CN110559657B - Network game control method, device and storage medium - Google Patents

Network game control method, device and storage medium Download PDF

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Publication number
CN110559657B
CN110559657B CN201910777647.8A CN201910777647A CN110559657B CN 110559657 B CN110559657 B CN 110559657B CN 201910777647 A CN201910777647 A CN 201910777647A CN 110559657 B CN110559657 B CN 110559657B
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China
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target
player
client
character
music data
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CN110559657A (en
Inventor
欧哲华
王子硕
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection 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
    • A63F13/50Controlling 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • 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

Abstract

The application provides a network game control method, a device and a storage medium, and belongs to the technical field of computers. When a player controls a target role played by the player to play music, the background server acquires music data from a target client, selects a display scene containing the target role from display scenes currently corresponding to each player role participating in the game, and sends the music data to an associated client of each display scene containing the target role. Each associated client can play the music played by the target character according to the music data, so that each player who can see the target character in the display scene of the client can also hear the music played by the target character. The method can better integrate the music playing links in the game with the whole game, and other players positioned near the target role in the game can also feel the playing of the target role, so that the sharing of the music data of the target role is realized in one network game.

Description

Network game control method, device and storage medium
Technical Field
The present application relates to the field of computer technologies, and in particular, to a method, an apparatus, and a storage medium for controlling a network game.
Background
With the rapid development of computer technology and the popularization of wireless networks, entertainment activities that people can play through electronic devices, such as online games through handheld electronic devices, are becoming increasingly abundant. The network game takes the Internet as a medium, and performs information interaction through data intercommunication between a client on the electronic equipment and a background server, so as to complete dynamic information transfer between the client and the background server and between the client and the client, thereby achieving an entertainment mode with entertainment and communication effects.
At present, most types of games can be networked, so that online games played by multiple people simultaneously are formed. Role playing is a common item in online games, where multiple persons participate in co-playing through the network to control the internal role of the game to play the game for interaction. Players play a certain game role in a role playing game, and participate, influence or decide a series of plot developments related to the game role according to a certain system rule. According to the development of online games, various role plays are derived, wherein player roles are favored by players, and how to control the activities of the player roles in the online games is a problem to be considered.
Disclosure of Invention
In order to solve the existing technical problems, the embodiment of the application provides a network game control method, a device and a storage medium, which can enable each player participating in a network game to hear the music played by each player character in the scene displayed by the client which is logged in, thereby realizing the sharing of the music data of the player character.
In order to achieve the above object, the technical solution of the embodiment of the present application is as follows:
in a first aspect, an embodiment of the present application provides a network game control method, including:
obtaining music data input by a target player aiming at a target role from a target client which is logged in by the target player of the current game in the target role;
selecting a display scene containing a target role from the display scenes currently corresponding to each player role participating in the game;
and respectively sending the music data to each associated client containing the display scene of the target role, so that each associated client plays the music data.
In a second aspect, an embodiment of the present application provides a network game control method, including:
acquiring music data input by a target player aiming at a currently logged-in target role in a current display scene;
Playing the music data input by the target player aiming at the target role, and sending the music data of the target role to a background server; and is combined with
Receiving music data of each other player character in the current display scene sent by a background server, wherein the music data of each other player character is obtained by the background server from a client logged in by each other player character;
and playing the received music data for each other player character.
In a third aspect, an embodiment of the present application provides an online game control apparatus, including:
a receiving unit, configured to obtain, from a target client that a target player of a current game logs in a target character, music data input by the target player for the target character;
a selection unit, configured to select a display scene including a target character from display scenes currently corresponding to each player character participating in the game;
and the data sharing unit is used for respectively sending the music data to each associated client containing the display scene of the target role so as to enable each associated client to play the music data.
In a fourth aspect, an embodiment of the present application provides an online game control apparatus, including:
The data acquisition unit is used for acquiring the music data input by the target player aiming at the currently logged-in target role under the current display scene;
the first data processing unit is used for playing the music data of the target player and sending the music data of the target role to a background server;
the second data processing unit is used for receiving the music data of each other player character in the current display scene sent by the background server, wherein the music data of each other player character is obtained by the background server from a client which is logged in by each other player character; and playing the received music data for the respective other player character.
In a fifth aspect, an embodiment of the present application provides a computer readable storage medium having a computer program stored therein, which when executed by a processor, implements the network game control method of the first aspect.
In a sixth aspect, an embodiment of the present application provides a computer readable storage medium having a computer program stored therein, which when executed by a processor, implements the network game control method of the second aspect.
In a seventh aspect, an embodiment of the present application provides a server, including a memory and a processor, where the memory stores a computer program executable on the processor, and when the computer program is executed by the processor, causes the processor to implement the network game control method of the first aspect.
In an eighth aspect, an embodiment of the present application provides a terminal device, including a memory and a processor, where the memory stores a computer program executable on the processor, and when the computer program is executed by the processor, causes the processor to implement the online game control method of the second aspect.
According to the network game control method, device and storage medium, when a player controls a target role played by the player to play music, a background server obtains music data from a target client logged in by the target role, selects a display scene containing the target role from display scenes currently corresponding to each player role participating in a game, and sends the music data to associated clients of the display scenes containing the target role respectively. Each associated client can play the music played by the target character according to the music data, so that each player who can see the target character in the display scene of the client can also hear the music played by the target character. The method can better integrate the music playing links in the game with the whole game, and enable players corresponding to other player characters positioned near the target character in the game to feel the playing of the target character, thereby realizing the sharing of the music data of the target character in a network game.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the description of the embodiments will be briefly described below, it will be apparent that the drawings in the following description are only some embodiments of the present application, and that other drawings can be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is an application scenario diagram of a network game control method according to an embodiment of the present application;
FIG. 2 is a diagram of information interaction of a network game control method according to an embodiment of the present application;
fig. 3 is a schematic diagram of a display scenario of a target client according to an embodiment of the present application;
fig. 4 is a schematic view of a music performance window according to an embodiment of the present application;
FIG. 5a is a schematic diagram of a record track key and a save track key in a non-recording state according to an embodiment of the present application;
FIG. 5b is a schematic diagram of a record track key and a save track key in a record state according to an embodiment of the present application;
fig. 6 is a schematic diagram of an NPC character in a cradling state according to an embodiment of the present application;
fig. 7 is a schematic diagram of a display scenario of an associated client according to an embodiment of the present application;
Fig. 8 is a schematic diagram of a display scenario of another target client according to an embodiment of the present application;
fig. 9 is a schematic diagram of a display scenario of another client according to an embodiment of the present application;
fig. 10 is a schematic diagram of displaying a target role identity of a target client according to an embodiment of the present application;
FIG. 11 is a flowchart of a method for controlling an online game according to an embodiment of the present application;
FIG. 12 is a flowchart of another network game control method according to an embodiment of the present application;
FIG. 13 is a block diagram of an online game control device according to an embodiment of the present application;
FIG. 14 is a block diagram of another network game control device according to an embodiment of the present application;
FIG. 15 is a block diagram of another network game control device according to an embodiment of the present application;
fig. 16 is a schematic structural diagram of a server according to an embodiment of the present application;
fig. 17 is a schematic structural diagram of a terminal device according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the present application more apparent, the present application will be described in further detail below with reference to the accompanying drawings, and it is apparent that the described embodiments are only some embodiments of the present application, not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the application without making any inventive effort, are intended to be within the scope of the application.
It should be noted that the terms "first," "second," and the like in the description of the present application are used for distinguishing between similar objects and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used may be interchanged where appropriate such that the embodiments of the application described herein may be implemented in other sequences than those illustrated or otherwise described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
Some terms in the embodiments of the present application are explained below to facilitate understanding by those skilled in the art.
