CN112619136A - Game role control system, method and device - Google Patents

Game role control system, method and device Download PDF

Info

Publication number
CN112619136A
CN112619136A CN202011603960.9A CN202011603960A CN112619136A CN 112619136 A CN112619136 A CN 112619136A CN 202011603960 A CN202011603960 A CN 202011603960A CN 112619136 A CN112619136 A CN 112619136A
Authority
CN
China
Prior art keywords
display
game
result
client
target
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Granted
Application number
CN202011603960.9A
Other languages
Chinese (zh)
Other versions
CN112619136B (en
Inventor
叶川
梁波
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Guangzhou Xishanju Network Technology Co ltd
Zhuhai Kingsoft Online Game Technology Co Ltd
Original Assignee
Guangzhou Xishanju Network Technology Co ltd
Zhuhai Kingsoft Online Game Technology Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Guangzhou Xishanju Network Technology Co ltd, Zhuhai Kingsoft Online Game Technology Co Ltd filed Critical Guangzhou Xishanju Network Technology Co ltd
Priority to CN202011603960.9A priority Critical patent/CN112619136B/en
Publication of CN112619136A publication Critical patent/CN112619136A/en
Application granted granted Critical
Publication of CN112619136B publication Critical patent/CN112619136B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The present specification provides a game character control system, method and apparatus, wherein the game character control method includes: receiving mark information generated by editing the display state of a target role relative to other game objects in a game scene by a user; sending the marking information to a server; updating the display mark of the local target role according to the received display mark of the target role and performing display operation; and displaying other game objects in the game scene according to the display mode corresponding to the display operation result. According to the game role control method, the operation of the server is replaced by the operation of the client, so that a large amount of operation pressure of the server is reduced, and a large amount of operation capacity of the server can be distributed to other modules needing the operation capacity; meanwhile, the display relation of other complicated characters in the scene can be realized under the condition that the player does not perceive, and the user experience is improved.

