CN114470764B - Game object processing system and method - Google Patents

Game object processing system and method Download PDF

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Publication number
CN114470764B
CN114470764B CN202210104313.6A CN202210104313A CN114470764B CN 114470764 B CN114470764 B CN 114470764B CN 202210104313 A CN202210104313 A CN 202210104313A CN 114470764 B CN114470764 B CN 114470764B
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game
area
game object
player
layout
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CN114470764A (en
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宋润强
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Shandong Chizicheng Network Technology Co ltd
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Shandong Chizicheng Network Technology Co ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress

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  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
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Abstract

The invention relates to a game object processing system and a game object processing method, wherein the system comprises a visual interface module, a game object generation module, a recycling module and a matching module, the visual interface module is used for providing a visual interface, the visual interface at least comprises a layout area and a recycling area, the layout area is configured to display the current game layout, and the recycling area is configured to display game objects abandoned by players; the game object generation module is configured to generate a game object according to a preset condition; the reclaim module is configured to store game objects to a reclaim zone or delete game objects removed by players from the reclaim zone in response to player operation of the reclaim zone; the matching module is configured to respond to the operation of a player for placing game objects in the layout area, acquire a game layout after responding to the operation of the player, and eliminate one or more game objects according to elimination rules. The invention reduces the calculation amount in the game operation and reduces the resource consumption.

Description

Game object processing system and method
Technical Field
The invention relates to the technical field of terminal application processing, in particular to a game object processing system and method.
Background
With the continuous development of hardware technology and internet technology, terminal devices such as computers, notebooks, smart phones and tablet computers are widely popularized, various games emerge endlessly, and people's lives are greatly enriched. Among the wide variety of games, there is a class of games that is enjoyed by many players. In this type of game, game objects are randomly generated, and game objects are eliminated by permutation and combination of the game objects by players. A common processing manner is that one or more game objects are randomly generated, a player places the game objects in an interface, when a plurality of combined game objects in the interface meet game rules, such as a certain shape, a certain number and the like, the game objects meeting the rules are eliminated in the current interface, so as to leave more interface positions for placing the game objects, and meanwhile, along with the elimination of the game objects, the player accumulates scores for the player according to the scores represented by the game objects. The game ends when the interface position is full and is insufficient to replace a game object. Such games are typically set to levels of varying difficulty levels, with the player selecting the level according to his or her own level.
However, such games often suffer from the phenomenon that randomly generated game objects do not conform to the alignment requirements in the interface, regardless of whether the player is able to align correctly, but rather due to the randomness of the game objects. One result of this phenomenon is that, since the number of game objects randomly generated at a time is limited, the number of game objects that cannot be used decreases by the number of game objects generated later, and as the number of game objects that cannot be used increases, no new game object is generated at a certain time, and the game cannot be played and dies. In order to avoid the above situation, each time a game object is randomly generated, calculation needs to be performed in combination with the arrangement situation of the game objects in the current interface, and an effort is made to generate a game object that can meet the arrangement requirement of the current interface. However, such frequent calculation may occupy a large amount of system resources, and affect the operation of other applications in the terminal. Thus, there is a need for improvements in this type of game that will not cause death of the game due to the game itself while ensuring a small amount of computing.
Disclosure of Invention
Aiming at the technical problems in the prior art, the invention provides a game processing system and a game processing method, which are used for solving the problems of large calculation amount and large resource consumption in the game running process.
In order to solve the above technical problem, the present invention provides a game processing system, which includes a visual interface module, a game object generation module, a recycling module and a matching module, wherein the visual interface module is configured to provide a visual interface, the visual interface includes at least a layout area and a recycling area, the layout area is configured to display a current game layout, and the recycling area is configured to display a game object discarded by a player; the game object generation module is used for randomly generating game objects based on preset conditions and/or searching in a configuration database based on current layout data to generate game objects; the recycling module responds to the operation of a player on a recycling area, stores game objects in the recycling area, or deletes the game objects removed by the player from the recycling area; the matching module responds to the operation of placing the game objects in the layout area by the player, acquires the game layout after responding to the operation of the player, and eliminates one or more game objects according to the elimination rule.
