CN117919695A - Data processing method and device for round game, storage medium and electronic equipment - Google Patents

Data processing method and device for round game, storage medium and electronic equipment Download PDF

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Publication number
CN117919695A
CN117919695A CN202410141077.4A CN202410141077A CN117919695A CN 117919695 A CN117919695 A CN 117919695A CN 202410141077 A CN202410141077 A CN 202410141077A CN 117919695 A CN117919695 A CN 117919695A
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China
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combat
fight
target
sightseeing
current round
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CN202410141077.4A
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王国庆
张懋熙
陈楷
虞龙煜
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Guangzhou Boguan Information Technology Co Ltd
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Guangzhou Boguan Information Technology Co Ltd
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Priority to CN202410141077.4A priority Critical patent/CN117919695A/en
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Abstract

The disclosure belongs to the technical field of virtual games, and relates to a data processing method and device for round-making games, a computer storage medium and electronic equipment. The method comprises the following steps: receiving a round-trip combat opening request, and determining combat data corresponding to the round-trip combat opening request; obtaining combat behaviors of two parties in the current round according to the combat data, and generating combat instructions according to the combat behaviors; and sending the fight command of the target fight square sheet of paper used for painting or calligraphy to the fight client to render a fight picture of the target fight square sheet of paper used for painting or calligraphy in the current round in the fight client according to the fight command. In the method, the combat behaviors of both parties can be directly obtained according to the combat data, the operations of players are omitted, all the combat behaviors in the current round can be obtained without waiting for the players to give operation instructions, and combat pictures corresponding to the combat behaviors are displayed in the sightseeing clients, so that the operation convenience is provided for the players in the round game.

Description

Data processing method and device for round game, storage medium and electronic equipment
Technical Field
The present disclosure relates to the field of virtual games, and in particular, to a method for processing data of a round game, a device for processing data of a round game, a computer readable storage medium, and an electronic device.
Background
There is a round-making game type in the virtual game.
In general, the server needs to wait for all players to perform corresponding operations in each round, and then determine the combat behaviors of the players, so as to display corresponding combat pictures on the terminal according to the combat behaviors. The player must perform corresponding operations in the whole combat process, and the server must wait for the operation instruction issued by the player to determine the combat behavior in the current round, which increases the complexity of the operation of the game player in the round-making game and reduces the efficiency of displaying the combat picture in the terminal.
In view of the foregoing, there is a need in the art for a new method and apparatus for processing data for round-robin game.
It should be noted that the information disclosed in the above background section is only for enhancing understanding of the background of the present disclosure and thus may include information that does not constitute prior art known to those of ordinary skill in the art.
Disclosure of Invention
The present disclosure is directed to a method for processing data of a round game, a device for processing data of a round game, a computer-readable storage medium, and an electronic apparatus, and, at least to some extent, to overcome the problem that a player must wait for an operation instruction to determine a combat behavior in a current round due to a related art.
Other features and advantages of the present disclosure will be apparent from the following detailed description, or may be learned in part by the practice of the disclosure.
According to a first aspect of an embodiment of the present invention, there is provided a data processing method for a round-robin game, the method including: receiving a round-trip combat opening request, and determining combat data corresponding to the round-trip combat opening request; obtaining combat behaviors of two parties in the current round according to the combat data, and generating combat instructions according to the combat behaviors; and sending the fight command of the target fight square sheet of paper used for painting or calligraphy to a sightseeing client to render a fight picture of the target fight square sheet of paper used for painting or calligraphy in the current round in the sightseeing client according to the fight command.
According to a second aspect of an embodiment of the present invention, the apparatus comprises: the combat opening module is configured to receive a round-making combat opening request and determine combat data corresponding to the round-making combat opening request; the combat order generation module is configured to obtain combat behaviors of two parties in the current round according to the combat data, and generate combat orders according to the combat behaviors; and a combat screen rendering module configured to send the combat instructions of the target combat square sheet of paper used for painting or calligraphy to a sightseeing client, so as to render a combat screen of the target combat square sheet of paper used for painting or calligraphy in the current round in the sightseeing client according to the combat instructions.
According to a third aspect of an embodiment of the present invention, there is provided an electronic apparatus including: a processor and a memory; wherein the memory has stored thereon computer readable instructions which, when executed by the processor, implement the data processing method of the round-robin game of any of the above-described exemplary embodiments.
According to a fourth aspect of embodiments of the present invention, there is provided a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements the data processing method of the round game in any of the above-described exemplary embodiments.
As can be seen from the above technical solutions, the data processing method for round-robin game, the data processing device for round-robin game, the computer storage medium and the electronic device according to the exemplary embodiments of the present invention have at least the following advantages and positive effects:
in the method and the device provided by the exemplary embodiment of the disclosure, the combat behaviors of both parties can be directly obtained according to the combat data, the operations of players are omitted, all the combat behaviors in the current round can be obtained without waiting for the players to give an operation instruction, and the combat picture corresponding to the combat behaviors is displayed in the sightseeing client, so that the operation convenience is provided for the players in the round game, and the efficiency of displaying the combat picture in the sightseeing client in the follow-up process is improved.
It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the disclosure.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the disclosure and together with the description, serve to explain the principles of the disclosure. It will be apparent to those of ordinary skill in the art that the drawings in the following description are merely examples of the disclosure and that other drawings may be derived from them without undue effort.
FIG. 1 schematically illustrates a flow diagram of a method of data processing for a turn-based game in an embodiment of the present disclosure;
FIG. 2 schematically illustrates a flow chart of generating a combat command according to combat behaviors in a data processing method of a round-making game according to an embodiment of the present disclosure;
FIG. 3 schematically illustrates a flow chart of sending a combat end instruction to a spectator client in a data processing method of a round-robin game in an embodiment of the present disclosure;
FIG. 4 schematically illustrates a flow chart of determining total time consumption of a current round of combat according to combat behavior information in a data processing method of a round-making game according to an embodiment of the present disclosure;
fig. 5 schematically illustrates a flowchart of sending a fight ending instruction to a sightseeing client according to a detection result in a data processing method of a round-based game in an embodiment of the present disclosure;
FIG. 6 schematically illustrates a flowchart of a method for extending the end of combat countdown in a data processing method for a round-robin game in an embodiment of the present disclosure;
FIG. 7 schematically illustrates a flow chart of a method for processing data of a round-robin game in an embodiment of the disclosure, in which a combat command of a target combat square sheet of paper used for painting or calligraphy is sent to a sightseeing client;
FIG. 8 schematically illustrates a flowchart of rendering a fast forward combat screen in a data processing method of a round-robin game according to an embodiment of the present disclosure;
FIG. 9 schematically illustrates a flowchart of a method for processing data of a round-robin game in a specific application scenario according to an embodiment of the present disclosure;
FIG. 10 schematically illustrates an apparatus for a data processing method for a turn-based game in an embodiment of the present disclosure;
FIG. 11 schematically illustrates an electronic device for a data processing method for a turn-based game in an embodiment of the present disclosure;
fig. 12 schematically illustrates a computer-readable storage medium of a data processing method for a turn-based game in an embodiment of the present disclosure.
