CN112619135A - Game resource object control method and device, electronic equipment and storage medium - Google Patents

Game resource object control method and device, electronic equipment and storage medium Download PDF

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Publication number
CN112619135A
CN112619135A CN202011528353.0A CN202011528353A CN112619135A CN 112619135 A CN112619135 A CN 112619135A CN 202011528353 A CN202011528353 A CN 202011528353A CN 112619135 A CN112619135 A CN 112619135A
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Prior art keywords
game
determining
target
client
world
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CN202011528353.0A
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CN112619135B (en
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史绿萌
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Shanghai Mihoyo Tianming Technology Co Ltd
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Shanghai Mihoyo Tianming Technology 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • 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
    • A63F2300/55Details of game data or player data management
    • A63F2300/5526Game data structure
    • A63F2300/554Game data structure by saving game or status data
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The embodiment of the invention discloses a game resource object control method, a game resource object control device, electronic equipment and a storage medium, wherein the method comprises the following steps: when an interactive instruction sent by a game client is received, obtaining a game state code from the game client, wherein if a game player launches a launching target in a first game scene, and when the transmission distance of the game player exceeds a set threshold value, sending the interactive instruction to a server; according to the game state code, reproducing a game world in which a game client is running; determining the operation result of the transmitting target according to the game world; and sending the running result to a game client so that the game client displays the running result. Through the technical scheme of the embodiment of the invention, the purposes of reserving and continuously controlling the transmitting target when the game scene is switched are realized, and the game experience of a game player is improved.

Description

Game resource object control method and device, electronic equipment and storage medium
Technical Field
The embodiment of the invention relates to the technical field of network games, in particular to a game resource object control method, a game resource object control device, electronic equipment and a storage medium.
Background
In some online games, there are often game scenes of shooting guns or shooting arrows. The picture of shooting or shooting a gun in a game (specifically, the picture of bullet flight or arrow flight) is presented by simulating a realistic similar phenomenon.
In the prior large-scale map game, when a game player transmits the game between different coordinates, the game resources of an old scene need to be unloaded firstly and then the game resources of a new scene need to be read in consideration of the limit of the performance of a game terminal system. Therefore, if a game player launches a bullet or arrow in an old scene, when the game player is transferred to a new scene, the launched bullet or arrow is already unloaded, and therefore, the game player cannot see the flying bullet or arrow in the new scene.
In a game scene, the above problems can affect the picture effect of the game, and bring poor game experience to players.
Disclosure of Invention
The embodiment of the invention provides a game resource object control method, a game resource object control device, electronic equipment and a storage medium, which achieve the purpose of reserving and continuously controlling a transmitting target when a game scene is switched, and improve the game experience of a game player.
In a first aspect, an embodiment of the present invention provides a game resource object control method, where the method is applied to a server, and specifically includes:
when an interactive instruction sent by a game client is received, obtaining a game state code from the game client, wherein if a game player launches a launching target in a first game scene, and when the transmission distance of the game player exceeds a set threshold value, sending the interactive instruction to a server;
according to the game state code, reproducing a game world in which a game client is running;
determining the operation result of the transmitting target according to the game world;
and sending the running result to a game client so that the game client displays the running result.
In a second aspect, an embodiment of the present invention further provides a game resource object control device, where the device is integrated in a server, and specifically includes:
the acquisition module is used for acquiring the game state code from the game client when receiving the interactive instruction sent by the game client, wherein if a game player transmits a transmitting target in a first game scene, and when the transmission distance of the game player exceeds a set threshold value, the interactive instruction is sent to the server;
the reproduction module is used for reproducing a game world which is running by the game client according to the game state code;
the determining module is used for determining the operation result of the transmitting target according to the game world;
and the sending module is used for sending the running result to a game client so that the game client can display the running result.
