CN111330283B - Method and device for processing data in game, electronic equipment and storage medium - Google Patents

Method and device for processing data in game, electronic equipment and storage medium Download PDF

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Publication number
CN111330283B
CN111330283B CN202010106862.8A CN202010106862A CN111330283B CN 111330283 B CN111330283 B CN 111330283B CN 202010106862 A CN202010106862 A CN 202010106862A CN 111330283 B CN111330283 B CN 111330283B
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game
action
trigger
data
reading
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CN111330283A (en
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张华雄
张倬
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/67Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
    • 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

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The embodiment of the application provides a method and a device for processing data in a game, electronic equipment and a storage medium, wherein the method comprises the following steps: in a first field fight, action information for the executed trigger action is recorded, archive data for the action information is generated in response to an archive operation and stored locally, in response to a reading operation, a second field fight is started, in the second field fight, the archive data is read locally, and the trigger action is controlled to be executed by adopting the archive data. By the embodiment of the application, the corresponding file storing and reading trigger action is executed through the trigger to finish the file storing and reading of the game, and the file storing and reading of the battle progress can be realized by utilizing the trigger editing tool without changing the overall game framework aiming at the battle system which does not support the file storing and reading of the game progress on the game framework.

Description

Method and device for processing data in game, electronic equipment and storage medium
Technical Field
The present application relates to the field of game technologies, and in particular, to a method and apparatus for processing data in a game, an electronic device, and a storage medium.
Background
In the prior art, part of game editors can realize the function of storing and reading the file of the game, such as war3 editors, and the function of storing and reading the file of the game is based on the framework of game production, namely the file storing and reading of the progress of the game can be supported on a game technical framework, or an orange light game editors.
Aiming at the situation that the game progress file storage and reading function is not supported on the game framework, if the file storage and reading function of the game is needed to be realized, the existing editor manufacturing method is adopted to modify the fight framework of the whole game, but the whole game framework is only changed for realizing the file storage and reading, so that the resource consumption is high and unrealistic.
Disclosure of Invention
In view of the foregoing, there is provided a method and apparatus for in-game data processing, an electronic device, a storage medium, which overcomes or at least partially solves the foregoing, comprising:
a method for processing data in a game, applied to a client, comprising:
in a first field fight, recording action information for the executed trigger action;
generating archive data for the action information in response to an archiving operation, and storing the archive data locally;
responding to the gear reading operation, and starting a second field fight;
in the second field fight, reading the archived data locally;
and controlling to execute the trigger action by adopting the archived data.
Optionally, the action information includes action identification and result information, and the step of using the archived data to control the trigger action includes:
and controlling and executing the trigger action corresponding to the action identifier according to the result information.
Optionally, before the step of opening the second field fight, the method further comprises:
and ending the combat of the current time.
Optionally, the client stores correspondence between a plurality of game events and trigger actions, and the method further includes:
and responding to the game event, and executing the trigger action corresponding to the game event.
Optionally, the result information includes a random number, the random number including any one of:
random level, random coordinates.
Optionally, the step of executing the trigger action corresponding to the game event is executed on the client in response to the game event.
An apparatus for in-game data processing, applied to a client, comprising:
the action information recording module is used for recording action information of the executed trigger action in the first field fight;
the archive data generation module is used for responding to the archive operation, generating archive data aiming at the action information and storing the archive data locally;
the combat opening module is used for responding to the reading operation and opening a second field combat;
an archive data reading module for reading the archive data from the local place in the second field fight;
and the action control module is used for controlling the trigger action to be executed by adopting the archived data.
Optionally, the action information includes an action identifier and result information, and the action control module includes:
and the action control sub-module is used for controlling and executing the trigger action corresponding to the action identifier according to the result information.
Optionally, the apparatus further comprises:
and the combat ending module is used for ending the combat of the current time.
Optionally, the client stores correspondence between a plurality of game events and trigger actions, and the apparatus further includes:
and the action execution module is used for responding to the game event and executing the trigger action corresponding to the game event.