The invention also provides a game processing method, which comprises the following steps: providing a visualization interface comprising at least a layout area configured to display a current layout of game objects and a reclaim area configured to display game objects abandoned by players; generating a game object, wherein when the game object is generated, the game object is randomly generated based on a preset condition and/or searched in a configuration database based on current layout data to generate the game object; acquiring operation information of a player; in response to a game object recycling operation determined by operation information, storing the game object to the recycling area; and acquiring a layout after the player operation is responded in response to the layout operation of placing the game objects in the layout area determined by the operation information, and eliminating one or more game objects according to elimination rules.
The invention can enable the player to place the game objects which are not needed temporarily through the arranged recycling area for reuse when needed, and does not need to calculate the layout or simplify the layout calculation when generating the game objects each time, thereby not only reducing the calculation amount and reducing the resource consumption in the running process of the game, but also avoiding the problem that the game objects can not accord with the elimination rule and die because the game objects are randomly generated.
Drawings
Preferred embodiments of the present invention will now be described in further detail with reference to the accompanying drawings, in which:
FIG. 1 is a schematic block diagram of a gaming object processing system provided in accordance with one embodiment of the present invention;
FIGS. 2A-2B are respective diagrammatic illustrations of a visualization interface in accordance with an embodiment of the present invention;
FIG. 2C is a schematic diagram of a configuration for matching layouts and game objects, according to one embodiment of the invention;
FIG. 3 is a schematic block diagram of a gaming object processing system provided in accordance with another embodiment of the present invention;
FIG. 4 is a functional block diagram of an operation capture module provided in accordance with an embodiment of the present invention;
FIG. 5A is a diagram illustrating a recycle bin having a bar game object of 5 cells stored therein according to an embodiment of the present invention;
FIG. 5B is a diagram illustrating the status of registers corresponding to the garbage collection area shown in FIG. 5A;
FIG. 6 is a functional block diagram of a reclaim module provided in accordance with an embodiment of the invention;
FIG. 7 is a flow diagram of a method for processing game objects according to one embodiment of the invention;
FIG. 8 is a flow diagram of a process for moving a primary game object according to one embodiment of the present invention; and
FIG. 9 is a flow diagram of storing a game object into a reclaim area according to one embodiment of the invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are some, but not all embodiments of the present invention. All other embodiments, which can be obtained by a person skilled in the art without making any creative effort based on the embodiments in the present invention, belong to the protection scope of the present invention.
In the following detailed description, reference is made to the accompanying drawings that form a part hereof and in which is shown by way of illustration specific embodiments of the application. In the drawings, like numerals describe substantially similar components throughout the different views. Various specific embodiments of the present application are described in sufficient detail to enable those skilled in the art, having the benefit of this disclosure, to practice the subject application. It is to be understood that other embodiments may be utilized and structural, logical or electrical changes may be made to the embodiments of the present application.
The present invention improves games, such as various card games, various tetris games, various pinball games, and the like, in which game objects are generated randomly and eliminated by arranging and combining the game objects by players, and the game objects referred to in the present invention are, for example, cards, squares, pinballs, and the like. Only the necessary processing parts for reducing the amount of calculation and resource consumption are described below, and the unique parts of various games, such as the shape, color, discharge rule, and point rule of the game object, can refer to various games, and are not described in detail in the present invention.