In a third aspect, an embodiment of the present invention further provides an electronic device, where the electronic device includes:
one or more processors;
a memory for storing one or more programs;
when executed by the one or more processors, cause the one or more processors to implement the game resource object control method steps as provided by any of the embodiments of the invention.
In a fourth aspect, the embodiments of the present invention further provide a computer-readable storage medium, on which a computer program is stored, where the computer program, when executed by a processor, implements the steps of the game resource object control method provided in any embodiment of the present invention.
The embodiment of the invention has the following advantages or beneficial effects:
when a game player launches a launching target in a first game scene, and the game player transmits the launching target from the first game scene to a second game scene, even a third game scene, the logic operation of the game client is transferred to the server, so that the flying launching target can still be seen in the second game scene, even the third game scene, namely, a resource object corresponding to the launching target is not unloaded, and a new game scene can be loaded normally. Specifically, when an interactive instruction sent by a game client is received, a game state code is obtained from the game client, wherein if a game player transmits a transmitting target in a first game scene, and when the transmission distance of the game player exceeds a set threshold value, the interactive instruction is sent to a server; according to the game state code, reproducing a game world in which a game client is running; determining the operation result of the transmitting target according to the game world; sending the running result to a game client so that the game client can display the running result; the method and the device achieve the purpose of reserving and continuously controlling the transmitting target when the game scene is switched, and improve the game experience of game players.
Drawings
FIG. 1 is a flow chart of a method for controlling a game resource object according to an embodiment of the present invention;
FIG. 2 is a flowchart of a game resource object control method according to a second embodiment of the present invention;
FIG. 3 is a schematic structural diagram of a game resource object control apparatus according to a third embodiment of the present invention;
fig. 4 is a schematic structural diagram of an electronic device according to a fourth embodiment of the present invention.
Detailed Description
The present invention will be described in further detail with reference to the accompanying drawings and examples. It is to be understood that the specific embodiments described herein are merely illustrative of the invention and are not limiting of the invention. It should be further noted that, for the convenience of description, only some of the structures related to the present invention are shown in the drawings, not all of the structures.
Example one
Fig. 1 is a flowchart of a game resource object control method according to an embodiment of the present invention, where the embodiment is applicable to a game scene including a launch target, for example, a game player launches a bullet in a first game scene, and then the game player quickly transfers to a second game scene, and in order to make the game player still see the bullet flying in the second game scene, the technical solution of the embodiment is provided. The method may be performed by a game resource object control device, which may be implemented in software and/or hardware, and integrated into a server.
As shown in fig. 1, the method specifically includes the following steps:
step 110, when receiving an interactive instruction sent by the game client, obtaining a game state code from the game client, wherein if the game player transmits a transmission target in the first game scene, and when the transmission distance of the game player exceeds a set threshold, sending the interactive instruction to the server.
The set threshold is usually 1 km, and in game program development, due to the limitations of terminal memory and CPU power, more system resources need to be allocated to more important systems in games, so that the memory and power allocated to the transmission target system are limited. Therefore, after the game player launches the launching target, if the distance of transmission reaches 1 kilometer, the resource object corresponding to the launching target is unloaded, and the game player cannot see the launched launching target in the new game scene, because the game terminal needs to continuously load the new game scene along with the transmission of the space coordinates of the game player, and the memory and the CPU of the terminal have limited calculation, so that the launching target launched before has to be unloaded. However, the practice seriously affects the game experience of the game player, and for the problem, the technical scheme of the embodiment is specifically as follows: if a game player transmits a transmitting target in a first game scene, and when the transmission distance of the game player exceeds a set threshold value, an interactive instruction is sent to a server, and when the server receives the interactive instruction, a game state code is obtained from a game client so as to reproduce a game world in which the game client is running according to the game state code, and the running result of the transmitting target is determined according to the game world; and sending the running result to a game client so that the game client displays the running result. The method is characterized in that logic operation of a game client is completely transferred to a server, flight logic of a launching target, interaction logic of a game world and the like are calculated through the server, so that the requirement for performance of game terminal hardware is reduced, and the method is used as an intuitive experience of a game player.
