Game data processing method, device, electronic device and readable storage medium

By releasing the conversion skills in the reasoning game to convert virtual object camps and updating the survival status during the voting stage, the problem of low settlement efficiency of zombie game mode is solved, and faster game progress and more efficient human-computer interaction are achieved.

CN113952739BActive Publication Date: 2025-03-11NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202111228174.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-10-21
Publication Date
2025-03-11
Estimated Expiration
2041-10-21

AI Technical Summary

Technical Problem

The zombie game mode settlement in existing inference games is too single, resulting in low human-computer interaction efficiency and long game time.

Method used

By releasing the transformation skills, the virtual objects in the second camp are converted to the first camp, and the survival status information is updated according to the voting results and the association between the virtual objects during the voting stage to speed up game settlement.

Benefits of technology

It improves the efficiency of game settlement, shortens game time, enhances the efficiency of human-computer interaction, and reduces the waste of terminal resources.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present application provides a method, device, electronic device and readable storage medium for processing game data, the method comprising: in response to a first virtual object successfully releasing a conversion skill to a second virtual object, controlling the second camp identifier to be updated to the first camp identifier; obtaining the voting result in the voting phase; when the voting result is to trigger the modification of the survival status information of the target virtual object in the first camp, determining at least one virtual object associated with the target virtual object and controlling the updating of the survival status information of the virtual object associated with it; when the preset settlement conditions are met, triggering the entry into the settlement phase of this virtual battle. By releasing the conversion skill, the virtual object in the second camp is converted to the first camp, and the survival status information of the virtual object can be updated in the voting phase according to the voting result and the association relationship between the virtual objects in the first camp, so as to speed up the settlement of the game, help speed up the game process, and improve the efficiency of human-computer interaction.
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Description

Technical Field

[0001] The present application relates to the field of human-computer interaction technology, and in particular to a method, device, electronic device and readable storage medium for processing game data. Background Art

[0002] With the continuous development of the game industry, the types of games are constantly expanding. Among them, reasoning games are loved by the majority of players for their unique charm. This type of game requires multiple players to participate in the interaction, and players from different camps conduct reasoning voting while completing designated tasks.

[0003] A zombie game mode has been added to the existing reasoning games. In the zombie game mode, death does not cause the player to exit the game directly. Among them, the zombie needs to touch the player to kill, and the player will turn into another zombie after being killed. The player can avoid the zombies, and the zombies need to rely on trapping the player to kill them. The player can only win if he completes all the designated tasks, while the zombies win when no player survives.

[0004] However, the settlement of this zombie game mode is too simple, resulting in low efficiency of human-computer interaction and too long game time for a single game. Summary of the invention

[0005] In view of this, the purpose of the present application is to provide a method, device, electronic device and readable storage medium for processing game data, which can convert virtual objects in the second camp to the first camp by releasing conversion skills, and can update the survival status information of virtual objects according to the voting results and the association relationship between virtual objects in the first camp during the voting stage, so as to speed up the settlement of the game, help speed up the game process, and improve the efficiency of human-computer interaction.

[0006] In a first aspect, an embodiment of the present application provides a method for processing game data, wherein a graphical user interface is provided through a terminal device, wherein the graphical user interface includes a virtual scene of the current virtual battle, and the method includes:

[0007] Receive object information representing a virtual object participating in the virtual battle, and save the object information to a storage space corresponding to the virtual battle, wherein the object information includes a camp identifier and survival status information, wherein the camp identifier is used to indicate the camp in which the virtual object is located, and the camp identifier includes a first camp identifier and a second camp identifier, and the survival status information is used to represent the survival status of the virtual object in the virtual battle;

[0008] In response to a first virtual object in the first camp successfully releasing a conversion skill to a second virtual object in the second camp, controlling the second camp identifier of the second virtual object stored in the storage space to be updated to the first camp identifier, and establishing a relationship data entry between the first virtual object and the second virtual object in a relationship database of the current virtual battle, wherein the relationship data entry is used to record the association relationship between the virtual objects in the first camp;

[0009] In response to a preset trigger event, controlling the virtual scene displayed in the graphical user interface to switch from the first virtual scene to a second virtual scene corresponding to the voting stage of the current virtual battle, and obtaining the voting result of the voting stage;

[0010] When the voting result triggers modification of the survival status information of the target virtual object in the first camp in the storage space, traverse the relationship data entries in the relationship database to determine at least one virtual object associated with the target virtual object, and control updating of the survival status information of the at least one virtual object associated with the target virtual object in the storage space;

[0011] When the number of virtual objects whose survival status information is the target state in the first camp and the second camp meets the preset settlement conditions, it is triggered to enter the settlement phase of this virtual battle.

[0012] Optionally, the virtual object in the first camp has first camp attributes, the first camp attributes include primary generation role attributes and child generation role attributes, and the processing method further includes:

[0013] When entering this virtual battle, or after entering this virtual battle, one of all virtual objects participating in this virtual battle is given the main character attribute and belongs to the first camp, and all virtual objects except the one virtual object are given the second camp attribute and belong to the second camp.

[0014] Among them, the virtual object in the first camp that changes from the second camp to the first camp in response to the conversion skill is given the child character attribute.

[0015] Optionally, the voting results of the voting phase are determined by:

[0016] When the second virtual scene is displayed in the graphical user interface, a voting control for a virtual object is also displayed in the graphical user interface;

[0017] In response to the voting operation of the virtual objects in the first camp and the second camp on the voting control, executing corresponding voting instructions;

[0018] The votes of the virtual objects with primary generation role attributes in the first camp and the virtual objects in the second camp are recorded in the voting results of the voting stage.

[0019] Optionally, in response to a preset trigger event, the step of controlling the virtual scene displayed in the graphical user interface to switch from the first virtual scene to the second virtual scene corresponding to the voting stage of the current virtual battle includes:

[0020] In response to the conversion skill being released, generating a skill release mark at a release position of the conversion skill;

[0021] In response to the distance between the virtual object in the first camp or the second camp and the skill release mark being less than a distance threshold, the graphical user interface is controlled to display a second virtual scene corresponding to the voting stage.

[0022] Optionally, the processing method further includes:

[0023] In response to a trigger operation performed by a first virtual object in a first camp, searching the relationship data entry corresponding to the first virtual object from the relationship database to form a relationship graph of the first virtual object, the relationship graph including the first virtual object, the parent of the first virtual object, and the child of the first virtual object,

[0024] Among them, the implementer of the conversion skill is the parent of the recipient of the conversion skill, and the recipient of the conversion skill is the child of the implementer of the conversion skill.

[0025] Optionally, the step of controlling and updating the survival status information of at least one virtual object associated with the target virtual object in the storage space includes:

[0026] If the target virtual object is a virtual object in the first camp with child character attributes, updating the survival status information of the target virtual object and the child of the target virtual object to be in a dead state;

[0027] If the target virtual object is a virtual object with primary character attributes in the first camp, the survival status information of all virtual objects in the first camp is updated to be in a dead state.

[0028] Optionally, the processing method further includes:

[0029] When the voting result triggers modification of the survival status information of the virtual objects in the second camp in the storage space, the survival status information of the virtual objects in the storage space is controlled to be updated.

[0030] Optionally, the first camp attributes of the virtual objects in the first camp are visible only to virtual objects belonging to the same camp.

[0031] Optionally, the preset settlement condition includes at least one of the following items:

[0032] The number of virtual objects with primary character attributes in the first camp is zero;

[0033] The number of virtual objects with primary character attributes in the first camp is equal to the number of virtual objects in the second camp;

[0034] And / or, trigger the settlement phase of this virtual battle through the following methods:

[0035] Multiple virtual tasks in this virtual battle are all completed, and the multiple virtual tasks include tasks that all virtual objects in the second camp need to complete in this virtual battle.

[0036] Optionally, the conversion skill includes an infection skill, and in response to a first virtual object in the first camp successfully releasing the conversion skill to a second virtual object in the second camp, the step of controlling the second camp identifier of the second virtual object stored in the storage space to be updated to the first camp identifier includes:

[0037] In response to the infection skill control being triggered, the first virtual object in the first camp is controlled to release the infection skill, so that the camp to which the second virtual object located within a predetermined range of the position of the first virtual object belongs is changed to the first camp, and the second camp identifier of the second virtual object is updated to the first camp identifier.

[0038] Optionally, the conversion skill includes a movement skill, and in response to a first virtual object in the first camp successfully releasing the conversion skill to a second virtual object in the second camp, the step of controlling the second camp identifier of the second virtual object stored in the storage space to be updated to the first camp identifier includes:

[0039] In response to the movement skill control being triggered, the first virtual object in the first camp is controlled to move in a predetermined direction, so that the camp to which the second virtual object in the second camp on the moving path belongs is changed to the first camp, and the second camp identifier of the second virtual object is updated to the first camp identifier.

[0040] Optionally, the predetermined direction includes any one of the following items:

[0041] The facing direction of the virtual objects in the first camp;

[0042] An aiming direction is determined in response to the aiming operation.

