Display control method, device and terminal equipment for virtual rounds in a game
By introducing a virtual turn mechanism into real-time games, the server monitors and updates the virtual turn time progress in real time, and the client's display interface reflects the time changes, which solves the problem of the lack of a sense of stage and progress in real-time games and improves the user experience.
Patent Information
- Application Number
- CN202210927673.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2019-09-11
- Publication Date
- 2026-02-24
- Estimated Expiration
- 2039-09-11
AI Technical Summary
The lack of a sense of stages and progression in real-time games leads to a poor user experience.
By introducing a virtual turn mechanism into a real-time game, the server sends initial time information at the start of each virtual turn and monitors and updates the virtual turn time progress in real time. The client updates the time change information on the display interface according to these instructions.
While maintaining the fast pace of real-time games, it adds a sense of stages and progression, enhancing the user's gaming experience.
Smart Images

Figure CN115155065B_ABST
Abstract
Description
Technical Field
[0001] This application is a divisional application based on a method and apparatus for displaying virtual turns in a game, with parent application number 201910858014.X and application date of September 11, 2019. It relates to the field of communication technology, and particularly to a method, apparatus and terminal device for displaying virtual turns in a game. Background Technology
[0002] Mobile games have become a major part of daily life and entertainment. Currently, real-time battle mobile games are loved by a wide range of users because they can bring users a strong sense of control and impact.
[0003] In real-time battle mobile games, all parties involved play simultaneously. This game mode uses real-time calculation data, such as movement, attack distance, and flight speed. This data, based on real time, gives users a sense of immediacy and makes the game process continuous, but it lacks a sense of stages and progress. Summary of the Invention
[0004] This application provides a method, apparatus, and terminal device for displaying and controlling virtual turns in a game, which can be used to control virtual turns in real-time games.
[0005] The specific technical solutions provided in this application are as follows:
[0006] In a first aspect, embodiments of this application provide a method for displaying and controlling virtual turns in a game, including:
[0007] In real-time game clients, for each virtual round during real-time gameplay, the client displays virtual round time change information within the real-time game scene. Real-time games are continuously set with multiple virtual rounds according to the time progress, and the duration of each virtual round is a portion of the total game time.
[0008] The real-time game client updates the virtual round time change information according to the virtual round time progress update instruction sent by the real-time game server. When the current virtual round ends, the virtual round time change information is updated to the initial time information at the start of the virtual round. The virtual round time progress update instruction is determined by the real-time game server based on the time progress of the real-time game duration corresponding to each virtual round.
[0009] Secondly, embodiments of this application provide a method for displaying and controlling virtual turns in a game, including:
[0010] In the real-time game process, for each virtual round of the real-time game, the server sends the initial time information of the virtual round time change to the real-time game client at the beginning of the virtual round. The real-time game is set with multiple virtual rounds in succession according to the time progress, and the duration of each virtual round is a part of the game duration of the real-time game.
[0011] The real-time game server monitors the time progress of the virtual rounds and determines the time progress update instructions for the virtual rounds based on the time progress of the virtual rounds.
[0012] The real-time game server sends a virtual turn time progress update instruction to the real-time game client, so that the real-time game client can update the virtual turn time change information displayed on the page according to the time progress update instruction.
[0013] In one possible implementation, the display module is also used for:
[0014] During real-time gameplay, for each virtual round, the player character's energy indicator is displayed within the game scene, showing the energy accumulated by the player character during that virtual round.
[0015] The update module is also used to: update the energy identifier information according to the energy information update instruction sent by the real-time game server, and update the energy identifier information to the initial energy information at the start of the virtual round when updating the virtual round time change information to the initial time information at the start of the virtual round. The energy information update instruction is determined by the real-time game server based on the virtual round time progress and / or the real-time game operation behavior information of the game player on the player character reported by the real-time game client.
[0016] In one possible implementation, the display module is also used for:
[0017] During real-time games, for each virtual round, the player character logged in by the real-time game player displays the energy cap information for that virtual round in the real-time game scene. The energy cap indicator is used to indicate the maximum value of energy accumulated within the virtual round.
[0018] Thirdly, embodiments of this application provide a display control device for virtual turns in a game, comprising:
[0019] The display module is used to display the virtual round time change information in the real-time game scene for each virtual round during the real-time game process. The real-time game consists of multiple virtual rounds set consecutively according to the time progress, and the duration of each virtual round is a part of the game's total duration.
[0020] The update module is used to update the virtual round time change information according to the virtual round time progress update instruction sent by the real-time game server, and to update the virtual round time change information to the initial time information at the beginning of the virtual round when the current virtual round ends, based on the virtual round time progress update instruction. The virtual round time progress update instruction is determined by the real-time game server according to the time progress of the real-time game duration corresponding to each virtual round.
[0021] In one possible implementation, the determining module is also used for:
[0022] During real-time gameplay, for each virtual round of the real-time game, an energy information update instruction is determined based on the time progress of the virtual round and / or the real-time game operation behavior information of the player reported by the real-time game client during the virtual round.
[0023] The real-time game server sends an energy information update instruction to the real-time game client, so that the real-time game client can update the energy label information on the display page according to the energy information update instruction.
[0024] In one possible implementation, the determining module is also used for:
[0025] If the current virtual round has not ended and the energy value corresponding to the energy identifier information has not reached the energy value of the energy limit identifier, then when the time progress of the virtual round is increased by a time increment, the energy information update indicator is determined to be that the energy value corresponding to the currently displayed energy identifier information is increased by a preset energy increment.
[0026] If the current virtual round has not ended, but the energy value corresponding to the energy identifier information has reached the energy value corresponding to the energy limit identifier information, the energy information update indicator is set to keep the currently displayed energy identifier information unchanged.
[0027] After the current virtual round ends, the energy information update indicator is determined to be the initial energy information at the start of the virtual round, based on the time progress of the virtual round.
[0028] In one possible implementation, the determining module is also used for:
[0029] Receive real-time game action information from game clients regarding player actions on game characters;
[0030] Determine the energy value of real-time game operation behavior information, wherein the real-time game server stores the correspondence between game operation behavior information and energy value;
[0031] Based on the energy value of the game operation behavior information, the energy information update indicator is determined to reduce the energy value of the game behavior information by the energy value corresponding to the currently displayed energy identifier information.
[0032] In one possible implementation, the correspondence between game action information and energy values is determined by the module in the following way:
[0033] Determine the total energy value that can be used in a turn-based game, as well as the number of game actions that can be performed in a turn. Calculate the energy value corresponding to each game action based on the total energy value and the number of game actions performed.
[0034] In one possible implementation, the second sending module is also used for:
[0035] Synchronize the time progress updates of other players' virtual rounds from the blockchain;
[0036] Send the time progress update instructions for the virtual rounds of the other player characters to the real-time game client.
[0037] Fourthly, embodiments of this application provide a display control device for virtual turns in a game, comprising:
[0038] The first sending module is used to send the initial time information of the virtual round time change information to the real-time game client at the beginning of each virtual round in the real-time game. The real-time game is set with multiple virtual rounds in succession according to the time progress, and the duration of each virtual round is a part of the game duration of the real-time game.
[0039] The determination module is used to monitor the time progress of the virtual round and determine the time progress update indication of the virtual round based on the time progress of the virtual round.
[0040] The second sending module is used to send a virtual turn time progress update instruction to the real-time game client, so that the real-time game client can update the virtual turn time change information on the display page according to the time progress update instruction.
[0041] Fifthly, embodiments of this application provide a display control client for virtual turns in a game, comprising: a memory and a processor, wherein the memory is used to store computer instructions; and the processor is used to execute the computer instructions to implement the above-described display control method for virtual turns in the game.
[0042] Sixthly, embodiments of this application provide a display control server for virtual turns in a game, comprising: a memory and a processor, wherein the memory is used to store computer instructions; and the processor is used to execute the computer instructions to implement the above-described display control method for virtual turns in a game.
[0043] In a seventh aspect, embodiments of this application provide a computer-readable storage medium storing computer instructions, which, when executed by a processor, implement the virtual turn display control method in a game provided in embodiments of this application.