Optionally, the result information includes a random number, the random number including any one of:
random level, random coordinates.
Optionally, the action execution module is disposed at the client.
An electronic device comprising a processor, a memory and a computer program stored on the memory and capable of running on the processor, which computer program, when being executed by the processor, carries out the steps of a method of in-game data processing as described above.
A computer readable storage medium having stored thereon a computer program which when executed by a processor performs the steps of a method of in-game data processing as described above.
The embodiment of the application has the following advantages:
in the embodiment of the application, the action information of the executed trigger action is recorded in the first field of battle, the archiving operation is responded, the archiving data of the action information is generated and stored locally, then the second field of battle is started in response to the reading operation, in the second field of battle, the archiving data is read locally, the trigger action is controlled to be executed, the corresponding storing and reading trigger action is executed through the trigger to complete the game storing and reading, and the storing and reading of the game progress can be realized by utilizing a trigger editing tool instead of changing the overall game framework aiming at a battle system which does not support the game progress storing and reading on the game framework.
Drawings
In order to more clearly illustrate the technical solutions of the present application, the drawings that are needed in the description of the present application will be briefly described below, it being obvious that the drawings in the following description are only some embodiments of the present application, and that other drawings may be obtained according to these drawings without inventive effort to a person skilled in the art.
FIG. 1 is a flow chart of steps of a method for in-game data processing according to an embodiment of the present application;
FIG. 2a is a schematic diagram of a game action interface according to an embodiment of the present application;
FIG. 2b is a schematic diagram of a setup game archiving action interface provided by an embodiment of the present application;
FIG. 2c is a schematic diagram of a game archiving action interface provided by an embodiment of the present application;
FIG. 2d is a schematic diagram of a game reading action interface according to an embodiment of the present application;
FIG. 2e is a schematic diagram of a game reading action interface according to an embodiment of the present application;
FIG. 2f is a schematic diagram of another game action interface provided by an embodiment of the present application;
FIG. 2g is a schematic diagram of another game action interface provided by an embodiment of the present application;
FIG. 3 is a flow chart of steps of another method of in-game data processing provided by an embodiment of the present application;
FIG. 4 is a schematic diagram of a game interface provided by an embodiment of the present application;
FIG. 5 is a schematic diagram of a game combat progress bar according to an embodiment of the present application;
fig. 6 is a schematic structural diagram of an apparatus for processing data in a game according to an embodiment of the present application.
Detailed Description
In order that the above-recited objects, features and advantages of the present application will become more readily apparent, a more particular description of the application will be rendered by reference to the appended drawings and appended detailed description. It will be apparent that the described embodiments are some, but not all, embodiments of the application. All other embodiments, which can be made by those skilled in the art based on the embodiments of the application without making any inventive effort, are intended to be within the scope of the application.
In the embodiment of the application, aiming at the game in which the game framework does not support the storage and reading of the game progress, such as a MOBA game (Multiplayer Online Battle Arena, multi-player online tactical competition), ten players can play the game in the same battle in the game, the battle of the game does not have the storage and reading requirement, and only the reconnection mechanism after a certain player is disconnected with the server is needed, so that the game does not need to realize the storage and reading of the battle progress in the technical framework, namely the storage and reading requirement is not considered in the technical framework.
If the game progress storage and reading function is to be realized in the game editor provided by the game, the game progress of ten players can be completely reproduced to the moment of archiving, and the battle is restarted from the moment of archiving, generally speaking, the MOBA game does not have such a requirement, and the battle framework of the game does not consider the mechanism related to storage and reading.
Because the game editor is a tool capable of making games, namely, the combat in the games can be made through the editor, and the trigger is a game logic editing tool, a user can use the tool to write the interface in the games, which is prefabricated by a program, according to certain program logic, so that the game logic can be customized.
