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

CN117065358BActive Publication Date: 2026-09-11NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311035197.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-08-16
Publication Date
2026-09-11
Estimated Expiration
2043-08-16

AI Technical Summary

Technical Problem

[0004]鉴于上述问题,本申请实施例提供一种游戏数据处理方法、装置、电子设备及可读存储介质,以改善相关技术中因结算的跳跃高度不准确造成的游戏数据扣除不准确的问题

Benefits of technology

[0015]This application provides a game data processing method, apparatus, electronic device, and readable storage medium, relating to the field of computer technology. In response to a jump trigger operation, it controls a virtual character to perform a jump operation corresponding to the jump trigger operation; determines the surface marker of the landing surface after the virtual character performs the jump operation; and queries preset surface association data based on the landing surface marker and the starting surface marker when the virtual character performs the jump operation to obtain target surface data corresponding to the landing surface marker. The surface association data includes surface data between various surfaces in the game scene and other surfaces, and the surface data includes the relationships between various surfaces in the game scene and other surfaces. The system calculates the height difference, adjacency relationship, and fall result between the starting and falling surfaces; it determines the game data corresponding to the jump operation based on the target surface data, and adjusts the game state of the virtual character based on the game data; in this embodiment, based on the surface identifiers of the starting surface and the falling surface after the jump operation, it queries the preset surface association data to determine the height difference, adjacency relationship, and fall result between the starting and falling surfaces, and deducts game data based on the height difference, adjacency relationship, and fall result between the starting and falling surfaces. In this way, the accuracy of the height difference calculation can be avoided due to the influence of skill release during the jump operation, and the reliability of game data calculation can be improved.

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Abstract

This application provides a game data processing method, apparatus, electronic device, and readable storage medium, relating to the field of computer technology. In response to a jump trigger operation, it controls a virtual character to perform a jump operation corresponding to the jump trigger operation; determines the surface marker of the landing surface after the virtual character performs the jump operation; queries preset surface association data based on the landing surface marker and the starting surface marker when the virtual character performs the jump operation to obtain target surface data corresponding to the landing surface marker; determines game data corresponding to the jump operation based on the target surface data; and adjusts the game state of the virtual character based on the game data. This application deducts game data based on the height difference, adjacency relationship, and jump result between the starting surface and the landing surface. This avoids the impact of skill releases on the accuracy of height difference calculation during jumps, improving the reliability of game data calculation.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and more specifically, to a game data processing method, apparatus, electronic device, and readable storage medium. Background Technology

[0002] Virtual characters in games can perform various actions, such as jumping from different heights or falling, using various controllers (joysticks, gamepads, keyboards, etc.). During a jump, when a virtual character falls from one surface to another, due to the height difference, if the height difference exceeds a certain preset limit, game data such as the virtual character's remaining health and remaining life points will be deducted.

[0003] Existing technologies, when processing game data corresponding to a character's jumping action, are affected by skill releases, causing errors in the virtual character's position recording data. This results in inaccurate jump heights calculated based on the recorded position data, thus failing to ensure the accuracy of game data. Summary of the Invention

[0004] In view of the above problems, embodiments of this application provide a game data processing method, apparatus, electronic device, and readable storage medium to improve the problem of inaccurate game data deduction caused by inaccurate jump height in the calculation in related technologies.

[0005] According to one aspect of the embodiments of this application, a game data processing method is provided, which provides a graphical user interface through a terminal device, the graphical user interface including: a game scene with virtual characters; the method includes:

[0006] In response to a jump trigger operation, the virtual character is controlled to perform the jump operation corresponding to the jump trigger operation;

[0007] The system determines the surface marker of the landing site after the virtual character performs the jump operation. Based on the surface marker of the landing site and the surface marker of the starting surface when the virtual character performs the jump operation, it queries preset surface association data to obtain target surface data corresponding to the surface marker of the landing site. The surface association data includes surface data between each surface in the game scene and other surfaces, and the surface data includes the height difference, adjacency relationship, and jump result between each surface in the game scene and other surfaces.

[0008] Based on the target surface data, determine the game data corresponding to the jump operation, and adjust the game state of the virtual character based on the game data.

[0009] According to one aspect of the embodiments of this application, a game data processing apparatus is provided, which provides a graphical user interface through a terminal device, the graphical user interface including: a game scene with virtual characters; the apparatus includes:

[0010] A response module is used to respond to a jump trigger operation and control the virtual character to perform the jump operation corresponding to the jump trigger operation;

[0011] The surface data determination module is used to determine the surface identifier of the landing surface after the virtual character performs the jump operation, and to query preset surface association data based on the surface identifier of the landing surface and the surface identifier of the starting surface when the virtual character performs the jump operation, so as to obtain the target surface data corresponding to the surface identifier of the landing surface; the surface association data includes the surface data between each surface in the game scene and other surfaces, and the surface data includes the height difference, adjacency relationship and jump result between each surface in the game scene and other surfaces;

[0012] The data processing module is used to determine the game data corresponding to the jump operation based on the target surface data, and to adjust the game state of the virtual character based on the game data.

[0013] According to one aspect of the embodiments of this application, an electronic device is provided, including: a processor; and a memory storing computer-readable instructions, which, when executed by the processor, implement the game data processing method as described above.

[0014] According to one aspect of the embodiments of this application, a computer-readable storage medium is provided, on which computer-readable instructions are stored, which, when executed by a processor, implement the game data processing method as described above.

[0015] This application provides a game data processing method, apparatus, electronic device, and readable storage medium, relating to the field of computer technology. In response to a jump trigger operation, it controls a virtual character to perform a jump operation corresponding to the jump trigger operation; determines the surface marker of the landing surface after the virtual character performs the jump operation; and queries preset surface association data based on the landing surface marker and the starting surface marker when the virtual character performs the jump operation to obtain target surface data corresponding to the landing surface marker. The surface association data includes surface data between various surfaces in the game scene and other surfaces, and the surface data includes the relationships between various surfaces in the game scene and other surfaces. The system calculates the height difference, adjacency relationship, and fall result between the starting and falling surfaces; it determines the game data corresponding to the jump operation based on the target surface data, and adjusts the game state of the virtual character based on the game data; in this embodiment, based on the surface identifiers of the starting surface and the falling surface after the jump operation, it queries the preset surface association data to determine the height difference, adjacency relationship, and fall result between the starting and falling surfaces, and deducts game data based on the height difference, adjacency relationship, and fall result between the starting and falling surfaces. In this way, the accuracy of the height difference calculation can be avoided due to the influence of skill release during the jump operation, and the reliability of game data calculation can be improved. Attached Figure Description

[0016] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this application and, together with the description, serve to explain the principles of this application. It is obvious that the drawings described below are merely some embodiments of this application, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.