Detailed Description
Example embodiments will now be described more fully with reference to the accompanying drawings. However, the exemplary embodiments may be embodied in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concept of the example embodiments to those skilled in the art. The described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a thorough understanding of embodiments of the present disclosure. One skilled in the relevant art will recognize, however, that the aspects of the disclosure may be practiced without one or more of the specific details, or with other methods, components, devices, steps, etc. In other instances, well-known technical solutions have not been shown or described in detail to avoid obscuring aspects of the present disclosure.
The terms "a," "an," "the," and "said" are used in this specification to denote the presence of one or more elements/components/etc.; the terms "comprising" and "having" are intended to be inclusive and mean that there may be additional elements/components/etc. in addition to the listed elements/components/etc.; the terms "first" and "second" and the like are used merely as labels, and are not intended to limit the number of their objects.
Furthermore, the drawings are merely schematic illustrations of the present disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and thus a repetitive description thereof will be omitted. Some of the block diagrams shown in the figures are functional entities and do not necessarily correspond to physically or logically separate entities.
In view of the problems in the related art, the present disclosure proposes a data processing method of a round-robin game. Fig. 1 shows a flow chart of a data processing method of a round game, and as shown in fig. 1, the data processing method of the round game at least comprises the following steps:
s110, receiving a round-making combat opening request, and determining combat data corresponding to the round-making combat opening request.
And S120, obtaining the combat behaviors of the two parties in the current round according to the combat data, and generating a combat instruction according to the combat behaviors.
And S130, transmitting a fight command of the target fight square sheet of paper used for painting or calligraphy to the sightseeing client so as to render a fight picture of the target fight square sheet of paper used for painting or calligraphy in the current round in the sightseeing client according to the fight command.
In the method and the device provided by the exemplary embodiment of the disclosure, the combat behaviors of both parties can be directly obtained according to the combat data, the operations of players are omitted, all the combat behaviors in the current round can be obtained without waiting for the players to give an operation instruction, and the combat picture corresponding to the combat behaviors is displayed in the sightseeing client, so that the operation convenience is provided for the players in the round game, and the efficiency of displaying the combat picture in the sightseeing client in the follow-up process is improved.
The respective steps of the data processing method of the turn game will be described in detail.
In step S110, a round-based combat opening request is received, and combat data corresponding to the round-based combat opening request is determined.
In an exemplary embodiment of the present disclosure, there is a preparation time for the player to prepare before the turn-based game starts. When the preparation time is over, a round-making combat opening request may be received.
The round-making combat opening request refers to a request for opening the present round. After receiving the round-making combat opening request, combat data can be determined. The fight data may be pieces data of both fighters, specifically, the pieces data may be the number of pieces that are placed by both fighters at the time, the type of pieces that are placed by both fighters at the time, attack skills possessed by pieces placed by both fighters at the time, or any data related to pieces placed by both fighters at the time, which is not particularly limited in this exemplary embodiment.
The fight data may also be current status data of the two parties, specifically, the fight data may be a current status of the player corresponding to the two parties, the fight data may be an attribute possessed by the player corresponding to the two parties, the fight data may be a location where the player corresponding to the two parties is located, and the fight data may be other relevant information of the player corresponding to the two parties, which is not particularly limited in this exemplary embodiment.
In step S120, the combat behaviors of both parties in the current round are obtained from the combat data, and a combat instruction is generated from the combat behaviors.
In an exemplary embodiment of the present disclosure, after determining the combat data, the combat data may be forwarded to a combat process, where combat behaviors of both parties in the current round are determined, and combat instructions are generated based on the combat behaviors.
The combat behavior refers to an attack behavior between the pieces of the combat party and the pieces of the opponent. According to the fight data, the fight data can be directly determined how to fight between the chessmen of the two fight parties in the current round, namely, the fight behavior is determined. Each combat action corresponds to a combat order.
In an alternative embodiment, fig. 2 schematically illustrates a flow chart of generating a combat command according to combat behaviors in a data processing method for a round game according to an embodiment of the present disclosure, where the combat data includes pieces data, the pieces data includes pieces types corresponding to all pieces of both parties in a current round, and the combat command includes a piece combat command, and as illustrated in fig. 2, the method at least includes the following steps: in step S210, determining a combat rule behavior tree corresponding to each of the two combat pieces according to the type of the corresponding chess pieces of the current round and the corresponding chess pieces of the two combat pieces; the combat rule behavior tree is used for determining attack objects of target chessmen corresponding to the chessmen types and attack skills released when the attack objects are attacked; in step S220, an attack mapping relationship among the target chess pieces, the attack object and the attack skills is determined according to the combat rule behavior tree, and a chess piece combat instruction is generated based on the attack mapping relationship.
Wherein, the chess piece type is used for describing the classification of the chess pieces corresponding to the two fighters in the current round. The combat rule behavior tree refers to a tree-like structure for describing an attack object that can be attacked by pieces of different piece types and attack skills that can be released when the attack object is attacked.
For example, the fighter and the fighter each have 6 chessmen, wherein the type of chessman 1 arranged by the battle square sheet of paper used for painting or calligraphy a is XX 1. Based on the pawn type "XX1" a corresponding combat rule behavioural tree S-1 can be obtained. A pawn of pawn type "XX1" is shown in the combat rules behavior tree S-1, which may attack pawn 2 of the other party of the combat in the current round and release the attack skills J-1 to the pawn 2. Based on this, for the chess pieces 1 (i.e., target chess pieces) distributed by the battle square sheet of paper used for painting or calligraphy a, the attack object is the chess piece 2 of the other party of the battle, and the attack skill is attack skill J-1. For the rest chessmen, the attack object and the attack skills which can be released when the attack object is attacked can be determined in the same way by adopting the mode.
And the target chessmen, the attack objects and the attack skills are determined according to the combat rule behavior tree, and have attack mapping relations (namely, the relation that the target chessmen attack the attack objects by releasing the attack skills). And generating a chess combat command according to the attack mapping relation, wherein the chess combat command is used for being sent to the sightseeing client so that the sightseeing client can render a corresponding combat picture according to the chess combat command.