Description

Game role control system, method and device
Technical Field
The present disclosure relates to the field of internet technologies, and in particular, to a system, a method, and an apparatus for controlling game characters.
Background
With the continuous development of internet technology, various games come out endlessly, and among them, a large-scale multiplayer online game is very popular. The player controls the own character in the game to make other players invisible or controls the character in the game to make other players visible, and the method is a common function given to the player in the game, and can greatly improve the interest and participation of the player in the game.
In the prior art, whether a player character is visible or not is controlled, all player clients near the player are notified to delete the player character by receiving an instruction and broadcasting the instruction through a server, and for the player, the server also notifies the client to delete all characters which are not displayed at the client according to a visible judgment, and NPC (non-player character) and dooad (small object of a placing class) in all scenes are judged and notified to the client once. This creates many network protocol packets, which can cause server performance stress if many players are switching states at the same time. Further, there is a need for a simpler and more convenient method for performing operations or processes for visualizing game characters.
Disclosure of Invention
In view of this, the present specification provides a game character control system. The present specification also relates to a game character control method, a game character control apparatus, a computing device, and a computer-readable storage medium, which are used to solve the technical defects in the prior art.
According to a first aspect of embodiments herein, there is provided a game character control system including:
the system comprises a first client, a second client and a server;
the first client and the second client are in communication connection with the server respectively;
the first client is configured to receive mark information generated by editing display states of target characters relative to other game objects in a game scene by a user, and send the mark information to the server;
the server is configured to generate display marks of the target characters according to the received mark information, and send the display marks of the target characters to a first client and a second client corresponding to game characters in the game scene;
the first client is further configured to update the display mark of the local target character according to the received display mark of the target character, perform display operation, and display other game objects in the game scene according to a display mode corresponding to a display operation result;
and the second client is configured to perform display operation according to the received display mark of the target role, and display the target role corresponding to the first client according to a display mode corresponding to a display operation result.
Optionally, the first client is further configured to perform a display operation according to a display rule, display the other game objects when a result of the display operation is a first operation result, and hide the other game objects when a result of the display operation is a second operation result;
the second client is further configured to perform a display operation according to a display rule, display the target object if a result of the display operation is a first operation result, and hide the target object if the result of the display operation is a second operation result.
Optionally, the first client is further configured to generate a first display instruction and execute the first display instruction to display the other game objects when the result of the display operation is a first operation result, and generate a second display instruction and execute the second display instruction to hide the other game objects when the result of the display operation is a second operation result;
the second client is further configured to generate a first display instruction and execute the first display instruction to display the target object if the result of the display operation is a first operation result, and generate a second display instruction and execute the second display instruction to hide the target object if the result of the display operation is a second operation result.
Optionally, the server, the first client, and the second client are further configured to update a local display relationship tag table according to the display tag of the target character, where the display relationship table is used to record display states between game objects.
Optionally, the first client is further configured to detect current position information of the target character, and obtain a game object associated with the target character according to the position information.
Optionally, the first client is further configured to, in a case where sending the marker information fails, restore a display state of the target character before editing with respect to other game objects in a game scene.
Optionally, the first client is further configured to re-receive mark information generated by editing the display state of the target character relative to other game objects in the game scene by the user, and send the mark information to the server.
According to a second aspect of the embodiments of the present specification, there is provided a game character control method applied to a first client, including:
receiving mark information generated by editing the display state of a target role relative to other game objects in a game scene by a user;
sending the marking information to a server;
updating the display mark of the local target role according to the received display mark of the target role and performing display operation;
and displaying other game objects in the game scene according to the display mode corresponding to the display operation result.
Optionally, the displaying other game objects in the game scene according to the display mode corresponding to the result of the display operation includes:
and performing a display operation according to a display rule, and displaying the other game object when a result of the display operation is a first operation result, and hiding the other game object when a result of the display operation is a second operation result.
Optionally, the displaying the other game objects when the result of the display operation is a first operation result, and hiding the other game objects when the result of the display operation is a second operation result includes:
when the result of the display operation is a first operation result, generating a first display instruction, executing the first display instruction, and displaying the other game objects;
and generating a second display instruction and executing the second display instruction to hide the other game objects when the result of the display operation is a second operation result.
Optionally, the method further includes:
and updating a local display relation mark table according to the display mark of the target character, wherein the display relation table is used for recording the display state among the game objects.
Optionally, before the receiving the marker information generated by the user by editing the display state of the target character relative to other game objects in the game scene, the method further includes:
and detecting the current position information of the target role, and acquiring a game object associated with the target role according to the position information.
Optionally, the method further includes:
and restoring the display state of the target character before editing relative to other game objects in the game scene when the mark information is failed to be transmitted.
Optionally, after the restoring the display state of the target character before editing with respect to other game objects in the game scene, the method includes:
and re-receiving the mark information generated by editing the display state of the target character relative to other game objects in the game scene by the user, and sending the mark information to the server.
According to a third aspect of the embodiments of the present specification, there is provided a game character control method applied to a second client, including:
performing display operation according to the received display mark of the target role;
and displaying the target role corresponding to the first client according to the display mode corresponding to the result of the display operation.
Optionally, the displaying the target role corresponding to the first client according to the display mode corresponding to the result of the display operation includes:
and performing display operation according to a display rule, displaying the target object when the result of the display operation is a first operation result, and hiding the target object when the result of the display operation is a second operation result.
Optionally, the displaying the target object when the result of the display operation is a first operation result, and hiding the target object when the result of the display operation is a second operation result, includes:
under the condition that the result of the display operation is a first operation result, generating a first display instruction, executing the first display instruction, and displaying the target object;
and generating a second display instruction and executing the second display instruction under the condition that the result of the display operation is a second operation result, and hiding the target object.
Optionally, the method further includes:
and updating a local display relation mark table according to the display mark of the target character, wherein the display relation table is used for recording the display state among the game objects.
According to a fourth aspect of the embodiments of the present specification, there is provided a game character control apparatus, which is provided at a first client, including:
the marker information receiving module is configured to receive marker information generated by editing the display state of the target character relative to other game objects in the game scene by a user;
a sending module configured to send the tag information to a server;
the updating module is configured to update the display mark of the local target role according to the received display mark of the target role and perform display operation;
and the other game object display module is configured to display other game objects in the game scene according to a display mode corresponding to the result of the display operation.
According to a fifth aspect of the embodiments of the present specification, there is provided a game character control apparatus, which is provided at a second client, including:
the processing module is configured to perform display operation according to the received display mark of the target role;
and the target role display module is configured to display the target role corresponding to the first client according to a display mode corresponding to a display operation result.
According to a sixth aspect of embodiments herein, there is provided a computing device comprising:
a memory and a processor;
the memory is configured to store computer-executable instructions, and the processor is configured to execute the computer-executable instructions to implement the game character control method of any one of claims 8-14 or 15-18.
According to a seventh aspect of embodiments herein, there is provided a computer-readable storage medium storing computer-executable instructions that, when executed by a processor, implement the steps of the game character control method.
The game role control system provided by the specification comprises a first client, a second client and a server; the first client and the second client are in communication connection with the server respectively; the first client is configured to receive mark information generated by editing display states of target characters relative to other game objects in a game scene by a user, and send the mark information to the server; the server is configured to generate display marks of the target characters according to the received mark information, and send the display marks of the target characters to a first client and a second client corresponding to game characters in the game scene; the first client is further configured to update the display mark of the local target character according to the received display mark of the target character, perform display operation, and display other game objects in the game scene according to a display mode corresponding to a display operation result; and the second client is configured to perform display operation according to the received display mark of the target role, and display the target role corresponding to the first client according to a display mode corresponding to a display operation result. The game role control system replaces server operation through client operation, so that a large amount of operation pressure of the server is reduced, and a large amount of operation capacity of the server can be distributed to other modules needing the operation capacity; meanwhile, the display relation of other complicated characters in the scene can be realized under the condition that the player does not perceive, and the user experience is improved.
