the dance action database if the verification passing prompt information is received.
Optionally, the client is provided with a preview area, and the dance action editing module displays the dance action in the following manner:
and displaying the dance action in the preview area, wherein the preview area is only open to the player.
Optionally, the animation data verification module enables the server to verify the animation data by:
and enabling the server to judge whether the animation data have abnormal data or not, and judging that the animation data pass verification if the animation data do not have the abnormal data.
Optionally, the apparatus further comprises:
the dance action calling module is used for responding to a calling instruction aiming at the dance action input by the player and searching animation data corresponding to the dance action from the dance action database according to the calling instruction; and generating the dance action according to the searched animation data, and displaying the generated dance action.
Optionally, the client is in communication connection with other clients, the client is provided with a display area, and the dance action calling module displays the generated dance actions in the following manner:
and displaying the generated dance actions in the display area, wherein the display area is open to the client and the other clients.
The embodiment of the invention also provides a client, which comprises a memory, a processor and a computer program which is stored on the memory and can run on the processor, wherein when the processor executes the computer program, the dance action processing method based on the role-playing game is realized.
The embodiment of the invention also provides a computer-readable storage medium, which comprises a computer program, and the computer program controls the client side of the readable storage medium to execute the dance action processing method based on the role-playing game when running.
Advantageous effects
According to the dance action processing method and device based on the role playing game, the animation data are verified by the server before the edited animation data of the dance action are stored, the animation data are stored in the dance action database after the verification is passed, and the dance action database is arranged at the client.
Furthermore, the preview area set by the client can be used for the player to perform choreography of dance movements, so that the flexibility of dance movement management is improved, and the interactivity between the player and the player is also improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings needed 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 invention and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained according to the drawings without inventive efforts.
Fig. 1 is a block diagram of a client 10 according to an embodiment of the present invention.
Fig. 2 is a schematic diagram of a conventional dance motion management method according to an embodiment of the present invention.
Fig. 3 is a schematic diagram of a dance action processing method based on a role playing game according to an embodiment of the present invention.
Fig. 4 is a flowchart of a dance action processing method based on a role-playing game according to an embodiment of the present invention.
Fig. 5 is a block diagram of a dance action processing apparatus 20 according to a role-playing game according to an embodiment of the present invention.
Icon:
10-a client; 11-a memory; 12-a processor; 13-a network module; 14-an editing area; 15-preview area; 16-a display area; 17-dance action database;
20-dance action processing means based on a role-playing game; 21-dance action editing module; 22-animation data verification module; 23-an animation data storage module;
30-service side.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. The components of embodiments of the present invention generally described and illustrated in the figures herein may be arranged and designed in a wide variety of different configurations.
Thus, the following detailed description of the embodiments of the present invention, presented in the figures, is not intended to limit the scope of the invention, as claimed, but is merely representative of selected embodiments of the invention. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined and explained in subsequent figures.
The inventor has found through investigation that the existing technique for managing dance movements in games often causes delay of dance interaction between players. The inventor further researches and discovers that most of common dance actions are managed as shown in fig. 2, when a client selects each dance action, the client needs to send corresponding animation data to a server for verification by the server, and after the correctness of the animation data is verified, the server sends a notification instruction to the client to allow the client to execute the dance action. Therefore, the package sending between the client and the server is increased, when the data concurrency is large, the animation data can be not updated timely, certain logic delay exists, and then the player can observe the game role to execute the dance action after selecting a certain dance action through certain delay, certain action delay can be caused, and the activity and the interactivity between the player and the player are reduced.
The above prior art solutions have shortcomings which are the results of practical and careful study of the inventor, and therefore, the discovery process of the above problems and the solutions proposed by the following embodiments of the present invention to the above problems should be the contribution of the inventor to the present invention in the course of the present invention.
Based on the research, the embodiment of the invention provides a dance action processing method and device based on a role playing game, which can effectively reduce the times of subcontracting between a client and a server, reduce logic delay and avoid delay of dance interaction between players.