[0017] Figure 1 This is a flowchart illustrating a game data processing method according to an embodiment of this application.

[0018] Figure 2 This is a flowchart illustrating a method for constructing surface association data according to an embodiment of this application.

[0019] Figure 3 This is a flowchart illustrating a method for determining surface data according to an embodiment of this application.

[0020] Figure 4 This is an intended representation of a game scene according to an embodiment of this application.

[0021] Figure 5 This is a flowchart illustrating a game state adjustment method according to an embodiment of this application.

[0022] Figure 6 This is a flowchart illustrating another game data processing method according to an embodiment of this application.

[0023] Figure 7 This is a block diagram of a game data processing apparatus according to an embodiment of this application.

[0024] Figure 8 This is a schematic diagram showing the structure of an electronic device suitable for implementing the embodiments of this application. Detailed Implementation

[0025] Exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, these exemplary embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this application more comprehensive and complete, and to fully convey the concept of the exemplary embodiments to those skilled in the art.

[0026] Furthermore, the described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough understanding of embodiments of this application. However, those skilled in the art will recognize that the technical solutions of this application can be practiced without one or more of the specific details, or other methods, components, apparatuses, steps, etc., can be employed. In other instances, well-known methods, apparatuses, implementations, or operations are not shown or described in detail to avoid obscuring various aspects of this application.

[0027] The block diagrams shown in the accompanying drawings are merely functional entities and do not necessarily correspond to physically independent entities. That is, these functional entities can be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.

[0028] The flowcharts shown in the accompanying drawings are merely illustrative and do not necessarily include all content and operations / steps, nor do they necessarily have to be performed in the described order. For example, some operations / steps can be broken down, while others can be combined or partially combined; therefore, the actual execution order may change depending on the specific circumstances.

[0029] It should be noted that "multiple" in this article refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship.

[0030] As described in the background section, existing technology calculates game data based on the virtual character's state and the height of the jump after the virtual character performs a jump action. However, this method of calculating game data based on the virtual character's state and the height of the jump action can lead to errors in height recognition when the player releases a skill during the jump, thus reducing the reliability of game data calculation.

[0031] Based on this, in order to improve the reliability of game data settlement after virtual characters perform a jumping action in existing game scenarios, this application provides a game data processing method, device, electronic device, and readable storage medium. Based on the surface identifiers of the starting surface and the landing surface after the jump, preset surface association data is queried to determine the height difference, adjacency relationship, and jump result between the starting surface and the landing surface. Based on the height difference, adjacency relationship, and jump result between the starting surface and the landing surface, game data is deducted. In this way, the accuracy of height difference settlement can be avoided due to skill release during the jumping action, thereby improving the reliability of game data settlement.

[0032] The game data processing method provided in this application can run on a terminal device or a server. The terminal device can be a local terminal device. When the game data processing method runs on a server, the method can be implemented and executed based on a cloud interaction system, which can include a server and client devices.

[0033] In some implementations, the cloud interactive system can run various cloud applications, such as cloud gaming. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separate. The storage and execution of the character's jump control method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0034] In some implementations, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0035] In some implementations, the game data processing method provided in this application provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device or the aforementioned client device in the cloud interaction system, and this application does not specifically limit this.

[0036] The terminal device can provide a graphical user interface, which may include a game scene with virtual characters. The following describes in detail the game data processing method provided in this application embodiment, using the terminal device as the execution subject.

[0037] like Figure 1 As shown, Figure 1 This is a flowchart illustrating a game data processing method provided in an embodiment of this application. The game data processing method shown includes at least steps 110 to 130, which are described in detail below:

[0038] Step 110: In response to the jump trigger operation, control the virtual character to perform the jump operation corresponding to the jump trigger operation.

[0039] In this context, a virtual character refers to a controllable dynamic object within a virtual scene. Optionally, this dynamic object can be a virtual person, virtual animal, an anime character, etc. This virtual object is a character controlled by the player through an input device, or an artificial intelligence (AI) trained and set up for battle in a virtual environment, or a non-player character (NPC) set up for battle in a virtual scene. Optionally, this virtual character is a virtual person competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined based on the number of clients joining the battle; this application embodiment does not limit this. In one possible implementation, the user can control the virtual character to move within the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual character to use skills and virtual items provided by the application to fight against other virtual objects. (Game) props refer to items that virtual characters can use in a virtual environment, including but not limited to firearms, melee weapons, grenades, shields, springboards, puppets, etc., which can be used by virtual objects to enhance their own attributes, assist in combat, or inflict damage on other virtual characters. Virtual props can also be supply items such as bullets, and can be equipped with accessories such as extended magazines, scopes, flash hiders, and stocks on designated virtual weapons. A virtual camera is an essential component of the game scene, used to present the game scene visuals. Each game scene corresponds to at least one virtual camera, and depending on actual needs, there can be two or more. These cameras serve as game rendering windows, capturing and presenting the game world content for the player. By setting the parameters of the virtual camera, the player's viewing perspective can be adjusted, such as first-person or third-person perspective.

[0040] In some implementations, the jump trigger operation can be triggered based on a jump control displayed in the graphical user interface. It should be noted that the jump control can be continuously displayed on the graphical user interface presented by the terminal device, or the terminal device can display the jump control in the graphical user interface during the virtual character's ground jump; this application embodiment does not impose specific limitations on this.

[0041] In some implementations, the jump trigger operation can be triggered based on a skill control displayed in the graphical user interface. Understandably, when the skill operation corresponding to the skill control includes a jump operation, in response to the skill trigger operation based on the skill control displayed in the graphical user interface, the skill operation corresponding to the skill control is released, triggering the jump trigger operation.

[0042] In some implementations, the jump trigger operation can be based on an attack event. For example, when another virtual character releases an attack skill on the player's corresponding virtual character, that is, when the virtual character is attacked, the player's corresponding virtual character triggers the jump trigger operation and performs a jump operation.

[0043] In some implementations, the jump trigger operation can be based on location. When a virtual character moves across the ground in a game scene, its position information is recorded. When the virtual character's position information meets the requirements for triggering a jump operation, the jump trigger operation is activated. For example, when the virtual character moves to the edge of a cliff, the jump trigger operation is activated, and the virtual character performs a free fall.