Fig. 1 is a schematic block diagram of a game object processing system provided according to an embodiment of the present invention, and the game object processing system includes a visual interface module 1, a game object generation module 2, a recycling module 3, and a matching module 4. The visualization interface module 1 is configured to provide a visualization interface, as shown in fig. 2A and 2B. In one embodiment, the visual interface module 1 obtains the screen size of the current device, and determines corresponding screen coordinates for each area in the interface according to a preset interface image to determine the location of the area. In another embodiment, the visualization interface module 1 obtains the screen size of the current device, generates the size of the visualization interface in a certain proportion, and obtains the screen coordinates of the visualization interface and the screen coordinates of each area on the visualization interface according to the screen position of the default interface. The visual interface 10 provided by the invention at least comprises a layout area 11 and a recovery area 12, wherein the layout area 11 is used for displaying the current game layout. In the embodiment, when the game objects in the game layout are filled with a horizontal row or a vertical row, all the game objects in the horizontal row or the vertical row are eliminated to be free, and then the player can fill the game objects again to earn scores. The recycling area 12 is used to display the game objects 101 discarded by the player. When a player does not want to use a currently generated game object, it may be placed into the recycling area 12. In this embodiment, the recycle area 12 stores one game object 101, and in other embodiments, the recycle area 12 may store a plurality of game objects 101 according to a preset condition. The preset conditions include a number threshold, a number threshold set by the current player, a corresponding relationship between a level reached by the score of the current player and the number threshold, and the like.
The game object generation module 2 receives the screen coordinates of the interface provided by the visual interface module 1, and generates the game object 100 at a preset position according to preset conditions. The preset condition is, for example, that a certain number of game objects are generated at a certain frequency. For example, one game object is generated every 2 seconds, 2 game objects are generated every 5 seconds, or 3 game objects are generated every 30 seconds. The preset condition may also be, for example, that a preset number of game objects are generated when it is detected that all the game objects generated last time are used up. For example, 3 game objects are generated at a time, and 3 game objects are generated again when it is detected that the player has arranged all of the three game objects in the layout area. The preset condition may also be, for example, that a game object is generated according to each generation instruction of the player. For example, a game object generation button is provided in the interface, and when it is detected that the player clicks the button once, a game object is generated. The predetermined position where the game object 100 generated by the game object generation module 2 is located may be, as shown in fig. 2A, generated from the top end of the layout area 11 and dropped at a certain speed, and the player moves the game object 100 to a proper position in the layout area 11 during the dropping process. Alternatively, as shown in fig. 2B, a temporary storage area 13 is provided outside the layout area 11 for temporarily storing the game objects 100 generated by the game object generation module 2. The player can move the game object 100 in the temporary storage area 13 to an appropriate position in the layout area 11 by clicking, dragging, or the like.
In one embodiment, the game object generating module 2 generates the game objects according to a random algorithm at a certain position according to the certain preset condition, for example, randomly generating 3 game objects from N different game objects. In generating game objects, there is no need to refer to the current game object layout situation in the layout area as in the prior art. Therefore, constraint conditions are reduced when game objects are generated, calculation logic is simplified, calculation amount is reduced, and occupation of system resources is reduced.
In another embodiment, in order to improve the usability of the generated game objects, the game object generation module 2 refers to the game objects in the recycling area when randomly generating the game objects, for example, removes the game objects in the recycling area from the current N different game objects, that is, randomly generates 3 game objects from (N-1) different game objects. The game objects unnecessary for the player are prevented from being generated again, and the usability of the generated game objects is improved. Compared with the prior art, the method has simple operation logic and small calculation amount.
In another embodiment, the present invention stores a plurality of layout and game object configuration diagrams. The configuration diagram can be obtained by collecting big data of game players. As shown in FIG. 2C, the game object 100C can only be filled in at location 111 in the layout area of the game player. The current layout area data and the three game objects in the scratch pad 13 are recorded, and in order to indicate that the current layout area can only fill the game object 100c, cannot fill the game objects 100a, 100b, the game object 100c is highlighted, and the game objects 100a, 100b are made semi-transparent or grayed out, thereby creating a configuration. A plurality of pieces of configuration data can be generated by the above procedure.
Before generating the game object, the game object generation module 2 first obtains the data of the current layout area, and searches the configuration database according to the data of the layout area, for example, if the data of the layout area of the current player is the same as that in fig. 2C, the game object 100C is generated in the temporary storage area 13. If the same layout data is not queried in the configuration database, then the game object is generated according to a random algorithm.
