CN113694521A - Injury processing method, apparatus, electronic device and storage medium - Google Patents

Injury processing method, apparatus, electronic device and storage medium Download PDF

Info

Publication number
CN113694521A
CN113694521A CN202110992975.7A CN202110992975A CN113694521A CN 113694521 A CN113694521 A CN 113694521A CN 202110992975 A CN202110992975 A CN 202110992975A CN 113694521 A CN113694521 A CN 113694521A
Authority
CN
China
Prior art keywords
attack
injury
identification
attacker
value
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.)
Pending
Application number
CN202110992975.7A
Other languages
Chinese (zh)
Inventor
王达
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.)
Shanghai Miha Youliyue Technology Co ltd
Original Assignee
Shanghai Miha Youliyue 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 Shanghai Miha Youliyue Technology Co ltd filed Critical Shanghai Miha Youliyue Technology Co ltd
Priority to CN202110992975.7A priority Critical patent/CN113694521A/en
Publication of CN113694521A publication Critical patent/CN113694521A/en
Pending legal-status Critical Current

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
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special 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
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/534Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction
    • 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

Abstract

The invention discloses an injury processing method, an injury processing device, electronic equipment and a storage medium. The method comprises the following steps: receiving an injury processing signal sent by a terminal, wherein the injury processing signal comprises a first attack parameter, and the first attack parameter comprises an attacker identifier, an attacker identifier and an attack skill identifier; determining damage values under various attack angles based on the attacker identification, the victim identification and the attack skill identification; and storing the damage value based on the first attack parameter and the attack angle. Through the technical scheme disclosed by the invention, the fluency of game picture expression is improved; the method can effectively reduce the computing resources occupied by the game while ensuring the picture effect.