[0044] Understandably, jumping actions include free fall, falling, jumping on flat ground, and launching jump.

[0045] Step 120: Determine the surface marker of the landing site after the virtual character performs a jump operation. Based on the surface marker of the landing site and the surface marker of the starting surface when the virtual character performs the jump operation, query the preset surface association data to obtain the target surface data corresponding to the surface marker of the landing site.

[0046] The surface association data includes surface data between each surface in the game scene and other surfaces. This surface data includes the height difference, adjacency relationship, and fall results between each surface and other surfaces in the game scene. A surface refers to an area in the game scene that the virtual character can move to, including but not limited to ground, hillsides, and buildings. Surface identifiers can be one or more combinations of numbers, letters, and special symbols. This application embodiment does not specifically limit this; it is understood that surface identifiers are unique.

[0047] In some implementations, adjacency relationships are used to characterize whether there are connected regions between surfaces. The fall result characterizes whether the virtual character's game state is adjusted to a preset target state and the fall effect data when the virtual object falls onto the surface. The game state includes the virtual character's remaining health and remaining vitality; the preset target state can be a game state with 0 remaining health and / or 0 remaining vitality. The fall effect data includes, but is not limited to, sound effects and video effects. For example, if the fall result in the surface data of surface A characterizes adjusting the virtual character's game state to the preset target state, then when the virtual character performs a fall operation and falls onto surface A, the virtual character's remaining health is adjusted to 0.

[0048] In some implementations, the location information of the virtual character's fall after performing a jump operation can be obtained. Based on the location information, preset surface type data is queried to determine the surface corresponding to the location information. This surface is then identified as the fall surface, and its identifier is retrieved from the preset surface type data. The preset surface type data includes surface identifiers for various surfaces in the game scene, along with the corresponding surface type and location information. The location information can be location coordinates within the game scene. Surface types include, but are not limited to, mountains, cliffs, plains, valleys, rivers, and mountain peaks. Surface location information characterizes the outline of the surface. In some implementations, this information can be the range of the surface's location; in others, it includes the location information of the surface's center point and the location information of its edges.

[0049] In some implementations, after determining the surface marker of the landing site after the virtual character performs a jump, preset surface association data is queried to obtain multiple surface data corresponding to the landing surface marker. From these multiple surface data, the surface data whose surface marker matches the starting surface marker is selected. This surface data whose surface marker matches the starting surface marker is determined as the target surface data corresponding to the landing surface marker. It is understood that each of the multiple surface data corresponding to the landing surface marker has a unique surface marker.

[0050] Step 130: Determine the game data corresponding to the jump operation based on the target surface data, and adjust the game state of the virtual character based on the game data.

[0051] In some implementations, game data can be the amount of health or life points that a virtual character needs to lose after performing a jump.

[0052] Optionally, the mapping relationship between preset height differences and game data can be queried based on the height differences in the target surface data to obtain the game data corresponding to the jump operation, and the game state of the virtual character can be adjusted based on the game data corresponding to the jump operation.

[0053] For example, the game retrieves the virtual character's current game data, deducts the game data corresponding to the jump operation from this data, and adjusts the virtual character's game state. Understandably, if the current game data does not meet the game data corresponding to the jump operation, a preset target state is determined as the virtual character's game state, i.e., the virtual character's remaining health and remaining life points are set to 0; if the current game data meets the game data corresponding to the jump operation, the game data corresponding to the jump operation is deducted from the current game data, and the virtual character's game state is adjusted. Specifically, if the current game data is greater than the game data corresponding to the jump operation, it is determined that the current game data meets the game data corresponding to the jump operation; if the current game data is less than or equal to the game data corresponding to the jump operation, it is determined that the current game data does not meet the game data corresponding to the jump operation.

[0054] The preset mapping relationship between height differences and game data is used to indicate the mapping relationship between height differences and corresponding game data. In some embodiments, the preset mapping relationship between height differences and game data can be a functional relationship, such as a linear function or a non-linear function; in some embodiments, the preset mapping relationship between height differences and game data can be mapping data between height differences and game data, which includes multiple height difference ranges and the game data corresponding to each height difference range.

[0055] Optionally, the distance between the fall surface and the starting surface can be determined based on the adjacency relationship in the target surface data. Based on the distance and the mapping relationship between the preset distance and the game data, the game data corresponding to the jump operation can be obtained, and the game state of the virtual character can be adjusted based on the game data corresponding to the jump operation.

[0056] The preset mapping relationship between distances and game data is used to indicate the mapping relationship between distances between different parts of the ground and the corresponding game data.

[0057] Optionally, the distance between the fall landing surface and the starting surface can be determined based on the adjacency relationship in the target surface data. A coefficient can be determined based on the distance and the height difference in the target surface data. Game data corresponding to the jump operation can be obtained based on the coefficient. The game state of the virtual character can be adjusted based on the game data corresponding to the jump operation.

[0058] In some implementations, the weights corresponding to the distance and height difference can be obtained, and a weighted average can be performed based on the distance and the height difference in the target surface data, as well as the weights corresponding to the distance and height difference, to obtain the coefficient. In other implementations, the distance and the height difference in the target surface data can be input into a preset coefficient calculation model for coefficient calculation to obtain the coefficient. The preset coefficient calculation model can be a mathematical model.

[0059] In some implementations, the game data corresponding to the jump operation can be obtained by querying the preset mapping data between coefficients and game data; in other implementations, the coefficients can be input into a preset game data calculation model to obtain the game data corresponding to the jump operation. The preset mapping data between coefficients and game data includes multiple coefficient ranges and the game data corresponding to each coefficient range; the preset game data calculation model can be a mathematical model, such as a linear function, or it can be based on a probability model.

[0060] In some implementations, it can be determined whether to adjust the virtual character's game state to a preset target state based on the jump result in the target surface data; if it is determined to adjust the virtual character's game state to the preset target state, then the virtual character's current game data is determined as the game data corresponding to the jump operation; if it is determined not to adjust the virtual character's game state to the preset target state, then the game data corresponding to the jump operation is determined based on one or more of the height difference and adjacency relationship in the target surface data.

[0061] In some implementations, to enhance the interactivity of virtual characters in a game scene, after adjusting the game state of the virtual character based on game data, the fall effect data of the virtual object falling onto the target surface can be determined based on the fall results in the target surface data, and special effects rendering can be performed based on the fall effect data. Existing special effects rendering methods can be applied based on the fall effect data, and this application does not specifically limit this approach.

