CN117732056A - Game skill parallel processing method, device, service and storage medium - Google Patents

Game skill parallel processing method, device, service and storage medium Download PDF

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Publication number
CN117732056A
CN117732056A CN202311675085.9A CN202311675085A CN117732056A CN 117732056 A CN117732056 A CN 117732056A CN 202311675085 A CN202311675085 A CN 202311675085A CN 117732056 A CN117732056 A CN 117732056A
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skill
target
combat
game
information corresponding
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庞绪瑞
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Beijing Pixel Software Technology Co Ltd
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Beijing Pixel Software Technology Co Ltd
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Priority to CN202311675085.9A priority Critical patent/CN117732056A/en
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Abstract

The invention relates to the technical field of online games, and provides a game skill parallel processing method, a game skill parallel processing device, a server side and a storage medium. The server receives a skill release request sent by a target client, wherein the target client represents a client of a player participating in the same game combat; taking the game roles and the associated combat objects carried in the skill release request as target game roles and target combat objects; judging whether the target game role and the target combat object meet the skill release condition or not respectively; and under the condition that the skill release conditions are met, the skill information corresponding to the target game role and the skill information corresponding to the target combat object are operated, a release instruction is generated and sent to each target client, so that each target client can simultaneously operate the skill information corresponding to the target game role and the skill information corresponding to the target combat object according to the release instruction. The parallel processing of a plurality of game skills is realized, and the effect of multi-terminal synchronous operation skills is achieved.

Description

Game skill parallel processing method, device, service and storage medium
Technical Field
The invention relates to the technical field of online games, in particular to a game skill parallel processing method, a device, a server side and a storage medium.
Background
For an instant combat online game, when a plurality of players perform combat interaction, different skills are required to be given to game roles of the players, the effects of the different skills are different, and the different skill effects are required to be displayed to each player participating in the same combat in real time, namely, the player can see not only the game role release skill combat enemy of the player, but also the game role release skill attack enemy of other players. In the current online game, one game character often only can release a single skill, a plurality of skills are not supported to be released simultaneously, and the problems of delay and large synchronous data volume exist.
Disclosure of Invention
In view of the above, an object of the present invention is to provide a game skill parallel processing method, a game skill parallel processing device, a server side and a storage medium.
In order to achieve the above purpose, the technical scheme adopted by the invention is as follows:
in a first aspect, the present invention provides a game skill parallel processing method, applied to a server, where the server is communicatively connected to a plurality of clients, and each of the server and the clients stores skill information corresponding to a plurality of game characters and skill information corresponding to a plurality of combat objects, where the game skill parallel processing method includes:
Receiving a skill release request sent by any target client, wherein the target client represents a client of a player participating in the same game combat;
when the skill release request carries a game role and a fight object associated with the game role, taking the game role carried by the skill release request as a target game role, and taking the fight object associated with the game role carried by the skill release request as a target fight object;
respectively judging whether the target game role meets the skill release condition and whether the target combat object meets the skill release condition;
and under the condition that the target game role and the target combat object meet the skill release conditions, running skill information corresponding to the target game role and skill information corresponding to the target combat object, generating release instructions and sending the release instructions to each target client, so that each target client runs the skill information corresponding to the target game role and the skill information corresponding to the target combat object simultaneously according to the release instructions.
In an alternative embodiment, the skill information includes skill sets matched for each environment type, the skill sets including a plurality of time-ordered skill streams;
The step of running skill information corresponding to the target game character and skill information corresponding to the target combat object includes:
acquiring a first environment type of a game environment in which the target game role is currently located and a second environment type of the game environment in which the target combat object is currently located;
acquiring a first skill set matched with the first environment type from the skill information corresponding to the target game role, and acquiring a second skill set matched with the second environment type from the skill information corresponding to the target combat object;
each first skill stream in the first skill set is executed in turn, and each second skill stream in the second skill set is executed in turn.
In an optional implementation manner, the skill stream includes a plurality of behavior events, and the server and each client store sub-skill streams corresponding to each combat sub-object;
the step of running the skill information corresponding to the target game role and the skill information corresponding to the target combat object further comprises:
when the action event of the second skill flow currently executed is a fight object creation event, creating a corresponding fight object to obtain a target fight object, and running a sub skill flow corresponding to the target fight object.