(1) MMORPG (Massive Multiplayer Online Role-PlayingGame, massively multiplayer online role playing game): the method refers to that a plurality of persons participate in playing a game through a network to control the role playing game activity in the game, and players play a certain role in the game, and participate, influence and decide a series of scenario development related to the role according to a certain system rule.
(2) NPC: (Non-Player Character ), refers to a type of game Character that is not manipulated by a Player during play. In games, such characters are typically controlled by the artificial intelligence of a computer, and are characters that possess their own patterns of behavior.
(3) The network game is an entertainment mode, takes the Internet as a medium, performs information interaction through data intercommunication between a client on the electronic equipment and a background server, and completes dynamic information transfer between the client and the background server and between the client and the client so as to achieve the effects of entertainment and communication.
The application will be described in further detail with reference to the accompanying drawings and specific examples.
Referring to fig. 1, a background server 100 is in communication connection with a plurality of terminal devices (such as terminal devices 301, 302, 303, 304, etc.) through a network 200, where the network 200 may be, but is not limited to, a local area network, a metropolitan area network, a wide area network, etc. The terminal devices 301 to 304 may be portable devices (for example, mobile phones, tablet computers, notebook computers, etc.), personal computers (PCs, personal Computer), etc. The backend server 100 may be any device capable of providing internet services, and the backend server 100 may include one or more servers.
The terminal device may be used for installing and running a game client, and a player (may also be called a user) uses a registered game account to log in the game client, so that a game role corresponding to the game account can be controlled to participate in the game. For example, when a player logs in to a client installed on the terminal device 301, the terminal device 301 transmits a login request to the backend server 100, and the backend server 100 verifies the game account number used by the player, and returns a login success notification to the terminal device 301 after the verification is passed. During the game participation of the player through the client, the terminal device 301 and the background server 100 perform data synchronization in real time, the terminal device 301 synchronizes game data of the local client to the background server 100, and the background server 100 synchronizes game data of other clients of the game, which may be clients running on other terminal devices (such as the terminal device 303 or the terminal device 304), to the terminal device 301.
The entertainment mode for realizing the online game playing of multiple persons simultaneously through the network is the online game. The network game control method provided by the embodiment of the application can be jointly executed by the background server 100 or the terminal equipment, and also can be executed by a client installed on the background server 100 or the terminal equipment. A client may be understood as a client running on a terminal device.
Role playing is a common item in online games, and existing partial role playing games are usually implemented by implanting secondary games in a primary game, and implanting existing small music games into the role playing game, where the small music games exist independently of other game links of the role playing game. Thus, when a player plays a small music game in a role playing game, the player only plays the music game by a single person, and the player does not have the interactive fun brought by the multi-person online game, so that the player has low interest, cannot arouse the interest of the player and attracts more attention of the player.
In a multiplayer online game, the coordinate positions of different players in the game are different, the display scenes on the client are also different, and multiple player characters may be included in different scenes. For example, the overall scene of a game may be considered as a map, and when a player is at a certain location in the map, only a small area around the location is displayed on the client, including other player characters and NPC characters currently located in the small area.
In the player character and the NPC character, the character performing the music performance can be called as a musician character, if a player can only see the performance state of a musician playing by the player, only can hear the music played by the musician playing by the player, and has no perception on the performance behaviors of the musician characters played by other players, the interactive fun brought by the multi-player online game is lost, and therefore, the embodiment of the application provides a network game control method, and performance data can be shared among clients of different players.
In the embodiment of the present application, the background server 100 obtains, from a target client that a target player of a current game logs in with a target character, music data input by the target player for the target character, and the background server 100 selects a display scene including the target character from display scenes currently corresponding to each player character participating in the game, and sends the music data to each associated client including the display scene of the target character, so that each associated client plays the music data. The music data may be music performance data generated by a target player's operation of clicking a key on the game interface, or may be music data input by the target player through a microphone or other means, or may be pre-saved music data uploaded by the target player.
Specifically, when a player manipulates a player character to play in a game, the background server 100 may acquire music data of the player character from clients of the player character being played, select a display scene containing the player character being played from display scenes currently corresponding to each player character, and synchronously update the acquired music data of the player character to each client containing the display scene of the player character. Each client receiving the music data can play the music played by the target character according to the music data, so that each player who can see the music player character in the display scene of the client can also hear the music played by the music player character. The method can better integrate the music playing links in the game with the whole game, and other players near the player role in the game can also feel the performance of the player role, thereby realizing the sharing of performance data, reflecting the fun of the music playing links in the multi-player online game, improving the fun of the game and attracting more attention of players.
For ease of understanding, the following description focuses on the process of information interaction between a client and a background server, where the client is referred to as a target client, and the process of information interaction between other clients participating in a game and the background server is the same as that of the target client. The game character that the target player logs into the target client to play is referred to as a target character, and in the game, the target character may have a musician identity and perform with the musician identity. The target player can input the musical data of the performance by operating keys on the musical performance window displayed by the target client. It should be noted that the target client is not different from other clients participating in the game, and the target character is not different from other musicians participating in the game.
In the description herein, the target client refers to a client that a target player logs in with a target character, and the associated client is a client that includes the target character in a display scene of the game. If the target character plays with the musician's identity, the associated client may receive music data of the target character's performance. It will be appreciated that the target client may also be an associated client of other clients to receive music data played by other player characters. When the described angle changes, the target client and the associated client can be mutually converted, the associated client can be used as the target client, and the target client can be used as the associated client. For example, player a registers a first client to participate in the game with character a, player B registers a second client to participate in the game with character B, player C registers a third client to participate in the game with character C, and player D registers a fourth client to participate in the game with character D. The display scenes of the second client and the third client comprise a role a, and the display scenes of the first client, the third client and the fourth client comprise a role b. And if the first client is used as the target client for description, the second client and the third client are associated clients. And if the description is performed by taking the second client as the target client, the first client, the third client and the fourth client are associated clients.
Specifically, the target player can manipulate the target character in the game into a performance state or end the performance state. The target client acquires the state change information of the target character under the control of the target player, sends the state change information of the target character to the background server, and updates the display state of the target character according to the state change information. The state change information may be a state in which the target character enters a performance state or ends a performance state, or a state in which the target character pauses or continues performance during performance, or a state in which the target character joins in a dance during performance. In some embodiments, the target client may first send the state change information of the target character to the background server, and then update the display state of the target character according to the state change information. In other embodiments, the target client may update the display state of the target character according to the state change information, and then send the state change information of the target character to the background server.
The background server receives the state change information of the target role playing music sent by the target client and sends the state change information to each associated client respectively, so that each associated client controls the display state of the target role according to the state change information. The associated client is a client containing a target role in the display scene.
For example, when the player manipulates the target character to enter the performance state, the target client acquires state change information of the target character entering the performance state, and transmits the state change information of the target character entering the performance state to the background server. The background server receives the state change information sent by the target client and sends the state change information of the target role in the playing state to each associated client respectively, so that each associated client controls the display state of the target role according to the state change information. When the player controls the target character to end the performance state, the target client acquires state change information of the target character to end the performance state, and sends the state change information of the target character to end the performance state to the background server. The background server receives the state change information sent by the target client and sends the state change information of the performance state of the target role to each associated client respectively, so that each associated client controls the display state of the target role according to the state change information.
In the game process, if the target client receives the state change information of the music played by each other player character in the current display scene sent by the background server, the display state of each other player character is controlled according to the state change information of each other player character. The other player characters refer to other player characters than the target character among the musician characters included in the display scene on the target client.