And step 120, reproducing the game world which is operated by the game client according to the game state code.
The game state code is an identifier for recording the state of each object in the game world at each moment, such as the orientation of the sun in the game world at a certain moment, the running gesture of a monster, the patrol position of a wild boar, and the like.
The server can reproduce the game world running by the game client according to the game state code, wherein the game world comprises all game scene information passing through in the transmission process of the game player. The problems of flight paths of the launching targets, collision with other objects and the like are calculated by reproducing the game world.
And step 130, determining the operation result of the transmitting target according to the game world.
Wherein the target of the launch is, for example, a bullet or an arrow in particular. And calculating the flight direction, the flight speed and the collision condition with other objects of the launching target according to the position and the state (such as whether the storm exists) of each object in the game world, and finally obtaining the operation result of the launching target.
And step 140, sending the operation result to the game client so that the game client displays the operation result.
The game client is only responsible for rendering and displaying game pictures, does not participate in the calculation of game logic, comprises the related logic calculation of the transmitting target and the operation logic of other game objects except the transmitting target, and sends the calculation result to the game client so as to reduce the requirement on the performance of the game terminal hardware. Therefore, the server side sends the specific calculation result to the game client side, and the game client side displays the corresponding game picture according to the calculation result.
According to the technical scheme of the embodiment, when the game player launches the launching target in the first game scene and the game player transmits the launching target from the first game scene to the second game scene or even the third game scene, the logic operation of the game client is transferred to the server, so that the flying launching target can still be seen in the second game scene or even the third game scene, namely the resource object corresponding to the launching target is not unloaded, and the new game scene can be loaded normally. Specifically, when an interactive instruction sent by a game client is received, a game state code is obtained from the game client, wherein if a game player transmits a transmitting target in a first game scene, and when the transmission distance of the game player exceeds a set threshold value, the interactive instruction is sent to a server; according to the game state code, reproducing a game world in which a game client is running; determining the operation result of the transmitting target according to the game world; sending the running result to a game client so that the game client can display the running result; the method and the device achieve the purpose of reserving and continuously controlling the transmitting target when the game scene is switched, and improve the game experience of game players.
Example two
Fig. 2 is a flowchart of a game resource object control method according to a second embodiment of the present invention, which is based on the second embodiment, and this embodiment embodies step 130 "determine the operation result of the transmission target according to the game world", and provides an optional implementation. Wherein explanations of the same or corresponding terms as those of the above-described embodiments are omitted.
Referring to fig. 2, the game resource object control method provided in this embodiment specifically includes the following steps:
step 210, when receiving an interactive instruction sent by the game client, obtaining a game state code from the game client, wherein if the game player transmits a transmission target in the first game scene, and when the transmission distance of the game player exceeds a set threshold, sending the interactive instruction to the server.
And step 220, reproducing the game world which is operated by the game client according to the game state code.
And step 230, determining the flight range of the transmitting target according to the game world.
And 240, determining the operation result of the transmitting target according to the flight range.
Illustratively, the determining the operation result of the transmitting target according to the flight range includes:
determining a first theoretical running track of a transmitting target flying along a straight line within a set distance of an initial position of the transmitting target;
determining a second theoretical running track of the launching target flying along the curve based on the ballistics theory outside the set distance range of the initial position of the launching target;
and determining the actual running track by combining the game world according to the first theoretical running track and the second theoretical running track.
For example, the shot target is a bullet, the effect of gravity acceleration can be ignored within a distance just after the bullet exits the gun bore, the bullet is controlled to fly along a straight line, the flying speed is reduced after the bullet flies for a distance by considering the influence of air resistance on the shot target, the downward movement speed of the shot target is increased under the influence of gravity, the bullet is controlled to fly along a curve, and the specific flying path can be calculated by referring to the theory of ballistics. The purpose of setting up like this is for making things convenient for the recreation player to aim at the shooting target, especially short distance shooting, can improve the hit rate of recreation player greatly, improves recreation player's gaming experience, can reduce the calculation volume simultaneously.