Description

Injury processing method, apparatus, electronic device and storage medium
Technical Field
The embodiment of the invention relates to the technical field of computer program development, in particular to a method and a device for processing damage, electronic equipment and a storage medium.
Background
In the current battle type games, a player operates a game character to battle an opponent, and when the player or the opponent is injured, the corresponding blood volume is updated according to the injury value. The updated display of the damage value can cause a great amount of performance loss, and then a player can easily feel the stutter, which causes bad game experience. Thus, there is a problem of greater performance consumption in controlling virtual weapon props.
In view of the above problems, no effective solution has been proposed.
Disclosure of Invention
The invention provides a method and a device for processing damage, electronic equipment and a storage medium, which are used for improving the fluency of game picture expression; the method can effectively reduce the computing resources occupied by the game while ensuring the picture effect.
In a first aspect, an embodiment of the present invention provides an injury processing method applied to an edge server, where the method includes:
receiving an injury processing signal sent by a terminal, wherein the injury processing signal comprises a first attack parameter, and the first attack parameter comprises an attacker identifier, an attacker identifier and an attack skill identifier;
determining damage values under various attack angles based on the attacker identification, the victim identification and the attack skill identification;
and storing the damage value based on the first attack parameter and the attack angle.
Optionally, the determining the injury value at each attack angle based on the attacker identifier, the victim identifier, and the attack skill identifier includes:
acquiring an attacker attribute, a victim attribute and a skill attribute based on the attacker identifier, the victim identifier and the attack skill identifier;
and determining injury values under various attack angles based on the attacker attribute, the victim attribute and the skill attribute.
Optionally, the determining the injury value at each attack angle based on the attacker attribute, the victim attribute and the skill attribute includes:
determining an attack value at any attack angle based on the attacker attribute and the skill attribute;
determining a defense value of the hitter based on the attribute information of the hitter;
determining a damage value at any attack angle based on the attack value and the defense value.
Optionally, before receiving the injury processing signal sent by the terminal, the method further includes:
receiving an attack and defense triggering signal sent by a terminal, wherein the attack and defense triggering signal is generated when the terminal detects that an object in an attack and defense scene or the attack and defense scene is changed, and the attack and defense triggering signal comprises an identification of each object in the attack and defense scene;
and respectively calling corresponding object models based on the object identifications, wherein the called object models are used for simulating attacks among objects in the terminal and generating damage values.
Optionally, the determining the injury value at each attack angle based on the attacker identifier, the victim identifier, and the attack skill identifier includes:
and controlling a corresponding object model based on the attacker identification and the victim identification, and simulating skills corresponding to the attack skill identification at each attack angle to obtain the injury value at each attack angle.
Optionally, the method further includes:
receiving an injury request sent by a terminal, wherein the injury request comprises an attacker identifier, an attack skill identifier and an attack angle;
matching is carried out in the injury database based on the attacker identification, the victim identification, the attack skill identification and the attack angle, and the successfully matched injury value is fed back to the terminal.
In a second aspect, an embodiment of the present invention further provides an injury processing method applied to a terminal, where the method includes:
if any object in a task scene is detected to trigger an attack skill, acquiring a first attack parameter, generating an injury processing signal based on the first attack parameter, and sending the injury processing signal to an edge server, wherein the edge server responds to the injury processing signal to generate an injury value;
if the attack skill attack is successful, acquiring a second attack parameter, generating a damage request based on the second attack parameter, and sending the damage request to the edge server;
and receiving the injury value fed back by the edge server, and updating the injury value based on the injury value hitter.
Optionally, after detecting that any object in the task scene triggers an attack skill, the method further includes:
determining attack success probability based on the position and movement trend of the attacker and the position and movement trend of the victim;
and when the attack success probability meets a preset threshold value, executing the steps of obtaining a second attack parameter and generating an injury request based on the second attack parameter.
Optionally, the first attack parameter includes an attacker identifier, and an attack skill identifier;
the second attack parameters include an attacker identification, a victim identification, an attack skill identification, and an attack angle.
In a third aspect, an embodiment of the present invention further provides an apparatus for processing an injury, where the apparatus is applied to an edge server, and the apparatus includes:
the system comprises an injury processing signal receiving module, an attack skill identification module and an attack processing module, wherein the injury processing signal receiving module is used for receiving an injury processing signal sent by a terminal, the injury processing signal comprises a first attack parameter, and the first attack parameter comprises an attacker identification, an attacker identification and an attack skill identification;
the damage value determining module is used for determining the damage value under each attack angle based on the attacker identification, the victim identification and the attack skill identification;
and the damage value storage module is used for storing the damage value based on the first attack parameter and the attack angle.
In a fourth aspect, an embodiment of the present invention further provides an apparatus for processing an injury, where the apparatus is applied to a terminal, and the apparatus includes:
the system comprises an injury processing signal sending module, an edge server and a task execution module, wherein the injury processing signal sending module is used for acquiring a first attack parameter if detecting that any object in a task scene triggers an attack skill, generating an injury processing signal based on the first attack parameter, and sending the injury processing signal to the edge server, and the edge server responds to the injury processing signal to generate an injury value;
the damage request generation module is used for acquiring a second attack parameter if the attack skill attack is successful, generating a damage request based on the second attack parameter and sending the damage request to the edge server;
and the injury value updating module is used for receiving the injury value fed back by the edge server and updating the injury value based on the injury value hitter.
In a fifth aspect, an embodiment of the present invention further provides an electronic device, where the electronic device includes:
one or more processors;
a storage device for storing one or more programs,
when executed by the one or more processors, cause the one or more processors to implement an injury handling method as provided by any embodiment of the invention.
In a sixth aspect, an embodiment of the present invention further provides a computer-readable storage medium, on which a computer program is stored, where the computer program, when executed by a processor, implements the injury processing method provided in any embodiment of the present invention.
The technical scheme of the embodiment of the invention specifically comprises the steps of receiving an injury processing signal sent by a terminal at an edge server, wherein the injury processing signal comprises a first attack parameter, and the first attack parameter comprises an attacker identifier, an attacker identifier and an attack skill identifier; determining damage values under various attack angles based on the attacker identification, the victim identification and the attack skill identification; and storing the damage value based on the first attack parameter and the attack angle. The problem that the player feels stuttered due to real-time calculation and updating in the process of updating the blood volume is solved, and the smoothness of game picture expression is improved; the method can effectively reduce the computing resources occupied by the game while ensuring the picture effect.
Drawings
In order to more clearly illustrate the technical solutions of the exemplary embodiments of the present invention, a brief description is given below of the drawings used in describing the embodiments. It should be clear that the described figures are only views of some of the embodiments of the invention to be described, not all, and that for a person skilled in the art, other figures can be derived from these figures without inventive effort.
FIG. 1 is a schematic flow chart illustrating an injury processing method according to an embodiment of the present invention;
FIG. 2 is a schematic flow chart illustrating an injury processing method according to a second embodiment of the present invention;
FIG. 3 is a schematic flow chart illustrating an injury processing method according to a third embodiment of the present invention;
FIG. 4 is a schematic structural diagram of an injury processing apparatus according to a fourth embodiment of the present invention;
