CN113786609A - Injury processing method, apparatus, electronic device and storage medium - Google Patents
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- 208000014674 injury Diseases 0.000 title claims abstract description 97
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- 238000012545 processing Methods 0.000 claims abstract description 120
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/534—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8076—Shooting
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Abstract
本发明公开了一种伤害处理方法、装置、电子设备以及存储介质。该方法包括:接收终端发送的伤害处理信号,其中,所述伤害处理信号为所述终端在检测到进入预设场景时生成,所述伤害处理信号中包括场景标识和执行对象标识;基于所述场景标识确定所述场景中的任务对象,基于任一执行对象和任一任务对象作为攻击组合,确定各攻击组合在任一攻击情景下的伤害值;基于各攻击组合在任意攻击情景下的伤害值形成伤害数据库。通过本发明公开的技术方案,实现了利用边缘服务器的高时效性解决卡顿问题,能够在保证画面效果的同时,有效减少游戏占用的计算资源。
The invention discloses a damage treatment method, device, electronic device and storage medium. The method includes: receiving an injury processing signal sent by a terminal, wherein the injury processing signal is generated when the terminal detects entering a preset scene, and the injury processing signal includes a scene identification and an execution object identification; The scene identifier determines the task object in the scene, and based on any execution object and any task object as an attack combination, determines the damage value of each attack combination in any attack situation; based on the damage value of each attack combination in any attack situation Form damage database. Through the technical solution disclosed in the present invention, the high timeliness of the edge server is used to solve the problem of jamming, which can effectively reduce the computing resources occupied by the game while ensuring the screen effect.
Description
技术领域technical field
本发明实施例涉及计算机程序开发技术领域,尤其涉及一种伤害处理方法、 装置、电子设备以及存储介质。The embodiments of the present invention relate to the technical field of computer program development, and in particular, to a damage processing method, apparatus, electronic device, and storage medium.
背景技术Background technique
在当前对战类游戏中,玩家通过操作游戏角色与对手进行作战,当将玩家 或者对手收到伤害时,对应的血量会根据伤害值进行更新。其中,上述伤害值 的更新展示会造成大量的性能损耗,进而容易让玩家感受到卡顿,造成不好的 游戏体验。因此,存在控制虚拟武器道具过程中的性能消耗较大的问题。In current battle games, players fight against opponents by operating game characters. When players or opponents are damaged, the corresponding HP will be updated according to the damage value. Among them, the update display of the above damage value will cause a lot of performance loss, which will easily make players feel stuck, resulting in a bad game experience. Therefore, there is a problem of large performance consumption in the process of controlling virtual weapon props.
针对上述的问题,目前尚未提出有效的解决方案。For the above problems, no effective solution has been proposed yet.
发明内容SUMMARY OF THE INVENTION
本发明提供一种伤害处理方法、装置、电子设备以及存储介质,以实现利 用边缘服务器的高时效性解决卡顿问题,能够在保证画面效果的同时,有效减 少游戏占用的计算资源。The present invention provides a damage processing method, device, electronic device and storage medium, so as to utilize the high timeliness of the edge server to solve the problem of jamming, which can effectively reduce the computing resources occupied by the game while ensuring the screen effect.
第一方面,本发明实施例提供了一种伤害处理方法,应用于边缘服务器, 该方法包括:In a first aspect, an embodiment of the present invention provides a damage processing method, which is applied to an edge server, and the method includes:
接收终端发送的伤害处理信号,其中,所述伤害处理信号包括第一攻击参 数,所述第一攻击参数包括攻击者标识、受击者标识和攻击技能标识;receiving the damage processing signal sent by the terminal, wherein the damage processing signal includes a first attack parameter, and the first attack parameter includes an attacker identification, a victim identification and an attacking skill identification;
基于所述攻击者标识、受击者标识和攻击技能标识确定各攻击角度下的伤 害值;Determine the damage value under each attack angle based on the attacker identification, the victim identification and the attacking skill identification;
基于所述第一攻击参数和所述攻击角度,对所述伤害值进行存储。The damage value is stored based on the first attack parameter and the attack angle.
可选的,所述基于所述攻击者标识、受击者标识和攻击技能标识确定各攻 击角度下的伤害值,包括:Optionally, the damage value under each attack angle is determined based on the attacker's identification, the victim's identification and the attacking skill identification, including:
基于所述攻击者标识、受击者标识和攻击技能标识,获取攻击者属性、受 击者属性和技能属性;Based on the attacker ID, the victim ID and the attack skill ID, obtain the attacker attribute, the victim attribute and the skill attribute;
基于所述攻击者属性、受击者属性和技能属性确定各攻击角度下的伤害值。The damage value under each attack angle is determined based on the attributes of the attacker, the attribute of the victim and the attribute of the skill.
可选的,所述基于所述攻击者属性、受击者属性和技能属性确定各攻击角 度下的伤害值,包括:Optionally, determining the damage value under each attack angle based on the attributes of the attacker, the victim and the skill attributes, including:
基于所述攻击者属性和技能属性确定在任一攻击角度下的攻击值;Determine the attack value at any attack angle based on the attacker attribute and skill attribute;
基于所述受击者的属性信息确定所述受击者的防御值;determining the defense value of the victim based on the attribute information of the victim;
基于所述攻击值和所述防御值确定任一攻击角度下的伤害值。The damage value at any attack angle is determined based on the attack value and the defense value.
可选的,在接收终端发送的伤害处理信号之前,所述方法还包括:Optionally, before receiving the damage processing signal sent by the terminal, the method further includes:
接收终端发送的攻防触发信号,其中,所述攻防触发信号在终端检测到进 行攻防场景或攻防场景中对象变更时生成,所述攻防触发信号包括所述攻防场 景中各对象标识;Receive an attack-defense trigger signal sent by the terminal, wherein the attack-defense trigger signal is generated when the terminal detects an attack-defense scene or an object change in the attack-defense scene, and the attack-defense trigger signal includes each object identifier in the attack-defense scene;
基于所述各对象标识分别调用对应的对象模型,其中,调用的各对象模型 用于模拟终端中各对象之间的攻击,生成伤害值。Based on the object identifiers, the corresponding object models are respectively called, wherein the called object models are used to simulate attacks between objects in the terminal to generate damage values.
可选的,所述基于所述攻击者标识、受击者标识和攻击技能标识确定各攻 击角度下的伤害值,包括:Optionally, the damage value under each attack angle is determined based on the attacker's identification, the victim's identification and the attacking skill identification, including:
基于所述攻击者标识和受击者标识控制对应的对象模型,在各攻击角度下 模拟所述攻击技能标识对应的技能,以得到各攻击角度下的伤害值。Control the corresponding object model based on the attacker identification and the victim identification, simulate the skills corresponding to the attack skill identification under each attack angle, to obtain the damage value under each attack angle.
可选的,所述方法还包括:Optionally, the method further includes:
接收终端发送的伤害请求,其中,所述伤害请求中包括攻击者标识、受击 者标识、攻击技能标识和攻击角度;Receive the injury request sent by the terminal, wherein the injury request includes an attacker identification, a victim identification, an attacking skill identification and an attack angle;
基于所述攻击者标识、受击者标识、攻击技能标识和攻击角度在所述伤害 数据库中进行匹配,将匹配成功的伤害值反馈至所述终端。Matching is performed in the damage database based on the attacker identification, the victim identification, the attacking skill identification and the attacking angle, and the successfully matched damage value is fed back to the terminal.
第二方面,本发明实施例还提供了一种伤害处理方法,应用于终端,该方 法包括:In the second aspect, the embodiment of the present invention also provides a damage processing method, which is applied to a terminal, and the method includes:
若检测到任务场景中任一对象触发攻击技能,则获取第一攻击参数,并基 于所述攻击参数生成伤害处理信号,将所述伤害处理信号发送至边缘服务器, 其中,所述边缘服务器响应于所述伤害处理信号生成伤害值;If it is detected that any object in the task scene triggers an attack skill, a first attack parameter is obtained, a damage processing signal is generated based on the attack parameter, and the damage processing signal is sent to the edge server, wherein the edge server responds to the damage processing signal generates a damage value;
若所述攻击技能攻击成功,则获取第二攻击参数,基于所述第二攻击参数 生成伤害请求,将所述伤害请求发送至所述边缘服务器;If the attacking skill attack is successful, then obtain a second attack parameter, generate a damage request based on the second attack parameter, and send the damage request to the edge server;
接收所述边缘服务器反馈的伤害值,基于所述伤害值受击者进行伤害值更 新。Receive the damage value fed back by the edge server, and update the damage value of the victim based on the damage value.
可选的,所述在检测到任务场景中任一对象触发攻击技能之后,所述方法 还包括:Optionally, after detecting that any object in the task scene triggers the attack skill, the method also includes:
基于攻击者的位置和运动趋势,以及受击者的位置和运动趋势,确定攻击 成功概率;Determine the probability of attack success based on the position and movement trend of the attacker and the position and movement trend of the victim;
在所述攻击成功概率满足预设阈值时,执行获取第一攻击参数,并基于所 述攻击参数生成伤害处理信号的步骤。When the attack success probability meets a preset threshold, the steps of acquiring a first attack parameter and generating a damage processing signal based on the attack parameter are performed.