[0062] In some implementations, to enhance the interactivity of virtual characters in a game scene, after obtaining target surface data corresponding to the surface markers of the fallen surface, the fall effect data of the virtual object falling onto the fallen surface can be determined based on the fall result in the target surface data, and special effects rendering can be performed based on the fall effect data. Existing special effects rendering methods can be applied based on the fall effect data, and this application embodiment does not specifically limit this approach.

[0063] The game data processing method provided in this application embodiment is based on the surface identifiers of the starting surface and the landing surface after the jump, respectively. It queries preset surface association data to determine the height difference, adjacency relationship and jump result between the starting surface and the landing surface. Based on the height difference, adjacency relationship and jump result between the starting surface and the landing surface, the game data is deducted. In this way, the accuracy of the height difference calculation can be avoided due to the influence of skill release during the jump action, and the reliability of game data calculation can be improved.

[0064] Existing game data processing methods record the virtual character's height during a jump and adjust the game state when the height is greater than or equal to a preset height threshold. This means that when the virtual character jumps from two surfaces at different heights, the game state adjustment only occurs when the height is greater than or equal to the preset height threshold, rather than based on the height difference between the two surfaces. This affects the flexibility of the game data settlement method corresponding to jump operations in the game scene. Therefore, to improve the flexibility of the game data settlement method corresponding to jump operations in the game scene while ensuring the reliability of game data settlement, in some implementations, game data is settled based on the target surface data after the virtual character performs a jump operation.

[0065] In some implementations, to improve the efficiency of game data settlement while ensuring its reliability, surface association data can be pre-constructed based on the surface location information, surface type, and height difference between various surfaces in the game scene. In this way, during game data settlement, it is only necessary to query the pre-constructed surface association data based on the surface identifier of the fallen surface after the jump operation and the surface identifier of the starting surface when the jump operation was performed to obtain the target surface data corresponding to the surface identifier of the fallen surface, thereby improving the efficiency of game data settlement.

[0066] Specifically, such as Figure 2 As shown, Figure 2 This is a flowchart illustrating a method for constructing surface association data according to an embodiment of this application. The method for constructing surface association data includes steps 210 to 240:

[0067] Step 210: Obtain the surface identifiers, surface location information, surface types, and adjacent surfaces in each region of the game scene.

[0068] In some implementations, the surface identifiers, location information, type, and adjacent surfaces of each surface in the game scene can be obtained from the surface rendering data of the game scene.

[0069] Step 220: Associate and store the surface location information, surface type, and adjacent surfaces of each surface with the surface identifier of each surface to obtain surface type data.

[0070] Step 230: For each surface in the surface type data, determine the height difference, adjacency relationship and fall result between the surface and the other surfaces.

[0071] In some implementations, for each surface in the surface type data, the adjacency relationship between the surface and other surfaces in the game scene can be determined based on the surface location information of the surface and the surface location information of other surfaces in the game scene; the height difference between the surface and other surfaces can be obtained based on the surface height of the surface and the surface height of other surfaces in the game scene; and the jump result between the surface and other surfaces can be obtained based on the surface location information of the surface, the surface location information of other surfaces in the game scene, and the height difference between the surface and other surfaces.

[0072] Optionally, the distance between the current surface and other surfaces in the game scene can be obtained by comparing the surface location information with that of other surfaces in the game scene. Based on the distance and height difference between the current surface and other surfaces in the game scene, the jump result between the current surface and other surfaces can be obtained. For example, preset jump result data can be queried based on the distance and height difference between the current surface and other surfaces in the game scene to obtain the jump result between the current surface and other surfaces. The preset jump result data includes multiple jump results and the corresponding distance and height difference ranges for each jump result. For example, the distance and height difference between the current surface and other surfaces in the game scene can be input into a preset jump result prediction model to obtain the jump result between the current surface and other surfaces. The preset jump result prediction model can be a mathematical model, a probabilistic model, a machine learning-based prediction model, or a neural network-based prediction model.

[0073] In some implementations, for each surface in the surface type data, the adjacency relationship between that surface and all other surfaces can be determined based on the surface location information corresponding to that surface in the surface type data. Furthermore, the height difference between that surface and the other surfaces in the game scene can be obtained based on the surface height of that surface and the surface heights of the other surfaces. Specifically, such as... Figure 3 As shown, Figure 3 This is a flowchart illustrating the method for determining surface data provided in an embodiment of this application. The method for determining surface data includes steps 231 to 234:

[0074] Step 231: Based on the surface identifiers of each surface in the surface type data, query the preset surface height data to obtain the surface height corresponding to each surface identifier in the surface type data.

[0075] The preset surface height data includes local surface markers and the corresponding surface heights for each surface marker.

[0076] Step 232: For each surface in the surface type data, based on the surface height of the surface and the surface heights of the other surfaces in the surface type data, obtain the height difference between the surface and the other surfaces.

[0077] Step 233: Based on the surface location information of the surface and the surface location information of the other surfaces, obtain the adjacency relationship between the surface and the other surfaces.

[0078] In some implementations, the surface location information of the surface can be compared with the surface location information of all other surfaces to determine the target other surfaces whose surface location information intersects with that surface location information. The adjacency relationship between the surface and the target other surfaces is determined as the surface being adjacent to the target other surfaces, and the adjacency relationship between the surface and all other surfaces other than the target other surfaces is determined as non-adjacency.

[0079] Step 234: Query the preset game configuration data to determine the drop results between this surface and all other surfaces.

[0080] Among them, the fall result is used to characterize whether the game state of the virtual character is adjusted to the preset target state and the fall effect data when the virtual object falls to the ground; the preset game configuration data includes multiple ground markers and the fall result corresponding to each ground marker.

[0081] Step 240: Associate and store the surface identifiers of each surface with the height difference, adjacency relationship and fall result between each surface and the other surfaces to obtain surface association data.

[0082] For example, such as Figure 4 As shown, Figure 4This application provides a representation of a game scene, including surface 1, surface 2, surface 3, and surface 4. The application obtains the surface identifier, location information, type, and adjacent surfaces of each surface. The surface location information, type, and adjacent surfaces are associated with and stored to obtain surface type data. Taking surface 1 as an example, based on the corresponding surface heights of surface 1, surface 2, surface 3, and surface 4, the height differences between surface 1 and each of the other surfaces are calculated. The application also considers the differences between surface 1 and the corresponding surfaces of surface 2, 3, and 4. The surface location information corresponding to each of the four surfaces is used to obtain the adjacency relationships between surface 1 and surface 2, surface 3 and surface 4 respectively. Preset game configuration data is also queried to determine the drop results for each of the four surfaces. The height difference, adjacency relationship and drop results for each of the four surfaces are then associated and stored with the surface identifier of surface 1 to obtain the surface data of surface 1. Following the method for determining the surface data of surface 1, the surface data corresponding to each of surface 2, surface 3 and surface 4 are determined sequentially. The set of surface data corresponding to each of the four surfaces is then defined as the surface association data.