Fig. 1 shows a block diagram of a client 10 according to an embodiment of the present invention. The client 10 in the embodiment of the present invention has functions of data storage, transmission, and processing, and as shown in fig. 1, the client 10 includes: a memory 11, a processor 12, a network module 13 and a dance action processing apparatus 20 based on a role-playing game.
The memory 11, the processor 12 and the network module 13 are electrically connected directly or indirectly to realize data transmission or interaction. For example, the components may be electrically connected to each other via one or more communication buses or signal lines. The memory 11 stores a dance action processing apparatus 20 based on the role-playing game, the dance action processing apparatus 20 based on the role-playing game includes at least one software function module which can be stored in the memory 11 in the form of software or firmware (firmware), and the processor 12 executes various function applications and data processing by running software programs and modules stored in the memory 11, such as the dance action processing apparatus 20 based on the role-playing game in the embodiment of the present invention, so as to implement the dance action processing method based on the role-playing game in the embodiment of the present invention.
The Memory 11 may be, but is not limited to, a Random Access Memory (RAM), a Read Only Memory (ROM), a Programmable Read-Only Memory (PROM), an Erasable Read-Only Memory (EPROM), an electrically Erasable Read-Only Memory (EEPROM), and the like. The memory 11 is used for storing a program, and the processor 12 executes the program after receiving an execution instruction.
The processor 12 may be an integrated circuit chip having data processing capabilities. The Processor 12 may be a general-purpose Processor including a Central Processing Unit (CPU), a Network Processor (NP), and the like. The various methods, steps and logic blocks disclosed in embodiments of the present invention may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like.
The network module 13 is used for establishing communication connection between the client 10 and other communication terminal devices through a network, and implementing transceiving operation of network signals and data. The network signal may include a wireless signal or a wired signal.
It will be appreciated that the configuration shown in fig. 1 is merely illustrative and that the client 10 may include more or fewer components than shown in fig. 1 or have a different configuration than shown in fig. 1. The components shown in fig. 1 may be implemented in hardware, software, or a combination thereof.
Embodiments of the present invention also provide a computer-readable storage medium, which includes a computer program. The computer program controls the client 10 on which the readable storage medium is executed to execute the following dance action processing method based on the role-playing game.
Fig. 3 shows a schematic diagram of a dance action processing method based on a role-playing game according to an embodiment of the present invention, as can be seen from the diagram, a client 10 is in communication connection with a server 30, the client 10 is provided with an editing area 14, a preview area 15, and a display area 16, and further, the client 10 is further provided with a dance action database 17, in this embodiment, the dance action data 17 is configured at the client 10, so that the number of times of contracting between the client 10 and the server 30 can be effectively reduced, the logic delay is reduced, and delay of dance interaction between a player and a player is avoided, and a specific implementation principle will be described with reference to fig. 3.
Fig. 4 is a flowchart illustrating a dance action processing method based on a role-playing game according to an embodiment of the present invention. The method steps defined by the method-related procedure, applied to the client 10, may be implemented by the processor 12. The specific process shown in fig. 4 will be described in detail below:
and step S21, responding to the dance action editing instruction input by the player, generating a corresponding dance action according to the dance action editing instruction, and displaying the dance action.
Referring to fig. 3 in combination, the player inputs dance motion editing instructions through the editing area 14 of the client 10, wherein the dance motion editing instructions may be input through a mouse, a keyboard, or a touch screen. In response to the dance action editing instruction, the client 10 generates a corresponding dance action according to the dance action editing instruction, and displays the dance action in the preview area 15, wherein the preview area 15 is further opened for the player, in other words, after the player finishes editing the dance action, the player can open the dance action in the preview area 15, and then determines whether to store the dance action.
And step S22, responding to the storage instruction for the dance action input by the player, extracting the animation data of the dance action according to the storage instruction, and sending the animation data to the server to enable the server to verify the animation data.
If the player wants to store the dance action, a storage instruction may be input to the client 10, and the client 10 responds to the storage instruction to extract animation data of the dance action according to the storage instruction, wherein the animation data may be extracted from the editing area 14.
After extracting the animation data, the client 10 transmits the animation data to the server 30, and the server 30 verifies the animation data.
The server 30 verifies the animation data in the following manner:
after receiving the animation data sent by the client 10, the server 30 analyzes the animation data, and finds whether there is abnormal data in the animation data, in this embodiment, the abnormal data may be plug-in data or other data not carrying a security protocol.
If the abnormal data does not exist in the animation data, the server 30 determines that the animation data passes the verification, and sends verification passing prompt information to the client 10.
Step S23, determine whether the verification passing prompt message sent by the server is received.