可选的,所述第一攻击参数包括攻击者标识、受击者标识、攻击技能标识;Optionally, the first attack parameter includes an attacker identifier, a victim identifier, and an attack skill identifier;
所述第二攻击参数包括攻击者标识、受击者标识、攻击技能标识和攻击角 度。The second attack parameter includes an attacker identifier, a victim identifier, an attack skill identifier and an attack angle.
第三方面,本发明实施例还提供了一种伤害处理装置,应用于边缘服务器, 该装置包括:In a third aspect, an embodiment of the present invention further provides a damage processing device, which is applied to an edge server, and the device includes:
伤害处理信号接收模块,用于接收终端发送的伤害处理信号,其中,所述 伤害处理信号包括第一攻击参数,所述第一攻击参数包括攻击者标识、受击者 标识和攻击技能标识;The damage processing signal receiving module is used for receiving the damage processing signal sent by the terminal, wherein, the damage processing signal includes a first attack parameter, and the first attack parameter includes an attacker identification, a victim identification and an attacking skill identification;
伤害值确定模块,用于基于所述攻击者标识、受击者标识和攻击技能标识 确定各攻击角度下的伤害值;a damage value determination module for determining the damage value under each attack angle based on the attacker identification, the victim identification and the attacking skill identification;
伤害值存储模块,用于基于所述第一攻击参数和所述攻击角度,对所述伤 害值进行存储。A damage value storage module, configured to store the damage value based on the first attack parameter and the attack angle.
第四方面,本发明实施例还提供了一种伤害处理装置,应用于终端,该装 置包括:In a fourth aspect, an embodiment of the present invention also provides a damage processing device, which is applied to a terminal, and the device includes:
伤害处理信号发送模块,用于若检测到任务场景中任一对象触发攻击技能, 则获取第一攻击参数,并基于所述攻击参数生成伤害处理信号,将所述伤害处 理信号发送至边缘服务器,其中,所述边缘服务器响应于所述伤害处理信号生 成伤害值;a damage processing signal sending module, configured to acquire a first attack parameter if any object in the task scene is detected to trigger an attack skill, generate a damage processing signal based on the attack parameter, and send the damage processing signal to the edge server, wherein, the edge server generates a damage value in response to the damage processing signal;
伤害请求生成模块,用于若所述攻击技能攻击成功,则获取第二攻击参数, 基于所述第二攻击参数生成伤害请求,将所述伤害请求发送至所述边缘服务器;a damage request generation module, configured to obtain a second attack parameter if the attack skill is successful, generate a damage request based on the second attack parameter, and send the damage request to the edge server;
伤害值更新模块,用于接收所述边缘服务器反馈的伤害值,基于所述伤害 值受击者进行伤害值更新。A damage value update module, configured to receive the damage value fed back by the edge server, and update the damage value based on the damage value of the victim.
第五方面,本发明实施例还提供了一种电子设备,所述电子设备包括:In a fifth aspect, an embodiment of the present invention further provides an electronic device, the electronic device comprising:
一个或多个处理器;one or more processors;
存储装置,用于存储一个或多个程序,storage means for storing one or more programs,
当所述一个或多个程序被所述一个或多个处理器执行,使得所述一个或多 个处理器实现如本发明任意实施例提供的伤害处理方法。When the one or more programs are executed by the one or more processors, the one or more processors implement the injury processing method provided by any embodiment of the present invention.
第六方面,本发明实施例还提供了一种计算机可读存储介质,其上存储有 计算机程序,该程序被处理器执行时实现本发明任意实施例提供的伤害处理方 法。In a sixth aspect, an embodiment of the present invention further provides a computer-readable storage medium on which a computer program is stored, and when the program is executed by a processor, implements the injury processing method provided by any embodiment of the present invention.
本发明实施例的技术方案具体通过在边缘服务器接收终端发送的伤害处理 信号,其中,伤害处理信号为终端在检测到进入预设场景时生成,伤害处理信 号中包括场景标识和执行对象标识;基于场景标识确定场景中的任务对象,基 于任一执行对象和任一任务对象作为攻击组合,确定各攻击组合在任一攻击情 景下的伤害值;基于各攻击组合在任意攻击情景下的伤害值形成伤害数据库。 解决了更新血量的过程中,实时计算血量并更新会让玩家感受到卡顿,实现了 利用边缘服务器的高时效性解决卡顿问题,能够在保证画面效果的同时,有效 减少游戏占用的计算资源。The technical solution of the embodiment of the present invention specifically includes receiving an injury processing signal sent by the terminal at the edge server, wherein the injury processing signal is generated when the terminal detects entering a preset scene, and the injury processing signal includes a scene identifier and an execution object identifier; based on The scene identifier determines the task object in the scene, and based on any execution object and any task object as an attack combination, determines the damage value of each attack combination in any attack situation; forms damage based on the damage value of each attack combination in any attack situation database. In the process of updating the blood volume, the real-time calculation of the blood volume and the update will make players feel stuck, and the high timeliness of the edge server can be used to solve the stuck problem, which can effectively reduce the game occupancy while ensuring the screen effect. computing resources.
附图说明Description of drawings
为了更加清楚地说明本发明示例性实施例的技术方案,下面对描述实施例 中所需要用到的附图做一简单介绍。显然,所介绍的附图只是本发明所要描述 的一部分实施例的附图,而不是全部的附图,对于本领域普通技术人员,在不 付出创造性劳动的前提下,还可以根据这些附图得到其他的附图。In order to more clearly illustrate the technical solutions of the exemplary embodiments of the present invention, the following briefly introduces the accompanying drawings that are used in describing the embodiments. Obviously, the introduced drawings are only a part of the drawings of the embodiments to be described in the present invention, rather than all drawings. For those of ordinary skill in the art, without creative work, they can also obtain the drawings according to these drawings. Additional drawings.
图1是本发明实施例一提供的伤害处理方法的流程示意图;1 is a schematic flowchart of a damage processing method provided in Embodiment 1 of the present invention;
图2是本发明实施例二提供的伤害处理方法的流程示意图;2 is a schematic flowchart of a damage processing method provided in Embodiment 2 of the present invention;
图3是本发明实施例三提供的伤害处理装置的结构示意图;3 is a schematic structural diagram of an injury treatment device provided in Embodiment 3 of the present invention;
图4是本发明实施例四提供的伤害处理装置的结构示意图;4 is a schematic structural diagram of an injury treatment device provided in Embodiment 4 of the present invention;
图5为本发明实施例五提供的电子设备的结构示意图。FIG. 5 is a schematic structural diagram of an electronic device according to Embodiment 5 of the present invention.
具体实施方式Detailed ways
下面结合附图和实施例对本发明作进一步的详细说明。可以理解的是,此 处所描述的具体实施例仅仅用于解释本发明,而非对本发明的限定。另外还需 要说明的是,为了便于描述,附图中仅示出了与本发明相关的部分而非全部结 构。The present invention will be further described in detail below in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain the present invention, but not to limit the present invention. In addition, it should be noted that, for the convenience of description, the drawings only show some but not all structures related to the present invention.
实施例一Example 1
图1为本发明实施例一提供的一种伤害处理方法的流程图,本实施例可适 用于对虚拟游戏中战斗场景中伤害值进行处理的情况。该方法可以由伤害处理 装置来执行,该装置可以由软件和/或硬件的方式来实现。Fig. 1 is a flowchart of a damage processing method according to Embodiment 1 of the present invention, and this embodiment is applicable to the case of processing damage values in a battle scene in a virtual game. The method may be performed by an injury processing device, which may be implemented in software and/or hardware.
在对本发明实施例的技术方案进行介绍之前,先对本发明实施例的技术方 案的应用场景进行示例性的介绍。当然,下述应用场景只是作为可选应用场景, 本实施例的技术方案还可以应用于其他的应用场景,本实施例对此不加以限定。 具体的,本实施例的技术方案的应用场景包括:在当前对战类游戏中,玩家通 过操作游戏角色与对手进行作战,当将玩家或者对手收到伤害时,对应的血量 会根据伤害值进行更新。当游戏玩家进入关卡场景是先进行加载场景、角色、 特效等资源,然后进入关卡进行战斗。在战斗的过程中,判断是否打中敌人; 如果是的话运算血量伤害,并将运算好的伤害发给服务器校验,校验成功就将 被打击对象的血量扣除。但是,上述事实计算血量的过程中每次有过多的轮训 和搜索操作,导致运算非常低效;并且当某个技能动作打击点较多,并且打击 对象较多时候,将造成严重卡顿,容易给游戏玩家带来不好的游戏体验。Before introducing the technical solutions of the embodiments of the present invention, an exemplary introduction is given to application scenarios of the technical solutions of the embodiments of the present invention. Of course, the following application scenarios are only optional application scenarios, and the technical solutions of this embodiment may also be applied to other application scenarios, which are not limited in this embodiment. Specifically, the application scenario of the technical solution of this embodiment includes: in the current battle game, the player fights against the opponent by operating the game character, and when the player or the opponent is damaged, the corresponding blood volume will be based on the damage value. renew. When the game player enters the level scene, he first loads resources such as scenes, characters, special effects, etc., and then enters the level to fight. During the battle, it is judged whether it hit the enemy; if so, calculate the HP damage, and send the calculated damage to the server for verification. If the verification is successful, the HP of the hit target will be deducted. However, there are too many rotation training and search operations each time in the process of calculating the blood volume, which leads to very inefficient operations; and when a certain skill has many hit points and hits many targets, it will cause serious freezes. , it is easy to bring bad game experience to gamers.