[0044] The above scheme involves a real-time game server displaying a virtual game scene on the interface during real-time gameplay. This virtual game scene includes a second player character in a combatant state. The interface displays energy indicators and a skill selection area. In response to movement actions on the first player character, the server controls the first player character's movement within the virtual game scene. In response to triggering an activated target game skill in the skill selection area, the server updates the displayed energy value (first energy value) to a second energy value and controls the first player character to release a target game skill matching the target skill. This target game skill is used to attack the second player character or to defend the first player character. This combined control of the virtual game character based on game skills produces rich control effects, overcoming the limitations of existing simulation-based character control methods and enhancing the gaming experience.
[0045] Other features and advantages of this application will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the application. The objectives and other advantages of this application may be realized and obtained by means of the structures particularly pointed out in the written description, claims, and drawings. Attached Figure Description
[0046] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0047] Figure 1This is a schematic diagram illustrating an application scenario of display control for virtual turns in a game, as described in this application.
[0048] Figure 2 This is a flowchart illustrating a method for displaying virtual turns in a game according to this application;
[0049] Figure 3 This is a flowchart illustrating another method for displaying virtual turns in a game, as described in this application.
[0050] Figure 4 This is a schematic diagram of a game interface according to this application;
[0051] Figure 5A This is a schematic diagram illustrating the initial time information of a virtual turn in a real-time game according to this application;
[0052] Figure 5B This is a schematic diagram illustrating the initial time information of a virtual turn in another real-time game described in this application.
[0053] Figure 6 This is a schematic diagram illustrating game operations in a real-time game according to an embodiment of this application;
[0054] Figure 7 This is a schematic diagram of a display control device for virtual turns in a game according to this application;
[0055] Figure 8 This is a schematic diagram of a display control device for a virtual turn in another game, as described in this application.
[0056] Figure 9 This is a structural diagram of a terminal device according to this application;
[0057] Figure 10 This is a structural diagram of a server according to this application. Detailed Implementation
[0058] To make the objectives, technical solutions, and beneficial effects of this application clearer, the technical solutions in the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of the embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0059] The following explanations of some terms used in the embodiments of this application are provided to facilitate understanding by those skilled in the art.
[0060] (1) Real-time games are games based on real-time calculation data, in which player characters in the game scene can perform game operations simultaneously; for example, in a real-time game, the first player character is attacking the second player character while being attacked by the second player character.
[0061] (2) Real-time game terminal equipment refers to hardware devices that have a real-time game client installed and can run real-time games. These devices can be personal computers (PCs), tablets, personal digital assistants (PDAs), laptops, and mobile phones, or computers with mobile terminal devices, including various portable, pocket, handheld, computer-built-in, or vehicle-mounted mobile devices that can provide users with voice, data, or voice and data connectivity, as well as exchange voice, data, or voice and data with wireless access networks.
[0062] (3) Real-time game server, which is a background running device used to manage and store real-time game data.
[0063] The following is a brief description of the scenarios in which the technical solutions of the embodiments of this application can be used. It should be noted that the following scenarios are only used to illustrate the embodiments of this application and are not intended to limit the scope. In specific implementation, the technical solutions provided by the embodiments of this application can be flexibly applied according to actual needs.
[0064] like Figure 1 The diagram illustrates an application scenario provided in this application. Server 12 communicates with multiple terminal devices 11 equipped with game clients via a network, which may be, but is not limited to, a local area network (LAN), a metropolitan area network (MAN), or a wide area network (WAN). Server 12 can be any device capable of providing internet services.
[0065] In this application scenario, terminal device 11 is used to install and run the game client. In some cases, the game client may not need to be pre-installed on terminal device 11; game players can directly access the game client and enter the game. Users can log in to the game client using their registered game accounts to control the player character corresponding to that account and participate in the game. When a user logs in to the client, terminal device 11 sends a login request to server 12. Server 12 verifies the game account used by the user and determines the game mechanism corresponding to the game account based on the login request. If the verification is successful, a login success notification is returned to terminal device 11. During the user's participation in the game through the client, terminal device 11 and server 12 interact. Terminal device 11 sends various information to server 12. Server 12 determines the client's display data based on the stored game mechanism and the received information, and sends the display data to terminal device 11 so that the client on terminal device 11 can display the display data sent by server 12 to the user.
[0066] In one possible application scenario, to reduce communication latency among game players, servers 12 can be deployed in various regions. Alternatively, for load balancing, different servers 12 can serve the game processes of each player. Multiple servers 12 can share data through blockchain, effectively forming a game data sharing system 13. For example, player A's terminal device 11 is located at location a and communicates with server 12, while players C and B's terminal devices 11 are located at location b and communicate with other servers 12.
[0067] Each server 12 in the game data sharing system 13 has a corresponding node identifier. Each server 12 in the game data sharing system 13 can store the node identifiers of other servers 12 in the data sharing system, so that the generated blocks can be broadcast to other servers 12 in the game data sharing system 13 according to the node identifiers of other servers 12. Each server 12 can maintain a node identifier list as shown in the table below, and store the server 12 name and node identifier in the node identifier list accordingly. The node identifier can be an IP (Internet Protocol) address or any other information that can be used to identify the node. Table 1 only uses IP address as an example.
[0068] Table 1
[0069]
[0070] In potential application scenarios, different game clients may be served by different servers 12. Therefore, to distinguish the servers 12 corresponding to different game clients, the following description will use the terms "first" and "second". In reality, the servers 12 corresponding to different game clients can be the same server 12. Therefore, without distinguishing between "first" and "second", it can be understood that game clients located in the same game scene are served by the same server 12.
[0071] Currently, there are two game mechanics: turn-based games and real-time games.
[0072] In turn-based games, the two players take turns playing. When the server determines that the current turn belongs to the first player, the first player can perform game actions during that turn, while the server prevents the second player from performing any game actions. When the server receives a command from the first player via their terminal device to end the current turn, it determines that the first player's turn has ended. At this point, the server allows the second player to perform game actions, while the server prevents the first player from performing any game actions.
[0073] In turn-based games, both players must wait for their turns to end before they can make any moves, resulting in a slow game pace.
[0074] Real-time games involve two players simultaneously. The server receives game operation instructions from both the first and second players at the same time. It calculates data based on the game operation instructions from both players and sends the calculated data to the first terminal device corresponding to the first player and / or the second terminal device corresponding to the second player, so that the first and second terminal devices can display game information on the client based on the data.
[0075] In real-time games, multiple players can operate simultaneously, and the game data is based on real-time, making the game process continuous, but lacking the sense of stages and progression found in turn-based games.
[0076] Based on the above, in response to the problems of slow pace in existing turn-based games and lack of a sense of stages and progress in real-time games, this application proposes a method for displaying and controlling virtual turns in games through a virtual turn mechanism, enabling users to control virtual turns during real-time games, so as to experience a fast pace while also generating a sense of stages and progress.
[0077] The main function is to store the game duration corresponding to each virtual round in the real-time game server. During the real-time game, at the beginning of each virtual round, the real-time game server sends the initial time information of the virtual round time change to the real-time game client, so that the real-time game client can display the initial time information of the virtual round time change on the display page at the beginning of the virtual round.
[0078] Meanwhile, during the real-time game in each virtual round, the server monitors the duration of the game in the virtual round in real time, and sends a virtual round time progress update instruction to the real-time game client based on the real-time monitored virtual round time progress and the stored virtual round game duration, so that the real-time game client updates the virtual round time change information.
[0079] When the real-time game server determines the end of a virtual round and the start of a new virtual round based on the time progress of the virtual round, it notifies the real-time game client to update the time change information of the virtual round to the initial time information at the start of the virtual round.
[0080] The game incorporates virtual turn-based control within a real-time game. Furthermore, by displaying the virtual turn time information on the game client's screen, it provides users with a sense of progression and stages, similar to turn-based games. Therefore, the game combines the fast pace of real-time games with the sense of stages and progression found in turn-based games, enhancing the overall gaming experience.
[0081] The following describes the information display method provided by exemplary embodiments of this application in conjunction with the application scenarios described above and with reference to the accompanying drawings. It should be noted that the above application scenarios are only shown to facilitate understanding of the spirit and principles of this application, and the embodiments of this application are not limited in any way in this respect.
