CN110559663B - Display control method and device for virtual rounds in game - Google Patents

Display control method and device for virtual rounds in game Download PDF

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Publication number
CN110559663B
CN110559663B CN201910858014.XA CN201910858014A CN110559663B CN 110559663 B CN110559663 B CN 110559663B CN 201910858014 A CN201910858014 A CN 201910858014A CN 110559663 B CN110559663 B CN 110559663B
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game
instant
virtual
virtual round
round
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CN110559663A (en
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俞耀
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Priority to CN202210927673.6A priority Critical patent/CN115155065A/en
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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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • 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
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Information Transfer Between Computers (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application provides a display control method, a display control device, terminal equipment, a server and a medium of a virtual round in a game, which are used for realizing the control of the virtual round in the process of instant game; the method comprises the steps that a game client displays virtual turn time change information in a game scene for each virtual turn in the process of instant games, the instant games are continuously provided with a plurality of virtual turns according to time progress, and the duration of each virtual turn is one part of the duration of the instant games; updating the time change information of the virtual round according to the time progress updating indication of the virtual round sent by the instant game server, and updating the time change information of the virtual round to the initial time information when the virtual round starts when the current virtual round is determined to end according to the time progress updating indication of the virtual round, wherein the time progress updating indication of the virtual round is determined by the instant game server according to the time progress of the instant game duration corresponding to each virtual round.

Description

Display control method and device for virtual rounds in game
Technical Field
The present application relates to the field of communications technologies, and in particular, to a method, an apparatus, a terminal device, a server, and a medium for controlling display of a virtual round in a game.
Background
The hand game becomes a main part in life entertainment, and the current instant fighting hand game is popular with a large number of users because the hand game can bring strong operation feeling and striking feeling to the users.
The game mode adopts real time calculation data such as movement, attack distance, flight speed and the like, and the data can generate the real-time feeling for the user according to the real time, so that the game process becomes continuous, but the stage feeling and the process feeling are lacked.
Disclosure of Invention
The application provides a display control method, a display control device, terminal equipment, a server and a medium of a virtual round in a game, which are used for realizing the control of the virtual round in the process of instant game playing.
The embodiment of the application provides the following specific technical scheme:
in a first aspect, an embodiment of the present application provides a method for controlling display of a virtual round in a game, including:
the method comprises the steps that in the process of instant-system games, an instant-system game client displays virtual-round time change information in an instant-system game scene aiming at each virtual round of the instant-system games, wherein the instant-system games are continuously provided with a plurality of virtual rounds according to time progress, and the time length corresponding to each virtual round is one part of the game time length of the instant-system games; and are
The instant game client updates the time change information of the virtual round according to the time progress updating indication of the virtual round sent by the instant game server, and updates the time change information of the virtual round to the initial time information when the virtual round starts when the current virtual round is determined to end according to the time progress updating indication of the virtual round, wherein the time progress updating indication of the virtual round is determined by the instant game server according to the time progress of the instant game duration corresponding to each virtual round.
In a second aspect, an embodiment of the present application provides a method for controlling display of a virtual round in a game, including:
the method comprises the steps that an instant game server sends initial time information of virtual round time change information to an instant game client when a virtual round starts for each virtual round of an instant game in an instant game process, the instant game is continuously provided with a plurality of virtual rounds according to time progress, and the time length corresponding to each virtual round is one part of the game time length of the instant game;
monitoring the time progress of the virtual turn by the instant game server, and determining a time progress updating instruction of the virtual turn according to the time progress of the virtual turn;
And the instant game server sends a time progress updating indication of the virtual round to the instant game client so that the instant game client updates the time change information of the virtual round in the display page according to the time progress updating indication.
In one possible implementation, the display module is further configured to:
in the instant game process, for each virtual round of the instant game, displaying energy identification information of a player character logged in by an instant game player in the virtual round in an instant game scene, wherein the energy identification information displayed in each virtual round is used for indicating the accumulated energy of the player character in the virtual round; and are
The update module is further to: updating energy identification information according to an energy information updating indication sent by the instant game server, and updating the energy identification information to initial energy information when the virtual round starts when time change information of the virtual round is updated to the initial time information when the virtual round starts, wherein the energy information updating indication is determined by the instant game server according to the time progress of the virtual round and/or instant game operation behavior information of a game player aiming at a player character reported by an instant game client.
In one possible implementation, the display module is further configured to:
in the instant game process, for each virtual round of the instant game, displaying energy upper limit identification information of a player character logged in by an instant game player in the virtual round in an instant game scene, wherein the energy upper limit identification is used for indicating an upper limit value of energy accumulated in the virtual round.
In a third aspect, an embodiment of the present application provides a display control apparatus for a virtual round in a game, including:
the display module is used for displaying virtual round time change information in an instant game scene aiming at each virtual round of the instant game in the instant game process, wherein the instant game is continuously provided with a plurality of virtual rounds according to the time progress, and the time length corresponding to each virtual round is one part of the game time length of the instant game; and
and the updating module is used for updating the time change information of the virtual rounds according to the time progress updating instructions of the virtual rounds sent by the instant game server, updating the time change information of the virtual rounds into initial time information when the virtual rounds start when the current virtual rounds are determined to end according to the time progress updating instructions of the virtual rounds, and the time progress updating instructions of the virtual rounds are determined by the instant game server according to the time progresses of the instant game duration corresponding to each virtual round.
In one possible implementation, the determining module is further configured to:
in the process of the instant game, aiming at each virtual round of the instant game, determining an energy information updating indication according to the time progress of the virtual round and/or the instant game operation behavior information of a game player aiming at a player character, which is received in the virtual round and reported by an instant game client;
and the instant game server sends the energy information updating indication to the instant game client so that the instant game client updates the energy identification information in the display page according to the energy information updating indication.
In one possible implementation, the determining module is further configured to:
determining that the current virtual round is not finished according to the time progress of the virtual round and the energy value corresponding to the energy identification information does not reach the energy value of the energy upper limit identification, and when the time progress of the virtual round is increased by a time increment, determining that an energy information updating instruction increases a preset energy increment for the energy value corresponding to the currently displayed energy identification information;
determining that the current virtual round is not finished according to the time progress of the virtual round, and when the energy value corresponding to the energy identification information reaches the energy value corresponding to the energy upper limit identification information, determining that the energy information updating indication is that the currently displayed energy identification information is unchanged;
And after the current virtual round is determined to be finished according to the time progress of the virtual round, determining that the energy information updating indication is initial energy information at the beginning of the virtual round.
In one possible implementation, the determining module is further configured to:
receiving instant game operation behavior information of a game player aiming at a game role reported by an instant game client;
determining an energy value of the instant game operation behavior information, wherein the instant game server stores the corresponding relation between the game operation behavior information and the energy value;
and determining that the energy value corresponding to the currently displayed energy identification information is reduced by the energy value of the game behavior information according to the energy value of the game operation behavior information.
In one possible implementation manner, the corresponding relation between the game operation behavior information and the energy value is determined by the determining module in the following manner:
the total energy value that can be used in one round in the round-based game and the number of times of the game manipulation acts that are used in the round are determined, and the energy value corresponding to each game manipulation act is calculated based on the total energy value and the number of times of using the game manipulation acts.
In a possible implementation manner, the second sending module is further configured to:
Synchronizing time progress update indications of virtual rounds of other player characters from the blockchain;
sending a timeline update indication of the virtual round of the other player character to the instant game client.
In a fourth aspect, an embodiment of the present application provides an apparatus for controlling display of a virtual round in a game, including:
the instant game system comprises a first sending module, a second sending module and a third sending module, wherein the first sending module is used for sending initial time information of virtual round time change information to an instant game client side when a virtual round starts in the instant game process aiming at each virtual round of the instant game, the instant game is continuously provided with a plurality of virtual rounds according to time progress, and the time length corresponding to each virtual round is one part of the game time length of the instant game;
the determining module is used for monitoring the time schedule of the virtual round and determining the time schedule updating indication of the virtual round according to the time schedule of the virtual round;
and the second sending module is used for sending the time progress updating indication of the virtual round to the instant game client so that the instant game client updates the virtual round time change information in the display page according to the time progress updating indication.
In a fifth aspect, an embodiment of the present application provides a display control client for a virtual round in a game, including: a memory and a processor, wherein the memory is used for storing computer instructions; and the processor is used for executing computer instructions to realize the display control method of the virtual round in the game.
In a sixth aspect, an embodiment of the present application provides a display control server for a virtual round in a game, including: a memory and a processor, wherein the memory is configured to store computer instructions; and the processor is used for executing computer instructions to realize the display control method of the virtual round in the game.
In a seventh aspect, an embodiment of the present application provides a computer-readable storage medium, where computer instructions are stored in the computer-readable storage medium, and when the computer instructions are executed by a processor, the method for controlling display of a virtual round in a game provided in an embodiment of the present application is implemented.