[0043] In a second aspect, an embodiment of the present application further provides a device for processing game data, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes a virtual scene of the current virtual battle, and the device includes:

[0044] An information receiving module receives object information representing a virtual object participating in the virtual battle, and saves the object information to a storage space corresponding to the virtual battle, wherein the object information includes a camp identifier and survival status information, wherein the camp identifier is used to indicate the camp in which the virtual object is located, and the camp identifier includes a first camp identifier and a second camp identifier, and the survival status information is used to represent the survival status of the virtual object in the virtual battle;

[0045] a camp conversion module, in response to a first virtual object in a first camp successfully releasing a conversion skill to a second virtual object in a second camp, controlling the second camp identifier of the second virtual object stored in the storage space to be updated to the first camp identifier, and establishing a relationship data entry between the first virtual object and the second virtual object in a relationship database of the current virtual battle, wherein the relationship data entry is used to record the association relationship between the virtual objects in the first camp;

[0046] A scene switching module, in response to a preset trigger event, controls the virtual scene displayed in the graphical user interface to switch from the first virtual scene to the second virtual scene corresponding to the voting stage of the current virtual battle, and obtains the voting result of the voting stage;

[0047] a first state updating module, which, when the voting result triggers modification of the survival state information of the target virtual object in the first camp in the storage space, traverses the relational data entries in the relational database to determine at least one virtual object associated with the target virtual object, and controls updating the survival state information of the at least one virtual object associated with the target virtual object in the storage space;

[0048] The battle settlement module triggers the settlement phase of the virtual battle when the number of virtual objects whose survival status information is the target state in the first camp and the second camp meets the preset settlement conditions.

[0049] In a third aspect, an embodiment of the present application further provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of the method for processing game data as described above.

[0050] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the method for processing game data as described above are executed.

[0051] A method for processing game data proposed in an embodiment of the present application includes: after receiving object information representing virtual objects participating in a virtual battle, in response to a first virtual object in a first camp successfully releasing a conversion skill to a second virtual object in a second camp, controlling the second camp identifier of the second virtual object to be updated to the first camp identifier, and establishing a relational data entry for recording the association relationship between virtual objects in the first camp in a relational database of the virtual battle; in response to a preset trigger event, controlling the virtual scene to switch from the first virtual scene to the second virtual scene corresponding to the voting stage of the virtual battle, and obtaining the voting result of the voting stage; when the voting result is to trigger the modification of the survival status information of the target virtual object in the first camp, traversing the relational data entries in the relational database to determine at least one virtual object associated with the target virtual object, and controlling the updating of the survival status information of at least one virtual object associated with the target virtual object in the storage space; when the number of virtual objects with the survival status information of the target state in the first camp and the second camp meets the preset settlement condition, triggering the entry into the settlement stage of the virtual battle.

[0052] The method for processing game data provided in the embodiment of the present application can accelerate the efficiency of character camp conversion in the game by releasing conversion skills to convert virtual objects in the second camp to the first camp; in addition, the survival status information of the virtual objects can be updated according to the voting results and the association relationship between the virtual objects in the first camp during the voting stage to speed up the settlement of the game, which helps to speed up the game process, improve the efficiency of human-computer interaction, and thereby reduce the waste of terminal processing resources and power resources.

[0053] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0054] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0055] Figure 1 A flowchart of a method for processing game data provided by an embodiment of the present application;

[0056] Figure 2 A schematic diagram of an interface for starting a virtual battle provided by an embodiment of the present application;

[0057] Figure 3 A schematic diagram of displaying a relationship map in a game interface provided by an embodiment of the present application;

[0058] Figure 4 A schematic diagram of an interface for a voting phase provided in an embodiment of the present application;

[0059] Figure 5 A schematic diagram of an interface for a virtual object being eliminated provided in an embodiment of the present application;

[0060] Figure 6 A schematic diagram of the structure of a game data processing device provided in an embodiment of the present application;

[0061] Figure 7 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0062] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application usually described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, each other embodiment obtained by those skilled in the art without making creative work belongs to the scope of protection of the present application.

[0063] The terms "a", "an", "the" and "said" are used in this specification to indicate the presence of one or more elements / components / etc.; the terms "including" and "having" are used to express an open-ended inclusion and mean that additional elements / components / etc. may exist in addition to the listed elements / components / etc.; the terms "first" and "second" etc. are used only as labels and are not intended to limit the quantity of their objects.

[0064] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, and "more than one" refers to two or more. "And / or" is merely a way to describe the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.

[0065] It should be understood that in the embodiments of the present application, "B corresponding to A", "B corresponding to A", "A corresponds to B", or "B corresponds to A" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean determining B only according to A, and B can also be determined according to A and / or other information.

[0066] First, the names involved in the embodiments of the present application are briefly introduced.

[0067] Virtual scene:

[0068] It is a virtual scene displayed (or provided) when the application is running on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene with complete game logic of virtual objects such as user control.

[0069] Virtual Objects:

[0070] Refers to movable objects and inactive objects in a virtual scene, and movable objects refer to dynamic objects that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, a cartoon character, etc. The virtual object is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or is dynamically determined according to the number of clients joining the battle, and the embodiment of the present application does not limit this. In a possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use the skills, virtual props, etc. provided by the application to fight with other virtual objects.

[0071] Player Characters:

[0072] Refers to a virtual object that can be controlled by the player and move around in the game environment. In some electronic games, it can also be called a shikigami character or a hero character. The player character can be at least one of the following different forms: a virtual person, a virtual animal, an anime character, etc.

[0073] Game interface:

[0074] Refers to the interface corresponding to the application provided or displayed through a graphical user interface, which includes a UI interface and a game screen for players to interact. In an optional embodiment, the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indicators (such as direction indicators, character indicators, etc.), information display areas (such as the number of kills, match time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional embodiment, the game screen is a display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include virtual objects such as game characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.

[0075] In one embodiment of the present application, the method for processing game data can be run on a terminal device or a server. The terminal device can be a local terminal device. When the method for processing game data is run on a server, the method for processing game data can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0076] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game data processing method are completed on the cloud game server. The role of the client device is used for data reception, transmission and presentation of the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the terminal device for processing game data is a cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0077] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0078] With the continuous development of the game industry, the types of games are constantly expanding. Among them, reasoning games are loved by more and more players for their unique charm. In reasoning games, multiple players participating in the game join the same game together. After entering the game, different role attributes are assigned to virtual objects controlled by different players, such as identity attributes. Different role attributes are assigned to determine different camps, so that players can win the game by performing tasks assigned by the game at different stages of the game. For example, multiple virtual objects with role attribute A can "eliminate" virtual objects with role attribute B during the game stage to win the game. For example, 10 people are usually required to participate in the same game. At the beginning of the game, the identity information (role attributes) of the virtual objects in the game are determined. For example, the identity information includes civilian identity and werewolf identity. The virtual object with a civilian identity wins the game by completing the assigned tasks during the game stage, or eliminates the virtual object with a werewolf identity in the current game to win the game; the virtual object with a werewolf identity wins the game by performing attack behaviors on other virtual objects without werewolf identities during the game stage to eliminate the virtual object.

[0079] In the game stage of reasoning games, there are usually two game stages: the action stage and the voting stage.

[0080] In the action phase, one or more game tasks are usually assigned. In an optional embodiment, one or more corresponding game tasks are assigned to each virtual object, and the player controls the corresponding virtual object to move in the game scene and perform the corresponding game tasks to complete the game. In an optional embodiment, a common game task is determined for virtual objects with the same role attributes in the current game; in the action phase, the virtual objects participating in the current game can freely move to different areas in the game scene in the virtual scene of the action phase to complete the assigned game tasks. The current game includes a first camp and a second camp that is opposite to the first camp, that is, the first camp and the second camp are in different camps, the first virtual object belonging to the first camp has the first camp attribute, and the second virtual object belonging to the second camp has the second camp attribute, that is, the virtual objects in the current game include virtual objects with the first camp attribute and virtual objects with the second camp attribute. In an optional embodiment, when the first virtual object with the first camp attribute moves to the preset range of the second virtual object with the second camp attribute in the virtual scene, it can respond to the attack instruction and attack the second virtual object with the second camp attribute to eliminate the second virtual object with the second camp attribute.

[0081] During the voting phase, a discussion function is provided for the virtual objects representing the players. The discussion function is used to display the behavior of the virtual objects in the action phase to decide whether to eliminate a specific virtual object in the current game.

[0082] by For example, the game game includes two stages, namely the action stage and the voting stage. In the action stage, multiple virtual objects in the game game move freely in the virtual scene, and other virtual objects that appear within the preset range can be seen in the game screen displayed from the perspective of the virtual object. The virtual object with a civilian identity moves in the virtual scene to complete the assigned game task, and the virtual object with a werewolf identity destroys the task that the virtual object with a civilian identity has completed in the virtual scene, or can perform the assigned specific game task. At the same time, the virtual object with a werewolf identity can also attack the virtual object with a civilian identity in the action stage to eliminate the virtual object. When the game game stage enters the voting stage from the action stage, the players discuss through the corresponding virtual objects to try to determine the virtual object with a werewolf identity based on the game behavior in the action stage, and determine the discussion results by voting. According to the discussion results, it is determined whether there are virtual objects that need to be eliminated. If there are, the corresponding virtual objects are eliminated according to the discussion results. If not, there are no virtual objects that need to be eliminated in the current voting stage. Among them, in the voting stage, the discussion can be conducted by voice, text, or other methods. During the game, it is necessary to analyze the identity information of other players based on their behavioral information (which may also include text information and voice information input by other players) to avoid players with suspicious identities during the game, thereby preventing being attacked and eliminated by players with suspicious identities.