[0083] In some implementations, after constructing the surface association data and surface type data, the surface association data and surface type data can be stored in the terminal device or stored in the server. After the terminal device controls the virtual character to perform the jump operation corresponding to the jump trigger operation, it determines the surface identifier of the landing surface after the virtual character performs the jump operation based on the surface type data, and queries the preset surface association data according to the surface identifier of the landing surface and the surface identifier of the starting surface when the virtual character performs the jump operation, to obtain the target surface data corresponding to the surface identifier of the landing surface.

[0084] In some implementations, after obtaining the target surface data, game data can be settled according to step 140 above, and the game state of the virtual character can be adjusted based on the game data.

[0085] In some implementations, to reduce the computational load of game data processing, after determining the target surface data, the target height difference between the fall surface and the starting surface can be determined. When the target height difference is greater than or equal to a preset target height difference threshold, the historical behavior data of the virtual character over a past period is retrieved. Based on the historical behavior data and the target height difference, the game data corresponding to the jump operation is determined, and the game state of the virtual character is adjusted based on the game data. The historical behavior data includes, but is not limited to, the virtual character's state, operation command trigger records, skill trigger records, and height change data over a past period. The virtual character's state includes, but is not limited to, falling, rising, stationary, running, walking, and combat states. Height change data is used to characterize the height change between the virtual character and the ground over a past period. The past period can be the past 2 seconds or the past 1 second; this embodiment does not specifically limit this.

[0086] Optionally, during the game, video images of the virtual character's historical behavior over a past period can be collected to obtain historical behavior data of the virtual character over a past period.

[0087] In some implementations, to reduce the memory footprint of historical behavior video images on the terminal device, after acquiring a new historical behavior video image, the historical behavior image with the largest time interval between its acquisition time and the current time can be discarded from the stored historical behavior video images. For example, taking a past period of 2 seconds and 60 frames per second as an example, the historical behavior video images consist of 120 segments. During gameplay, each time a new frame of behavior image is acquired, the historical behavior image with the largest time interval between its acquisition time and the current time is discarded to ensure that the stored historical behavior video images consist of 120 segments.

[0088] Specifically, such as Figure 5 As shown, Figure 5 This is a flowchart illustrating the game state adjustment method provided in this application embodiment, which includes steps 131 to 137:

[0089] Step 131: Based on the target surface data, determine the target height difference between the drop surface and the starting surface.

[0090] Step 132: When the target height difference is greater than or equal to the preset target height difference threshold, acquire video images of the virtual character's historical behavior within the historical duration.

[0091] The historical duration can be a period of time in the past.

[0092] Step 133: Determine the historical behavior data of the virtual character based on historical behavior video images.

[0093] In some implementations, behavior recognition can be performed on each frame of the historical behavior video images to determine the historical behavior data of the virtual character.

[0094] Optionally, a preset behavior recognition model can be used to perform behavior recognition on each frame of historical behavior video images to determine the historical behavior data of the virtual character. The preset behavior recognition model can be a neural network-based recognition model.

[0095] In some implementations, the time information corresponding to historical behavior video images can be determined, and target game operation log data matching this time information can be obtained from the game operation log data in the terminal device. The target game operation log data is then parsed to obtain the historical behavior data of the virtual character. This game operation log data includes, but is not limited to, rendering records during gameplay, game operation data, operation command trigger records, skill trigger records, and data on virtual character state changes and height changes.

[0096] Step 134: Determine the jump trigger type of the virtual character based on historical behavior data, and determine whether the jump trigger type meets the preset trigger requirements.

[0097] The jump trigger types include, but are not limited to, command triggers and event triggers. Command triggers represent a player's jump action triggered by inputting a jump control or skill control. For example, the terminal device triggers a jump action in response to a touch operation of the jump control or skill control. Event triggers represent a virtual character triggering a jump action during gameplay through an event. Events include, but are not limited to, attack events and position events. For example, a virtual character triggers a jump action when attacked by another virtual character, or when it moves to the edge of a cliff, or when it moves to a preset jump point. The preset jump point can be a pre-defined wind pillar in the game scene.

[0098] In some implementations, the jump trigger type of a virtual character can be determined based on changes in the virtual character's state, operation command trigger records, and skill trigger records in historical behavior data. For example, if there is a trigger record for a jump control in the historical behavior data, the jump trigger type is determined to be command trigger.

[0099] Step 135: If the jump trigger type meets the preset trigger requirements, then determine the game data corresponding to the jump operation based on the target height difference.

[0100] Among them, the preset trigger requirement can be triggered by a command.

[0101] In some implementations, if the jump trigger type meets the preset trigger requirements, the game data corresponding to the jump operation is determined according to step 130 above based on the target height difference.

[0102] Step 136: If the jump trigger type does not meet the preset trigger requirements, determine the event type corresponding to the jump trigger operation, and determine the game data corresponding to the jump operation based on the event type corresponding to the jump trigger operation.

[0103] The event types include attack events and location events.

[0104] In some implementations, the game data corresponding to the jump operation can be obtained based on the event type corresponding to the jump trigger operation and the preset mapping data between the type and the game data.

[0105] The preset mapping data between event types and game data includes multiple event types and the corresponding game data for each event type. For example, when the event type is an attack event, the game data corresponding to the jump operation is determined to be a first preset value; when the event type is a position event, the game data corresponding to the jump operation is determined to be a second preset value. The first preset value is less than the second preset value, and the first preset value can be 0.

[0106] In some implementations, if the event type is an attack event, the character type that triggered the attack event is determined, and the game data corresponding to the jump operation is determined based on the character type. The character type includes player characters and non-player characters.

[0107] Optionally, if the character type is a non-player character, the first preset value is determined as the game data corresponding to the jump operation; if the character type is a player character, the game data corresponding to the jump operation is determined based on the target height difference.

[0108] In some implementations, if the event type is a location event, the surface identifier of the starting surface when the virtual character performs a jump operation is determined, preset surface type data is queried, and it is determined whether the location event is triggered based on a preset jump point. If the location event is triggered based on a preset jump point, the first preset value is determined as the game data corresponding to the jump operation. If the location event is not triggered based on a preset jump point, the game data corresponding to the jump operation is determined based on the target height difference.