[0082] It should be noted that the virtual turn display control method in the game provided in this application embodiment can be executed on a real-time game client (hereinafter referred to as the client), on a real-time game server (hereinafter referred to as the server), or by the client and the server working together. The following description takes the client and the server working together as an example.
[0083] In practical applications, when a user starts a new real-time game, the client sends a command to the server to start the real-time game. The server responds to the command and begins to monitor the progress of the real-time game in real time.
[0084] In one possible implementation, a real-time game can be a multiplayer game where each player has a real-time game client and each real-time game client has a real-time game server. Different real-time game servers serve the game process of each player's character.
[0085] In this application, multiple real-time game servers can share data through blockchain. Multiple real-time game servers corresponding to the same game scene are equivalent to a game data sharing system composed of multiple real-time game servers. Each real-time game server in the game data sharing system can obtain the data stored in other real-time game servers in the game data sharing system. Therefore, when any real-time game server in the game data sharing system monitors the time progress of the real-time game, it can share the currently monitored time progress of the real-time game with other real-time game servers located in the same game data sharing system, without requiring each real-time game server to monitor the time progress in real time, thus reducing communication latency.
[0086] For example, in a current real-time game, which is a two-player game, player character A corresponds to real-time game server A, and player character B corresponds to real-time game server B. Real-time game server A and real-time game server B share data through blockchain, forming a game data sharing system. At this time, real-time game server A monitors the time progress of the real-time game in real time and shares the monitored time data with real-time game server B through blockchain.
[0087] Because real-time games need to reflect both the fast pace of real-time games and the sense of stages and progression of turn-based games, the pre-planned duration of a real-time game is divided into multiple sub-game durations for monitoring. Each sub-game duration corresponds to a virtual round, meaning a real-time game is divided into multiple virtual rounds for monitoring, and the duration of each virtual round is a part of the total game duration in the real-time game.
[0088] The pre-planned real-time game duration is the maximum amount of time a player can play in a real-time game without being defeated by the opponent; it represents the maximum possible game time for a single real-time game. However, during a real-time game, if a powerful skill is used to attack the opponent and hits, it can potentially end the game in one hit. Therefore, the actual duration of a real-time game is usually shorter than the pre-planned duration.
[0089] When dividing a pre-planned real-time game duration into multiple sub-game durations, it can be divided equally among multiple sub-real-time game durations, meaning that the game duration corresponding to each virtual round is consistent; alternatively, the division can be made without equal distribution. Whether the specific game duration corresponding to a virtual round is determined by the division rules stored on the server or by the correspondence between virtual rounds and their corresponding game durations stored on the server can be pre-set, and will not be elaborated upon here.
[0090] If the division rule is: the server stores the pre-planned game duration and the number of parts into which the pre-planned game duration will be divided. Taking a pre-planned real-time game duration of 2 minutes (120 seconds) as an example, assuming it is divided into 10 equal parts, that is, into 10 virtual rounds, then each virtual round corresponds to a game duration of 12 seconds.
[0091] Regarding the mapping between stored virtual rounds and their corresponding game durations: the game duration corresponding to one virtual round is determined based on the duration of one round in a turn-based game. When mapping this turn-based game to a real-time game that includes virtual rounds, the duration of the virtual round in the real-time game is set to the duration of one round in the turn-based game. Different turn-based games have different game characteristics, and the duration of one round is also different. Therefore, after mapping a turn-based game to a real-time game, the duration of the virtual round in the real-time game corresponds to the duration of one round in the corresponding turn-based game before the mapping.
[0092] Taking a card-based turn-based game as an example, if the duration of a turn in the card-based turn-based game is 12 seconds, after mapping the card-based game to a real-time game, it is required to reflect the sense of stages and progress of the turns in the real-time game. Therefore, virtual turns will be set in the real-time game, and the duration of the virtual turns will be 12 seconds.
[0093] Therefore, a virtual round with a game duration of 12 seconds can be pre-stored on the server; or the game durations corresponding to virtual rounds can be stored as shown in Table 2.
[0094] Table 2
[0095]
[0096] Therefore, when the server monitors the duration of real-time gameplay in virtual rounds, that is, when determining the progress of virtual round time, it can determine whether the current virtual round has ended based on the monitored progress of virtual round time. Taking the first virtual round as an example, the first virtual round begins when the game starts. The server monitors the progress of virtual round time, and when the virtual round time progress reaches 12 seconds, the first virtual round ends.
[0097] It should be noted that the duration of the virtual round in this application can also be shared through blockchain. Once any real-time game server in the same game scene determines the duration of the virtual round, it can share it with other real-time game servers in the same game data sharing system through blockchain.
[0098] In practical applications, the data between the server and the client must be synchronized in real time. The client also needs to determine the current virtual round's time progress and display it on the client's display page through virtual round time change information. This allows users to determine whether the current virtual round has ended based on the current virtual round's time progress displayed on the display page, giving users a sense of stage and progress.
[0099] In this application, the virtual round time change information displayed on the client's display page will be updated according to the virtual round time progress update instruction sent by the server. The server will determine and send the virtual round time progress update instruction to the client in real time according to the virtual round time progress (i.e., the duration of real-time game in the virtual round), so that the client updates the virtual round time change information on the display page according to the virtual round time progress update instruction.
[0100] Taking a progress bar as an example, where the virtual round time change information is displayed on the client interface, the entire progress bar corresponds to the game duration of one virtual round. The filled portion of the progress bar corresponds to the virtual round's time progress, and the virtual round's time progress update indicator is used to indicate the update of the progress bar's filling status. When the virtual round's time progress is 6 seconds and the virtual round's game duration is 12 seconds, the server sends a virtual round's time progress update indicator to indicate that half of the progress bar displayed on the client is filled; when the virtual round's time progress is 8 seconds and the virtual round's game duration is 12 seconds, the server sends a virtual round's time progress update indicator to indicate that two-thirds of the progress bar displayed on the client is filled. When the progress bar on the client's display page is completely filled, the current virtual round ends. By displaying updates to the virtual time change information on the client's display page, users gain a sense of progression and engagement in real-time games.
[0101] In this application, based on the characteristics of real-time games, the game time progress of each player character in a real-time game is synchronized, and the duration of each player character's virtual round is the same. Therefore, when determining the virtual round time progress update indication based on the virtual round time progress, it can be determined by any real-time game server located in the same game scene. The determined virtual round time progress update indication is then shared with other real-time game servers located in the same game data sharing system via blockchain. This allows other real-time game servers located in the same game scene to determine the virtual round time progress update indication without calculation. Furthermore, the determined virtual round time progress update indication is sent to the corresponding real-time game client, reducing the load on each real-time game server and ensuring load balancing.
[0102] In practical applications, during the process of the server monitoring the duration of real-time games in virtual rounds, it will also receive game operation information reported by the client on the player character's game operation in the current virtual round. The server responds to the game operation information reported by the client and determines the corresponding player character and the energy value corresponding to the game operation based on the game operation information.
[0103] Furthermore, an energy information update instruction is generated based on the player character's current energy value and the energy value corresponding to the determined game operation. This instruction is then sent to the client, allowing the client to update the energy indicator information on the display interface according to the energy information update instruction. This enables the player to determine whether they can use game skills based on the currently displayed energy indicator information.
[0104] When determining the energy value corresponding to a game action based on game action information, the server does so according to the correspondence between various game actions and energy values stored in the server. For example, if an attack action in the game action is worth 2 energy points, when the server determines that the game action reported by the client is an attack action, it determines the corresponding energy value to be 2.
[0105] The energy values corresponding to each game operation stored in the server are calculated based on the energy value that can be used in a turn in a turn-based game, as well as the number of game operations used in a turn.
[0106] For example, in a turn-based game, one turn corresponds to 6 energy points. If you perform 3 attacks in the current turn and your energy points become 0, then each attack consumes 6 / 3=2 energy points, which means each attack consumes 2 energy points. In this case, the attack action corresponds to 2 energy points.
[0107] Meanwhile, when the server monitors the duration of the real-time game in the virtual rounds, it will restore the player's energy value according to the progress of the virtual rounds and generate an energy information update instruction. The energy information update instruction is sent to the client so that the client can update the energy indicator information on the display interface according to the energy information update instruction, so that the player can determine whether to use the game skill based on the currently displayed energy indicator information.