In an alternative embodiment, the skill stream includes a plurality of behavioral events;
the step of running the skill information corresponding to the target game role and the skill information corresponding to the target combat object further comprises:
when a change in the combat state of the target game character is detected, a current combat state of the target game character is acquired, a target behavior event corresponding to the current combat state is determined in the first skill set, and the target behavior event is executed.
In an optional embodiment, the step of running skill information corresponding to the target game character and skill information corresponding to the target combat object further includes:
and when detecting the change of the combat attribute of the target combat object, acquiring the current combat attribute of the target combat object, and executing a second skill stream which is not executed in the second skill group according to the current combat attribute.
In an alternative embodiment, the step of simultaneously running, by each target client, the skill information corresponding to the target game character and the skill information corresponding to the target combat object according to the release instruction is implemented in the following manner:
Each target client acquires a skill identifier of the target game role, a skill identifier of the target combat object, a random number seed and a skill time stamp carried in the release instruction;
each target client obtains skill information corresponding to the target game role according to the skill identification of the target game role, and obtains skill information corresponding to the target combat object according to the skill identification of the target combat object;
and each target client calculates the same target time length according to the random number seeds, calculates the skill trigger time according to the skill time stamp and the target time length, and simultaneously operates the skill information corresponding to the target game role and the skill information corresponding to the target combat object according to the skill trigger time.
In an alternative embodiment, the release instruction further carries an attack result, and each target client further performs the following steps:
and under the condition that the attack result carried by the release instruction is hit, each target client displays the hit effect of the target object according to the target game role and the target object attacked by the target combat object.
In a second aspect, the present invention provides a game skill parallel processing apparatus, applied to a server, where the server is communicatively connected to a plurality of clients, and each of the server and the clients stores skill information corresponding to a plurality of game characters and skill information corresponding to a plurality of combat objects, where the game skill parallel processing apparatus includes:
the receiving module is used for receiving a skill release request sent by any target client, wherein the target client represents a client of a player participating in the same game combat;
when the skill release request carries a game role and a fight object associated with the game role, taking the game role carried by the skill release request as a target game role, and taking the fight object associated with the game role carried by the skill release request as a target fight object;
the judging module is used for judging whether the target game role meets the skill releasing condition or not and whether the target combat object meets the skill releasing condition or not respectively;
and the processing module is used for running the skill information corresponding to the target game role and the skill information corresponding to the target combat object under the condition that the target game role and the target combat object meet the skill release conditions, generating a release instruction and sending the release instruction to each target client so that each target client can run the skill information corresponding to the target game role and the skill information corresponding to the target combat object at the same time according to the release instruction.
In a third aspect, the present invention provides a server, including a processor and a memory, where the memory stores a computer program, and when the processor executes the computer program, the method for parallel processing of game skills in any of the foregoing embodiments is implemented.
In a fourth aspect, the present invention provides a storage medium having stored thereon a computer program which, when executed by a processor, implements the game skill parallel processing method of any one of the foregoing embodiments.
The invention provides a game skill parallel processing method, a device, a server and a storage medium, wherein the server receives a skill release request sent by any target client, and the target client represents a client of a player participating in the same game combat; taking the game roles and the associated combat objects carried in the skill release request as target game roles and target combat objects; judging whether the target game role and the target combat object meet the skill release condition or not respectively; under the condition that the target game role and the target combat object meet the skill release conditions, the skill information corresponding to the target game role and the skill information corresponding to the target combat object are operated, a release instruction is generated and sent to each target client, and each target client simultaneously operates the skill information corresponding to the target game role and the skill information corresponding to the target combat object according to the release instruction. Therefore, parallel processing of a plurality of game skills in the online game is realized, the effect of multi-terminal synchronous operation of the game skills is achieved, and the game experience of a user is improved.
In order to make the above objects, features and advantages of the present invention more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings that are needed in the embodiments will be briefly described below, it being understood that the following drawings only illustrate some embodiments of the present invention and therefore should not be considered as limiting the scope, and other related drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 shows a schematic system diagram provided by an embodiment of the present invention;
fig. 2 shows a block schematic diagram of an electronic device according to an embodiment of the present invention;
FIG. 3 is a schematic flow chart of a game skill parallel processing method according to an embodiment of the present invention;
fig. 4 is a functional block diagram of a game skill parallel processing device according to an embodiment of the present invention.