为了解决上述技术问题,本实施例的技术方案先创建一个边缘服务器用于 战斗运算,然后拆解游戏战斗运算步骤,预先模拟战斗得出各种情况下的伤害, 将最消耗内存的运算,转移到边缘服务器上面来,将按照攻击者-技能-受击者- 角度几个量得出的伤害值形成一个伤害池。终端只进行发送伤害更新申请,边 缘服务器接收到以后,从伤害池中随机拿到一个数值结果给到客户端,利用边 缘服务器的高时效性解决卡顿问题,能够在保证画面效果的同时,有效减少游 戏占用的计算资源。基于上述的技术方案思路,本发明实施例的技术方案具体 通过在边缘服务器接收终端发送的伤害处理信号,其中,伤害处理信号为终端 在检测到进入预设场景时生成,伤害处理信号中包括场景标识和执行对象标识;基于场景标识确定场景中的任务对象,基于任一执行对象和任一任务对象作为 攻击组合,确定各攻击组合在任一攻击情景下的伤害值;基于各攻击组合在任 意攻击情景下的伤害值形成伤害数据库。解决了更新血量的过程中,实时计算 血量并更新会让玩家感受到卡顿,实现了利用边缘服务器的高时效性解决卡顿 问题,能够在保证画面效果的同时,有效减少游戏占用的计算资源。In order to solve the above technical problems, the technical solution of this embodiment first creates an edge server for combat calculation, and then disassembles the combat calculation steps of the game, simulates the battle in advance to obtain damage in various situations, and transfers the calculation that consumes the most memory to Go to the edge server, and a damage pool will be formed according to the damage value of the attacker-skill-victim-angle. The terminal only sends the damage update application. After the edge server receives it, it randomly obtains a numerical result from the damage pool and sends it to the client. Using the high timeliness of the edge server to solve the problem of stuck, it can ensure the effect of the picture and at the same time effectively Reduce the computing resources occupied by the game. Based on the idea of the above technical solution, the technical solution of the embodiment of the present invention specifically includes receiving a harm processing signal sent by the terminal at the edge server, wherein the harm processing signal is generated when the terminal detects entering a preset scene, and the harm processing signal includes the scene Identification and execution object identification; determine the task object in the scene based on the scene identification, and determine the damage value of each attack combination in any attack scenario based on any execution object and any task object as an attack combination; based on each attack combination in any attack The damage value in the situation forms the damage database. In the process of updating the blood volume, the real-time calculation of the blood volume and the update will make players feel stuck, and the high timeliness of the edge server can be used to solve the stuck problem, which can effectively reduce the game occupancy while ensuring the screen effect. computing resources.
如图1所示,本实施例的技术方案具体包括以下步骤:As shown in Figure 1, the technical solution of this embodiment specifically includes the following steps:
S110、接收终端发送的伤害处理信号,其中,伤害处理信号为终端在检测 到进入预设场景时生成,伤害处理信号中包括场景标识和执行对象标识。S110. Receive an injury processing signal sent by the terminal, wherein the injury processing signal is generated when the terminal detects entering a preset scene, and the injury processing signal includes a scene identifier and an execution object identifier.
在本发明实施例中,终端可以是用于显示当前游戏界面的终端,具体的可 以是智能手机、电脑以及智能投影仪等智能终端,本实施例对终端的类型不加 以限定。可以理解的是,伤害可以是在虚拟游戏的打斗场景中产生的伤害,具 体可以是基于打斗场景中的攻击者武器道具或者技能从而产生的对受击者的伤 害。可选的,伤害的展示形式可以是血量条伤害或者是数值伤害,本实施例对 此不加以限定。In this embodiment of the present invention, the terminal may be a terminal for displaying the current game interface, and specifically may be an intelligent terminal such as a smart phone, a computer, and a smart projector, and the type of the terminal is not limited in this embodiment. It can be understood that the damage may be the damage generated in the fighting scene of the virtual game, and specifically may be the damage to the victim generated based on the attacker's weapons, props or skills in the fighting scene. Optionally, the display form of the damage may be blood volume damage or numerical damage, which is not limited in this embodiment.
在本实施例中,伤害处理信号为终端在检测到进入预设场景时生成;示例 性的,伤害处理信号可以是游戏玩家在终端中的预设游戏场景中攻击者可能会 触发的任意道具或技能对受击者攻击时所生成的伤害处理信号,以使当前边缘 服务器基于该伤害处理信号计算对应的伤害值。示例性的,当游戏玩家在当前 对战场景下,点击终端的游戏显示界面,从而触发了当前游戏玩家携带的武器 和技能,并根据武器和技能产生对受击者进行攻击造成的伤害,形成伤害处理 信号并发送至边缘服务器,边缘处理器收到对产生的伤害进行计算的伤害处理 信号,并对该伤害处理信号进行处理,以确定可能会出现的各伤害值。In this embodiment, the damage processing signal is generated by the terminal when it detects entering a preset scene; exemplarily, the damage processing signal may be any item or item that may be triggered by an attacker in a preset game scene in the terminal by the game player. The skill generates a damage processing signal when the victim attacks, so that the current edge server calculates the corresponding damage value based on the damage processing signal. Exemplarily, in the current battle scenario, when the game player clicks on the game display interface of the terminal, the weapons and skills carried by the current game player are triggered, and the damage caused by the attack on the victim is generated according to the weapons and skills, resulting in damage. The signal is processed and sent to the edge server, and the edge processor receives the damage processing signal for calculating the generated damage, and processes the damage processing signal to determine each possible damage value.
需要说明的是,伤害处理信号中包括场景标识和执行对象标识。场景标识 可以是游戏玩家正在加载的场景的标识,即当前的场景可以是产生伤害的攻击 场景;执行对象标识可以是包括游戏玩家在游戏中控制的虚拟对象的标识。具 体的,执行对象可以是PCC(Player-Controlled Character、玩家控制角色),是 生成伤害的对象之一,即执行对象可以是产生伤害的攻击者也可以是受击者, 本实施例对此不加以限定。上述伤害处理信号中包含场景标识和执行对象标识 的有益效果在于可以使边缘服务器接收到该伤害处理信号时明确需要计算的伤 害产生来源以及产生场景。It should be noted that the injury processing signal includes a scene identification and an execution object identification. The scene identification can be the identification of the scene that the game player is loading, that is, the current scene can be an attack scene that produces damage; the execution object identification can be the identification of the virtual objects that the game player controls in the game. Specifically, the execution object may be a PCC (Player-Controlled Character, player-controlled character), which is one of the objects that generate damage, that is, the execution object may be the attacker who generates the damage or the victim, which is not the case in this embodiment. be limited. The beneficial effect of including the scene identification and the execution object identification in the above-mentioned damage processing signal is that when the edge server receives the damage processing signal, it is possible to specify the damage generation source and the generation scene that need to be calculated.
值得注意的是,本实施例中的边缘服务器可以是当前产生伤害处理信号的 终端预设范围内的可以进行高速运算的服务器,以保证可以快速的对各场景中 的各攻击道具和技能产生的伤害进行计算,以保证终端中伤害更新的流畅性。 具体的,该服务器可以是电脑也可以是其他服务器类型,本实施例对此不加以 限定。It is worth noting that the edge server in this embodiment may be a server that can perform high-speed computing within the preset range of the terminal that currently generates the damage processing signal, so as to ensure that the attack props and skills in each scene can be quickly generated. Damage is calculated to ensure the smoothness of damage updates in the terminal. Specifically, the server may be a computer or other server types, which are not limited in this embodiment.
S120、基于场景标识确定场景中的任务对象,基于任一执行对象和任一任 务对象作为攻击组合,确定各攻击组合在任一攻击情景下的伤害值。S120. Determine the task object in the scene based on the scene identifier, and determine the damage value of each attack combination under any attack scenario based on any execution object and any task object as an attack combination.