[0108] In this application, when the energy information update indication is determined based on the virtual round time progress, it can be determined by any real-time game server located in the same game scene, and the determined energy information update indication can be shared with other real-time game servers located in the same game data sharing system via blockchain. When the energy information update indication is determined based on game operation behavior, each real-time game server determines it independently based on the game operation behavior of the corresponding real-time game client. However, during this process, the energy value corresponding to the game operation behavior stored in the real-time game server can be shared with other real-time game servers located in the same game data sharing system via blockchain. This allows other real-time game servers to determine the energy information update indication based on the shared data after receiving the game operation behavior reported by the real-time game client, reducing the storage volume of other real-time game servers and saving storage space.
[0109] It should be noted that the server performs the same operations for each virtual round in real-time games: monitoring the time progress of the virtual round, generating various update instructions based on the time progress of the virtual round and / or receiving game operation information reported by the client during the virtual round, and returning the generated update instructions to the client so that the client can update the information on the client display interface according to the received update instructions. Through the process of updating the information displayed on the client display interface, users feel a sense of stages and progress in real-time games, thus improving the user experience.
[0110] Therefore, the following explanation will use a virtual round as an example, such as... Figure 2 The diagram shows a flowchart of the method for displaying virtual turns in a real-time game according to this application. The method includes the following steps:
[0111] Step 200: At the start of the virtual round, the server sends the initial time information of the virtual round time change information to the client.
[0112] At the start of each virtual round, the server sends the initial time information of the virtual round time change to the client, so that the client can display the initial time information of the virtual round time change on the display page, so that the player can feel the start of a new round.
[0113] As one possible implementation, a real-time game is used as a two-player competitive game. The two players log in to their character on different real-time game clients. The first player logs in using a first real-time game client, and the second player logs in using a second real-time game client. A first real-time game server serves the first real-time game client, and a second real-time game server serves the second real-time game client. The first and second real-time game servers share data via blockchain.
[0114] In this application, the first player character and the second player character are in the same game scene, and their game progress is consistent. Therefore, during the game, the first real-time game server and the second real-time game server can respectively monitor the time progress of the first real-time game client and the second game client; alternatively, the first real-time game server can monitor the first real-time game client and share the monitored time progress with the second real-time game server via blockchain; similarly, the second real-time game server can monitor the second real-time game client and share the monitored time progress with the first real-time game server via blockchain; furthermore, the first real-time game server can determine time change information based on the time progress and share the time change information with the second real-time game server via blockchain; similarly, the second real-time game server can determine time change information based on the time progress and share the time change information with the first real-time game server via blockchain.
[0115] Therefore, in a scenario involving a first real-time game client, a second real-time game client, a first real-time game server, a second real-time game server, and a blockchain, the first real-time game server is designated as the entity responsible for executing the shared data, and the second real-time game server is designated as the entity receiving the shared data; for example... Figure 3 The flowchart shown is another method for displaying virtual turns in a real-time game provided in this application, which includes the following steps:
[0116] Step 300: At the start of the virtual round, the first real-time game server determines the initial time information for the virtual round time change information.
[0117] Step 301: The first real-time game server sends the initial time information of the virtual turn time change information to the first real-time game client.
[0118] Step 302: The first real-time game server sends the initial time information of the virtual round time change information to the blockchain.
[0119] Step 303: The blockchain shares the initial time information of the virtual round time change information with the second real-time game server.
[0120] Step 304: The second real-time game server sends the initial time information of the virtual turn time change information to the second real-time game client.
[0121] It should be noted that steps 301 and 302 can be executed simultaneously, or step 302 can be executed first and then step 301.
[0122] Step 201: The client receives the initial time information of the virtual round time change information sent by the server and displays the initial state of the virtual round time change information on the display page.
[0123] In one possible embodiment, when a first real-time game client and a second real-time game client exist, the initial state of virtual turn time change information is displayed on the display pages of the first real-time game client and the second real-time game client, respectively.
[0124] Step 305: The first real-time game client receives the initial time information of the virtual turn time change information sent by the first real-time game server, and displays the initial state of the virtual turn time change information on the display page.
[0125] Step 306: The second real-time game client receives the initial time information of the virtual turn time change information sent by the second real-time game server, and displays the initial state of the virtual turn time change information on the display page.
[0126] like Figure 4 The image shows the client's interface during a real-time game, using a two-player real-time game as an example.
[0127] in, Figure 3 As shown:
[0128] A1 and A2 represent player characters in a real-time game scenario. In this application, a heart shape is placed next to each player character to represent their health. When a player character is attacked by the opponent during the real-time game, their health decreases and does not recover until one player character's health reaches 0, at which point the real-time game ends. Reaching 0 health indicates defeat. In practical applications, different game actions inflict different amounts of damage on the opponent; that is, different actions result in different health reductions. Therefore, multiple virtual rounds can exist in a single real-time game.
[0129] Since each real-time game client displays the health information of all player characters on its screen, the real-time game server corresponding to the real-time game client must not only determine the health information of its own player characters, but also the health information of other player characters in the same game scene.
[0130] In this application, the real-time game server can only calculate the health information of its own corresponding player character, while the health information of other player characters can be shared with the real-time game server through blockchain.
[0131] For example, a player logged into real-time game client A1 has a player character A1, and real-time game client A1 corresponds to real-time game server B1. A player logged into real-time game client A2 has a player character A2, and real-time game client A2 corresponds to real-time game server B2. Real-time game server B1 determines the health information of player character A1, and real-time game server B2 determines the health information of player character A2. Real-time game servers B1 and B2 share the health information of player character A1 and player character A2. Therefore, real-time game server B1 can determine not only the health information of player character A1, but also the health information of player character A2, and display the determined health information on the display interface of the real-time game client.
[0132] In this application, the player character and player character health information displayed on the first real-time game client display page are the same as the player character and player character health information displayed on the second real-time game client display page.
[0133] B represents the virtual round time change information. This information indicates the progress of the virtual round and updates according to the player's progress within the virtual round. Figure 3 The progress is represented in the form of a progress bar.
[0134] At the start of the virtual round, based on the initial time information of the virtual round time change information sent by the server, the initial state of the virtual round time change information will be displayed on the display page:
[0135] like Figure 5A As shown, when the progress bar is fully filled, it indicates the start of a virtual round. The progress bar decreases in real time based on the progress of the virtual round. When the progress bar is unfilled, it indicates the end of the current virtual round; or
[0136] like Figure 5BAs shown, the progress bar is in an unfilled state, which indicates the start of a virtual round. The progress bar is updated in real time according to the progress of the virtual round. When the progress bar is fully filled, it indicates the end of the current virtual round.
[0137] In this application, since the game duration of player characters in the same scene is the same, and the duration of the virtual rounds corresponding to the two player characters is the same, the virtual round time change information displayed on the display page of the first real-time game client is the same as that displayed on the display page of the second real-time game client, and the virtual round time change information can be shared through blockchain.
[0138] C represents the energy identifier information, which is used to represent the energy value accumulated by the player character in the real-time game scene. The accumulated energy value is the currently available energy value, but the accumulated energy value cannot exceed the upper limit corresponding to the current virtual round. In this application, the energy identifier information will be updated according to the time progress of the virtual round and / or the game operation behavior in the virtual round.
[0139] D represents the player character's game skill. When a game skill is activated, the player character can use it to attack the opponent or protect themselves from attack. Activated game skills are displayed as highlighted icons on the screen. Figure 3 (The text indicates a filled state). Unactivated game skills are displayed in a dark state on the display page to indicate which game skills are currently available to the player.
[0140] In practical applications, each use of a game skill consumes a corresponding amount of energy. Therefore, whether a game skill is active is related to the accumulated energy. When the accumulated energy exceeds the energy value corresponding to the game skill, the game skill is activated. For example, if a player character currently has three game skills: Skill 1, Skill 2, and Skill 3, with Skill 1 having an energy value of 1, Skill 2 having an energy value of 2, and Skill 3 having an energy value of 3, then Skill 1 is activated when the energy value displayed on the screen is 1. At this time, the player character can use Skill 1.