[0109] Optionally, the existence of a preset jump point in the starting terrain can be determined by querying preset terrain type data. If a preset jump point exists in the starting terrain, the location information of the preset jump point is compared with the location information of the virtual character when performing the jump trigger operation. If the location information of the preset jump point matches the location information of the virtual character when performing the jump trigger operation, the location event is determined to be triggered based on the preset jump point; if the location information of the preset jump point does not match the location information of the virtual character when performing the jump trigger operation, the location event is determined not to be triggered based on the preset jump point.

[0110] Step 137: Adjust the game status of the virtual character based on game data.

[0111] In some implementations, the game state of the virtual character can be adjusted based on game data, following step 130 above.

[0112] Considering that when a virtual character performs a jump on a cliff, or when the height difference between the landing surface and the starting surface is large, the virtual character may continuously perform the jump operation, meaning the virtual character is in a continuous falling state. This will prevent the virtual character from performing other skill operations and increase the computational load on the terminal device, affecting its computing performance. Therefore, to solve the problem of increased computational load caused by the virtual character remaining in a falling state after performing a jump operation, in some embodiments of this application, based on... Figure 1 The provided game processing method, in response to a jump trigger operation, after the virtual character performs the corresponding jump operation, predicts the landing surface of the virtual character, determines the predicted landing surface after the virtual character's jump operation, and calculates game data based on the preset landing surface type. In this way, the problem of increased computation caused by the virtual character being in a falling state after performing a jump operation can be avoided.

[0113] Specifically, such as Figure 6 As shown, Figure 6 This is a flowchart illustrating another game data processing method provided in an embodiment of this application. The game data processing method shown includes steps 610 to 660:

[0114] Step 610: In response to the jump trigger operation, control the virtual character to perform the jump operation corresponding to the jump trigger operation.

[0115] In some implementations, the virtual character can be controlled to perform the jump operation corresponding to the jump trigger operation in response to the jump trigger operation, as described in step 110 above. This application embodiment will not be repeated here.

[0116] Step 620: Based on the jump operation, predict the ground landing and determine the predicted ground markers after the virtual character performs the jump operation.

[0117] In some implementations, the fall location can be predicted based on the speed, direction, and starting location of the virtual character when performing a jump operation. The predicted fall location information is then determined. Based on the predicted fall location information, preset surface type data is queried to determine the surface identifier of the surface where the predicted fall location information is located. The surface identifier of the surface where the predicted fall location information is located is then determined as the surface identifier of the predicted fall location after the virtual character performs the jump operation.

[0118] Optionally, the speed, direction, and starting location of the virtual character during a jump can be input into a preset prediction model to predict the fall location. The preset prediction model can be a neural network-based model or a machine learning-based model.

[0119] In some implementations, the predicted fall location information of the virtual character can be determined based on the jump direction of the virtual character performing the jump operation and the directional ray of the jump direction. Based on the predicted fall location information, preset surface type data can be queried to determine the surface identifier of the surface where the predicted fall location information is located. The surface identifier of the surface where the predicted fall location information is located is determined as the surface identifier of the predicted fall location of the virtual character after performing the jump operation.

[0120] Optionally, the jump direction of the virtual character can be determined based on the jump operation. Based on the direction ray of the jump direction, the direction ray is multiplied by the horizontal direction to obtain the vertical direction vector. The vertical direction vector is extended downward to determine the intersection point of the extended vertical direction vector with the ground surface. The position information of the intersection point is determined as the predicted fall position information.

[0121] Step 630: Query the preset surface type data to determine the surface type of the predicted fall.

[0122] Step 640: When the predicted ground type of the fall does not meet the preset ground type requirements and the jump height of the jump operation is less than or equal to the preset height threshold, determine the ground identifier of the fall after the virtual character performs the jump operation, query the preset ground association data based on the ground identifier of the fall and the ground identifier of the starting ground when the virtual character performs the jump operation, and obtain the target ground data corresponding to the ground identifier of the fall.

[0123] The preset surface type requirement can be either cliff or valley. Understandably, if the predicted fall surface type is a cliff or valley, then the predicted fall surface type meets the preset surface type requirement; if the predicted fall surface type is neither a cliff nor a valley, then the predicted fall surface type does not meet the preset surface type requirement.

[0124] Considering that when the terrain is a cliff or valley, the virtual character may not remain in a falling state after performing a jump operation if the jump height is low, some implementations combine the predicted terrain type and the jump height to determine whether to adjust the virtual character's game state to a preset target state.

[0125] Specifically, the predicted fall surface type is compared with the preset surface type requirements, and the jump height of the jump operation is compared with the preset height threshold. If the predicted fall surface type does not meet the preset surface type requirements and the jump height is less than or equal to the preset height threshold, it indicates that the virtual character may not remain in a falling state after performing the jump operation. In this case, the surface identifier of the fall surface after the virtual character performs the jump operation is determined. Based on the surface identifier of the fall surface and the surface identifier of the starting surface when the virtual character performs the jump operation, the preset surface association data is queried to obtain the target surface data corresponding to the surface identifier of the fall surface, and step 650 is executed to adjust the game state of the virtual character. If the predicted fall surface type meets the preset surface type requirements and the jump height of the jump operation is greater than the preset height threshold, or if the predicted fall surface type does not meet the preset surface type requirements and the jump height of the jump operation is greater than the preset height threshold, it indicates that there is a risk of increased computation caused by the virtual character remaining in a falling state after performing the jump operation. In this case, the game state of the virtual character is adjusted to the preset target state.

[0126] In some implementations, when the predicted ground type for a fall does not meet the preset ground type requirements, and the jump height of the jump operation is less than or equal to a preset height threshold, reference can be made to... Figure 1 In step 120, the target surface data corresponding to the surface marker of the fallen surface is obtained, which will not be described in detail in this embodiment of the application.

[0127] In some implementations, to further ensure the reliability of game data settlement and improve the efficiency of game data processing, when the predicted fall surface type does not meet the preset surface type requirements and the jump height of the jump operation is less than or equal to a preset height threshold, preset surface association data is queried based on the predicted fall surface identifier to obtain the surface data corresponding to the predicted fall surface identifier. Based on the surface identifier of the starting surface when the virtual character performs the jump operation and the surface data corresponding to the predicted fall surface identifier, the predicted target surface data corresponding to the predicted fall surface identifier is obtained. If the jump result representation in the predicted target surface data does not adjust the virtual character's game state to the preset target state, the surface identifier of the fall surface after the virtual character performs the jump operation is determined. Based on the fall surface identifier and the surface identifier of the starting surface when the virtual character performs the jump operation, preset surface association data is queried to obtain the target surface data corresponding to the fall surface identifier, and step 650 is executed to adjust the virtual character's game state.