For example, if some other client transmits state change information for some other player character to enter a performance state to the background server. The background server sends the state change information of the other player characters entering the playing state to the associated client containing the other player characters in each display scene, wherein the target client is just one of the other player characters. And the target client receives the state change information of the other player characters entering the playing state, which is sent by the background server, and controls the other player characters to enter the playing state. For example, the action of playing the ancient organ by the other player character after sitting down the target character is played on the game interface facing the action of the instrument from standing to sitting down. And if the target client side receives the state change information of the plurality of other player characters entering the playing state, which is sent by the background server, simultaneously or successively, controlling each other player character to enter the playing state according to the state change information of each other player character. As in some embodiments, there may be a scene in which a plurality of musicians are combined, and a plurality of different musicians may enter a performance state simultaneously or successively.
Similarly, the target client receives state change information of the performance state of the other player character sent by the background server, and controls the other player character to end the performance state. For example, the other player character may be played on the game interface to stand up from the seated position and leave the instrument, ending the performance. And if the target client side receives the state change information of the performance state of the plurality of other player characters transmitted by the background server at the same time or successively, controlling each other player character to finish the performance state according to the state change information of each other player character.
In the process that the target character is in a playing state, the target client side acquires the music data of the currently logged-in target character in the current display scene, can play the music data input by the target player aiming at the target character, and sends the music data of the target character to the background server. The background server receives the music data of the target role sent by the target client, and sends the music data to each associated client containing the display scene of the target role, so that each associated client plays the music played by the target role according to the music data. Wherein the target client can send music data to the background server according to the set period. The music data may include a key sequence composed of identifications of keys that are struck in a set period and a striking timing corresponding to each key; alternatively, the music data may include a key sequence composed of identifications of keys that are struck in a set period and a striking timing, a striking force, a striking duration, and the like corresponding to each key; alternatively, the music data may include a piece of music composed of a musical instrument sound corresponding to a key that is struck in a set period.
In the game process, if the target client receives the music data of each other player character in the current display scene sent by the background server, playing the received music data aiming at each other player character. The music data of each other player character is obtained by the background server from the client side of each other player character.
In some embodiments, the target client may play music data of all other player characters received at the same time. For example, when a plurality of musician characters are in an ensemble, the target client can play music data of all other player characters received at the same time. In other embodiments, the target client may play the received music data of some other player character according to the player's settings. For example, a player may choose not to play music played by a particular musician character, but only play music played by one or more musician characters that the player likes. For example, the player may select his own favorite current player character by means of a hook, and the target client may play the music data of the selected current player character in response to an operation of selecting the current player character from among the player characters by the target player.
For example, if the target client receives the music data of three player characters, player character a, player character B, and player character C, respectively, transmitted by the background server. The target player may choose to play only one player character, such as the music data of player character B, or may choose to play the music data of two of the player characters in the play setting option. If three player characters are being played in an ensemble, the target player may also choose to play the received music data of the three player characters simultaneously to ensure the effect of the ensemble.
During the process that the target character is in the playing state, the background server can also judge whether a non-player character (NPC) exists in a preset range corresponding to the target character. If so, the status of the non-player character may be set to a cradling status and the cradling status of the non-player character may be transmitted to each client that contains a display scene of the non-player character, such that each client controls the display status of the non-player character to be cradling status. If multiple NPC roles exist in the preset range corresponding to the target role, states of partial NPC roles in the multiple NPC roles can be controlled to be in a holding state, and the remaining NPC roles can continue to execute the original state so as to be more fit with reality.
The background server can also adjust the level of the musician of the target role according to the music data accumulated by the target role, and send the adjusted level of the musician to the target client so that the target client can update the level of the musician displayed by the target role in the current display scene. Illustratively, in some embodiments, a music player rating from low to high may include a music vain, a music worker, a music history, a music player, a music score.
In the following, in order to facilitate understanding, the embodiment describes from the perspective of information interaction between a client and a background server, where in the following description, a player character corresponding to a target client is a target character, and an associated client refers to a player character corresponding to a client associated client that includes the target character in a display scene on a game interface, which may be a player character or not.
In the embodiment, the MMORPG game is taken as an example for explanation, in the multi-player online game, the game characters on the same screen are more, that is, the game characters contained in the display scene of the same client are more, but the operation is relatively less, the player can operate through the operation buttons, and the system has no high requirement on the operation delay. Therefore, the game logic can run on the background server, the client is responsible for collecting the operation of the player and sending the operation to the background server, and the background server broadcasts the running result of the game to each client in the form of data according to a fixed frame rate or event triggering mode and then the client plays the running result.
As shown in fig. 2, the method may include the steps of:
in step S101, the target client receives a start performance operation for the target character.
The target player uses the first game account to log in a target client side running on the terminal equipment to participate in a game, and in the game, the first game account has a corresponding player character, the target player can control the player character to perform game operations such as fight, transaction and the like, and the target player can also select or register a musician identity for the player character. If the player character corresponding to the first game account has a musician identity, the player character can be played as a musician character, and in this embodiment, the player character is described as a target character.
In step S102, the target client transmits a request for applying for performance of the target character to the background server.
After logging in the game using the player character with the musician's identity, the target player can click the start performance button on the game interface to enter a performance state. The target client receives starting performance operation aiming at the target character and sends a performance application request of the target character to the background server, wherein the performance application request carries a first game account corresponding to the target character.
In step S201, the backend server verifies the target role.
The background server can verify whether the first game account number carried in the request for applying for playing has a musician role, if so, the verification is passed, and step S202 is executed; if not, the verification is not passed, and a notification of no performance right is returned to the target client.
It should be noted that, in some embodiments, step S201 may be omitted, and the backend server may verify the identity of the musician of the character when the character logs in. And after receiving the request for applying for performance, the verification of whether it is the musician's character may be no longer performed.
Step S202, after verification is passed, the background server selects a display scene containing the target role from the display scenes currently corresponding to each player role.
The background server performs data synchronization with the client corresponding to each player character currently participating in the game, so that the display scene currently corresponding to each player character and the player characters contained in each display scene can be determined. The display scene is a game scene area displayed on the game interface of the client corresponding to each player character, and can be also said to be a game scene area which can be seen by a player on the game interface. The background server selects a display scene containing a target role from the display scenes corresponding to the player roles currently, wherein the target role is the player role corresponding to the first game account.
Step S203, the background server sends first state change information of the target role to the target client and the associated client; the first state change information indicates that the target character enters a performance state.
The associated client may be a client corresponding to any player character logged in to the game, and the player character may or may not be a player character. The background server sends first state change information of the target role to all associated clients corresponding to the display scene containing the target role, so that the clients control the display state of the target role according to the first state change information. The associated client corresponding to the display scene containing the target role may or may not include the target client. In this embodiment, the associated client corresponding to the display scene including the target character includes the target client and other clients other than the target client.
Since each player character is constantly moving during the course of game play, the display scene corresponding to each player character is also constantly changing. In the process that the target character is in the playing state, if the background server monitors that the target character is included after the display scene corresponding to a certain player character is changed in the display scene which does not include the target character, the background server sends the information that the target character is in the playing state to a new associated client corresponding to the player character when sending synchronous data to the new associated client. The associated client receives the information that the target character is in the playing state, and the state that the target character is in the mat-ground-pacifying state is directly displayed on the game interface, so that the process of standing to sitting of the target character is not displayed any more.
Step S301, the associated client controls the display state of the target character on the game interface according to the received first state change information of the target character.
And the associated client receives the first state change information of the target character sent by the background server, and controls the display state of the target character on the game interface of the associated client according to the first state change information. For example, in some embodiments, the game interface may be controlled to play the action of the target character facing the instrument from standing to sitting, and after the target character sits down, play its action of playing the organ to display that the target character is brought into a playing state. In other embodiments, the game interface may be controlled to play the action of the target character facing the instrument from standing to sitting, so as to display that the target character enters a playing state, and play the action of the target character for playing the ancient organ when the music data sent by the background server is received. During performance, the target character may take on the gesture of playing the organ, creating a sense of realism.