[0141] E represents the energy cap identifier, which indicates the maximum energy value that can be accumulated within the current virtual round. Figure 3As can be seen from the diagram, the energy limit indicator information corresponds to 4 "hexagons" indicating that the energy limit value accumulated in the current virtual round is 4; at this time, 3 are in a filled state, indicating that 3 energy values have been accumulated. In this application, the energy value accumulation limit corresponding to the energy limit indicator information displayed by the client can be updated according to the number of virtual rounds. For example, each time a new virtual round begins, the energy value accumulation limit corresponding to the energy limit indicator information increases. The current virtual round is 4, and the next virtual round updates it to 5. Therefore, the changes in the energy limit indicator information on the display page will also bring players a sense of stage and progress.
[0142] It should be noted that real-time game servers located in the same game scene can share energy limit identification information with other real-time game servers located in the same game data sharing system through blockchain.
[0143] F represents the joystick that controls character movement, allowing players to move their characters in real-time within the game environment.
[0144] Step 202: The server monitors the progress of the virtual round in real time.
[0145] Step 203: The server determines the virtual round time progress update instruction based on the virtual round time progress.
[0146] The server determines the duration of the real-time game in the virtual round, i.e., the virtual round time progress. Based on the pre-stored relationship between a virtual round and the game duration, it further determines the virtual round time progress update indicator. The virtual round time progress update indicator is used to indicate to the player the game time they feel in the current virtual round, and correspondingly updates the fill status of the progress bar on the client display page, so as to give the player a sense of the progress and stages of time through the fill status of the progress bar.
[0147] For example, with the initial time information of the virtual round time change information corresponding to the unfilled state of the progress bar on the display page, the total game time of a virtual round is 12 seconds; at the start of the virtual round, the virtual round time progress is 0 seconds, and the progress bar on the current display page is unfilled; when the duration of the real-time game in the virtual round is 2 seconds, the virtual round time progress update indicator updates the progress bar on the display page so that 1 / 6 of it is filled.
[0148] As one possible implementation, the first real-time game server monitors the progress of the virtual rounds in real time and shares the monitored virtual round progress with the second real-time game server via blockchain; similarly, the second real-time game server monitors the progress of the virtual rounds in real time and shares the monitored virtual round progress with the first real-time game server via blockchain; alternatively, the first real-time game server monitors the progress of the virtual rounds in real time, determines a virtual round progress update instruction based on the virtual round progress, and shares the virtual round progress update instruction with the second real-time game server via blockchain; similarly, the second real-time game server monitors the progress of the virtual rounds in real time, determines a virtual round progress update instruction based on the virtual round progress, and shares the virtual round progress update instruction with the first real-time game server via blockchain; taking one of these implementations as an example, steps 307 to 310 are performed.
[0149] Step 307: The first real-time game server monitors the progress of the virtual rounds in real time.
[0150] Step 308: The first real-time game server determines the virtual round time progress update instruction based on the virtual round time progress.
[0151] Step 309: The first real-time game server sends the virtual turn time progress update instruction to the blockchain.
[0152] Step 310: The blockchain sends the virtual round time progress update instruction to the second real-time game server.
[0153] Step 204: The server sends the determined virtual round time progress update indication to the client.
[0154] In practical applications, the data between the server and the client needs to be synchronized in real time. Therefore, after the server determines the virtual round time progress update indicator, it sends the virtual round time progress update indicator to the client. The server monitors the virtual round time progress in real time and sends the virtual round time progress update indicator. Furthermore, the client updates the virtual round time change information on the display page according to the virtual round time progress update indicator, so that the player can experience a sense of stage and progress.
[0155] As one possible implementation, after determining the virtual round's time progress update indication, the server will send the determined virtual round's time progress update indication to the corresponding client.
[0156] Step 311: The first real-time game server sends the virtual turn time progress update instruction to the first real-time game client.
[0157] Step 312: The second real-time game server sends the virtual turn time progress update instruction to the second real-time game client.
[0158] It should be noted that steps 309 and 311 can be executed simultaneously.
[0159] Step 205: The client updates the virtual round time change information displayed on the display page according to the received virtual round time progress update instruction.
[0160] After receiving the virtual round's time progress update instruction, the client updates the fill status of the progress bar on the display page according to the virtual round's time progress update instruction.
[0161] As one possible implementation, after receiving the virtual turn time progress update instruction, the first real-time game client and the second real-time game client respectively update the virtual turn time change information in the first real-time game client and the second real-time game client.
[0162] Step 313: The first real-time game client updates the virtual turn time change information displayed on the display page according to the received virtual turn time progress update instruction.
[0163] Step 314: The second real-time game client updates the virtual turn time change information displayed on the display page according to the received virtual turn time progress update instruction.
[0164] The server monitors the progress of virtual rounds in real time, determines the update instructions for virtual round time progress based on the monitored virtual round time progress, and sends the determined virtual round time progress update instructions to the client. This updates the virtual time change information displayed on the client's page. The update process of virtual time change information reflects the existence of virtual rounds in real-time games, making the continuous game process feel phased and progressive.
[0165] In practical applications, because it is a real-time combat game, both players will perform in-game actions to attack or dodge attacks. These actions include moving and using game skills, which include attacking and casting spells.
[0166] In practical applications, game actions require a certain amount of energy. At the start of each virtual round, the server updates the client's virtual round time information to the initial time information at the start of the virtual round, and also updates the client's energy flag information to the initial energy information at the start of the virtual round. Therefore, the energy flag information is in its initial state at the start of the virtual round.
[0167] As one possible implementation, the initial energy information at the start of a virtual round can be determined by the server corresponding to any player character in the same game scene, and the determined initial energy information at the start of the virtual round can be shared with other servers in the same game scene through blockchain, so as to display the initial state of the energy information corresponding to all player characters in the same game scene at the start of the virtual round.
[0168] In practical applications, the initial state of the energy identification information is that the energy value corresponding to the energy identification information is zero. In this application, the energy value corresponding to the energy identification information is updated according to the progress of the virtual round. Therefore, the server determines the energy information update instruction based on the progress of the virtual round.
[0169] The server determines the energy information update instruction based on the time progress of the virtual round as follows: when the server determines that the time progress of the virtual round increases by a set time increment, it increases the set energy increment based on the energy value corresponding to the current energy identifier information.
[0170] For example, at the beginning of the current virtual round, the energy value corresponding to the energy identifier is 0. The set time increment is 2 seconds, and the corresponding energy increment is 1 energy value. Therefore, when the virtual round time progress is 2 seconds, the energy information update indicator shows that the energy value corresponding to the energy identifier in the current client display page is 1. When the virtual round time progress is 4 seconds, another set time increment is added, and the energy information update indicator shows that the energy value corresponding to the energy identifier in the current client display page is 2. This continues until the current virtual round ends.
[0171] In one possible embodiment, since the virtual turn time progress of each player character in the same game scene is consistent, when determining the energy information update indication based on the virtual turn time progress, it can be determined by one real-time game server in the same game scene, and then the determined energy information update indication can be shared with other real-time game servers in the same game scene through blockchain.
[0172] In this application, when the server determines the energy information update indication based on the time progress of the virtual round, it also determines the energy information update indication based on the energy limit identifier information of the current virtual round.
[0173] When adding the energy limit identifier parameter to the energy information update instruction, it is first necessary to determine whether the energy accumulation corresponding to the current energy identifier has reached the energy value corresponding to the energy limit identifier.
[0174] If the energy value corresponding to the energy limit indicator is reached, the energy value will not change even if the virtual round's time progress increases by a set time increment. The energy information update indicator is used to show that the energy value corresponding to the current energy indicator remains unchanged; for example, if the current energy value corresponding to the energy indicator is 3, and the energy value corresponding to the energy limit indicator is also 3, and the energy value corresponding to the energy indicator reaches the energy limit indicator, then even if the virtual round's time progress increases by a time increment of 2 seconds, the energy indicator will still show 3 points; or
[0175] If the energy value corresponding to the energy limit identifier is not reached, an energy information update instruction is determined based on the relationship between the energy value corresponding to the energy limit identifier and the energy value corresponding to the energy identifier.