Icon: 100-an electronic device; 110-bus; a 120-processor; 130-memory; 170-a communication interface; 400-game skill parallel processing device; 410 a receiving module; 430-judging module; 450-processing module.
Detailed Description
The following description of the embodiments of the present invention will be made clearly and completely with reference to the accompanying drawings, in which it is apparent that the embodiments described are only some embodiments of the present invention, but not all embodiments. The components of the embodiments of the present invention generally described and illustrated in the figures herein may be arranged and designed in a wide variety of different configurations.
Thus, the following detailed description of the embodiments of the invention, as presented in the figures, is not intended to limit the scope of the invention, as claimed, but is merely representative of selected embodiments of the invention. All other embodiments, which can be made by a person skilled in the art without making any inventive effort, are intended to be within the scope of the present invention.
It is noted that relational terms such as "first" and "second", and the like, are used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Moreover, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising one … …" does not exclude the presence of other like elements in a process, method, article, or apparatus that comprises the element.
Referring to fig. 1, a schematic diagram of a system according to an embodiment of the present invention is provided, where the system includes a server and a plurality of clients communicatively connected to the server. The server may be an independent server or a server cluster formed by a plurality of servers. The client may be a smart phone, personal computer, tablet, wearable device, notebook, ultra-Mobile Personal Computer (UMPC), netbook, personal digital assistant (Personal Digital Assistant, PDA), etc. The embodiments of the present invention are not limited in this regard.
Fig. 2 is a block diagram of an electronic device 100 according to an embodiment of the present invention, and the structure of the electronic device 100 may be used to implement the server and the client in fig. 1. The electronic device 100 includes a bus 110, a processor 120, a memory 130, and a communication interface 170.
Bus 110 may be a circuit that connects the elements and transmits signals between the elements.
The processor 120 may receive commands from other elements described above (e.g., the memory 130 communication interface 170, etc.) via the bus 110, may interpret the received commands, and may perform calculations or data processing based on the interpreted commands.
The processor 120 may be an integrated circuit chip with signal processing capabilities. The processor 120 may be a general-purpose processor including a central processing unit (Central Processing Unit, CPU), a network processor (Network Processor, NP), etc.; but may also be a Digital Signal Processor (DSP), application Specific Integrated Circuit (ASIC), an off-the-shelf programmable gate array (FPGA) or other programmable logic device, discrete gate or transistor logic device, discrete hardware components.
Memory 130 may store commands or data received from processor 120 or other elements (e.g., communication interface 170, etc.) or commands or data generated by processor 120 or other elements.
The Memory 130 may be, but is not limited to, random access Memory (Random Access Memory, RAM), read Only Memory (ROM), programmable Read Only Memory (Programmable Read-Only Memory, PROM), erasable Read Only Memory (Erasable Programmable Read-Only Memory, EPROM), electrically erasable Read Only Memory (Electric Erasable Programmable Read-Only Memory, EEPROM).
The communication interface 170 may be used for communication of signaling or data with other devices.
It should be noted that the structure shown in fig. 2 is only a schematic structural diagram of the electronic device 100, and the electronic device 100 may further include more or fewer components than those shown in fig. 2, or have a different configuration from that shown in fig. 2. The components shown in fig. 2 may be implemented in hardware, software, or a combination thereof.
It will be appreciated that, in order to implement the corresponding functions of the client, the electronic device 100 may also include other modules, such as: the radio frequency circuit, the I/O interface, the battery, the touch screen, the microphone/speaker, the shooting module, etc., which are not limited by the embodiment of the invention.
The server side is used as an execution main body to execute each step in each method provided by the embodiment of the invention, and corresponding technical effects are achieved.
Referring to fig. 3, fig. 3 is a flow chart of a game skill parallel processing method according to an embodiment of the invention.
Step S202, receiving a skill release request sent by any target client, wherein the target client represents a client of a player participating in the same game combat;
step S204, when the skill release request carries a game role and a fight object associated with the game role, taking the game role carried by the skill release request as a target game role, and taking the fight object associated with the game role carried by the skill release request as a target fight object;
step S206, judging whether the target game role meets the skill release condition and whether the target combat object meets the skill release condition or not respectively;
Step S208, under the condition that the target game role and the target combat object both meet the skill release condition, the skill information corresponding to the target game role and the skill information corresponding to the target combat object are operated, a release instruction is generated and sent to each target client, so that each target client can simultaneously operate the skill information corresponding to the target game role and the skill information corresponding to the target combat object according to the release instruction.