Optionally, when the background server detects that the NPC character exists in a preset range corresponding to the target character during the performance state of the target character, the background server may control the state transition of all or part of the NPC character to be in a holding state, and send state change information of the NPC character to other clients corresponding to a display scene of the NPC character including the state transition, so that the other clients receiving the state change information control the display state of the corresponding NPC character according to the state change information. The preset range refers to a certain range around the target character, and can be determined by a preset radius, wherein the preset radius takes a coordinate unit in the game scene as a reference unit, for example, a range with the preset radius around the target character within 2m is taken as the preset range. The 2m is not a length in real life, but is determined by a scene size and a unit of measure designed in the game.
It should be noted that, in the display scene on the game interface of the same client, the display scene may include both the target role and the NPC role in the cradling state; it is also possible to include only the target role, or only the NPC role of the cradling state. For a client including only NPC characters in a crafted state, if a player of the client curiosities a curiosity of the NPC characters in the crafted state, the player character may be operated to move in a direction of the NPC characters, a display scene may be changed as the position of the player character moves, and a target character in a playing state may appear in the display scene. Therefore, by the cradling state of the NPC character, more players can be attracted to the performance behavior of the target character.
For example, assuming that the first NPC role exists in a preset range corresponding to the target role, the background server controls the state of the first NPC role to be converted into the cradling state. The display scene of a certain associated client comprises a first NPC role, and the background server sends state change information of the first NPC role to the associated client. The second client receives the state change information of the first NPC role sent by the background server, and controls the display state of the first NPC role to enter a holding state according to the state change information, wherein the holding state is represented by standing, clapping, standing up a thumb and the like. In the display scenario shown in fig. 6, the middle target character is in a performance state, and the NPC character on the right side of the target character is in a cradling state.
Alternatively, as shown in fig. 7, during the target character is in the performance state, the player character associated with the client may also camp and enjoy under the player's manipulation, and a play button may be displayed on the game interface of the associated client. If the player of the associated client side is very favorable for music played by the target character, the player can click a favorable button on the game interface to realize favorable for the target character. If the associated client receives the trigger of the player to the appreciation key, responding to the received appreciation operation and sending the appreciation message to the background server. The background server receives the appreciation message sent by the associated client and responds to the appreciation message to trigger the corresponding appreciation operation. For example, the background server may deduct coins required for appreciation from coins owned by the player character who logs in the associated client, increase performance proficiency for the target character, and the like. The background server can also send the appreciation information of the player character corresponding to the associated client to the target client. The target client receives the appreciation information sent by the background server, and the appreciation information can be displayed on the game interface, including displaying relevant information of the player character for appreciation, such as the name of the player character or the game account number, and the like.
It should be noted that, since the player pays out a certain amount of tokens during the play operation, after the player points of the associated client hit the play button, a prompt box may be displayed on the game interface of the associated client to prompt the player of the amount of tokens to be paid out, and a confirm button and a cancel button may be correspondingly set. If the player clicks the confirm button, the associated client confirms that the player triggers a reward operation, and sends a reward message to the background server.
In the embodiment of the application, other players can perform the appreciation operation on the target player playing in front of eyes, and NPC roles around the target player can stay in the buster, so that the reality and substitution sense of the MMORPG game are greatly enhanced.
Step S103, the target client controls the display state of the target character on the game interface according to the received first state change information of the target character.
And the target client receives the first state change information of the target character sent by the background server, and controls the display state of the target character on the game interface of the target client according to the first state change information. For example, in some embodiments, the game interface may be controlled to play the action of the target character facing the instrument from standing to sitting, and play the action of the base-pacifier after the target character sits down, so as to display that the target character enters a playing state, and create a sense of realism. In other embodiments, the game interface may be controlled to play the action of the target character facing the instrument from standing to sitting, so as to display that the target character enters a playing state, and play the action of the target character in the place of the player when the player receives the key-striking operation of the target player.
In some embodiments, the target client may not control the target character to enter the performance state according to the first state change information of the target character sent by the background server, but control the target character to enter the performance state in response to the starting performance operation of the target player on the target character, so as to further create a sense of reality.
In step S104, the target client displays a performance window on the game interface.
As shown in fig. 3, after the target client controls the target character to enter a performance state, a performance window is popped up on the game interface.
Illustratively, in an alternative embodiment, the presentation form of the performance window may be as shown in fig. 4. In the field of music, the variation scale between two voices of the same name in adjacent groups of voices is called an octave. Considering that at least 14 tones, i.e., two adjacent octaves, are generally required for playing a conventional musical composition in a game, 14 keys are provided in the performance window of the present embodiment, divided into two tone groups of a level key portion and an up key portion, each of which includes seven keys, which may be designated as palace, quotient, angle, variational, syndrome, feather, palace in order of pitch, corresponding to scales 1 (dao), 2 (ruai), 3 (mi), 4 (fa), 5 (sao), 6 (la), 7 (xi), respectively, in order to coincide with the chronological background set by the game.
The earliest "feather of uterus Shang Jiao" is known in the spring and autumn more than 2600 years from today, and in "tube and Di people" there is a scientific method for obtaining five sounds of uterus, quotient, angle, feature and feather "by adopting a mathematical operation method, which is a well-known" three-way loss benefit method "in the history of Chinese music. The method has the advantages that the syndrome changing palace is added on the basis of five tones, the modern music is closed on the basis of honoring the historic music, the music cognition of modern players is met, and a plurality of delicately-held music can be played.
In order to facilitate the player in distinguishing keys of different tone groups, a pitch mark may be provided on the keys, or one pitch mark may be provided in units of a group of keys. The embodiment not only sets the pitch marks on the keys, but also sets the pitch marks for each tone group, thereby being more beneficial to the players to distinguish the pitches of different keys. For example, the first row in fig. 3 is a rising key portion, and a pitch mark "rising" is provided on the left side; the second row is a level key portion, and a pitch mark "flat" is provided on the left side. The upper ends of the seven keys of the upregulating key portion are each provided with diamond-shaped logos to distinguish from the seven keys of the level-regulated key portion.
In step S105, the target client plays the tone corresponding to the struck key in response to the received key-striking operation.
Each key in the performance window corresponds to a tone of a set pitch, and the musical scale heights of seven keys of the up-key portion are higher than those of seven keys of the flat-key portion. The target player clicks the key in the performance window, and the target client plays the corresponding tone of the struck key. Alternatively, when the target player clicks a key in the performance window, the key may be displayed in a reduced size so that the target player can clearly see the clicked key.
In step S106, the target client generates music data according to the key-striking operation.
The target player clicks the key in the performance window, the target client can record the key-clicking time of the key-clicking operation and the key-clicking operation for generating music data, and the time accuracy of the recording can reach the millisecond level.
In step S107, the target client transmits the generated music data to the background server.
The target client may transmit the generated music data to the background server upon receiving the key-stroke operation.
Based on the background server performance and communication cost, the target client may also transmit music data to the background server in a set period, each time the transmitted music data is generated according to a key-tapping operation received in the set period. For example, the target client may send music data to the background server every 3 seconds.
In one embodiment, the music data may include a key sequence composed of identifications of keys that are struck in a set period and a striking timing corresponding to each key. In another embodiment, the music data may include a key sequence composed of the identifications of keys that are struck in a set period and a striking timing, a striking force, a striking duration, and the like corresponding to each key. In another embodiment, the music data may include a musical piece composed of a musical tone corresponding to a key that is struck in a set period.
In step S204, the background server selects a display scene containing the target character from the display scenes currently corresponding to each player character.
The background server receives the music data sent by the target client and selects a display scene containing the target role from the display scenes corresponding to the player roles except the display scene corresponding to the target role.