It is understood that after the client 10 sends the animation data to the server 30, the server 30 is waited to return the verification passing prompt message.
If the client 10 receives the verification-passing prompt message sent by the server 30, the process goes to step S24.
If the client 10 does not receive the verification-passed prompt message sent by the server 30, which indicates that the moving image data is illegal, the moving image data cannot be stored.
In step S24, the animation data is stored in the dance motion database.
Referring to fig. 3, if the client 10 receives the prompt message that the verification sent by the server 30 is passed and indicates that the animation data is legal, the animation data is stored in the dance motion database 17.
Therefore, data interaction between the client 10 and the server 30 when the animation data is called every time can be avoided, the packet sending times between the client 10 and the server 30 are effectively reduced, and further the logic delay is reduced.
Alternatively, when a player needs to interact with other players, the animation data can be directly called from the dance motion database 17 to generate the corresponding dance motion for display.
Specifically, referring to fig. 3, in response to a call instruction for the dance motion input by the player, the client 10 searches corresponding animation data from the dance motion database 17 according to the call instruction, generates a dance motion according to the searched animation data, and displays the generated dance motion in the display area 16, it can be understood that the display area 16 is open to the client 10 and other clients, where the client 10 is in communication connection with the other clients.
As can be seen from the above description, compared with the prior art, the animation data of each dance action only needs to be verified once by the server 30, the verified animation data is directly stored in the dance action database 17 pre-configured in the client 10, and when the animation data is called for multiple times later, the verification by the server 30 is not needed, so that the package sending times between the client 10 and the server 30 are effectively reduced, and the data processing pressure of the server 30 is also reduced.
Furthermore, the dance action database 17 is configured at the client 10, which can effectively reduce the logic delay between the client 10 and the server 30, thereby avoiding the delay of dance interaction between players and improving the activity of players.
Furthermore, the method can realize the self-arrangement of dance movements, thus improving the flexibility of dance movement management and the participation of players and also improving the interactivity between players.
On the basis of the above, as shown in fig. 5, an embodiment of the present invention provides a dance action processing apparatus 20 based on a role-playing game, the dance action processing apparatus 20 based on the role-playing game including: a dance action editing module 21, an animation data verification module 22 and an animation data storage module 23.
And the dance action editing module 21 is used for responding to a dance action editing instruction input by a player, generating a corresponding dance action according to the dance action editing instruction, and displaying the dance action.
Since the dance action editing module 21 is similar to the implementation principle of step S21 in fig. 4, it will not be further described here.
And the animation data verification module 22 is configured to respond to a storage instruction for the dance action input by the player, extract animation data of the dance action according to the storage instruction, and send the animation data to the server, so that the server verifies the animation data.
Since the animation data verification module 22 is similar to the implementation principle of step S22 in fig. 4, it will not be further described here.
And the animation data storage module 23 is configured to determine whether verification passing prompt information sent by the server is received, and store the animation data in the dance action database if the verification passing prompt information is received.
Since the animation data storage module 23 is similar to the implementation principle of step S23 and step S24 in fig. 4, it will not be described further herein.
In summary, the dance action processing method and device based on the role-playing game provided by the embodiment of the present invention can effectively reduce the number of times of package sending between the client and the server, reduce logic delay, and avoid delay of dance interaction between the player and the player by setting the dance action database at the client side.
In the embodiments provided in the present invention, it should be understood that the disclosed apparatus and method can be implemented in other ways. The apparatus and method embodiments described above are illustrative only, as the flowcharts and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods and computer program products according to various embodiments of the present invention. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). It should also be noted that, in some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
In addition, the functional modules in the embodiments of the present invention may be integrated together to form an independent part, or each module may exist separately, or two or more modules may be integrated to form an independent part.
The functions, if implemented in the form of software functional modules and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a client 10, or a network device) to execute all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes. It should be noted that, in this document, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other identical elements in a process, method, article, or apparatus that comprises the element.
The above description is only a preferred embodiment of the present invention and is not intended to limit the present invention, and various modifications and changes may be made by those skilled in the art. Any modification, equivalent replacement, or improvement made within the spirit and principle of the present invention should be included in the protection scope of the present invention.