In the embodiment, a large number of configurations are added in a game installation package (APK), and the configuration contents are mainly specified game objects which need to be generated in various situations, so that the embodiment can perform matching screening before generating random objects, and directly generate the random objects if proper game objects can be matched, and at this time, neither calculation according to a layout area nor random calculation for generating the game objects is needed. If not, the game object is randomly generated. Therefore, the complex layout calculation in the prior art is simplified into layout matching, the calculation complexity is obviously reduced, and if the matching is successful, the random calculation for generating the game object is omitted, so that the calculation amount is further reduced.
The recycling module 3 is connected with the visual interface module 1, determines the position of a recycling area according to the screen coordinates of each area in the interface provided by the visual interface module 1, responds to the operation of a player on the recycling area, and stores game objects in the recycling area or deletes the game objects removed by the player from the recycling area. For example, when the player feels that the currently generated game object 100 is not a game object that he or she needs, he or she may move it to the recycling area 12 for storage. As shown in fig. 2A, a game object 100 generated from the top of the layout area 11 and falling at a constant speed is held and dragged to the collection area 12, or a game object 100 in the temporary storage area 13 in fig. 2B is held and dragged to the collection area 12. When the player releases the game object 100 in the recycling area 12, the recycling module 3 stores the game object in the recycling area 12 according to the terminal position of the player operation as the recycling area and the game object associated with the operation currently exists. Such as the game object 101 in the recycling area 12 shown in fig. 2A, 2B. When the player finds that the game object in the recycling area 12 is suitable for the current layout, the player may move the game object 101 in the recycling area 12 into the layout area 11. When the retrieval module 3 detects a removal operation of the game object 101 in the retrieval area 12 by the player, the game object 101 is deleted from the retrieval area 12.
The matching module 4 is connected with the visual interface module 1, determines the position of the layout area 11 according to the screen coordinates of the interface provided by the visual interface module 1, responds to the operation of placing game objects on the layout area by a player, acquires the game layout after responding to the operation of the player, and eliminates one or more game objects according to the elimination rule. When a player adds game objects to the layout area, the matching module 4 calculates the current game layout according to preset rules, such as calculating the number of horizontal/vertical lines, the number of diagonal lines, or whether the current layout conforms to a certain shape. After the calculation, the game object is eliminated according to an elimination rule, for example, as shown in fig. 2A and 2B, when the number of cells connected in a straight line exceeds 20, the cells constituting the straight line are eliminated. Similar to a traditional game, when a game object is eliminated, the player will receive a corresponding credit. For example 1 point for 1 small square, the total score will be displayed in the interface.
Fig. 3 is a schematic block diagram of a game object processing system according to another embodiment of the present invention, in which the game object processing system in this embodiment further includes an operation capture module 5 in addition to the visual interface module 1, the game object generation module 2, the recycling module 3, and the matching module 4, for obtaining and identifying operation information of a player. In one embodiment, as shown in fig. 4, fig. 4 is a schematic block diagram of an operation capturing module provided according to an embodiment of the present invention, and the operation capturing module 5 includes a position obtaining unit 51, a position content identifying unit 52 and a game object associating unit 53, where the position obtaining unit 51 obtains start and/or end position information of a player operation, for example, obtains a position of a click/press of a player on a screen and corresponding time information, so as to determine the start and end positions of the player operation. The position at this time is a plane coordinate of the screen, and may be a three-dimensional coordinate, for example, when the player rotates the screen, the three-dimensional coordinate of the screen may be detected, and the start position and the end position of the operation may be determined based on a change in the three-dimensional coordinate. The position content identification unit 52 is connected to the position acquisition unit 51, and acquires content information corresponding to an operation start and/or end position. For example, according to the acquired click position of the player on the screen, the content stored in the memory for the position is read. In one embodiment, the system opens a storage area corresponding to the locations of the distribution office 11, the recycle area 12 and the temporary storage area 13 in the internal memory, and each register in the storage area corresponds to one display unit in each area, for example, the recycle area 12 is an area capable of storing 5 × 3 cells, and there are 5 × 3 registers corresponding to the area, for storing data of each cell. When a bar-shaped game object 101 composed of 5 cells is stored in the second row of the recycle area 12 as shown in fig. 5A, the state of the register of the corresponding recycle area 12 is as shown in fig. 5B, the state of the register storing the game object is 1, and the