Drawings
Fig. 1 is a schematic structural diagram illustrating a game character control system according to an embodiment of the present disclosure;
FIG. 2 is a flow chart illustrating a method for controlling a game character according to an embodiment of the present disclosure;
fig. 3 is a process flow diagram of a game role control method applied to a role-playing game according to an embodiment of the present specification;
FIG. 4 is a flow chart illustrating a method for controlling a game character according to an embodiment of the present disclosure;
fig. 5 is a process flow diagram of a game role control method applied to a role-playing game according to an embodiment of the present specification;
fig. 6 is a schematic structural diagram of a game character control apparatus according to an embodiment of the present disclosure;
fig. 7 is a schematic structural diagram of a game character control apparatus according to an embodiment of the present disclosure;
fig. 8 shows a block diagram of a computing device according to an embodiment of the present specification.
Detailed Description
In the following description, numerous specific details are set forth in order to provide a thorough understanding of the present description. This description may be embodied in many different forms and should not be construed as limited to the embodiments set forth herein, as those skilled in the art will be able to make and use the present disclosure without departing from the spirit and scope of the present disclosure.
The terminology used in the description of the one or more embodiments is for the purpose of describing the particular embodiments only and is not intended to be limiting of the description of the one or more embodiments. As used in one or more embodiments of the present specification and the appended claims, the singular forms "a," "an," and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise. It should also be understood that the term "and/or" as used in one or more embodiments of the present specification refers to and encompasses any and all possible combinations of one or more of the associated listed items.
It will be understood that, although the terms first, second, etc. may be used herein in one or more embodiments to describe various information, these information should not be limited by these terms. These terms are only used to distinguish one type of information from another. For example, a first can also be referred to as a second and, similarly, a second can also be referred to as a first without departing from the scope of one or more embodiments of the present description. The word "if" as used herein may be interpreted as "at … …" or "when … …" or "in response to a determination", depending on the context.
In the present specification, a game character control system is provided, and the present specification relates to a game character control method, a game character control apparatus, a computing device, and a computer-readable storage medium, which are described in detail one by one in the following embodiments.
Fig. 1 is a schematic structural diagram of a game control system provided according to an embodiment of the present specification, including:
a first client 102, a second client 104, and a server 106;
the first client 102 and the second client 104 are respectively in communication connection with the server 106;
the first client 102 is configured to receive mark information generated by editing a display state of a target character relative to other game objects in a game scene by a user, and send the mark information to the server 106.
Specifically, the target character refers to a game character corresponding to the first client 102, and the other game objects refer to other game characters other than the target character in the game scene, a non-player character (NPC), a placing type small object (dooad), and the like, which is not limited in this application. The client corresponding to the first client 102 may edit the display state of the target character relative to other game objects in the game scene, including: target characters that are made visible or invisible to other game characters by editing, non-player characters (NPC) that are made visible or invisible to target characters, and small objects of the placement class (dooad), and the like. The first client 102 receives the mark information generated by editing the target role by the user, and further sends the mark information to the server 106.
In practical applications, the first client 102 is further configured to detect current position information of the target character, and obtain a game object associated with the target character according to the position information.
Specifically, the user edits the display state of the target character relative to other game objects in the game scene, and first, the other game objects in the game scene where the target character is located are clarified. The first client 102 automatically detects the position information of the target character, thereby determining the game scene where the target character is located, and further determining the game object associated with the target character according to the game scene, that is, the target character is relative to other game objects in the game scene.
In practical applications, there may be a failure in sending the marker information to the server 106 by the first client 102, and therefore, the first client 102 is further configured to restore the display state of the target character before editing with respect to other game objects in the game scene when sending the marker information fails.
Specifically, when the network state of the first client 102 is not good or the network is disconnected, a data transmission failure between the first client 102 and the server 106 often occurs, so that the first client 102 fails to send the tag information. At this time, the target character is in a dropped state, so that the user fails to edit the display state of the target character with respect to the other game objects in the game scene, and the first client 102 needs to restore the display state of the target character edited by the user with respect to the other game objects in the game scene, that is, restore the display state of the target character with respect to the other game objects in the game scene before editing. Therefore, the disorder of the game caused by different game states among the clients can be avoided.
Further, the first client 102 is further configured to re-receive the mark information generated by editing the display state of the target character relative to other game objects in the game scene by the user, and send the mark information to the server.
When the network state is recovered or the network is reconnected, the player corresponding to the user goes online again, and the first client 102 may receive the mark information generated by the user editing the display state of the target character relative to other game objects in the game scene again, and send the mark information to the server. Therefore, the marking information is received and sent again after the network state is recovered, and the problem that the user editing is unsuccessful and the user experience is reduced due to sending failure caused by temporary network failure is avoided to a certain extent.
The server 106 is configured to generate a display mark of the target character according to the received mark information, and send the display mark of the target character to the first client 102 and the second client 104 corresponding to the game character in the game scene.
Specifically, the server 106 receives the mark information sent by the first client 102, and since the mark information is based on the target character, the server 106 performs processing according to the mark information to generate a display mark of the target character, and then sends the generated display mark of the target character to the first client 102 corresponding to the target character and the second client 104 corresponding to another game character in the same game scene as the target character.
The first client 102 is further configured to update the display mark of the local target character according to the received display mark of the target character, perform display operation, and display other game objects in the game scene according to a display mode corresponding to a display operation result.
Specifically, the first client 102 receives the display mark of the target character sent by the server, and since the received display mark of the target character is newly generated, the received display mark of the target character may directly cover the display mark of the local original target character, or the received display mark of the target character may be compared with the display mark of the local original target character, and the received display mark of the target character and the display mark of the local original target character are updated in different places according to the received display mark of the target character. Then, a display operation is performed based on the updated display mark, and other game objects in the game scene are displayed based on the display mode corresponding to the result of the display operation.
Further, the first client 102 is further configured to perform a display operation according to a display rule, display the other game object if a result of the display operation is a first operation result, and hide the other game object if a result of the display operation is a second operation result. Specifically, the first client 102 is further configured to generate a first display instruction and execute the first display instruction to display the other game objects when the result of the display operation is a first operation result, and generate a second display instruction and execute the second display instruction to hide the other game objects when the result of the display operation is a second operation result.
Specifically, the first calculation result is a result of displaying the other game object, and the second calculation result is a result of hiding (not displaying) the other game object. When the result of the display operation is the first operation result, the first display instruction is automatically generated inside the first client 102, and the first display instruction is executed by the presentation module and the UI module, so that the corresponding other game objects are displayed in the game scene of the first client 102. When the result of the display operation is the second operation result, the first client 102 also generates a second display instruction automatically, and the second display instruction is executed by the presentation module and the UI module, so that the corresponding other game objects are not displayed in the game scene of the first client 102, that is, the corresponding other game objects are hidden.
The second client 104 is configured to perform a display operation according to the received display mark of the target character, and display the target character corresponding to the first client 102 according to a display manner corresponding to a result of the display operation.
Specifically, the second client 104 receives the display mark of the target character sent by the server, and since the received display mark is of the target character and the second client corresponds to another game character, the local display mark does not need to be updated. And performing display operation according to the received display mark of the target character, and displaying the target character in the game scene according to a display mode corresponding to the display operation result.
Further, the second client 104 is further configured to perform a display operation according to a display rule, in which the target object is displayed if the result of the display operation is a first operation result, and the target object is hidden if the result of the display operation is a second operation result. Specifically, the second client 104 is further configured to generate a first display instruction and execute the first display instruction to display the target object if the result of the display operation is a first operation result, and generate a second display instruction and execute the second display instruction to hide the target object if the result of the display operation is a second operation result.
Specifically, the first operation result is a result of displaying the target object, and the second operation result is a result of hiding (not displaying) the target object. When the result of the display operation is the first operation result, the second client 104 automatically generates the first display instruction, and the presentation module and the UI module execute the first display instruction, so that the corresponding target object is displayed in the game scene of the second client 104. When the result of the display operation is the second operation result, the second display instruction is also automatically generated inside the second client 104, and the second display instruction is executed by the presentation module and the UI module, so that the corresponding target object is not displayed in the game scene of the second client 104, that is, the target object is hidden.
In practical applications, the second client 104 may also be used as the first client 102 to edit the display state of the target character relative to other game objects in the game scene by the user; and the first client 102 may also be used as the second client 104.