在本实施例中,确定伤害处理信号中的场景标识。基于该场景标识确定对 应的场景,并确定该场景中的任务对象。具体的,任务对象可以是该场景中的 NPC(Non-PlayerCharacter,非玩家角色)。在本实施例中,执行对象和任务 对象作为一组攻击组合;即在该攻击组合中执行对象可以是攻击者也可以是受 击者,相应的,任务对象可以是受击者也可以是攻击者,执行对象和任务对象 的数量可以是一个,也可以是多个,本实施例对此均不加以限定。攻击情景包 括攻击者、受击者、攻击技能和攻击角度。具体的,攻击技能为攻击者在对受 击者进行攻击时触发的技能。攻击角度为攻击者在对受击者进行攻击时攻击的角度。示例性的,攻击角度可以是正面、背面、左面、右面;当然基于更细致 的角度划分还可以是以时钟划分攻击角度。即以受击者为中心,攻击受击者的 十二点钟至三点钟方向,即可以理解为攻击受击者的右前方九十度的角度。当 然,还可以根据实际情况确定攻击角度,本实施例对此不加以限定。In this embodiment, the scene identifier in the damage processing signal is determined. The corresponding scene is determined based on the scene identifier, and the task object in the scene is determined. Specifically, the task object may be an NPC (Non-PlayerCharacter, non-player character) in the scene. In this embodiment, the execution object and the task object are used as a group of attack combinations; that is, in the attack combination, the execution object can be either the attacker or the victim, and correspondingly, the task object can be the victim or the attacker The number of execution objects and task objects may be one or more, which are not limited in this embodiment. Attack scenarios include attackers, victims, attack skills, and attack angles. Specifically, the attack skill is a skill triggered by the attacker when he attacks the victim. The attack angle is the angle from which the attacker attacks when attacking the victim. Exemplarily, the attack angles may be front, back, left, and right; of course, the attack angles may also be divided by clocks based on a more detailed angle division. That is, with the victim as the center, attacking the victim in the direction of 12 o'clock to 3 o'clock can be understood as an angle of 90 degrees in front of the right front of the victim. Certainly, the attack angle may also be determined according to the actual situation, which is not limited in this embodiment.
可选的,确定各攻击组合在任一攻击情景下的伤害值包括:在任一攻击组 合中,确定攻击者和受击者;分别确定攻击者的各技能在各个攻击角度下,对 受击者的伤害值。具体的,在任一攻击组合中,确定攻击者和受击者可以是确 定执行对象作为攻击者、任务对象为受击者的第一攻击组合以及确定任务对象 作为攻击者、执行对象作为受击者的第二攻击组合;进一步的,分别计算第一 组合和第二组合中的攻击者可能携带的各技能在各攻击角度下对受击者进行攻 击,所造成的各伤害值。Optionally, determining the damage value of each attack combination in any attack scenario includes: in any attack combination, determining the attacker and the victim; respectively determining the damage of each skill of the attacker to the victim under each attack angle. damage. Specifically, in any attack combination, determining the attacker and the victim may be the first attack combination in which the execution object is determined as the attacker and the task object is the victim, and the task object is determined as the attacker and the execution object as the victim The second attack combination; further, calculate the damage value caused by each skill that the attacker in the first combination and the second combination may carry to attack the victim under each attack angle.
可选的,计算对受击者伤害值的方法可以是:对于攻击者的任一技能,基 于攻击者的属性信息和技能属性信息确定在任一攻击角度下的攻击值;基于受 击者的属性信息确定受击者的防御值;基于攻击值和防御值确定任一技能在任 一攻击角度下的伤害值。Optionally, the method for calculating the damage value to the victim may be: for any skill of the attacker, determine the attack value at any attack angle based on the attribute information of the attacker and the attribute information of the skill; The information determines the defense value of the victim; the damage value of any skill at any attack angle is determined based on the attack value and defense value.
具体的,以执行对象作为攻击者、任务对象为受击者的第一攻击组合为例 对计算伤害值的方法进行介绍:确定执行对象携带的各技能,并确定各技能的 属性信息以及攻击者的属性信息确定在任一角度下产生的攻击值;可选的,属 性信息中包括等级信息,例如包括攻击技能等级属性、攻击者等级属性和攻击 者角色属性。可选的,攻击技能和攻击者的等级越高,产生的攻击值越大;攻 击者的攻击角色越灵活,则攻击的准确度越高,产生的攻击值越大。进一步的, 基于受击者的属性信息确定受击者的防御值。可选的,受击者的属性信息包括 受击者的等级属性信息,还包括受击者的角色属性,例如受击者等级越高,受击者的防御值约大。当然,还可以确定受击者的防御技能,以及确定受击者在 使用防御技能时的防御值。在确定攻击者的攻击值和受击者的防御值之后,确 定在此攻击情景下产生的伤害值。进一步的,确定攻击者和受击者在使用各任 一技能在任一攻击角度下的各伤害值,确定第一攻击组合在该攻击情景下的伤 害值。再一步的,确定其他攻击组合中的攻击者和受击者在使用各任一技能在 任一攻击角度下的各伤害值,从而确定各攻击组合在各攻击情景下的各伤害值。Specifically, the method of calculating the damage value is introduced by taking the first attack combination in which the execution object is the attacker and the task object is the victim as an example: determine each skill carried by the execution object, and determine the attribute information of each skill and the attacker The attribute information of , determines the attack value generated at any angle; optionally, the attribute information includes level information, such as attack skill level attribute, attacker level attribute and attacker role attribute. Optionally, the higher the attack skill and the attacker's level, the higher the attack value; the more flexible the attacker's attack role, the higher the attack accuracy and the higher the attack value. Further, the defense value of the victim is determined based on the attribute information of the victim. Optionally, the attribute information of the victim includes the level attribute information of the victim, and also includes the role attribute of the victim, for example, the higher the victim's level, the greater the defense value of the victim. Of course, it is also possible to determine the defense skill of the victim, and determine the defense value of the victim when using the defense skill. After determining the attacker's attack value and the victim's defense value, determine the damage value in this attack scenario. Further, each damage value of the attacker and the victim using each skill at any attack angle is determined, and the damage value of the first attack combination in this attack scenario is determined. A further step is to determine the damage values of the attackers and victims in other attack combinations when using each skill at any attack angle, so as to determine the damage values of each attack combination in each attack scenario.
S130、基于各攻击组合在任意攻击情景下的伤害值形成伤害数据库。S130, a damage database is formed based on the damage value of each attack combination under any attack scenario.
在本实施例中,在确定各攻击组合在任一攻击情景下的各伤害值之后,将 各伤害值以及分别对应的攻击组合以及攻击情景关联存储,形成伤害数据库。 当然为了丰富游戏玩家的游戏体验,本实施例的技术方案还在确定各攻击组合 在任一攻击情景下的各伤害值之后,还在预设的伤害随机范围内,获取预设数 量的随机系数,基于随机系数对伤害值进行处理,得到攻击者的各技能在各个 攻击角度下对受击者的随机伤害值;并将各随机伤害值和分别对应的攻击组合 以及攻击情景关联存储,形成伤害数据库。In this embodiment, after each damage value of each attack combination in any attack scenario is determined, each damage value and the corresponding attack combination and attack scenario are stored in association to form a damage database. Of course, in order to enrich the game experience of game players, the technical solution of this embodiment also obtains a preset number of random coefficients within a preset random damage range after determining the damage values of each attack combination in any attack scenario. The damage value is processed based on the random coefficient, and the random damage value of each skill of the attacker to the victim under each attack angle is obtained; each random damage value is stored in association with the corresponding attack combination and attack scenario to form a damage database .
具体的,以执行对象作为攻击者、任务对象为受击者的第一攻击组合为例 对计算随机伤害值的方法进行介绍:确定攻击者采用任一攻击技能对受击者进 行第一次进攻,得到第一次伤害值,在预设的伤害随机范围内,获取第一次的 随机系数,例如设的伤害随机范围可以是0.8-1.2;随机系数取0.9,则将随机系 数与第一次伤害值进行相乘,得到第一次随机伤害值;依照上述计算步骤确定 随机次数的随机伤害值,将各随机伤害值均确定为该情境下的各随机伤害值。 还可以将得到各随机伤害值加权求均值,得到该情景下的唯一随机伤害值。当 然,上述确定随机伤害值的方式只是可选实施例,还可以根据实际情况确定随 机伤害值,本实施例对此不加以限定。Specifically, the method of calculating the random damage value is introduced by taking the first attack combination in which the execution object is the attacker and the task object is the victim as an example: it is determined that the attacker uses any attack skill to attack the victim for the first time. , get the first damage value, within the preset random damage range, get the first random coefficient, for example, the set damage random range can be 0.8-1.2; the random coefficient is 0.9, then the random coefficient and the first random coefficient Multiply the damage values to obtain the first random damage value; determine the random damage values of random times according to the above calculation steps, and determine each random damage value as each random damage value in the situation. The random damage value obtained can also be weighted and averaged to obtain the unique random damage value in this scenario. Of course, the above-mentioned manner of determining the random damage value is only an optional embodiment, and the random damage value may also be determined according to the actual situation, which is not limited in this embodiment.