According to the scheme, in the instant game process, aiming at each virtual round in the instant game, the instant game server sends the initial time information of the virtual round time change information to the instant game client when each virtual round starts, so that the instant game client displays the initial time information of the virtual round time change information on a display page when the virtual round starts; monitoring the time schedule of the virtual round, and sending a time schedule updating instruction of the virtual round to the instant game client according to the time schedule of the virtual round so that the instant game client updates the time change information of the virtual round; and when the virtual round is determined to be ended according to the time progress of the virtual round and a new virtual round is started, the instant game client is informed to update the time change information of the virtual round to the initial time information when the virtual round is started. The control of the virtual round is realized in the instant game process according to the game time progress, and simultaneously, the stage feeling and the progress feeling are brought to the user in the instant game according to the change process of the virtual round time change information displayed on the display page by the instant game client, so that the game experience is improved.
Additional features and advantages of the application will be set forth in the description which follows, and in part will be obvious from the description, or may be learned by the practice of the application. The objectives and other advantages of the application may be realized and attained by the structure particularly pointed out in the written description and claims hereof as well as the appended drawings.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments will be briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without inventive exercise.
FIG. 1 is a schematic diagram illustrating an application scenario of display control of a virtual turn in a game according to the present application;
FIG. 2 is a flowchart of a method for controlling the display of virtual rounds in a game according to the present application;
FIG. 3 is a flow chart of another method for controlling the display of virtual rounds in a game according to the present application;
FIG. 4 is a schematic view of a game interface of the present application;
FIG. 5A is a schematic diagram illustrating virtual turn initial time information in an instant game according to the present application;
FIG. 5B is a schematic diagram illustrating virtual turn initial time information in another instant game according to the present application;
FIG. 6 is a schematic diagram illustrating game operations performed in the instant game according to an embodiment of the present application;
FIG. 7 is a schematic diagram illustrating an apparatus for controlling display of virtual rounds in a game according to the present application;
FIG. 8 is a schematic view of another apparatus for controlling display of virtual rounds in a game according to the present application;
fig. 9 is a block diagram of a terminal device according to the present application;
fig. 10 is a block diagram of a server according to the present application.
Detailed Description
In order to make the purpose, technical solution and advantages of the present application more clearly and clearly understood, the technical solution in the embodiments of the present application will be described below in detail and completely with reference to the accompanying drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
Some terms in the embodiments of the present application are explained below to facilitate understanding by those skilled in the art.
(1) The instant game is a game which is based on the calculation data of real time and can be operated by player characters in a game scene; for example, in an instant game, a first player character may be attacked by a second player character at the same time that the second player character is attacked.
(2) An instant game terminal device, which is a hardware device capable of installing an instant game client and running an instant game, can be a terminal device such as a Personal Computer (PC), a tablet PC, a Personal Digital Assistant (PDA), a notebook, a mobile phone, etc., and can also be a Computer with a mobile terminal device, including various portable, pocket, hand-held, Computer-embedded or vehicle-mounted mobile devices, which can provide voice, data or voice and data connectivity to a user and exchange voice, data or voice and data with a wireless access network.
(3) The instant game server is background running equipment used for managing and storing instant game data.
The following briefly introduces a scenario in which the technical solution of the embodiment of the present application can be used, and it should be noted that the following scenario is only used for illustrating the embodiment of the present application and is not limited. In specific implementation, the technical scheme provided by the embodiment of the application can be flexibly applied according to actual needs.
As shown in fig. 1, for an application scenario diagram provided by the present application, a server 12 is communicatively connected to a plurality of terminal devices 11 installed with game clients through a network, where the network may be, but is not limited to, a local area network, a metropolitan area network, or a wide area network. The server 12 may be any device capable of providing internet services.
In this application scenario, the terminal device 11 is used to install and run a game client, and in some cases, the game client may not be installed in advance in the terminal device 11, and a game player may directly access to the game client to enter a game. The user logs in the game client by using the registered game account, and the player character corresponding to the game account can be controlled to participate in the game. When a user logs in a client, the terminal device 11 sends a login request to the server 12, the server 12 authenticates a game account used by the user, meanwhile, the server 12 determines a game mechanism corresponding to the game account according to the login request, and a login success notification is returned to the terminal device 11 after the authentication is passed. In the process that a user participates in a game through a client, interaction is carried out between the terminal device 11 and the server 12, the terminal device 11 sends various information to the server 12, the server 12 determines display data of the client according to a stored game mechanism and the received information, the display data are sent to the terminal device 11, and the display data sent by the server 12 are displayed to the user through the client in the terminal device 11.
In one possible application scenario, the servers 12 may be deployed in various regions in order to reduce the game communication delay of each game player, or the game processes of each game player may be served separately by different servers 12 for load balancing. The plurality of servers 12 can share data by a blockchain, and the plurality of servers 12 corresponds to the plurality of servers 12 to constitute the game data sharing system 13. For example, the terminal device 11 corresponding to player a is located at a location a and is connected to the server 12 in communication, and the terminal device 11 corresponding to player C, B is located at a location b and is connected to another server 12 in communication.
Each server 12 in the game data sharing system 13 has a node identifier corresponding to the server 12, and each server 12 in the game data sharing system 13 may store the node identifiers of the other servers 12 in the data sharing system, so that the generated tile is broadcast to the other servers 12 in the game data sharing system 13 according to the node identifiers of the other servers 12. Each server 12 may maintain a node identifier list as shown in the following table, and store the server 12 name and the node identifier in the node identifier list correspondingly. The node identifier may be an IP (Internet Protocol) address and any other information that can be used to identify the node, and table 1 only illustrates the IP address as an example.
TABLE 1
Name of background server Node identification
Node 1 119.115.151.174
Node 2 118.116.189.145
Node N 119.123.789.258
In a possible application scenario, different game clients may be served by different servers 12, and therefore, in order to distinguish the servers 12 corresponding to different game clients, the following description will be made in a first and second manner. In fact, the servers 12 corresponding to different game clients may be the same server 12. It will be understood that game clients located in the same game scene are served by the same server 12 without distinguishing between the first and second.
Currently, there are two game mechanisms: turn-based games and instant games.
The turn-based game is that two parties participating in the game alternately perform according to the turn, when the server determines that the current turn is the turn of the first player, the first player can perform game operation in the current turn, and the server controls the second player not to perform any game operation; after the server receives an instruction of ending the current round sent by the first player through the terminal equipment, determining that the game round of the first player is ended, controlling the second player to carry out game operation and controlling the first player not to carry out any game operation;
In the turn-based game, two parties participating in the game can perform game operation only when the turn belonging to the two parties is reached after the turn of each other is finished, and the game rhythm is slow.
When the game is played by two parties participating in the game, the server receives a game operation instruction sent by a first player and also receives a game operation instruction sent by a second player, calculates data information according to the game operation instructions sent by the first player and the second player, and sends the calculated data information to a first terminal device corresponding to the first player and/or a second terminal device corresponding to the second player so that the first terminal device and the second terminal device display the game information on the client according to the data information;
in the instant game, a plurality of parties participating in the game can simultaneously operate, and data in the game are generated based on real time, so that the game process becomes continuous, but the stage feeling and the process feeling in the turn game are lacked.
Based on the content, aiming at the problems that the rhythm of the existing turn-based game is slow and the stage feeling and the process feeling are lacked in the instant game, the application provides a method for displaying and controlling the virtual turn in the game through a virtual turn mechanism, so that a user realizes the control of the virtual turn in the process of the instant game and can generate the stage feeling and the progress feeling while feeling the fast rhythm;
The method mainly comprises the following steps: and storing the game duration corresponding to each virtual round in the instant game server. In the instant game process, aiming at each virtual round in the instant game, when each virtual round starts, the instant game server sends initial time information of the virtual round time change information to the instant game client so that the instant game client displays the initial time information of the virtual round time change information on a display page when the virtual round starts;
meanwhile, in the process of playing the instant game in each virtual round, the server monitors the time length of the game in the virtual round in real time, and sends a time progress updating instruction of the virtual round to the instant game client according to the time progress of the real-time monitored virtual round and the stored game time length corresponding to the virtual round, so that the instant game client updates the time change information of the virtual round;
when the instant game server determines that the virtual round is ended according to the time progress of the virtual round and a new virtual round is started, the instant game client is informed to update the time change information of the virtual round to the initial time information when the virtual round is started.
Control of the virtual round is achieved during the instant game. Meanwhile, according to the change process of the virtual turn time change information displayed on the display page by the instant game client, the phase sense and the progress sense in the turn game are brought to the user, so that the fast rhythm of the instant game is reflected, the phase sense and the progress sense in the turn game are reflected, and the game experience is improved.