[0176] For example, the current energy identifier information corresponds to an energy value of 2, the energy limit identifier information corresponds to an energy value of 4, and the energy increment is 1. After the virtual round's time progress reaches a time increment, the energy information update indicator is determined to add an energy increment of 1 to the energy value of 2 corresponding to the energy identifier information. At this time, the energy value corresponding to the energy identifier information displayed on the page is 3.
[0177] The current energy identifier corresponds to an energy value of 3, the energy limit identifier corresponds to an energy value of 4, and the energy increment is 2. After the virtual round's time progress reaches a certain time increment, the energy information update indicator is determined to add one energy value to the energy value of 3 corresponding to the energy identifier. At this time, the energy value displayed on the page corresponds to an energy value of 4.
[0178] Therefore, the server determines the energy information update instruction based on the actual energy value corresponding to the energy identification information and the energy limit identification information, and sends the energy information update instruction to the client.
[0179] In practical applications, when the server sends an energy information update instruction to the client, the instruction can either send the energy value corresponding to the energy identifier information displayed on the client, and the client can directly display the energy value after receiving the energy information update instruction; or send the energy increment to the client, which will then calculate and display it.
[0180] In practical applications, players perform game actions during virtual rounds, which consume energy. Therefore, the energy value corresponding to the energy indicator not only increases with the progress of the virtual round but also decreases based on the player's game actions. Thus, the server determines the energy information update indication based on both the progress of the virtual round and the game action information reported by the client.
[0181] In a virtual round, if the server receives a game action reported by the client, it determines the energy value consumed by the game action and further determines the energy information update instruction.
[0182] In this application, when the game operation is the use of game skills, the client reports game operation information carrying game skill identifiers to the server, and the server receives the game operation information carrying game skill identifiers reported by the client.
[0183] Furthermore, the server determines the game skill used by the player character based on the game skill identifier in the game operation behavior information, and determines the energy value corresponding to the game skill based on the correspondence between the stored game operation behavior information and energy value;
[0184] The system subtracts the energy value corresponding to the game skill from the energy value corresponding to the current energy identifier information to determine the energy value that needs to be displayed on the display page, and sends the final determined energy value to the client for display; or after determining the energy value corresponding to the game skill, it sends the information of subtracting the energy value corresponding to the game skill from the energy value corresponding to the currently displayed energy identifier information to the client, and the client itself determines the energy identifier information that needs to be displayed on the page.
[0185] For example, in the case of an attack, if the server determines that the player uses an attack in a virtual round, and the attack costs 2 energy points, and if the energy value corresponding to the energy identifier information displayed on the page is 3, then the server sends an energy information update instruction to the client, where the energy value corresponding to the energy identifier information is 1.
[0186] In this application, when the game operation is to control the player character to move, the client reports game operation information including the movement direction and movement time to the server;
[0187] The server determines that the energy required for movement is 0 based on the stored correspondence between game operation behavior information and energy value. Therefore, no energy is consumed during movement. However, if the player character's position on the display page changes, the server determines the player character's position information on the client's display page based on its managed movement speed and returns this position information to the client so that the client can display the player character's current position on the display page.
[0188] In this application, because it is a real-time battle game, each player in the same game scene will determine the game actions of other players, such as movement and the use of game skills, in order to determine the opponent's position or the game skills used, facilitating attack or evasion. Therefore, when using game action information, when a player character in the same game scene performs a game action, the action information will be displayed on the clients of all players in the same game scene. For example... Figure 6 As shown, when player character A1 attacks player character A2, game operation behavior information is displayed on the display page. At this time, the game operation behavior information is displayed not only on the display page of the real-time game client corresponding to player character A1, but also on the display page of the real-time game client corresponding to player character A2.
[0189] In this application, game operation behavior information is shared through blockchain. For example, when the first player triggers a game operation behavior, the first real-time game client reports the game operation behavior information to the first real-time game server. The first real-time game server reports the game operation behavior information to the blockchain. The blockchain shares the game operation behavior information with the second real-time game server located in the same game scene. The second real-time game server sends the game operation behavior information from the first real-time game client to the second real-time game client, where it is displayed.
[0190] The movement speed of player characters managed in the server is determined by mapping the way movement distance is represented in turn-based games to the way movement distance is represented in real-time games, and then based on the movement time.
[0191] In turn-based games, movement distance is measured in squares; in real-time games, movement is measured in real-world units, such as meters. Therefore, it's necessary to map squares to real-world units, for example, 1 square corresponds to S meters. In turn-based games, a turn lasts T, and the player character moves V squares per turn. Therefore, movement speed in turn-based games is represented as V squares per turn. Mapping this movement speed to real-time games results in movement speed V. S / T, and save the mapped speed on the server.
[0192] In this application, when the server determines that it is currently in the period after the virtual round has ended based on the virtual round's time progress, the server, while configuring and sending virtual round time change information to the client, updates the energy identifier information to the initial energy information at the start of the virtual round, and also updates the energy identifier upper limit information displayed on the page. The energy identifier upper limit information can also be shared via blockchain.
[0193] It should be noted that this application applies to game scenarios involving multiple player characters in real-time battles; the above example is merely a two-player real-time battle game scenario. Furthermore, in this application, player character information can be shared via blockchain; however, the server may not send the shared data to the client, for example, when determining energy information update instructions based on game operation behavior information.
[0194] Based on the same inventive concept, this application also provides a display control device for virtual turns in a game, such as... Figure 7 As shown, the virtual turn display control device 700 in the game includes at least: a display module 701 and an update module 702; wherein:
[0195] Display module 701 is used to display virtual round time change information in the real-time game scene for each virtual round during the real-time game process. The real-time game consists of multiple virtual rounds set consecutively according to the time progress, and the duration of each virtual round is a part of the game's total duration.
[0196] The update module 702 is used to update the virtual round time change information according to the virtual round time progress update instruction sent by the real-time game server, and to update the virtual round time change information to the initial time information at the beginning of the virtual round when the current virtual round ends, based on the virtual round time progress update instruction. The virtual round time progress update instruction is determined by the real-time game server according to the time progress of the real-time game duration corresponding to each virtual round.
[0197] Optionally, the display module 701 is also used for:
[0198] During real-time gameplay, for each virtual round, the player character's energy indicator is displayed within the game scene, showing the energy accumulated by the player character during that virtual round.
[0199] The update module 702 is also used to: update the energy identifier information according to the energy information update instruction sent by the real-time game server, and update the energy identifier information to the initial energy information at the start of the virtual round when updating the virtual round time change information to the initial time information at the start of the virtual round, wherein the energy information update instruction is determined by the real-time game server according to the time progress of the virtual round and / or the real-time game operation behavior information of the game player on the player character reported by the real-time game client.
[0200] Optionally, the display module 701 is also used for:
[0201] During real-time games, for each virtual round, the player character logged in by the real-time game player displays the energy cap information for that virtual round in the real-time game scene. The energy cap indicator is used to indicate the maximum value of energy accumulated within the virtual round.
[0202] Based on the same inventive concept, this application also provides a display control device for virtual turns in a game, such as... Figure 8 As shown, the virtual turn display control device 800 in the game includes at least: a first sending module 801, a determining module 802, and a second sending module 803; wherein:
[0203] The first sending module 801 is used to send the initial time information of the virtual round time change information to the real-time game client at the beginning of each virtual round in the real-time game. The real-time game is set with multiple virtual rounds in succession according to the time progress, and the duration of each virtual round is a part of the game duration of the real-time game.
[0204] The determination module 802 is used to monitor the time progress of the virtual round and determine the time progress update instruction of the virtual round based on the time progress of the virtual round.
[0205] The second sending module 803 is used to send a virtual round time progress update instruction to the real-time game client, so that the real-time game client updates the virtual round time change information on the display page according to the time progress update instruction.
[0206] Optionally, the determining module 802 is also used for:
[0207] During real-time gameplay, for each virtual round of the real-time game, an energy information update instruction is determined based on the time progress of the virtual round and / or the real-time game operation behavior information of the player reported by the real-time game client during the virtual round.