In step S205, the background server transmits the received music data to the associated client.
The background server sends the music data acquired from the target client to all associated clients corresponding to the display scene containing the target role, so that the associated clients play the music played by the target role according to the received music data.
In step S302, the associated client plays the music played by the target character according to the received music data.
In some embodiments, if the target client transmits music data to the background server in a set period, for example, the target client transmits music data to the background server every 3 seconds, the music data includes a key sequence composed of identifications of keys that were struck in the set period and a striking timing corresponding to each key. The associated client receives the music data sent by the background server, and can play the corresponding musical instrument sound of each key in 3 seconds on the basis of the recorded knocking moment of each key, so that the interval of each musical instrument sound is ensured.
For example, assuming that the identifier of the first key in the music data received by the associated client is "womb", the moment of the first key's impact is 11:23:35 (11 points 23 minutes 35 seconds), the second client plays the musical note corresponding to the first key "womb" on the basis of 11:23:35 for 3 seconds, that is, 11:23:38 (11 points 23 minutes 38 seconds). The associated client plays the musical instrument sound corresponding to each key in the music data with reference to the method, so that the player of the associated client can hear the music played by the target character.
Alternatively, the associated client may play in the form of a 3D sound source while playing the music played by the target character. The associated client can also determine the distance between the player character corresponding to the associated client and the target character according to the coordinate position of the player character corresponding to the associated client in the game scene and the coordinate position of the target character in the game scene, and adjust the volume of the played music according to the determined distance. Wherein the volume of the music played is inversely proportional to the distance.
According to the embodiment, the melody played by players in the world can be synchronized to other nearby players in a 3D sound effect mode, so that the player can hear the melody in the world, and the playing behavior can be directly transmitted in the game.
In step S108, the target client receives an ending performance operation for the target character.
While the target character is in the performance state, the target player can end the performance state by clicking a completion performance button displayed on the game interface of the target client, continuing to experience other links of the game.
In step S109, the target client transmits an end performance request of the target character to the background server.
And the target client responds to the ending performance operation triggered by the target player clicking the completion performance key, and sends an ending performance request of the target character to the background server.
Step S206, the background server sends second state change information of the target role to the target client and the associated client; the second state change information indicates that the target character ends the performance state.
The background server receives the playing completion request of the target role sent by the target client, selects a display scene containing the target role from the display scenes corresponding to the player roles currently, and sends second state change information of the target role to all associated clients corresponding to the display scenes containing the target role, so that the client controls the display state of the target role according to the second state change information.
In step S110, the target client controls the target character to end the performance state according to the received second state change information.
And the target client receives second state change information of the target role sent by the background server, and controls the playing state of the target role on a game interface of the target client according to the second state change information. For example, the game interface may be controlled to play the target character standing up from the seated position and away from the instrument, thereby ending the performance.
In step S303, the associated client controls the target character to end the performance state according to the received second state change information.
And the associated client receives second state change information of the target character sent by the background server, and controls the target character on the game interface of the associated client to finish the playing state according to the second state change information. For example, the game interface may be controlled to play the target character standing up from the seated position and away from the instrument, thereby ending the performance.
Optionally, the target player may also select a track to be played for the target character, for example, after the target character enters a playing state, the target client may display a track selection dialog box on the game interface before displaying a playing window on the game interface, where the track selection dialog box may include a plurality of tracks to be selected. The target player may select one track from the tracks to be selected as the target character to select the track to be played.
In some alternative embodiments, in order to promote indirect propagation of performance behavior and increase topicality, in-game recording and sharing functions of the performance musical composition may also be designed so that players can remotely listen to the musical composition played by other players and praise it, promoting social interaction. For example, the target player may also record and save the played track for listening again or sharing to players of other clients. Specifically, during the time when the target character is in the playing state, the target player may click on the record track key displayed on the game interface of the target client to record the played track, and the key 51 shown in fig. 5a and 5b is the record track key. The key 51 in fig. 5a is in the form of a record track key in a non-record state, and the key 51 in fig. 5b is in the form of a record track key in a record state.
And the target client receives a recorded track operation triggered by clicking a recorded track key by a target player, responds to the recorded track operation and generates music data according to the received key-clicking operation. In one embodiment, when the target client receives the track recording operation, recording a recording start time, recording the received key striking time and the received key striking time of each key striking operation, determining an offset time corresponding to the key struck by each key striking operation received after the recording start time according to the key striking time and the recording start time of each key striking operation, and generating music data according to the key sequence generated according to the striking order and the offset time corresponding to each key.
In some embodiments, the music data may be a complete track. In other embodiments, the music data may also be a musical piece or several syllables.
When the recording is ended, the target player can click again on a recorded track key displayed on the game interface of the target client to end recording the played track, and then click on a save track key to save the recorded music data. The key 52 shown in fig. 5a and 5b is a save track key.
And the target client responds to the ending recording operation triggered by the target player clicking the record track button again, and the recording process of the current music data is ended. And the target client receives a track saving operation triggered by clicking a track saving key by a target player, responds to the track saving operation, and sends a track saving and recording request to the background server, wherein the track saving and recording request comprises the music data recorded in the process.
The background server receives a request for storing and recording the music data sent by the target client, and stores the music data corresponding to the target role, for example, stores the corresponding music data to a music storage position corresponding to the target role according to the request for storing and recording the music data.
When a target player wants to listen to the recorded tracks, the stored track window can be called through a game interface of the target client. As shown in fig. 8, a previously saved track in which a target character has been played can be displayed in the saved track window. The heart on the right side of each track represents the number of times that the track was appreciated. The target client receives a record-listening song operation triggered by the target player selecting a song displayed in the saved song window, responds to the record-listening song operation, and sends a record-listening song request to the background server.
The background server receives a request for listening to and recording music tracks sent by the target client, searches music data designated by the request for listening to and recording music tracks in a music track storage position corresponding to the target role, and sends the searched music track data to the target client. The target client receives and plays the music data designated by the request for listening to the recorded tracks sent by the background server, so that a player can listen to the recorded and stored tracks for a plurality of times as required.
In some embodiments, the target player may also share the recorded and saved track for enjoyment by other players. For example, the target player may share the recorded and saved track with a designated player group or designated player. Illustratively, during the game, the target player can chat with friends in the game address book, and the recorded and saved tracks can be shared to the friends in the chat window. It will be appreciated that friends in the game address book may be presented in the form of player characters, e.g., the identification of the friends may be the names of the player characters in the game. The target player may also share the recorded and saved track to a certain chat group that he initiates or joins. The target player may initiate or join a plurality of chat groups, which may be chat groups comprised of players having a common interest. When the target player is chatted with other players, a chatting window can be displayed on a game interface of the target client, and the target player can share the track through the chatting window. The chat window may be referred to as an instant messaging window. For example, the target player may open a saved track window in the instant messaging window to select a track to share, triggering a track sharing operation.
And the target client responds to the received track sharing operation, and sends a track sharing and recording request to the background server according to the music track data and the specified object specified by the track sharing operation. The specified object may be a specified player or a specified player group.
The background server receives a request for sharing recorded music, which is sent by the target client, acquires music data stored corresponding to the target role and shares the music data with the designated object, and can also be said to store the corresponding music data to the designated sharing position according to the request for sharing recorded music. Taking a case that a target player shares music data to a certain chat group as an example, the sharing position may be a storage position corresponding to the chat group. After the background server stores the shared music data to the storage position corresponding to the chat group, all players in the chat group can see the shared music and decide whether to listen to the music according to own will.
Assuming that a third player corresponding to the third client is in the chat group, the third player can see the shared track in the chat window, and can click on the track to trigger the operation of listening to the shared track, so as to listen to the music data shared by the target player.