The information display method provided by the exemplary embodiment of the present application is described below with reference to the accompanying drawings in conjunction with the application scenarios described above, it should be noted that the above application scenarios are only shown for the convenience of understanding the spirit and principles of the present application, and the embodiments of the present application are not limited in this respect.
It should be noted that the method for controlling display of a virtual round in a game provided in the embodiment of the present application may be executed on a game-instant client (hereinafter, referred to as a client), a game-instant server (hereinafter, referred to as a server), or a client and a server are executed in cooperation, and the following description will take an example where the client and the server are executed in cooperation.
In practical application, when a user starts a new instant game, the client sends an instruction for starting the instant game to the server, and the server responds to the instruction for starting the instant game and starts to monitor the time progress of the instant game in real time.
In a possible implementation manner, the instant game may be a battle game of a plurality of player characters, each game player corresponds to one instant game client, each instant game client corresponds to one instant game server, and different instant game servers respectively serve the game process of the player character corresponding to each game player.
In the application, a plurality of instant game servers can realize data sharing through a blockchain, the plurality of instant game servers corresponding to the same game scene are equivalent to a game data sharing system formed by the plurality of instant game servers, and the instant game server in each game data sharing system can acquire data stored in other instant game servers in the game data sharing system, so that when any instant game server in the game data sharing system monitors the time progress of an instant game, the currently monitored time progress of the instant game can be shared to other instant game servers in the same game data sharing system, each instant game server is not required to monitor the time progress in real time, and communication delay is reduced.
For example, the current instant game is a two-player battle game, a player character a in the instant game corresponds to the instant game server a, a player character B in the instant game corresponds to the instant game server B, the instant game server a and the instant game server B realize data sharing through a block chain to form a game data sharing system, at the moment, the instant game server a monitors the time progress of the instant game in real time, and shares the monitored time data to the instant game server B through the block chain.
In the instant game process, the fast rhythm of the instant game and the stage sense and the process sense in the turn game are reflected, so that the instant game time length planned in advance by the instant game is divided into a plurality of sub-game time lengths for monitoring, each sub-game time length corresponds to one virtual turn, the instant game is divided into a plurality of virtual turns for monitoring, and the time length corresponding to the virtual turn is a part of the game time length in the instant game.
The pre-planned instant game time length is the time length for the player to play the instant game when the player character in the instant game is not defeated by the other party, namely the game time length limit value of the instant game. In the instant game process, when a certain game skill is used to attack the other party, if the used game skill is stronger and hits the other party, the game may be ended as soon as the hit, therefore, the real time duration of the instant game is less than the pre-planned instant game duration.
When the pre-planned instant game duration is divided into a plurality of sub-game durations, the pre-planned instant game duration can be averagely divided into the plurality of sub-instant game durations, namely, the game durations corresponding to each virtual round are consistent; the division may not be performed equally. The game duration corresponding to a specific virtual round is determined by the partition rule stored in the server, or determined by the correspondence between the virtual round stored in the server and the corresponding game duration, and may be preset, which is not described herein again.
If the rule is a division rule: the server stores the pre-planned game duration and information on how many shares the pre-planned game duration is divided into. Taking the pre-planned instant game time length as 2 minutes (120 seconds) as an example, suppose that 10 virtual rounds are divided into 10 pieces on average, and the game time length corresponding to each virtual round is 12 seconds.
If the corresponding relationship between the stored virtual round and the corresponding game duration is: the game duration corresponding to one virtual round is determined according to the duration corresponding to one round in the round-based games, and when the round-based games are mapped into the instant-based games comprising the virtual round, the virtual round duration in the instant-based games is set as the game duration of the one round in the round-based games. The game characteristics corresponding to different turn-based games are different, and the set time length of one turn is also different, so that after the turn-based games are mapped into the instant-based games, the time length of a virtual turn in the instant-based games corresponds to the time length of one turn in the turn-based games corresponding to the mapping;
Taking a certain card round game as an example, if the duration of one round in the card round game is 12 seconds, after the card game is mapped into an instant game, the stage feeling and the process feeling of the round are required to be reflected in the instant game, a virtual round is set in the instant game, and the duration of the virtual round is 12 seconds;
therefore, the game duration corresponding to one virtual round can be stored in the server in advance and is 12 seconds; or storing the game duration corresponding to the virtual turn as shown in table 2:
TABLE 2
Virtual rounds Virtual round one Virtual round two Virtual round three …… Virtual round ten
Duration of game play 0 to 12 seconds 12 to 14 seconds 14 to 26 seconds …… 108-120 seconds
Therefore, the server monitors the time length for the instant game in the virtual round, that is, determines the time schedule of the virtual round, may determine whether the current virtual round is finished according to the monitored time schedule of the virtual round, for example, a first virtual round, which starts when the game starts, and the server monitors the time schedule of the virtual round, and when the time schedule of the virtual round reaches 12 seconds, the first virtual round is finished.
It should be noted that, in the present application, the duration corresponding to the virtual round may also implement data sharing through the blockchain, and after any one of the instant game servers in the same game scene determines the duration of the virtual round, the duration may be shared to other instant game servers in the same game data sharing system through the blockchain.
In practical application, data of a server and a client need to be synchronized in real time, the client also needs to determine the time schedule of the current virtual round and display the time schedule of the current virtual round on a display page of the client through virtual round time change information, so that a user can determine whether the current virtual round is finished according to the time schedule of the current virtual round displayed in the display page, and a phase feeling and a process feeling are brought to the user.
In the application, the virtual round time change information displayed on the display page of the client performs display updating according to the time progress updating indication of the virtual round sent by the server, and the server determines and sends the time progress updating indication of the virtual round to the client in real time according to the time progress of the virtual round (namely the time length for playing an instant game in the virtual round), so that the client updates the virtual round time change information in the display page according to the time progress updating indication of the virtual round;
taking the presentation form of the virtual round time change information on the client display interface as an example, the whole time progress bar corresponds to the game duration of one virtual round, the part filled in the time progress bar corresponds to the time progress of the virtual round, and the time progress updating indication of the virtual round is used for indicating the updating of the filling state of the time progress bar. When the time progress of the virtual round is 6 seconds, and the game duration of the virtual round is 12 seconds, the portion of the time progress update indication of the virtual round transmitted by the server at this time for instructing the client to display the time progress bar 1/2 is filled; when the time progress of the virtual round is 8 seconds and the game duration of the virtual round is 12 seconds, the time progress update indication of the virtual round sent by the server at this time indicates that the portion of the client display time progress bar 2/3 is filled, and when the time progress bar in the client display page is completely filled, the current virtual round is ended; the update of the virtual time change information is displayed on the client display page, so that the user can generate stage feeling and progress feeling in the instant game.
In the application, according to the characteristics of the instant game, the game time schedules of the player characters in the instant game are synchronous, and the time length of the virtual round of each player character is the same, so when the time schedule updating indication of the virtual round is determined according to the time schedule of the virtual round, the time schedule updating indication of the virtual round can be determined by any instant game server in the same game scene, and the determined time schedule updating indication of the virtual round is shared to other instant game servers in the same game data sharing system through a block chain, so that the other instant game servers in the same game scene can determine the time schedule updating indication of the virtual round without calculation, further the determined time schedule updating indication of the virtual round is sent to the corresponding instant game client, and the load of each instant game server is reduced, and ensuring load balance.
In practical application, in the process of monitoring the instant game duration in a virtual round by a server, game operation behavior information of a player character performing game operation in the current virtual round reported by a client is received, the server responds to the game operation behavior information reported by the client, and determines the corresponding player character and the energy value corresponding to the game operation behavior according to the game operation behavior information;
Further, an energy information updating instruction is generated according to the current energy value of the player character and the energy value corresponding to the determined game operation behavior, and the generated energy information updating instruction is sent to the client, so that the client updates and displays the energy identification information in the display interface according to the energy information updating instruction, and the player determines whether the game skill can be used according to the currently displayed energy identification information.
When the server determines the energy value corresponding to the game operation behavior according to the game operation behavior information, the energy value is determined according to the corresponding relationship between various game operation behaviors and the energy value stored in the server, for example, when an attack behavior in the game operation behavior is a 2-point energy value, and when the server determines that the game operation behavior reported by the client is the attack behavior, the corresponding energy value is determined to be 2.
The energy value corresponding to each game operation behavior stored in the server is calculated and stored according to the energy value which can be used in one turn in the root-turn game and the number of game operation behaviors used in the one turn.
For example, in a round game, one round corresponds to 6-point energy value, and if 3 times of attacks are performed in the current round and the energy value becomes 0, the energy value consumed by the attack each time is 6/3-2, that is, 2-point energy value is consumed by the attack each time, and the attack corresponds to 2-point energy value.