Further, within a set distance of an initial position of a transmitting target, determining a first theoretical moving track of the transmitting target flying along a straight line, including:
determining a first game logic frame of the launching target moving along a straight line according to the set distance range, the running time of a single game logic frame, the position of the shooting target, the initial speed of the launching target and the initial position;
and controlling the transmitting target to fly along a straight line at the initial speed in the first game logic frame to obtain a first theoretical running track.
Further, outside the set distance range of the initial position of the launching target, determining a second theoretical moving track of the launching target flying along the curve based on the ballistics theory, including:
determining a second game logic frame of the launching target moving along the curve according to the set distance range, the running time of the single game logic frame, the position of the shooting target, the initial speed of the launching target and the initial position;
and controlling the launching target to fly along a curve at the initial speed based on a ballistics theory in the second game logic frame to obtain a second theoretical running track.
Illustratively, the determining the operation result by combining the game world according to the first theoretical operation track and the second theoretical operation track comprises:
determining whether other game objects exist in the space of the first theoretical running track according to the game world;
if other game objects exist in the space of the first theoretical running track, determining collision logic between the transmitting target and other game objects according to a preset collision algorithm;
if no other game object exists in the space of the first theoretical running track, determining whether other game object exists in the space of the second theoretical running track according to the game world;
if other game objects exist in the space of the second theoretical running track, determining collision logic between the transmitting target and other game objects according to a preset collision algorithm;
determining the operation result according to the collision logic.
And step 250, sending the running result to the game client so that the game client can display the running result.
The technical scheme of the embodiment is based on the technical scheme of the embodiment, and provides an implementation mode for determining an actual running track of a transmitting target according to a flight range, specifically, a first theoretical running track of the transmitting target flying along a straight line is determined within a set distance of an initial position of the transmitting target; determining a second theoretical running track of the launching target flying along the curve based on the ballistics theory outside the set distance range of the initial position of the launching target; according to the first theoretical running track and the second theoretical running track, the actual running track is determined by combining the game world, the aim of reducing the aiming difficulty of game players is achieved, particularly in short-distance shooting, the hit rate of the game players can be greatly improved, and the game experience of the game players is improved.
The following is an embodiment of a game resource object control device provided in an embodiment of the present invention, which belongs to the same inventive concept as the game resource object control methods in the foregoing embodiments, and reference may be made to the above embodiment of the game resource object control method for details that are not described in detail in the embodiment of the game resource object control device.
EXAMPLE III
Fig. 3 is a schematic structural diagram of a game resource object control device according to a third embodiment of the present invention, where the device specifically includes: an acquisition module 310, a reproduction module 320, a determination module 330, and a transmission module 340.
The obtaining module 310 is configured to obtain a game state code from a game client when an interaction instruction sent by the game client is received, where if a game player transmits a transmission target in a first game scene, and when a transmission distance of the game player exceeds a set threshold, the interaction instruction is sent to a server; a reproduction module 320, configured to reproduce a game world in which the game client is running according to the game state code; a determining module 330, configured to determine an operation result of the transmission target according to the game world; the sending module 340 is configured to send the operation result to the game client, so that the game client displays the operation result.
On the basis of the above technical solutions, the determining module 330 includes:
the first determining unit is used for determining the flight range of the transmitting target according to the game world;
and the second determining unit is used for determining the operation result of the transmitting target according to the flight range.
On the basis of the above technical solutions, the second determining unit includes:
the first determining subunit is used for determining a first theoretical moving track of the launching target flying along a straight line within a set distance of the initial position of the launching target;
the second determining subunit is used for determining a second theoretical running track of the launching target flying along the curve based on the ballistics theory outside the set distance range of the initial position of the launching target;
and the third determining subunit is used for determining the operation result by combining the game world according to the first theoretical operation track and the second theoretical operation track.
