Event message broadcasting method and device, storage medium and electronic device
A technology of event message and trigger position, applied in the computer field, can solve problems such as increasing hardware rendering pressure and operating pressure, no solution found, and reduced game playability
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Embodiment 1
[0044] The method embodiment provided in Embodiment 1 of the present application may be executed in a mobile phone, a tablet, a server, a computer or similar electronic terminals. Take running on a computer as an example, figure 1 It is a block diagram of the hardware structure of an event message broadcasting computer in the embodiment of the present invention. Such as figure 1 As shown, computer 10 may include one or more ( figure 1 Only one is shown in the figure) a processor 102 (the processor 102 may include but not limited to a processing device such as a microprocessor MCU or a programmable logic device FPGA, etc.) and a memory 104 for storing data. Optionally, the above-mentioned computer can also be A transmission device 106 for communication functions and an input and output device 108 are included. Those of ordinary skill in the art can understand that, figure 1 The shown structure is only for illustration, and it does not limit the structure of the above-mentio...
example 1
[0088] Example 1: Broadcast event messages to all online player characters of the game server;
[0089] In order to ensure that all players can participate in the game, all players can be allowed to participate without distinguishing camps, and event messages can be broadcast to all online player characters.
example 2
[0090] Example 2: Select the N camps whose total combat value is closest to the summoned camp among the M camps, where the summoned camp is the camp where the summoned player character of the summoned item is located.
[0091] In an implementation based on Example 2, selecting N camps among the M camps in the game scene includes: respectively counting the total combat values of the M camps in the game server; The N camps with the closest values, wherein the summoning camp is the camp where the summoning player character of the summoning item is located.
[0092] In an example, selecting the N camps whose total combat value is closest to the summoned camp among the M camps includes: sorting the total combat values of the M camps to obtain a combat value sequence, and positioning the first in the combat value sequence The sequence position of the camp where the player character (the player character that triggers the summoning item) is located. With this sequence position as...
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