The server 106 and the first client 102 are further configured to update a local display relation mark table according to the display mark of the target character, wherein the display relation table is used for recording the display state between game objects.
Specifically, the server 106, the first client 102, and the second client 104 all have a display relationship mark table, which is used to maintain the uniformity of the display marks of the game objects among the server 106, the first client 102, and the second client 104, and each time a new display mark server 102 is generated, the display relationship table needs to be updated, and the first client 102 and the second client 104 update the display relationship table after receiving the new display mark.
The game role control system provided by the specification comprises a first client, a second client and a server; the first client and the second client are in communication connection with the server respectively; the first client is configured to receive mark information generated by editing display states of target characters relative to other game objects in a game scene by a user, and send the mark information to the server; the server is configured to generate display marks of the target characters according to the received mark information, and send the display marks of the target characters to a first client and a second client corresponding to game characters in the game scene; the first client is further configured to update the display mark of the local target character according to the received display mark of the target character, perform display operation, and display other game objects in the game scene according to a display mode corresponding to a display operation result; and the second client is configured to perform display operation according to the received display mark of the target role, and display the target role corresponding to the first client according to a display mode corresponding to a display operation result. The game role control system replaces server operation through client operation, so that a large amount of operation pressure of the server is reduced, and a large amount of operation capacity of the server can be distributed to other modules needing the operation capacity; meanwhile, the display relation of other complicated characters in the scene can be realized under the condition that the player does not perceive, and the user experience is improved.
Fig. 2 is a flowchart illustrating a game character control method according to an embodiment of the present disclosure, which specifically includes the steps of:
step 202, receiving mark information generated by editing the display state of the target character relative to other game objects in the game scene by the user.
Specifically, the target character refers to a locally corresponding game character, and the other game objects refer to other game characters other than the target character in the game scene, a non-player character (NPC), a drop-type gadget (dooad), and the like, which is not limited in the present application. The local corresponding client can edit the display state of the target character relative to other game objects in the game scene, including: target characters that are made visible or invisible to other game characters by editing, non-player characters (NPC) that are made visible or invisible to target characters, and small objects of the placement class (dooad), and the like.
Specifically, before the receiving of the mark information generated by the user editing the display state of the target character with respect to the other game objects in the game scene, the method further includes: and detecting the current position information of the target role, and acquiring a game object associated with the target role according to the position information. In addition, the user edits the display state of the target character with respect to the other game objects in the game scene, and first, the other game objects in the game scene where the target character is located are clarified. The method comprises the steps of automatically detecting the position information of a target role locally so as to determine a game scene where the target role is located, and further determining a game object associated with the target role according to the game scene, namely determining that the target role is relative to other game objects in the game scene.
Step 204, sending the marking information to a server.
Specifically, the tag information may be sent to the server through a server-client (C/S) framework, and if the sending is successful, the server is waited for notification.
In practical applications, there may be a case where the sending of the marker information to the server fails, and therefore, in the case where the sending of the marker information fails, the display state of the target character before editing with respect to other game objects in the game scene is restored.
Specifically, when the local network state is not good or the network is disconnected, data transmission failure between the local network and the server often occurs, resulting in failure to send the tag information. In this case, the user has failed to edit the display state of the target character with respect to the other game objects in the game scene, that is, has to restore the display state of the target character with respect to the other game objects in the game scene before editing. Therefore, the disorder of the game caused by different game states among the clients can be avoided.
Further, after the restoring the display state of the target character before editing relative to other game objects in the game scene, the method further includes: and re-receiving the mark information generated by editing the display state of the target character relative to other game objects in the game scene by the user, and sending the mark information to the server.
Specifically, after the network state is recovered or the network is reconnected, the player corresponding to the user comes online again, and the mark information generated by editing the display state of the target character relative to other game objects in the game scene by the user can be locally received again, and the mark information is sent to the server. Therefore, the marking information is received and sent again after the network state is recovered, and the problem that the user editing is unsuccessful and the user experience is reduced due to sending failure caused by temporary network failure is avoided to a certain extent.
And step 206, updating the display mark of the local target role according to the received display mark of the target role, and performing display operation.
Specifically, the display mark of the target character sent by the server is received, and the received display mark of the target character is newly generated, so that the received display mark of the target character can directly cover the display mark of the original local target character, or the received display mark of the target character can be compared with the display mark of the original local target character, and the received display mark of the target character and the display mark of the original local target character are updated in different places according to the received display mark of the target character. And then, performing display operation according to the updated display mark.
And step 208, displaying other game objects in the game scene according to the display mode corresponding to the display operation result.
In this embodiment, the display of other game objects in the game scene according to the display mode corresponding to the result of the display operation is divided into two types: displaying other game objects and hiding other game objects. Specifically, a display operation is performed according to a display rule, and the other game objects are displayed when the result of the display operation is a first operation result; and hiding the other game object when the result of the display operation is a second operation result. Further, when the result of the display operation is a first operation result, generating a first display instruction, executing the first display instruction, and displaying the other game objects; and generating a second display instruction and executing the second display instruction to hide the other game objects when the result of the display operation is a second operation result.
Specifically, the first calculation result is a result of displaying the other game object, and the second calculation result is a result of hiding (not displaying) the other game object. When the result of the display operation is the first operation result, the local interior can automatically generate a first display instruction, and the expression module and the UI module execute the first display instruction, so that other corresponding game objects are displayed in the local game scene. When the result of the display operation is the second operation result, the local internal part also automatically generates a second display instruction, and informs the expression module and the UI module to execute the second display instruction, so that the corresponding other game objects are not displayed in the local game scene, namely the corresponding other game objects are hidden.
After receiving a display mark corresponding to a target character, a local display relation mark table needs to be updated according to the display mark of the target character, wherein the display relation table is used for recording display states among game objects.
Specifically, a display relationship mark table is locally stored, and is used for maintaining the uniformity of the display marks of the game objects between the server and the second client, and the display relationship table is updated locally after a new display mark is received each time.
The game role control method provided by the specification receives mark information generated by editing the display state of a target role relative to other game objects in a game scene by a user; sending the marking information to a server; updating the display mark of the local target role according to the received display mark of the target role and performing display operation; and displaying other game objects in the game scene according to the display mode corresponding to the display operation result. According to the game role control method, the operation of the server is replaced by the operation of the client, so that a large amount of operation pressure of the server is reduced, and a large amount of operation capacity of the server can be distributed to other modules needing the operation capacity; meanwhile, the display relation of other complicated characters in the scene can be realized under the condition that the player does not perceive, and the user experience is improved.
The following description will further describe the game role control method provided in this specification, with reference to fig. 3, by taking an application of the game role control method in a role-playing game as an example. Fig. 2 shows a processing flow chart of a game role control method applied to a role-playing game according to an embodiment of the present specification, which specifically includes the following steps:
step 302, receiving mark information generated by editing display states of staff relative to managers, passerby and stones by a user.
Specifically, the staff member is a target character corresponding to the local, the manager is another player character, the passerby is a non-player character (NPC), and the stone is a small object (doodad) of the placement class. The client can edit the display states of staff with respect to the manager, passerby, and stone in the game scene, for example, by editing so that staff are invisible to the manager, staff are visible to the passerby, and stone is invisible.
Specifically, before receiving the mark information generated by the user by editing the display state of the target character relative to the manager, the passerby and the stone, the method further includes: and detecting the current position information of the staff member, and acquiring the game object related to the target role according to the position information. When the user edits the display state of the staff member, first, another game object in the same game scene as the staff member is specified. Namely, the other game objects in the same game scene as the staff are the manager, the passerby and the stone, respectively.
Step 304, sending the marking information to a server.
Specifically, the tag information may be sent to the server through a server-client (C/S) framework, and if the sending is successful, the server is waited for notification. In practical applications, there are cases where there is a failure in sending the tag information to the server, and therefore, in the case where sending the tag information fails, the display state of the staff member before editing with respect to the manager, the passerby, and the stone is restored.