It will be appreciated that the server performs each game battle in the network game in a similar manner, and for brevity, embodiments of the present invention will be described with respect to one game battle as an example, and clients of players participating in the same game battle as target clients.
In this embodiment, the server and each client store skill information corresponding to a plurality of game characters and skill information corresponding to a plurality of combat objects, where the combat objects include accessories of the game characters, such as mechanical arms, gloves, and the like, and weapons of the game characters, such as double knives, handguns, and the like. It should be noted that the combat object may be set according to actual situations, and the embodiments of the present invention are not limited.
A player participating in the same game fight can execute skill release operation in a corresponding target client, and then the target client sends a skill release request to a server according to the skill release operation; the server may receive the skill release request sent by any one of the target clients, and the skill release request sent by each of the target clients is processed in a similar manner, and a skill release request will be processed by the server as an example.
The server acquires a skill release subject carried in the skill release request according to the received skill release request, and when the skill release subject comprises a game role and a fight object associated with the game role, the game role is taken as a target game role, and the fight object associated with the game role is taken as a target fight object.
And then the server side respectively judges whether the target game role meets the corresponding skill release condition and whether the target combat object meets the corresponding skill release condition. If any one of the target game character and the target combat object does not meet the skill release condition, a release failure message is generated and sent to the target client that sent the skill release request.
And if the target game role and the target combat object both meet the skill release conditions, running the skill information corresponding to the target game role and the skill information corresponding to the target combat object, generating a release instruction and sending the release instruction to each target client. And each client side simultaneously operates the skill information corresponding to the target game role and the skill information corresponding to the target combat object according to the received release instruction in the same mode as the server side.
It can be understood that in the embodiment of the invention, the client of the player participating in the same game combat sends the skill release request to the server, and conditions are judged on a plurality of skill release subjects, namely the game roles and the combat objects, carried in the skill release request, and when the game roles and the combat objects meet the conditions, the respective skill information of the game roles and the combat objects is operated, and a release instruction is sent to each client to enable the skill information to be operated simultaneously. Therefore, parallel processing of a plurality of game skills in the online game is realized, the effect of multi-terminal synchronous operation of the game skills is achieved, and the game experience of a user is improved.
Based on the steps, the server receives a skill release request sent by any target client, wherein the target client represents the client of a player participating in the same game combat; taking the game roles and the associated combat objects carried in the skill release request as target game roles and target combat objects; judging whether the target game role and the target combat object meet the skill release condition or not respectively; under the condition that the target game role and the target combat object meet the skill release conditions, the skill information corresponding to the target game role and the skill information corresponding to the target combat object are operated, a release instruction is generated and sent to each target client, and each target client simultaneously operates the skill information corresponding to the target game role and the skill information corresponding to the target combat object according to the release instruction. Therefore, parallel processing of a plurality of game skills in the online game is realized, the effect of multi-terminal synchronous operation of the game skills is achieved, and the game experience of a user is improved.
Optionally, for the process of running skill information corresponding to the target game character and skill information corresponding to the target combat object in step S208, a possible implementation manner is provided in the embodiment of the present invention.
Step S208-1, a first environment type of a game environment where a target game role is currently located and a second environment type of the game environment where a target combat object is currently located are obtained;
step S208-3, a first skill group matched with a first environment type is obtained from skill information corresponding to a target game role, and a second skill group matched with a second environment type is obtained from skill information corresponding to a target combat object;
step S208-5, executing each first skill stream in the first skill set in turn, and executing each second skill stream in the second skill set in turn.
In this embodiment, the skill information includes skill sets matched for each environment type, the skill sets including a plurality of time-ordered skill streams. It will be appreciated that the skill set released by the same skill release subject in different game environments may be different. For example, the skills released by the same game character in water and on land are different, i.e. the skill set performed is different.
Under the condition that the target game role and the target combat object both meet the skill release condition, the server side can acquire the environment type of the game environment where the target game role is currently located, namely the first environment type, and can also acquire the environment type of the game environment where the target combat object is currently located, namely the second environment type.