[0083] It should be understood that in the reasoning game, in addition to the reasoning mode divided into the action phase and the voting phase, there is also a competition mode. When the player selects the reasoning mode, the current game can be controlled to play according to the game operation logic of the action phase and the voting phase. When the player selects the competition mode, the game can be played according to the game operation logic of the competition mode.

[0084] Based on this, an embodiment of the present application provides a method for processing game data, which can control multiple virtual objects participating in this virtual battle to fight in a competitive mode.

[0085] An implementation environment is provided in one embodiment of the present application, and the implementation environment may include: a first terminal device, a game server, and a second terminal device. The first terminal device and the second terminal device communicate with the server respectively to achieve data communication. In this embodiment, the first terminal device and the second terminal device are respectively installed with a client for executing the method for processing game data provided by the present application, and the game server is a server end for executing the method for processing game data provided by the present application. Through the client, the first terminal device and the second terminal device can communicate with the game server respectively.

[0086] Taking the first terminal device as an example, the first terminal device establishes communication with the game server by running the client. In an optional implementation, the server establishes a game match according to the game request of the client. Among them, the parameters of the game match can be determined according to the parameters in the received game request, for example, the parameters of the game match may include the number of people participating in the game match, the level of the characters participating in the game match, etc. When the first terminal device receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the first terminal device. In an optional implementation, the server determines a target game match for the client from multiple established game matches according to the game request of the client, and when the first terminal device receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the first terminal device. The first terminal device is a device controlled by the first user, and the virtual object displayed in the graphical user interface of the first terminal device is the player character controlled by the first user. The first user inputs an operation instruction through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.

[0087] Taking the second terminal device as an example, the second terminal device establishes communication with the game server by running the client. In an optional implementation, the server establishes a game match according to the game request of the client. Among them, the parameters of the game match can be determined according to the parameters in the received game request, for example, the parameters of the game match may include the number of people participating in the game match, the level of the characters participating in the game match, etc. When the second terminal device receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the second terminal device. In an optional implementation, the server determines a target game match for the client from multiple established game matches according to the game request of the client, and when the second terminal device receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the second terminal device. The second terminal device is a device controlled by the second user, and the virtual object displayed in the graphical user interface of the second terminal device is the player character controlled by the second user. The second user inputs an operation instruction through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.

[0088] The server performs data calculation based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the rendering of corresponding virtual scenes and / or virtual objects in the graphical user interface according to the synchronization data sent by the server.

[0089] In this embodiment, the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device are virtual objects in the same game match. The virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device may have the same role attributes or different role attributes.

[0090] It should be noted that the virtual objects in the current game may include two or more virtual objects, and different virtual objects may correspond to different terminal devices. That is to say, in the current game, there are more than two terminal devices that send and synchronize game data with the game server respectively.

[0091] See also Figure 1 , Figure 1 This is a flowchart of a method for processing game data provided by an embodiment of the present application. Figure 1 As shown in , the embodiment of the present application provides a graphical user interface through a terminal device, and the graphical user interface includes a virtual scene of this virtual battle. The processing method includes:

[0092] S101. Receive object information representing virtual objects participating in this virtual battle, and save the object information to a storage space corresponding to the current virtual battle, wherein the object information includes a camp identifier and survival status information. The camp identifier is used to refer to the camp in which the virtual object is located. The camp identifier includes a first camp identifier and a second camp identifier. The survival status information is used to represent the survival status of the virtual object in this virtual battle.

[0093] S102, in response to the first virtual object in the first camp successfully releasing a conversion skill to the second virtual object in the second camp, controlling the second camp identifier of the second virtual object stored in the storage space to be updated to the first camp identifier, and establishing a relationship data entry between the first virtual object and the second virtual object in the relationship database of this virtual battle, the relationship data entry being used to record the association relationship between the virtual objects in the first camp.

[0094] S103. In response to a preset trigger event, control the virtual scene displayed in the graphical user interface to switch from the first virtual scene to the second virtual scene corresponding to the voting stage of the current virtual battle, and obtain the voting result of the voting stage.

[0095] S104. When the voting result triggers modification of the survival status information of the target virtual object in the first camp in the storage space, traverse the relationship data entries in the relationship database to determine at least one virtual object associated with the target virtual object, and control the update of the survival status information of at least one virtual object associated with the target virtual object in the storage space.

[0096] S105. When the number of virtual objects in the first camp and the second camp whose survival status information is the target state meets the preset settlement conditions, the settlement phase of the current virtual battle is triggered.

[0097] The terminal device involved in the embodiment of the present application mainly refers to an intelligent device for providing a graphical user interface and controlling virtual objects. The terminal device may include but is not limited to any of the following devices: a smart phone, a tablet computer, a portable computer, a desktop computer, a digital television, and a game console. An application supporting games is installed and running in the terminal device, such as an application supporting three-dimensional games or two-dimensional games. In the embodiment of the present application, the application is introduced as a game application. Optionally, the application can be a network-connected game application or a stand-alone game application.

[0098] A graphical user interface is an interface display format for communication between people and computers. It allows users to manipulate icons or menu options on the screen using input devices such as a mouse, keyboard, and game controller. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a terminal device to select commands, start programs, or perform other tasks.

[0099] In addition to the movable virtual objects described above, the virtual scene described above may also optionally include other immovable virtual objects, such as the sky, land, ocean, buildings, forests, task props, etc., and is not limited thereto. As an example, in common reasoning games, virtual objects, maps, rooms, and buildings are usually included. Exemplarily, the virtual scene includes a first virtual scene and a second virtual scene, the first virtual scene corresponds to the action stage in the reasoning game, and the second virtual scene corresponds to the voting stage in the reasoning game.

[0100] The following describes the above exemplary steps provided in the embodiment of the present application by taking the above method applied to a terminal device as an example.

[0101] In step S101, the terminal device receives object information representing virtual objects participating in this virtual battle, and saves the object information to a storage space corresponding to this virtual battle; in response to a trigger operation for starting this virtual battle, multiple virtual objects participating in this virtual battle are controlled to enter this virtual battle. Here, the object information includes a camp identifier and survival status information, the camp identifier is used to refer to the camp where the virtual object is located, the camp identifier includes a first camp identifier and a second camp identifier, and the survival status information is used to represent the survival status of the virtual object in this virtual battle; the storage space can be set on the terminal device or on the server; the graphical user interface provided by the terminal device includes a virtual scene of this virtual battle.

[0102] In an embodiment of the present application, the virtual scene of this virtual battle may include the above-mentioned virtual scene corresponding to the competitive mode of the reasoning game. For example, the virtual scene in the competitive mode may be the same as the virtual scene in the action phase in the reasoning mode. The virtual objects controlled by each player can move freely in the virtual scene of this virtual battle. For example, the activities of the virtual objects in the virtual scene may include but are not limited to at least one of the following: walking, running, jumping, climbing, lying down, attacking, releasing skills, picking up props, and sending messages. Here, the virtual objects active in the virtual scene include not only the virtual objects controlled by each player, but also other virtual objects controlled by non-players.

[0103] The multiple virtual objects participating in this virtual battle may be virtual objects in the game of the account of the game client logged into the terminal device, that is, virtual objects controlled by the player corresponding to the account, but the possibility that the virtual objects are controlled by other applications or artificial intelligence modules is not ruled out.

[0104] In the embodiment of the present application, the object information includes a camp identifier and survival status information, wherein the camp identifier includes a first camp identifier and a second camp identifier, wherein the first camp identifier is used to refer to the first camp, and the second camp identifier is used to refer to the second camp, wherein the second camp is opposed to the first camp; that is, the first camp and the second camp are in different camps. Specifically, virtual objects belonging to the first camp have first camp attributes, and virtual objects belonging to the second camp have second camp attributes, and the first camp attributes of virtual objects in the first camp are only visible to virtual objects belonging to the same camp.

[0105] In a preferred embodiment, the first camp attributes include main-generation character attributes and sub-generation character attributes. When entering this virtual battle, or after entering this virtual battle, one of all virtual objects participating in this virtual battle is given the main-generation character attributes to be assigned to the first camp, and all virtual objects except the one of the virtual objects are given the second camp attributes to be assigned to the second camp; the virtual objects in the first camp that change from the second camp to the first camp in response to the conversion skill are given the sub-generation character attributes.

[0106] For example, Figure 2 As shown, Figure 2 This is a schematic diagram of an interface for starting a virtual battle provided by an embodiment of the present application. Figure 2As shown in , at the beginning of this virtual battle, the system assigns the main generation role attributes to the virtual object 210 in the game interface 220, such as "puppet master mother", and displays the game rules of the virtual object with the main generation role attributes in this virtual battle on the game interface 220, such as "You have become an infected person, infect everyone, and win!". Specifically, after the game starts, the master mother puppet attacks and can convert the virtual object with the second camp attribute into a child puppet. The child puppet can continue to attack other virtual objects with the second camp attribute and convert them into child puppets.

[0107] Here, since the system randomly assigns role attributes to virtual objects, the assigned role attributes include primary generation role attributes and second camp attributes, so virtual objects in the game interface can also be assigned second camp attributes. Virtual objects 210 in the game interface 220 are assigned primary generation role attributes.