Specifically, when the local network state is not good or the network is disconnected, data transmission failure between the local network and the server often occurs, resulting in failure to send the tag information. At this time, the staff member corresponding to the user is in the off-line state, so that the user fails to edit the display state of the staff member with respect to the manager, the passerby, and the stone, and the display state of the staff member edited by the user with respect to the manager, the passerby, and the stone needs to be restored, that is, the display state of the staff member before editing with respect to the manager, the passerby, and the stone is restored. Therefore, the disorder of the game caused by different game states among the clients can be avoided.
Further, after the restoring of the display state of the staff member before editing with respect to the manager, the passerby, and the stone, the method further includes: and re-receiving the mark information generated by editing the display state of the staff relative to the manager, the passerby and the stone by the user, and sending the mark information to the server.
Specifically, after the network state is recovered or the network is reconnected, the local device may receive again the mark information generated by the user editing the display state of the staff member with respect to the manager, the passerby, and the stone, and send the mark information to the server. Therefore, the marking information is received and sent again after the network state is recovered, and the problem that the user editing is unsuccessful and the user experience is reduced due to sending failure caused by temporary network failure is avoided to a certain extent.
Step 306, updating the display mark of the local staff member according to the received display mark of the staff member and performing display operation.
Specifically, the display mark of the staff member sent by the receiving server is newly generated, so that the display mark of the received staff member may be directly overlaid on the display mark of the local original staff member, or the display mark of the received staff member may be compared with the display mark of the local original staff member, and the display marks of the staff member and the local original staff member are updated in different places according to the received display mark of the staff member. And then, performing display operation according to the updated display mark.
And 308, displaying the manager, the passerby and the stone according to a display mode corresponding to the result of the display operation.
In this embodiment, the manager, the passerby and the stone are displayed according to the display mode corresponding to the result of the display operation, which is divided into two types: display and hide. Displaying the passerby and the stone under the condition that the result of the display operation is a first operation result; and hiding the passerby and the stone under the condition that the result of the display operation is a second operation result. Further, under the condition that the result of the display operation is a first operation result, generating a first display instruction, executing the first display instruction, and displaying the passerby and the stone; and under the condition that the result of the display operation is a second operation result, generating a second display instruction and executing the second display instruction to hide passerby and stones.
For example, the display mark means "no visible staff for manager, visible passerby for staff and invisible stone", and since the display mark means no visible staff for manager, not the staff, only the passerby and stone need to be handled correspondingly locally: according to the display operation, the operation result relative to the passerby is a first operation result, a first display instruction is generated, the first display instruction is executed, and the passerby is displayed; and generating a second display instruction and executing the second display instruction to hide the stone when the operation result relative to the stone is a second operation result.
After receiving the display mark corresponding to the staff member, the local display relationship mark table needs to be updated according to the display mark of the staff member, wherein the display relationship table is used for recording the display state between the game objects.
Specifically, a display relationship mark table is locally stored, and is used for maintaining the uniformity of the display marks of the game objects between the server and the second client, and the display relationship table is updated locally after a new display mark is received each time.
The game role control method provided by the specification receives mark information generated by editing display states of staff relative to managers, passerby and stones by a user; sending the marking information to a server; updating the display mark of the local staff member according to the received display mark of the staff member and performing display operation; and displaying the manager, the passerby and the stone according to a display mode corresponding to the result of the display operation. According to the game role control method, the operation of the server is replaced by the operation of the client, so that a large amount of operation pressure of the server is reduced, and a large amount of operation capacity of the server can be distributed to other modules needing the operation capacity; meanwhile, the display relation of other complicated characters in the scene can be realized under the condition that the player does not perceive, and the user experience is improved.
Fig. 4 is a flowchart illustrating a game character control method according to an embodiment of the present disclosure, which specifically includes the steps of:
and step 402, performing display operation according to the received display mark of the target character.
Specifically, the display mark of the target character transmitted by the local reception server is locally corresponding to the other game character, and the received display mark is the target character, so that the local display mark does not need to be updated. After the receiving is successful, the display operation of the display mark is started.
And 404, displaying the target role corresponding to the first client according to a display mode corresponding to the result of the display operation.
In this embodiment, the target role corresponding to the first client is displayed according to the display mode corresponding to the result of the display operation, and the target role is divided into two types: displaying the target character and hiding the target character. Specifically, a display operation is performed according to a display rule, the target object is displayed when a result of the display operation is a first operation result, and the target object is hidden when a result of the display operation is a second operation result. Further, under the condition that the result of the display operation is a first operation result, generating a first display instruction, executing the first display instruction, and displaying the target object; and generating a second display instruction and executing the second display instruction under the condition that the result of the display operation is a second operation result, and hiding the target object.
Specifically, the first operation result is a result of displaying the target object, and the second operation result is a result of hiding (not displaying) the target object. When the display operation result is the first operation result, the local internal part can automatically generate a first display instruction, and informs the expression module and the UI module to execute the first display instruction, so that the corresponding target object is displayed in the local game scene. When the result of the display operation is a second operation result, the local interior also automatically generates a second display instruction, and informs the expression module and the UI module to execute the second display instruction, so that the corresponding target object is not displayed in the local game scene, namely the target object is hidden.
After receiving the display mark of the target character sent by the server, the display relation mark table needs to be updated locally according to the display mark of the target character, wherein the display relation table is used for recording the display state between game objects.
Specifically, a display relationship mark table is locally stored, and is used for maintaining the uniformity of the display marks of the game objects between the server and the first client, and the display relationship table is updated locally after a new display mark is received each time.
The game character control method provided by the present specification performs display calculation based on a received display mark of a target character; and displaying the target role corresponding to the first client according to the display mode corresponding to the result of the display operation. According to the game role control method, the operation of the server is replaced by the operation of the client, so that a large amount of operation pressure of the server is reduced, and a large amount of operation capacity of the server can be distributed to other modules needing the operation capacity; meanwhile, the display relation of other complicated characters in the scene can be realized under the condition that the player does not perceive, and the user experience is improved.
The following describes the game role control method provided in the present specification with reference to fig. 5, by taking the application of the game role control method in a role-playing game as an example. Fig. 2 shows a processing flow chart of a game role control method applied to a role-playing game according to an embodiment of the present specification, which specifically includes the following steps:
step 502, performing display calculation according to the received display mark of the staff member.
Specifically, the local receiving server receives the display mark of the staff member, and the received display mark is of the staff member, and the local corresponding game character is of the manager, so that the local display mark does not need to be updated. After the receiving is successful, the display operation of the display mark is started.
Step 504, displaying the staff member according to the display mode corresponding to the result of the display operation.
In this embodiment, display staff members are divided into two types according to the display mode corresponding to the result of the display operation: display staff and hidden staff. Specifically, a display operation is performed according to a display rule, the staff member is displayed when the result of the display operation is a first operation result, and the staff member is hidden when the result of the display operation is a second operation result. Further, when the result of the display operation is a first operation result, generating a first display instruction, executing the first display instruction, and displaying the staff member; and generating a second display instruction and executing the second display instruction to hide the staff member when the result of the display operation is a second operation result.
Specifically, when the result of the display operation is the first operation result, the local internal part automatically generates a first display instruction, and notifies the performance module and the UI module to execute the first display instruction, so that the game role of the staff is displayed in the local game scene. When the result of the display operation is a second operation result, the local internal part can also automatically generate a second display instruction and inform the expression module and the UI module to execute the second display instruction, so that the game role of staff is not displayed in the local game scene, namely the staff is hidden.
After receiving the display mark of the staff member sent by the server, the display relation mark table of the local is needed to be updated according to the display mark of the staff member, wherein the display relation table is used for recording the display state between the game objects.
Specifically, a display relationship mark table is locally stored, and is used for maintaining the uniformity of the display marks of the game objects between the server and the first client, and the display relationship table is updated locally after a new display mark is received each time.
The game role control method provided by the present specification performs display calculation according to the received display mark of the staff member; and displaying the staff member according to the display mode corresponding to the display operation result. According to the game role control method, the operation of the server is replaced by the operation of the client, so that a large amount of operation pressure of the server is reduced, and a large amount of operation capacity of the server can be distributed to other modules needing the operation capacity; meanwhile, the display relation of other complicated characters in the scene can be realized under the condition that the player does not perceive, and the user experience is improved.
Corresponding to the above method embodiment, the present specification further provides an embodiment of a game character control apparatus, and fig. 6 shows a schematic structural diagram of a game character control apparatus provided in an embodiment of the present specification. As shown in fig. 6, the apparatus is configured at the first client, and includes:
the marker information receiving module is configured to receive marker information generated by editing the display state of the target character relative to other game objects in the game scene by a user;