在一些其他实施例中,边缘服务器在形成伤害数据库之后,还接收终端发 送的伤害请求。伤害请求可以是在攻击者对对受击者进行攻击时产生的请求, 具体的,伤害请求包括攻击者标识、受击者标识、攻击技能标识和攻击角度; 进一步的基于攻击者标识、受击者标识、攻击技能标识和攻击角度在伤害数据 库中进行匹配,将匹配成功的伤害值反馈至终端,以使终端可以快速将收到的 伤害值进行更新,提高画面的流畅效果,提升用户体验。In some other embodiments, after forming the damage database, the edge server also receives the damage request sent by the terminal. The damage request can be a request generated when the attacker attacks the victim. Specifically, the damage request includes the attacker's identification, the victim's identification, the attacking skill identification and the attacking angle; further, based on the attacker's identification, the attacked The player ID, attack skill ID and attack angle are matched in the damage database, and the matched damage value is fed back to the terminal, so that the terminal can quickly update the received damage value, improve the smooth effect of the screen, and improve the user experience.
本发明实施例的技术方案具体通过在边缘服务器接收终端发送的伤害处理 信号,其中,伤害处理信号为终端在检测到进入预设场景时生成,伤害处理信 号中包括场景标识和执行对象标识;基于场景标识确定场景中的任务对象,基 于任一执行对象和任一任务对象作为攻击组合,确定各攻击组合在任一攻击情 景下的伤害值;基于各攻击组合在任意攻击情景下的伤害值形成伤害数据库。 解决了更新血量的过程中,实时计算血量并更新会让玩家感受到卡顿,实现了 利用边缘服务器的高时效性解决卡顿问题,能够在保证画面效果的同时,有效 减少游戏占用的计算资源。The technical solution of the embodiment of the present invention specifically includes receiving an injury processing signal sent by the terminal at the edge server, wherein the injury processing signal is generated when the terminal detects entering a preset scene, and the injury processing signal includes a scene identifier and an execution object identifier; based on The scene identifier determines the task object in the scene, and based on any execution object and any task object as an attack combination, determines the damage value of each attack combination in any attack situation; forms damage based on the damage value of each attack combination in any attack situation database. In the process of updating the blood volume, the real-time calculation of the blood volume and the update will make players feel stuck, and the high timeliness of the edge server can be used to solve the stuck problem, which can effectively reduce the game occupancy while ensuring the screen effect. computing resources.
实施例二Embodiment 2
图2为本发明实施例二提供的一种伤害处理方法的流程图,本实施例可适 用于对虚拟游戏中战斗场景中伤害值进行处理的情况。该方法可以由伤害处理 装置来执行,该装置可以由软件和/或硬件的方式来实现。Fig. 2 is a flowchart of a damage processing method provided in Embodiment 2 of the present invention, and this embodiment can be applied to the case of processing damage values in a battle scene in a virtual game. The method may be performed by an injury processing device, which may be implemented in software and/or hardware.
如图2所示,该方法具体包括以下步骤:As shown in Figure 2, the method specifically includes the following steps:
S210、检测到进入任务场景时,基于任务场景标识和执行对象标识生成伤 害处理信号,将伤害处理信号发送至边缘服务器,其中,边缘服务器响应于伤 害处理信号生成伤害数据库。S210. When detecting entering a task scene, generate an injury processing signal based on the task scene identification and the execution object identification, and send the injury processing signal to the edge server, wherein the edge server generates an injury database in response to the injury processing signal.
在本实施例中,当检测执行对象今日到任务场景时,基于任务场景标识和 任务对象标识生成伤害处理信号,将该伤害处理信号发送至边缘服务器,以使 边缘服务器相应该伤害处理信号生成伤害数据库,便于之后终端发送伤害请求 时,直接根据请求中的攻击者标识、受击者标识、攻击技能标识和攻击角度在 伤害数据库中进行匹配,将匹配成功的伤害值反馈至终端。In this embodiment, when it is detected that the execution object arrives at the task scene today, a damage processing signal is generated based on the task scene identifier and the task object identifier, and the damage processing signal is sent to the edge server, so that the edge server generates damage corresponding to the damage processing signal Database, so that when the terminal sends a damage request, it can directly match in the damage database according to the attacker ID, victim ID, attack skill ID and attack angle in the request, and feed back the successfully matched damage value to the terminal.
S220、检测到满足伤害触发条件时,基于攻击者标识、受击者标识、攻击 技能标识和攻击角度生成伤害请求,将伤害请求发送至边缘服务器,接收边缘 服务器反馈的伤害值。S220. When it is detected that the damage triggering condition is met, a damage request is generated based on the identifier of the attacker, the identifier of the victim, the identifier of the attacking skill and the attack angle, and the damage request is sent to the edge server, and the damage value fed back by the edge server is received.
在本实施例中,伤害触发条件可以是攻击者对受击者进行了有效攻击,即 攻击者攻击到了受击者。具体的,在检测到满足伤害触发条件时,确定上攻击 者的攻击标识、攻击技能标识、攻击角度标识以及受击者标识生成伤害请求, 将伤害请求发送至边缘服务器,以使边缘服务器直接根据请求中的攻击者标识、 受击者标识、攻击技能标识和攻击角度在伤害数据库中进行匹配,并将匹配成 功的伤害值反馈至终端。进一步的,终端接收边缘服务器反馈的伤害值。In this embodiment, the damage trigger condition may be that the attacker has effectively attacked the victim, that is, the attacker has attacked the victim. Specifically, when it is detected that the damage triggering conditions are met, determine the attacker's attack ID, attack skill ID, attack angle ID, and victim ID to generate a damage request, and send the damage request to the edge server, so that the edge server can directly The identifier of the attacker, the identifier of the victim, the identifier of the attacking skill and the attacking angle in the request are matched in the damage database, and the matched damage value is fed back to the terminal. Further, the terminal receives the damage value fed back by the edge server.
S230、基于接收的伤害值对受击者进行伤害值更新。S230. Update the damage value of the victim based on the received damage value.
在本实施例中,终端基于接收到的伤害值以及对应的受击者标识,对相应 的手机这的伤害值进行更新。In this embodiment, the terminal updates the damage value of the corresponding mobile phone based on the received damage value and the corresponding victim identification.
本发明实施例的技术方案具体通过在终端检测到进入任务场景时,基于任 务场景标识和执行对象标识生成伤害处理信号,将伤害处理信号发送至边缘服 务器,其中,边缘服务器响应于伤害处理信号生成伤害数据库;检测到满足伤 害触发条件时,基于攻击者标识、受击者标识、攻击技能标识和攻击角度生成 伤害请求,将伤害请求发送至边缘服务器,接收边缘服务器反馈的伤害值;基 于接收的伤害值对受击者进行伤害值更新。解决了更新血量的过程中,实时计 算血量并更新会让玩家感受到卡顿,实现了利用边缘服务器的高时效性解决卡 顿问题,能够在保证画面效果的同时,有效减少游戏占用的计算资源。The technical solution of the embodiment of the present invention specifically generates a damage processing signal based on the task scene identifier and the execution object identifier when the terminal detects that it has entered a task scene, and sends the damage processing signal to the edge server, wherein the edge server generates the damage processing signal in response to the damage processing signal. Damage database; when it is detected that the damage trigger conditions are met, a damage request is generated based on the identifier of the attacker, the identifier of the victim, the identifier of the attacking skill and the attack angle, and the request is sent to the edge server, and the damage value fed back by the edge server is received; based on the received Damage value Updates the damage value of the victim. In the process of updating the blood volume, the real-time calculation of the blood volume and the update will make players feel stuck, and the high timeliness of the edge server can be used to solve the stuck problem, which can effectively reduce the game occupancy while ensuring the screen effect. computing resources.
在上述各实施例的基础上,本实施例还提供了一个交互实施例,用于介绍 边缘服务器与终端之间基于伤害处理的交互流程,具体的交互实施例的方案包 括如下步骤:On the basis of the above-mentioned embodiments, this embodiment also provides an interaction example, which is used to introduce the interaction flow between the edge server and the terminal based on damage processing. The specific interaction example scheme includes the following steps:
步骤1:部署一个边缘服务器,该服务器可以是各种形式,距离游戏玩家 的终端很近,承担复杂的伤害处理运算。Step 1: Deploy an edge server, which can be in various forms, is very close to the game player's terminal, and undertakes complex damage processing operations.
步骤2:将游戏终端战斗系统代码全部移植到边缘服务器中新的C#工程BattleProj,保证这个工程可以独立运行和运算。Step 2: Migrate all the game terminal battle system codes to the new C# project BattleProj in the edge server to ensure that this project can run and operate independently.
步骤3:在游戏场景加载时候,边缘服务器获取该场景下的全部玩家和全 部怪物信息,确定各玩家能够使用的全部技能,以及各怪物所具备的技能。Step 3: When the game scene is loaded, the edge server obtains the information of all players and all monsters in the scene, and determines all the skills that can be used by each player and the skills possessed by each monster.