[0108] Exemplarily, the number of first virtual objects initially assigned to the first camp is 1, that is, one virtual object is randomly selected from all virtual objects participating in this virtual battle, and the primary character attribute is assigned to it; the other virtual objects except one virtual object are assigned the second camp attribute; and the child character attribute is assigned to all second virtual objects that change from the second camp to the first camp in response to the conversion skill, that is, the second virtual object with the second camp attribute will be converted into the first virtual object with the child character attribute after the conversion skill of the first virtual object. Among them, the primary character attribute and the second camp attribute are the character attributes initially assigned when participating in this virtual battle, and the child character attribute is the character attribute that only the second virtual object hit by the conversion skill has during this virtual battle.

[0109] Exemplarily, the camps to which the multiple virtual objects participating in the virtual battle belong may be determined in the following manner:

[0110] In the first case, the camps to which the multiple virtual objects belong may be determined based on the choices of the players participating in the virtual battle.

[0111] For example, before entering this virtual battle, each player participating in this virtual battle needs to select a camp attribute for the virtual object being controlled in this virtual battle through a terminal device.

[0112] That is to say, when entering this virtual battle, the camp attribute of each virtual object in this virtual battle can be determined according to the selection of the camp attribute participating in this virtual battle, and the camp to which each virtual object belongs can be determined according to the selected camp attribute.

[0113] After the camp attributes of each virtual object are determined according to the player's selection, a first virtual object having a first camp attribute may be assigned to the first camp, and a second virtual object having a second camp attribute may be assigned to the first camp.

[0114] For example, in the embodiment of the present application, there are two camps, and each camp has different camp attributes. Based on this, when entering this virtual battle, each player can choose one camp attribute from the pre-set first camp attributes and second camp attributes as the identity of the controlled virtual object in this virtual battle.

[0115] In the second case, the camps to which multiple virtual objects belong can be randomly assigned.

[0116] For example, multiple virtual objects participating in this virtual battle may be randomly assigned to two camps, wherein a first virtual object assigned to the first camp has first camp attributes, and a second virtual object assigned to the second camp has second camp attributes.

[0117] In a preferred embodiment, the number of first virtual objects initially assigned to the first camp is 1, that is, a virtual object can be randomly selected from multiple virtual objects participating in this virtual battle and determined to be the first virtual object belonging to the first camp, and the first virtual object has first camp attributes (specifically, main character attributes); other virtual objects among the multiple virtual objects except the randomly selected virtual object are determined to be second virtual objects belonging to the second camp, and the second virtual object has second camp attributes.

[0118] Similarly, for the first case mentioned above, only one player may be allowed to select the first camp attribute for the controlled virtual object through the terminal device. For example, the player may refer to the first player who selects the first camp attribute.

[0119] Through the above method, multiple virtual objects are divided into first virtual objects belonging to the first camp and second virtual objects belonging to the second camp, and the first camp performs the first game task in this virtual battle, and the second camp performs the second game task in this virtual battle.

[0120] In this virtual battle, the first virtual object belonging to the first camp is configured with a conversion skill, which is acquired after the virtual object is divided into the first camp. After determining the camp to which each virtual object belongs, the first skill configuration parameters of the first camp can be obtained to determine the conversion skill of the first virtual object.

[0121] In this virtual battle, the second virtual object belonging to the second camp is configured with a default skill, which is acquired after the virtual object is divided into the second camp. After determining the camp to which each virtual object belongs, the second skill configuration parameters of the second camp can be obtained to determine the default skill of the second virtual object.

[0122] This virtual battle at least includes an action phase and a voting phase. After entering this virtual battle, multiple virtual objects participating in this virtual battle are controlled to enter the action phase.

[0123] In one case, after entering the current virtual battle, multiple virtual objects are directly controlled to enter the action phase. At this time, since the corresponding camp attribute has been determined for each virtual object, multiple virtual objects can be directly controlled to enter the action phase with their respective camp attributes.

[0124] In another case, in response to the first camp in this virtual battle being divided, multiple virtual objects can be controlled to enter the action phase.

[0125] For example, at the beginning of this virtual battle, all virtual objects participating in this virtual battle belong to the second camp. After a predetermined time, in response to any virtual object among all virtual objects participating in this virtual battle being changed to belong to the first camp, the control enters the action phase.

[0126] In this case, when entering the action phase, the number of first virtual objects belonging to the first camp is 1, and the other virtual objects among the multiple virtual objects participating in this virtual battle all belong to the second camp. It should be understood that the present application is not limited thereto, and those skilled in the art can adjust the number of virtual objects in each camp when entering the action phase according to needs.

[0127] In the embodiment of the present application, the survival status information is used to represent the survival status of the virtual object in the current virtual battle, and the corresponding state to the survival status is the death status. Players in the survival status can continue to participate in the current virtual battle, and players in the death status can directly exit the current virtual battle, or continue to watch the battle in the current virtual battle.

[0128] In an embodiment of the present application, the storage space is used to store object information of virtual objects in this virtual battle. Here, the storage space can be set on a terminal device or on a server.

[0129] First, when the storage space is set on the terminal device, the game resources loaded during the running of the game program, including the object information of the virtual objects, are stored in the memory and video memory of the terminal device. Here, it is necessary to ensure that the memory space occupied by the game resources loaded in this virtual battle is less than the memory and video memory of the terminal device. Since the storage space of the memory and video memory in the terminal device is fixed, when there are more game resources stored in the memory and video memory, resulting in less remaining storage space, it will affect the normal operation of the game program. In addition, in order to make the game program run normally, it is necessary to reasonably allocate the game resources stored in the memory and video memory. In this way, when this virtual battle is over, in order to release the game resources of this virtual battle stored in the memory and video memory from the memory and video memory, the game resources of this virtual battle stored in the memory and video memory can be deleted, and the storage space of the memory and video memory can be cleared, so that the game program can smoothly load other virtual battle game resources in the subsequent operation process.

[0130] Second, when the storage space is set on the server, the terminal device saves the object information to the storage space on the server corresponding to the current virtual battle. Here, the object information can be stored on the server in the form of a data packet so that the terminal device can call it when applying the game program. Among them, one storage data packet can save the object information corresponding to all virtual objects in the current virtual battle, or one storage data packet can only save the object information corresponding to one virtual object in the current virtual battle.

[0131] In step S102, a skill conversion control is displayed in the game interface, and the skill conversion control is used to update the second camp identification of the second virtual object stored in the storage space to the first camp identification. The trigger operation for the skill conversion control is sent by the game player to the terminal device, and the trigger operation is used to release the skill conversion in the virtual scene. As an example, the trigger operation can be a click operation on an icon, button or block diagram representing the skill conversion on the game interface, or a drag operation on the skill conversion control performed on the game interface.

[0132] In an embodiment of the present application, the conversion skill possessed by the first virtual object in the first camp is a camp conversion skill for controlling the second virtual object in the second camp to convert to the first camp. The conversion skill has an effective range. When the conversion skill is released in response to a trigger operation, the second virtual object within the effective range of the conversion skill is hit, and the second virtual object outside the effective range of the conversion skill is not hit. The second camp identifier of the second virtual object hit by the conversion skill is updated to the first camp identifier.

[0133] In a preferred embodiment, the number of first virtual objects initially assigned to the first camp is 1, that is, a virtual object can be randomly selected from multiple virtual objects participating in this virtual battle as a main-generation virtual object, the main-generation virtual object has main-generation character attributes, and belongs to the first camp; the other virtual objects among the multiple virtual objects except the randomly selected main-generation virtual object are determined as second virtual objects belonging to the second camp; the conversion skill possessed by the main-generation virtual object can control the second virtual object in the second camp to convert to the first camp, when the second virtual object within the range of the conversion skill is hit, the second camp identifier of the second virtual object hit by the conversion skill will be updated to the first camp identifier, at this time, the second virtual object hit by the conversion skill becomes a child virtual object, the child virtual object has child character attributes, belongs to the first camp, and has the conversion skill; and so on, as the number of second virtual objects hit by the conversion skill increases, the number of child virtual objects also increases, but there is always only one main-generation virtual object.

[0134] After the second camp identifier of the second virtual object is updated to the first camp identifier, the skills and game interface of the second virtual object also change accordingly, and are adjusted to the skills of the first virtual object. The virtual battle is conducted with the skills of the first camp, and the display content of its game interface is consistent with that of other first virtual objects.

[0135] Exemplarily, conversion skills may include but are not limited to infection skills and / or movement skills, and the infection skills and movement skills are introduced below respectively.

[0136] In the case where the skill is converted into an infection skill, an infection skill control may be displayed in the game interface corresponding to the first virtual object. In response to the infection skill control being triggered, the first virtual object in the first camp is controlled to release the infection skill, so that the camp to which the second virtual object located within a predetermined range of the position of the first virtual object belongs is changed to the first camp, and the second camp identifier of the second virtual object is updated to the first camp identifier.

[0137] Here, the predetermined range may refer to the effective range of the infection skill. The predetermined range may be determined based on the position of the first virtual object that releases the infection skill. Exemplarily, the predetermined range may be a circular range with the position of the first virtual object that releases the infection skill as the center and a third predetermined length as the radius. It should be understood that the present application is not limited thereto, and the predetermined range may also be other shapes.