Meanwhile, the server monitors the time length of the instant game in the virtual round, recovers the energy value of the player according to the time progress of the virtual round, generates an energy information updating instruction, and sends the energy information updating instruction to the client, so that the client updates and displays the energy identification information in the display interface according to the energy information updating instruction, and the player determines whether the game skill can be used according to the currently displayed energy identification information.
In the application, under the condition that the energy information updating indication is determined according to the time progress of the virtual round, the energy information updating indication can be determined by any instant game server in the same game scene, and the determined energy information updating indication is shared to other instant game servers in the same game data sharing system through a block chain; under the condition that the energy information updating indication is determined according to the game operation behaviors, each instant game server independently determines according to the game operation behaviors of the corresponding instant game client, but in the process, the energy value corresponding to the game operation behaviors stored in the instant game server can be shared to other instant game servers in the same game data sharing system through a block chain, so that after the other instant game servers receive the game operation behaviors reported by the instant game clients, the energy information updating indication is determined according to the shared data, the storage amount of other instant game servers is reduced, and the storage space is saved.
It should be noted that, the server performs the same operation for each virtual turn in the instant game, and all of the operations are to monitor the time progress of the virtual turn, generate various update instructions according to the time progress of the virtual turn and/or receive game operation behavior information reported by the client in the virtual turn, and return the generated update instructions to the client, so that the client updates the information in the client display interface according to the received update instructions, and through the process of updating and displaying the information in the client display interface, the user feels that a phase feeling and a process feeling exist in the instant game, and the user experience is improved.
Therefore, the following explanation is given by taking a virtual round as an example, and as shown in fig. 2, it is a flowchart of a method for controlling display of a virtual round in a game in an instant game, which includes the following steps:
in step 200, when a virtual round starts, the server sends initial time information of time change information of the virtual round to the client.
At the beginning of each virtual round, the server sends initial time information of the time change information of the virtual round to the client, so that the client displays the initial time information of the time change information of the virtual round on a display page, and a player feels that a new round starts.
As one possible example, the instant game is a two-player match-up type game, and two players playing the game log in player characters on different instant game clients to play the game, a first player logs in a first player character through a first instant game client to play the game, and a second player logs in a second player character through a second instant game client to play the game. The first real-time game server is used for serving a first real-time game client, the second real-time game server is used for serving a second real-time game client, and the first real-time game server and the second real-time game server share data through a block chain.
In the present application, the first player character and the second player character are in the same game scene, and the game progress of the two player characters is consistent. Therefore, in the game process, the first instant game server and the second instant game server can respectively monitor the time progress of the first instant game client and the second instant game client; or the first instant game server monitors the first instant game client and then shares the monitored time progress to the second instant game server through the blockchain; in a similar way, the second instant game server can monitor the second instant game client and then share the monitored time progress to the first instant game server through the blockchain; the time change information can be shared to the second instant game server through the block chain after the first instant game server determines the time change information according to the time progress; similarly, after the second instant game server determines the time change information according to the time progress, the time change information can be shared to the first instant game server through the block chain.
Therefore, under the scene that a first instant game client, a second instant game client, a first instant game server, a second instant game server and a block chain exist, the first instant game server is taken as an execution main body for determining shared data, and the second instant game server is taken as an execution main body for receiving the shared data; as shown in fig. 3, a flowchart of another method for controlling display of a virtual round in a game-on-demand system provided by the present application includes the following steps:
in step 300, when the virtual round starts, the first instant game server determines initial time information of the time change information of the virtual round.
Step 301, the first instant game server sends initial time information of the virtual round time change information to the first instant game client.
In step 302, the first instant game server sends initial time information of the virtual round time change information to the blockchain.
In step 303, the blockchain shares the initial time information of the virtual round time variation information to the second instant game server.
In step 304, the second instant game server sends the initial time information of the virtual round time change information to the second instant game client.
It should be noted that step 301 and step 302 may be executed simultaneously, or step 302 may be executed first before step 301 is executed.
In step 201, the client receives initial time information of the virtual round time change information sent by the server, and displays an initial state of the virtual round time change information on a display page.
In one possible embodiment, when there are a first instant game client and a second instant game client, an initial state of the virtual round time variation information is displayed on display pages of the first instant game client and the second instant game client, respectively.
In step 305, the first instant game client receives the initial time information of the virtual round time change information sent by the first instant game server, and displays the initial state of the virtual round time change information on the display page.
Step 306, the second instant game client receives the initial time information of the virtual round time change information sent by the second instant game server, and displays the initial state of the virtual round time change information on the display page.
As shown in fig. 4, the instant game is displayed on the display screen of the client, and the instant game is played by two parties.
Wherein, as shown in FIG. 3:
a1 and A2 represent player characters of a player in a prompt game scenario, respectively; in the present application, a "heart shape" is set beside each player character to indicate the life value of the player character, and when the player character is attacked by the other party during the instant game, the life value is reduced and cannot be recovered until the instant game is ended when the life value of one of the player characters becomes 0, wherein the life value becomes 0 to indicate that the player character is defeated by the other party. In practical application, different game operation behaviors bring different damages to the other party, namely different game operation behaviors reduce different life values, so that a plurality of virtual rounds can exist in one instant game.
Because the life value information of all player characters, namely each player character, is displayed on the display interface of each instant game client, the instant game server corresponding to the instant game client needs to determine not only the life value information of the player character corresponding to the instant game client, but also the life value information of other player characters in the same game scene.
In the application, the instant game server can only calculate the life value information of the player character corresponding to the instant game server, and the life value information of other player characters can be shared to the instant game server through the block chain.
For example, the player character corresponding to the player registered in the instant game client a1 is player character a1, the instant game client a1 corresponds to the instant game server B1, the player character corresponding to the player registered in the instant game client a2 is a2, and the instant game client a2 corresponds to the instant game server B2; the game server B1 determines the life value information of the player character a1, the game server B2 determines the life value information of the player character a2, and the game server B1 shares the life value information of the player character a1 and the player character a2 with the game server B2, so that the game server B1 determines not only the life value information of the player character a1 but also the life value information of the player character a2 and displays the determined life value information on the display interface of the game client.
In the present application, the life value information of the player character and the player character displayed in the first prompt game client display page is the same as the life information of the player character and the player character displayed in the second prompt game client display page.
B represents virtual round time variation information indicating a time schedule of the virtual round, and the virtual round time variation information is updated according to a time schedule of the player in the virtual round, represented in fig. 3 in the form of a progress bar;
At the start of a virtual round, changing initial time information according to virtual round time variation information transmitted by a server, and displaying an initial state of the virtual round time variation information on a display page:
as shown in fig. 5A, the progress bar is in a completely filled state, which represents that the virtual round starts, and the filling of the progress bar is reduced in real time according to the time progress of the virtual round, and represents that the current virtual round ends when the progress bar is in an unfilled state; or
As shown in fig. 5B, the progress bar is in an unfilled state, which represents that the virtual round starts, and the filling state of the progress bar is updated in real time according to the time progress of the virtual round, which represents that the current virtual round ends when the progress bar is completely filled.
In the application, because the game duration of the player characters in the same scene is consistent, and the duration of the virtual round corresponding to the two player characters is consistent, the virtual round time change information displayed on the display page of the first instant game client is the same as the virtual round time change information displayed on the display page of the second instant game client, and the virtual round time change information can be shared through the block chain.
C represents energy identification information which is used for representing the energy value of the scratch-up of the player character in the instant game scene, wherein the scratch-up energy value is the currently available energy value, but the scratch-up amount of the energy value cannot exceed the upper limit value corresponding to the current virtual round; and in the present application, the energy identification information is updated according to the time progress in the virtual round and/or the game operation behavior in the virtual round.
D represents a game skill of the player character, and when the game skill is activated, the player character may attack the opponent or protect itself from attack using the activated game skill, wherein the activated game skill is displayed in a bright state (shown in fig. 3 as a filled-in state) on the display page and the inactivated game skill is displayed in a dark state on the display page to prompt which game skills the player may currently use;
in practice, each time the game skill is used, a corresponding energy value is consumed, so that whether the game skill is in an activated state or not is related to the accumulated energy value, and when the accumulated energy value is larger than the energy value corresponding to the game skill, the game skill is activated. For example, in the current game, there are 3 player characters, which are game skill 1, game skill 2, and game skill 3, respectively, the energy value corresponding to the game skill 1 is 1, the energy value corresponding to the game skill 2 is 2, and the energy value corresponding to the game skill 3 is 3, when the energy value corresponding to the energy identification information in the display page is 1, the game skill 1 is activated, and at this time, the player character corresponding to the player can use the game skill 1.