步骤4:将每个玩家逐技能打击怪物,按照不同角度,每个角度计算5遍, 得到了伤害值,存入伤害随机池DamageRandPool中。Step 4: Each player strikes the monster skill by skill, according to different angles, each angle is calculated 5 times, and the damage value is obtained, which is stored in the damage random pool DamageRandPool.
步骤5:在边缘服务器的battleProj中的伤害运算类DamageMgr中新增接收 终端消息的接口,OnRecvDmgMsg,传入参数是:玩家id,受击者id,技能id, 攻击方向。Step 5: Add an interface for receiving terminal messages, OnRecvDmgMsg, to the damage calculation class DamageMgr in the battleProj of the edge server. The incoming parameters are: player id, victim id, skill id, and attack direction.
步骤6:在终端的CdamageMgr中新增通信接口OnSendDmgMsg,用于战 斗时候发送消息给边缘服务器,传入参数是:玩家id,受击者id,技能id,攻 击方向。Step 6: A new communication interface OnSendDmgMsg is added to the CdamageMgr of the terminal, which is used to send messages to the edge server during battle. The incoming parameters are: player id, victim id, skill id, and attack direction.
步骤7:边缘服务器接到客户端消息后,从伤害池DamageRandPool随机取 出一个伤害发送给终端。Step 7: After receiving the message from the client, the edge server randomly selects a damage from the DamageRandPool and sends it to the terminal.
步骤8:在边缘服务器的battleProj中的伤害运算类DamageMgr利用接口OnSendDmgResult发送给终端,终端对伤害值进行更新,并且将伤害值发送到 游戏服务器进行保存。Step 8: The damage calculation class DamageMgr in the battleProj of the edge server is sent to the terminal using the interface OnSendDmgResult, the terminal updates the damage value, and sends the damage value to the game server for saving.
以下是本发明实施例提供的伤害处理装置的实施例,该装置与上述各实施 例的伤害处理方法属于同一个发明构思,在伤害处理装置的实施例中未详尽描 述的细节内容,可以参考上述伤害处理方法的实施例。The following is an example of the injury treatment device provided by the embodiments of the present invention, which belongs to the same inventive concept as the injury treatment methods of the above embodiments. For details that are not described in detail in the embodiments of the injury treatment device, please refer to the above Examples of injury treatment methods.
实施例三Embodiment 3
图3为本发明实施例三提供的伤害处理装置的结构示意图,本实施例可适 用于对虚拟游戏中战斗场景中伤害值进行处理的情况。该伤害处理装置的具体 结构包括:伤害处理信号接收模块310、伤害值确定模块320和伤害数据库生 成模块330;其中,Fig. 3 is a schematic structural diagram of a damage processing apparatus provided in Embodiment 3 of the present invention, and this embodiment is applicable to the case of processing damage values in a battle scene in a virtual game. The specific structure of the damage processing device includes: damage processing
伤害处理信号接收模块310,用于接收终端发送的伤害处理信号,其中, 所述伤害处理信号为所述终端在检测到进入预设场景时生成,所述伤害处理信 号中包括场景标识和执行对象标识;The damage processing
伤害值确定模块320,用于基于所述场景标识确定所述场景中的任务对象, 基于任一执行对象和任一任务对象作为攻击组合,确定各攻击组合在任一攻击 情景下的伤害值;The damage
伤害数据库生成模块330,用于基于各攻击组合在任意攻击情景下的伤害 值形成伤害数据库。The damage
本发明实施例的技术方案具体通过在边缘服务器接收终端发送的伤害处理 信号,其中,所述伤害处理信号为所述终端在检测到进入预设场景时生成,所 述伤害处理信号中包括场景标识和执行对象标识;基于所述场景标识确定所述 场景中的任务对象,基于任一执行对象和任一任务对象作为攻击组合,确定各 攻击组合在任一攻击情景下的伤害值;基于各攻击组合在任意攻击情景下的伤 害值形成伤害数据库。解决了更新血量的过程中,实时计算血量并更新会让玩 家感受到卡顿,实现了利用边缘服务器的高时效性解决卡顿问题,能够在保证 画面效果的同时,有效减少游戏占用的计算资源。The technical solution of the embodiment of the present invention specifically includes receiving an injury processing signal sent by the terminal at the edge server, wherein the injury processing signal is generated when the terminal detects entering a preset scene, and the injury processing signal includes a scene identifier and execution object identification; determine the task object in the scene based on the scene identification, and determine the damage value of each attack combination under any attack scenario based on any execution object and any task object as an attack combination; based on each attack combination The damage value in any attack scenario forms the damage database. In the process of updating the blood volume, the real-time calculation of the blood volume and the update will make players feel stuck, and the high timeliness of the edge server can be used to solve the stuck problem, which can effectively reduce the game occupancy while ensuring the screen effect. computing resources.
在上述各实施例的基础上,所述攻击情景包括攻击者、受击者、攻击技能 和攻击角度;On the basis of the above embodiments, the attack scenario includes an attacker, a victim, an attacking skill and an attacking angle;
相应的,伤害值确定模块320,包括:Correspondingly, the damage
攻击者和受击者确定子模块,用于在任一攻击组合中,确定攻击者和受击 者;Attacker and Victim determination sub-module is used to determine the attacker and the victim in any attack combination;
伤害值确定子模块,用于分别确定所述攻击者的各技能在各个攻击角度下, 对所述受击者的伤害值。The damage value determination sub-module is used to respectively determine the damage value of each skill of the attacker to the victim under each attack angle.
在上述各实施例的基础上,攻击者和受击者确定子模块,包括:Based on the foregoing embodiments, the attacker and the victim determine submodules, including:
攻击值确定单元,用于对于攻击者的任一技能,基于所述攻击者的属性信 息和技能属性信息确定在任一攻击角度下的攻击值;an attack value determining unit, used for any skill of the attacker, to determine the attack value under any attack angle based on the attribute information and skill attribute information of the attacker;
防御值确定单元,用于基于所述受击者的属性信息确定所述受击者的防御 值;a defense value determination unit, configured to determine the defense value of the victim based on the attribute information of the victim;
伤害值确定单元,用于基于所述攻击值和所述防御值确定所述任一技能在 所述任一攻击角度下的伤害值。A damage value determination unit, configured to determine the damage value of the any skill under the any attack angle based on the attack value and the defense value.
在上述各实施例的基础上,该装置包括:On the basis of the above embodiments, the device includes:
随机伤害值确定单元,用于在分别确定所述攻击者的各技能在各个攻击角 度下,对所述受击者的伤害值之后,在预设的伤害随机范围内,获取预设数量 的随机系数,基于所述随机系数对所述伤害值进行处理,得到攻击者的各技能 在各个攻击角度下对所述受击者的随机伤害值;相应的,所述随机伤害值用于 形成伤害数据库。The random damage value determination unit is used to obtain a preset number of random damage values within a preset random damage range after determining the damage values of the attacker's skills under each attack angle to the victim. coefficient, the damage value is processed based on the random coefficient, and the random damage value of each skill of the attacker to the victim under each attack angle is obtained; correspondingly, the random damage value is used to form a damage database .
在上述各实施例的基础上,该装置包括:On the basis of the above embodiments, the device includes:
伤害请求接收单元,用于接收终端发送的伤害请求,其中,所述伤害请求 中包括攻击者标识、受击者标识、攻击技能标识和攻击角度;an injury request receiving unit, used for receiving an injury request sent by a terminal, wherein the injury request includes an attacker identification, a victim identification, an attacking skill identification and an attack angle;
伤害值反馈单元,用于基于所述攻击者标识、受击者标识、攻击技能标识 和攻击角度在所述伤害数据库中进行匹配,将匹配成功的伤害值反馈至所述终 端。The damage value feedback unit is used for matching in the damage database based on the attacker identification, the victim identification, the attacking skill identification and the attack angle, and feeding back the successfully matched damage value to the terminal.
本发明实施例所提供的伤害处理装置可执行本发明任意实施例所提供的伤 害处理方法,具备执行方法相应的功能模块和有益效果。The injury processing apparatus provided by the embodiment of the present invention can execute the injury processing method provided by any embodiment of the present invention, and has functional modules and beneficial effects corresponding to the execution method.