Then the server obtains the skill set matched with the first environment type from the skill information corresponding to the target game role to obtain a first skill set, and obtains the skill set matched with the second environment type from the skill information corresponding to the target combat object to obtain a second skill set; and then sequentially executing each first skill flow in the first skill group, and simultaneously sequentially executing each second skill flow in the second skill group, namely realizing the parallel release of the skills of the target game role and the skills of the target combat object.
It can be understood that, according to the release instruction sent by the server, each target client may operate the skill information corresponding to the target game role and the skill information corresponding to the target combat object in a manner similar to that described above for the server to operate the skill information corresponding to the target game role and the skill information corresponding to the target combat object.
Optionally, after step S208-5, an implementation manner is further provided in an embodiment of the present invention.
In step S208-7A, when the action event of the second skill flow currently executed is a create fight object event, a corresponding fight object is created to obtain a target fight object, and a sub skill flow corresponding to the target fight object is operated.
In this embodiment, the skill stream includes a plurality of behavioral events; the server and each client store sub-skill flows corresponding to each combat object, and the combat objects refer to virtual logic bodies in the combat objects. It is understood that some combat objects have an accessory sub-object, such as a combat object pistol having a sub-object of a bullet.
The following description will take the example in which the target combat object is a pistol. For example, each of the second skill streams in the second skill set corresponding to the target combat object, i.e., the pistol, is executed in turn, when the action event executed into the second skill stream is a create sub-object event, the corresponding combat sub-object is created to obtain the target combat sub-object, i.e., the bullet, and the sub-skill stream corresponding to the target combat sub-object, i.e., the bullet, is run. It can be understood that, in the embodiment of the present invention, the skills of each skill release subject are executed according to a plurality of behavior events included in the skill flows corresponding to each game character, the combat object, and the combat object, so that parallel processing of a plurality of game skills is realized.
It will be appreciated that each target client may create a combat sub-object and execute its corresponding sub-skill stream according to the release instruction sent by the server, in a manner similar to the execution of step S208-7A by the server as described above.
Optionally, after step S208-5, an implementation manner is further provided in an embodiment of the present invention.
Step S208-7B, when the change of the fight state of the target game role is detected, the current fight state of the target game role is obtained, and a target behavior event corresponding to the current fight state is determined in the first skill set and is executed.
In this embodiment, the target game role may change in the combat state during the game combat process, and when detecting the change of the combat state of the target game role, if detecting that the target game role changes from the combat state a to the combat state B, the server obtains the current combat state, i.e. the combat state B, of the target game role, and then determines a behavior event corresponding to the current combat state, i.e. the combat state B, in the skill flow of the first skill set corresponding to the target game role, that is, obtains the target behavior event and executes the target behavior event.
It will be appreciated that, in the embodiment of the present invention, when detecting that the combat state of the game character changes during the course of the game combat, a behavioral event corresponding to the current combat state of the game character is executed.
It will be appreciated that, according to the release instruction sent by the server, each target client may execute, in a manner similar to the execution of step S208-7B by the server, a corresponding behavior event according to the current combat state of the target game character when detecting a combat state change of the target game character.
Optionally, after step S208-5, an implementation manner is further provided in an embodiment of the present invention.
Step S208-7C, when the change of the combat attribute of the target combat object is detected, the current combat attribute of the target combat object is obtained, and a second skill stream which is not executed in the second skill set is executed according to the current combat attribute.
In this embodiment, the target combat object may change during the game combat process, and when the server detects the change of the target combat object, for example, when detecting that the target combat object changes from the combat attribute 1 to the combat attribute 2, the server obtains the current combat attribute, that is, the combat attribute 2, of the target combat object, and then executes a second skill stream that is not executed in the second skill set corresponding to the target combat object according to the current combat attribute, that is, the combat attribute 2. For example, the target combat object changes from combat attribute 1 to combat attribute 2, and its attack value becomes high, then the attack value corresponding to combat attribute 2 may be calculated and the remaining second skill stream may be executed according to the attack value.
It will be appreciated that when the present embodiment of the invention detects that the combat attribute of the target combat object changes during the course of a game combat, the remaining skill stream is performed in accordance with the current combat attribute of the target combat object.
It will be appreciated that, according to the release instruction sent by the server, each target client may execute the remaining skill flow according to the current combat attribute of the target combat object when detecting the change of the combat attribute of the target combat object in a manner similar to the manner in which the server executes step S208-7C.