state of the register not storing the game object is 0. The position content identification unit 52 reads the register state corresponding to the current position to determine whether there is a game object at the current position. The game object association unit 53 is connected to the position acquisition unit 51 and the position content identification unit 52, and when the starting position of the operation by the player is identified to correspond to the game object, the game object is associated in the operation, in one embodiment, the game object association unit 53 may further modify the state of the home position corresponding register from 1 to 0, and the player sees in the interface that the game object disappears at the current position and moves along with his finger or cursor. When the termination position of the operation of the player is identified, if a game object associated with the operation exists at the moment, the game object associated with the operation is released, the register state corresponding to the termination position is changed from 0 to 1, and the game object is displayed on the display interface to be separated from the finger or the cursor of the player and placed at the current position. In another embodiment, the modification of the memory state is performed by the corresponding module, for example, the modification of the register of the recycle area 12 may be performed by the recycle module 3, the modification of the register of the layout area 11 may be performed by the matching module 4, and the modification of the register of the scratch area 13 may be performed by a separate module.
In one embodiment, as shown in fig. 6, a schematic block diagram of a recycling module is provided according to an embodiment of the present invention. The recycling module 3 includes an operation detecting unit 31, a storage unit 32, and a deleting unit 33, wherein the operation detecting unit 31 is connected to the operation capturing module 5, and is configured to compare the start position and the end position of the operation captured by the operation capturing module 5 with the position of the recycling area 12 to determine whether the current operation is an operation performed on the recycling area 12. When the operation detection unit 31 detects that the recycling area 12 is the start position of the operation and the game object of the recycling area has been successfully associated, a deletion notification is sent to the deletion unit 33, and the deletion unit 33 modifies the state of the register of the current game object from 1 to 0, that is, deletes the current game object from the storage bit. When the operation detection unit 31 detects that the collection area 12 is the end position of an operation and the operation has an associated game object, a storage notification is sent to the storage unit 32. The storage unit 32 modifies the state of the memory in the recycle area from 0 to 1, i.e., stores the game object in the recycle area, based on information of the game object, such as the shape of the game object, which is disassociated from the current operation. In the present embodiment, when a full game object is already stored in the recycle area, the game object that is stored earliest may be overwritten when a new game object is newly stored therein.
In another embodiment, the recycling module 3 further includes a management unit 34 for determining the number of game objects storable in the recycling area, a change in the number, and a condition for storing or deleting a game object in or from the recycling area according to a preset rule. For example, the management unit 34 may receive the number of game objects in the recycling area set by the player or the default number of the system, thereby determining the number of game objects that can be stored in the recycling area. Or the number of game objects storable in the recycling area is changed according to a preset condition. The preset condition is, for example, a correspondence relationship between a point value of a player's credit and the number of game objects that can be stored. For example, when the player's tally is 4000, the reclaim section stores only one game object; when the player credits are 4000-20000, the reclaim zone may store two game objects, and so on, until the maximum storable amount of the reclaim zone is reached. The enthusiasm of the player can be stimulated through the arrangement, and the interestingness is improved. The conditions for storing or deleting the game object are, for example: when the recovery area has a free position, a new game object can be stored, and when the recovery area does not have a free position, the new game object can not be stored; or when no idle position exists, replacing the original game object by the new game object, and keeping the number of the game objects which can be stored in the current recovery area unchanged; or when the number of the storable game objects in the recovery area is more than a plurality, queuing is performed according to the storage sequence, and when the original game object is replaced by a new game object, replacement is started from the previous sequence, and the like.
The present invention further provides a game object processing method, as shown in fig. 7, which is a flowchart of a game object processing method according to an embodiment of the present invention. In this embodiment, the method comprises the steps of:
step S1, providing a visual interface, wherein the visual interface at least comprises a layout area and a recovery area as shown in FIG. 2A or FIG. 2B. When a visual interface is provided, the screen size of the current equipment is obtained, and corresponding screen coordinates are determined for each area in the interface according to a preset interface image so as to determine the position of the area. For example, the position range of the layout area 11, the position range of the recycling area 12, or the position range of the temporary storage area 13 is determined.