In the present exemplary embodiment, the attack mapping relationship among the target chess pieces, the attack objects and the attack skills can be directly determined through the combat rule behavior tree corresponding to the chess piece type, and the operation instruction is not required to be issued by the player, so that the chess piece combat instruction can be generated according to the attack mapping relationship, and the operation convenience is provided for the player in the round-making game.
In an alternative embodiment, the combat order further comprises current state data for describing the current state of the two parties of the combat when the combat order is generated.
The fight command comprises a fight command of chessman and current state data for describing the current states of the two fight parties when the target chessman, the attack object and the attack skill are determined. Specifically, the current state data may be attribute information possessed by the player when the target chess piece, the attack object and the attack skill are determined, and the current state data may be a position where the player is located when the target chess piece, the attack object and the attack skill are determined, or any one of the state information possessed by the player when the target chess piece, the attack object and the attack skill are determined, which is not particularly limited in this exemplary embodiment.
In the present exemplary embodiment, the fight command includes, in addition to the chess piece fight command, current state data describing the current states of both sides of the fight, which improves the rendering effect of the fight screen.
In an alternative embodiment, fig. 3 schematically illustrates a flowchart of sending a combat end instruction to a spectator client in the data processing method of the round-making game according to the embodiment of the present disclosure, and as shown in fig. 3, the method at least includes the following steps: in step S310, based on the chess piece combat instruction and the current state data corresponding to the chess piece combat instruction, simulating a combat operation environment of the sightseeing client in the current round; in step S320, in the combat operation environment, the combat instruction is parsed to obtain combat behavior information; in step S330, the total time consumption of the battle in the current round is determined according to the battle behavior information, and the end countdown of the battle is determined according to the total time consumption of the battle; in step S340, it is detected whether there is a target audience watching the current round at the end of the fight end countdown to obtain a detection result, and a fight end instruction is sent to the sightseeing client according to the detection result, so as to end the current round.
The resolution of the sightseeing clients, network fluctuation and possible problem of the sightseeing clients cause different time periods for playing the sightseeing animation of different sightseeing clients, so that the situation that the fight picture is played on some sightseeing clients but not played on other sightseeing clients occurs. For example, there are 3-8 players watching the battle corresponding to the current round, and due to resolution of the sightseeing client, network fluctuation and possible problem of the hitter of the sightseeing client, there is a possibility that one sightseeing client plays the battle picture faster than other sightseeing clients, which results in that when other sightseeing clients receive the battle end instruction, the battle picture is not yet played.
In order to avoid the occurrence of the above situation, it is first required to simulate the combat operation environment of the sightseeing client in the current round, then analyze the combat command to obtain combat behavior information, and then determine the total combat time consumption of the current round according to the combat behavior information, so as to send a combat ending command to the sightseeing client at the moment of time for ending the current round.
Specifically, the combat operation environment of the sightseeing client in the current round can be simulated according to the target chessman, the attack object, the attack skill and the current state data recorded in the combat command.
After the combat operation environment is simulated on the server, the combat instructions can be analyzed to obtain combat behavior information. In particular, the combat behavior information may be a skill identity uniquely representing the offensive skill recorded in the combat directive. The skill identification can be used for obtaining data for determining the total time consumption of the current round of combat, and further determining the total time consumption of the current round of combat.
The combat end countdown refers to a period of time that is used to subsequently determine whether there is a target audience viewing the current round at the end of the period of time. It should be noted that if the total time of the fight is 1 minute, the fight ending countdown time may be determined to be 10 seconds, and if the total time of the fight is 90 seconds, the fight ending countdown time may be set to be 15 seconds, that is, the fight ending countdown time may be correspondingly increased along with the increase of the total time of the fight, and may be correspondingly decreased along with the decrease of the fight ending countdown time.
And detecting whether a target audience watching the current round exists or not as a detection result when the combat end countdown is finished. According to different detection results, a fight ending instruction can be sent to the sightseeing client at different occasions, so that the sightseeing client finishes rendering of a fight picture of the current round or switches the fight picture displayed on the sightseeing client.
In the present exemplary embodiment, the fight end countdown is set according to the total time consumption of the fight, so that the timing of sending the fight end instruction to the sightseeing client is determined by detecting whether the target audience watching the current round exists at the end of the fight end countdown, and further, the situation that the fight picture is already played on some sightseeing clients but not yet played on other sightseeing clients is avoided.
In an alternative embodiment, fig. 4 schematically illustrates a flow chart of determining total combat time consumption of a current round according to combat behavior information in a data processing method for a round game according to an embodiment of the present disclosure, where the combat behavior information includes skill identifiers of attack skills corresponding to combat instructions, respectively, and as shown in fig. 4, the method at least includes the following steps: in step S410, based on the skill identifier, determining a first execution time, a second execution time and a third execution time corresponding to all the chess pieces respectively; the first execution time is the time from the action of releasing the attack skill to the release point, the second execution time is the time from the attack skill to the attack object, and the third execution time is the playing time of the animation in the process of releasing the attack skill; in step S420, the total time consumption of the current round of combat is determined according to the first execution time, the second execution time and the third execution time corresponding to all the chess pieces.
Wherein, for a chess piece, the aim of attacking an attacking object needs to be achieved by releasing the attacking skill. In the whole process of releasing the attack skills, the player firstly needs to execute the action of releasing the attack skills (playing action animation at the moment); then when the attack skill to be released reaches the release point, the animation corresponding to the attack skill starts to play; then starting playing the hit animation of the attack object when the released attack skill reaches the attack object; finally, after all the action animation corresponding to the player, the hit animation corresponding to the attack object and the animation corresponding to the attack skill are played, the execution process of the attack skill corresponding to one chessman is calculated to be finished.
In order to determine how long it takes for the release process of the attack skills corresponding to one piece to take, the first execution time, the second execution time and the third execution time need to be determined. The first execution time refers to the time taken by the released attack skills to reach the release point, the second execution time refers to the time taken by the attack skills to reach the attack object, and the third execution time refers to the playing time of the animation in the process of releasing the attack skills. It should be noted that, the playing time of the animation specifically refers to the maximum value of the playing time of the action animation corresponding to the player, the playing time of the hit animation corresponding to the attack object, and the playing time of the animation corresponding to the attack skill.
The combat behavior information can be obtained by analyzing the combat instructions, and the combat behavior information comprises an identification (namely, a skill identification) which can uniquely represent the attack skill.