Optionally, for each target client side, according to the process of simultaneously running the skill information corresponding to the target game role and the skill information corresponding to the target combat object according to the release instruction, one possible implementation manner is provided by the embodiment of the present invention.
Step S302, each target client acquires a skill identifier of a target game role, a skill identifier of a target combat object, a random number seed and a skill time stamp carried in a release instruction;
step S304, each target client acquires skill information corresponding to the target game role according to the skill identification of the target game role, and acquires skill information corresponding to the target combat object according to the skill identification of the target combat object;
step S306, each target client calculates the same target time length according to the random number seeds, calculates skill trigger time according to the skill time stamp and the target time length, and simultaneously operates the skill information corresponding to the target game role and the skill information corresponding to the target combat object according to the skill trigger time.
In this embodiment, each target client receives a release instruction sent by a server, and obtains a skill identifier of a target game character, a skill identifier of a target combat object, a random number seed and a skill time stamp carried in the release instruction; and then, according to the skill identification of the target game role, acquiring the skill information corresponding to the target game role from the skill information corresponding to the plurality of game roles in the local cache, and according to the skill identification of the target combat object, acquiring the skill information corresponding to the target combat object from the skill information corresponding to the plurality of combat objects in the local cache.
Then, each target client calculates the same target duration according to the random number seeds. It should be noted that, since the random number seed received by each target client is the same, the target duration calculated by each target client based on the random number seed is the same according to the same calculation method. This target duration may be understood as a buffer time, i.e. a redundant time set to ensure that each target client can run skills simultaneously;
and finally, each target client calculates the skill trigger time according to the skill time stamp and the target time length, and simultaneously operates the skill information corresponding to the target game role and the skill information corresponding to the target combat object according to the skill trigger time. The process of the target client running the skill information corresponding to the target game character and the skill information corresponding to the target combat object is similar to the process executed by the server, and the content of the corresponding part in the above embodiment can be referred to.
It can be understood that in the embodiment of the invention, the server side issues the random number seed to each target client side, so that each target client side calculates the same redundancy time based on the random number seed, and the skill information of each client side is operated at the same time, thereby achieving the effect of multi-terminal synchronous operation of game skills.
Optionally, in one possible implementation manner, the release instruction further carries an attack result, and then each target client may further implement the following procedure, that is: in step S308, each target client displays the hit effect of the target object according to the target game role and the target object that is hit by the target combat object when the attack result carried by the release instruction is hit.
In this embodiment, the release instruction further carries the target game character and the attack result of the target combat object on the target object. If the attack result carried by the release instruction received by the target client is hit, which indicates that the target game role and the target combat object can be attacked to the target object at the time of release of the skill, the target client can also display the hit effect of the target object in the process of running the skill information corresponding to the target game role and the skill information corresponding to the target combat object.
In order to perform the respective steps of the above embodiments and the various possible ways, an implementation of a game skill parallel processing device is given below. Referring to fig. 4, fig. 4 is a functional block diagram of a game skill parallel processing apparatus 400 according to an embodiment of the invention. It should be noted that, the basic principle and the technical effects of the game skill parallel processing apparatus 400 provided in this embodiment are the same as those of the above embodiment, and for brevity, reference may be made to the corresponding contents in the above embodiment. The game skill parallel processing apparatus 400 includes:
a receiving module 410, configured to receive a skill release request sent by any one target client, where the target client represents a client of a player participating in the same game combat;
when the skill release request carries a game role and a fight object associated with the game role, taking the game role carried by the skill release request as a target game role, and taking the fight object associated with the game role carried by the skill release request as a target fight object;
a judging module 430 for judging whether the target game character satisfies the skill release condition and whether the target combat object satisfies the skill release condition, respectively;
And the processing module 450 is used for running the skill information corresponding to the target game role and the skill information corresponding to the target combat object under the condition that the target game role and the target combat object meet the skill release conditions, generating a release instruction and sending the release instruction to each target client so that each target client can run the skill information corresponding to the target game role and the skill information corresponding to the target combat object at the same time according to the release instruction.
Optionally, the processing module 450 is further configured to: acquiring a first environment type of a game environment in which a target game role is currently located and a second environment type of the game environment in which a target combat object is currently located; acquiring a first skill set matched with a first environment type from skill information corresponding to a target game role, and acquiring a second skill set matched with a second environment type from skill information corresponding to a target combat object; each first skill stream in the first skill set is executed in turn, and each second skill stream in the second skill set is executed in turn.