Specifically, as shown in fig. 9, if the target player shares two tracks of "listen to mom's words" and "seventh chapter at night" in a certain chat group. A third player in the chat group may choose whether to listen to and which to listen to according to his own wishes. If the third player chooses to listen to chapter seven of night, clicking the track, and the third client responds to the received operation of listening to the shared track and sends a request of listening to the shared track to the background server. And the background server receives the request for listening to the shared track sent by the third client and sends music data designated by the request for listening to the shared track to the third client. And the third client receives and plays the music data designated by the request for listening to the shared track sent by the background server, so that the third player can listen to the selected track. At the same time, a play track window may also be displayed.
Optionally, when the third player listens to the track shared by the target player, the third player may also like the target player, for example, click the heart-shaped key in the playing track window shown in fig. 9, so as to trigger the like operation. The third client transmits a praise message to the background server according to the music data specified by the praise operation in response to the received praise operation. The background server receives the praise message sent by the third client and sends a notification of the praise message sent by the player character corresponding to the third client to the target client, so that the target client can display the praise information of the shared track.
In other alternative embodiments, to increase the player's interest in performance, a musician grade may be set for the musician character, and as the number of times of performance of the musician character increases and the performance skills increase, the musician grade may also increase accordingly, thereby increasing the player's target feel and increasing the player's interest. For example, for any one of the musician characters, the backend server may adjust the musician's ranking of the target character based on the music data accumulated by that musician character. Specifically, the background server may increase the proficiency in performance of the musician character according to the accumulated performance frequency or number of times that the musician character is rewarded. And determining the musician grade of the musician role according to the performance proficiency of the musician role, and synchronously transmitting the musician grade of the musician role to the client corresponding to the musician role, so that the client updates the musician grade displayed by the musician role in the current display scene. For example, if the target client receives a level of a musician for the target character sent from the background server as a level of a musician, an identification of the level of the musician may be displayed next to the target character when the target character plays, or a level window of the musician as shown in fig. 10 may be displayed when the target player clicks to view the level of the musician. Optionally, the player character in the game may also increase the skill of the performance by performing interactions with the NPC of the proficiency at the musical instrument, thereby increasing the level of the player.
According to the online game control method provided by the embodiment of the application, 3D music input by the target player can be synchronized to other surrounding players, music recorded by the target player in the game can be transmitted and shared to the designated player, a praise function is provided for the player listening to the shared music, social property and maintainability are integrated into a music playing link in the game, so that the method accords with the characteristics of the MMORPG game, the reservation of the MMORPG game characteristics and the popularization and propagation of the music playing link in the MMORPG game are ensured, the MMORPG game and the music game supplement each other, the session degree among players is improved, and the fun of the multi-element game is created.
Based on the same inventive concept, the embodiment of the application also provides a network game control method, which is applied to the background server 100. As shown in fig. 11, the method may include the steps of:
step S1101, obtaining first state change information of a target character entering a performance state from a target client registered in the target character by a target player of the current game.
In step S1102, a display scene including a target character is selected from display scenes currently corresponding to each player character participating in the game.
In step S1103, the first state change information is sent to each associated client of the display scene containing the target character, so that each associated client controls the target character to enter the playing state according to the first state change information.
The background server can also judge whether a non-player character exists in a preset range corresponding to the target character or not during the period that the target character is in a playing state; if so, setting the state of the non-player character as a cradling state, and sending the cradling state of the non-player character to each other client containing the display scene of the non-player character, so that each other client controls the display state of the non-player character to be cradling state.
Step S1104, music data of the target character is obtained from the target client.
In step S1105, the music data is sent to each associated client of the display scene containing the target character, so that each associated client plays the music played by the target character according to the music data.
The background server can also respond to a request for storing and recording music, which is sent by the target client, and store music data corresponding to the target role during the playing state of the target role; responding to a request for sharing recorded music sent by a target client, and acquiring music data stored by a corresponding target role and sharing the music data to a designated object; and transmitting the shared music data to the client of the specified object in response to the instruction of listening to the music data sent by the client of the specified object.
In step S1106, second state change information of the target character end performance state is obtained from the target client.
In step S1107, the second state change information is sent to each associated client of the display scene containing the target character, so that each associated client controls the target character to end the performance state according to the second state change information.
Based on the same inventive concept, the embodiment of the application also provides a network game control method which is applied to the game client or the terminal equipment. As shown in fig. 12, the method may include the steps of:
step S1201, first state change information of a target character of the current game entering a performance state is acquired.
Step S1202, the first state change information of the target character is sent to the background server, and the display state of the target character is updated according to the first state change information.
Step S1203 acquires music data input by the target player for the currently logged-in target character in the current display scene.
In step S1204, the music data input by the target player for the target character is played, and the music data of the target character is transmitted to the background server.
The client may transmit music data including a key sequence composed of identifications of keys that were struck in the set period and a striking timing corresponding to each key to the background server in the set period.
The client may also generate music data from the received key-tap operation in response to the received recorded music operation during performance of the target character. In one embodiment, the client may record the time when the track recording operation is received as the recording start time, determine, according to the time of each key operation and the recording start time, an offset time corresponding to the key operated by each key received after the recording start time, and generate the music data according to the key sequence formed by the sequence of the keys and the offset time corresponding to each key.
The client can also respond to the received track storage operation and send a track storage and recording request to the background server according to the generated music data; or, in response to the received track sharing operation, sending a track sharing and recording request to the background server according to the music track data and the designated object designated by the track sharing operation.
Step S1205, second state change information of the target character ending performance state of the current game is acquired.
In step S1206, the second state change information of the target character is sent to the background server, and the display state of the target character is updated according to the second state change information.
Optionally, the client of the game may also perform the following steps:
in step S1207, state change information of music played by each other player character in the current display scene transmitted by the background server is received.
Step S1208, the display state of each other player character is controlled according to the state change information of each other player character.
The state change information of the other player character received by the client may be information of entering the performance state or information of ending the performance state. And if the client receives the state change information of the player character entering the playing state, which is sent by the background server, controlling the player character to enter the playing state. And if the client receives the state change information of the playing state of a certain player character sent by the background server, controlling the player character to end the playing state.
Step S1209, receiving the music data of each other player character in the current display scene sent by the background server; the music data of each other player character is obtained by the background server from the client logged in by each other player character.
Step S1210 plays the received music data for each other player character.
In some embodiments, the client may play the music data of the selected current player character in response to an operation of selecting the current player character from among the respective player characters by the target player.
Alternatively, when playing the received music data, if the music data includes a key sequence composed of the identifications of keys that were struck in a set period and a striking timing corresponding to each key. The client can play the corresponding musical instrument sound of each key by shifting the duration corresponding to the set period on the basis of the recorded knocking moment corresponding to each key, and the interval of each musical instrument sound is ensured.
The order of step S1207 and step S1208 is not necessarily located after step S1206, and may be adjusted to other positions in the flowchart, such as before step S1201, before step S1203, or after step S1210.
Similarly, the order of step S1209 and step S1210 is not necessarily located after step S1208, and may be adjusted to other positions in the flowchart, such as the position before step S1201, the position before step S1203, or the position before step S1207.
Corresponding to the embodiment of the online game control method shown in fig. 11, the embodiment of the application also provides an online game control device. FIG. 13 is a schematic diagram of a network game control device according to an embodiment of the present application; as shown in fig. 13, the network game control device includes a receiving unit 131, a selecting unit 132, and a data sharing unit 133; wherein, the liquid crystal display device comprises a liquid crystal display device,
A receiving unit 131 for obtaining music data input by a target player for a target character from a target client that the target player of the current game logs in with the target character;
a selection unit 132 for selecting a display scene including a target character among display scenes currently corresponding to each player character participating in the game;
and a data sharing unit 133 for transmitting the music data to each associated client of the display scene containing the target character, respectively, so that each associated client plays the music played by the target character according to the music data.
