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Fighting system realization method

A system implementation, client-side technology, applied in transmission systems, electrical components, etc., can solve problems such as high risk, unsmooth operation, waste, etc., to reduce risks, reduce communication traffic, and save resources.

Active Publication Date: 2012-03-21
BEIJING PIXEL SOFTWARE TECH
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0004] In the current combat system, the movement of the client mainly includes two methods: one method is that the client notifies the server when it is moving, and waits for the server’s feedback before moving. This method will cause the client to move slowly and the operation is not smooth; Another method is: the client continuously sends location information to the server, and the server trusts the location information. This method will greatly increase the communication flow between the client and the server, resulting in waste, and is usually plugged in, resulting in various A serious bug with a relatively high risk

Method used

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Embodiment Construction

[0014] In order to make the object, technical solution and advantages of the present invention clearer, the present invention will be described in detail below in conjunction with the accompanying drawings and specific embodiments.

[0015] The method provided by the invention includes figure 1 The flow shown:

[0016] see figure 1 , figure 1 The basic flowchart provided for the embodiment of the present invention. Such as figure 1 As shown, the process may include the following steps:

[0017] In step 101, the client checks whether the game character it assumes can move, if yes, execute step 102, otherwise, do not move.

[0018] Specifically, this step 101 can be realized through the following judgments to detect whether the game role it assumes can move: determine whether there is currently a condition that restricts the movement of the game role played by the client, and if so, determine that the game role cannot move, Otherwise, it is determined that the game charact...

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PUM

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Abstract

The invention provides a fighting system realization method. The method comprises the following steps that: a client detects whether a game character that the client plays can move; if the character can move, a pathfinding logic is dynamically calculated; and according to the calculated pathfinding logic, pathfinding move is performed; after move is successful, a server is notified; after the server receives the notification, the pathfinding logic is dynamically calculated and the pathfinding move with the client is performed according to the calculated pathfinding logic; when there is abnormity during the pathfinding, the client is notified to stop and is brought back to a specific location. By using the method of the invention, on one hand, the client can move timely; on the other hand, the client does not need to send position information frequently to the server and a plug-in risk can be reduced.

Description

technical field [0001] The invention relates to network technology, in particular to a combat system realization method. Background technique [0002] In various current online games, the combat system is a very basic and very important underlying system. The quality of the combat system is related to the game player's experience in the game, and it is also related to the effect of the game. [0003] The current combat system is mainly divided into two categories, one is the turn-based combat system, represented by "Fantasy Westward Journey", "Way of the World", etc., and the other is the real-time combat system, represented by "Legend" and "World of Warcraft" Wait. [0004] In the current combat system, the movement of the client mainly includes two methods: one method is that the client notifies the server when it moves, and waits for the server’s feedback before moving. This method will cause the client to move slowly and the operation is not smooth; Another method is:...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): H04L29/06
Inventor 刘毅
Owner BEIJING PIXEL SOFTWARE TECH
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