On the basis of the above technical solutions, the third determining subunit is specifically configured to:
determining whether other game objects exist in the space of the first theoretical running track according to the game world;
if other game objects exist in the space of the first theoretical running track, determining collision logic between the transmitting target and other game objects according to a preset collision algorithm;
if no other game object exists in the space of the first theoretical running track, determining whether other game object exists in the space of the second theoretical running track according to the game world;
if other game objects exist in the space of the second theoretical running track, determining collision logic between the transmitting target and other game objects according to a preset collision algorithm;
determining the operation result according to the collision logic.
On the basis of the above technical solutions, the transmission target includes: bullets or arrows.
On the basis of the above technical solutions, the determining module 330 is further configured to determine an operation result of other game objects except the transmission target according to the game world, and the sending module 340 is further configured to send the operation result to the game client.
According to the technical scheme of the embodiment, when the game player launches the launching target in the first game scene and the game player transmits the launching target from the first game scene to the second game scene or even the third game scene, the logic operation of the game client is transferred to the server, so that the flying launching target can still be seen in the second game scene or even the third game scene, namely the resource object corresponding to the launching target is not unloaded, and the new game scene can be loaded normally. Specifically, when an interactive instruction sent by a game client is received, a game state code is obtained from the game client, wherein if a game player transmits a transmitting target in a first game scene, and when the transmission distance of the game player exceeds a set threshold value, the interactive instruction is sent to a server; according to the game state code, reproducing a game world in which a game client is running; determining the operation result of the transmitting target according to the game world; sending the running result to a game client so that the game client can display the running result; the method and the device achieve the purpose of reserving and continuously controlling the transmitting target when the game scene is switched, and improve the game experience of game players.
The game resource object control device provided by the embodiment of the invention can execute the game resource object control method provided by any embodiment of the invention, and has the corresponding functional modules and beneficial effects of executing the game resource object control method.
Example four
Fig. 4 is a schematic structural diagram of an electronic device according to a fourth embodiment of the present invention. FIG. 4 illustrates a block diagram of an exemplary electronic device 12 suitable for use in implementing embodiments of the present invention. The electronic device 12 shown in fig. 4 is only an example and should not bring any limitation to the function and the scope of use of the embodiment of the present invention.
As shown in FIG. 4, electronic device 12 is embodied in the form of a general purpose computing electronic device. The components of electronic device 12 may include, but are not limited to: one or more processors or processing units 16, a system memory 28, and a bus 18 that couples various system components including the system memory 28 and the processing unit 16.
Bus 18 represents one or more of any of several types of bus structures, including a memory bus or memory controller, a peripheral bus, an accelerated graphics port, and a processor or local bus using any of a variety of bus architectures. By way of example, such architectures include, but are not limited to, Industry Standard Architecture (ISA) bus, micro-channel architecture (MAC) bus, enhanced ISA bus, Video Electronics Standards Association (VESA) local bus, and Peripheral Component Interconnect (PCI) bus.
Electronic device 12 typically includes a variety of computer system readable media. Such media may be any available media that is accessible by electronic device 12 and includes both volatile and nonvolatile media, removable and non-removable media.
The system memory 28 may include computer system readable media in the form of volatile memory, such as Random Access Memory (RAM)30 and/or cache memory 32. The electronic device 12 may further include other removable/non-removable, volatile/nonvolatile computer system storage media. By way of example only, storage system 34 may be used to read from and write to non-removable, nonvolatile magnetic media (not shown in FIG. 4, and commonly referred to as a "hard drive"). Although not shown in FIG. 4, a magnetic disk drive for reading from and writing to a removable, nonvolatile magnetic disk (e.g., a "floppy disk") and an optical disk drive for reading from or writing to a removable, nonvolatile optical disk (e.g., a CD-ROM, DVD-ROM, or other optical media) may be provided. In these cases, each drive may be connected to bus 18 by one or more data media interfaces. System memory 28 may include at least one program product having a set (e.g., at least one) of program modules that are configured to carry out the functions of embodiments of the invention.
