Data processing method, device, equipment and storage medium for turn-based games
By allowing players to choose the target game rhythm in turn-based games, the problem of poor gaming experience caused by the countdown rush is solved, and a more rhythmic and immersive gaming experience is achieved.
Patent Information
- Application Number
- CN202210074394.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-01-21
- Publication Date
- 2025-09-12
- Estimated Expiration
- 2042-01-21
AI Technical Summary
In existing turn-based games, the countdown urges players to choose game actions, resulting in a poor gaming experience for some players.
By responding to the rhythm selection operation, a target game rhythm is determined from multiple game rhythms, and a turn-based game is played in the target game room, allowing players to freely select the game rhythm and play the game at the selected rhythm.
It improves the rhythm and immersive experience of turn-based games and enhances the gaming fun for players.
Smart Images

Figure CN114404964B_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a data processing method, apparatus, device, and storage medium for a turn-based game. Background Art
[0002] With the development of network technology, online games have gradually become people's main form of leisure and entertainment. Turn-based games, as an important branch of online games, are loved by the majority of users because they are simple and easy to use.
[0003] In related technologies, a countdown is often set in each round of a turn-based game to prompt players to select a game action before the countdown ends. However, due to different gaming habits among different players, using a countdown or other methods to urge players to make a choice may result in a poor gaming experience for some players. Summary of the Invention
[0004] The embodiments of the present disclosure at least provide a data processing method, apparatus, device, and storage medium for a turn-based game.
[0005] In a first aspect, an embodiment of the present disclosure provides a data processing method for a turn-based game, which is applied to a multiplayer online turn-based game, comprising:
[0006] In response to a rhythm selection operation for the turn-based game, determining a target game rhythm for playing the turn-based game from at least one game rhythm; wherein the game rhythm can represent a round duration of a game round in the turn-based game;
[0007] Connecting to a target game room that matches the target game rhythm;
[0008] In any game round of the turn-based game, responding to a game action selection operation, determining a target game action selected in the game round;
[0009] The identification information of the target game action is sent to a server, and a game result of the game round sent by the server is received, wherein the game result is determined based on the identification information of the game action sent by each user terminal in the target game room during the game round.
[0010] In one possible implementation, the game rhythm includes game action selection moments;
[0011] The responding game action selection operation and determining the target game action selected in the game round include:
[0012] In response to a first selection operation at a game action selection time for the target game tempo, a target game action selected in the game round is determined.
[0013] In a possible implementation, the target game room includes at least three user terminals, and the game rhythm includes a game action object selection moment;
[0014] The responding game action selection operation and determining the target game action selected in the game round include:
[0015] In response to a first selection operation at a game action selection moment for the target game rhythm, determining a target game action selected in the game round;
[0016] In response to a second selection operation at the object selection moment of the target game rhythm, a target user terminal corresponding to the target game action selected in the game round is determined.
[0017] In one possible implementation, the game rhythm also includes game action display moments;
[0018] After determining the target game action selected in the game round, the method further includes:
[0019] At the game action display moment of the target game rhythm, game resources corresponding to the target game action are displayed.
[0020] In one possible implementation, the game actions in the turn-based game include attack actions, defense actions, and attack charging actions; wherein the attack charging parameters corresponding to the attack charging actions are used to represent the attack strength;
[0021] The second selection operation in response to the object selection moment of the target game rhythm includes:
[0022] When the target game action is the attack action, a second selection operation of the object selection timing for the target game tempo is responded to.
[0023] In a possible implementation, after receiving the game result of the game round sent by the server, the method further includes:
[0024] Based on the game result of the game round, the game status information corresponding to the current user terminal is updated, and the updated game status information is displayed.
[0025] In a possible implementation, the game status information includes the cumulative attack strength of the current user terminal;
[0026] In the case where the target game action is the attack action, the method further includes:
[0027] In response to an attack intensity selection operation for the attack action, determining a target attack intensity for the attack operation, the target attack intensity not exceeding the accumulated attack intensity;
[0028] The sending the identification information of the target game action to the server includes:
[0029] Sending the identification information of the attack action, the target attack strength of the target game action, and the identification information of the target user terminal to the server;
[0030] The updating of the game status information corresponding to the current user terminal includes:
[0031] The accumulated attack strength is updated based on the target attack strength.
[0032] In a possible implementation manner, the method further includes:
[0033] In response to the audio acquisition operation, target audio data for rhythm matching is acquired;
[0034] Based on the target audio data, a target game tempo for playing the turn-based game is determined.
[0035] In one possible implementation, determining a target game rhythm for playing the turn-based game based on target audio data includes:
[0036] generating the target game rhythm based on the target audio data; or
[0037] The target game rhythm is determined from the at least one game rhythm based on the matching results between the target audio data and each game rhythm.
[0038] In one possible implementation, determining a target game rhythm for playing the turn-based game based on the target audio data includes:
[0039] The target audio data is uploaded to a server, and the target game rhythm sent by the server is received; wherein, the target game rhythm is determined based on multiple target audio data corresponding to the target game room, and the multiple target audio data corresponding to the target game room are audio data uploaded by multiple user terminals in the target game room.
[0040] In one possible implementation, after determining the target game action selected in the game round, the method further includes:
[0041] determining a target time at which the first selection operation is detected;
[0042] The step of sending the identification information of the target game action to a server and receiving the game result of the game round sent by the server includes:
[0043] The identification information of the target game action and the target time are sent to a server, and a game result of the game round sent by the server is received, wherein the game result is determined based on the identification information of the game action sent by each user terminal in the target game room during the game round, the game action selection time, and the target time corresponding to each user terminal.
[0044] In a possible implementation manner, the method further includes:
[0045] Target media resources that match the target game rhythm are displayed, and the target media resources are updated in real time during each game round.
[0046] In a possible implementation manner, the method further includes:
[0047] When it is detected that the turn-based game has played a preset number of game rounds, the target game rhythm is updated to play the turn-based game based on the updated target game rhythm.