If the battle of the game editor is a plurality of players, the game logic of the trigger is run on the server in order to ensure the synchronization of the battle. When only one player is in the battle of the game, namely the battle of the editor is only aimed at one player, as the battle is not required for battle synchronization, in order to save server resources, the game logic of the trigger can not run on the server, but can run on the client, namely the game editing logic of the game trigger can all run on the client and has no interaction with the server.
The tool of the embodiment of the application can be applied to a combat system of which the game framework does not support the storage and reading of the game progress, so as to realize the storage and reading of the combat progress.
The following is a detailed description:
referring to fig. 1, a flowchart illustrating steps of a method for processing data in a game according to an embodiment of the present application may be applied to a client, and may specifically include the following steps:
step 101, in a first field fight, recording action information for executed trigger actions;
the trigger action may be game logic triggered by a game event, and the action information may be information for recording the executed trigger action.
When the game is played, the trigger action executed in the game process can be automatically recorded through the system in the first battle.
In practical applications, the trigger actions it has run may be recorded for the game during its run, e.g. for trigger actions run when triggered by an event in the game.
The trigger may be a tool for editing the game combat system, and may be a game logic editing system driven by a game event built in the trigger system, where the game driving event and the triggered game logic may be customized by a user through an editor.
For example, a series of events initiated by a battle during the battle of a game, a trigger may monitor the events and, when triggered, run trigger actions that need to be performed at the event. For trigger actions performed when a game-driven event triggers, i.e., triggered game logic, it may be edited by the trigger, as shown in fig. 2a, the game-driven event may be "(arbitrary units) death", when the trigger monitors the event and confirms the event trigger, the trigger actions may be performed, and for the event trigger, the trigger actions performed may be "(trigger units) revived immediately (at random points within the map).
Since rerun for some trigger actions in the game will affect the data loaded into the battle, the progress of the game at the time of reading the file may be recovered incorrectly, for example, the trigger action of "setting up archive data".
As an example, when recording trigger actions that have been executed by the game, screening may be performed for trigger actions, and not all trigger actions may be recorded, i.e., trigger actions that do not affect recovery of the game progress when reading the file may be recorded.
Step 102, generating archive data for the action information in response to the archiving operation, and storing the archive data locally;
the action information may include an action identifier, and each executed trigger action may correspond to an action identifier.
In a specific implementation, the action information of the executed trigger action may be recorded and archived, and then the generated archived data for the action information may be written into a local archived file during archiving.
For example, as shown in fig. 2a, for two trigger actions, i.e., immediately reviving (trigger unit) at random points within the full map and "move (trigger unit) to point to (full map center)" for release, recording may be performed during game play and archive files may be written at the time of archiving.
As an example, an archiving action for a game may be preset, as shown in fig. 2b, the action type of the setting action may be "game", the specific action name may be "game-game archiving", and the action content may be "save current game progress, archive name: test_save, and write game archive data (only for single scenario games) ", the setup action may select" give up "or" save ".
When the archiving action is executed in the game combat process, the executed trigger action is recorded, and the id (action identification) of the executed trigger action is adopted in archiving, so that an executed trigger action id list is generated, and further the executed trigger action id list can be written into an archiving file. As shown in fig. 2c, the archiving action may be "save current game progress, archive name: test_save, and write game archive data (only for single scenario games) ".
It should be noted that, since the trigger action id that has been executed can be automatically recorded by the system, for the user (game user) of the trigger, it can execute the trigger action of "game-game archiving" and specify the file name of the file, and further record the trigger action id that has been executed in the current game process into the file with the corresponding file name, and store the file in the local client.
Step 103, responding to the gear reading operation, and starting a second field fight;
in a specific implementation, the second battle may be opened by running a read action in the game.
For example, for a user (player) of a trigger, he may perform a trigger action, such as "game-game reading", and may then read the progress of a game battle.
Step 104, in the second field fight, reading the archived data from the local area;
when entering a second battle during the reading, the archived data for the game battle progress may be loaded, i.e., the archived data is read from the local client.