A program/utility 40 having a set (at least one) of program modules 42 may be stored, for example, in system memory 28, such program modules 42 including, but not limited to, an operating system, one or more application programs, other program modules, and program data, each of which examples or some combination thereof may comprise an implementation of a network environment. Program modules 42 generally carry out the functions and/or methodologies of the described embodiments of the invention.
Electronic device 12 may also communicate with one or more external devices 14 (e.g., keyboard, pointing device, display 24, etc.), with one or more devices that enable a user to interact with electronic device 12, and/or with any devices (e.g., network card, modem, etc.) that enable electronic device 12 to communicate with one or more other computing devices. Such communication may be through an input/output (I/O) interface 22. Also, the electronic device 12 may communicate with one or more networks (e.g., a Local Area Network (LAN), a Wide Area Network (WAN), and/or a public network, such as the Internet) via the network adapter 20. As shown, the network adapter 20 communicates with other modules of the electronic device 12 via the bus 18. It should be understood that although not shown in the figures, other hardware and/or software modules may be used in conjunction with electronic device 12, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, among others.
The processing unit 16 executes various functional applications and game resource object control by running programs stored in the system memory 28, for example, implementing steps of a game resource object control method provided by the embodiment of the present invention, the method including:
when an interactive instruction sent by a game client is received, obtaining a game state code from the game client, wherein if a game player launches a launching target in a first game scene, and when the transmission distance of the game player exceeds a set threshold value, sending the interactive instruction to a server;
according to the game state code, reproducing a game world in which a game client is running;
determining the operation result of the transmitting target according to the game world;
and sending the running result to a game client so that the game client displays the running result.
Of course, those skilled in the art can understand that the processor can also implement the technical solution of the game resource object control method provided by any embodiment of the present invention.
EXAMPLE five
This fifth embodiment provides a computer readable storage medium, on which a computer program is stored, which when executed by a processor, implements the steps of a game resource object control method provided in any of the embodiments of the present invention, the method comprising:
when an interactive instruction sent by a game client is received, obtaining a game state code from the game client, wherein if a game player launches a launching target in a first game scene, and when the transmission distance of the game player exceeds a set threshold value, sending the interactive instruction to a server;
according to the game state code, reproducing a game world in which a game client is running;
determining the operation result of the transmitting target according to the game world;
and sending the running result to a game client so that the game client displays the running result.
Computer storage media for embodiments of the invention may employ any combination of one or more computer-readable media. The computer readable medium may be a computer readable signal medium or a computer readable storage medium. The computer-readable storage medium may be, for example but not limited to: an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples (a non-exhaustive list) of the computer readable storage medium would include the following: an electrical connection having one or more wires, a portable computer diskette, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing. In the context of this document, a computer readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
A computer readable signal medium may include a propagated data signal with computer readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated data signal may take many forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A computer readable signal medium may also be any computer readable medium that is not a computer readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a computer readable medium may be transmitted using any appropriate medium, including but not limited to: wireless, wire, fiber optic cable, RF, etc., or any suitable combination of the foregoing.
Computer program code for carrying out operations for aspects of the present invention may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, Smalltalk, C + + or the like and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer or entirely on the remote computer or server. In the case of a remote computer, the remote computer may be connected to the user's computer through any type of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or the connection may be made to an external computer (for example, through the Internet using an Internet service provider).
It will be understood by those skilled in the art that the modules or steps of the invention described above may be implemented by a general purpose computing device, they may be centralized on a single computing device or distributed across a network of computing devices, and optionally they may be implemented by program code executable by a computing device, such that it may be stored in a memory device and executed by a computing device, or it may be separately fabricated into various integrated circuit modules, or it may be fabricated by fabricating a plurality of modules or steps thereof into a single integrated circuit module. Thus, the present invention is not limited to any specific combination of hardware and software.