Optionally, the receiving unit 131 may be further configured to: acquiring state change information of a target role when the performance state of the target role is changed under the control of a target player from a target client;
the data sharing unit 133 may also be configured to: and the state change information is respectively sent to each associated client so that each associated client controls the display state of the target role according to the state change information.
In an alternative embodiment, as shown in fig. 14, the above apparatus may further include a character control unit 141. The character control unit 141 is configured to determine, for a target character in a performance state, whether a non-player character exists in a preset range corresponding to the target character; if yes, the state of the non-player character is set as a cradling state. The data sharing unit 133 may also be configured to: and sending the cradling state information of the non-player character to other clients containing the display scene of the non-player character, so that each other client controls the display state of the non-player character to be cradling state.
Optionally, the apparatus may further include a data storage unit 142 and a data sharing unit 143.
A data storage unit 142, configured to respond to a request for storing a recorded track sent by a target client, and store music data corresponding to a target character, where the request for storing the recorded track is sent by the target client in response to a track storing operation of a target player;
the data sharing unit 143 is configured to obtain music data stored in a corresponding target role and share the music data with a specified object in response to a request for sharing and recording a track sent by the target client; and the client is used for responding to the instruction of listening to the music data sent by the client of the appointed object and sending the shared music data to the client of the appointed object.
Optionally, the apparatus may further comprise an identity development unit 144. The identity maintenance unit 144 serves to adjust the level of the musician of the target character according to the music data accumulated by the target character. The data sharing unit 133 may be further configured to send the adjusted level information of the musician to the target client, so that the target client updates the level of the musician displayed by the target character in the current display scene.
Corresponding to the embodiment of the online game control method shown in fig. 12, the embodiment of the application also provides an online game control device. FIG. 15 is a schematic diagram of a network game control device according to an embodiment of the present application; as shown in fig. 15, the network game control device includes a data acquisition unit 151, a first data processing unit 152, and a second data processing unit 153; wherein, the liquid crystal display device comprises a liquid crystal display device,
A data acquisition unit 151, configured to acquire music data input by a target player for a currently logged-in target character in a current display scene;
a first data processing unit 152 for playing the music data of the target player and transmitting the music data of the target character to the background server;
a second data processing unit 153, configured to receive music data of each other player character in the current display scene sent by the background server, where the music data of each other player character is obtained by the background server from a client that logs in each other player character; and playing the received music data for each other player character.
Optionally, the data acquisition unit 151 may be further configured to acquire state change information of the target character under the control of the target player;
the first data processing unit 152 may be further configured to send status change information of the target character to a background server, and update a display status of the target character according to the status change information;
the second data processing unit 153 may also be configured to receive state change information sent by the background server when the performance state of each other player character changes; and controls the display state of each other player character according to the state change information of each other player character, respectively.
Alternatively, the first data processing unit 152 may be further configured to transmit music data including a key sequence composed of identifications of keys that were struck in the set period and a striking timing corresponding to each key to the background server in the set period.
The second data processing unit 153 may also be configured to play music data of a selected current player character in response to an operation of selecting the current player character from among the respective player characters by the target player.
Alternatively, the first data processing unit 152 may be further configured to generate music data according to the received key-tap operation in response to the received recorded track operation; responding to the received track storage operation, and sending a track storage and recording request to a background server according to the generated music data; and responding to the received track sharing operation, and sending a track sharing and recording request to the background server according to the music data and the designated object designated by the track sharing operation.
Further, the first data processing unit 152 may be further configured to record, as the recording start time, a time when the recording track operation is received; determining the offset time corresponding to the key struck by each key-striking operation received after the recording starting time according to the striking time and the recording starting time of each key-striking operation; music data is generated from a key sequence composed in the order of the strokes and the offset time corresponding to each key.
When a player controls a target role played by the player to play music, a background server acquires music data from a target client logged in by the target role, selects a display scene containing the target role from display scenes currently corresponding to each player role participating in the game, and sends the music data to an associated client of each display scene containing the target role. Each associated client can play the music played by the target character according to the music data, so that each player who can see the target character in the display scene of the client can also hear the music played by the target character. The method can better integrate the music playing links in the game with the whole game, and other players positioned near the target role in the game can also feel the playing of the target role, so that the sharing of the playing data is realized in one network game.
Corresponding to the embodiment of the online game control method shown in fig. 11, the embodiment of the present application also provides a server, such as the background server 100 shown in fig. 1. Fig. 16 is a schematic structural diagram of a server according to an embodiment of the present application; as shown in fig. 16, the server 160 may include a memory 161, and one or more processors 162.
A memory 161 for storing computer programs for execution by the processor 162. The memory 161 may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, a server-side program required for running a game, and the like; the storage data area may store game data or game logic, etc., for each player.
The memory 161 may be a volatile memory (RAM) such as a random-access memory (RAM); the memory 161 may also be a nonvolatile memory (non-volatile memory), such as a read-only memory, a flash memory (flash memory), a Hard Disk Drive (HDD) or a Solid State Drive (SSD), or any other medium that can be used to carry or store desired program code in the form of instructions or data structures and that can be accessed by a computer, but is not limited thereto. The memory 161 may be a combination of the above memories.
The processor 162 may include one or more central processing units (central processing unit, CPU) or digital processing units, etc. A processor 162 for implementing the above-described network game control method when calling the computer program stored in the memory 161.
The specific connection medium between the memory 161 and the processor 162 is not limited in the embodiment of the present application. The embodiment of the present disclosure is shown in fig. 16, where the memory 161 and the processor 162 are connected by a bus 163, where the bus 163 is shown in fig. 16 with a thick line, and the connection between other components is merely illustrative, and not limited thereto. The bus 163 may be classified into an address bus, a data bus, a control bus, and the like. For ease of illustration, only one thick line is shown in fig. 16, but not only one bus or one type of bus.
The memory 161 stores therein a computer storage medium having stored therein computer executable instructions for implementing the network game control method of the embodiment of the present application. The processor 162 is configured to perform the network game control method described above.
Specifically, the processor 162 is specifically configured to: obtaining music data input by a target player aiming at a target role from a target client which is logged in by the target player of the current game in the target role; selecting a display scene containing a target role from the display scenes currently corresponding to each player role participating in the game; and respectively sending the music data to each associated client containing the display scene of the target role, so that each associated client plays the music played by the target role according to the music data.
Optionally, the processor 162 may also be configured to: acquiring state change information of a target role when the performance state of the target role is changed under the control of a target player from a target client; and the state change information is respectively sent to each associated client so that each associated client controls the display state of the target role according to the state change information.
Optionally, the processor 162 may also be configured to: judging whether a non-player character exists in a preset range corresponding to a target character in a performance state; if so, setting the state of the non-player character as a cradling state, and sending cradling state information of the non-player character to other clients which contain the display scene of the non-player character, so that each other client controls the display state of the non-player character to be cradling state.
Optionally, the processor 162 may also be configured to: responding to a record-keeping track request sent by a target client, and keeping music data corresponding to a target role, wherein the record-keeping track request is sent by the target client in response to track-keeping operation of a target player; responding to a request for sharing recorded tracks sent by a target client, and acquiring music data stored by a corresponding target role to be shared to a designated object; and sending the shared music data to the client of the specified object in response to the instruction of listening to the music data sent by the client of the specified object.
Optionally, the processor 162 may also be configured to: adjusting the level of a musician of the target character according to the music data accumulated by the target character; and sending the adjusted musician grade information to the target client so that the target client updates the musician grade of the target character displayed in the current display scene.