Through the skill mark, resource files preset by the artist can be obtained, and concretely, the resource files preset by the artist comprise attack skill files and action files. The first execution time can be determined by the action file, and the second execution time and the third execution time can be determined by the attack skill file.
After the first execution time, the second execution time and the third execution time are obtained, the first execution time, the second execution time and the third execution time can be summed up, so that the time consumed by the attack skills of one chess piece in the releasing process can be obtained. Summing the time spent by the attack skills of all the chess pieces in the release process can obtain the total time spent by the fight of the current round.
In this exemplary embodiment, a manner of determining the total time consumption of a battle is provided, which is helpful for determining the end countdown of the battle according to the total time consumption of the battle, so as to avoid the situation that some sightseeing clients have been played completely, but other sightseeing clients have not been played completely.
In an alternative embodiment, fig. 5 schematically illustrates a flowchart of sending a battle ending instruction to a sightseeing client according to a detection result in the data processing method of the round-making game according to the embodiment of the present disclosure, and as shown in fig. 5, the method at least includes the following steps: in step S510, if the detection result is that the target audience watching the current round exists when the countdown of the fight ends and the target audience belongs to the fighter in the current round, sending a fight ending instruction to the sightseeing client after the fight picture is played; in step S520, if the detection result is that the target audience watching the current round exists when the countdown of the fight ends and the target audience does not belong to the fighter in the current round, sending a fight ending instruction to the sightseeing client; in step S530, if the detection result is that the target audience watching the current round does not exist at the end of the fight end countdown, a fight end instruction is transmitted to the sightseeing client.
When receiving the command of finishing playing the fight picture sent by the fight client when the fight finishing countdown is finished, the fight finishing countdown is cleared, and the fight finishing command is sent to the fight client, so that the fight client finishes rendering the fight picture or switches to other fight pictures.
If the command of completing playing the fight image sent by the sightseeing client is not received when the countdown of the fight end is finished, the timing of sending the fight end command to the sightseeing client needs to be confirmed according to the detection result. The detection results are divided into two types, one is that there is a target audience viewing the current round at the end of the combat end countdown, and the other is that there is no target audience viewing the current round at the end of the combat end countdown.
When the target audience watching the current round exists at the end of the fight end countdown, it is necessary to determine whether the target audience belongs to the fighter of the current round. If the target audience belongs to the current round of fighter, after waiting for the playing of the fight image to be completed, a fight ending instruction is sent to the sightseeing client so as to ensure that the target audience can watch the complete fight image in the sightseeing client.
If the target audience does not belong to the current round of fighter, the fighter does not need to wait for the completion of playing the fight image, and a fight ending command can be directly sent to the sightseeing client to end the playing of the fight image, and the image can be switched to the fight image which the target audience needs to watch.
If the detection result is that the target audience watching the current round does not exist when the countdown of the fight ends, the situation that no audience is watching the fight picture at the moment is proved, and a fight ending instruction can be directly sent to the fight client to stop playing the fight picture on the fight client or directly switch the fight picture into the fight required to be watched by the target audience.
In this exemplary embodiment, by detecting the result, a fight end instruction may be sent to the sightseeing clients at different occasions, so as to avoid the situation that some sightseeing clients have been played completely, but other sightseeing clients have not been played completely.
In an alternative embodiment, fig. 6 schematically illustrates a flowchart of a method for processing data of a round-robin game according to an embodiment of the present disclosure to lengthen the end of combat countdown, as shown in fig. 6, where the method at least includes the following steps: in step S610, if the detection result is that there is a target audience watching the current round when the combat end countdown is over, extending the combat end countdown by a preset time; in step S620, when the extended combat end countdown is over, re-detecting whether there is a target audience watching the current round to obtain a detection result; in step S630, if the detection result is that the target audience watching the current round exists, a preset time is continuously extended based on the extended combat end countdown, so as to re-detect whether the target audience watching the current round exists to obtain the detection result when the extended combat end countdown is over, and the cycle is performed until the cycle end condition is satisfied.
If the detection result is that the target audience watching the current round exists at the end of the combat end countdown, the preset time needs to be extended on the basis of the combat end countdown, for example, the preset time may be 2 seconds. When the extended combat end countdown is over, it is necessary to re-detect whether there is a target audience watching the current round at this time, and a detection result is obtained.
If the detection result at this time is that the target audience watching the current round exists, the preset time needs to be continuously prolonged on the basis of the countdown of the end of the battle which is prolonged, and when the end of the battle which is prolonged is ended, whether the target audience watching the current round exists at this time needs to be detected again. That is, as long as there is a target audience viewing the current round at the end of the extended combat end countdown, the combat end countdown is continued for a preset time until the end of cycle condition is satisfied.
Specifically, the cycle end condition may be to extend the number of times of the fight end countdown to a preset number of times, for example, the fight end countdown may be extended by 10 times at most, or the cycle end condition may be to receive an instruction of completing playing of the fight picture sent by the sightseeing client, which is not particularly limited in this exemplary embodiment.
In this exemplary embodiment, when the target audience watching the current round exists at the end of the fight end countdown, the fight end countdown is extended, so that the situation that some sightseeing clients have been played completely but other sightseeing clients have not been played completely is avoided.
In step S130, a combat instruction of the target combat square sheet of paper used for painting or calligraphy is sent to the sightseeing client, so that a combat screen of the target combat square sheet of paper used for painting or calligraphy in the current round is rendered in the sightseeing client according to the combat instruction.
In an exemplary embodiment of the present disclosure, after generating the combat instructions of the target combat square sheet of paper used for painting or calligraphy, the combat instructions of the target combat square sheet of paper used for painting or calligraphy may be sent to the corresponding sightseeing client.
The sightseeing client refers to a terminal that plays a combat screen of the target combat square sheet of paper used for painting or calligraphy. It should be noted that, the audience may watch the combat screen of the target combat square sheet of paper used for painting or calligraphy by live broadcast, or may watch the combat screen of the target combat square sheet of paper used for painting or calligraphy by running a round game.
When the audience views the combat screen of the target combat square sheet of paper used for painting or calligraphy in a live manner, the live server is responsible for receiving and storing the combat instructions of the target combat square sheet of paper used for painting or calligraphy in real time in segments. In this process, the live server needs to parse and process the combat instructions of the target combat square sheet of paper used for painting or calligraphy to ensure the integrity and accuracy of the combat instructions of the target combat square sheet of paper used for painting or calligraphy. Meanwhile, the live server also needs to process and convert the combat instructions of the target combat square sheet of paper used for painting or calligraphy so as to adapt to the requirements of different game servers. On this basis, a combat command of the target combat square sheet of paper used for painting or calligraphy is sent to the sightseeing client through the game server. After receiving the combat command of the target combat square sheet of paper used for painting or calligraphy, the sightseeing client renders a combat picture of the target combat square sheet of paper used for painting or calligraphy according to the content recorded in the combat command of the target combat party.