It is to be noted that the foregoing is only illustrative of the preferred embodiments of the present invention and the technical principles employed. It will be understood by those skilled in the art that the present invention is not limited to the particular embodiments described herein, but is capable of various obvious changes, rearrangements and substitutions as will now become apparent to those skilled in the art without departing from the scope of the invention. Therefore, although the present invention has been described in greater detail by the above embodiments, the present invention is not limited to the above embodiments, and may include other equivalent embodiments without departing from the spirit of the present invention, and the scope of the present invention is determined by the scope of the appended claims.

Claims (10)

1. A game resource object control method is applied to a server side and is characterized by comprising the following steps:
when an interactive instruction sent by a game client is received, obtaining a game state code from the game client, wherein if a game player launches a launching target in a first game scene, and when the transmission distance of the game player exceeds a set threshold value, sending the interactive instruction to a server;
according to the game state code, reproducing a game world in which a game client is running;
determining the operation result of the transmitting target according to the game world;
and sending the running result to a game client so that the game client displays the running result.
2. The method of claim 1, wherein determining the operational outcome of the transmission target based on the game world comprises:
determining the flight range of the transmitting target according to the game world;
and determining the operation result of the transmitting target according to the flight range.
3. The method of claim 2, wherein said determining the operational outcome of the target of launching based on the flight range comprises:
determining a first theoretical running track of a transmitting target flying along a straight line within a set distance of an initial position of the transmitting target;
determining a second theoretical running track of the launching target flying along the curve based on the ballistics theory outside the set distance range of the initial position of the launching target;
and determining the running result by combining the game world according to the first theoretical running track and the second theoretical running track.
4. The method of claim 3, wherein determining the play result in conjunction with the game world from the first theoretical run trajectory and the second theoretical run trajectory comprises:
determining whether other game objects exist in the space of the first theoretical running track according to the game world;
if other game objects exist in the space of the first theoretical running track, determining collision logic between the transmitting target and other game objects according to a preset collision algorithm;
if no other game object exists in the space of the first theoretical running track, determining whether other game object exists in the space of the second theoretical running track according to the game world;
if other game objects exist in the space of the second theoretical running track, determining collision logic between the transmitting target and other game objects according to a preset collision algorithm;
determining the operation result according to the collision logic.
5. The method of any of claims 1-4, wherein the transmitting the target comprises: bullets or arrows.
6. The method according to any one of claims 1-4, further comprising:
and determining the operation results of other game objects except the transmitting target according to the game world, and sending the operation results to a game client.
7. The method of any one of claims 1-4, wherein the game world includes all game scenario information passed by the game player during the transmission.
8. A game resource object control apparatus, comprising:
the acquisition module is used for acquiring the game state code from the game client when receiving the interactive instruction sent by the game client, wherein if a game player transmits a transmitting target in a first game scene, and when the transmission distance of the game player exceeds a set threshold value, the interactive instruction is sent to the server;
the reproduction module is used for reproducing a game world which is running by the game client according to the game state code;
the determining module is used for determining the operation result of the transmitting target according to the game world;
and the sending module is used for sending the running result to a game client so that the game client can display the running result.
9. A game resource object controlling electronic device, the electronic device comprising:
one or more processors;
a memory for storing one or more programs;
when executed by the one or more processors, cause the one or more processors to implement the game resource object control method steps of any one of claims 1-7.
10. A computer-readable storage medium, on which a computer program is stored, which program, when being executed by a processor, is adapted to carry out the method steps of a game resource object control method according to any one of claims 1 to 7.
CN202011528353.0A 2020-12-22 2020-12-22 Game resource object control method and device, electronic equipment and storage medium Active CN112619135B (en)

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