[0048] In a second aspect, an embodiment of the present disclosure further provides a data processing device for a turn-based game, comprising:
[0049] a first determination module configured to, in response to a rhythm selection operation for the turn-based game, determine a target game rhythm for playing the turn-based game from at least one game rhythm; wherein the game rhythm can represent a round duration of a game round in the turn-based game;
[0050] A connection module, configured to connect to a target game room that matches the target game rhythm;
[0051] a second determination module, configured to respond to a game action selection operation in any game round of the turn-based game and determine a target game action selected in the game round;
[0052] The sending module is used to send the identification information of the target game action to the server and receive the game result of the game round sent by the server, wherein the game result is determined based on the identification information of the game action sent by each user terminal in the target game room in the game round.
[0053] In one possible implementation, the game rhythm includes game action selection moments;
[0054] The second determination module, in response to the game action selection operation, determines the target game action selected in the game round, is used to:
[0055] In response to a first selection operation at a game action selection time for the target game tempo, a target game action selected in the game round is determined.
[0056] In a possible implementation, the target game room includes at least three user terminals, and the game rhythm includes a game action object selection moment;
[0057] The second determination module, in response to the game action selection operation, determines the target game action selected in the game round, is used to:
[0058] In response to a first selection operation at a game action selection moment for the target game rhythm, determining a target game action selected in the game round;
[0059] In response to a second selection operation at the object selection moment of the target game rhythm, a target user terminal corresponding to the target game action selected in the game round is determined.
[0060] In one possible implementation, the game rhythm also includes game action display moments;
[0061] After determining the target game action selected in the game round, the second determination module is further configured to:
[0062] At the game action display moment of the target game rhythm, game resources corresponding to the target game action are displayed.
[0063] In one possible implementation, the game actions in the turn-based game include attack actions, defense actions, and attack charging actions; wherein the attack charging parameters corresponding to the attack charging actions are used to represent the attack strength;
[0064] The second determining module, in response to a second selection operation of the object selection moment for the target game rhythm, is configured to:
[0065] When the target game action is the attack action, a second selection operation of the object selection timing for the target game tempo is responded to.
[0066] In a possible implementation, after receiving the game result of the game round sent by the server, the sending module is further configured to:
[0067] Based on the game result of the game round, the game status information corresponding to the current user terminal is updated, and the updated game status information is displayed.
[0068] In a possible implementation, the game status information includes the cumulative attack strength of the current user terminal;
[0069] When the target game action is the attack action, the second determining module is further configured to:
[0070] In response to an attack intensity selection operation for the attack action, determining a target attack intensity for the attack operation, the target attack intensity not exceeding the accumulated attack intensity;
[0071] The sending module is used to:
[0072] Sending the identification information of the attack action, the target attack strength of the target game action, and the identification information of the target user terminal to the server;
[0073] The sending module, when updating the game status information corresponding to the current user terminal, is used to:
[0074] The accumulated attack strength is updated based on the target attack strength.
[0075] In a possible implementation manner, the first determining module is further configured to:
[0076] In response to the audio acquisition operation, target audio data for rhythm matching is acquired;
[0077] Based on the target audio data, a target game tempo for playing the turn-based game is determined.
[0078] In one possible implementation, when determining the target game rhythm for the turn-based game based on the target audio data, the first determination module is configured to:
[0079] generating the target game rhythm based on the target audio data; or
[0080] The target game rhythm is determined from the at least one game rhythm based on the matching results between the target audio data and each game rhythm.
[0081] In one possible implementation, when determining the target game rhythm for the turn-based game based on the target audio data, the first determination module is configured to:
[0082] The target audio data is uploaded to a server, and the target game rhythm sent by the server is received; wherein, the target game rhythm is determined based on multiple target audio data corresponding to the target game room, and the multiple target audio data corresponding to the target game room are audio data uploaded by multiple user terminals in the target game room.
[0083] In one possible implementation, after determining the target game action selected in the game round, the second determination module is further configured to:
[0084] determining a target time at which the first selection operation is detected;
[0085] The sending module, when sending the identification information of the target game action to the server and receiving the game result of the game round sent by the server, is used to:
[0086] The identification information of the target game action and the target time are sent to a server, and a game result of the game round sent by the server is received, wherein the game result is determined based on the identification information of the game action sent by each user terminal in the target game room during the game round, the game action selection time, and the target time corresponding to each user terminal.
[0087] In a possible implementation manner, the second determining module is further configured to:
[0088] Target media resources that match the target game rhythm are displayed, and the target media resources are updated in real time during each game round.
[0089] In a possible implementation manner, the first determining module is further configured to:
[0090] When it is detected that the turn-based game has played a preset number of game rounds, the target game rhythm is updated to play the turn-based game based on the updated target game rhythm.
[0091] In a third aspect, an embodiment of the present disclosure further provides a computer device comprising: a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the computer device is running, the processor and the memory communicate via the bus, and when the machine-readable instructions are executed by the processor, the steps of the above-mentioned first aspect or any possible implementation of the first aspect are performed.
[0092] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the above-mentioned first aspect or any possible implementation of the first aspect are executed.
[0093] The data processing method, apparatus, computer device, and storage medium for a turn-based game provided by the embodiments of the present disclosure determine a target game rhythm for playing the turn-based game from at least one game rhythm in response to a rhythm selection operation for the turn-based game, and play the turn-based game in a target game room that matches the target game rhythm. In this way, a user can freely select a desired target game rhythm and play the game at the selected target game rhythm. On the other hand, playing the turn-based game at the game rhythm can make the turn-based game rhythmic, thereby providing the user with an immersive gaming experience.
[0094] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0095] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following briefly introduces the drawings required for use in the embodiments. The drawings herein are incorporated into and constitute a part of the specification. These drawings illustrate embodiments consistent with the present disclosure and, together with the specification, are used to illustrate the technical solutions of the present disclosure. It should be understood that the following drawings only illustrate certain embodiments of the present disclosure and should not be regarded as limiting the scope. For those of ordinary skill in the art, other relevant drawings can be obtained based on these drawings without inventive effort.