E represents energy cap identification information indicating the cap value of the accumulated energy value in the current virtual round, and it can be seen from fig. 3 that the energy cap identification information corresponds to 4 "hexagons" indicating that the energy cap value of the accumulated energy in the current virtual round is 4; at this time, 3 are in a filling state, which indicates that 3 energy values are accumulated currently; in the application, the energy value scraping limit corresponding to the energy limit identification information displayed by the client may be updated according to the number of virtual rounds, for example, each time a new virtual round is started, the energy value scraping limit corresponding to the energy limit identification information is increased, and the current virtual round is 4 and the next virtual round is updated to 5, so that the player may be provided with a sense of stage and a sense of progress according to the change of the energy limit identification information in the display page.
It should be noted that the instant game servers located in the same game scene can share the energy upper limit identification information to other instant game servers located in the same game data sharing system through the block chain.
And F represents a joystick for controlling the movement of the character, and the player can control the movement of the player character in the instant game scene in real time.
In step 202, the server monitors the time progress of the virtual round in real time.
In step 203, the server determines a time progress updating indication of the virtual round according to the time progress of the virtual round.
The server determines the time length of instant games in the virtual rounds, namely the time progress of the virtual rounds, and further determines the time progress updating indication of the virtual rounds according to the relationship between one virtual round and the game time length which are stored in advance, wherein the time progress updating indication of the virtual rounds is used for indicating the game time which a player feels in the current virtual rounds, and correspondingly updates the filling state of the progress bars in the display pages of the client sides, so that the player can generate the process feeling and the stage feeling of time through the filling state of the progress bars.
For example, the initial time information of the time change information of the virtual round corresponds to the unfilled state of the progress bar in the display page, and the total game duration of one virtual round is 12 seconds; when the virtual round starts, the time progress of the virtual round is 0 second, and the progress bar in the current display page is in an unfilled state; when the length of time for the instant game in the virtual round is 2 seconds, the portion of the progress bar 1/6 in the update display page is filled with the time progress update instruction of the virtual round.
As a possible embodiment, the first instant game server monitors the time progress of the virtual round in real time, and shares the monitored time progress of the virtual round to the second instant game server through a block chain; similarly, the second instant game server monitors the time progress of the virtual round in real time, and shares the monitored time progress of the virtual round to the first instant game server through the block chain; the first instant game server can monitor the time progress of the virtual round in real time, determine the time progress updating indication of the virtual round according to the time progress of the virtual round, and share the time progress updating indication of the virtual round to the second instant game server through the block chain; similarly, the second instant game server monitors the time schedule of the virtual round in real time, determines the time schedule updating indication of the virtual round according to the time schedule of the virtual round, and shares the time schedule updating indication of the virtual round to the first instant game server by using a block chain; taking one of them as an example, step 307 to step 310 are performed.
In step 307, the first instant game server monitors the time progress of the virtual round in real time.
In step 308, the first instant game server determines the time progress updating indication of the virtual round according to the time progress of the virtual round.
In step 309, the first instant game server sends a time progress update indication of the virtual round to the blockchain.
At step 310, the blockchain sends an indication of the time progress update for the virtual round to the second instant game server.
In step 204, the server transmits the schedule update indication of the determined virtual round to the client.
In practical application, data of a server and data of a client are synchronized in real time, so that after the server determines a time progress updating instruction of a virtual round, the time progress updating instruction of the virtual round is sent to the client; the server monitors the time progress of the virtual round in real time and sends a virtual round time progress updating indication, and the client updates the virtual round time change information in the display page according to the virtual round time progress updating indication, so that the player can experience stage feeling and progress feeling.
As a possible embodiment, after determining the schedule update indication of the virtual round, the server may send the determined schedule update indication of the virtual round to the corresponding client.
In step 311, the first instant game server sends the time progress update instruction of the virtual round to the first instant game client.
In step 312, the second instant game server sends the time progress update instruction of the virtual round to the second instant game client.
It should be noted that step 309 and step 311 may be executed simultaneously.
In step 205, the client updates the virtual round time change information displayed in the display page according to the received time progress update indication of the virtual round.
And after receiving the time progress updating indication of the virtual round, the client updates the filling state of the progress bar in the display page according to the time progress updating indication of the virtual round.
As a possible embodiment, the first instant game client and the second instant game client update the virtual round time change information in the first instant game client and the second instant game client, respectively, after receiving the time progress update indication of the virtual round.
In step 313, the first instant game client updates the virtual round time change information displayed in the display page according to the received time progress update instruction of the virtual round.
In step 314, the second instant game client updates the virtual round time change information displayed in the display page according to the received time progress update instruction of the virtual round.
The server monitors the time progress of the virtual round in real time, determines a time progress updating indication of the virtual round according to the monitored virtual round time progress, sends the determined time progress updating indication of the virtual round to the client, updates virtual time change information in a display page of the client, embodies the existence of the virtual round in the instant game according to the updating process of the virtual time change information, and enables the continuous game process to generate stage feeling and process feeling.
In practical applications, because the instant game is a competitive game, both game parties can perform game operation behaviors to attack or avoid attacks from the other party. Wherein, the game operation behaviors comprise moving, using game skills and the like, wherein the game skills comprise attacking, releasing law and the like.
In practical applications, certain energy values are required for game operation behaviors. When each virtual round is started, the server updates the energy identification information of the client to the initial energy information at the start of the virtual round when the time change information of the virtual round of the client is updated to the initial time information at the start of the virtual round, so that the energy identification information is in an initial state at the start of the virtual round;
As a possible embodiment, the initial energy information at the start of the virtual round may be determined by a server corresponding to any player character in the same game scenario, and the determined initial energy information at the start of the virtual round is shared by the servers in the same game scenario through data sharing via a blockchain, so as to display the initial state of the energy information corresponding to all player characters in the same game scenario at the start of the virtual round.
In practical application, the initial state of the energy identification information is that the energy value corresponding to the energy identification information is zero. In the application, the energy value corresponding to the energy identification information is updated according to the virtual round time schedule. The server determines an energy information update indication according to the time progress of the virtual round.
The server determines the energy information updating indication as follows according to the time progress of the virtual round: when the server determines that the time schedule of the virtual round is increased by one set time increment every time, the set energy increment is increased based on the energy value corresponding to the current energy identification information;
for example, when the current is the start of the virtual round, the energy value corresponding to the energy identification information is 0; the set time increment is 2 seconds, the corresponding energy increment is 1-point energy value, therefore, when the time schedule of the virtual round is 2 seconds, the energy information updating indication indicates that the energy value corresponding to the energy identification information in the current client display page is 1, when the time schedule of the virtual round is 4 seconds, the set time increment is added, at the moment, the energy information updating indication indicates that the energy value corresponding to the energy identification information in the current client display page is 2, and so on, until the current virtual round is finished.
In one possible embodiment, since the virtual round time schedules of the individual player characters in the same game scenario are consistent, when the energy information update indication is determined according to the virtual round time schedules, the determined energy information update indication can be shared to other instant game servers in the same game scenario through a block chain after being determined by one instant game server in the same game scenario.
In the application, when determining the energy information updating indication according to the time schedule of the virtual round, the server also determines the energy information updating indication according to the energy upper limit identification information of the current virtual round.
When the parameter of the energy upper limit identification information is added when the energy information updating indication is determined, firstly, whether the energy accumulation amount corresponding to the current energy identification information reaches the energy value corresponding to the energy upper limit identification information is determined;
if the energy value corresponding to the energy upper limit identification information is reached, the energy value does not change even when the time schedule of the virtual round is increased by a set time increment, and the energy information updating indication is used for indicating that the energy value corresponding to the current energy identification information does not change; for example, the energy value corresponding to the current energy identification information is 3, the energy value corresponding to the energy upper limit identification information is 3, the energy value corresponding to the energy identification information reaches the energy value corresponding to the energy upper limit identification information, at this time, a time increment is added to the time schedule of the virtual round for 2 seconds, and the energy identification information is still 3 points; or
If the energy value corresponding to the energy upper limit identification information is not reached, determining an energy information updating indication according to the relation between the energy value corresponding to the energy upper limit identification information and the energy value corresponding to the energy identification information;
for example, the energy value corresponding to the current energy identification information is 2, the energy value corresponding to the energy upper limit identification information is 4, and the energy increment is 1, after the time progress of the virtual round reaches a time increment, it is determined that the energy information update instruction is to add an energy increment 1 on the basis of the energy value 2 corresponding to the energy identification information, and at this time, the energy value corresponding to the energy identification information displayed in the display page is 3;
the energy value corresponding to the current energy identification information is 3, the energy value corresponding to the energy upper limit identification information is 4, the energy increment is 2, after the time progress of the virtual round reaches a time increment, the energy information updating indication is determined to be that a little energy value is added on the basis of the energy value 3 corresponding to the energy identification information, and the energy value corresponding to the energy information displayed when the page is displayed at the moment is 4.