FIG. 5 is a schematic structural diagram of an injury processing apparatus according to a fifth embodiment of the present invention;
fig. 6 is a schematic structural diagram of an electronic device according to a sixth 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 an injury processing method according to an embodiment of the present invention, which is applicable to processing an injury value in a battle scene in a virtual game. The method may be performed by an injury processing apparatus, which may be implemented in software and/or hardware.
Before the technical solution of the embodiment of the present invention is introduced, an application scenario of the technical solution of the embodiment of the present invention is introduced exemplarily. Of course, the following application scenarios are only optional application scenarios, and the technical solution of the present embodiment may also be applied to other application scenarios, which are not limited in the present embodiment. Specifically, the application scenarios of the technical solution of the present embodiment include: in the current battle type games, a player operates a game character to battle an opponent, and when the player or the opponent is injured, the corresponding blood volume is updated according to the injury value. When a game player enters a stage scene, resources such as scenes, characters, special effects and the like are loaded firstly, and then the game player enters the stage to fight. Judging whether to hit an enemy or not in the fighting process; if the damage is the blood volume damage, the calculated damage is sent to a server for verification, and the blood volume of the hit object is deducted if the verification is successful. However, the above facts require too many rounds of training and searching operations each time in the process of calculating the blood volume, resulting in very inefficient operation; and when a certain skill acts with more striking points and more striking objects, severe jamming is caused, and bad game experience is easily brought to game players.
In order to solve the above technical problems, in the technical solution of this embodiment, an edge server is created for battle operation, and then the game battle operation step is disassembled, and the operation that consumes the most memory is transferred to the edge server for operation. The terminal only sends a blood volume injury calculation application and receives a real-time operation result of the edge server; calculating the blood volume injury according to the attribute information of the player by utilizing the high timeliness of the edge server so as to improve the fluency of the game picture expression; the method can effectively reduce the computing resources occupied by the game and solve the problem of unsmooth game while ensuring the picture effect. Based on the technical scheme thought, the technical scheme of the embodiment of the invention specifically receives the injury processing signal sent by the terminal at the edge server, wherein the injury processing signal comprises a first attack parameter, and the first attack parameter comprises an attacker identifier, an attacker identifier and an attack skill identifier; determining damage values under various attack angles based on the attacker identification, the victim identification and the attack skill identification; and storing the damage value based on the first attack parameter and the attack angle. The problem that the player feels stuttered due to real-time calculation and updating in the process of updating the blood volume is solved, and the smoothness of game picture expression is improved; the method can effectively reduce the computing resources occupied by the game while ensuring the picture effect.
As shown in fig. 1, the method, applied to an edge server, specifically includes the following steps:
s110, receiving an injury processing signal sent by a terminal, wherein the injury processing signal comprises a first attack parameter, and the first attack parameter comprises an attacker identifier, an attacker identifier and an attack skill identifier.
In the embodiment of the present invention, the terminal may be a terminal for displaying a current game interface, specifically, an intelligent terminal such as a smart phone, a computer, and an intelligent projector, and the type of the terminal is not limited in this embodiment. It will be appreciated that the injury may be an injury generated in a fighting scenario of the virtual game, and in particular an injury to an attacker based on an attacker weapon prop or skill in the fighting scenario. Optionally, the injury may be displayed in the form of a blood volume bar injury or a numerical injury, which is not limited in this embodiment.
In this embodiment, the damage processing signal is generated when the terminal detects that the terminal enters a preset scene; specifically, it may be detected that a game player is entering a preset scene such as a clearance scene, a battle scene, and the like; the injury processing signal may be an injury processing signal generated when any prop or skill that may be triggered by an attacker attacks the attacker in a preset game scene, so that the current edge server calculates a corresponding injury value based on the injury processing signal. Illustratively, when a game player clicks a game display interface of a terminal in a current battle scene, a weapon and a skill carried by the current game player are triggered, an injury caused by an attack on a victim is generated according to the weapon and the skill, an injury processing signal is formed and sent to an edge server, and an edge processor receives the injury processing signal for calculating the generated injury and processes the injury processing signal to determine each injury value which may occur.
It should be noted that the injury processing signal includes a first attack parameter, and the first attack parameter includes an attacker identifier, a victim identifier, and an attack skill identifier. The advantage of including the first attack parameter in the damage processing signal is that the edge server can definitely generate the object and scene of the damage to be calculated when receiving the damage processing signal.
It should be noted that the edge server in this embodiment may be a server capable of performing high-speed operation within a preset range of a terminal that currently generates an injury processing signal, so as to ensure that injuries generated by various attack props and skills in various scenes can be quickly calculated, and to ensure fluency of injury updating in the terminal. Specifically, the server may be a computer or other server types, which is not limited in this embodiment.
And S120, determining the damage value under each attack angle based on the attacker identification, the victim identification and the attack skill identification.
In the embodiment, a corresponding attacker is determined based on the attacker identification; wherein, the attacker is an object for starting attack in the battle scene, and the attacker can be a PCC (Player-Controlled Character), i.e. a game Player; it may be an NPC (Non-Player Character), i.e., a game copy object. Further, the number of attackers may be one or more. The attack skills may include skills used by an attacker in attacking the attacker, and the attack skill identification is a unique identification of the skills. The angle of attack may include the angle at which an attacker attacks the victim. Specifically, the attack angle can be divided into a front side, a rear side, a left side and a right side; of course, more detailed division can be performed, for example, 30 degrees on the front right, 45 degrees on the rear left, and the like, the division manner of the attack angle is only used as an optional division manner, and specific division can be performed according to actual situations; it should be noted that the finer the division angle is, the higher the accuracy when the attacker attacks. Specifically, a corresponding victim is determined based on the victim identifier, and accordingly, the victim is an object subject to attack in the battle scene, and the victim may be a PCC (Player-Controlled Character), i.e., a game Player; it may be an NPC (Non-Player Character), i.e., a game copy object. Further, the number of the hitees may be one or more, and the number of the attackers and the hitees is not limited in this embodiment.
Optionally, after obtaining the attacker attribute, the victim attribute, and the skill attribute based on the attacker identifier, the victim identifier, and the attack skill identifier, the injury value at each attack angle is determined based on the attacker attribute, the victim attribute, and the skill attribute.
Specifically, a corresponding attacker is determined based on the obtained attacker identification, and the attacker attribute is determined based on the attacker identification; determining a corresponding hitee based on the acquired hitee identification, and determining a hitee attribute based on the hitee identification; and determining an attack skill attribute based on the obtained attack skill identification. In this embodiment, the attacker attribute may include other attributes such as an attacker role and an attacker level; the attribute of the hite receiver can comprise the role of the hite receiver and other attributes such as the rank of the hite receiver; the attack skill attributes include skill attributes such as attack skill level. It should be noted that the attributes are only optional attributes, and other attributes may be determined according to actual situations, which is not limited in this embodiment.
Specifically, the method for determining the injury value at each attack angle based on the attacker attribute, the victim attribute and the skill attribute may be: determining an attack value at any attack angle based on the attacker attribute and the skill attribute; determining a defense value of the hitter based on the attribute information of the hitter; and determining the damage value at any attack angle based on the attack value and the defense value.