In practical application, a reading action for a game may be preset, as shown in fig. 2d, the action type of the setting action may be "game", the specific action name may be "game-game reading", and the action content may be "reading game progress, archive name: test_save, and load game archive data (only for single scenario games) ", the setup action may choose to" give up "or" save ".
The archive data recorded in the "test_save" file may be loaded when a read action is performed during a game combat. As shown in fig. 2e, the reading action may be "read game progress, archive name: test_save, and load game archive data (only for single scenario games) ".
And 105, controlling to execute the trigger action by adopting the archived data.
After the archived data is read, the trigger actions that have been performed in the archived data may be rerun by loading the archived data in a second battle to achieve a reading of the progress of the game battle.
Specifically, the trigger actions recorded in the archive file that have been executed may be re-executed once to complete the game combat progress reading.
In one example, if the archived data is game combat progress data recorded for a combat not ending in one combat, then the second combat and the first combat (combat recorded in the archived data) may be combat of the same number of combat, i.e., loading the archived data in the second combat may enable the same combat reading for the first combat.
In yet another example, if the archived data is game combat progress data recorded when a combat has ended, then the second combat and the first combat (the combat recorded in the archived data) may be combat of different times, i.e., loading the archived data in the second combat may enable a new combat reading.
In an embodiment of the present application, the action information includes an action identifier and result information, and step 105 may include the following sub-steps:
and controlling and executing the trigger action corresponding to the action identifier according to the result information.
The action information may include an action identifier and result information, and the result information may be executed trigger actions, where each executed trigger action may correspond to an action identifier.
In a specific implementation, the executed trigger action identification list can be obtained from the archived data by running a reading action, and then the executed trigger action corresponding to the trigger action identification can be rerun so as to realize the reading of the game combat progress.
As an example, the result information may include a random number, which may include any of the following: random level, random coordinates.
Because random numbers, such as random grades, random coordinates and the like, can be generated in the game process, when the reading file rerun aiming at the trigger action, if the random numbers are not processed, the result of the random numbers in the reading file is inconsistent with that in the archiving process, and thus, the game progress is incorrectly recovered. For example, if the level of "Canine_1" is randomly found to be 2 when archiving, and the level of "Canine_1" is randomly found to be 1 when reading, the progress of the game will be recovered incorrectly. As shown in fig. 2f, the action content of setting the random rank may be "canine_1 set rank (random integer: 1-2)".
In practical application, in order to avoid different read file results caused by different random results when the read file is rerun, a trigger can be used to edit the archive data, the random number is stored in the customized archive data, the archive data of the random number can be written into the archive file together with the running trigger action id list when being archived, and the archive data of the random number is preferentially read when the read file is reloaded into the archive data.
Specifically, for the archive data of the random number, the player can customize the data name and the value thereof and store the data name and the value thereof in the memory of the current battle, and the archive data of the random number can be stored in the archive file together when the game-game archiving action is executed. The random number archive data modified by the editor can be used as random number data loaded into a combat memory during reading. As shown in fig. 2g, the archive data with the random number may be "set game archive data level= [ integer ] (random integer: 1-2)", wherein the player may customize the data name to be a level, the value thereof is a random number between 1-2, and the action content with the random level may be "dog god_1 set level (game archive data level)".
It should be noted that the result information may also include any game data that needs to be stored, for example, the affinity with the NPC, the relationship number of the relationship, etc., which is not limited by the present application.
In an embodiment of the present application, before the step of opening the second field fight, the method may further include the steps of:
and ending the combat of the current time.
In a specific implementation, the second battle can be started by running a reading action in the game and further ending the battle of the current time.
In an embodiment of the present application, the client stores correspondence between a plurality of game events and trigger actions, and the method may further include the following steps:
and responding to the game event, and executing the trigger action corresponding to the game event.