Claims (8)

1. A dance action processing method based on role-playing games is applied to a client side in communication connection with a server side, wherein a dance action database is preset on the client side, and the method comprises the following steps:
responding to a dance action editing instruction input by a player, generating a corresponding dance action according to the dance action editing instruction, and displaying the dance action;
responding to a storage instruction aiming at the dance action input by the player, extracting animation data of the dance action according to the storage instruction, and sending the animation data to the server to enable the server to verify the animation data;
judging whether verification passing prompt information sent by the server side is received or not, and if the verification passing prompt information is received, storing the animation data to the dance action database;
the method further comprises the following steps:
responding to a calling instruction aiming at the dance action input by the player, and searching animation data corresponding to the dance action from the dance action database according to the calling instruction;
and generating the dance action according to the searched animation data, and displaying the generated dance action.
2. The dance motion processing method according to claim 1, wherein the client is provided with a preview area, and the step of displaying the dance motion includes:
and displaying the dance action in the preview area, wherein the preview area is only open to the player.
3. The dance motion processing method according to claim 1, wherein the step of enabling the server to verify the animation data includes:
and enabling the server to judge whether the animation data have abnormal data or not, and judging that the animation data pass verification if the animation data do not have the abnormal data.
4. The dance motion processing method according to claim 1, wherein the client is in communication connection with other clients, the client is provided with a display area, and the step of displaying the generated dance motion includes:
and displaying the generated dance actions in the display area, wherein the display area is open to the client and the other clients.
5. A dance action processing device based on a role playing game is applied to a client side which is in communication connection with a server side, wherein a dance action database is preset in the client side, and the dance action processing device comprises:
the dance action editing module is used for responding to dance action editing instructions input by a player, generating corresponding dance actions according to the dance action editing instructions and displaying the dance actions;
the animation data verification module is used for responding to a storage instruction aiming at the dance action input by the player, extracting animation data of the dance action according to the storage instruction, and sending the animation data to the server to enable the server to verify the animation data;
the animation data storage module is used for judging whether verification passing prompt information sent by the server side is received or not, and storing the animation data to the dance action database if the verification passing prompt information is received;
the device further comprises:
the dance action calling module is used for responding to a calling instruction aiming at the dance action input by the player and searching animation data corresponding to the dance action from the dance action database according to the calling instruction; and generating the dance action according to the found animation data, and displaying the generated dance action.
6. The dance motion processing apparatus according to claim 5, wherein the client is provided with a preview area, and the dance motion editing module displays the dance motion by:
and displaying the dance action in the preview area, wherein the preview area is only open to the player.
7. The dance motion processing apparatus of claim 5, wherein the animation data verification module causes the server to verify the animation data by:
and enabling the server to judge whether the animation data have abnormal data or not, and judging that the animation data pass verification if the animation data do not have the abnormal data.
8. The dance motion processing apparatus according to claim 5, wherein the client is communicatively connected to other clients, the client is provided with a display area, and the dance motion calling module displays the generated dance motion by:
and displaying the generated dance actions in the display area, wherein the display area is open to the client and the other clients.
CN201811516431.8A 2018-12-12 2018-12-12 Dance action processing method and device based on role playing game Active CN109364489B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN201811516431.8A CN109364489B (en) 2018-12-12 2018-12-12 Dance action processing method and device based on role playing game