Therefore, the server determines an energy information update instruction according to the actual situation of the energy value corresponding to the energy identification information and the energy upper limit identification information, and sends the energy information update instruction to the client.
In practical application, when the server sends an energy information updating instruction to the client, the sent energy information updating instruction can be an energy value corresponding to the determined energy identification information displayed on the client and is sent to the client, and the client directly displays the energy value after receiving the energy information updating instruction; or the energy increment is sent to the client side, and the client side carries out calculation display.
In practical applications, a player performs a game operation in a virtual round, and the game operation consumes energy, so that the energy value corresponding to the energy identification information is not only increased according to the time progress of the virtual round, but also decreased according to the game operation behavior of the player. Therefore, the server determines the energy information updating indication according to the time progress of the virtual round, and simultaneously determines the energy information updating indication according to the game operation behavior information reported by the client.
In the virtual round, if the server receives the game operation behaviors reported by the client, the energy value consumed by the game operation behaviors is determined, and the energy information updating indication is further determined.
In the application, when the game operation behavior is game skill using, the client reports the game operation behavior information carrying the game skill identification to the server, and the server receives the game operation behavior information carrying the game skill identification reported by the client;
Further, the server determines game skill used by the player character according to the game skill identification in the game operation behavior information, and determines an energy value corresponding to the game skill according to the corresponding relationship between the stored game operation behavior information and the energy value;
subtracting the energy value corresponding to the game skill from the energy value corresponding to the current energy identification information, determining the energy value required to be displayed in the display page, and sending the finally determined energy value to the client side for displaying; or after the energy value corresponding to the game skill is determined, the information of subtracting the energy value corresponding to the game skill from the energy value corresponding to the currently displayed energy identification information is sent to the client, and the client determines the energy identification information required to be displayed in the page.
For example, for an attack behavior, the server determines that the player uses the attack behavior in the virtual round, the attack behavior is a 2-point energy value, and if the energy value corresponding to the energy identification information in the page displayed first is 3, an energy information update indication that the energy value corresponding to the energy identification information is 1 is sent to the client.
In the application, when the game operation behavior is to control the movement of a player character, the client reports the game operation behavior information containing the movement direction and the movement time to the server;
The server determines that the energy corresponding to the movement is 0 according to the corresponding relation between the stored game operation behavior information and the energy value, so that the energy is not consumed in the movement process, but the position of the player character in the display page changes, at the moment, the server determines the position information of the player character in the display page of the client according to the movement speed managed by the server, and returns the position information in the display page of the client to the client, so that the client displays the current position of the player character on the display page.
In the application, due to the instant battle game, each game player in the same game scene can determine the game operation behaviors of other game players, such as movement, game skill using and the like, so as to determine the position of the movement of the opposite side or the game skill used by the opposite side, and the game players can attack or avoid the attack conveniently. Therefore, when one player character located in the same game scene performs a game operation using the game operation behavior information, the behavior information of the operation is displayed on the client that each player in the same game scene feels. As shown in fig. 6, when the player character a1 attacks the player character a2, the game operation behavior information is displayed on the display page, and at this time, the game operation behavior information is displayed not only on the display page of the game client corresponding to the player character a1 but also on the display page of the game client corresponding to the player character a 2.
In the application, the game operation behavior information is shared through the block chain. For example, when a first player triggers a game operation behavior, a first instant game client reports game operation behavior information to a first instant game server, the first instant game server reports the game operation behavior information to a block chain, the block chain shares the game operation behavior information to a second instant game server located in the same game scene, and the second instant game server sends the game operation behavior information in the first instant game client to the second instant game client for display in the second instant game client.
Wherein, the moving speed of the player character managed in the server is determined according to the moving time after mapping the representation mode of the moving distance in the turn-based game and the representation mode of the moving distance in the instant-based game;
the distance moved in the round-based game is performed in a grid unit; movement in instant games is done in units of real dimension, such as meters; therefore, it is necessary to map the grid with the real dimension, for example, 1 grid corresponds to S meters. The duration of one round T in the round-based game and the movement V grid of one round player character are fixed, so that the movement velocity in the round-based game is expressed as V grid per round, the movement velocity in the round-based game is mapped to the movement velocity in the instant-based game as V S/T, and the mapped velocity is stored in the server.
In the application, when the server determines that the current virtual round is finished according to the time progress of the virtual round, the server updates the energy identification information to the initial energy information when the virtual round starts and updates the energy identification upper limit information in the display page while configuring the initial state for sending the time change information of the virtual round to the client. The energy identification upper limit information can also realize data sharing through the block chain.
In the present application, the game scene in which a plurality of player characters play against each other in real time is used, and the above description is given only by way of example of the game scene in which two player characters play against each other in real time. In the present application, the information of the player character may be shared by the blockchain, but the server may not send the shared data to the client, for example, when determining the energy information update instruction according to the game operation behavior information in the present application.
Based on the same inventive concept, the embodiment of the present application further provides a display control apparatus for a virtual round in a game, as shown in fig. 7, the display control apparatus 700 for a virtual round in a game at least includes: a display module 701 and an update module 702; wherein:
A display module 701, configured to display, in an instant-play game process, virtual-round time change information in an instant-play game scene for each virtual round of an instant-play game, where the instant-play game is continuously provided with a plurality of virtual rounds according to a time schedule, and a duration corresponding to each virtual round is a part of a game duration of the instant-play game; and
an updating module 702, configured to update the time change information of the virtual round according to the time progress updating indication of the virtual round sent by the game-play-as-you-go server, and when determining that the current virtual round is finished according to the time progress updating indication of the virtual round, update the time change information of the virtual round to the initial time information when the virtual round starts, where the time progress updating indication of the virtual round is determined by the game-play-as-you-go server according to the time progress of the game-play duration corresponding to each virtual round.
Optionally, the display module 701 is further configured to:
in the instant game process, for each virtual round of the instant game, displaying energy identification information of a player character logged in by an instant game player in the virtual round in an instant game scene, wherein the energy identification information displayed in each virtual round is used for indicating the accumulated energy of the player character in the virtual round; and are
The update module 702 is further configured to: updating energy identification information according to an energy information updating indication sent by the instant game server, and updating the energy identification information to initial energy information when the virtual round starts when time change information of the virtual round is updated to the initial time information when the virtual round starts, wherein the energy information updating indication is determined by the instant game server according to the time progress of the virtual round and/or instant game operation behavior information of a game player aiming at a player character reported by an instant game client.
Optionally, the display module 701 is further configured to:
in the instant game process, for each virtual round of the instant game, displaying energy upper limit identification information of a player character logged in by an instant game player in the virtual round in an instant game scene, wherein the energy upper limit identification is used for indicating an upper limit value of energy accumulated in the virtual round.
Based on the same inventive concept, the embodiment of the present application further provides a display control apparatus for a virtual round in a game, as shown in fig. 8, the display control apparatus 800 for a virtual round in a game at least includes: a first sending module 801, a determining module 802 and a second sending module 803; wherein:
A first sending module 801, configured to send, for each virtual round of the instant game during the instant game, initial time information of virtual round time change information to the instant game client when the virtual round starts, where the instant game is continuously provided with a plurality of virtual rounds according to a time schedule, and a duration corresponding to each virtual round is a part of a game duration of the instant game;
a determining module 802, configured to monitor a time schedule of the virtual round, and determine a time schedule update indication of the virtual round according to the time schedule of the virtual round;
a second sending module 803, configured to send a time progress update indication of the virtual round to the instant game client, so that the instant game client updates the virtual round time change information in the display page according to the time progress update indication.
Optionally, the determining module 802 is further configured to:
in the process of the instant game, aiming at each virtual round of the instant game, determining an energy information updating indication according to the time progress of the virtual round and/or the instant game operation behavior information of a game player aiming at a player character, which is received in the virtual round and reported by an instant game client;
And the game-on-demand server sends the energy information updating instruction to the game-on-demand client so that the game-on-demand client updates the energy identification information in the display page according to the energy information updating instruction.
Optionally, the determining module 802 is further configured to:
determining that the current virtual round is not finished according to the time progress of the virtual round, and when the energy value corresponding to the energy identification information does not reach the energy value of the energy upper limit identification, when the time progress of the virtual round is increased by a time increment, determining that an energy information updating instruction increases a preset energy increment for the energy value corresponding to the currently displayed energy identification information;
determining that the current virtual round is not finished according to the time progress of the virtual round, and when the energy value corresponding to the energy identification information reaches the energy value corresponding to the energy upper limit identification information, determining that the energy information updating indication is that the currently displayed energy identification information is unchanged;
and after the current virtual round is determined to be finished according to the time progress of the virtual round, determining that the energy information updating indication is initial energy information at the beginning of the virtual round.