In practical application, the correspondence between a plurality of game events and trigger actions may be stored in advance in the client, for example, in fig. 2a, the game event may be a (arbitrary unit) death ", and the corresponding trigger action may be (trigger unit) immediate (random point in the full map) reviving, or (trigger unit) issue moving to a point-to-point (full map center), so that when the game event is triggered, the trigger may be driven to execute the trigger action corresponding to the game event, and meanwhile, a new event may also be created through trigger editing.
In the embodiment of the application, the action information of the executed trigger action is recorded in the first field of battle, the archiving operation is responded, the archiving data of the action information is generated and stored locally, then the second field of battle is started in response to the reading operation, in the second field of battle, the archiving data is read locally, the trigger action is controlled to be executed, the corresponding storing and reading trigger action is executed through the trigger to complete the game storing and reading, and the storing and reading of the game progress can be realized by utilizing a trigger editing tool instead of changing the overall game framework aiming at a battle system which does not support the game progress storing and reading on the game framework.
Referring to fig. 3, a flowchart illustrating steps of another method for processing data in a game according to an embodiment of the present application may be applied to a client, and may specifically include the following steps:
step 301, in a first field fight, recording action information for the executed trigger action;
when the game is played, the trigger action executed in the game process can be automatically recorded through the system in the first battle.
Step 302, generating archive data for the action information in response to the archiving operation, and storing the archive data locally;
in a specific implementation, the action information of the executed trigger action may be recorded and archived, and then the generated archived data for the action information may be written into a local archived file during archiving.
Step 303, responding to the gear reading operation, ending the combat of the current time;
in a specific implementation, the battle of the current session can be ended by running a reading action in the game.
Since the battle in the game can be a game, the logic of the battle can be edited by the trigger, namely, trigger actions are actions executed based on the battle, and the trigger actions need to be executed in the battle. The reading action is also used as a trigger action and needs to be performed during the combat process, i.e. the trigger is required to perform the reading action in the combat environment.
When the file is read, in order to avoid the influence of the running game logic in the battle of the current time on the recovery of the game progress, the battle can be reloaded, and further after the reloading of the battle is completed, the trigger action corresponding to the trigger action id recorded in the archive file can be rerun so as to completely restore the game progress in the archive file.
For example, the normal flow of reading may be entering a battle, running a reading action, ending a current battle, entering a new battle, loading archived data, executing a trigger action recorded in the archived file in the new battle, and reading to completion, wherein entering the new battle is the reloading battle, and the new battle may be the second battle.
As an example, during a rerun for trigger actions, a player may enter a loading interface until the rerun trigger actions are all performed. As shown in fig. 4, the loading interface may be displayed as "load, please wait for a patience … …".
Step 304, opening a second field fight;
in a specific implementation, the second battle may be opened by running a read action in the game.
Step 305, in the second field fight, reading the archived data from local;
when entering a second battle during the reading, the archived data for the game battle progress may be loaded, i.e., the archived data is read from the local client.
And 306, controlling to execute the trigger action by adopting the archived data.
After the archived data is read, the trigger actions that have been performed in the archived data may be rerun by loading the archived data in a second battle to achieve a reading of the progress of the game battle.
In an example, when the trigger action corresponding to the executed trigger action id is rerun, all the modification actions on the archived data can be skipped automatically, so that the archived data loaded in the reading process is ensured not to be modified secondarily, and the game progress and related data can be recovered correctly.
For example, when the first game is running, since no archival data is loaded into the combat memory, the first trigger action may be an action of setting the archival data, which may write the archival data, such as a level, with a value of 1-2, into the combat memory, and further, when the second trigger action is setting the level of canine_1, the first trigger action data written into the combat memory may be directly read. And when the second trigger action is operated, the archive data level loaded from the archive file can be read, so that the game progress can be correctly restored.
In the running process of the game, as shown in fig. 5, by recording action information of the trigger actions executed in the game battle, archive data is generated and written into an archive file during the archiving operation, the archive data can be modified by adopting the trigger, and then the archive data can be read from the archive file during the reading operation, so that the trigger actions in the archive data can be rerun in the game battle.