And S2, generating a game object according to preset conditions. For example, as shown in fig. 2A, a game object is generated from the top end of the layout area 11, and the game object is moved from the top end to the bottom end of the layout area 11 at a constant speed. Alternatively, as shown in FIG. 2B, a number of game objects are generated and displayed in the scratch pad 13. In one embodiment, when generating game objects, it is not necessary to refer to the current game object layout situation in the layout area as in the prior art, but only a certain number of game objects are randomly generated from the total game objects according to a random algorithm, for example, 1 or 3 game objects are randomly generated from N different game objects. In another embodiment, to increase the availability of generated game objects, the game objects in the reclaim zone are first removed from the total game objects, and a certain number of game objects are randomly generated from the remaining game objects. For example, 1 game object in the reclamation area is removed from the current N different game objects, and then 1 or 3 game objects are randomly generated from the remaining (N-1) different game objects. Regeneration of game objects that are not needed by the player is avoided. Therefore, in the present invention, no layout calculation is performed when generating a game object. Or matching the current layout with the layout stored in the system configuration database and the configuration of the game object, and when the current layout is matched with the same layout in the system configuration database, taking the game object specified in the configuration as the game object which is to be generated currently. If the same configuration is not matched, the game opposite angle is randomly generated by adopting any one of the first two embodiments. Therefore, the invention firstly matches the layout when generating the game object, and if the game object is not matched, the random calculation is not needed while the layout calculation is simplified, thereby further reducing the calculation amount.
And step S3, acquiring the operation information of the player. The player may move the game object during the game play. As shown in fig. 2A, when a game object is generated from the top of the layout area 11 and falls at a certain speed, the player can move it to a proper position in the layout area 11 during the fall; it is also possible to move a currently falling one of the game objects into the retrieval area 12; the game object in the recycle area 12 can also be moved to the layout area 11. For terminals with touch screens, players can click, slide or drag game objects by fingers, and for terminals without touch screens, such as common displays, players can click, slide or drag game objects by using a mouse or a gamepad.
And S4, judging the operation type of the player. The operation type is, for example, a recycle operation or a layout operation. The recycle operation is to store the game object in the recycle area 12, and the layout operation is to move the game object to the layout area 11. Step S51 is performed when it is a recycle operation, and step S52 is performed when it is a layout operation. Wherein, the operation type is judged by the moving process of the game object, and the moving process of the game object for one time is shown in fig. 8, which comprises the following steps:
in step S41, an operation position is obtained, where the operation position may belong to a layout area, a recycle area, a temporary storage area, or other interface areas.
And step S42, determining whether the operation position is an initial position or a final position according to the operation position and the corresponding time information. For example, a new operation position is acquired within a preset time period, it may be determined that the initial position is acquired for the first time, and if the time interval between the current operation position and the previous operation position is less than a threshold value and the new position is not acquired for more than another preset time period, it may be determined that the current position is the end position. If the position is the start position, step S431 is performed, and if the position is the end position, step S432 is performed.
In step S431, the content corresponding to the current operation position is obtained, for example, the storage content of the storage area of the corresponding interface in the memory is searched according to the current position, so as to obtain the content of the current operation position. For example, the region is determined according to the current position, such as a layout region, a temporary region, a recycling region or other regions in the interface, such as a button region, a setting region, etc. Some regions may determine content by the identified location, such as a button, and some regions may need to read the state of the corresponding register to determine content. For example, when the current operation position is a scratch pad, if the state of the corresponding register is 1, it may be determined that the content corresponding to the operation position is a game object.
Step S441, determining whether the current operation position corresponds to a game object, if so, establishing an association relationship between the game object and the current operation in step S451, and executing step S41. If not, return to step S41.