[0096] Figure 1 A flow chart showing a data processing method for a turn-based game provided by an embodiment of the present disclosure is shown;
[0097] Figure 2 A flowchart showing a specific method for determining a target game rhythm in a data processing method for a turn-based game provided by an embodiment of the present disclosure is shown;
[0098] Figure 3a A schematic diagram showing a user terminal display interface in the data processing method for a turn-based game provided by an embodiment of the present disclosure;
[0099] Figure 3b A schematic diagram showing a target media resource in a data processing method for a turn-based game provided by an embodiment of the present disclosure is shown;
[0100] Figure 3c A schematic diagram showing game resources corresponding to target game actions in a data processing method for a turn-based game provided by an embodiment of the present disclosure is shown;
[0101] Figure 4A flowchart showing a specific method for selecting a target user terminal corresponding to a game action in the data processing method for a turn-based game provided by an embodiment of the present disclosure is shown;
[0102] Figure 5 A flowchart showing a specific method for updating game status information in the data processing method for a turn-based game provided by an embodiment of the present disclosure is shown;
[0103] Figure 6 A flowchart showing a specific method for receiving a game result of a game round in the data processing method for a turn-based game provided by an embodiment of the present disclosure is shown;
[0104] Figure 7 A schematic diagram showing the architecture of a data processing device for a turn-based game provided by an embodiment of the present disclosure is shown;
[0105] Figure 8 A schematic structural diagram of a computer device provided by an embodiment of the present disclosure is shown. DETAILED DESCRIPTION
[0106] In order to make the purpose, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, not all of the embodiments. The components of the embodiments of the present disclosure generally described and shown in the drawings herein can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the disclosure for which protection is sought, but merely represents selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of the present disclosure.
[0107] It should be noted that similar reference numerals and letters denote similar items in the following drawings, and therefore, once an item is defined in one drawing, it does not need to be further defined or explained in subsequent drawings.
[0108] The term "and / or" herein simply describes an association relationship, indicating that three relationships can exist. For example, A and / or B can represent the existence of A alone, the simultaneous existence of A and B, and the existence of B alone. In addition, the term "at least one" herein refers to any combination of at least two of any one or more of a plurality of items. For example, "at least one of A, B, and C" can represent any one or more elements selected from the set consisting of A, B, and C.
[0109] Research has found that turn-based games often have a countdown in each round to prompt players to choose game actions before the countdown ends. However, due to different gaming habits among different players, using countdowns and other methods to urge players to make choices may result in a poor gaming experience for some players.
[0110] Based on the above research, the present disclosure provides a data processing method, device, computer equipment and storage medium for a turn-based game. By responding to a rhythm selection operation for the turn-based game, a target game rhythm for playing the turn-based game is determined from at least one game rhythm, and the turn-based game is played in a target game room that matches the target game rhythm. In this way, the user can freely select the desired target game rhythm and play the game at the selected target game rhythm. On the other hand, playing the turn-based game at the game rhythm can make the turn-based game full of rhythm, giving the user an immersive gaming experience.
[0111] To facilitate understanding of this embodiment, a data processing method for a turn-based game disclosed in an embodiment of the present disclosure is first described in detail. The data processing method for a turn-based game provided in an embodiment of the present disclosure is generally executed by a computer device with certain computing capabilities, such as a terminal device or other processing device. The terminal device may be a user equipment (UE), a mobile device, a user terminal, or a terminal. In some possible implementations, the data processing method for a turn-based game may be implemented by a processor calling computer-readable instructions stored in a memory.
[0112] See also Figure 1 FIG. 1 is a flow chart of a data processing method for a turn-based game provided by an embodiment of the present disclosure, wherein the method includes S101 to S104, wherein:
[0113] S101: In response to a rhythm selection operation for the turn-based game, determine a target game rhythm for playing the turn-based game from at least one game rhythm; wherein the game rhythm can represent the round length of a game round in the turn-based game.
[0114] S102: Connecting to a target game room that matches the target game rhythm.
[0115] S103: In any game round of the turn-based game, respond to a game action selection operation and determine a target game action selected in the game round.
[0116] S104: Sending the identification information of the target game action to the server, and receiving the game result of the game round sent by the server, wherein the game result is determined based on the identification information of the game action sent by each user terminal in the target game room in the game round.
[0117] The following is a detailed description of the above steps.
[0118] Regarding S101, the turn-based game is a multiplayer online turn-based game, and the turn-based game corresponds to at least one game rhythm. The game rhythm can be a piece of music, such as a piece of music with a duration of 3 seconds; or, the game rhythm can also be a rhythmic melody, such as a melody with a duration of 5 seconds and multiple beats.
[0119] In one possible implementation, Figure 2 As shown, you can also determine the target game tempo by following these steps:
[0120] S201: In response to an audio acquisition operation, target audio data for rhythm matching is acquired.
[0121] Here, the target audio data is similar to the game rhythm, and can be music, rhythmic melody, etc.
[0122] S202: Determine a target game rhythm for playing the turn-based game based on the target audio data.
[0123] Specifically, you can use any of the following methods:
[0124] Method 1: Generate the target game rhythm based on the target audio data.
[0125] Here, after obtaining the target audio data, the target audio data may be processed to generate the target game rhythm.
[0126] Specifically, when processing the target audio data, the target audio data may be identified, and the target audio data may be cropped according to the identification result, and the cropped target audio data may be used as the target game rhythm, wherein the identification result includes at least one of a duration recognition result, a volume recognition result, a tone recognition result, and a timbre recognition result.
[0127] Method 2: determining the target game rhythm from the at least one game rhythm based on the matching results between the target audio data and each game rhythm.
[0128] Here, after acquiring the target audio data, the target audio data may be matched with a game rhythm corresponding to the turn-based game, and the target game rhythm may be determined based on the matching results between the target audio data and each game rhythm.
[0129] Specifically, when matching the target audio data with the game rhythm, the matching may be performed based on at least one of the dimensions of duration, volume, pitch, timbre, and sound quality.
[0130] For example, taking matching based on duration as an example, the duration corresponding to the target audio data is 3.5 seconds, and the durations corresponding to the game rhythms 1 to 3 are 4 seconds, 5 seconds, and 6 seconds, respectively. The game rhythm 1 that is closest to the duration corresponding to the target audio data can be used as the target game rhythm.