[0138] In an optional example, the predetermined range may be smaller than the visible range of the first virtual object that releases the infection skill. Taking the case where the above-mentioned visible range includes the first field of view range and the second field of view range as an example, the predetermined range may be smaller than the first field of view range of the first virtual object, that is, the third predetermined length is smaller than the first predetermined length, that is, the first virtual object may release the infection skill for the second virtual object in the virtual scene screen outside the field of view within the visible range, so as to control the hit second virtual object to switch camps, and at the same time update the second camp identifier of the second virtual object to the first camp identifier.

[0139] In the case of converting skills into movement skills, a movement skill control may be displayed in the game interface corresponding to the first virtual object. In response to the movement skill control being triggered, the first virtual object in the first camp is controlled to move in a predetermined direction, so that the camp to which the second virtual object in the second camp on the moving path belongs is changed to the first camp, and the second camp identifier of the second virtual object is updated to the first camp identifier.

[0140] Among them, movement skills may include any of the following: flash skills, sprint skills, walking skills, etc.

[0141] In one example, the predetermined direction may be a field of view direction of the first virtual object.

[0142] At this time, in response to the movement skill control being triggered, the first virtual object is controlled to move in the direction of its field of view. Here, the field of view direction of the first virtual object may refer to the facing direction of the virtual object. For the case where the second field of view range of the first virtual object is a fan-shaped range, optionally, the second field of view range of the first virtual object may also be in the direction of its field of view. In this case, the movement distance of the first virtual object in the predetermined direction may be greater than the second predetermined length, that is, the first virtual object may release the movement skill to the second virtual object in the virtual scene screen outside the field of view that is outside the visible range, so as to control the hit second virtual object to change camps.

[0143] In another example, the predetermined direction may be an aiming direction determined in response to an aiming operation.

[0144] Before, while, or after the movement skill control is triggered in response to the movement skill control being triggered, an aiming operation for determining an aiming direction may be further received. As an example, the aiming operation may include a selection operation of a target position in the virtual scene, and a connection direction from the position of the first virtual object to the target position is determined as the aiming direction.

[0145] In the embodiment of the present application, after the second camp identifier of the second virtual object stored in the storage space is updated to the first camp identifier, a relationship data entry between the first virtual object and the second virtual object is established in the relationship database of the current virtual battle. The relationship database is also stored in the storage space, and the relationship data entry is used to record the association relationship between the virtual objects in the first camp.

[0146] Further, in step S102, when the second camp identifier of the second virtual object stored in the storage space is updated to the first camp identifier, a relationship data entry between the first virtual object and the second virtual object is established in the relationship database of this virtual battle, wherein the relationship data entry is used to record the association relationship between the virtual objects in the first camp.

[0147] In an embodiment of the present application, a relational database includes relational data entries between a first virtual object and a second virtual object. Here, the second virtual object in the relational database refers to a virtual object in the second camp that has child role attributes after being successfully converted by the first virtual object. The second virtual object with child role attributes after being successfully converted by the first virtual object belongs to the first camp, and the second camp identifier of the successfully converted second virtual object is updated to the first camp identifier. The relational data entries are used to record the association relationship between virtual objects in the first camp. Here, the virtual objects in the first camp include the initial first virtual object in the first camp and the first virtual object converted by the second virtual object. The converted second virtual objects all belong to the first camp and become the first virtual objects, that is, the virtual objects in the first camp include virtual objects with primary role attributes and virtual objects with child role attributes.

[0148] Specifically, the relational database can be stored in the form of a relational tree structure. By querying a node in the relational tree structure, the child nodes under the node can be obtained. Since different nodes correspond to the first virtual object, or the parent of the first virtual object, or the child of the first virtual object, the virtual object in the first camp that has an associated relationship with the first virtual object can be quickly queried by querying the relational tree structure. Furthermore, constructing the relational database into a relational tree structure can facilitate players to efficiently search for virtual objects that have an associated relationship with the virtual object controlled by the player.

[0149] In the embodiment of the present application, the relationship tree structure can be constructed in the following manner:

[0150] Each virtual object in the first camp is determined as a node in the relationship tree structure, and two nodes with an associated relationship are connected by a line segment to indicate that there is an associated relationship between the two virtual objects connected by the line segment; each line segment is used to represent that there is an associated relationship between the two virtual objects connected by the line segment, and each node is used to represent the identity information of the virtual object.

[0151] In a preferred embodiment, all virtual objects in the first camp are constructed into a relationship tree structure. Under the condition that the number of first virtual objects initially assigned to the first camp is 1, the root node in the relationship tree structure is used to represent the first virtual object initially assigned in the first camp, that is, the root node in the relationship tree structure is used to represent the virtual object with the main generation role attribute, the parent node in the relationship tree structure is used to represent the virtual object implementing the conversion skill in the first camp, and the child node in the relationship tree structure is used to represent the virtual object undergoing the conversion skill in the first camp.

[0152] Furthermore, an associated object search control may be displayed in the game interface, and the associated object search control is used to respond to a trigger operation of a player searching a relational database for a virtual object associated with a first virtual object controlled by the player. The trigger operation for the associated object search control is issued by the game player to the terminal device, and the trigger operation is used to open a relational graph of the first virtual object corresponding to the associated object search control in a virtual scene, and the relational graph displays virtual objects associated with the first virtual object itself. As an example, the trigger operation may be a click operation on the associated object search control on the game interface, or a drag operation on the associated object search control performed on the game interface.

[0153] Exemplarily, the association relationship may include a parent-child relationship and a child-parent relationship. From the perspective of the first virtual object controlled by the player, the first virtual object has a child-parent relationship with the parent of the first virtual object, and the first virtual object has a parent-child relationship with the child of the first virtual object, wherein the virtual objects in the parent-child relationship have the same survival status. Specifically, the relationship map of the first virtual object can display all virtual objects that have a parent-child relationship and a child-parent relationship with the first virtual object; however, if the first virtual object is in a dead state, the virtual objects that have a parent-child relationship with the first virtual object will also be updated from a alive state to a dead state, that is, taking the first virtual object as the root node, traversing downward from the relational database, and updating the survival status of all virtual objects with a parent-child relationship to a dead state.

[0154] In a specific implementation, the terminal device responds to a trigger operation performed by the first virtual object in the first camp, and searches the relationship data entry corresponding to the first virtual object from the relationship database to form a relationship graph of the first virtual object, wherein the relationship graph includes the first virtual object, the parent of the first virtual object, and the child of the first virtual object, wherein the implementer of the conversion skill is the parent of the recipient of the conversion skill, and the recipient of the conversion skill is the child of the implementer of the conversion skill.

[0155] In this step, two interconnected nodes in the relationship graph correspond to virtual objects with a parent-child relationship or a child-parent relationship, the implementer of the conversion skill is the parent of the recipient of the conversion skill, and the recipient of the conversion skill is the child of the implementer of the conversion skill. In the pre-built relationship database, the terminal device can respond to the trigger operation performed by the first virtual object in the first camp, search the relationship data entry corresponding to the first virtual object from the relationship database, and then find all virtual objects that have an associated relationship with the first virtual object, and form the relationship graph of the first virtual object with the virtual objects that have an associated relationship with the first virtual object, so as to intuitively display the parent and child of the first virtual object.

[0156] For an example, see Figure 3 , Figure 3 This is a schematic diagram of a relationship map in a game interface provided by an embodiment of the present application. Figure 3 As shown in , a relationship graph 230 is displayed in a game interface 220 where a virtual object 210 is located. Since the virtual object 210 has the main generation role attribute, in the relationship graph 230, the identifier ① corresponding to the virtual object 210 is at the root node position of the relationship graph 230. According to the display of the relationship graph 230, it can be known that the virtual object 210 corresponding to identifier ① infects the virtual objects corresponding to identifiers ②, ⑨, and ⑩, that is, the virtual objects corresponding to identifiers ②, ⑨, and ⑩ are the children of the virtual object 210 corresponding to identifier ①, and the virtual object 210 corresponding to identifier ① is the parent of the virtual objects corresponding to identifiers ②, ⑨, and ⑩; similarly, the virtual object corresponding to identifier ⑩ infects the virtual objects corresponding to identifiers ③, ④, and ⑤, the virtual object corresponding to identifier ③ infects the virtual object corresponding to identifier ⑦, the virtual object corresponding to identifier ⑤ infects the virtual object corresponding to identifier ⑧, and the virtual object corresponding to identifier ⑨ infects the virtual object corresponding to identifier ⑥.

[0157] Taking the relationship graph 230 shown above as an example, if in the voting stage, the virtual object corresponding to identifier ⑩ has the most votes, then the virtual object corresponding to identifier ⑩, the children of the virtual object corresponding to identifier ⑩: the virtual objects corresponding to identifier ③, identifier ④, and identifier ⑤, the children of the virtual object corresponding to identifier ③: the virtual object corresponding to identifier ⑦, and the children of the virtual object corresponding to identifier ⑤: the virtual object corresponding to identifier ⑧, are all updated from the alive state to the dead state. Here, the virtual objects corresponding to identifier ③, identifier ④, identifier ⑤, identifier ⑦, and identifier ⑧ can all be considered as the children of the virtual object corresponding to identifier ⑩. If the virtual object 210 corresponding to identifier ① has the most votes, since the virtual object 210 corresponding to identifier ① has the main generation role attribute, the virtual objects corresponding to identifier ②, identifier ③, identifier ④, identifier ⑤, identifier ⑥, identifier ⑦, identifier ⑧, identifier ⑨, and identifier ⑩ are all updated from the alive state to the dead state.