Optionally, the processing module 450 is further configured to: when the action event of the second skill flow currently executed is a fight object creation event, creating a corresponding fight object to obtain a target fight object, and running a sub-skill flow corresponding to the target fight object.
Optionally, the processing module 450 is further configured to: when a change in the combat state of the target game character is detected, a current combat state of the target game character is acquired, a target behavioral event corresponding to the current combat state is determined in the first skill set, and the target behavioral event is executed.
Optionally, the processing module 450 is further configured to: when a change in a combat attribute of the target combat object is detected, a current combat attribute of the target combat object is obtained, and a second skill stream not performed in the second skill set is performed in accordance with the current combat attribute.
Optionally, each target client side simultaneously runs the skill information corresponding to the target game role and the skill information corresponding to the target combat object according to the release instruction, and the method is implemented in the following manner:
each target client acquires a skill identifier of a target game role, a skill identifier of a target combat object, a random number seed and a skill time stamp carried in a release instruction;
each target client acquires skill information corresponding to the target game role according to the skill identification of the target game role, and acquires skill information corresponding to the target combat object according to the skill identification of the target combat object;
and each target client calculates the same target time length according to the random number seeds, calculates the skill trigger time according to the skill time stamp and the target time length, and simultaneously operates the skill information corresponding to the target game role and the skill information corresponding to the target combat object according to the skill trigger time.
Optionally, each target client also performs the following procedure: and under the condition that the attack result carried by the release instruction is hit, each target client displays the hit effect of the target object according to the target game role and the target object attacked by the target combat object.
The embodiment of the invention also provides a server, which comprises a processor and a memory, wherein the memory stores a computer program, and when the processor executes the computer program, the game skill parallel processing method disclosed by the embodiment of the invention is realized.
The embodiment of the invention also provides a storage medium, and a computer program is stored on the storage medium, and when the computer program is executed by a processor, the game skill parallel processing method disclosed by the embodiment of the invention is realized.
In the several embodiments provided in the present invention, it should be understood that the disclosed apparatus and method may be implemented in other manners. The apparatus embodiments described above are merely illustrative, for example, of the flowcharts and block diagrams in the figures that illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods and computer program products according to various embodiments of the present invention. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). It should also be noted that in some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
In addition, functional modules in the embodiments of the present invention may be integrated together to form a single part, or each module may exist alone, or two or more modules may be integrated to form a single part.
The functions, if implemented in the form of software functional modules and sold or used as a stand-alone product, may be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention may be embodied essentially or in a part contributing to the prior art or in a part of the technical solution, in the form of a software product stored in a storage medium, comprising several instructions for causing a computer device (which may be a personal computer, a server, a network device, etc.) to perform all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
The above description is only of the preferred embodiments of the present invention and is not intended to limit the present invention, but various modifications and variations can be made to the present invention by those skilled in the art. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present invention should be included in the protection scope of the present invention.

Claims (10)

1. The game skill parallel processing method is characterized by being applied to a server, wherein the server is in communication connection with a plurality of clients, the server and each client store skill information corresponding to a plurality of game roles and skill information corresponding to a plurality of combat objects, and the game skill parallel processing method comprises the following steps:
receiving a skill release request sent by any target client, wherein the target client represents a client of a player participating in the same game combat;
when the skill release request carries a game role and a fight object associated with the game role, taking the game role carried by the skill release request as a target game role, and taking the fight object associated with the game role carried by the skill release request as a target fight object;
respectively judging whether the target game role meets the skill release condition and whether the target combat object meets the skill release condition;
and under the condition that the target game role and the target combat object meet the skill release conditions, running skill information corresponding to the target game role and skill information corresponding to the target combat object, generating release instructions and sending the release instructions to each target client, so that each target client runs the skill information corresponding to the target game role and the skill information corresponding to the target combat object simultaneously according to the release instructions.
2. The game skill parallel processing method according to claim 1, wherein the skill information includes skill sets matched for each environment type, the skill sets including a plurality of skill streams arranged in time sequence;
the step of running skill information corresponding to the target game character and skill information corresponding to the target combat object includes:
acquiring a first environment type of a game environment in which the target game role is currently located and a second environment type of the game environment in which the target combat object is currently located;
acquiring a first skill set matched with the first environment type from the skill information corresponding to the target game role, and acquiring a second skill set matched with the second environment type from the skill information corresponding to the target combat object;
each first skill stream in the first skill set is executed in turn, and each second skill stream in the second skill set is executed in turn.