In step S432, it is determined whether or not the current operation is associated with a game object, and if so, the association between the operation and the game object is released in step S442, and the process ends, and if not, the process returns to step S41.
With the above steps, when the termination position of the operation is the recovery area 12 and the current operation is associated with the operation object, it is determined to be a recovery operation, and step S51 is executed at this time. If the termination position is the layout area 11 and the operation is associated with the operation object, it is determined as a layout operation, and step S52 is executed at this time.
And S51, storing the game object in the recovery area. Namely, the state of the register corresponding to the storage bit of the recovery area is modified to 1. At this time, the game object placed is displayed in the collection area.
Step S52, storing the game object in a layout area.
Step S62, calculating the current layout area, and eliminating one or more game objects according to the elimination rule. For example, it is calculated whether the number of game objects in a straight line in the game layout satisfies a number threshold, and if the number exceeds the threshold, the plurality of game objects in a straight line are eliminated. After step S62 is executed, there may be other processing steps, such as calculating and displaying the current tally according to the number of eliminated game objects, and updating the total tally, or moving other game objects in the cloth to fill the vacant space. The specific design may vary from game to game.
As shown in fig. 9, a flowchart for storing a game object in a recycle area is shown. The method flow for storing the game objects in the recycling area comprises the following steps:
in step S511, it is detected whether there is a free location in the current recycling area. For example, the number of game objects stored in the current recycling area is acquired, the stored number of game objects is compared with a threshold value, and when the number of game objects stored in the current recycling area is less than the threshold value, the recycling area is determined to have a free position. When there is a free position, in step S512, the corresponding register is set to 1 according to the type or shape of the current game object. If there is no free position, step S513 is executed.
In step S513, it is determined whether the original game object can be overwritten. Wherein, the system stores the storage condition. For example, new game objects are no longer stored when the reclaim zone is full; or when the recycling area is full, the original game object is replaced by the new game object; if a plurality of game objects can be stored in the recycling area, the game objects are sorted according to the storage time, and when the original game object is replaced by a new game object, the game object with the longest storage time is replaced. Thus, it is possible to determine whether or not the original game object can be covered by reading these conditions set in the system. If not, the current game object is rejected for storage in step S514 and ends. If so, step S515 is performed.
In step S515, it is determined whether the recycling area stores a plurality of game objects, and if only 1 game object is stored, the current game object position is determined as the target position, and step S517 is performed. If the collection area stores a plurality of game objects, the storage order is obtained in step S516, and the position of the first game object is determined as the target position.
Step S517, clearing 0 from the register corresponding to the target position, and setting 1 to the register corresponding to the current game object, thereby completing the step of storing the game object in the recycle area, and ending the storage process.
The player can also take out the game object in the recycling area, and when detecting that the starting position of the operation of the player is the recycling area position and the game object in the current recycling area is associated with the operation, the game object is deleted from the recycling area, namely the register corresponding to the game object in the recycling area is cleared 0. The result displayed in the interface at this time is that the game object selected by the player in the recycling area moves along with the movement of the player.
In the invention, in the running process of the game, the invention also monitors the condition for increasing the number of the game objects which can be stored in the recovery area, wherein the condition is that the playing total number reaches the preset value, the online time of the player reaches the preset time length, and the like, for example, different value intervals of the total number and the corresponding time length interval correspond to a number value.
The invention can enable the player to place the game objects which are temporarily not needed through the arranged recycling area, and the game objects can be reused when needed without calculating the layout each time the game objects are generated, thereby reducing the calculation amount and the resource consumption in the running process of the game, and avoiding the problem that the game objects can not accord with the elimination rule and die because the game objects are randomly generated.
The above embodiments are provided only for illustrating the present invention and not for limiting the present invention, and those skilled in the art can make various changes and modifications without departing from the scope of the present invention, and therefore, all equivalent technical solutions should fall within the scope of the present invention.