a sending module configured to send the tag information to a server;
the updating module is configured to update the display mark of the local target role according to the received display mark of the target role and perform display operation;
and the other game object display module is configured to display other game objects in the game scene according to a display mode corresponding to the result of the display operation.
The other game object display module comprises other game object display sub-modules and other game object hiding sub-modules;
the other game object display submodule is configured to perform display operation according to a display rule, and display the other game object when the result of the display operation is a first operation result;
the other game object hiding sub-module is configured to hide the other game object when a result of the display operation is a second operation result.
The other game object display sub-module is further configured to generate a first display instruction and execute the first display instruction to display the other game object when the result of the display operation is a first operation result;
the other game object hiding sub-module is further configured to generate a second display instruction and execute the second display instruction to hide the other game object when the result of the display operation is a second operation result.
The updating module is further configured to update a local display relation mark table according to the display mark of the target character, wherein the display relation table is used for recording the display state between game objects.
The system, still include:
and the detection module is configured to detect the current position information of the target character and acquire a game object associated with the target character according to the position information.
The system, still include:
and the failure module is configured to restore the display state of the target character before editing relative to other game objects in the game scene under the condition that the mark information is failed to be transmitted.
The fault module is further configured to re-receive mark information generated by editing the display state of the target character relative to other game objects in the game scene by the user, and send the mark information to the server.
The game character control device provided by the specification comprises a mark information receiving module, a mark information editing module and a mark information generating module, wherein the mark information receiving module is configured to receive mark information generated by editing display states of target characters relative to other game objects in a game scene by a user; a sending module configured to send the tag information to a server; the updating module is configured to update the display mark of the local target role according to the received display mark of the target role and perform display operation; and the other game object display module is configured to display other game objects in the game scene according to a display mode corresponding to the result of the display operation. The game role control device replaces server operation through client operation, so that a large amount of operation pressure of the server is reduced, and a large amount of operation capacity of the server can be distributed to other modules needing the operation capacity; meanwhile, the display relation of other complicated characters in the scene can be realized under the condition that the player does not perceive, and the user experience is improved.
The above is a schematic configuration of a game character control apparatus of the present embodiment. It should be noted that the technical solution of the game character control device is the same as that of the above game character control method, and details of the technical solution of the game character control device, which are not described in detail, can be referred to the description of the technical solution of the above game character control method.
Corresponding to the above method embodiment, the present specification further provides an embodiment of a game character control apparatus, and fig. 7 shows a schematic structural diagram of a game character control apparatus provided in an embodiment of the present specification. As shown in fig. 7, the apparatus is configured at the second client, and includes:
the processing module is configured to perform display operation according to the received display mark of the target role;
and the target role display module is configured to display the target role corresponding to the first client according to a display mode corresponding to a display operation result.
The target role display module comprises a target object display sub-module and a target object hiding module;
the target object display submodule is configured to perform display operation according to a display rule, and display the target object when the result of the display operation is a first operation result;
the target object hiding module is configured to hide the target object when the result of the display operation is a second operation result.
The target object display sub-module is further configured to generate a first display instruction and execute the first display instruction to display the target object when the result of the display operation is a first operation result;
the target object hiding module is further configured to generate a second display instruction and execute the second display instruction to hide the target object when the result of the display operation is a second operation result.
The processing module is further configured to update a local display relation mark table according to the display mark of the target character, wherein the display relation table is used for recording the display state between game objects.
The game character control device provided by the specification, the processing module is configured to perform display operation according to the received display mark of the target character; and the target role display module is configured to display the target role corresponding to the first client according to a display mode corresponding to a display operation result. The game role control device replaces server operation through client operation, so that a large amount of operation pressure of the server is reduced, and a large amount of operation capacity of the server can be distributed to other modules needing the operation capacity; meanwhile, the display relation of other complicated characters in the scene can be realized under the condition that the player does not perceive, and the user experience is improved.
The above is a schematic configuration of a game character control apparatus of the present embodiment. It should be noted that the technical solution of the game character control device is the same as that of the above game character control method, and details of the technical solution of the game character control device, which are not described in detail, can be referred to the description of the technical solution of the above game character control method.
Fig. 8 illustrates a block diagram of a computing device 800 provided in accordance with an embodiment of the present description. The components of the computing device 800 include, but are not limited to, memory 810 and a processor 820. The processor 820 is coupled to the memory 810 via a bus 830, and the database 850 is used to store data.
Computing device 800 also includes access device 840, access device 840 enabling computing device 800 to communicate via one or more networks 860. Examples of such networks include the Public Switched Telephone Network (PSTN), a Local Area Network (LAN), a Wide Area Network (WAN), a Personal Area Network (PAN), or a combination of communication networks such as the internet. Access device 840 may include one or more of any type of network interface (e.g., a Network Interface Card (NIC)) whether wired or wireless, such as an IEEE802.11 Wireless Local Area Network (WLAN) wireless interface, a worldwide interoperability for microwave access (Wi-MAX) interface, an ethernet interface, a Universal Serial Bus (USB) interface, a cellular network interface, a bluetooth interface, a Near Field Communication (NFC) interface, and so forth.
In one embodiment of the present description, the above-described components of computing device 800, as well as other components not shown in FIG. 8, may also be connected to each other, such as by a bus. It should be understood that the block diagram of the computing device architecture shown in FIG. 8 is for purposes of example only and is not limiting as to the scope of the description. Those skilled in the art may add or replace other components as desired.
Computing device 800 may be any type of stationary or mobile computing device, including a mobile computer or mobile computing device (e.g., tablet, personal digital assistant, laptop, notebook, netbook, etc.), a mobile phone (e.g., smartphone), a wearable computing device (e.g., smartwatch, smartglasses, etc.), or other type of mobile device, or a stationary computing device such as a desktop computer or PC. Computing device 800 may also be a mobile or stationary server. Wherein the processor 820 is configured to execute the computer-executable instructions to implement the steps of the method for controlling a game character according to any one of claims 8 to 14 or 15 to 18.
The above is an illustrative scheme of a computing device of the present embodiment. It should be noted that the technical solution of the computing device and the technical solution of the above-mentioned game character control method belong to the same concept, and details that are not described in detail in the technical solution of the computing device can be referred to the description of the technical solution of the above-mentioned game character method.
An embodiment of the present specification further provides a computer-readable storage medium storing computer instructions which, when executed by a processor, implement the steps of the game character control method according to any one of claims 8 to 14 or 15 to 18.
The above is an illustrative scheme of a computer-readable storage medium of the present embodiment. It should be noted that the technical solution of the storage medium is the same as that of the above-mentioned game character control method, and for details that are not described in detail in the technical solution of the storage medium, reference may be made to the description of the technical solution of the above-mentioned game character control method.
The foregoing description has been directed to specific embodiments of this disclosure. Other embodiments are within the scope of the following claims. In some cases, the actions or steps recited in the claims may be performed in a different order than in the embodiments and still achieve desirable results. In addition, the processes depicted in the accompanying figures do not necessarily require the particular order shown, or sequential order, to achieve desirable results. In some embodiments, multitasking and parallel processing may also be possible or may be advantageous.
The computer instructions comprise computer program code which may be in the form of source code, object code, an executable file or some intermediate form, or the like. The computer-readable medium may include: any entity or device capable of carrying the computer program code, recording medium, usb disk, removable hard disk, magnetic disk, optical disk, computer Memory, Read-Only Memory (ROM), Random Access Memory (RAM), electrical carrier wave signals, telecommunications signals, software distribution medium, and the like. It should be noted that the computer readable medium may contain content that is subject to appropriate increase or decrease as required by legislation and patent practice in jurisdictions, for example, in some jurisdictions, computer readable media does not include electrical carrier signals and telecommunications signals as is required by legislation and patent practice.
It should be noted that, for the sake of simplicity, the foregoing method embodiments are described as a series of acts or combinations, but those skilled in the art should understand that the present disclosure is not limited by the described order of acts, as some steps may be performed in other orders or simultaneously according to the present disclosure. Further, those skilled in the art should also appreciate that the embodiments described in this specification are preferred embodiments and that acts and modules referred to are not necessarily required for this description.
In the above embodiments, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
The preferred embodiments of the present specification disclosed above are intended only to aid in the description of the specification. Alternative embodiments are not exhaustive and do not limit the invention to the precise embodiments described. Obviously, many modifications and variations are possible in light of the above teaching. The embodiments were chosen and described in order to best explain the principles of the specification and its practical application, to thereby enable others skilled in the art to best understand the specification and its practical application. The specification is limited only by the claims and their full scope and equivalents.