Specifically, an attacker who is attacking and an attack skill used by the attacker are determined based on an attacker identifier and an attack skill identifier, and an attack value of attacking at the current attack angle is calculated based on an attack attribute of the attacker and an attack skill attribute used by the attacker; optionally, the higher the level of the attack skill and the attacker is, the larger the generated attack value is; the more flexible the attack role of the attacker is, the higher the accuracy of the attack is, and the larger the generated attack value is. Based on the above conditions, calculating attack values of an attacker attacking under each attack angle; further, determining a hitter under attack by the attacker based on the hitter identification, and determining a defense value of the hitter based on the hitter attribute; for example, the higher the rank of the victim, the greater the defense value of the victim. And further, subtracting the defense value from the attack value at each attack angle to obtain the damage value at each attack angle. Of course, the method for determining the injury value is only an optional embodiment, and the injury value may also be determined according to other methods, which is not limited in this embodiment.
And S130, storing the damage value based on the first attack parameter and the attack angle.
In this embodiment, an attacker identifier and an attack skill identifier included in the first attack parameter are acquired, and each attack angle is determined; and further acquiring each damage value determined by the facts and respectively corresponding to the first attack parameter and each attack angle, correspondingly storing the first attack parameter, each attack angle and each damage value respectively corresponding to each attack angle to a preset position of the edge server, and feeding back the corresponding damage value when the terminal sends a damage request, so that the calculation time of the terminal is reduced, and the fluency of a game picture is improved.
In some other embodiments, after storing each damage value corresponding to each attack angle, the edge server also receives a damage request sent by the terminal. The injury request may be a request generated when an attacker attacks the victim, and specifically, the injury request includes an attacker identifier, a victim identifier, an attack skill identifier, and an attack angle; further based on the attacker identification, the victim identification, the attack skill identification and the attack angle, matching is carried out in a database which stores each damage value in advance, and the successfully matched damage value is fed back to the terminal, so that the terminal can quickly update the received damage value, the smooth effect of the picture is improved, and the user experience is improved.
The technical scheme of the embodiment of the invention specifically comprises the steps of receiving an injury processing signal sent by a terminal at an edge server, wherein the injury processing signal comprises a first attack parameter, and the first attack parameter comprises an attacker identifier, an attacker identifier and an attack skill identifier; determining damage values under various attack angles based on the attacker identification, the victim identification and the attack skill identification; and storing the damage value based on the first attack parameter and the attack angle. The problem that the player feels stuttered due to real-time calculation and updating in the process of updating the blood volume is solved, and the smoothness of game picture expression is improved; the method can effectively reduce the computing resources occupied by the game while ensuring the picture effect.
Example two
Fig. 2 is a flowchart of an injury processing method according to a second embodiment of the present invention, where in this embodiment, an attack and defense trigger signal sent by a receiving terminal is added before the step "receiving an injury processing signal sent by the receiving terminal" on the basis of the foregoing embodiments; the attack and defense triggering signal comprises object identifications in an attack and defense scene, and corresponding object models are respectively called based on the object identifications. "wherein explanations of the same or corresponding terms as those of the above-described embodiments are omitted. Referring to fig. 2, the injury processing method provided in this embodiment includes:
s210, receiving an attack and defense triggering signal sent by a terminal; the attack and defense triggering signal comprises object identifications in an attack and defense scene, and corresponding object models are respectively called based on the object identifications.
In the embodiment of the invention, the edge server can also receive an attack and defense triggering signal sent by the terminal, calculate attack and defense damage in real time according to the attack and defense triggering signal, and feed back the calculated damage value to the terminal in real time, so that the damage value of the victim is updated by the terminal in time.
In this embodiment, the attack and defense triggering signal is generated when the terminal detects that the terminal enters an attack and defense scene or an object in the attack and defense scene is changed. Specifically, the attack and defense triggering signal may be an attack and defense signal triggered when an attacker attacks an attacker under a scene that the attacker and the attacker enter into a fight, or under a scene that a new attacker or an attacker is added to the attacker and the attacker who originally perform the fight. Specifically, the attack and defense triggering signal comprises identification of each object in the attack and defense scene representation; for example, object identifications such as attacker identification, victim identification, etc. may be included.
And further, calling corresponding object models respectively based on the object identifications, wherein the called object models are used for simulating attacks among objects in the terminal and generating damage values. Specifically, the identification of each object is used as input data and input to each object model, the attack between each object in the terminal is simulated based on each object model, and the damage value in the attack and defense scene is output.
Optionally, the method for simulating an attack between objects in the terminal based on each object model may be to control the corresponding object model based on the attacker identifier and the victim identifier, and simulate the skill corresponding to the attack skill identifier at each attack angle to obtain the injury value at each attack angle. Specifically, the attacker object model may be invoked based on the attacker identifier, and the victim object model may be invoked based on the victim identifier; and carrying out attack and defense fight on the attackers and the attackers in the attacker model and the attackers model simulation terminal, and calculating each corresponding injury value under each attack angle based on the attack skills which can be used in the attacker object model. So that the terminal feeds back the corresponding damage value when sending the damage request at any attack angle. It should be noted that, in this embodiment, the edge server is a server capable of performing high-speed operation, so that the time for sending the attack and defense trigger signal from the terminal and calculating the damage values corresponding to the attack angles is shorter than the time for calculating the damage values in real time in the terminal, so as to ensure that the damage values corresponding to the damage request sent by the terminal can be timely fed back, thereby ensuring the smoothness of the game screen in the terminal.
S220, receiving an injury processing signal sent by a terminal, wherein the injury processing signal comprises a first attack parameter, and the first attack parameter comprises an attacker identifier, an attacker identifier and an attack skill identifier.
And S230, determining the damage value under each attack angle based on the attacker identification, the victim identification and the attack skill identification.
And S240, storing the damage value based on the first attack parameter and the attack angle.
The technical scheme of the embodiment of the invention specifically comprises the steps of receiving an injury processing signal sent by a terminal at an edge server, wherein the injury processing signal comprises a first attack parameter, and the first attack parameter comprises an attacker identifier, an attacker identifier and an attack skill identifier; determining damage values under various attack angles based on the attacker identification, the victim identification and the attack skill identification; and storing the damage value based on the first attack parameter and the attack angle. In addition, according to the technical scheme of the embodiment, before receiving the injury processing signal, an attack and defense triggering signal sent by the terminal is also received; the attack and defense triggering signal comprises object identifications in an attack and defense scene, and corresponding object models are respectively called based on the object identifications so as to calculate the damage value under the current attack and defense scene in real time when the terminal detects that the object in the attack and defense scene or the change of the object in the attack and defense scene is carried out, so that the problem that in the process of updating the blood volume, the blood volume is calculated and updated in real time, a player can feel stuck is solved, and the smoothness of game picture expression is improved; the method can effectively reduce the computing resources occupied by the game while ensuring the picture effect.
EXAMPLE III
Fig. 3 is a flowchart of an injury processing method according to a third embodiment of the present invention, which is applicable to processing an injury value in a battle scene in a virtual game. The method may be performed by an injury processing apparatus, which may be implemented in software and/or hardware. As shown in fig. 3, the method, applied to an edge server, specifically includes the following steps:
s310, if it is detected that any object in the task scene triggers the attack skill, acquiring a first attack parameter, generating an injury processing signal based on the first attack parameter, and sending the injury processing signal to an edge server, wherein the edge server responds to the injury processing signal to generate an injury value.
In the embodiment, attack skills which may be triggered in a task scene are monitored, and when it is monitored that a task object in the task scene triggers the attack skills, a first attack parameter is obtained; wherein, the task scene can be an attack and defense scene or a battle scene comprising an attacker and an attacker; the object triggering the attack skills can be an attacker who attacks, and the attacker can be a game player or a game control object; the first attack parameters comprise an attacker identification, a victim identification and an attack skill identification.
Specifically, an injury processing signal is generated based on an attacker identifier, an attacker identifier and an attack skill identifier in a first attack parameter, and the injury processing signal is sent to an edge server, wherein the edge server responds to the injury processing signal to generate an injury value; and the edge server calculates the damage value at each attack angle based on the damage processing signal and stores the damage value for later use.
When any object is detected to trigger the attack skill, judging whether the attack skill is successful, namely judging whether the attack skill hits the victim; the condition for judging success of the hit may be that a skill effect animation triggered by the skill makes contact with the hit receiver, or whether the hit is successful may be judged based on the attack skill attribute and the attack angle, or whether the hit is successful may be judged based on other judgment conditions, which does not limit the hit condition in this embodiment.
320. And if the attack skill attack is successful, acquiring a second attack parameter, generating a damage request based on the second attack parameter, and sending the damage request to the edge server.
In the embodiment of the invention, when the attack skill attack is judged to be successful, the second attack parameter is obtained, the damage request is generated based on the second attack parameter, and the damage request is sent to the edge server. The second attack parameters comprise an attacker identification, an attack skill identification and an attack angle.
Specifically, a damage request is generated based on the attacker identifier, the victim identifier, the attack skill identifier and the attack angle in the second attack parameter, and the damage request is sent to the edge server, so that the edge server feeds back a damage value corresponding to the damage request.
In some other embodiments, after detecting that any object in the task scene triggers an attack skill, determining an attack success probability based on the position and movement tendency of the attacker and the position and movement tendency of the victim; and when the attack success probability meets a preset threshold value, executing the steps of obtaining a second attack parameter and generating an injury request based on the attack parameter.
Specifically, the probability that the current attack skill can hit is determined based on the position and the movement trend of the attacker and the position and the movement trend of the attacker; when the probability meets a preset probability threshold, determining that the current attack skill attack is successful; and acquiring a second attack parameter, namely acquiring an attacker identifier, an attack skill identifier and an attack angle. Further, a damage request is generated based on the second attack parameter and sent to the edge server, and a damage value corresponding to the damage request fed back by the edge server is received.
S330, receiving the injury value fed back by the edge server, and updating the injury value based on the injury value of the person struck by the injury.
In this embodiment, the receiving edge server determines a corresponding victim based on a victim identifier corresponding to the injury value, and updates the injury value of the victim based on the fed-back injury value, based on the injury value fed back by the injury request sent by the terminal.
According to the technical scheme of the embodiment of the invention, if a terminal detects that any object in a task scene triggers an attack skill, a first attack parameter is obtained, an injury processing signal is generated based on the first attack parameter, and the injury processing signal is sent to an edge server, wherein the edge server responds to the injury processing signal to generate an injury value; if the attack skill attack is successful, acquiring a second attack parameter, generating a damage request based on the second attack parameter, and sending the damage request to the edge server; and receiving the injury value fed back by the edge server, and updating the injury value based on the injury value of the hitter. The problem that the player feels stuttered due to real-time calculation and updating in the process of updating the blood volume is solved, and the smoothness of game picture expression is improved; the method can effectively reduce the computing resources occupied by the game while ensuring the picture effect.
On the basis of the foregoing embodiments, the present embodiment further provides an interaction embodiment for introducing an interaction flow based on an injury process between an edge server and a terminal, where a scheme of the specific interaction embodiment includes the following steps:
step 1: an edge server is deployed, which can be in various forms, is located close to the terminal of the game player and undertakes complex injury processing operations.
Step 2: and transplanting all the codes of the game terminal combat system to a new C # project BattleProj in the edge server, and ensuring that the project can be independently operated and operated.
And step 3: an interface for receiving a terminal message is newly added in a damage operation class DamageMgr in a battleProj of an edge server, OnRecvDmgMsg, and the input parameters are as follows: player id, victim id, skill id, attack direction.
And 4, step 4: a communication interface OnSendDmgMsg is newly added in the CdacageMgr of the terminal and used for sending messages to an edge server during combat, and the incoming parameters are as follows: player id, victim id, skill id, attack direction.
And 5: after receiving the client message, the edge server performs edge calculation to obtain each action to obtain a hit point, performs attribute calculation on the hit point, and performs power defense calculation on the phasor coefficient and the player basic injury to calculate the total injury.
Step 6: and sending the injury operation class DamageMgr in the battleProj of the edge server to the terminal by using the interface OnSendDgResult, updating the injury value by the terminal, and sending the injury value to the game server for storage.
The following is an embodiment of the damage processing apparatus according to an embodiment of the present invention, which belongs to the same inventive concept as the damage processing methods of the above embodiments, and reference may be made to the above embodiment of the damage processing method for details that are not described in detail in the embodiment of the damage processing apparatus.
Example four
Fig. 4 is a schematic structural diagram of an injury processing device according to a fourth embodiment of the present invention, which is applicable to processing an injury value in a battle scene in a virtual game. This injury processing apparatus is applied to marginal server, and concrete structure includes: an injury processing signal receiving module 410, an injury value determining module 420, and an injury value storing module 430; wherein the content of the first and second substances,
the damage processing signal receiving module 410 is configured to receive a damage processing signal sent by a terminal, where the damage processing signal includes a first attack parameter, and the first attack parameter includes an attacker identifier, and an attack skill identifier;
a damage value determination module 420, configured to determine a damage value at each attack angle based on the attacker identifier, the victim identifier, and the attack skill identifier;
a damage value storage module 430, configured to store the damage value based on the first attack parameter and the attack angle.
The technical scheme of the embodiment of the invention specifically comprises the steps of receiving an injury processing signal sent by a terminal at an edge server, wherein the injury processing signal comprises a first attack parameter, and the first attack parameter comprises an attacker identifier, an attacker identifier and an attack skill identifier; determining damage values under various attack angles based on the attacker identification, the victim identification and the attack skill identification; and storing the damage value based on the first attack parameter and the attack angle. The problem that the player feels stuttered due to real-time calculation and updating in the process of updating the blood volume is solved, and the smoothness of game picture expression is improved; the method can effectively reduce the computing resources occupied by the game while ensuring the picture effect. On the basis of the above embodiments, the damage value determining module 420 includes:
the attribute information acquisition submodule is used for acquiring the attribute of the attacker, the attribute of the attacked and the skill attribute based on the attacker identification, the attacked identification and the attack skill identification;
and the injury value determination submodule is used for determining the injury value under each attack angle based on the attacker attribute, the victim attribute and the skill attribute.
On the basis of the above embodiments, the injury value determination submodule includes:
the attack value determining unit is used for determining an attack value under any attack angle based on the attacker attribute and the skill attribute;
a defense value determination unit used for determining the defense value of the hitter based on the attribute information of the hitter;