[0158] Here, it can be understood that the first virtual object controlled by the player can see its relationship graph, that is, it can see the virtual objects included in the parent and child generations of the first virtual object. In the voting stage, the first virtual object controlled by the player is taken as the root node, and the relationship graph is traversed downward from the root node to find all nodes associated with the root node, and then all virtual objects associated with the first virtual object are found; that is, if the parent puppet is voted out, all its children will be eliminated.

[0159] In step S103, in response to a preset trigger event, the terminal device controls the virtual scene displayed in the graphical user interface to switch from the first virtual scene to the second virtual scene corresponding to the voting stage of this virtual battle, and obtains the voting results of the voting stage.

[0160] In the embodiment of the present application, the virtual battle can be divided into two stages, namely, the action stage and the voting stage. The action stage corresponds to the first virtual scene, and the voting stage corresponds to the second virtual scene. The voting stage is configured to determine the survival status information of the virtual objects in the first camp and the second camp according to the results of the voting stage, and the voting results of the voting stage are determined according to the voting operations of the virtual objects in the first camp and the second camp.

[0161] Exemplarily, what is displayed in the second virtual scene may be a character model of the second virtual object or a character icon of the second virtual object. Similarly, what is displayed in the second virtual scene may be a character model of the first virtual object or a character icon of the first virtual object.

[0162] Here, the trigger event may refer to a switching action from the first virtual scene to the second virtual scene, such as the switching action may include a return operation of exiting the first virtual scene, and an opening operation of clicking a start button of the second virtual scene, or an opening operation of a switch button directly switching from the first virtual scene to the second virtual scene; the trigger event may refer to a specific trigger operation; the trigger event may also refer to the distance between the skill release identifier corresponding to the released conversion skill and the virtual object being less than a distance threshold. Among them, any virtual object in a survival state can execute the trigger event. By responding to a preset trigger event, the graphical user interface switches from the first virtual scene to the second virtual scene, and the second virtual scene includes a first virtual object and at least one second virtual object.

[0163] In a preferred embodiment, in response to a conversion skill being released, the terminal device generates a skill release identifier at the release position of the conversion skill; in response to the distance between a virtual object in the first camp or the second camp and the skill release identifier being less than a distance threshold, the graphical user interface is controlled to display a second virtual scene corresponding to the voting stage.

[0164] In an embodiment of the present application, a skill release mark can be displayed at the same time as the conversion skill is released, or after the conversion skill is successfully released. The skill release mark refers to the attack trace left in the first virtual scene after the skill is released, such as, when the conversion skill is an attack thread, the attack thread will leave a trace of the attack thread in the first virtual scene after it is released; the skill release mark can also refer to the generation of a mark pattern at the release position after the conversion skill is released, such as a triangle, a circle, etc. Furthermore, when the distance between the virtual object in the first camp or the second camp and the skill release mark is less than the distance threshold, the graphical user interface is automatically controlled to display the second virtual scene corresponding to the voting stage.

[0165] Exemplarily, when attacking, a virtual object with main-generation character attributes and a virtual object with child-generation character attributes will both leave attack threads. The essence of the attack threads is the attack traces left after the virtual object with main-generation character attributes and the virtual object with child-generation character attributes attack the second virtual object in the second camp. When any virtual object approaches the attack trace, it can control the graphical user interface to display the second virtual scene corresponding to the voting stage, and then obtain the voting results in the voting stage.

[0166] For an example, see Figure 4 , Figure 4 This is a schematic diagram of an interface for a voting phase provided in an embodiment of the present application. Figure 4As shown, a second virtual scene corresponding to the voting stage is displayed in the game interface 220. The second virtual scene may include a virtual object 210 (a virtual object with attributes of a main generation character) and a second virtual object 250. When the identity voting controls (not shown in the figure) are clicked on the virtual object 210 and the second virtual object 250, the system may execute the voting instructions to obtain the voting results. The voting results are displayed in the voting result display interface 240, wherein the voting result display interface 240 includes the number of invalid votes, the number of votes obtained by each virtual object, etc., wherein the virtual object with the most votes is eliminated.

[0167] Recombination Figure 3 , the virtual object 210 corresponding to the identifier ① is eliminated. Since the virtual object 210 corresponding to the identifier ① has the main generation role attribute, it can be known from the relationship graph 230 that the virtual objects corresponding to the identifiers ②, ③, ④, ⑤, ⑥, ⑦, ⑧, ⑨ and ⑩ are all eliminated. The interface diagram of the virtual object being eliminated is shown in FIG. Figure 5 As shown, in Figure 5 In the game interface 220, the eliminated parent puppet and child puppet are displayed. Specifically, the character attributes corresponding to the virtual object that is eliminated first can be displayed in the game interface 220, such as "mother puppet", "child puppet", etc. When the virtual object 210 corresponding to the identifier ① is eliminated, the game interface 220 can display "① player nickname is thrown into the sea of ​​red spider lilies", and correspondingly, further display "②③④⑤⑥⑦⑧⑨⑩ as its child puppet, also lost consciousness".

[0168] Specifically, before obtaining the voting results of the voting stage, the embodiment of the present application determines the voting results of the voting stage in the following manner: when displaying the second virtual scene in the graphical user interface, the voting controls of the virtual objects are also displayed in the graphical user interface; in response to the voting operations of the virtual objects in the first camp and the second camp on the voting controls, the corresponding voting instructions are executed; and the votes of the virtual objects with primary representative role attributes in the first camp and the virtual objects in the second camp are recorded in the voting results of the voting stage.

[0169] Here, all virtual objects entering the second virtual scene have the authority to speak, discuss and vote, but only the votes of virtual objects with primary role attributes in the first camp and virtual objects in the second camp are valid and can be recorded in the voting results of the voting stage.

[0170] For example, in a reasoning game, when a player controls a first virtual object to move in a first virtual scene, an infection target can be determined from multiple second virtual objects in survival state. Multiple second virtual objects in survival state can be understood as virtual objects in other survival states other than the first virtual object in this virtual battle. Specifically, the player can determine the infection target according to the position, behavior, etc. of each second virtual object, for example, select a second virtual object that is relatively isolated and not easily discovered by other virtual objects when attacking as the infection target. After the infection target is determined, in response to the release of the conversion skill, a skill release mark is generated at the release position of the conversion skill; in response to the distance between the virtual object in the first camp or the second camp and the skill release mark being less than the distance threshold, the graphical user interface is controlled to display the second virtual scene corresponding to the voting stage. At this time, all virtual objects in this virtual battle are moved from the first virtual scene to the second virtual scene. In addition to the first virtual object or the object icon of the first virtual object, the second virtual scene also includes at least one second virtual object or the object icon of the second virtual object. The object icon here can be the avatar, name, etc. of the virtual object. In the second virtual scene, all virtual objects have the right to speak, discuss and vote, but only the voting results of virtual objects with primary role attributes in the first camp and virtual objects in the second camp are valid. If the virtual object with primary role attributes in the first camp has the most votes, the virtual object with primary role attributes and all its infected children will be updated from alive to dead; if one of the virtual objects in the second camp has the most votes, the second virtual object will be updated from alive to dead; if the virtual object with child role attributes in the first camp has the most votes, the virtual object with child role attributes and all its infected children will be updated from alive to dead.

[0171] In step S104, when the voting result triggers the modification of the survival status information of the target virtual object in the first camp in the storage space, the relationship data entries in the relationship database are traversed to determine at least one virtual object associated with the target virtual object, and the survival status information of at least one virtual object associated with the target virtual object in the storage space is controlled to be updated.

[0172] In the embodiment of the present application, the target virtual object may be a virtual object having primary role attributes, or may be a virtual object having child role attributes.

[0173] In one embodiment, if the target virtual object is a virtual object in the first camp with attributes of a primary character, the survival status information of all virtual objects in the first camp is updated to be in a dead state.

[0174] Specifically, when the voting result triggers the modification of the survival status information of the virtual objects with the primary generation role attributes in the first camp in the storage space, the relational data entries in the relational database are traversed to determine all the virtual objects in the first camp, and the survival status information of all the virtual objects in the first camp in the storage space is controlled to be updated. Here, all the virtual objects in the first camp are updated from the survival state to the death state.

[0175] In another embodiment, if the target virtual object is a virtual object in the first camp with child character attributes, the survival status information of the target virtual object and the children of the target virtual object is updated to be in a dead state.

[0176] Specifically, when the voting result triggers the modification of the survival status information of the virtual object with the child role attribute in the first camp in the storage space, the relational data entries in the relational database are traversed to determine at least one virtual object associated with the virtual object with the child role attribute, and the survival status information of all virtual objects associated with the virtual object with the child role attribute in the storage space is controlled to be updated. Here, the virtual object with the child role attribute is the parent of the at least one virtual object associated with it, and then the virtual object corresponding to the child of the at least one virtual object associated with it is found, and so on, until the relational database is traversed from top to bottom, all virtual objects associated with the virtual object with the child role attribute are found, and all these virtual objects are updated from the survival state to the death state. Among them, since the relational database is stored in the form of a relational tree structure, the direction from the root node of the relational tree structure to the child node is the direction from top to bottom.