In an alternative embodiment, fig. 7 schematically illustrates a flowchart of sending a combat command of a target combat square sheet of paper used for painting or calligraphy to a sightseeing client in a data processing method of a round game according to an embodiment of the present disclosure, and as shown in fig. 7, the method at least includes the following steps: in step S710, a sightseeing request sent by a sightseeing client is received, and a fight identifier and a token corresponding to the sightseeing request are determined; in step S720, if the token meets the verification condition, a target combat instruction corresponding to the combat identifier is determined from the combat instructions, so as to send the target combat instruction to the sightseeing client.
When the audience watches the fight picture of the target fight square sheet of paper used for painting or calligraphy in a live broadcast mode, the fight request carries the fight mark and the token. The token can be used for verifying whether the audience corresponding to the sightseeing client is qualified for sightseeing. The combat mark can be used for knowing which combat instructions correspond to the combat picture to be watched by the client.
In particular, the verification condition may be a condition that the token is equal to the verification value. When the token accords with the verification condition, proving that the audience corresponding to the sightseeing client side has the sightseeing qualification. When the audience corresponding to the sightseeing client has the sightseeing qualification, the target fight command with the fight mark can be determined from the fight command, and then the target fight command is sent to the sightseeing client.
For example, a sightseeing request sent by the sightseeing client is received, where the sightseeing request carries a fight identifier liveID and a Token. When the token is equal to the verification value, determining a target combat instruction corresponding to the combat identifier liveID from the combat instructions cached by the live broadcast server, and then sending the target combat instruction to the sightseeing client.
In the present exemplary embodiment, when the token meets the verification condition, the target combat instruction corresponding to the combat mark is determined from among the combat instructions, avoiding the occurrence of a situation in which the spectator is not entitled to the spectator, and the combat screen is displayed at the spectator client.
In an alternative embodiment, fig. 8 schematically illustrates a flowchart of rendering a fast forward combat screen in a data processing method for a round-making game according to an embodiment of the present disclosure, and as shown in fig. 8, the method at least includes the following steps: in step S810, a frame fast-forward request for a combat frame sent from a sightseeing client is received, and a target time value corresponding to the frame fast-forward request is determined; in step S820, according to the execution sequence between the combat instructions, a first target time instruction corresponding to the target time value and a second target time instruction executed after the target time value are determined in the combat instructions; in step S830, a fast forward combat screen of the target combat square sheet of paper used for painting or calligraphy in the current round is rendered in the sightseeing client according to the first target time instruction and the second target time instruction.
The target audience can also fast forward the fight picture in the process of watching the fight picture at the fight client. The picture fast forward request is just a request to fast forward the combat picture. The target time value is a time value at which the target audience needs to fast forward at this time, for example, when the target audience needs to fast forward the fight screen to 10 seconds, the target time value is 10 seconds.
The combat instructions are executed sequentially, for example, the combat instructions correspond to the chess pieces 1,2 and 3, wherein the attack order of the chess pieces 1,2 and 3 is that of the chess pieces 1, 3 and 2, and then the execution order among the combat instructions is that of executing the combat instructions corresponding to the chess pieces 1, 3 and 2, and finally the combat instructions corresponding to the chess pieces 2.
The first target time command refers to a combat command executed at the target time value, and the second target time command refers to a combat command executed after the target time value. Assuming that the combat command corresponding to the chess piece 3 is executed in the 10 th second, the first target time command is the combat command corresponding to the chess piece 3, and the second target time command is the combat command corresponding to the chess piece 2. Finally, according to the first target time command and the second target time command, a fight picture after the target time value can be rendered.
In the present exemplary embodiment, the user may jump to the combat screen corresponding to the first target time command immediately, so that the situation that the combat screen is played to the target time value in an acceleration manner when the screen fast forward request is received is avoided, and the screen fast forward requirement of the target audience is more perfectly satisfied.
In the method and the device provided by the exemplary embodiment of the disclosure, the combat behaviors of both parties can be directly obtained according to the combat data, the operations of players are omitted, all the combat behaviors in the current round can be obtained without waiting for the players to give an operation instruction, and the combat picture corresponding to the combat behaviors is displayed in the sightseeing client, so that the operation convenience is provided for the players in the round game, and the efficiency of displaying the combat picture in the sightseeing client in the follow-up process is improved.
FIG. 9 schematically illustrates a flow chart of a method for processing data of a round-robin game in a specific application scenario according to an embodiment of the present disclosure, as shown in FIG. 9, in which a round-robin combat opening request is first sent from a cross-service game cluster to a single-service game process; and then, in the course of the single-service game, obtaining a combat command according to combat data corresponding to the round combat opening request, and sending the combat command to the cross-service game cluster.
After receiving the fight command, the cross-service game cluster calculates the total fight time consumption; and setting the fight ending countdown according to the total time consumption of the fight. And determining a detection result when the combat end countdown is finished. If the detection result is yes, the target audience watching the current round exists at the end of the countdown of the fight, and if the detection result is no, the target audience watching the current round does not exist at the end of the countdown of the fight.
When the detection result is none, directly sending a fight ending instruction to the sightseeing client; and when the detection result is that the target audience watching the current round is detected, adding a countdown time of 2 seconds, determining the number of times of adding the countdown time, and if the number of times is smaller than 10, re-detecting whether the target audience watching the current round exists or not, and sequentially cycling until the number of times of adding the countdown time is equal to 10.
In addition, in an exemplary embodiment of the present disclosure, a data processing apparatus for a round-making game is also provided. Fig. 10 shows a schematic structural diagram of a data processing apparatus for a round game, and as shown in fig. 10, a data processing apparatus 1000 for a round game may include: a combat opening module 1010, a combat instruction generation module 1020, and a combat screen rendering module 1030. Wherein:
A combat opening module 1010 configured to receive the round-making combat opening request, determine combat data corresponding to the round-making combat opening request; a combat order generation module 1020 configured to derive combat behaviors of both parties in the current round from the combat data, and to generate combat orders from the combat behaviors; the target trigger component corresponds to the target trigger area; and a combat screen rendering module 1030 configured to send combat instructions of the target combat square sheet of paper used for painting or calligraphy to the sightseeing client, to render a combat screen of the target combat square sheet of paper used for painting or calligraphy in the current round in the sightseeing client according to the combat instructions.