a first injury value determination unit for determining an injury value at any attack angle based on the attack value and the defense value.
On the basis of the above embodiments, the apparatus further includes:
the system comprises an attack and defense triggering signal receiving module and a control module, wherein the attack and defense triggering signal receiving module is used for receiving an attack and defense triggering signal sent by a terminal before receiving an injury processing signal sent by the terminal, the attack and defense triggering signal is generated when the terminal detects that an object in an attack and defense scene or the attack and defense scene is changed, and the attack and defense triggering signal comprises each object identifier in the attack and defense scene;
and the object model calling module is used for calling corresponding object models respectively based on the object identifications, wherein the called object models are used for simulating the attack among the objects in the terminal and generating damage values.
On the basis of the above embodiments, the injury value determination submodule includes:
and the second damage value determining unit is used for controlling the corresponding object model based on the attacker identifier and the victim identifier, and simulating skills corresponding to the attack skill identifier at each attack angle to obtain the damage value at each attack angle.
On the basis of the above embodiments, the apparatus includes:
the system comprises a damage request receiving unit, a processing unit and a processing unit, wherein the damage request receiving unit is used for receiving a damage request sent by a terminal, and the damage request comprises an attacker identifier, an attack skill identifier and an attack angle;
and the damage value feedback unit is used for matching in the damage database based on the attacker identifier, the victim identifier, the attack skill identifier and the attack angle and feeding back the successfully matched damage value to the terminal.
The injury processing device provided by the embodiment of the invention can execute the injury processing method provided by any embodiment of the invention, and has corresponding functional modules and beneficial effects of the execution method.
EXAMPLE five
Fig. 5 is a schematic structural diagram of an injury processing device according to a fifth embodiment of the present invention, which is applicable to processing an injury value in a battle scene in a virtual game. This injury processing apparatus is applied to the terminal, and concrete structure includes: an injury processing signal sending module 510, an injury request generating module 520 and an injury value updating module 530; wherein:
an injury processing signal sending module 510, configured to obtain a first attack parameter if it is detected that any object in a task scene triggers an attack skill, generate an injury processing signal based on the first attack parameter, and send the injury processing signal to an edge server, where the edge server generates an injury value in response to the injury processing signal;
a damage request generating module 520, configured to obtain a second attack parameter if the attack skill attack is successful, generate a damage request based on the second attack parameter, and send the damage request to the edge server;
an injury value updating module 530, configured to receive the injury value fed back by the edge server, and update the injury value based on the injury value of the attacker.
According to the technical scheme of the embodiment of the invention, if a terminal detects that any object in a task scene triggers an attack skill, a first attack parameter is obtained, an injury processing signal is generated based on the first attack parameter, and the injury processing signal is sent to an edge server, wherein the edge server responds to the injury processing signal to generate an injury value; if the attack skill attack is successful, acquiring a second attack parameter, generating a damage request based on the second attack parameter, and sending the damage request to the edge server; and receiving the injury value fed back by the edge server, and updating the injury value based on the injury value hitter. The problem that the player feels stuttered due to real-time calculation and updating in the process of updating the blood volume is solved, and the smoothness of game picture expression is improved; the method can effectively reduce the computing resources occupied by the game while ensuring the picture effect.
On the basis of the above embodiments, the apparatus includes:
the attack success probability determining module is used for determining the attack success probability based on the position and the movement trend of an attacker and the position and the movement trend of an attacker after detecting that any object in a task scene triggers an attack skill;
and the damage processing signal generation module is used for executing the steps of acquiring a second attack parameter and generating a damage request based on the second attack parameter when the attack success probability meets a preset threshold value.
On the basis of the above embodiments, the first attack parameter includes an attacker identifier, and an attack skill identifier;
the second attack parameters include an attacker identification, a victim identification, an attack skill identification, and an attack angle.
The injury processing device provided by the embodiment of the invention can execute the injury processing method provided by any embodiment of the invention, and has corresponding functional modules and beneficial effects of the execution method.
It should be noted that, in the embodiment of the injury processing apparatus, the included units and modules are merely divided according to functional logic, but are not limited to the above division as long as the corresponding functions can be implemented; in addition, specific names of the functional units are only for convenience of distinguishing from each other, and are not used for limiting the protection scope of the present invention.
EXAMPLE six
Fig. 6 is a schematic structural diagram of an electronic device according to a sixth embodiment of the present invention. FIG. 6 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. 6 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. 6, 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. 6, and commonly referred to as a "hard drive"). Although not shown in FIG. 6, 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 in FIG. 6, the network adapter 20 communicates with the other modules of the electronic device 12 via the bus 18. It should be appreciated that although not shown in FIG. 6, 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 sample data acquisition by running a program stored in the system memory 28, for example, implementing a method for processing an injury provided by the embodiment of the present invention, and the method for processing an injury, applied to an edge server, includes:
receiving an injury processing signal sent by a terminal, wherein the injury processing signal comprises a first attack parameter, and the first attack parameter comprises an attacker identifier, an attacker identifier and an attack skill identifier;
determining damage values under various attack angles based on the attacker identification, the victim identification and the attack skill identification;
and storing the damage value based on the first attack parameter and the attack angle.
Optionally, another injury processing method provided in this embodiment is implemented, where the injury processing method is applied to a terminal, and includes:
if any object in a task scene is detected to trigger an attack skill, acquiring a first attack parameter, generating an injury processing signal based on the first attack parameter, and sending the injury processing signal to an edge server, wherein the edge server responds to the injury processing signal to generate an injury value;
if the attack skill attack is successful, acquiring a second attack parameter, generating a damage request based on the second attack parameter, and sending the damage request to the edge server;
and receiving the injury value fed back by the edge server, and updating the injury value based on the injury value hitter.
Of course, those skilled in the art can understand that the processor may also implement the technical solution of the sample data obtaining method provided in any embodiment of the present invention.
EXAMPLE seven
The seventh embodiment provides a computer-readable storage medium, on which a computer program is stored, where the computer program, when executed by a processor, implements, for example, the steps of an injury processing method provided in this embodiment, and the injury processing method is applied to an edge server, and includes:
receiving an injury processing signal sent by a terminal, wherein the injury processing signal comprises a first attack parameter, and the first attack parameter comprises an attacker identifier, an attacker identifier and an attack skill identifier;
determining damage values under various attack angles based on the attacker identification, the victim identification and the attack skill identification;
and storing the damage value based on the first attack parameter and the attack angle.
Optionally, another injury processing method provided in this embodiment is implemented, where the injury processing method is applied to a terminal, and includes:
if any object in a task scene is detected to trigger an attack skill, acquiring a first attack parameter, generating an injury processing signal based on the first attack parameter, and sending the injury processing signal to an edge server, wherein the edge server responds to the injury processing signal to generate an injury value;
if the attack skill attack is successful, acquiring a second attack parameter, generating a damage request based on the second attack parameter, and sending the damage request to the edge server;
and receiving the injury value fed back by the edge server, and updating the injury value based on the injury value hitter.
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 (13)