[0131] Method 3: Determine the target game rhythm based on multiple target audio data corresponding to the target game room.
[0132] Here, the target game room is the game room where the turn-based game is played, and the multiple target audio data corresponding to the target game room may be audio data uploaded by multiple user terminals in the target game room.
[0133] Specifically, the target audio data may be uploaded to a server, and the target game rhythm determined and sent by the server based on a plurality of target audio data corresponding to the target game room may be received.
[0134] Specifically, when determining the target game rhythm, the server may filter the multiple target audio data according to at least one dimension of duration, volume, pitch, timbre, sound quality, etc. to determine the target game rhythm.
[0135] For example, taking screening based on sound quality as an example, the target audio data with the highest sound quality among multiple target audio data can be used as the target game rhythm.
[0136] S102: Connecting to a target game room that matches the target game rhythm.
[0137] For example, after connecting to the target game room, the user terminal display interface may be as follows: Figure 3a As shown, Figure 3a The game status information of other players in the target game room and the game status information of the player corresponding to the current user terminal are displayed. The user terminal display interface includes a command interface for the user to start, and the command interface includes three triggerable buttons, namely "Save", "Wave", and "Defend".
[0138] Furthermore, the user terminal display interface may also display target media resources that match the target game rhythm, and update the target media resources in real time during each game round.
[0139] Here, the target media resource may be a video resource or a picture resource corresponding to the target game rhythm, and is used to represent changes in the target game rhythm to prompt the user terminal of the current game progress.
[0140] For example, the schematic diagram showing the target media resource may be as follows: Figure 3b As shown, Figure 3b In the example, “③” is displayed in the middle of the user terminal display interface, indicating that the remaining time of the current game round is 3 seconds.
[0141] For example, taking the music with a target game rhythm of 4 seconds as an example, a 4-second countdown video can be displayed in the target game room, or different image resources can be displayed when the game rhythm reaches the 1st second, 2nd second, 3rd second, and 4th second respectively, so as to intuitively prompt the changes in the game progress in the target game room.
[0142] In a possible implementation, after detecting that the turn-based game has played a preset number of game rounds, the target game tempo is updated, so that the turn-based game is played based on the updated target game tempo.
[0143] Here, updating the target game rhythm can be performed by re-determining a game rhythm that is faster than the current target game rhythm from multiple game rhythms. For example, if the current target game rhythm is 4 seconds of music, then after 10 game rounds, a 3-second music can be re-determined to complete the update of the game round length; or, the target game rhythm can be trimmed. For example, if the current target game rhythm is 4 seconds of music, then after 10 game rounds, the 4-second music can be trimmed to 3 seconds (or only the first 3 seconds can be played).
[0144] In this way, by updating the target game rhythm, users can experience the fun of playing games at different game rhythms when playing turn-based games, thereby improving the user's gaming experience.
[0145] S103: In any game round of the turn-based game, respond to a game action selection operation and determine a target game action selected in the game round.
[0146] Here, the game actions in the turn-based game may include attack actions, defense actions, and attack charging actions; among them, the attack charging parameter corresponding to the attack charging action is used to characterize the attack intensity; alternatively, the game actions may also include a first game action, a second game action, and a third game action, and there is a mutual restraint relationship among the game actions. For example, the first game action may be scissors, the second game action may be rock, and the third game action may be cloth. The first game action restrains the third game action, but the first game action is restrained by the second game action. The second game action restrains the first game action, but the second game action is restrained by the third game action. The third game action restrains the second game action, but the third game action is restrained by the first game action.
[0147] Specifically, the attack action represents an attack on other client terminals in the game room; the defense action represents a defense against other client terminals in the game room. When a client terminal selects a defense action, it can defend against attacks initiated by other client terminals; the attack charging action represents charging the attack action of the current client terminal. The attack charging parameter becomes larger as the number of times of selecting the attack charging action increases. After the attack charging action, an attack with a greater intensity can be launched, and when a client terminal selects the attack charging action, it cannot defend against attacks initiated by other client terminals.
[0148] It should be noted that the "attack" in the attack action is a functional limitation of the game action, rather than a limitation of the game action name. The name of the attack action may be, for example, Figure 3a the "wave" in Figure 3a and other names representing attacks; the "defense" in the defense action is a functional limitation of the game action, rather than a limitation of the game action name. The name of the defense action may be, for example, Figure 3a the "defense" in
[0149] In a possible implementation manner, the game rhythm may include the game action selection moment. When determining the target game action selected in this game turn, a first selection operation for the game action selection moment of the target game rhythm can be responded to, and the target game action selected in this game turn can be determined.
[0150] Specifically, the game action selection moment can be any moment in the game rhythm, such as the 2nd second in a 4-second music. By setting the game action selection moment to select the game action, the time when each user terminal in the target game room selects the game action can be similar, which is convenient for quickly settling the game results of each game round and can provide players participating in the turn-based game with a more rhythmic gaming experience.
[0151] In actual applications, when there are more than two user terminals connected to the target game room, since there are more than one user terminals other than the current user terminal, after selecting a game action, it may be uncertain which user terminal the selected game action is initiated for.
[0152] In a possible implementation, the target game room includes at least three user terminals, and the game rhythm may further include a game action object selection moment, such as Figure 4 As shown, you can select the target user end corresponding to the game action by following the steps below:
[0153] S401: In response to a first selection operation of a game action selection moment for the target game rhythm, determining a target game action selected in the game round.
[0154] S402: In response to a second selection operation at the object selection moment of the target game rhythm, determine a target user terminal corresponding to the target game action selected in the game round.
[0155] Here, in the game round of the turn-based game, you can first select the target action, and then select the target user terminal corresponding to the target game action. In this case, the object selection moment in the target game rhythm is located after the game action selection moment, for example, the game action selection moment and the object selection moment are the 2nd second and the 3rd second of the target game rhythm respectively; or, you can first select the target user terminal, and then select the target user terminal corresponding to the target game action. In this case, the object selection moment in the target game rhythm is located before the game action selection moment, for example, the game action selection moment and the object selection moment are the 3rd second and the 2nd second of the target game rhythm respectively.