3. The game skill parallel processing method according to claim 2, wherein the skill stream comprises a plurality of behavior events, and the server and each client store a sub-skill stream corresponding to each combat sub-object;
The step of running the skill information corresponding to the target game role and the skill information corresponding to the target combat object further comprises:
when the action event of the second skill flow currently executed is a fight object creation event, creating a corresponding fight object to obtain a target fight object, and running a sub skill flow corresponding to the target fight object.
4. A game skill parallel processing method according to claim 2, wherein the skill stream comprises a plurality of behavioral events;
the step of running the skill information corresponding to the target game role and the skill information corresponding to the target combat object further comprises:
when a change in the combat state of the target game character is detected, a current combat state of the target game character is acquired, a target behavior event corresponding to the current combat state is determined in the first skill set, and the target behavior event is executed.
5. The game skill parallel processing method according to claim 2, wherein the step of running skill information corresponding to the target game character and skill information corresponding to the target combat object further comprises:
And when detecting the change of the combat attribute of the target combat object, acquiring the current combat attribute of the target combat object, and executing a second skill stream which is not executed in the second skill group according to the current combat attribute.
6. The game skill parallel processing method according to claim 1, wherein the step of simultaneously executing the skill information corresponding to the target game character and the skill information corresponding to the target combat object by each target client according to the release instruction is implemented in the following manner:
each target client acquires a skill identifier of the target game role, a skill identifier of the target combat object, a random number seed and a skill time stamp carried in the release instruction;
each target client obtains skill information corresponding to the target game role according to the skill identification of the target game role, and obtains skill information corresponding to the target combat object according to the skill identification of the target combat object;
and each target client calculates the same target time length according to the random number seeds, calculates the skill trigger time according to the skill time stamp and the target time length, and simultaneously operates the skill information corresponding to the target game role and the skill information corresponding to the target combat object according to the skill trigger time.
7. The game skill parallel processing method according to claim 6, wherein the release instruction further carries an attack result, and each target client further performs the steps of:
and under the condition that the attack result carried by the release instruction is hit, each target client displays the hit effect of the target object according to the target game role and the target object attacked by the target combat object.
8. A game skill parallel processing device, which is characterized in that the game skill parallel processing device is applied to a server, the server is in communication connection with a plurality of clients, the server and each client store skill information corresponding to a plurality of game roles and skill information corresponding to a plurality of combat objects, and the game skill parallel processing device comprises:
the receiving module is used for receiving a skill release request sent by any target client, wherein the target client represents a client of a player participating in the same game combat;
when the skill release request carries a game role and a fight object associated with the game role, taking the game role carried by the skill release request as a target game role, and taking the fight object associated with the game role carried by the skill release request as a target fight object;
The judging module is used for judging whether the target game role meets the skill releasing condition or not and whether the target combat object meets the skill releasing condition or not respectively;
and the processing module is used for running the skill information corresponding to the target game role and the skill information corresponding to the target combat object under the condition that the target game role and the target combat object meet the skill release conditions, generating a release instruction and sending the release instruction to each target client so that each target client can run the skill information corresponding to the target game role and the skill information corresponding to the target combat object at the same time according to the release instruction.
9. A server comprising a processor and a memory, wherein the memory stores a computer program, and the processor implements the game skill parallel processing method according to any one of claims 1 to 7 when executing the computer program.
10. A storage medium having stored thereon a computer program which, when executed by a processor, implements the game skill parallel processing method of any one of claims 1 to 7.
CN202311675085.9A 2023-12-07 2023-12-07 Game skill parallel processing method, device, service and storage medium Pending CN117732056A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202311675085.9A CN117732056A (en) 2023-12-07 2023-12-07 Game skill parallel processing method, device, service and storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202311675085.9A CN117732056A (en) 2023-12-07 2023-12-07 Game skill parallel processing method, device, service and storage medium

Publications (1)

Publication Number Publication Date
CN117732056A true CN117732056A (en) 2024-03-22

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Family Applications (1)

Application Number Title Priority Date Filing Date
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Country Status (1)

Country Link
CN (1) CN117732056A (en)

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