In one exemplary embodiment of the present disclosure, based on the foregoing, the combat order generation module 1020 includes: the combat rule behavior tree module is configured to determine combat rule behavior trees respectively corresponding to all the chessmen of the two parties of the combat according to the types of the chessmen respectively corresponding to all the chessmen of the two parties of the combat in the current round; the combat rule behavior tree is used for determining attack objects of target chessmen corresponding to the chessmen types and attack skills released when the attack objects are attacked; and the generation instruction module is configured to determine an attack mapping relation among the target chess pieces, the attack objects and the attack skills according to the combat rule behavior tree, and generate chess piece combat instructions based on the attack mapping relation.
In one exemplary embodiment of the present disclosure, based on the foregoing, the combat order generation module 1020 includes: and the state data module is configured to further comprise current state data for describing the current states of the two parties of the fighter when the fighter instruction is generated.
In one exemplary embodiment of the present disclosure, based on the foregoing, the combat order generation module 1020 includes: a simulated combat environment module configured to simulate a combat operation environment of the sightseeing client in a current round based on the chess piece combat instruction and current state data corresponding to the chess piece combat instruction; the analysis instruction module is configured to analyze the fight instruction in a fight operation environment to obtain fight behavior information; the total time consumption determining module is configured to determine the total time consumption of the battle of the current round according to the battle behavior information, and determine the end countdown of the battle according to the total time consumption of the battle; and the detection module is configured to detect whether a target audience watching the current round gets a detection result when the combat end countdown is ended, and send a combat end instruction to the sightseeing client according to the detection result so as to end the current round.
In one exemplary embodiment of the present disclosure, based on the foregoing, the combat order generation module 1020 includes: the execution time determining module is configured to determine a first execution time, a second execution time and a third execution time which respectively correspond to all chessmen based on the skill identification; the first execution time is the time from the action of releasing the attack skill to the release point, the second execution time is the time from the attack skill to the attack object, and the third execution time is the playing time of the animation in the process of releasing the attack skill; and the fight total time consumption determining module is configured to determine the fight total time consumption of the current round according to the first execution time, the second execution time and the third execution time which respectively correspond to all the chessmen.
In one exemplary embodiment of the present disclosure, based on the foregoing, the combat order generation module 1020 includes: the first detection result module is configured to send a fight ending instruction to the sightseeing client after the fight picture is played, if the detection result is that a target audience watching the current round exists when the fight ending countdown is finished and the target audience belongs to a fight party in the current round; the second detection result module is configured to send a fight ending instruction to the sightseeing client if the detection result is that a target audience watching the current round exists when the fight ending countdown is ended and the target audience does not belong to a fight party in the current round; and the third detection result module is configured to send a fight ending instruction to the sightseeing client if the detection result is that the target audience watching the current round does not exist when the fight ending countdown is ended.
In one exemplary embodiment of the present disclosure, based on the foregoing, the combat order generation module 1020 includes: adding a preset time module, wherein the preset time module is configured to extend the fight ending countdown by a preset time if the detection result is that a target audience watching the current round exists when the fight ending countdown is ended; a re-detection module configured to re-detect whether a target audience watching the current round exists to obtain a detection result when the extended combat end countdown is over; and the circulation module is configured to continue to prolong the preset time on the basis of the prolonged combat end countdown if the detection result is that the target audience watching the current round exists, so as to re-detect whether the target audience watching the current round exists to obtain the detection result when the prolonged combat end countdown is finished, and circulate until the circulation end condition is met.
In one exemplary embodiment of the present disclosure, based on the foregoing scheme, the combat screen rendering module 1030 includes: the system comprises a sightseeing request receiving module, a sightseeing request processing module and a sightseeing request processing module, wherein the sightseeing request receiving module is configured to receive a sightseeing request sent by a sightseeing client and determine a fight identifier and a token corresponding to the sightseeing request; and the verification module is configured to determine a target combat instruction corresponding to the combat identifier from the combat instructions if the token meets verification conditions, so as to send the target combat instruction to the sightseeing client.
In one exemplary embodiment of the present disclosure, based on the foregoing scheme, the combat screen rendering module 1030 includes: a frame fast-forwarding request receiving module configured to receive a frame fast-forwarding request for a combat frame sent from a sightseeing client, and determine a target time value corresponding to the frame fast-forwarding request; the execution sequence determining module is configured to determine a first target time instruction corresponding to the target time value and a second target time instruction executed after the target time value in the combat instructions according to the execution sequence among the combat instructions; and the fast forward fight picture rendering module is configured to render a fast forward fight picture of the target combat square sheet of paper used for painting or calligraphy in the current round in the sightseeing client according to the first target moment instruction and the second target moment instruction.
The specific details of the above-mentioned round-play data processing apparatus 1000 have been described in detail in the corresponding round-play data processing method, and thus will not be described here again.
It should be noted that although in the above detailed description, several modules or units of the data processing apparatus 1000 of the turn game are mentioned, such division is not mandatory. Indeed, the features and functionality of two or more modules or units described above may be embodied in one module or unit in accordance with embodiments of the present disclosure. Conversely, the features and functions of one module or unit described above may be further divided into a plurality of modules or units to be embodied.
In addition, in an exemplary embodiment of the present disclosure, an electronic device capable of implementing the above method is also provided.
An electronic device 1100 according to such an embodiment of the invention is described below with reference to fig. 11. The electronic device 1100 shown in fig. 11 is merely an example, and should not be construed as limiting the functionality and scope of use of embodiments of the present invention.
As shown in fig. 11, the electronic device 1100 is embodied in the form of a general purpose computing device. Components of electronic device 1100 may include, but are not limited to: the at least one processing unit 1110, the at least one memory unit 1120, a bus 1130 connecting the different system components (including the memory unit 1120 and the processing unit 1110), and a display unit 1140.
Wherein the storage unit stores program code that is executable by the processing unit 1110 such that the processing unit 1110 performs steps according to various exemplary embodiments of the present invention described in the above-described "exemplary methods" section of the present specification.
The storage unit 1120 may include a readable medium in the form of a volatile storage unit, such as a Random Access Memory (RAM) 1121 and/or a cache memory 1122, and may further include a Read Only Memory (ROM) 1123.
The storage unit 1120 may also include a program/usage tool 1124 having a set (at least one) of program modules 1125, such program modules 1125 including, but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which may include the reality of a network environment, or some combination thereof.