Claims (22)

1. A game character control system, the system comprising:
the system comprises a first client, a second client and a server;
the first client and the second client are in communication connection with the server respectively;
the first client is configured to receive mark information generated by editing display states of target characters relative to other game objects in a game scene by a user, and send the mark information to the server;
the server is configured to generate display marks of the target characters according to the received mark information, and send the display marks of the target characters to a first client and a second client corresponding to game characters in the game scene;
the first client is further configured to update the display mark of the local target character according to the received display mark of the target character, perform display operation, and display other game objects in the game scene according to a display mode corresponding to a display operation result;
and the second client is configured to perform display operation according to the received display mark of the target role, and display the target role corresponding to the first client according to a display mode corresponding to a display operation result.
2. The system of claim 1, wherein the first client is further configured to perform a display operation according to a display rule, to display the other game object if a result of the display operation is a first operation result, and to hide the other game object if a result of the display operation is a second operation result;
the second client is further configured to perform a display operation according to a display rule, display the target object if a result of the display operation is a first operation result, and hide the target object if the result of the display operation is a second operation result.
3. The system of claim 2, wherein the first client is further configured to generate a first display instruction and execute the first display instruction to display the other game objects if the result of the display operation is a first operation result, and to generate a second display instruction and execute the second display instruction to hide the other game objects if the result of the display operation is a second operation result;
the second client is further configured to generate a first display instruction and execute the first display instruction to display the target object if the result of the display operation is a first operation result, and generate a second display instruction and execute the second display instruction to hide the target object if the result of the display operation is a second operation result.
4. The system of claim 1, wherein the server, the first client, and the second client are further configured to update a local display relationship tag table according to the display tag of the target character, wherein the display relationship table is used for recording display states between game objects.
5. The system of claim 1, wherein the first client is further configured to detect current location information of the target character, and to retrieve a game object associated with the target character based on the location information.
6. The system of claim 1, wherein the first client is further configured to, in the event of a failure to send the marker information, restore a display state of the target character prior to editing relative to other game objects in a game scene.
7. The system of claim 6, wherein the first client is further configured to re-receive tagging information generated by a user editing a display state of a target character relative to other game objects in a game scene, and to send the tagging information to the server.
8. A game character control method is applied to a first client, and the method comprises the following steps:
receiving mark information generated by editing the display state of a target role relative to other game objects in a game scene by a user;
sending the marking information to a server;
updating the display mark of the local target role according to the received display mark of the target role and performing display operation;
and displaying other game objects in the game scene according to the display mode corresponding to the display operation result.
9. The method of claim 8, wherein displaying other game objects in the game scene according to a display mode corresponding to a result of the display operation comprises:
and performing a display operation according to a display rule, and displaying the other game object when a result of the display operation is a first operation result, and hiding the other game object when a result of the display operation is a second operation result.
10. The method according to claim 9, wherein the displaying the other game object in a case where a result of the display operation is a first operation result, and hiding the other game object in a case where a result of the display operation is a second operation result, comprises:
when the result of the display operation is a first operation result, generating a first display instruction, executing the first display instruction, and displaying the other game objects;
and generating a second display instruction and executing the second display instruction to hide the other game objects when the result of the display operation is a second operation result.
11. The method of claim 8, wherein the method further comprises:
and updating a local display relation mark table according to the display mark of the target character, wherein the display relation table is used for recording the display state among the game objects.
12. The method of claim 8, prior to receiving marker information generated by a user editing a display state of a target character relative to other game objects in a game scene, further comprising:
and detecting the current position information of the target role, and acquiring a game object associated with the target role according to the position information.
13. The method of claim 8, wherein the method further comprises:
and restoring the display state of the target character before editing relative to other game objects in the game scene when the mark information is failed to be transmitted.
14. The method of claim 13, wherein after said restoring the display state of the target character prior to editing relative to other game objects in the game scene, comprising:
and re-receiving the mark information generated by editing the display state of the target character relative to other game objects in the game scene by the user, and sending the mark information to the server.
15. A method for controlling a game character, applied to a second client, the method comprising:
performing display operation according to the received display mark of the target role;
and displaying the target role corresponding to the first client according to the display mode corresponding to the result of the display operation.
16. The method of claim 15, wherein the displaying the target character corresponding to the first client according to the display mode corresponding to the result of the display operation comprises:
and performing display operation according to a display rule, displaying the target object when the result of the display operation is a first operation result, and hiding the target object when the result of the display operation is a second operation result.
17. The method of claim 16, wherein the displaying the target object if the result of the display operation is a first operation result and hiding the target object if the result of the display operation is a second operation result comprises:
under the condition that the result of the display operation is a first operation result, generating a first display instruction, executing the first display instruction, and displaying the target object;
and generating a second display instruction and executing the second display instruction under the condition that the result of the display operation is a second operation result, and hiding the target object.
18. The system of claim 15, wherein the method further comprises:
and updating a local display relation mark table according to the display mark of the target character, wherein the display relation table is used for recording the display state among the game objects.
19. A game character control apparatus, provided at a first client, comprising:
the marker information receiving module is configured to receive marker information generated by editing the display state of the target character relative to other game objects in the game scene by a user;
a sending module configured to send the tag information to a server;
the updating module is configured to update the display mark of the local target role according to the received display mark of the target role and perform display operation;
and the other game object display module is configured to display other game objects in the game scene according to a display mode corresponding to the result of the display operation.
20. A game character control device, disposed on a second client, comprising:
the processing module is configured to perform display operation according to the received display mark of the target role;
and the target role display module is configured to display the target role corresponding to the first client according to a display mode corresponding to a display operation result.
21. A computing device, comprising:
a memory and a processor;
the memory is configured to store computer-executable instructions, and the processor is configured to execute the computer-executable instructions to implement the game character control method of any one of claims 8-14 or 15-18.
22. A computer readable storage medium storing computer instructions which, when executed by a processor, carry out the steps of the game character control method of any one of claims 8 to 14 or 15 to 18.
CN202011603960.9A 2020-12-29 2020-12-29 Game role control system, method and device Active CN112619136B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202011603960.9A CN112619136B (en) 2020-12-29 2020-12-29 Game role control system, method and device