Optionally, the determining module 802 is further configured to:
receiving instant game operation behavior information of a game player aiming at a game role, which is reported by an instant game client;
Determining an energy value of the instant game operation behavior information, wherein the instant game server stores the corresponding relation between the game operation behavior information and the energy value;
and according to the energy value of the game operation behavior information, determining that the energy value corresponding to the currently displayed energy identification information is reduced by the energy value of the game behavior information.
Optionally, the corresponding relationship between the game operation behavior information and the energy value is determined by the determining module 802 in the following manner:
the total energy value that can be used in one round in the round-based game and the number of times of the game manipulation acts that are used in the round are determined, and the energy value corresponding to each game manipulation act is calculated based on the total energy value and the number of times of using the game manipulation acts.
Optionally, the second sending module 803 is further configured to:
synchronizing time progress update indications of virtual rounds of other player characters from the blockchain;
sending a timeline update indication of the virtual round of the other player character to the instant game client.
For convenience of description, the above parts are separately described as units (or modules) according to functional division. Of course, the functionality of the various elements (or modules) may be implemented in the same one or more pieces of software or hardware in practicing the present application.
Next, a terminal device for display control of an in-game virtual round according to an exemplary embodiment of the present application will be described.
As will be appreciated by one skilled in the art, aspects of the present application may be embodied as a system, method or program product. Accordingly, various aspects of the present application may be embodied in the form of: an entirely hardware embodiment, an entirely software embodiment (including firmware, microcode, etc.) or an embodiment combining hardware and software aspects that may all generally be referred to herein as a "circuit," module "or" system.
In some possible embodiments, the present application provides a terminal device 900 for installing and running an instant game client in the embodiment of the present application, where the terminal device 900 for installing and running an instant game client in the present application includes: a Radio Frequency (RF) circuit 901, a power supply 902, a processor 903, a memory 904, a user input unit 905, a display unit 906, an audio output unit 907, an input unit 908, a network module 909, an interface unit 910, a sensor 911, and the like. Those skilled in the art will appreciate that the structure of the terminal device shown in fig. 9 does not constitute a limitation of the terminal device, and the terminal device provided in the embodiments of the present application may include more or less components than those shown, or may combine some components, or may be arranged in different components.
The following specifically describes each constituent element of the terminal apparatus 900 with reference to fig. 9:
the RF circuit 901 can be used for receiving and transmitting data during a communication or a conversation. Specifically, the RF circuit 901 sends downlink data of the base station to the processor 903 for processing after receiving the downlink data; and in addition, sending the uplink data to be sent to the base station. In general, RF circuit 901 includes, but is not limited to, an antenna, at least one Amplifier, a transceiver, a coupler, a Low Noise Amplifier (LNA), a duplexer, and the like.
In addition, the RF circuit 901 can also communicate with a network and other terminal devices through wireless communication. The wireless communication may use any communication standard or protocol, including but not limited to Global System for Mobile communications (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, Short Messaging Service (SMS), etc.
A network module 909, where the network belongs to a wireless transmission technology, and the terminal device 900 can Access an Access Point (AP) through the network module 909, so as to achieve Access to a data network. The network module 909 may be used for receiving and transmitting data during communication.
The terminal device 900 may be physically connected to other terminal devices through the interface unit 910. Optionally, the interface unit 910 is connected to interfaces of other terminal devices through a cable, so as to implement data transmission between the terminal device 900 and the other terminal devices.
In this embodiment of the present application, the terminal device 900 can implement a communication service to send information to other contacts, so that the terminal device 900 needs to have a data transmission function, that is, the terminal device 900 needs to include a communication module inside. Although fig. 9 shows communication modules such as the RF circuit 901, the network module 909, and the interface unit 910, it is understood that at least one of the above-described components or other communication modules (such as a bluetooth module) for realizing communication exists in the terminal apparatus 900 for data transmission.
For example, when the terminal device 900 is a mobile phone, the terminal device 900 may include the RF circuit 901 and may further include the network module 909; when the terminal device 900 is a computer, the terminal device 900 may include an interface unit 910 and may further include a network module 909; when the terminal device 900 is a tablet, the terminal device 900 may include a network module 909.
The memory 904 may be used to store software programs and modules. The processor 903 executes various functional applications and data processing of the terminal device 900 by running software programs and modules stored in the memory 904, and when the processor 903 executes program codes in the memory 904, part or all of the process of implementing display control of a virtual round in a game according to the present application can be realized.
Alternatively, the memory 904 may mainly include a program storage area and a data storage area. The storage program area can store an operating system, various application programs (such as communication application), a face recognition module and the like; the storage data area may store data (such as various multimedia files like pictures, video files, etc., and face information templates) created according to the use of the terminal device, and the like.
Further, the memory 904 may include high speed random access memory, and may also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other volatile solid state storage device.
The user input unit 905 may be used to receive numeric or character information input by a user and generate key signal inputs related to user settings and function control of the terminal apparatus 900.
Optionally, the user input unit 905 may include a touch panel 9051 and other input devices 9052.
The touch panel 9051, also referred to as a touch screen, may collect a touch operation performed by a user on or near the touch panel 9051 (for example, an operation performed by the user on or near the touch panel 9051 by using any suitable object or accessory such as a finger or a stylus pen), and drive a corresponding connection device according to a preset program. Alternatively, the touch panel 9051 may include two parts, namely, a touch detection device and a touch controller. The touch detection device detects the touch direction of a user, detects a signal brought by touch operation and transmits the signal to the touch controller; the touch controller receives touch information from the touch sensing device, converts the touch information into touch point coordinates, sends the touch point coordinates to the processor 903, and can receive and execute commands sent by the processor 903. In addition, the touch panel 9051 may be implemented by using various types such as a resistive type, a capacitive type, an infrared ray, and a surface acoustic wave.
Optionally, other input devices 9052 may include, but are not limited to, one or more of a physical keyboard, function keys (e.g., volume control keys, switch keys, etc.), a trackball, a mouse, a joystick, and the like.
The display unit 906 may be used to display information input by a user or information provided to the user and various menus of the terminal apparatus 900. The display unit 906 is a display system of the terminal device 900, and is used for presenting an interface and implementing human-computer interaction.
The display unit 906 may include a display panel 9061. Alternatively, the Display panel 9061 may be configured in the form of a Liquid Crystal Display (LCD), an Organic Light-Emitting Diode (OLED), or the like.
Further, the touch panel 9051 may cover the display panel 9061, and when the touch panel 9051 detects a touch operation on or near the touch panel 9051, the touch panel is transmitted to the processor 903 to determine the type of the touch event, and then the processor 903 provides a corresponding visual output on the display panel 9061 according to the type of the touch event.
Although in fig. 9 the touch panel 9051 and the display panel 9061 are implemented as two separate components to implement the input and output functions of the terminal device 900, in some embodiments the touch panel 9051 and the display panel 9061 may be integrated to implement the input and output functions of the terminal device 900.
The processor 903 is a control center of the terminal device 900, connects each component using various interfaces and lines, and executes various functions of the terminal device 900 and processes data by running or executing software programs and/or modules stored in the memory 904 and calling data stored in the memory 904, thereby implementing various services based on the terminal device, so that the processor performs steps in the method of controlling a game according to various exemplary embodiments of the present application described in this specification.
Optionally, the processor 903 may include one or more processing units. Optionally, the processor 903 may integrate an application processor and a modem processor, wherein the application processor mainly handles operating systems, user interfaces, application programs, and the like, and the modem processor mainly handles wireless communications. It will be appreciated that the modem processor described above may not be integrated into the processor 903.
The audio output unit 907 is connected to the processor 903, and is used for implementing audio output of the terminal apparatus 900.
The input unit 908 includes a microphone 9082 for a user to acquire voice and send the acquired voice to the processor 903 for processing, and an image processor 9081.
The sensor 911 is used to acquire various information to be measured, and convert the sensed information into electrical signals or other information in a required form according to a certain rule for output, so as to meet the requirements of information transmission, processing, storage, display, recording, control and the like, and to control the terminal device 900.
Terminal device 900 also includes a power source 902 (e.g., a battery) for powering the various components. Optionally, the power supply 903 may be logically connected to the processor 903 through a power management system, so that the power management system may manage charging, discharging, power consumption, and other functions.
Although not shown, the terminal apparatus 900 may further include at least one camera and the like, which will not be described herein.
An instant game server is further provided in the embodiments of the present application, and fig. 10 is a schematic structural diagram of the server provided in the embodiments of the present application; as shown in fig. 10, the server 1000 may include a memory 1001, and one or more processors 1002.
A memory 1001 for storing computer programs executed by the processor 1002. The memory 1001 may mainly include a storage program area and a storage data area, where 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 of each player, and the like.