Corresponding to the embodiment of the online game control method shown in fig. 12, the embodiment of the application also provides a terminal device. The terminal equipment can be electronic equipment such as a smart phone, a tablet personal computer, a portable computer or a PC (personal computer), and at least comprises a memory for storing data and a processor for processing the data. Wherein, for the processor used for data processing, when executing the processing, the processor can be realized by a microprocessor, a CPU, a DSP or an FPGA; the memory contains operation instructions, which may be computer executable codes, and through which each step in the above-described flow of the network game control method according to the embodiment of the present application is implemented.
Fig. 17 is a schematic structural diagram of a terminal device according to an embodiment of the present application; as shown in fig. 17, the terminal device 170 in the embodiment of the present application includes: a processor 171, a display 172, a memory 173, a communication device 174, a bus 175, and an input device 176. The processor 171, the memory 173, the input device 176, the display 172 and the communication device 174 are all connected through a bus 175, and the bus 175 is used to transmit data between the processor 171, the memory 173, the display 172 and the communication device 174.
The memory 173 stores therein a computer storage medium having stored therein computer executable instructions for implementing the network game control method according to the embodiment of the present application. The processor 171 is configured to execute the above-described network game control method and display a display scene of the game on the display 172. The processor 171 is connected to the background server via the communication device 174 and performs data transmission.
Specifically, the processor 171 is specifically configured to obtain, in the current display scenario, music data input by the target player for the currently logged-in target character; playing the music data input by the target player aiming at the target role, and sending the music data of the target role to a background server; receiving music data of each other player character in the current display scene sent by a background server, wherein the music data of each other player character is obtained by the background server from a client which is logged in by each other player character; the received music data is played for each other player character.
Optionally, the processor 171 may be further configured to obtain state change information of a target character under the control of the target player; the state change information of the target role is sent to a background server, and the display state of the target role is updated according to the state change information; receiving state change information sent by a background server when the performance state of each other player character is changed; the display state of each other player character is controlled according to the state change information of each other player character.
Alternatively, the processor 171 may also be configured to transmit, to the background server, music data including a key sequence composed of identifications of keys that were struck in the set period and a striking timing corresponding to each key, in accordance with the set period.
Optionally, the processor 171 may be further configured to play the music data of the selected current player character in response to an operation of selecting the current player character from the respective player characters by the target player.
Alternatively, the processor 171 may be further configured to generate music data in response to the received recorded track operation, in accordance with the received key-tap operation; responding to the received track storage operation, and sending a track storage and recording request to a background server according to the generated music data; and responding to the received track sharing operation, and sending a track sharing and recording request to a background server according to the music data and the designated object designated by the track sharing operation.
Optionally, the processor 171 may be further configured to record the time when the recording track operation is received as the recording start time; determining the offset time corresponding to the key struck by each key-striking operation received after the recording starting time according to the striking time and the recording starting time of each key-striking operation; music data is generated from a key sequence composed in the order of the strokes and the offset time corresponding to each key.
The input device 176 is mainly used for obtaining input operations of a player, and when the terminal devices are different, the input device 176 may be different. For example, when the terminal device is a PC, the input device 176 may be an input device such as a mouse, a keyboard, or the like; when the terminal device is a portable device such as a smart phone, a tablet computer, etc., the input device 176 may be a touch screen.
The embodiment of the application also provides a computer storage medium, wherein the computer storage medium stores computer executable instructions for realizing the network game control method according to any embodiment of the application.
In the several embodiments provided by the present application, it should be understood that the disclosed apparatus and method may be implemented in other ways. The above described device embodiments are only illustrative, e.g. the division of the units is only one logical function division, and there may be other divisions in practice, such as: multiple units or components may be combined or may be integrated into another system, or some features may be omitted, or not performed. In addition, the various components shown or discussed may be coupled or directly coupled or communicatively coupled to each other via some interface, whether indirectly coupled or communicatively coupled to devices or units, whether electrically, mechanically, or otherwise.
The units described as separate units may or may not be physically separate, and units 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 may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in each embodiment of the present application may be integrated in one processing unit, or each unit may be separately used as one unit, or two or more units may be integrated in one unit; the integrated units may be implemented in hardware or in hardware plus software functional units.
The foregoing is merely illustrative of the present application, and the present application is not limited thereto, and any person skilled in the art will readily recognize that variations or substitutions are within the scope of the present application.

Claims (9)

1. A network game control method, comprising:
obtaining music data input by a target player aiming at a target role from a target client which is logged in by the target player of the current game in the target role;
Selecting a display scene containing a target role from the display scenes currently corresponding to each player role participating in the game;
respectively sending the music data to each associated client containing the display scene of the target role so as to enable each associated client to play the music data;
aiming at the current display scene of the target client, sending the music data of each other player character in the display scene to the target client so that the target client responds to the operation of selecting the current player character from the player characters by the target player and plays the music data of the selected current player character; the music data of the respective other player characters are obtained from clients registered with each other player character, respectively.
2. The method as recited in claim 1, further comprising:
acquiring state change information of the target role when the performance state of the target role is changed under the control of the target player from the target client;
the state change information is respectively sent to each associated client so that each associated client controls the display state of the target role according to the state change information;
And aiming at the current display scene of the target client, sending state change information when the performance states of all other player characters in the display scene are changed to the target client so that the target client controls the display state of each other player character according to the state change information of all other player characters.
3. The method as recited in claim 2, further comprising:
judging whether a non-player character exists in a preset range corresponding to a target character in a performance state;
if so, setting the state of the non-player character as a cradling state, and sending cradling state information of the non-player character to other clients including the display scene of the non-player character, so that each other client controls the display state of the non-player character to be cradling state.
4. A method according to any one of claims 1 to 3, further comprising:
responding to a stored record track request sent by the target client, storing music data corresponding to the target role, wherein the stored record track request is sent by the target client in response to stored track operation of the target player, the music data is generated by the target client in response to received record track operation, and after determining offset time corresponding to each key struck by each key struck operation received after the recording start time according to the striking time and the recording start time of each key struck operation, the key sequence formed according to the striking sequence and the offset time corresponding to each key are generated, and the recording start time is the time when the target client receives the record track operation;
Responding to a request for sharing recorded tracks sent by the target client, acquiring music data stored corresponding to the target role and sharing the music data to an appointed object, wherein the request for sharing recorded tracks is sent to a background server according to the music data appointed by the shared track operation and the appointed object by the target client in response to the received shared track operation;
and responding to the instruction of listening to the music data sent by the client of the appointed object, and sending the shared music data to the client of the appointed object.
5. A method according to any one of claims 1 to 3, further comprising:
adjusting the level of a musician of the target character according to the music data accumulated by the target character;
and sending the adjusted musician grade information to a target client so that the target client updates the musician grade displayed by the target role in the current display scene.
6. The method according to claim 1, wherein the music data includes a key sequence composed of identifications of keys that are struck in a set period and a striking timing corresponding to each key, the music data being transmitted by the target client to the background server in the set period.
7. The method of claim 1, wherein the selected current player character is part or all of each other player character in the display scene.
8. A network game control device, comprising:
a receiving unit, configured to obtain, from a target client that a target player of a current game logs in a target character, music data input by the target player for the target character;
a selection unit, configured to select a display scene including a target character from display scenes currently corresponding to each player character participating in the game;
a data sharing unit, configured to send the music data to each associated client of the display scene including the target role, so that each associated client plays the music data; aiming at the current display scene of the target client, sending the music data of each other player character in the display scene to the target client so that the target client responds to the operation of selecting the current player character from the player characters by the target player and plays the music data of the selected current player character; the music data of the respective other player characters are obtained from clients registered with each other player character, respectively.
9. A computer-readable storage medium having a computer program stored therein, characterized in that: the computer program, when executed by a processor, implements the method of any of claims 1-7.
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