[0208] The real-time game server sends an energy information update instruction to the real-time game client, so that the real-time game client can update the energy label information on the display page according to the energy information update instruction.
[0209] Optionally, the determining module 802 is also used for:
[0210] If the current virtual round has not ended and the energy value corresponding to the energy identifier information has not reached the energy value of the energy limit identifier, then when the time progress of the virtual round is increased by a time increment, the energy information update indicator is determined to be that the energy value corresponding to the currently displayed energy identifier information is increased by a preset energy increment.
[0211] If the current virtual round has not ended, but the energy value corresponding to the energy identifier information has reached the energy value corresponding to the energy limit identifier information, the energy information update indicator is set to keep the currently displayed energy identifier information unchanged.
[0212] After the current virtual round ends, the energy information update indicator is determined to be the initial energy information at the start of the virtual round, based on the time progress of the virtual round.
[0213] Optionally, the determining module 802 is also used for:
[0214] Receive real-time game action information from game clients regarding player actions on game characters;
[0215] Determine the energy value of real-time game operation behavior information, wherein the real-time game server stores the correspondence between game operation behavior information and energy value;
[0216] Based on the energy value of the game operation behavior information, the energy information update indicator is determined to reduce the energy value of the game behavior information by the energy value corresponding to the currently displayed energy identifier information.
[0217] Optionally, the correspondence between game operation behavior information and energy value is determined by module 802 in the following way:
[0218] Determine the total energy value that can be used in a turn-based game, as well as the number of game actions that can be performed in a turn. Calculate the energy value corresponding to each game action based on the total energy value and the number of game actions performed.
[0219] Optionally, the second transmitting module 803 is also used for:
[0220] Synchronize the time progress updates of other players' virtual rounds from the blockchain;
[0221] Send the time progress update instructions for the virtual rounds of the other player characters to the real-time game client.
[0222] For ease of description, the above sections are divided into units (or modules) according to their functions and described separately. Of course, in implementing this application, the functions of each unit (or module) can be implemented in one or more software or hardware components.
[0223] Next, an exemplary embodiment of a terminal device for display control of virtual turns in a game, according to this application, will be described.
[0224] Those skilled in the art will understand that various aspects of this application can be implemented as a system, method, or program product. Therefore, various aspects of this application can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or a combination of hardware and software implementations, collectively referred to herein as a "circuit," "module," or "system."
[0225] In some possible implementations, this application provides a terminal device 900 for installing and running the real-time game client described in the embodiments of this application. The terminal device 900 for installing and running the real-time game client in this application includes: a radio frequency (RF) circuit 901, a power supply 902, a processor 903, a memory 904, a user input unit 905, a display unit 906, an audio output unit 907, an input unit 908, a network module 909, an interface unit 910, a sensor 911, and other components. Those skilled in the art will understand that... Figure 9 The structure of the terminal device shown in the figure does not constitute a limitation on the terminal device. The terminal device provided in the embodiments of this application may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0226] The following is combined with Figure 9 A detailed introduction to each component of the terminal device 900:
[0227] RF circuit 901 can be used for receiving and transmitting data during communication or a call. Specifically, after receiving downlink data from the base station, RF circuit 901 sends it to processor 903 for processing; additionally, it sends uplink data to be transmitted to the base station. Typically, RF circuit 901 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low-noise amplifier (LNA), a duplexer, etc.
[0228] In addition, the RF circuit 901 can also communicate wirelessly with networks and other terminal devices. Wireless communication can use any communication standard or protocol, including but not limited to Global System for Mobile Communications (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, and Short Messaging Service (SMS).
[0229] Network module 909: Networking is a wireless transmission technology. Terminal device 900 can connect to an access point (AP) through network module 909, thereby enabling access to the data network. Network module 909 can be used for data reception and transmission during communication.
[0230] Terminal device 900 can physically connect to other terminal devices through interface unit 910. Optionally, the interface unit 910 can be connected to other terminal devices via a cable to enable data transmission between terminal device 900 and other terminal devices.
[0231] Since the terminal device 900 in this embodiment can perform communication services and send information to other contacts, the terminal device 900 needs to have data transmission capabilities, meaning that the terminal device 900 needs to include a communication module. Although Figure 9 The diagram shows communication modules such as RF circuit 901, network module 909, and interface unit 910. However, it is understood that the terminal device 900 contains at least one of the above-mentioned components or other communication modules (such as Bluetooth modules) for implementing communication and data transmission.
[0232] For example, when the terminal device 900 is a mobile phone, the terminal device 900 may include an RF circuit 901 and a network module 909; when the terminal device 900 is a computer, the terminal device 900 may include an interface unit 910 and a network module 909; when the terminal device 900 is a tablet computer, the terminal device 900 may include a network module 909.
[0233] The memory 904 can be used to store software programs and modules. The processor 903 executes various functional applications and data processing of the terminal device 900 by running the software programs and modules stored in the memory 904. When the processor 903 executes the program code in the memory 904, it can implement part or all of the process of display control of virtual turns in the game implemented in this application.
[0234] Optionally, the memory 904 may primarily include a program storage area and a data storage area. The program storage area may store the operating system, various applications (such as communication applications), and a facial recognition module; the data storage area may store data created based on the use of the terminal device (such as various images, video files, and other multimedia files, as well as facial information templates).
[0235] In addition, memory 904 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.
[0236] The user input unit 905 can be used to receive numeric or character information input by the user, and to generate key signal inputs related to user settings and function control of the terminal device 900.
[0237] Optionally, the user input unit 905 may include a touch panel 9051 and other input devices 9052.
[0238] The touch panel 9051, also known as a touchscreen, collects touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel 9051), and drives the corresponding connected devices according to a pre-set program. Optionally, the touch panel 9051 may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch position and the signal generated by the touch operation, and transmits the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 903. It can also receive and execute commands from the processor 903. Furthermore, the touch panel 9051 can be implemented using various types of touch technologies, such as resistive, capacitive, infrared, and surface acoustic wave.
[0239] Optionally, other input devices 9052 may include, but are not limited to, one or more of the following: physical keyboard, function keys (such as volume control buttons, power buttons, etc.), trackball, mouse, joystick, etc.
[0240] Display unit 906 can be used to display information input by the user or information provided to the user, as well as various menus of terminal device 900. Display unit 906 is the display system of terminal device 900, used to present the interface and realize human-computer interaction.
[0241] The display unit 906 may include a display panel 9061. Optionally, the display panel 9061 may be configured as a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like.
[0242] Furthermore, the touch panel 9051 can cover the display panel 9061. When the touch panel 9051 detects a touch operation on or near it, it transmits the information to the processor 903 to determine the type of touch event. Subsequently, the processor 903 provides corresponding visual output on the display panel 9061 according to the type of touch event.
[0243] Although Figure 9 In this embodiment, the touch panel 9051 and the display panel 9061 are two separate components to realize the input and output functions of the terminal device 900. However, in some embodiments, the touch panel 9051 and the display panel 9061 can be integrated to realize the input and output functions of the terminal device 900.
[0244] The processor 903 is the control center of the terminal device 900. It connects various components through various interfaces and lines. By running or executing software programs and / or modules stored in the memory 904, and calling data stored in the memory 904, it performs various functions of the terminal device 900 and processes data, thereby realizing various services based on the terminal device. This enables the processor to execute the steps in the control game method according to various exemplary embodiments of this application as described in this specification.
[0245] Optionally, processor 903 may include one or more processing units. Optionally, processor 903 may integrate an application processor and a modem processor, wherein the application processor primarily handles the operating system, user interface, and applications, while the modem processor primarily handles wireless communication. It is understood that the aforementioned modem processor may also not be integrated into processor 903.
[0246] The audio output unit 907 is connected to the processor 903 and is used to implement the audio output of the terminal device 900.
[0247] The input unit 908 includes a microphone 9082 for acquiring user voice and sending the acquired voice to a processor 903 for processing, and also includes an image processor 9081.
[0248] Sensor 911 is used to acquire various measured information and can transform the sensed information into electrical signals or other required forms of information output according to a certain rule, so as to meet the requirements of information transmission, processing, storage, display, recording and control, and to control terminal device 900.