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN201811516431.8A CN109364489B (en) 2018-12-12 2018-12-12 Dance action processing method and device based on role playing game

Publications (2)

Publication Number Publication Date
CN109364489A CN109364489A (en) 2019-02-22
CN109364489B true CN109364489B (en) 2022-05-27

Family

ID=65373487

Family Applications (1)

Application Number Title Priority Date Filing Date
CN201811516431.8A Active CN109364489B (en) 2018-12-12 2018-12-12 Dance action processing method and device based on role playing game

Country Status (1)

Country Link
CN (1) CN109364489B (en)

Families Citing this family (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN110266968B (en) * 2019-05-17 2022-01-25 小糖互联(北京)网络科技有限公司 Method and device for making dancing video
CN112370778B (en) * 2020-11-27 2023-01-31 腾讯科技(深圳)有限公司 Interactive event execution method and device, storage medium and electronic equipment
CN113521711B (en) * 2021-07-13 2023-01-31 济南幼儿师范高等专科学校 Dance training auxiliary system and method

Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102208978A (en) * 2010-03-30 2011-10-05 腾讯科技(深圳)有限公司 Input verification system and method
CN103365633A (en) * 2012-03-27 2013-10-23 腾讯科技(深圳)有限公司 Brower game editing method and device
CN106730847A (en) * 2016-11-10 2017-05-31 北京像素软件科技股份有限公司 The plug-in detection method of one kind game and device
CN106933952A (en) * 2017-01-18 2017-07-07 北京光年无限科技有限公司 A kind of dance movement file generated and processing method for mobile phone parent end
CN107096220A (en) * 2017-05-22 2017-08-29 珠海金山网络游戏科技有限公司 A kind of plug-in detection of client and the system and method sealed and stopped automatically
CN107222474A (en) * 2017-05-26 2017-09-29 合肥泽诺信息科技有限公司 A kind of system with synchronized update online game abnormal data function
CN107483544A (en) * 2017-07-21 2017-12-15 湖南机友科技有限公司 A kind of intelligent movable monitoring system and monitoring method

Family Cites Families (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20060234817A1 (en) * 2001-06-09 2006-10-19 Mockry George M Method of editing a recorded baseball game

Patent Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102208978A (en) * 2010-03-30 2011-10-05 腾讯科技(深圳)有限公司 Input verification system and method
CN103365633A (en) * 2012-03-27 2013-10-23 腾讯科技(深圳)有限公司 Brower game editing method and device
CN106730847A (en) * 2016-11-10 2017-05-31 北京像素软件科技股份有限公司 The plug-in detection method of one kind game and device
CN106933952A (en) * 2017-01-18 2017-07-07 北京光年无限科技有限公司 A kind of dance movement file generated and processing method for mobile phone parent end
CN107096220A (en) * 2017-05-22 2017-08-29 珠海金山网络游戏科技有限公司 A kind of plug-in detection of client and the system and method sealed and stopped automatically
CN107222474A (en) * 2017-05-26 2017-09-29 合肥泽诺信息科技有限公司 A kind of system with synchronized update online game abnormal data function
CN107483544A (en) * 2017-07-21 2017-12-15 湖南机友科技有限公司 A kind of intelligent movable monitoring system and monitoring method

Also Published As

Publication number Publication date
CN109364489A (en) 2019-02-22

Similar Documents

Publication Publication Date Title
CN109364489B (en) Dance action processing method and device based on role playing game
US8753183B2 (en) Techniques to automatically provide assistance for electronic games
JP4979812B2 (en) Security system and security method using one-time execution code
JP6492198B2 (en) Information processing method, terminal, and computer storage medium
CN108452525B (en) Method and system for monitoring chat information in game
CN104606884B (en) Matching process and device in a kind of game fighting
CN109688134B (en) Data display method and device
CN106649446B (en) Information pushing method and device
US20130304836A1 (en) Method and apparatus for processing micro web log messages
US20170187837A1 (en) Ad download method, the client and the server
US20140181942A1 (en) Startup method and apparatus, startup-acceptance method and apparatus, and mutual-startup method and system
CN110704822A (en) Method, device, server and system for improving user identity authentication security
CN110072140A (en) A kind of video information reminding method, device, equipment and storage medium
US20140289050A1 (en) Output of advertisement utilizing exchange of item data
CN110248211B (en) Live broadcast room message current limiting method and device, electronic equipment and storage medium
EP2728472A2 (en) User terminal, reliability management server, and method and program for preventing unauthorized remote operation
CN106971296B (en) Method for processing information object, electronic equipment and storage medium
CN113613031A (en) Live broadcast method and device, electronic equipment and computer storage medium
KR102533175B1 (en) Method and system for providing item diary in on-line game
JP7354127B2 (en) Providing activity notifications regarding digital content
US11241628B2 (en) Augmented gaming with item gifting and online gameplay
US20190268386A1 (en) Enhancement to autonomously executed applications
US20170263068A1 (en) Method for generating counting events and electronic device
Graham Facebook developer tools
CN113707179A (en) Audio identification method, device, equipment and medium

Legal Events

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