[0156] In actual applications, the defense action can be initiated against all user terminals in the target game room except the current user terminal, so there is no need to select the target user terminal corresponding to the defense action, and the attack charging action is initiated against the current user terminal, so it can be assumed that the target user terminal corresponding to the attack charging action is the current user terminal.
[0157] In a possible implementation, when the target game action is the attack action, a target user terminal corresponding to the attack action may be determined in response to a second selection operation at the object selection moment of the target game rhythm.
[0158] In this way, by allowing the user to select the attack target only when the game action is an attack action, the game is made more logical, the user's game operations in the game round are simplified, and the user's interactive experience is improved.
[0159] Furthermore, the game rhythm may also include a game action display moment. After determining the target game action selected in the game round, the game resources corresponding to the target game action may also be displayed at the game action display moment of the target game rhythm.
[0160] For example, a schematic diagram showing the game resources corresponding to the target game action may be as follows: Figure 3c As shown, Figure 3c In the example, the game action selected by the current user terminal is the attack action "wave", and the game resources corresponding to the "wave" are displayed in the middle position of the user terminal display interface, indicating that the current user terminal launches an attack on other user terminals.
[0161] In this way, by performing different operations at different moments of the target game rhythm, the turn-based game can be made rhythmic, creating a tense and exciting game atmosphere and bringing an immersive game experience to the user.
[0162] In one possible implementation, in any game round of the turn-based game, when it is detected that none of the game actions have been selected under the target game rhythm, a game action is randomly selected from the game actions as the target game action; or, a preset default game action is used as the target game action.
[0163] In this way, even if the user corresponding to a certain user terminal forgets to select a game action, it can be ensured that the turn-based game can proceed normally, ensuring the game experience of each user terminal in the target game room.
[0164] S104: Sending the identification information of the target game action to the server, and receiving the game result of the game round sent by the server, wherein the game result is determined based on the identification information of the game action sent by each user terminal in the target game room in the game round.
[0165] Here, after receiving the identification information of the game actions sent by each user terminal in the game round, the server can settle the game round according to the preset game settlement mechanism to determine the game result of the game round.
[0166] For example, taking the game room connected to user terminal 1 and user terminal 2, and the game action sent by user terminal 1 is "paper", and the game action sent by user terminal 2 is "stone", after receiving the identification information of the game action, the server can determine that "paper" restrains "stone" according to the settlement mechanism, and the game result of this game round is that the user corresponding to user terminal 1 wins.
[0167] In addition, the identification information of the target game action and the identification information of the target user terminal may be sent to the server, and the game result of the game round sent by the server may be received.
[0168] For example, taking the game room connected to user terminal 1, user terminal 2, and user terminal 3, the game action sent by user terminal 1 is "wave", the target user terminal sent by user terminal 1 is user terminal 3, the game action sent by user terminal 2 is "accumulate", and the game action sent by user terminal 3 is "accumulate", after receiving the identification information of the game action and the identification information of the target user terminal, the server can determine that the attack launched by user terminal 1 on user terminal 3 is valid according to the settlement mechanism, and the result of the game round is that user terminal 3 is attacked by user terminal 1.
[0169] In a possible implementation, after receiving the game result of the game round sent by the server, the game status information corresponding to the current user terminal can be updated based on the game result of the game round, and the updated game status information can be displayed.
[0170] Here, the game status information includes the health of the current user terminal, etc.
[0171] Continuing with the above example, after receiving the game result, the user terminal 3 can update the health corresponding to the user terminal 3 from the preset initial health "5" to "4" according to the game result.
[0172] In a possible implementation, the game status information may also include the cumulative attack strength of the current user terminal, such as Figure 5 As shown, the game status information can be updated through the following steps:
[0173] S501: In response to an attack strength selection operation for an attack action, a target attack strength of the attack operation is determined, where the target attack strength does not exceed the accumulated attack strength.
[0174] S502: Update the accumulated attack strength based on the target attack strength.
[0175] For example, taking the target attack strength of the attack operation as 2 and the cumulative attack strength as 3, the updated cumulative attack strength is 1.
[0176] Accordingly, the identification information of the attack action, the target attack strength of the target game action, and the identification information of the target user terminal can be sent to the server, so that the server determines the game result based on the identification information of the attack action, the target attack strength of the target game action, and the identification information of the target user terminal.
[0177] In practical applications, in order to improve the fun of turn-based games, a penalty mechanism may be added to the turn-based games.
[0178] In one possible implementation, Figure 6 As shown, you can also receive the game results of the game round by following the steps below:
[0179] S601: In response to a first selection operation for selecting a game action at the target game rhythm, determining a target game action selected in the game round; and determining a target moment at which the first selection operation is detected.
[0180] S602: Send the identification information of the target game action and the target time to the server, and receive the game result of the game round sent by the server, wherein the game result is determined based on the identification information of the game action sent by each user terminal in the target game room in the game round, the game action selection time, and the target time corresponding to each user terminal.
[0181] Here, after receiving the identification information of the game actions sent by each user terminal in the target game room in the game round, as well as the target time corresponding to each user terminal, the server can determine whether the user terminal needs to be punished (a user terminal that does not need to be punished can be regarded as a reward for the user terminal) based on the matching result of the target time corresponding to each user terminal and the game action selection time, and then determine the game result based on the identification information of the game actions sent by each user terminal in the game round.
[0182] For example, the game room is connected to user terminal 1, user terminal 2, and user terminal 3, and the game action sent by user terminal 1 is "paper" and the target time sent is "2.2s", the game action sent by user terminal 2 is "paper", and the target time sent is "2.4s", and the game action sent by user terminal 3 is "stone", and the target time sent is "2.4s". After receiving the identification information of the game action, the server can match the target time corresponding to each user terminal with the game action selection time "2s", determine that the target time corresponding to user terminal 1 is closest to the target time, and reward user terminal 1 for winning when other user terminals choose the same game action (under the premise of complying with the settlement mechanism). It can be determined according to the settlement mechanism that "paper" restrains "stone", and then combined with the reward to user terminal 1, determine that the game result of this game round is that the user corresponding to user terminal 1 wins.