The bus 1130 may be a local bus representing one or more of several types of bus structures, including a memory unit bus or memory unit controller, a peripheral bus, an accelerated graphics port, a processing unit, or a bus using any of a variety of bus architectures.
The electronic device 1100 may also communicate with one or more external devices 1170 (e.g., keyboard, pointing device, bluetooth device, etc.), one or more devices that enable a user to interact with the electronic device 1100, and/or any device (e.g., router, modem, etc.) that enables the electronic device 1100 to communicate with one or more other computing devices. Such communication may occur through an input/output (I/O) interface 1150. Also, electronic device 1100 can communicate with one or more networks such as a Local Area Network (LAN), a Wide Area Network (WAN), and/or a public network, such as the Internet, through network adapter 1160. As shown, network adapter 1160 communicates with other modules of electronic device 1100 via bus 1130. It should be appreciated that although not shown, other hardware and/or software modules may be used in connection with electronic device 1100, including, but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, data backup storage systems, and the like.
The processor in the electronic device may implement the following operations in the virtual background generation method by executing machine executable instructions:
Receiving a round-trip combat opening request, and determining combat data corresponding to the round-trip combat opening request; obtaining combat behaviors of two parties in the current round according to the combat data, and generating combat instructions according to the combat behaviors; and sending the fight command of the target fight square sheet of paper used for painting or calligraphy to the fight client to render a fight picture of the target fight square sheet of paper used for painting or calligraphy in the current round in the fight client according to the fight command.
Determining a fight rule behavior tree corresponding to all the chessmen of the two fight parties according to the types of the chessmen corresponding to the current round and all the chessmen of the two fight parties respectively; the combat rule behavior tree is used for determining attack objects of target chessmen corresponding to the chessmen types and attack skills released when the attack objects are attacked; and determining an attack mapping relation among the target chess pieces, the attack objects and the attack skills according to the combat rule behavior tree, and generating chess piece combat instructions based on the attack mapping relation.
The combat order also comprises current state data for describing the current states of the two parties of the combat when the combat order of the chessman is generated.
Receiving a sightseeing request sent by a sightseeing client, and determining a fight identifier and a token corresponding to the sightseeing request; and if the token meets the verification condition, determining a target combat instruction corresponding to the combat identifier from the combat instructions, and sending the target combat instruction to the sightseeing client.
Simulating a combat operation environment of the sightseeing client in the current round based on the chess combat instruction and current state data corresponding to the chess combat instruction; in a combat operation environment, the combat command is analyzed to obtain combat behavior information; determining the total time consumption of the battle in the current round according to the battle behavior information, and determining the end countdown of the battle according to the total time consumption of the battle; and detecting whether a target audience watching the current round gets a detection result when the countdown of the fight ends, and sending a fight ending instruction to the sightseeing client according to the detection result so as to end the current round.
Determining a first execution time, a second execution time and a third execution time which correspond to all chessmen respectively based on the skill mark; the first execution time is the time from the action of releasing the attack skill to the release point, the second execution time is the time from the attack skill to the attack object, and the third execution time is the playing time of the animation in the process of releasing the attack skill; and determining the total time consumption of the battle in the current round according to the first execution time, the second execution time and the third execution time which correspond to all the chessmen respectively.
If the detection result is that the target audience watching the current round exists when the countdown of the fight ends and the target audience belongs to the fighter in the current round, sending a fight ending instruction to the sightseeing client after the fight picture is played; if the detection result is that the target audience watching the current round exists when the countdown of the fight ends and the target audience does not belong to the fight party in the current round, sending a fight ending instruction to the sightseeing client; and if the detection result is that the target audience watching the current round does not exist when the fight ending countdown is ended, sending a fight ending instruction to the sightseeing client.
If the detection result is that a target audience watching the current round exists when the fight ending countdown is ended, the fight ending countdown is prolonged by a preset time; when the countdown of the extended combat is finished, detecting whether a target audience watching the current round exists again to obtain a detection result; if the detection result is that the target audience watching the current round exists, continuing to extend a preset time on the basis of the extended fight ending countdown, and detecting whether the target audience watching the current round exists or not again when the extended fight ending countdown is finished, so as to obtain the detection result, and circulating until a circulation ending condition is met.
Receiving a picture fast-forwarding request which is sent from a sightseeing client and aims at a combat picture, and determining a target moment value corresponding to the picture fast-forwarding request; according to the execution sequence among the fight commands, determining a first target time command corresponding to the target time value and a second target time command executed after the target time value in the fight commands; and rendering a fast forward fight picture of the target combat square sheet of paper used for painting or calligraphy in the current round in the sightseeing client according to the first target moment instruction and the second target moment instruction.
From the above description of embodiments, those skilled in the art will readily appreciate that the example embodiments described herein may be implemented in software, or in combination with the necessary hardware. Thus, the technical solution according to the embodiments of the present disclosure may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (may be a CD-ROM, a U-disk, a mobile hard disk, etc.) or on a network, and includes several instructions to cause a computing device (may be a personal computer, a server, a terminal device, or a network device, etc.) to perform the method according to the embodiments of the present disclosure.
In an exemplary embodiment of the present disclosure, a computer-readable storage medium having stored thereon a program product capable of implementing the method described above in the present specification is also provided. In some possible embodiments, the various aspects of the invention may also be implemented in the form of a program product comprising program code for causing a terminal device to carry out the steps according to the various exemplary embodiments of the invention as described in the "exemplary methods" section of this specification, when said program product is run on the terminal device.
Referring to fig. 12, a program product 1200 for implementing the above-described method according to an embodiment of the present invention is described, which may employ a portable compact disc read only memory (CD-ROM) and include program code, and may be run on a terminal device, such as a personal computer. However, the program product of the present invention is not limited thereto, and in this document, a readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
The program product may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium can be, for example, but is not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or a combination of any of the foregoing. More specific examples (a non-exhaustive list) of the readable storage medium would include the following: an electrical connection having one or more wires, a portable disk, a hard disk, random Access Memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
The computer readable signal medium may include a data signal propagated in baseband or as part of a carrier wave with readable program code embodied therein. Such a propagated data signal may take any of a variety of forms, including, but not limited to, electro-magnetic, optical, or any suitable combination of the foregoing. A readable signal medium may also be any readable medium that is not a readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
Program code for carrying out operations of the present invention may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, C++ or the like and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computing device, partly on the user's device, as a stand-alone software package, partly on the user's computing device, partly on a remote computing device, or entirely on the remote computing device or server. In the case of remote computing devices, the remote computing device may be connected to the user computing device through any kind of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or may be connected to an external computing device (e.g., connected via the Internet using an Internet service provider).