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202011603960.9A CN112619136B (en) 2020-12-29 2020-12-29 Game role control system, method and device

Publications (2)

Publication Number Publication Date
CN112619136A true CN112619136A (en) 2021-04-09
CN112619136B CN112619136B (en) 2023-08-15

Family

ID=75287550

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202011603960.9A Active CN112619136B (en) 2020-12-29 2020-12-29 Game role control system, method and device

Country Status (1)

Country Link
CN (1) CN112619136B (en)

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102646152A (en) * 2011-02-22 2012-08-22 腾讯科技(深圳)有限公司 Game map switching method and system
US20150269515A1 (en) * 2014-03-21 2015-09-24 Sony Computer Entertainment America Llc Virtual objects with entitlements
CN105031922A (en) * 2015-07-07 2015-11-11 网易(杭州)网络有限公司 Game data processing method, game server and game client
CN109754454A (en) * 2019-01-30 2019-05-14 腾讯科技(深圳)有限公司 Rendering method, device, storage medium and the equipment of object model
CN109876438A (en) * 2019-02-20 2019-06-14 腾讯科技(深圳)有限公司 Method for displaying user interface, device, equipment and storage medium

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102646152A (en) * 2011-02-22 2012-08-22 腾讯科技(深圳)有限公司 Game map switching method and system
US20150269515A1 (en) * 2014-03-21 2015-09-24 Sony Computer Entertainment America Llc Virtual objects with entitlements
CN105031922A (en) * 2015-07-07 2015-11-11 网易(杭州)网络有限公司 Game data processing method, game server and game client
CN109754454A (en) * 2019-01-30 2019-05-14 腾讯科技(深圳)有限公司 Rendering method, device, storage medium and the equipment of object model
CN109876438A (en) * 2019-02-20 2019-06-14 腾讯科技(深圳)有限公司 Method for displaying user interface, device, equipment and storage medium

Also Published As

Publication number Publication date
CN112619136B (en) 2023-08-15

Similar Documents

Publication Publication Date Title
US20190243599A1 (en) Guided view mode for virtual reality
US20190332804A1 (en) Method for information processing, device, server and storage medium
JP2006277497A (en) Display control method and information processor
CN102209044B (en) Method for displaying picture message, apparatus and system thereof
CN111773691A (en) Cloud game service system, cloud client and data processing method
CN112619130A (en) Multi-scene playback method and device for game
CN112642146A (en) Data processing method and device
CN111054073B (en) Double-game role moving method and device
CN111111192A (en) Game role moving method and device
CN108683936B (en) Data synchronization method, device, terminal, server and storage medium
US20240179355A1 (en) Virtual gift display
JP5853003B2 (en) Screen sharing terminal, screen sharing method, program for screen sharing terminal
CN110310352B (en) Role action editing method and device, computing equipment and storage medium
CN112604279A (en) Special effect display method and device
CN112619136B (en) Game role control system, method and device
CN113870631B (en) Service processing system and method
JP2010026701A (en) Information sharing system
CN108600509B (en) Method and device for sharing information in three-dimensional scene model
CN112206540B (en) Data processing method and device
CN115706809A (en) Resource processing method, device and system based on multi-person cooperation
CN111158821B (en) Task processing method and device
CN107291578A (en) Mobile terminal data backup method and device
CN112587922A (en) Model display method and device
CA3009696A1 (en) Information processing method and apparatus
CN114443900A (en) Video annotation method, client, server and system

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
CB02 Change of applicant information

Address after: 519000 Room 102, 202, 302 and 402, No. 325, Qiandao Ring Road, Tangjiawan Town, high tech Zone, Zhuhai City, Guangdong Province, Room 102 and 202, No. 327 and Room 302, No. 329

Applicant after: Zhuhai Jinshan Digital Network Technology Co.,Ltd.

Applicant after: Guangzhou Xishanju Network Technology Co.,Ltd.

Address before: 519000 Room 102, 202, 302 and 402, No. 325, Qiandao Ring Road, Tangjiawan Town, high tech Zone, Zhuhai City, Guangdong Province, Room 102 and 202, No. 327 and Room 302, No. 329

Applicant before: ZHUHAI KINGSOFT ONLINE GAME TECHNOLOGY Co.,Ltd.

Applicant before: Guangzhou Xishanju Network Technology Co.,Ltd.

CB02 Change of applicant information
GR01 Patent grant
GR01 Patent grant