1. An injury processing method applied to an edge server is characterized by comprising the following steps:
receiving an injury processing signal sent by a terminal, wherein the injury processing signal comprises a first attack parameter, and the first attack parameter comprises an attacker identifier, an attacker identifier and an attack skill identifier;
determining damage values under various attack angles based on the attacker identification, the victim identification and the attack skill identification;
and storing the damage value based on the first attack parameter and the attack angle.
2. The method of claim 1, wherein determining the injury value at each attack angle based on the attacker identification, the victim identification, and the attack skill identification comprises:
acquiring an attacker attribute, a victim attribute and a skill attribute based on the attacker identifier, the victim identifier and the attack skill identifier;
and determining injury values under various attack angles based on the attacker attribute, the victim attribute and the skill attribute.
3. The method of claim 2, wherein determining injury values at each angle of attack based on the attacker attribute, the victim attribute and the skill attribute comprises:
determining an attack value at any attack angle based on the attacker attribute and the skill attribute;
determining a defense value of the hitter based on the attribute information of the hitter;
determining a damage value at any attack angle based on the attack value and the defense value.
4. The method of claim 1, wherein prior to receiving the impairment handling signal sent by the terminal, the method further comprises:
receiving an attack and defense triggering signal sent by a terminal, wherein the attack and defense triggering signal is generated when the terminal detects that an object in an attack and defense scene or the attack and defense scene is changed, and the attack and defense triggering signal comprises an identification of each object in the attack and defense scene;
and respectively calling corresponding object models based on the object identifications, wherein the called object models are used for simulating attacks among objects in the terminal and generating damage values.
5. The method of claim 4, wherein determining the injury value at each attack angle based on the attacker identification, the victim identification, and the attack skill identification comprises:
and controlling a corresponding object model based on the attacker identification and the victim identification, and simulating skills corresponding to the attack skill identification at each attack angle to obtain the injury value at each attack angle.
6. The method of claim 1, further comprising:
receiving an injury request sent by a terminal, wherein the injury request comprises an attacker identifier, an attack skill identifier and an attack angle;
matching is carried out in the injury database based on the attacker identification, the victim identification, the attack skill identification and the attack angle, and the successfully matched injury value is fed back to the terminal.
7. An injury processing method applied to a terminal is characterized by comprising the following steps:
if any object in a task scene is detected to trigger an attack skill, acquiring a first attack parameter, generating an injury processing signal based on the first attack parameter, and sending the injury processing signal to an edge server, wherein the edge server responds to the injury processing signal to generate an injury value;
if the attack skill attack is successful, acquiring a second attack parameter, generating a damage request based on the second attack parameter, and sending the damage request to the edge server;
and receiving the injury value fed back by the edge server, and updating the injury value based on the injury value hitter.
8. The method of claim 7, wherein after detecting that any object in a task scenario triggers an attack skill, the method further comprises:
determining attack success probability based on the position and movement trend of the attacker and the position and movement trend of the victim;
and when the attack success probability meets a preset threshold value, executing the steps of obtaining a second attack parameter and generating an injury request based on the second attack parameter.
9. The method of claim 7, wherein the first attack parameters include an attacker identification, a victim identification, an attack skill identification;
the second attack parameters include an attacker identification, a victim identification, an attack skill identification, and an attack angle.
10. An injury processing device applied to an edge server, comprising:
the system comprises an injury processing signal receiving module, an attack skill identification module and an attack processing module, wherein the injury processing signal receiving module is used for receiving an injury processing signal sent by a terminal, the injury processing signal comprises a first attack parameter, and the first attack parameter comprises an attacker identification, an attacker identification and an attack skill identification;
the damage value determining module is used for determining the damage value under each attack angle based on the attacker identification, the victim identification and the attack skill identification;
and the damage value storage module is used for storing the damage value based on the first attack parameter and the attack angle.
11. An injury processing device applied to a terminal, comprising:
the system comprises an injury processing signal sending module, an edge server and a task execution module, wherein the injury processing signal sending module is used for acquiring a first attack parameter if detecting that any object in a task scene triggers an attack skill, generating an injury processing signal based on the first attack parameter, and sending the injury processing signal to the edge server, and the edge server responds to the injury processing signal to generate an injury value;
the damage request generation module is used for acquiring a second attack parameter if the attack skill attack is successful, generating a damage request based on the second attack parameter and sending the damage request to the edge server;
and the injury value updating module is used for receiving the injury value fed back by the edge server and updating the injury value based on the injury value hitter.
12. An electronic device, comprising:
one or more processors;
a storage device for storing one or more programs,
when executed by the one or more processors, cause the one or more processors to implement the injury processing method of any of claims 1-9.
13. A computer-readable storage medium, on which a computer program is stored which, when being executed by a processor, carries out the injury handling method according to any one of claims 1-9.
CN202110992975.7A 2021-08-27 2021-08-27 Injury processing method, apparatus, electronic device and storage medium Pending CN113694521A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202110992975.7A CN113694521A (en) 2021-08-27 2021-08-27 Injury processing method, apparatus, electronic device and storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202110992975.7A CN113694521A (en) 2021-08-27 2021-08-27 Injury processing method, apparatus, electronic device and storage medium