Other embodiments of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the disclosure disclosed herein. This application is intended to cover any adaptations, uses, or adaptations of the disclosure following, in general, the principles of the disclosure and including such departures from the present disclosure as come within known or customary practice within the art to which the disclosure pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.

Claims (12)

1. A method of processing data for a turn-based game, the method comprising:
Receiving a round-trip combat opening request, and determining combat data corresponding to the round-trip combat opening request;
Obtaining combat behaviors of two parties in the current round according to the combat data, and generating combat instructions according to the combat behaviors;
and sending the fight command of the target fight square sheet of paper used for painting or calligraphy to a sightseeing client to render a fight picture of the target fight square sheet of paper used for painting or calligraphy in the current round in the sightseeing client according to the fight command.
2. The method of claim 1, wherein the combat data comprises a chess piece data including a chess piece type respectively corresponding to all chess pieces of both combat parties in a current round, and wherein the combat directive comprises a chess piece combat directive;
The step of obtaining the combat behaviors of the two parties in the current round according to the combat data and generating the combat command according to the combat behaviors comprises the following steps:
determining a fight rule behavior tree corresponding to all the chessmen of the two fighters according to the types of the chessmen respectively corresponding to the current round and all the chessmen of the two fighters; the combat rule behavior tree is used for determining an attack object of the target chess corresponding to the chess type and an attack skill released when the attack object is attacked;
And determining an attack mapping relation among the target chess pieces, the attack objects and the attack skills according to the combat rule behavior tree, and generating the chess piece combat instruction based on the attack mapping relation.
3. The method of claim 2, wherein the combat command further includes current state data describing a current state of the two parties to the combat when the combat command is generated.
4. The method of claim 1, wherein the sending the combat command of the target combat square sheet of paper used for painting or calligraphy to a spectator client comprises:
receiving a sightseeing request sent by the sightseeing client, and determining a fight identifier and a token corresponding to the sightseeing request;
and if the token meets the verification condition, determining a target combat instruction corresponding to the combat identifier from the combat instructions, and sending the target combat instruction to the sightseeing client.
5. A method according to claim 3, wherein after said generating a combat instruction from said combat behaviour, the method further comprises:
Simulating a combat operation environment of the sightseeing client in the current round based on the chess combat instruction and the current state data corresponding to the chess combat instruction;
In the combat operation environment, analyzing the combat command to obtain combat behavior information;
Determining the total time consumption of the battle in the current round according to the battle behavior information, and determining the end countdown of the battle according to the total time consumption of the battle;
And detecting whether a target audience watching the current round obtains a detection result when the fight ending countdown is ended, and sending a fight ending instruction to the sightseeing client according to the detection result so as to end the current round.
6. The method of claim 5, wherein the combat behavior information includes skill identifications of the attack skills corresponding to the combat instructions, respectively;
the determining the total time consumption of the current round of combat according to the combat behavior information comprises the following steps:
Determining a first execution time, a second execution time and a third execution time which respectively correspond to all the chessmen based on the skill mark; the first execution time is the time from the action of releasing the attack skill to the release point, the second execution time is the time from the attack skill to the attack object, and the third execution time is the playing time of the animation in the process of releasing the attack skill;
and determining the total time consumption of the battle of the current round according to the first execution time, the second execution time and the third execution time which correspond to all the chessmen respectively.
7. The method according to claim 5, wherein the sending a battle ending instruction to the sightseeing client according to the detection result includes:
If the detection result is that the target audience watching the current round exists when the fight ending countdown is ended and the target audience belongs to a fight party in the current round, sending a fight ending instruction to the sightseeing client after the fight picture is played;
if the detection result is that the target audience watching the current round exists when the fight ending countdown is ended, and the target audience does not belong to the fight party in the current round, sending the fight ending instruction to the sightseeing client;
and if the detection result is that the target audience watching the current round does not exist when the combat end countdown is finished, sending the combat end instruction to the sightseeing client.
8. The method of claim 7, wherein the method further comprises:
If the detection result is that the target audience watching the current round exists when the fight ending countdown is ended, the fight ending countdown is prolonged by a preset time;
when the extended combat end countdown is finished, re-detecting whether the target audience watching the current round exists or not to obtain the detection result;
If the detection result is that the target audience watching the current round exists, continuing to prolong one preset time on the basis of the prolonged combat end countdown, so as to re-detect whether the target audience watching the current round exists or not to obtain the detection result when the prolonged combat end countdown is finished, and circulating until a circulation end condition is met.
9. The method of claim 1, wherein the method further comprises, after rendering the combat screen of the target combat square sheet of paper used for painting or calligraphy in the current round in the combat client according to the combat instructions:
Receiving a picture fast-forward request which is sent from the sightseeing client and is aimed at the combat picture, and determining a target moment value corresponding to the picture fast-forward request;
According to the execution sequence among the combat instructions, determining a first target time instruction corresponding to the target time value and a second target time instruction executed after the target time value in the combat instructions;
and rendering a fast forward fight picture of the target combat square sheet of paper used for painting or calligraphy in the current round in the sightseeing client according to the first target moment instruction and the second target moment instruction.
10. A data processing apparatus for a turn-based game, the apparatus comprising:
The combat opening module is configured to receive a round-making combat opening request and determine combat data corresponding to the round-making combat opening request;
The combat order generation module is configured to obtain combat behaviors of two parties in the current round according to the combat data, and generate combat orders according to the combat behaviors;
and a combat screen rendering module configured to send the combat instructions of the target combat square sheet of paper used for painting or calligraphy to a sightseeing client, so as to render a combat screen of the target combat square sheet of paper used for painting or calligraphy in the current round in the sightseeing client according to the combat instructions.
11. An electronic device, comprising:
A processor;
A memory for storing executable instructions of the processor;
Wherein the processor is configured to perform the data processing method of the round game of any of claims 1-9 via execution of the executable instructions.
12. A computer-readable storage medium, on which a computer program is stored, characterized in that the computer program, when being executed by a processor, implements the data processing method of a round game as claimed in any one of claims 1-9.
CN202410141077.4A 2024-01-31 2024-01-31 Data processing method and device for round game, storage medium and electronic equipment Pending CN117919695A (en)

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CN202410141077.4A CN117919695A (en) 2024-01-31 2024-01-31 Data processing method and device for round game, storage medium and electronic equipment

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202410141077.4A CN117919695A (en) 2024-01-31 2024-01-31 Data processing method and device for round game, storage medium and electronic equipment

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Country Link
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