实施例四Embodiment 4
图4为本发明实施例四提供的伤害处理装置的结构示意图,本实施例可适 用于对虚拟游戏中战斗场景中伤害值进行处理的情况。该伤害处理装置的具体 结构包括:伤害处理信号发送模块410、伤害值接收模块420和伤害值更新模 块430;其中,FIG. 4 is a schematic structural diagram of a damage processing apparatus provided in Embodiment 4 of the present invention, and this embodiment can be applied to the case of processing damage values in a battle scene in a virtual game. The specific structure of the damage processing device includes: damage processing
伤害处理信号发送模块410,用于检测到进入任务场景时,基于任务场景 标识和执行对象标识生成伤害处理信号,将所述伤害处理信号发送至边缘服务 器,其中,所述边缘服务器响应于所述伤害处理信号生成伤害数据库;The injury processing
伤害值接收模块420,用于检测到满足伤害触发条件时,基于攻击者标识、 受击者标识、攻击技能标识和攻击角度生成伤害请求,将所述伤害请求发送至 所述边缘服务器,接收所述边缘服务器反馈的伤害值;The damage
伤害值更新模块430,用于基于接收的所述伤害值对受击者进行伤害值更 新。The damage
本发明实施例的技术方案具体通过在终端检测到进入任务场景时,基于任 务场景标识和执行对象标识生成伤害处理信号,将所述伤害处理信号发送至边 缘服务器,其中,所述边缘服务器响应于所述伤害处理信号生成伤害数据库; 检测到满足伤害触发条件时,基于攻击者标识、受击者标识、攻击技能标识和 攻击角度生成伤害请求,将所述伤害请求发送至所述边缘服务器,接收所述边 缘服务器反馈的伤害值;基于接收的所述伤害值对受击者进行伤害值更新。解 决了更新血量的过程中,实时计算血量并更新会让玩家感受到卡顿,实现了利 用边缘服务器的高时效性解决卡顿问题,能够在保证画面效果的同时,有效减 少游戏占用的计算资源。The technical solution of the embodiment of the present invention specifically generates a damage processing signal based on the task scene identifier and the execution object identifier when the terminal detects that it has entered a task scene, and sends the damage processing signal to the edge server, wherein the edge server responds to the The damage processing signal generates a damage database; when it is detected that the damage triggering condition is met, a damage request is generated based on the attacker's identification, the victim's identification, the attacking skill identification and the attacking angle, and the injury request is sent to the edge server and received. The damage value fed back by the edge server; the damage value is updated to the victim based on the received damage value. In the process of updating the blood volume, the real-time calculation of the blood volume and the update will make players feel stuck, and the high timeliness of the edge server can be used to solve the stuck problem, which can effectively reduce the game occupancy while ensuring the screen effect. computing resources.
本发明实施例所提供的伤害处理装置可执行本发明任意实施例所提供的伤 害处理方法,具备执行方法相应的功能模块和有益效果。The injury processing apparatus provided by the embodiment of the present invention can execute the injury processing method provided by any embodiment of the present invention, and has functional modules and beneficial effects corresponding to the execution method.
值得注意的是,上述伤害处理装置的实施例中,所包括的各个单元和模块 只是按照功能逻辑进行划分的,但并不局限于上述的划分,只要能够实现相应 的功能即可;另外,各功能单元的具体名称也只是为了便于相互区分,并不用 于限制本发明的保护范围。It is worth noting that, in the above-mentioned embodiments of the injury processing device, the included units and modules are only divided according to functional logic, but are not limited to the above-mentioned division, as long as the corresponding functions can be realized; The specific names of the functional units are only for the convenience of distinguishing from each other, and are not used to limit the protection scope of the present invention.
实施例五Embodiment 5
图5为本发明实施例六提供的一种电子设备的结构示意图。图5示出了适 于用来实现本发明实施方式的示例性电子设备12的框图。图5显示的电子设备 12仅仅是一个示例,不应对本发明实施例的功能和使用范围带来任何限制。FIG. 5 is a schematic structural diagram of an electronic device according to Embodiment 6 of the present invention. Figure 5 shows a block diagram of an exemplary
如图5所示,电子设备12以通用计算电子设备的形式表现。电子设备12 的组件可以包括但不限于:一个或者多个处理器或者处理单元16,系统存储器 28,连接不同系统组件(包括系统存储器28和处理单元16)的总线18。As shown in FIG. 5, the
总线18表示几类总线结构中的一种或多种,包括存储器总线或者存储器控 制器,外围总线,图形加速端口,处理器或者使用多种总线结构中的任意总线 结构的局域总线。举例来说,这些体系结构包括但不限于工业标准体系结构(ISA) 总线,微通道体系结构(MAC)总线,增强型ISA总线、视频电子标准协会(VESA) 局域总线以及外围组件互连(PCI)总线。
电子设备12典型地包括多种计算机系统可读介质。这些介质可以是任何能 够被电子设备12访问的可用介质,包括易失性和非易失性介质,可移动的和不 可移动的介质。
系统存储器28可以包括易失性存储器形式的计算机系统可读介质,例如随 机存取存储器(RAM)30和/或高速缓存存储器32。电子设备12可以进一步包 括其它可移动/不可移动的、易失性/非易失性计算机系统存储介质。仅作为举例, 存储系统34可以用于读写不可移动的、非易失性磁介质(图5未显示,通常称 为“硬盘驱动器”)。尽管图5中未示出,可以提供用于对可移动非易失性磁盘 (例如“软盘”)读写的磁盘驱动器,以及对可移动非易失性光盘(例如CD-ROM, DVD-ROM或者其它光介质)读写的光盘驱动器。在这些情况下,每个驱动器 可以通过一个或者多个数据介质接口与总线18相连。系统存储器28可以包括 至少一个程序产品,该程序产品具有一组(例如至少一个)程序模块,这些程 序模块被配置以执行本发明各实施例的功能。
具有一组(至少一个)程序模块42的程序/实用工具40,可以存储在例如 系统存储器28中,这样的程序模块42包括但不限于操作系统、一个或者多个 应用程序、其它程序模块以及程序数据,这些示例中的每一个或某种组合中可 能包括网络环境的实现。程序模块42通常执行本发明所描述的实施例中的功能 和/或方法。A program/
电子设备12也可以与一个或多个外部设备14(例如键盘、指向设备、显 示器24等)通信,还可与一个或者多个使得用户能与该电子设备12交互的设 备通信,和/或与使得该电子设备12能与一个或多个其它计算设备进行通信的 任何设备(例如网卡,调制解调器等等)通信。这种通信可以通过输入/输出(I/O) 接口22进行。并且,电子设备12还可以通过网络适配器20与一个或者多个网 络(例如局域网(LAN),广域网(WAN)和/或公共网络,例如因特网)通信。 如图5所示,网络适配器20通过总线18与电子设备12的其它模块通信。应当 明白,尽管图5中未示出,可以结合电子设备12使用其它硬件和/或软件模块, 包括但不限于:微代码、设备驱动器、冗余处理单元、外部磁盘驱动阵列、RAID 系统、磁带驱动器以及数据备份存储系统等。The
处理单元16通过运行存储在系统存储器28中的程序,从而执行各种功能 应用以及样本数据获取,例如实现本发实施例所提供的一种伤害处理方法步骤, 伤害处理方法,应用于边缘服务器,包括:The
接收终端发送的伤害处理信号,其中,所述伤害处理信号为所述终端在检 测到进入预设场景时生成,所述伤害处理信号中包括场景标识和执行对象标识;Receive the damage processing signal sent by the terminal, wherein the damage processing signal is generated when the terminal detects entering a preset scene, and the damage processing signal includes a scene identification and an execution object identification;
基于所述场景标识确定所述场景中的任务对象,基于任一执行对象和任一 任务对象作为攻击组合,确定各攻击组合在任一攻击情景下的伤害值;Determine the task object in the scene based on the scene identification, and determine the damage value of each attack combination under any attack scenario based on any execution object and any task object as an attack combination;
基于各攻击组合在任意攻击情景下的伤害值形成伤害数据库。A damage database is formed based on the damage value of each attack combination in any attack scenario.
可选的,实现本发实施例所提供的另一种伤害处理方法步骤,伤害处理方 法,应用于边缘服务器,包括:Optionally, another kind of damage processing method steps provided by the embodiment of the present invention, the damage processing method, is applied to the edge server, including:
检测到进入任务场景时,基于任务场景标识和执行对象标识生成伤害处理 信号,将所述伤害处理信号发送至边缘服务器,其中,所述边缘服务器响应于 所述伤害处理信号生成伤害数据库;When detecting that entering the task scene, generate an injury processing signal based on the task scene identification and the execution object identification, and send the injury processing signal to an edge server, wherein the edge server generates an injury database in response to the injury processing signal;
检测到满足伤害触发条件时,基于攻击者标识、受击者标识、攻击技能标 识和攻击角度生成伤害请求,将所述伤害请求发送至所述边缘服务器,接收所 述边缘服务器反馈的伤害值;When it is detected that the damage trigger condition is met, a damage request is generated based on the attacker's identification, the victim's identification, the attacking skill identification and the attack angle, and the injury request is sent to the edge server, and the damage value fed back by the edge server is received;
基于接收的所述伤害值对受击者进行伤害值更新。A damage value update is performed on the victim based on the received damage value.
当然,本领域技术人员可以理解,处理器还可以实现本发明任意实施例所 提供的样本数据获取方法的技术方案。Of course, those skilled in the art can understand that the processor can also implement the technical solution of the sample data acquisition method provided by any embodiment of the present invention.