[0128] Optionally, if the predicted target surface data indicates that the game state of the virtual character will be adjusted to the preset target state, then the game state of the virtual character will be adjusted to the preset target state.

[0129] Step 650: Determine the game data corresponding to the jump operation based on the target surface data, and adjust the game state of the virtual character based on the game data.

[0130] In some implementation methods, reference can be made to Figure 1 Step 130 in the process adjusts the game state of the virtual character, which will not be described in detail in this embodiment of the application.

[0131] In some implementation methods, reference can be made to Figure 5 The provided method for adjusting the game state of a virtual character will not be described in detail in this embodiment.

[0132] After steps 660 and 630, when the predicted ground type of the fall meets the preset ground type requirements and the jump height of the jump operation is greater than the preset height threshold, or when the predicted ground type of the fall does not meet the preset ground type requirements and the jump height of the jump operation is greater than the preset height threshold, the game state of the virtual character is adjusted to the preset target state.

[0133] In this embodiment, after the virtual character performs the jump operation corresponding to the jump trigger operation in response to the jump trigger operation, the virtual character's fall surface is predicted, the predicted fall surface after the virtual character's jump operation is determined, and the game data is calculated based on the preset fall surface type. In this way, the problem of increased calculation caused by the virtual character being in a falling state after performing the jump operation can be avoided.

[0134] In some implementations, to further improve the processing efficiency of game data and avoid the increased computational load on the terminal device caused by the virtual character continuously falling after performing a jump operation, the system records the virtual character's state and height change data when controlling the jump operation triggered by the virtual character. If the height change data indicates a decrease in the virtual character's height, and the duration of the virtual character's falling state is greater than or equal to a preset duration, the virtual character's game state can be adjusted to a preset target state. Alternatively, the virtual character can be moved to the second surface closest to the starting surface when the virtual character performed the jump operation, and the game data corresponding to the jump operation can be determined based on the height difference between the second surface and the starting surface. The virtual character's game state can then be adjusted based on this game data. This further avoids the increased computational load on the terminal device caused by the virtual character continuously falling after performing a jump operation, thus improving the processing efficiency of data processing.

[0135] The game data processing method provided in this application embodiment, based on the respective surface identifiers of the starting surface and the landing surface after the jump, queries preset surface association data to determine the height difference, adjacency relationship, and jump result between the starting surface and the landing surface. Based on the height difference, adjacency relationship, and jump result between the starting surface and the landing surface, game data is deducted. In this way, the accuracy of height difference calculation can be avoided due to skill release during the jump action, and the reliability of game data calculation can be improved.

[0136] The following describes the device embodiments of this application, which can be used to execute the methods in the above embodiments of this application. For details not disclosed in the device embodiments of this application, please refer to the above method embodiments of this application.

[0137] like Figure 7 As shown, Figure 7 This is a block diagram of a game data processing apparatus provided in an embodiment of this application. The game data processing apparatus includes:

[0138] Response module 11 is used to respond to jump trigger operation and control the virtual character to perform the jump operation corresponding to the jump trigger operation;

[0139] The surface data determination module 12 is used to determine the surface marker of the landing surface after the virtual character performs a jump operation. Based on the surface marker of the landing surface and the surface marker of the starting surface when the virtual character performs the jump operation, it queries the preset surface association data to obtain the target surface data corresponding to the surface marker of the landing surface. The surface association data includes the surface data between each surface in the game scene and other surfaces. The surface data includes the height difference, adjacency relationship and jump result between each surface in the game scene and other surfaces.

[0140] Data processing module 13 is used to determine the game data corresponding to the jump operation based on the target surface data, and to adjust the game state of the virtual character based on the game data.

[0141] In some embodiments, the game data processing device further includes:

[0142] Prediction module 14 is used for:

[0143] Based on the jump operation, predict the ground landing and determine the ground markers of the predicted landing after the virtual character performs the jump operation.

[0144] Query the preset surface type data to determine the surface type of the predicted fall; the preset surface type data includes the surface markers of various surfaces in the game scene, as well as the surface type and location information corresponding to each surface marker.

[0145] When the predicted ground type of the fall does not meet the preset ground type requirements, and the jump height of the jump operation is less than or equal to the preset height threshold, the step of determining the ground marker of the fall after the virtual character performs the jump operation is executed.

[0146] In some implementations, the prediction module 14 is used for:

[0147] Determine the virtual character's jump direction based on the jump operation;

[0148] Position prediction is performed based on the directional ray of the jump direction to determine the predicted fall position information of the virtual character;

[0149] Based on the predicted fall location information, the preset surface type data is queried to determine the surface identifier of the surface where the predicted fall location information is located. The surface identifier of the surface where the predicted fall location information is located is determined as the surface identifier of the predicted fall surface after the virtual character performs the jump operation.

[0150] In some implementations, the prediction module 14 is used for:

[0151] When the predicted fall surface type does not meet the preset surface type requirements and the jump height of the jump operation is less than or equal to the preset height threshold, the preset surface association data is queried based on the predicted fall surface identifier to obtain the surface data corresponding to the predicted fall surface identifier.

[0152] Based on the starting surface markers of the virtual character when performing a jump operation and the surface data corresponding to the predicted fall surface markers, the predicted target surface data corresponding to the predicted fall surface markers are obtained.

[0153] If the predicted target surface data does not indicate that the virtual character's game state will be adjusted to the preset target state, then the step of determining the surface marker of the virtual character's fall after performing the jump operation will be executed.

[0154] In some implementations, the prediction module 14 is used for:

[0155] When the predicted fall surface type meets the preset surface type requirements and the jump height of the jump operation is greater than the preset height threshold, or when the predicted fall surface type does not meet the preset surface type requirements and the jump height of the jump operation is greater than the preset height threshold, the virtual character's game state will be adjusted to the preset target state.

[0156] In some embodiments, the game data processing device further includes:

[0157] Data building module 15 is used for:

[0158] Obtain the surface identifiers, location information, type, and adjacent surfaces of each surface in the game scene;

[0159] The surface location information, surface type, and adjacent surfaces of each surface are associated and stored with the surface identifiers of each surface to obtain surface type data.