The memory 1001 may be a volatile memory (volatile memory), such as a random-access memory (RAM); the memory 1001 may also be a non-volatile memory (non-volatile memory) such as, but not limited to, a read-only memory (rom), a flash memory (flash memory), a Hard Disk Drive (HDD) or a solid-state drive (SSD), or any other medium which can be used to carry or store desired program code in the form of instructions or data structures and which can be accessed by a computer. Memory 1001 may be a combination of the above.
The processor 1002 may include one or more Central Processing Units (CPUs), a digital processing unit, and the like. The processor 1002 is configured to implement the display control method for the virtual round in the game when the computer program stored in the memory 1001 is called.
The specific connection medium between the memory 1001 and the processor 1002 is not limited in the embodiments of the present application. In fig. 10, the memory 1001 and the processor 1002 are connected by a bus 1003, the bus 1003 is represented by a thick line in fig. 10, and the connection manner between other components is merely illustrative and not limited. The bus 1003 may be divided 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. 10, but this is not intended to represent only one bus or type of bus.
The memory 1001 stores therein a computer storage medium, and the computer storage medium stores therein computer-executable instructions for implementing the method for controlling display of a virtual round in a game according to the embodiment of the present application. The processor 1002 is configured to execute any step of the method for controlling display of a virtual round in a game according to the embodiment of the present application.
In some possible embodiments, the aspects of the method for controlling display of a virtual round in a game provided by the present application may also be implemented in the form of a program product including program code for causing a computer device to perform the steps of the method for controlling display of a virtual round in a game according to various exemplary embodiments of the present application described above in this specification when the program product is run on the computer device.
As will be appreciated by one skilled in the art, embodiments of the present application may be provided as a method, system, or computer program product. Accordingly, the present application may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, the present application may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.
It will be apparent to those skilled in the art that various changes and modifications may be made in the present application without departing from the spirit and scope of the application. Thus, if such modifications and variations of the present application fall within the scope of the claims of the present application and their equivalents, the present application is intended to include such modifications and variations as well.

Claims (14)

1. A method for controlling display of a virtual round in a game, the method comprising:
the method comprises the steps that in the process of instant-system games, an instant-system game client displays virtual-round time change information in an instant-system game scene aiming at each virtual round of the instant-system games, wherein the instant-system games are continuously provided with a plurality of virtual rounds according to time progress, and the time length corresponding to each virtual round is one part of the game time length of the instant-system games; and are
The instant game client updates the virtual round time change information according to the time progress updating indication of the virtual round sent by the instant game server, and updates the time change information of the virtual round to the initial time information when the virtual round starts when determining that the current virtual round is finished according to the time progress updating indication of the virtual round, wherein the time progress updating indication of the virtual round is determined by the instant game server according to the time progress of the instant game duration corresponding to each virtual round.
2. The method of claim 1, further comprising:
the instant game client displays energy identification information of a player character logged in by an instant game player in each virtual round of the instant game in an instant game scene during the instant game, wherein the energy identification information displayed in each virtual round is used for indicating the accumulated energy of the player character in the virtual round; and are
The instant game client updates the energy identification information according to the energy information updating indication sent by the instant game server, and updates the energy identification information to the initial energy information when the virtual round starts when the time change information of the virtual round is updated to the initial time information when the virtual round starts, wherein the energy information updating indication is determined by the instant game server according to the time progress of the virtual round and/or the instant game operation behavior information of the game player aiming at the player character reported by the instant game client.
3. The method of claim 2, wherein the method comprises:
The instant game client displays, in the instant game scenario, for each virtual turn of an instant game, energy cap identification information of a player character logged in by an instant game player in the virtual turn, wherein the energy cap identification is used for indicating an upper limit value of energy accumulated in the virtual turn.
4. A method for controlling display of a virtual round in a game, the method comprising:
the method comprises the steps that an instant game server sends initial time information of virtual round time change information to an instant game client when a virtual round starts for each virtual round of an instant game in an instant game process, the instant game is continuously provided with a plurality of virtual rounds according to time progress, and the time length corresponding to each virtual round is one part of the game time length of the instant game;
the instant game server monitors the time progress of the virtual round and determines a time progress updating instruction of the virtual round according to the time progress of the virtual round;
and the instant game server sends a time progress updating instruction of the virtual round to the instant game client so that the instant game client updates the virtual round time change information in the display page according to the time progress updating instruction.
5. The method of claim 4, further comprising:
the method comprises the steps that in the process of instant-system game, for each virtual round of the instant-system game, the instant-system game server determines an energy information updating instruction according to the time progress of the virtual round and/or the instant-system game operation behavior information of a game player for a player character, which is received in the virtual round and reported by the instant-system game client;
and the instant game server sends the energy information updating indication to an instant game client so that the instant game client updates the energy identification information in the display page according to the energy information updating indication.
6. The method of claim 5, wherein the instant game server determining an energy information update indication based on the time progress of the virtual round comprises:
when the instant game server determines that the current virtual round is not finished according to the time progress of the virtual round and the energy value corresponding to the energy identification information does not reach the energy value of the energy upper limit identification, when the time progress of the virtual round is increased by a time increment, determining that the energy information updating indication is that a preset energy increment is increased for the energy value corresponding to the currently displayed energy identification information;
The instant game server determines that the current virtual round is not finished according to the time progress of the virtual round, and when the energy value corresponding to the energy identification information reaches the energy value corresponding to the energy upper limit identification information, the instant game server determines that the energy information updating indication is that the currently displayed energy identification information is unchanged;
and after the instant game server determines that the current virtual round is finished according to the time progress of the virtual round, determining that the energy information updating indication is initial energy information when the virtual round starts.
7. The method of claim 5, wherein the determining, by the game-in-real server, an energy information update indication according to the game-in-real operation behavior information of the game player on the player character reported by the game-in-real client comprises:
the instant game server receives instant game operation behavior information of a game player aiming at a game role, which is reported by the instant game client;
the instant game server determines the energy value of the instant game operation behavior information, wherein the instant game server stores the corresponding relation between the game operation behavior information and the energy value;
And the instant game server determines that the energy value corresponding to the currently displayed energy identification information is the energy value of the game behavior information reduced by the energy value of the energy information updating indication according to the energy value of the game operation behavior information.
8. The method of claim 7, wherein the correspondence of the game play action information stored in the instant game server to the energy value is determined by:
the instant game server determines a total energy value that can be used in one round in a round-based game and the number of game operation behaviors used in the round, and calculates an energy value corresponding to each game operation behavior according to the total energy value and the number of game operation behaviors used.
9. The method of any of claims 4 to 8, further comprising:
the instant game server synchronizes the time progress updating instructions of the virtual rounds of other player characters from the block chain;
and the instant game server sends the time progress updating indication of the virtual rounds of the other player characters to the instant game client.
10. An apparatus for controlling display of a virtual round in a game, the apparatus comprising:
The instant game system comprises a display module, a game processing module and a game processing module, wherein the display module is used for displaying virtual round time change information in an instant game scene aiming at each virtual round of an instant game in the instant game process, the instant game is continuously provided with a plurality of virtual rounds according to time progress, and the time length corresponding to each virtual round is one part of the game time length of the instant game; and
and the updating module is used for updating the time change information of the virtual round according to the time progress updating indication of the virtual round sent by the instant game server, updating the time change information of the virtual round into initial time information when the virtual round starts when the current virtual round is determined to end according to the time progress updating indication of the virtual round, and the time progress updating indication of the virtual round is determined by the instant game server according to the time progress of the instant game duration corresponding to each virtual round.
11. An apparatus for controlling display of a virtual round in a game, the apparatus comprising:
a first sending module, configured to send, to each virtual round of an instant game during an instant game, initial time information of virtual round time change information to an instant game client when the virtual round starts, where the instant game is continuously provided with a plurality of virtual rounds according to a time schedule, and a duration corresponding to each virtual round is a part of a game duration of the instant game;
The determining module is used for monitoring the time progress of the virtual round and determining a time progress updating instruction of the virtual round according to the time progress of the virtual round;
and the second sending module is used for sending the time progress updating indication of the virtual round to the instant game client so that the instant game client updates the virtual round time change information in the display page according to the time progress updating indication.
12. A display control terminal device of a virtual round in a game, comprising: a game-on-demand client, a memory, and a processor, wherein the memory is configured to store computer instructions; the processor for executing the computer instructions to implement the in-game virtual round display control method of any one of claims 1-3.
13. A display control server for a virtual round in a game, comprising: a memory and a processor, wherein the memory is configured to store computer instructions; the processor for executing the computer instructions to implement the in-game virtual round display control method of any one of claims 4-9.
14. A computer-readable storage medium storing computer instructions which, when executed by a processor, implement a method of controlling display of a virtual round in a game according to any one of claims 1 to 9.
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