[0177] In addition, when the voting result triggers modification of the survival status information of the virtual objects in the second camp in the storage space, the survival status information of the virtual objects in the storage space is controlled to be updated.

[0178] In this step, since there is no association relationship between the virtual objects in the second camp, when the survival status information of one of the virtual objects in the second camp is updated from the survival status to the death status, the survival status information of other virtual objects in the second camp will not change.

[0179] In step S105, when the number of virtual objects in the first camp and the second camp whose survival status information is the target state meets the preset settlement conditions, it is triggered to enter the settlement phase of this virtual battle.

[0180] In this step, the target state refers to the death state, that is, when the number of virtual objects in the death state in the first camp and the second camp meets the preset settlement conditions, it triggers the settlement stage of this virtual battle.

[0181] Preferably, the preset settlement conditions include at least one of the following:

[0182] (1) The number of virtual objects with primary role attributes in the first camp is zero.

[0183] Here, under the condition that the number of virtual objects in the second camp is at least two, when the virtual object with the main generation character attribute in the first camp is in a dead state, it is determined that the first camp has failed and the second camp has won.

[0184] (2) The number of virtual objects with primary character attributes in the first camp is equal to the number of virtual objects in the second camp.

[0185] Here, there is only one virtual object with the main generation role attribute in the first camp. When there is only one virtual object left in the second camp, the first camp is judged to have won and the second camp has lost.

[0186] And / or, trigger the settlement phase of this virtual battle through the following methods:

[0187] All multiple virtual tasks in this virtual battle are completed, and the multiple virtual tasks include the tasks that all virtual objects in the second camp need to complete in this virtual battle.

[0188] Here, when all virtual objects in the second camp complete all tasks in this virtual battle, it is determined that the first camp has failed and the second camp has won.

[0189] In the embodiment of the present application, if the number of virtual objects whose survival status information is the target state in the first camp and the second camp meets the preset settlement conditions, it triggers the settlement phase of this virtual battle.

[0190] The settlement phase refers to the phase after the virtual battle ends, where the player's performance in the virtual battle is judged, which can be shown in the form of gold coins obtained, accumulated experience points, etc. Furthermore, after the above preset settlement conditions are met, the virtual battle can be ended and the next virtual battle can be started.

[0191] However, the time to start the next virtual battle can be the same as the time to end the current virtual battle, or it can be different. For example, the next virtual battle can be started at the same time as the current virtual battle ends, or the current virtual battle can be ended first, and the winning player votes to decide when to start the next virtual battle.

[0192] The method for processing game data provided in the embodiment of the present application can accelerate the efficiency of character camp conversion in the game by releasing conversion skills to convert virtual objects in the second camp to the first camp; in addition, the survival status information of the virtual objects can be updated according to the voting results and the association relationship between the virtual objects in the first camp during the voting stage to speed up the settlement of the game, which helps to speed up the game process, improve the efficiency of human-computer interaction, and thereby reduce the waste of terminal processing resources and power resources.

[0193] Based on the same inventive concept, an embodiment of the present application also provides a device for processing game data corresponding to the method for processing game data. Since the principle of solving the problem by the device in the embodiment of the present application is similar to the method for processing game data in the embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0194] See also Figure 6 , Figure 6 A schematic diagram of the structure of a game data processing device provided in an embodiment of the present application, such as Figure 6 As shown in , a graphical user interface is provided by a terminal device, and the graphical user interface includes a virtual scene of this virtual battle. The processing device 600 includes:

[0195] The information receiving module 610 receives object information representing a virtual object participating in the virtual battle, and saves the object information to a storage space corresponding to the virtual battle, wherein the object information includes a camp identifier and survival status information, wherein the camp identifier is used to indicate the camp in which the virtual object is located, and the camp identifier includes a first camp identifier and a second camp identifier, and the survival status information is used to represent the survival status of the virtual object in the virtual battle;

[0196] The camp conversion module 620 controls, in response to a first virtual object in the first camp successfully releasing a conversion skill to a second virtual object in the second camp, updating the second camp identifier of the second virtual object stored in the storage space to the first camp identifier, and establishing a relationship data entry between the first virtual object and the second virtual object in the relationship database of the current virtual battle, where the relationship data entry is used to record the association relationship between the virtual objects in the first camp;

[0197] The scene switching module 630 controls the virtual scene displayed in the graphical user interface to switch from the first virtual scene to the second virtual scene corresponding to the voting stage of the current virtual battle in response to a preset trigger event, and obtains the voting result of the voting stage;

[0198] A first state updating module 640, when the voting result is to trigger the modification of the survival state information of the target virtual object in the first camp in the storage space, traverses the relational data entries in the relational database to determine at least one virtual object associated with the target virtual object, and controls the updating of the survival state information of the at least one virtual object associated with the target virtual object in the storage space;

[0199] The battle settlement module 650 triggers the entry into the settlement phase of the virtual battle when the number of virtual objects with survival status information being in the target state in the first camp and the second camp meets the preset settlement conditions.

[0200] In an optional embodiment, the virtual objects in the first camp have first camp attributes, the first camp attributes include primary role attributes and child role attributes, and the processing device further includes a role assignment module (not shown in the figure), the role assignment module is used to:

[0201] When entering this virtual battle, or after entering this virtual battle, one of all virtual objects participating in this virtual battle is given the main character attribute and belongs to the first camp, and all virtual objects except the one virtual object are given the second camp attribute and belong to the second camp.

[0202] Among them, the virtual object in the first camp that changes from the second camp to the first camp in response to the conversion skill is given the child character attribute.

[0203] Preferably, the scene switching module 630 is further used to determine the voting result of the voting phase in the following manner:

[0204] When the second virtual scene is displayed in the graphical user interface, a voting control for the virtual object is also displayed in the graphical user interface;

[0205] In response to the voting operation of the virtual objects in the first camp and the second camp on the voting control, executing the corresponding voting instructions;

[0206] The votes of the virtual objects with primary generation role attributes in the first camp and the virtual objects in the second camp are recorded in the voting results of the voting stage.

[0207] Exemplarily, the scene switching module 630 is specifically used for:

[0208] In response to the conversion skill being released, generating a skill release mark at the release position of the conversion skill;

[0209] In response to the distance between the virtual object in the first camp or the second camp and the skill release mark being less than a distance threshold, the graphical user interface is controlled to display a second virtual scene corresponding to the voting stage.

[0210] In an optional embodiment, the processing device further includes a spectrum forming module (not shown in the figure), and the spectrum forming module is used to:

[0211] In response to a trigger operation performed by a first virtual object in a first camp, a relationship data entry corresponding to the first virtual object is searched from a relationship database to form a relationship graph of the first virtual object, wherein the relationship graph includes the first virtual object, a parent of the first virtual object, and a child of the first virtual object.

[0212] Among them, the implementer of the conversion skill is the parent of the recipient of the conversion skill, and the recipient of the conversion skill is the child of the implementer of the conversion skill.

[0213] Exemplarily, the first status updating module 640 is specifically used for:

[0214] If the target virtual object is a virtual object in the first camp with child role attributes, the survival status information of the target virtual object and the children of the target virtual object is updated to be in a dead state;

[0215] If the target virtual object is a virtual object with primary generation character attributes in the first camp, the survival status information of all virtual objects in the first camp is updated to be in a dead state.

[0216] In an optional embodiment, the processing device further includes a second state updating module (not shown in the figure), and the second state updating module is used to:

[0217] When the voting result triggers modification of the survival status information of the virtual objects in the second camp in the storage space, the survival status information of the virtual objects in the storage space is controlled to be updated.

[0218] Among them, the first camp attributes of the virtual objects in the first camp are only visible to virtual objects belonging to the same camp.

[0219] Specifically, the preset settlement conditions include at least one of the following items:

[0220] The number of virtual objects with primary character attributes in the first camp is zero;

[0221] The number of virtual objects with primary character attributes in the first camp is equal to the number of virtual objects in the second camp;

[0222] And / or, the battle settlement module triggers the settlement phase of this virtual battle in the following ways:

[0223] All multiple virtual tasks in this virtual battle are completed, and the multiple virtual tasks include the tasks that all virtual objects in the second camp need to complete in this virtual battle.

[0224] Preferably, the conversion skill includes an infection skill, and the camp conversion module 620 is specifically used for:

[0225] In response to the infection skill control being triggered, the first virtual object in the first camp is controlled to release the infection skill, so that the camp to which the second virtual object located within a predetermined range of the position of the first virtual object belongs is changed to the first camp, and the second camp identifier of the second virtual object is updated to the first camp identifier.

[0226] Preferably, the conversion skill includes a movement skill, and the camp conversion module 620 is further used for:

[0227] In response to the movement skill control being triggered, the first virtual object in the first camp is controlled to move in a predetermined direction, so that the camp to which the second virtual object in the second camp on the moving path belongs is changed to the first camp, and the second camp identifier of the second virtual object is updated to the first camp identifier.

[0228] Here, the predetermined direction includes any one of the following:

[0229] The facing direction of the virtual objects in the first camp;

[0230] An aiming direction is determined in response to the aiming operation.

[0231] The game data processing device provided in the present application can accelerate the efficiency of character camp conversion in the game by releasing conversion skills to convert virtual objects in the second camp to the first camp; in addition, the survival status information of the virtual objects can be updated according to the voting results and the association relationship between the virtual objects in the first camp during the voting stage to speed up the settlement of the game, which helps to speed up the game process, improve the efficiency of human-computer interaction, and thereby reduce the waste of terminal processing resources and power resources.