[0183] The data processing method for a turn-based game provided by the embodiment of the present disclosure determines a target game rhythm for playing the turn-based game from at least one game rhythm in response to a rhythm selection operation for the turn-based game, and plays the turn-based game in a target game room that matches the target game rhythm. In this way, the user can freely select the desired target game rhythm and play the game at the selected target game rhythm. On the other hand, playing the turn-based game at the game rhythm can make the turn-based game rhythmic and provide the user with an immersive gaming experience.
[0184] Those skilled in the art will understand that in the above-mentioned method of the specific implementation method, the writing order of each step does not mean a strict execution order and does not constitute any limitation on the implementation process. The specific execution order of each step should be determined by its function and possible internal logic.
[0185] Based on the same inventive concept, the embodiment of the present disclosure also provides a data processing device for a turn-based game corresponding to the data processing method for a turn-based game. Since the principle of solving the problem by the device in the embodiment of the present disclosure is similar to the data processing method for a turn-based game in the embodiment of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0186] Reference Figure 7 , which is a schematic diagram of the architecture of a data processing device for a turn-based game provided by an embodiment of the present disclosure, the device includes: a first determination module 701, a connection module 702, a second determination module 703, and a sending module 704; wherein,
[0187] A first determination module 701 is configured to, in response to a rhythm selection operation for the turn-based game, determine a target game rhythm for playing the turn-based game from at least one game rhythm; wherein the game rhythm can represent a round duration of a game round in the turn-based game;
[0188] A connection module 702 is configured to connect to a target game room that matches the target game rhythm;
[0189] A second determination module 703 is configured to respond to a game action selection operation in any game round of the turn-based game and determine a target game action selected in the game round;
[0190] The sending module 704 is used to send the identification information of the target game action to the server and receive the game result of the game round sent by the server, wherein the game result is determined based on the identification information of the game action sent by each user terminal in the target game room in the game round.
[0191] In one possible implementation, the game rhythm includes game action selection moments;
[0192] The second determination module 703, in response to the game action selection operation, determines the target game action selected in the game round, and is used to:
[0193] In response to a first selection operation at a game action selection time for the target game tempo, a target game action selected in the game round is determined.
[0194] In a possible implementation, the target game room includes at least three user terminals, and the game rhythm includes a game action object selection moment;
[0195] The second determination module 703, in response to the game action selection operation, determines the target game action selected in the game round, and is used to:
[0196] In response to a first selection operation at a game action selection moment for the target game rhythm, determining a target game action selected in the game round;
[0197] In response to a second selection operation at the object selection moment of the target game rhythm, a target user terminal corresponding to the target game action selected in the game round is determined.
[0198] In one possible implementation, the game rhythm also includes game action display moments;
[0199] After determining the target game action selected in the game round, the second determination module 703 is further configured to:
[0200] At the game action display moment of the target game rhythm, game resources corresponding to the target game action are displayed.
[0201] In one possible implementation, the game actions in the turn-based game include attack actions, defense actions, and attack charging actions; wherein the attack charging parameters corresponding to the attack charging actions are used to represent the attack strength;
[0202] The second determining module 703, in response to the second selection operation of the object selection moment for the target game rhythm, is configured to:
[0203] When the target game action is the attack action, a second selection operation of the object selection timing for the target game tempo is responded to.
[0204] In a possible implementation, after receiving the game result of the game round sent by the server, the sending module 704 is further configured to:
[0205] Based on the game result of the game round, the game status information corresponding to the current user terminal is updated, and the updated game status information is displayed.
[0206] In a possible implementation, the game status information includes the cumulative attack strength of the current user terminal;
[0207] When the target game action is the attack action, the second determining module 703 is further configured to:
[0208] In response to an attack intensity selection operation for the attack action, determining a target attack intensity for the attack operation, the target attack intensity not exceeding the accumulated attack intensity;
[0209] The sending module 704 is used to:
[0210] Sending the identification information of the attack action, the target attack strength of the target game action, and the identification information of the target user terminal to the server;
[0211] The sending module 704 is used to update the game status information corresponding to the current user terminal:
[0212] The accumulated attack strength is updated based on the target attack strength.
[0213] In a possible implementation, the first determining module 701 is further configured to:
[0214] In response to the audio acquisition operation, target audio data for rhythm matching is acquired;
[0215] Based on the target audio data, a target game tempo for playing the turn-based game is determined.
[0216] In one possible implementation, when determining the target game rhythm for the turn-based game based on the target audio data, the first determining module 701 is configured to:
[0217] generating the target game rhythm based on the target audio data; or
[0218] The target game rhythm is determined from the at least one game rhythm based on the matching results between the target audio data and each game rhythm.
[0219] In a possible implementation, when determining the target game rhythm for the turn-based game based on the target audio data, the first determining module 701 is configured to:
[0220] The target audio data is uploaded to a server, and the target game rhythm sent by the server is received; wherein, the target game rhythm is determined based on multiple target audio data corresponding to the target game room, and the multiple target audio data corresponding to the target game room are audio data uploaded by multiple user terminals in the target game room.
[0221] In a possible implementation, after determining the target game action selected in the game round, the second determination module 703 is further configured to:
[0222] determining a target time at which the first selection operation is detected;
[0223] The sending module 704, when sending the identification information of the target game action to the server and receiving the game result of the game round sent by the server, is used to:
[0224] The identification information of the target game action and the target time are sent to a server, and a game result of the game round sent by the server is received, wherein the game result is determined based on the identification information of the game action sent by each user terminal in the target game room during the game round, the game action selection time, and the target time corresponding to each user terminal.
[0225] In a possible implementation manner, the second determining module 703 is further configured to:
[0226] Target media resources that match the target game rhythm are displayed, and the target media resources are updated in real time during each game round.
[0227] In a possible implementation, the first determining module 701 is further configured to:
[0228] When it is detected that the turn-based game has played a preset number of game rounds, the target game rhythm is updated to play the turn-based game based on the updated target game rhythm.
[0229] The data processing device for a turn-based game provided by the embodiment of the present disclosure determines a target game rhythm for playing the turn-based game from at least one game rhythm in response to a rhythm selection operation for the turn-based game, and plays the turn-based game in a target game room that matches the target game rhythm. In this way, the user can freely select the desired target game rhythm and play the game at the selected target game rhythm. On the other hand, playing the turn-based game at the game rhythm can make the turn-based game rhythmic and provide the user with an immersive gaming experience.