Publications (1)

Publication Number Publication Date
CN113694521A true CN113694521A (en) 2021-11-26

Family

ID=78655696

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202110992975.7A Pending CN113694521A (en) 2021-08-27 2021-08-27 Injury processing method, apparatus, electronic device and storage medium

Country Status (1)

Country Link
CN (1) CN113694521A (en)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN114272608A (en) * 2022-01-24 2022-04-05 腾讯科技(深圳)有限公司 Control method, device, terminal, storage medium and program product of virtual role

Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN109481935A (en) * 2018-12-17 2019-03-19 网易(杭州)网络有限公司 Game data processing method and processing device
CN111274151A (en) * 2020-02-10 2020-06-12 腾讯科技(深圳)有限公司 Game testing method, related device and storage medium

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN109481935A (en) * 2018-12-17 2019-03-19 网易(杭州)网络有限公司 Game data processing method and processing device
CN111274151A (en) * 2020-02-10 2020-06-12 腾讯科技(深圳)有限公司 Game testing method, related device and storage medium

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN114272608A (en) * 2022-01-24 2022-04-05 腾讯科技(深圳)有限公司 Control method, device, terminal, storage medium and program product of virtual role
CN114272608B (en) * 2022-01-24 2023-07-21 腾讯科技(深圳)有限公司 Virtual character control method, device, terminal, storage medium and program product

Similar Documents

Publication Publication Date Title
US20220355204A1 (en) Game data processing method and apparatus, computer, and readable storage medium
CN111298449B (en) Control method and device in game, computer equipment and storage medium
CN111467798B (en) Frame display method, device, terminal and storage medium in game application program
EP2862112B1 (en) Anti-cheating method and system for online games
CN108939535B (en) Sound effect control method and device for virtual scene, storage medium and electronic equipment
CN112418259A (en) Method for configuring real-time rules based on user behaviors in live broadcast process, computer equipment and readable storage medium
CN106693365A (en) Method and device for rapidly transferring game object
CN109731337B (en) Method and device for creating special effect of particles in Unity, electronic equipment and storage medium
CN113694521A (en) Injury processing method, apparatus, electronic device and storage medium
CN110152292B (en) Display control method and device for jumping characters in game, storage medium and electronic equipment
CN112619162B (en) Resource object management method and device, electronic equipment and storage medium
US20240009571A1 (en) Game data processing method and apparatus, device, storage medium, and program product
CN116712725A (en) Method, device, equipment and medium for processing information in game
CN113786609A (en) Injury processing method, apparatus, electronic device and storage medium
CN111494955A (en) Game-based role interaction method, device, server and medium
US11426664B1 (en) Dynamic destruction of game objects
CN117046111B (en) Game skill processing method and related device
US20230061515A1 (en) Control method and apparatus of virtual object, electronic device, and storage medium
CN112619157B (en) Game fight interaction method and device, electronic equipment, readable medium and product
CN115738272A (en) Bullet special effect processing method and device, electronic equipment and computer readable medium
CN113694520A (en) Method and device for processing property effect, electronic equipment and storage medium
CN116832445A (en) Virtual character control method, device, equipment and medium
CN116059633A (en) Information display method and device, storage medium and electronic equipment
CN117414575A (en) Interactive control method, device, equipment and storage medium
CN113590334A (en) Role model processing method, role model processing device, role model processing medium and electronic equipment

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