[0232] See also Figure 7 , Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. Figure 7 As shown in , the electronic device 700 includes a processor 710 , a memory 720 and a bus 730 .

[0233] The memory 720 stores machine-readable instructions executable by the processor 710. When the electronic device 700 is running, the processor 710 communicates with the memory 720 via the bus 730. When the machine-readable instructions are executed by the processor 710, the above-mentioned Figure 1 The specific implementation of the steps of the method for processing game data in the method embodiment shown can be found in the method embodiment, which will not be repeated here.

[0234] The present application also provides a computer-readable storage medium on which a computer program is stored. When the computer program is executed by a processor, the computer program can execute the above-mentioned Figure 1 The specific implementation of the steps of the method for processing game data in the method embodiment shown can be found in the method embodiment, which will not be repeated here.

[0235] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0236] In the several embodiments provided in the present application, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of devices or units can be electrical, mechanical or other forms.

[0237] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0238] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0239] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application can essentially be embodied in the form of a software product, or in other words, the part that contributes to the prior art or the part of the technical solution. The computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0240] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The protection scope of the present application is not limited thereto. Although the present application is described in detail with reference to the above-mentioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-mentioned embodiments within the technical scope disclosed in the present application, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should be included in the protection scope of the present application. Therefore, the protection scope of the present application shall be based on the protection scope of the claims.

Claims

1. A method for processing game data, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface includes a virtual scene of the current virtual battle, the method includes: Receive object information representing a virtual object participating in the virtual battle, and save the object information to a storage space corresponding to the virtual battle, wherein the object information includes a camp identifier and survival status information, wherein the camp identifier is used to indicate the camp in which the virtual object is located, and the camp identifier includes a first camp identifier and a second camp identifier, and the survival status information is used to represent the survival status of the virtual object in the virtual battle; In response to a first virtual object in the first camp successfully releasing a conversion skill to a second virtual object in the second camp, controlling the second camp identifier of the second virtual object stored in the storage space to be updated to the first camp identifier, and establishing a relationship data entry between the first virtual object and the second virtual object in a relationship database of the current virtual battle, wherein the relationship data entry is used to record the association relationship between the virtual objects in the first camp; In response to a preset trigger event, controlling the virtual scene displayed in the graphical user interface to switch from the first virtual scene to a second virtual scene corresponding to the voting stage of the current virtual battle, and obtaining the voting result of the voting stage; When the voting result triggers modification of the survival status information of the target virtual object in the first camp in the storage space, traverse the relationship data entries in the relationship database to determine at least one virtual object associated with the target virtual object, and control updating of the survival status information of the at least one virtual object associated with the target virtual object in the storage space; When the number of virtual objects in the first camp and the second camp whose survival status information is the target state meets the preset settlement condition, the settlement phase of the virtual battle is triggered; The controlling and updating of the survival status information of at least one virtual object associated with the target virtual object in the storage space includes: The survival status information of the target virtual object and the children of the target virtual object is updated to be in a dead state.

2. The processing method according to claim 1, characterized in that: The virtual object in the first camp has first camp attributes, and the first camp attributes include main generation character attributes and child generation character attributes. The processing method further includes: When entering this virtual battle, or after entering this virtual battle, one of all virtual objects participating in this virtual battle is given the main character attribute and belongs to the first camp, and all virtual objects except the one virtual object are given the second camp attribute and belong to the second camp. Among them, the virtual object in the first camp that changes from the second camp to the first camp in response to the conversion skill is given the child character attribute.

3. The processing method according to claim 2, characterized in that: The voting results of the voting phase are determined in the following way: When the second virtual scene is displayed in the graphical user interface, a voting control for a virtual object is also displayed in the graphical user interface; In response to the voting operation of the virtual objects in the first camp and the second camp on the voting control, executing corresponding voting instructions; The votes of the virtual objects with primary generation role attributes in the first camp and the virtual objects in the second camp are recorded in the voting results of the voting stage.

4. The processing method according to claim 1, characterized in that: In response to a preset trigger event, the step of controlling the virtual scene displayed in the graphical user interface to switch from the first virtual scene to the second virtual scene corresponding to the voting stage of the current virtual battle includes: In response to the conversion skill being released, generating a skill release mark at a release position of the conversion skill; In response to the distance between the virtual object in the first camp or the second camp and the skill release mark being less than a distance threshold, the graphical user interface is controlled to display a second virtual scene corresponding to the voting stage.

5. The processing method according to claim 2, characterized in that: The processing method also includes: In response to a trigger operation performed by a first virtual object in a first camp, searching the relationship data entry corresponding to the first virtual object from the relationship database to form a relationship graph of the first virtual object, the relationship graph including the first virtual object, the parent of the first virtual object, and the child of the first virtual object, Among them, the implementer of the conversion skill is the parent of the recipient of the conversion skill, and the recipient of the conversion skill is the child of the implementer of the conversion skill.

6. The processing method according to claim 5, characterized in that: The step of controlling and updating the survival status information of at least one virtual object associated with the target virtual object in the storage space comprises: If the target virtual object is a virtual object in the first camp with child character attributes, updating the survival status information of the target virtual object and the child of the target virtual object to be in a dead state; If the target virtual object is a virtual object with primary character attributes in the first camp, the survival status information of all virtual objects in the first camp is updated to be in a dead state.

7. The processing method according to claim 6, characterized in that: The processing method also includes: When the voting result triggers modification of the survival status information of the virtual objects in the second camp in the storage space, the survival status information of the virtual objects in the storage space is controlled to be updated.

8. The processing method according to claim 2, characterized in that: The first camp attributes possessed by virtual objects in the first camp are visible only to virtual objects belonging to the same camp.

9. The processing method according to claim 2, characterized in that: The preset settlement conditions include at least one of the following: The number of virtual objects with primary character attributes in the first camp is zero; The number of virtual objects with primary character attributes in the first camp is equal to the number of virtual objects in the second camp; And / or, trigger the settlement phase of this virtual battle through the following methods: Multiple virtual tasks in this virtual battle are all completed, and the multiple virtual tasks include tasks that all virtual objects in the second camp need to complete in this virtual battle.

10. The processing method according to claim 1, characterized in that: The conversion skill includes an infection skill. In response to a first virtual object in the first camp successfully releasing the conversion skill to a second virtual object in the second camp, the step of controlling the second camp identifier of the second virtual object stored in the storage space to be updated to the first camp identifier includes: In response to the infection skill control being triggered, the first virtual object in the first camp is controlled to release the infection skill, so that the camp to which the second virtual object located within a predetermined range of the position of the first virtual object belongs is changed to the first camp, and the second camp identifier of the second virtual object is updated to the first camp identifier.

11. The processing method according to claim 1 or claim 10, characterized in that: The conversion skill includes a movement skill. In response to a first virtual object in the first camp successfully releasing the conversion skill to a second virtual object in the second camp, the step of controlling the second camp identifier of the second virtual object stored in the storage space to be updated to the first camp identifier includes: In response to the movement skill control being triggered, the first virtual object in the first camp is controlled to move in a predetermined direction, so that the camp to which the second virtual object in the second camp on the moving path belongs is changed to the first camp, and the second camp identifier of the second virtual object is updated to the first camp identifier.

12. The processing method according to claim 11, characterized in that: The predetermined direction includes any one of the following: The facing direction of the virtual objects in the first camp; An aiming direction is determined in response to the aiming operation.

13. A device for processing game data, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface includes a virtual scene of the current virtual battle, and the apparatus includes: An information receiving module receives object information representing a virtual object participating in the virtual battle, and saves the object information to a storage space corresponding to the virtual battle, wherein the object information includes a camp identifier and survival status information, wherein the camp identifier is used to indicate the camp in which the virtual object is located, and the camp identifier includes a first camp identifier and a second camp identifier, and the survival status information is used to represent the survival status of the virtual object in the virtual battle; a camp conversion module, in response to a first virtual object in a first camp successfully releasing a conversion skill to a second virtual object in a second camp, controlling the second camp identifier of the second virtual object stored in the storage space to be updated to the first camp identifier, and establishing a relationship data entry between the first virtual object and the second virtual object in a relationship database of the current virtual battle, wherein the relationship data entry is used to record the association relationship between the virtual objects in the first camp; A scene switching module, in response to a preset trigger event, controls the virtual scene displayed in the graphical user interface to switch from the first virtual scene to the second virtual scene corresponding to the voting stage of the current virtual battle, and obtains the voting result of the voting stage; a first state updating module, which, when the voting result triggers modification of the survival state information of the target virtual object in the first camp in the storage space, traverses the relational data entries in the relational database to determine at least one virtual object associated with the target virtual object, and controls updating the survival state information of the at least one virtual object associated with the target virtual object in the storage space; A battle settlement module, when the number of virtual objects in the first camp and the second camp whose survival status information is the target state meets the preset settlement conditions, triggers the entry into the settlement phase of the current virtual battle; The first state updating module is further used to update the survival state information of the target virtual object and the children of the target virtual object to a dead state.

14. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of any method as claimed in claims 1 to 12.

15. A computer-readable storage medium, characterized in that: The readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 12 are executed.

Citation Information

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