[0230] For descriptions of the processing flow of each module in the device and the interaction flow between each module, reference can be made to the relevant descriptions in the above method embodiment, which will not be described in detail here.
[0231] Based on the same technical concept, the embodiment of the present disclosure also provides a computer device. Figure 8 FIG. 8 is a schematic diagram of the structure of a computer device 800 provided in an embodiment of the present disclosure, comprising a processor 801, a memory 802, and a bus 803. The memory 802 is used to store execution instructions and includes a memory 8021 and an external memory 8022. The memory 8021 is also referred to as internal memory and is used to temporarily store operation data in the processor 801 and data exchanged with an external memory 8022 such as a hard disk. The processor 801 exchanges data with the external memory 8022 via the memory 8021. When the computer device 800 is running, the processor 801 communicates with the memory 802 via the bus 803, so that the processor 801 executes the following instructions:
[0232] In response to a rhythm selection operation for the turn-based game, determining a target game rhythm for playing the turn-based game from at least one game rhythm; wherein the game rhythm can represent a round duration of a game round in the turn-based game;
[0233] Connecting to a target game room that matches the target game rhythm;
[0234] In any game round of the turn-based game, responding to a game action selection operation, determining a target game action selected in the game round;
[0235] The identification information of the target game action is sent to a server, and a game result of the game round sent by the server is received, wherein the game result is determined based on the identification information of the game action sent by each user terminal in the target game room during the game round.
[0236] In a possible implementation, in the instructions of the processor 801, the game rhythm includes a game action selection moment;
[0237] The responding game action selection operation and determining the target game action selected in the game round include:
[0238] In response to a first selection operation at a game action selection time for the target game tempo, a target game action selected in the game round is determined.
[0239] In a possible implementation, in the instructions of the processor 801, the target game room includes at least three user terminals, and the game rhythm includes a game action object selection moment;
[0240] The responding game action selection operation and determining the target game action selected in the game round include:
[0241] In response to a first selection operation at a game action selection moment for the target game rhythm, determining a target game action selected in the game round;
[0242] In response to a second selection operation at the object selection moment of the target game rhythm, a target user terminal corresponding to the target game action selected in the game round is determined.
[0243] In a possible implementation, in the instructions of the processor 801, the game rhythm further includes a game action display time;
[0244] After determining the target game action selected in the game round, the method further includes:
[0245] At the game action display moment of the target game rhythm, game resources corresponding to the target game action are displayed.
[0246] In one possible implementation, in the instructions of the processor 801, the game actions in the turn-based game include attack actions, defense actions, and attack charging actions; wherein the attack charging parameters corresponding to the attack charging actions are used to represent the attack strength;
[0247] The second selection operation in response to the object selection moment of the target game rhythm includes:
[0248] When the target game action is the attack action, a second selection operation of the object selection timing for the target game tempo is responded to.
[0249] In one possible implementation, the instructions of the processor 801, after receiving the game result of the game round sent by the server, further include:
[0250] Based on the game result of the game round, the game status information corresponding to the current user terminal is updated, and the updated game status information is displayed.
[0251] In a possible implementation, in the instruction of the processor 801, the game state information includes the accumulated attack strength of the current user terminal;
[0252] In the case where the target game action is the attack action, the method further includes:
[0253] In response to an attack intensity selection operation for the attack action, determining a target attack intensity for the attack operation, the target attack intensity not exceeding the accumulated attack intensity;
[0254] The sending the identification information of the target game action to the server includes:
[0255] Sending the identification information of the attack action, the target attack strength of the target game action, and the identification information of the target user terminal to the server;
[0256] The updating of the game status information corresponding to the current user terminal includes:
[0257] The accumulated attack strength is updated based on the target attack strength.
[0258] In a possible implementation manner, the instruction of the processor 801 further includes:
[0259] In response to the audio acquisition operation, target audio data for rhythm matching is acquired;
[0260] Based on the target audio data, a target game tempo for playing the turn-based game is determined.
[0261] In one possible implementation, the instructions of the processor 801, wherein determining a target game rhythm for playing the turn-based game based on target audio data, includes:
[0262] generating the target game rhythm based on the target audio data; or
[0263] The target game rhythm is determined from the at least one game rhythm based on the matching results between the target audio data and each game rhythm.
[0264] In one possible implementation, the instructions of the processor 801, wherein determining a target game rhythm for playing the turn-based game based on the target audio data, includes:
[0265] The target audio data is uploaded to a server, and the target game rhythm sent by the server is received; wherein, the target game rhythm is determined based on multiple target audio data corresponding to the target game room, and the multiple target audio data corresponding to the target game room are audio data uploaded by multiple user terminals in the target game room.
[0266] In one possible implementation, the instructions of the processor 801, after determining the target game action selected in the game round, further include:
[0267] determining a target time at which the first selection operation is detected;
[0268] The step of sending the identification information of the target game action to a server and receiving the game result of the game round sent by the server includes:
[0269] The identification information of the target game action and the target time are sent to a server, and a game result of the game round sent by the server is received, wherein the game result is determined based on the identification information of the game action sent by each user terminal in the target game room during the game round, the game action selection time, and the target time corresponding to each user terminal.
[0270] In a possible implementation manner, the instruction of the processor 801 further includes:
[0271] Target media resources that match the target game rhythm are displayed, and the target media resources are updated in real time during each game round.
[0272] In a possible implementation manner, the instruction of the processor 801 further includes:
[0273] When it is detected that the turn-based game has played a preset number of game rounds, the target game rhythm is updated to play the turn-based game based on the updated target game rhythm.
[0274] The present disclosure also provides a computer-readable storage medium having a computer program stored thereon. When executed by a processor, the computer program executes the steps of the data processing method for a turn-based game described in the above method embodiment. The storage medium may be a volatile or non-volatile computer-readable storage medium.