[0249] The terminal device 900 also includes a power supply 902 (such as a battery) for supplying power to various components. Optionally, the power supply 903 can be logically connected to the processor 903 through a power management system, thereby enabling the power management system to manage functions such as charging, discharging, and power consumption.
[0250] Although not shown, the terminal device 900 may also include at least one camera, etc., which will not be described in detail here.
[0251] This application also provides a real-time game server, such as... Figure 10 This is a schematic diagram of the server structure provided in an embodiment of this application; as shown Figure 10 As shown, the server 1000 may include a memory 1001 and one or more processors 1002.
[0252] The memory 1001 is used to store computer programs executed by the processor 1002. The memory 1001 may mainly include a program storage area and a data storage area. The program storage area may store the operating system and server-side programs required to run the game, etc.; the data storage area may store game data or game logic for each player, etc.
[0253] Memory 1001 may be volatile memory, such as random-access memory (RAM); memory 1001 may also be non-volatile memory, such as read-only memory, flash memory, hard disk drive (HDD), or solid-state drive (SSD); or memory 1001 may be any other medium capable of carrying or storing desired program code in the form of instructions or data structures and accessible by a computer, but is not limited thereto. Memory 1001 may be a combination of the above-mentioned memories.
[0254] The processor 1002 may include one or more central processing units (CPUs) or digital processing units, etc. The processor 1002 is used to implement the virtual turn display control method in the aforementioned game when calling the computer program stored in the memory 1001.
[0255] This application does not limit the specific connection medium between the memory 1001 and the processor 1002 described above in the embodiments. This disclosure embodiment... Figure 10 The memory 1001 and the processor 1002 are connected via a bus 1003, and the bus 1003 is in Figure 10 The connections between other components are shown in bold lines only and are not intended to be limiting. Bus 1003 can be divided into address bus, data bus, control bus, etc. For ease of illustration, Figure 10 The bus is represented by a single thick line, but this does not mean that there is only one bus or one type of bus.
[0256] The memory 1001 stores a computer storage medium containing computer-executable instructions for implementing the virtual turn display control method in the game according to embodiments of this application. The processor 1002 is used to execute any step of the virtual turn display control method in the game according to embodiments of this application.
[0257] In some possible implementations, various aspects of the virtual turn display control method in the game provided in this application can also be implemented in the form of a program product, which includes program code. When the program product is run on a computer device, the program code is used to cause the computer device to perform the steps in the virtual turn display control method in the game according to the various exemplary embodiments of this application described above.
[0258] Those skilled in the art will understand that embodiments of this application can be provided as methods, systems, or computer program products. Therefore, this application can take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, this application can take the form of a computer program product embodied on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.
[0259] Obviously, those skilled in the art can make various modifications and variations to this application without departing from the spirit and scope of this application. Therefore, if such modifications and variations fall within the scope of the claims of this application and their equivalents, this application also intends to include such modifications and variations.
Claims
1. A method for displaying and controlling virtual turns in a game, characterized in that, The method includes: The system receives a virtual turn time progress update instruction sent by the real-time game server. The virtual turn time progress update instruction is determined by the real-time game server based on the time progress of the real-time game duration corresponding to each virtual turn. The real-time game is continuously set as multiple consecutive virtual turns according to the time progress. The duration corresponding to each virtual turn is a part of the game duration in the real-time game. The display interface shows the virtual game scene where the first player character is located, and displays the virtual round time change information determined according to the time progress update instruction. The virtual game scene includes a second player character in a confrontation with the first player character. The display interface shows energy indicator information and a skill selection area. The energy indicator information is used to indicate the first energy value currently possessed by the first player character. The skill selection area includes at least one game skill. The game skill displays corresponding reference energy indicator information, which is used to indicate the reference energy value required to use the game skill. If the reference energy value corresponding to the game skill is less than or equal to the first energy value possessed by the first player character, the game skill will be activated. In response to a movement operation on the first player character, control the first player character to move within the virtual game scene; In response to the triggering operation of the target game skill activated in the skill selection area, the first energy value indicated by the energy identifier information is updated to the second energy value, and the first player character is controlled to release the target game skill that matches the target game skill. The second energy value is the difference between the first energy value and the reference energy value corresponding to the target game skill. The target game skill is used to attack the second player character or to defend and protect the first player character. When the current virtual round ends according to the time progress update instruction of the virtual round, the time change information of the virtual round is updated to the initial time information at the beginning of the virtual round.
2. The method as described in claim 1, characterized in that, When displaying the energy identification information on the display interface, the method further includes: When the first player character's continuous running time in the virtual game scene reaches the Nth energy recovery cycle, the first energy value indicated by the energy identification information is updated and displayed as a third energy value, wherein the third energy value is the sum of the first energy value and the incremental energy value, the incremental energy value is the energy value restored for the first player character within the energy recovery cycle, and N is a natural number greater than or equal to 1.
3. The method as described in claim 1, characterized in that, The control operation in response to the movement control, controlling the first player character to move within the virtual game scene, includes: The drag direction of the drag operation applied to the movement control is obtained, and the first player character is controlled to move in the virtual game scene according to the target movement direction that matches the drag direction.
4. The method as described in claim 1, characterized in that, When displaying the skill selection area, it also includes: The skill selection area displays skill icons for at least one game skill configured for the first player character. The skill icons include: skill icons displayed in a bright state and skill icons displayed in a dark state. The bright state is used to indicate that the game skill has been activated, and the dark state is used to indicate that the game skill has not been activated.
5. The method as described in claim 4, characterized in that, The skill identifiers displayed in the skill selection area for at least one game skill configured for the first player character include: If the energy currently possessed by the first player character is greater than or equal to the energy required to activate the reference game skill among the at least one game skill, then the reference game skill is determined to be activated, and the skill icon of the reference game skill is displayed according to the bright state display style; If the energy currently possessed by the first player character is less than the energy required to activate the reference game skill, it is determined that the reference game skill is not activated, and the skill icon of the reference game skill is displayed according to the dark display style.
6. A display control device for virtual turns in a game, characterized in that, The device includes: The display module is used to display the virtual game scene where the first player character is located in the display interface, and to display the virtual round time change information determined according to the time progress update instruction. The virtual game scene includes a second player character in a state of confrontation with the first player character. The display interface displays energy indicator information and a skill selection area. The energy indicator information is used to indicate the first energy value currently possessed by the first player character. The skill selection area includes at least one game skill. The game skill displays corresponding reference energy indicator information, which is used to indicate the reference energy value required to use the game skill. If the reference energy value corresponding to the game skill is less than or equal to the first energy value possessed by the first player character, the game skill will be activated. A movement module is used to control the first player character to move in the virtual game scene in response to a movement operation on the first player character; The release module is used to respond to the triggering operation of the target game skill activated in the skill selection area, update the first energy value indicated by the energy identifier information to a second energy value, and control the first player character to release the target game skill that matches the target game skill, wherein the second energy value is the difference between the first energy value and the reference energy value corresponding to the target game skill, and the target game skill is used to attack the second player character or to defend and protect the first player character; The virtual turn display control device in the game is also used to: receive a virtual turn time progress update indication sent by the real-time game server, wherein the virtual turn time progress update indication is determined by the real-time game server according to the time progress of the real-time game duration corresponding to each virtual turn, the real-time game is continuously set to multiple consecutive virtual turns according to the time progress, and the duration corresponding to the virtual turn is a part of the game duration in the real-time game. When the current virtual round ends according to the time progress update instruction of the virtual round, the time change information of the virtual round is updated to the initial time information at the beginning of the virtual round.
7. A display and control terminal device for virtual turn-based gameplay, characterized in that, include: A real-time game client, a memory, and a processor, wherein the memory is used to store computer instructions; The processor is configured to execute the computer instructions to implement the display control method for virtual turns in a game as described in any one of claims 1-5.
8. A display control server for virtual turns in a game, characterized in that, include: A memory and a processor, wherein the memory is used to store computer instructions; The processor is configured to execute the computer instructions to implement the display control method for virtual turns in a game as described in any one of claims 1-5.
9. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer instructions that, when executed by a processor, implement the display control method for virtual turns in a game as described in any one of claims 1-5.
Citation Information
Patent Citations
KR1016390370000B1