In the embodiment of the application, the action information of the executed trigger action is recorded in the first battle, the archiving operation is responded, the archiving data of the action information is generated and stored locally, then the battle of the current time is ended in response to the reading operation, the second battle is started, the archiving data is read locally in the second battle, the trigger action is controlled to be executed by adopting the archiving data, the corresponding storing and reading trigger action is executed through the trigger to finish the game storing and reading, and the reloading battle mode is adopted, so that the influence on the game progress recovery is avoided, thereby the game progress can be completely restored, meanwhile, the storing and reading of the game progress can be realized by adopting a trigger editing tool instead of changing the overall game structure.
It should be noted that, for simplicity of description, the method embodiments are shown as a series of acts, but it should be understood by those skilled in the art that the embodiments are not limited by the order of acts, as some steps may occur in other orders or concurrently in accordance with the embodiments. Further, those skilled in the art will appreciate that the embodiments described in the specification are presently preferred embodiments, and that the acts are not necessarily required by the embodiments of the application.
Referring to fig. 6, a schematic structural diagram of an apparatus for processing data in a game according to an embodiment of the present application is shown, and the apparatus is applied to a client, and may specifically include the following modules:
an action information recording module 601 for recording action information for the executed trigger action in the first combat;
an archive data generation module 602, configured to generate archive data for the action information in response to an archiving operation, and store the archive data locally;
a combat opening module 603 for opening a second field of combat in response to the reading operation;
an archive data reading module 604 for reading the archive data from the local in the second field fight;
and the action control module 605 is used for controlling and executing the trigger action by adopting the archived data.
In an embodiment of the present application, the action information includes an action identifier and result information, and the action control module 605 includes:
and the action control sub-module is used for controlling and executing the trigger action corresponding to the action identifier according to the result information.
In an embodiment of the application, the apparatus further comprises:
and the combat ending module is used for ending the combat of the current time.
In an embodiment of the present application, the client stores correspondence between a plurality of game events and trigger actions, and the apparatus further includes:
and the action execution module is used for responding to the game event and executing the trigger action corresponding to the game event.
In an embodiment of the present application, the result information includes a random number, and the random number includes any one of the following:
random level, random coordinates.
In an embodiment of the present application, the action execution module is disposed at the client.
In the embodiment of the application, the action information of the executed trigger action is recorded in the first field of battle, the archiving operation is responded, the archiving data of the action information is generated and stored locally, then the second field of battle is started in response to the reading operation, in the second field of battle, the archiving data is read locally, the trigger action is controlled to be executed, the corresponding storing and reading trigger action is executed through the trigger to complete the game storing and reading, and the storing and reading of the game progress can be realized by utilizing a trigger editing tool instead of changing the overall game framework aiming at a battle system which does not support the game progress storing and reading on the game framework.
An embodiment of the present application also provides an electronic device that may include a processor, a memory, and a computer program stored on the memory and capable of running on the processor, the computer program implementing the steps of the method of data processing in a game as described above when executed by the processor.
An embodiment of the present application also provides a computer-readable storage medium on which a computer program is stored, which when executed by a processor, implements the steps of the method of data processing in a game as described above.
For the device embodiments, since they are substantially similar to the method embodiments, the description is relatively simple, and reference is made to the description of the method embodiments for relevant points.
In this specification, each embodiment is described in a progressive manner, and each embodiment is mainly described by differences from other embodiments, and identical and similar parts between the embodiments are all enough to be referred to each other.
It will be apparent to those skilled in the art that embodiments of the present application may be provided as a method, apparatus, or computer program product. Accordingly, embodiments of 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, embodiments of the application may take the form of a computer program product on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, etc.) having computer-usable program code embodied therein.