实施例六Embodiment 6
本实施例六提供了一种计算机可读存储介质,其上存储有计算机程序,该 程序被处理器执行时实现例如实现本发实施例所提供的一种伤害处理方法步骤, 伤害处理方法,应用于边缘服务器,包括:The sixth embodiment provides a computer-readable storage medium on which a computer program is stored, and when the program is executed by a processor, implements, for example, the steps of a damage processing method provided by the embodiment of the present invention, a damage processing method, and an application for edge servers, including:
接收终端发送的伤害处理信号,其中,所述伤害处理信号为所述终端在检 测到进入预设场景时生成,所述伤害处理信号中包括场景标识和执行对象标识;Receive the damage processing signal sent by the terminal, wherein the damage processing signal is generated when the terminal detects entering a preset scene, and the damage processing signal includes a scene identification and an execution object identification;
基于所述场景标识确定所述场景中的任务对象,基于任一执行对象和任一 任务对象作为攻击组合,确定各攻击组合在任一攻击情景下的伤害值;Determine the task object in the scene based on the scene identification, and determine the damage value of each attack combination under any attack scenario based on any execution object and any task object as an attack combination;
基于各攻击组合在任意攻击情景下的伤害值形成伤害数据库。A damage database is formed based on the damage value of each attack combination in any attack scenario.
可选的,实现本发实施例所提供的另一种伤害处理方法步骤,伤害处理方 法,应用于边缘服务器,包括:Optionally, another kind of damage processing method steps provided by the embodiment of the present invention, the damage processing method, is applied to the edge server, including:
检测到进入任务场景时,基于任务场景标识和执行对象标识生成伤害处理 信号,将所述伤害处理信号发送至边缘服务器,其中,所述边缘服务器响应于 所述伤害处理信号生成伤害数据库;When detecting that entering the task scene, generate an injury processing signal based on the task scene identification and the execution object identification, and send the injury processing signal to an edge server, wherein the edge server generates an injury database in response to the injury processing signal;
检测到满足伤害触发条件时,基于攻击者标识、受击者标识、攻击技能标 识和攻击角度生成伤害请求,将所述伤害请求发送至所述边缘服务器,接收所 述边缘服务器反馈的伤害值;When it is detected that the damage trigger condition is met, a damage request is generated based on the attacker's identification, the victim's identification, the attacking skill identification and the attack angle, and the injury request is sent to the edge server, and the damage value fed back by the edge server is received;
基于接收的所述伤害值对受击者进行伤害值更新。A damage value update is performed on the victim based on the received damage value.
本发明实施例的计算机存储介质,可以采用一个或多个计算机可读的介质 的任意组合。计算机可读介质可以是计算机可读信号介质或者计算机可读存储 介质。计算机可读存储介质例如可以是但不限于:电、磁、光、电磁、红外线、 或半导体的系统、装置或器件,或者任意以上的组合。计算机可读存储介质的 更具体的例子(非穷举的列表)包括:具有一个或多个导线的电连接、便携式 计算机磁盘、硬盘、随机存取存储器(RAM)、只读存储器(ROM)、可擦式可 编程只读存储器(EPROM或闪存)、光纤、便携式紧凑磁盘只读存储器(CD-ROM)、 光存储器件、磁存储器件、或者上述的任意合适的组合。在本文件中,计算机 可读存储介质可以是任何包含或存储程序的有形介质,该程序可以被指令执行 系统、装置或者器件使用或者与其结合使用。The computer storage medium of the embodiment of the present invention may adopt any combination of one or more computer-readable media. The computer-readable medium may be a computer-readable signal medium or a computer-readable storage medium. The computer-readable storage medium can be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus or device, or any combination of the above. More specific examples (a non-exhaustive list) of computer readable storage media include: electrical connections having one or more wires, portable computer disks, hard disks, random access memory (RAM), read only memory (ROM), Erasable Programmable Read Only Memory (EPROM or flash memory), fiber optics, portable compact disk read only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination of the foregoing. In this document, a computer-readable storage medium can be any tangible medium that contains or stores a program that can be used by or in conjunction with an instruction execution system, apparatus, or device.
计算机可读的信号介质可以包括在基带中或者作为载波一部分传播的数据 信号,其中承载了计算机可读的程序代码。这种传播的数据信号可以采用多种 形式,包括但不限于电磁信号、光信号或上述的任意合适的组合。计算机可读 的信号介质还可以是计算机可读存储介质以外的任何计算机可读介质,该计算 机可读介质可以发送、传播或者传输用于由指令执行系统、装置或者器件使用 或者与其结合使用的程序。A computer-readable signal medium may include a propagated data signal in baseband or as part of a carrier wave with computer-readable program code embodied thereon. Such propagated data signals may take a variety of forms including, but not limited to, electromagnetic signals, optical signals, or any suitable combination of the foregoing. A computer-readable signal medium can also be any computer-readable medium other than a computer-readable storage medium that can transmit, propagate, or transport the program for use by or in connection with the instruction execution system, apparatus, or device .
计算机可读介质上包含的程序代码可以用任何适当的介质传输,包括但不 限于:无线、电线、光缆、RF等等,或者上述的任意合适的组合。Program code embodied on a computer readable medium may be transmitted using any suitable medium including, but not limited to, wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
可以以一种或多种程序设计语言或其组合来编写用于执行本发明操作的计 算机程序代码,所述程序设计语言包括面向对象的程序设计语言,诸如Java、 Smalltalk、C++,还包括常规的过程式程序设计语言—诸如“C”语言或类似的 程序设计语言。程序代码可以完全地在用户计算机上执行、部分地在用户计算 机上执行、作为一个独立的软件包执行、部分在用户计算机上部分在远程计算 机上执行、或者完全在远程计算机或服务器上执行。在涉及远程计算机的情形 中,远程计算机可以通过任意种类的网络,包括局域网(LAN)或广域网(WAN), 连接到用户计算机,或者,可以连接到外部计算机(例如利用因特网服务提供 商来通过因特网连接)。Computer program code for carrying out operations of the present invention may be written in one or more programming languages, including object-oriented programming languages, such as Java, Smalltalk, C++, and conventional Procedural programming language - such as the "C" language or similar programming language. The program code may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer, or entirely on the remote computer or server. In the case of a remote computer, the remote computer may be connected to the user's computer through any kind of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computer (eg, using an Internet service provider via the Internet) connect).
本领域普通技术人员应该明白,上述的本发明的各模块或各步骤可以用通 用的计算装置来实现,它们可以集中在单个计算装置上,或者分布在多个计算 装置所组成的网络上,可选地,他们可以用计算机装置可执行的程序代码来实 现,从而可以将它们存储在存储装置中由计算装置来执行,或者将它们分别制 作成各个集成电路模块,或者将它们中的多个模块或步骤制作成单个集成电路 模块来实现。这样,本发明不限制于任何特定的硬件和软件的结合。Those of ordinary skill in the art should understand that the above-mentioned modules or steps of the present invention can be implemented by a general-purpose computing device, and they can be centralized on a single computing device, or distributed on a network composed of multiple computing devices. Optionally, they may be implemented in program code executable by a computer device, so that they can be stored in a storage device and executed by the computing device, or they can be fabricated separately into individual integrated circuit modules, or a plurality of modules of them Or the steps are made into a single integrated circuit module to realize. As such, the present invention is not limited to any specific combination of hardware and software.
注意,上述仅为本发明的较佳实施例及所运用技术原理。本领域技术人员 会理解,本发明不限于这里所述的特定实施例,对本领域技术人员来说能够进 行各种明显的变化、重新调整和替代而不会脱离本发明的保护范围。因此,虽 然通过以上实施例对本发明进行了较为详细的说明,但是本发明不仅仅限于以 上实施例,在不脱离本发明构思的情况下,还可以包括更多其他等效实施例, 而本发明的范围由所附的权利要求范围决定。Note that the above are only preferred embodiments of the present invention and applied technical principles. Those skilled in the art will understand that the present invention is not limited to the specific embodiments described herein, and various obvious changes, readjustments and substitutions can be made to those skilled in the art without departing from the protection scope of the present invention. Therefore, although the present invention has been described in detail through the above embodiments, the present invention is not limited to the above embodiments, and can also include more other equivalent embodiments without departing from the concept of the present invention. The scope is determined by the scope of the appended claims.
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Patent Citations (2)
| Publication number | Priority date | Publication date | Assignee | Title |
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| CN109481935A (en) * | 2018-12-17 | 2019-03-19 | 网易(杭州)网络有限公司 | Game data processing method and processing device |
| CN111274151A (en) * | 2020-02-10 | 2020-06-12 | 腾讯科技(深圳)有限公司 | Game testing method, related device and storage medium |
Cited By (1)
| Publication number | Priority date | Publication date | Assignee | Title |
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| CN115738261A (en) * | 2022-12-02 | 2023-03-07 | 网易(杭州)网络有限公司 | Information processing method and device in game, electronic equipment and storage medium |
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Application publication date: 20211214 |