Claims (15)

1. A gaming object processing system, comprising:
a visualization interface module configured to provide a visualization interface comprising at least a layout area configured to display a current game layout and a reclaim area configured to display game objects discarded by a player;
a game object generation module configured to randomly generate game objects based on preset conditions and/or look up in a configuration database based on current layout data to generate game objects;
a reclaim module configured to store game objects to a reclaim zone or delete game objects removed by players from the reclaim zone in response to player operations on the reclaim zone; and
and the matching module is configured to respond to the operation of placing the game objects in the layout area by the player, acquire the game layout after responding to the operation of the player and eliminate one or more game objects according to the elimination rule.
2. The system of claim 1, wherein the visual interface comprises a staging area configured to stage game objects generated by the game object generation module.
3. The system of claim 1, further comprising an operation capture module configured to acquire and identify operational information of a player.
4. The system of claim 3, wherein the operation capture module further comprises:
the position acquisition unit is configured to determine a starting position and an ending position of the player operation according to the position and the time information corresponding to the player operation;
the position content identification unit is connected with the position acquisition unit and is configured to acquire content information corresponding to the operation starting position and/or the operation ending position; and
a game object associating unit connected to the position acquisition unit and the position content identification unit, configured to associate a game object in an operation when a start position of the operation by a player corresponds to the game object; and releasing the game object related to the operation when the termination position of the operation of the player does not correspond to the game object.
5. The system of claim 4, wherein the position information is plane coordinate information or three-dimensional coordinate information of a screen.
6. The system of claim 4, wherein the recovery module comprises:
an operation detection unit configured to detect whether the player operation start position and the end position are the recycling area positions;
a storage unit connected to the operation detection unit and configured to store, when the player operation termination position is a recycling area position, a game object disassociated from a current operation in a storage position in the recycling area according to a condition for storing the game object; and
and the deleting unit is connected with the operation detecting unit and is configured to delete the game object successfully associated with the current operation from the recycling area according to the condition of deleting the game object when the operation starting position of the player is the recycling area position.
7. The system of claim 6, wherein the reclamation module further comprises a management unit configured to determine the number of game objects storable in the reclamation area, a change in the number, and a condition for storing or deleting game objects into or from the reclamation area according to a preset rule.
8. A game object processing method, comprising:
providing a visualization interface comprising at least a layout area configured to display a current layout of game objects and a reclaim area configured to display game objects abandoned by players;
generating a game object, wherein the game object is randomly generated based on a preset condition and/or looked up in a configuration database based on current layout data to generate the game object when the game object is generated;
acquiring operation information of a player;
in response to a game object recycling operation determined by operation information, storing the game object in the recycling area; and
in response to a layout operation for placing game objects in the layout area determined by the operation information, a layout after the response to the player operation is acquired, and one or more game objects are eliminated according to an elimination rule.
9. The method of claim 8, further comprising:
acquiring occurrence position information of player operation;
acquiring content information corresponding to the operation occurrence position; and
and establishing or releasing the association relation between the operation and the game object based on the occurrence position of the player operation and the corresponding content information.
10. The method of claim 9, wherein when the termination position of the player operation is a recycling area position and the game object associated with the current operation, the operation is confirmed as a recycling operation.
11. The method according to any one of claims 8-10, further comprising: detecting whether a current recovery area has a free position; in response to the current reclaim region having a free location, the game object associated with the current operation is stored to the reclaim region.
12. The method of claim 11, further comprising: and acquiring the number of the game objects stored in the current recovery area, and determining that the recovery area has a free position when the number of the game objects stored in the current recovery area is less than a threshold value.
13. The method of claim 11, further comprising: and responding to the current recycling area without a free position, detecting a storage condition, and responding to the covering original game object set in the storage condition, and replacing the original game object in the recycling area by the current game object.
14. The method of claim 9, further comprising: when the starting position of the operation of the player is the position of the recycling area and the game object of the current recycling area is associated with the operation, the game object is deleted from the recycling area.
15. The method of claim 8, further comprising: a condition for increasing the number of game objects storable in the reclaim area is monitored, and the number of game objects storable in the reclaim area is determined when the condition is met.
CN202210104313.6A 2022-01-28 2022-01-28 Game object processing system and method Active CN114470764B (en)

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