Embodiments of the present application are described with reference to flowchart illustrations and/or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the application. It will be understood that each flow and/or block of the flowchart illustrations and/or block diagrams, and combinations of flows and/or blocks in the flowchart illustrations and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing terminal device to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal device, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing apparatus to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be loaded onto a computer or other programmable data processing apparatus to cause a series of operational steps to be performed on the computer or other programmable apparatus to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
While preferred embodiments of the present application have been described, additional variations and modifications in those embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. It is therefore intended that the following claims be interpreted as including the preferred embodiment and all such alterations and modifications as fall within the scope of the embodiments of the application.
Finally, it is further noted that relational terms such as first and second, and the like are used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Moreover, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or terminal that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or terminal. Without further limitation, an element defined by the phrase "comprising one … …" does not exclude the presence of other like elements in a process, method, article or terminal device comprising the element.
The above method and apparatus for processing data in game, electronic device, and storage medium are described in detail, and specific examples are applied to illustrate the principles and embodiments of the present application, and the above examples are only used to help understand the method and core idea of the present application; meanwhile, as those skilled in the art will have variations in the specific embodiments and application scope in accordance with the ideas of the present application, the present description should not be construed as limiting the present application in view of the above.

Claims (14)

1. A method for processing data in a game, wherein a game framework of the game does not support a game progress repository, and the method is applied to a client and comprises the following steps:
in a first field fight, recording action information for the executed trigger action;
generating archive data for the action information in response to an archiving operation, and storing the archive data locally;
responding to the gear reading operation, and starting a second field fight;
in the second field fight, reading the archived data locally;
and adopting the archived data to control the trigger action to be executed so as to rerun the executed trigger action in the archived data, thereby realizing the reading of the game combat progress.
2. The method of claim 1, wherein the action information includes an action identification and result information, and wherein the employing the archived data to control execution of the trigger action includes:
and controlling and executing the trigger action corresponding to the action identifier according to the result information.
3. The method of claim 1 or 2, wherein prior to the step of opening a second field fight, the method further comprises:
and ending the combat of the current time.
4. The method of claim 1, wherein the client stores correspondence of a plurality of game events and trigger actions, the method further comprising:
and responding to the game event, and executing the trigger action corresponding to the game event.
5. The method of claim 2, wherein the result information comprises a random number comprising any one of:
random level, random coordinates.
6. The method of claim 4, wherein the step of executing a trigger action corresponding to a game event is performed at the client in response to the game event.
7. An apparatus for processing data in a game, wherein a game framework of the game does not support a game progress repository, and the apparatus is applied to a client, and comprises:
the action information recording module is used for recording action information of the executed trigger action in the first field fight;
the archive data generation module is used for responding to the archive operation, generating archive data aiming at the action information and storing the archive data locally;
the combat opening module is used for responding to the reading operation and opening a second field combat;
an archive data reading module for reading the archive data from the local place in the second field fight;
and the action control module is used for adopting the archived data to control the execution of the trigger action so as to rerun the executed trigger action in the archived data and realize the reading of the game combat progress.
8. The apparatus of claim 7, wherein the action information comprises an action identification and result information, the action control module comprising:
and the action control sub-module is used for controlling and executing the trigger action corresponding to the action identifier according to the result information.
9. The apparatus according to claim 7 or 8, characterized in that the apparatus further comprises:
and the combat ending module is used for ending the combat of the current time.
10. The apparatus of claim 7, wherein the client stores correspondence of a plurality of game events and trigger actions, the apparatus further comprising:
and the action execution module is used for responding to the game event and executing the trigger action corresponding to the game event.
11. The apparatus of claim 8, wherein the result information comprises a random number comprising any one of:
random level, random coordinates.
12. The apparatus of claim 10, wherein the action execution module is disposed at the client.
13. An electronic device comprising a processor, a memory and a computer program stored on the memory and capable of running on the processor, which when executed by the processor performs the steps of the method of in-game data processing according to any one of claims 1 to 6.
14. A computer-readable storage medium, on which a computer program is stored, which computer program, when being executed by a processor, carries out the steps of the method of in-game data processing according to any one of claims 1 to 6.
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