[0275] The embodiments of the present disclosure also provide a computer program product, which carries program code. The instructions included in the program code can be used to execute the steps of the data processing method for the turn-based game described in the above method embodiment. For details, please refer to the above method embodiment and will not be repeated here.
[0276] The computer program product may be implemented in hardware, software, or a combination thereof. In one embodiment, the computer program product is implemented as a computer storage medium. In another embodiment, the computer program product is implemented as a software product, such as a software development kit (SDK).
[0277] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems and devices described above can refer to the corresponding processes in the aforementioned method embodiments, and will not be repeated here. In the several embodiments provided in the present disclosure, 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, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0278] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0279] In addition, each functional unit in each embodiment of the present disclosure 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.
[0280] 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 disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. 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.
[0281] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure shall be subject to the scope of protection of the claims.
Claims
1. A data processing method for a turn-based game, characterized in that: Applicable to multiplayer online turn-based games, including: In response to a rhythm selection operation for the turn-based game, determining a target game rhythm for playing the turn-based game from at least one game rhythm; wherein the game rhythm is a music clip or a melody clip, and the game rhythm can represent the round duration of a game round in the turn-based game; Connecting to a target game room that matches the target game rhythm; In any game round of the turn-based game, responding to a game action selection operation, determining a target game action selected in the game round; The identification information of the target game action is sent to a server, and a game result of the game round sent by the server is received, wherein the game result is determined based on the identification information of the game action sent by each user terminal in the target game room in the game round, and the game result represents a user who wins the current round among multiple users in the target game room.
2. The method according to claim 1, characterized in that The game rhythm includes the game action selection moment; The responding game action selection operation and determining the target game action selected in the game round include: In response to a first selection operation at a game action selection time for the target game tempo, a target game action selected in the game round is determined.
3. The method according to claim 2, characterized in that The target game room includes at least three user terminals, and the game rhythm includes the game action object selection moment; The responding game action selection operation and determining the target game action selected in the game round include: In response to a first selection operation at a game action selection moment for the target game rhythm, determining a target game action selected in the game round; In response to a second selection operation at the object selection moment of the target game rhythm, a target user terminal corresponding to the target game action selected in the game round is determined.
4. The method according to claim 2 or 3, characterized in that The game rhythm also includes the game action display moments; After determining the target game action selected in the game round, the method further includes: At the game action display moment of the target game rhythm, game resources corresponding to the target game action are displayed.
5. The method according to claim 3, characterized in that The game actions in the turn-based game include attack actions, defense actions, and attack charging actions; wherein the attack charging parameters corresponding to the attack charging actions are used to represent the attack strength; The second selection operation in response to the object selection moment of the target game rhythm includes: When the target game action is the attack action, a second selection operation of the object selection timing for the target game tempo is responded to.
6. The method according to claim 5, characterized in that After receiving the game result of the game round sent by the server, the method further includes: Based on the game result of the game round, the game status information corresponding to the current user terminal is updated, and the updated game status information is displayed.
7. The method according to claim 6, characterized in that The game status information includes the cumulative attack strength of the current user terminal; In the case where the target game action is the attack action, the method further includes: In response to an attack intensity selection operation for the attack action, determining a target attack intensity for the attack operation, the target attack intensity not exceeding the accumulated attack intensity; The sending the identification information of the target game action to the server includes: Sending the identification information of the attack action, the target attack strength of the target game action, and the identification information of the target user terminal to the server; The updating of the game status information corresponding to the current user terminal includes: The accumulated attack strength is updated based on the target attack strength.
8. The method according to claim 1, characterized in that The method further comprises: In response to the audio acquisition operation, target audio data for rhythm matching is acquired; Based on the target audio data, a target game tempo for playing the turn-based game is determined.
9. The method according to claim 8, characterized in that Determining a target game rhythm for playing the turn-based game based on the target audio data includes: generating the target game rhythm based on the target audio data; or The target game rhythm is determined from the at least one game rhythm based on the matching results between the target audio data and each game rhythm.
10. The method according to claim 8, characterized in that Determining a target game rhythm for playing the turn-based game based on the target audio data includes: The target audio data is uploaded to a server, and the target game rhythm sent by the server is received; wherein, the target game rhythm is determined based on multiple target audio data corresponding to the target game room, and the multiple target audio data corresponding to the target game room are audio data uploaded by multiple user terminals in the target game room.
11. The method according to claim 2, characterized in that After determining the target game action selected in the game round, the method further includes: determining a target time at which the first selection operation is detected; The step of sending the identification information of the target game action to a server and receiving the game result of the game round sent by the server includes: The identification information of the target game action and the target time are sent to a server, and a game result of the game round sent by the server is received, wherein the game result is determined based on the identification information of the game action sent by each user terminal in the target game room during the game round, the game action selection time, and the target time corresponding to each user terminal.
12. The method according to claim 1, characterized in that The method further comprises: Target media resources that match the target game rhythm are displayed, and the target media resources are updated in real time during each game round.
13. The method according to claim 1, wherein The method further comprises: When it is detected that the turn-based game has played a preset number of game rounds, the target game rhythm is updated to play the turn-based game based on the updated target game rhythm.
14. A data processing device for a turn-based game, characterized in that: Applicable to multiplayer online turn-based games, including: a first determination module configured to, in response to a rhythm selection operation for the turn-based game, determine a target game rhythm for playing the turn-based game from at least one game rhythm; wherein the game rhythm is a music clip or a melody clip, and the game rhythm can represent the round duration of a game round in the turn-based game; A connection module, configured to connect to a target game room that matches the target game rhythm; a second determination module, configured to respond to a game action selection operation in any game round of the turn-based game and determine a target game action selected in the game round; A sending module is used to send the identification information of the target game action to the server, and receive the game result of the game round sent by the server, wherein the game result is determined based on the identification information of the game action sent by each user terminal in the target game room in the game round, and the game result represents the user who wins the current round among multiple users in the target game room.
15. A computer device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor. When the computer device is running, the processor and the memory communicate via the bus. When the machine-readable instructions are executed by the processor, the steps of the data processing method for a turn-based game as described in any one of claims 1 to 13 are performed.
Citation Information
Patent Citations
Data processing method and device for turn-based game, terminal and server
CN109847356A