[0160] For each surface in the surface type data, determine the height difference, adjacency relationship, and fall result between that surface and the other surfaces;

[0161] The surface identifiers of each surface are associated with and stored in relation to the height difference, adjacency relationship, and fall result between each surface and the other surfaces, thus obtaining surface association data.

[0162] In some implementations, the data construction module 15 is used for:

[0163] Based on the surface identifiers of each surface in the surface type data, query the preset surface height data to obtain the surface heights corresponding to each surface identifier in the surface type data; the preset surface height data includes each surface identifier and the surface heights corresponding to each surface identifier.

[0164] For each land surface in the land surface type data, based on the land surface height of that land surface and the land surface heights of the other land surfaces in the land surface type data, the height difference between that land surface and all the other land surfaces is obtained.

[0165] Based on the location information of this surface and the location information of all other surfaces, the adjacency relationship between this surface and all other surfaces is obtained.

[0166] Query the preset game configuration data to determine the drop results between this surface and all other surfaces; the drop results are used to indicate whether to adjust the virtual character's game state to the preset target state and the drop effect data when the virtual object falls to this surface; the preset game configuration data includes multiple surface markers and the drop results corresponding to each surface marker.

[0167] In some implementations, the data processing module 13 is used for:

[0168] Based on the target surface data, determine the target height difference between the drop surface and the starting surface;

[0169] When the target height difference is greater than or equal to the preset target height difference threshold, acquire video images of the virtual character's historical behavior within the historical time period;

[0170] Based on historical behavioral video images, determine the historical behavioral data of virtual characters;

[0171] The jump trigger type of the virtual character is determined based on historical behavior data;

[0172] If the jump trigger type meets the preset trigger requirements, the game data corresponding to the jump operation is determined based on the target height difference;

[0173] Adjust the game status of virtual characters based on game data.

[0174] In some implementations, the data processing module 13 is used for:

[0175] If the jump trigger type does not meet the preset trigger requirements, then determine the event type corresponding to the jump trigger operation, determine the game data corresponding to the jump operation based on the event type corresponding to the jump trigger operation, and adjust the game state of the virtual character based on the game data.

[0176] The game data processing device provided in this application embodiment queries preset surface association data based on the surface identifiers of the starting surface and the landing surface after the jump, to determine the height difference, adjacency relationship and jump result between the starting surface and the landing surface. Based on the height difference, adjacency relationship and jump result between the starting surface and the landing surface, the game data is deducted. In this way, the accuracy of the height difference calculation can be avoided due to the influence of skill release during the jump action, and the reliability of game data calculation can be improved.

[0177] Figure 8 This is a schematic diagram of the structure of an electronic device according to an embodiment of this application. The electronic device may be a server, or other terminal devices that can be used to execute the game data processing method provided in this application.

[0178] like Figure 8As shown, the device may include a game data processing device 10, a memory 20, a processor 30, and a communication unit 40. The memory 20 stores machine-readable instructions that can be executed by the processor 30. When the electronic device is running, the processor 30 and the memory 20 communicate via a bus. The processor 30 executes the machine-readable instructions and performs the game data processing method.

[0179] The memory 20, processor 30, and communication unit 40 are electrically connected directly or indirectly to each other to achieve signal transmission or interaction. For example, these components can be electrically connected to each other through one or more communication buses or signal lines. The game data processing device 10 includes at least one software function module that can be stored in the memory 20 in the form of software or firmware. The processor 30 is used to execute the executable module (e.g., the software function module or computer program included in the game data processing device 10) stored in the memory 20.

[0180] The memory 20 may be, but is not limited to, random access memory (RAM), read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), etc.

[0181] Optionally, the processor 30 is used to perform one or more functions described in this embodiment. Optionally, the processor 30 may include one or more processing cores (e.g., a single-core processor (S) or a multi-core processor (S)). By way of example only, the processor 30 may include a central processing unit (CPU), an application-specific integrated circuit (ASIC), an application-specific instruction-set processor (ASIP), a graphics processing unit (GPU), a physical processing unit (PPU), a digital signal processor (DSP), a field-programmable gate array (FPGA), a programmable logic device (PLD), a controller, a microcontroller unit, a reduced instruction set computing (RISC) computer, or a microprocessor, or any combination thereof.

[0182] For ease of explanation, only one processor is described in the electronic device. However, it should be noted that the electronic device in this embodiment may also include multiple processors, and therefore the steps performed by one processor as described in this embodiment may also be performed jointly or individually by multiple processors. For example, if the server's processor performs steps A and B, it should be understood that steps A and B may also be performed jointly by two different processors or individually by one processor. For example, one processor performs step A, and a second processor performs step B, or the first and second processors jointly perform steps A and B.

[0183] In this embodiment, the memory 20 is used to store the program, and the processor 30 is used to execute the program after receiving the execution instruction. The process definition method disclosed in any implementation of this embodiment can be applied to the processor 30, or implemented by the processor 30.

[0184] The communication unit 40 is used to establish a communication connection between the electronic device and other devices via a network, and to send and receive data via the network.

[0185] Furthermore, in some embodiments of this application, the network can be any type of wired or wireless network, or a combination thereof. As an example only, the network may include wired networks, wireless networks, fiber optic networks, telecommunications networks, intranets, the Internet, local area networks (LANs), wide area networks (WANs), wireless local area networks (WLANs), metropolitan area networks (MANs), public switched telephone networks (PSTNs), Bluetooth networks, ZigBee networks, or near field communication (NFC) networks, or any combination thereof.

[0186] In this embodiment, the electronic device may be, but is not limited to, a laptop computer, a mobile terminal, a personal computer, an ultra-mobile personal computer (UMPC), a netbook, a personal digital assistant (PDA), and other electronic devices. This embodiment does not impose any restrictions on the specific type of electronic device.

[0187] Although not shown, the server may also include a display unit, etc., which will not be described in detail here. Specifically, in this embodiment, the electronic device loads the executable files corresponding to the processes of one or more applications into the memory 20 according to the following instructions, and the processor 30 runs the applications stored in the memory 20 to realize various functions, as follows:

[0188] In response to a jump trigger operation, control the virtual character to perform the jump operation corresponding to the jump trigger operation;

[0189] The system determines the land marker of the virtual character after performing a jump. Based on the land marker of the land where the character falls and the land marker of the starting land when the character performs the jump, it queries the preset land association data to obtain the target land data corresponding to the land marker of the land where the character falls. The land association data includes the land data between each land surface in the game scene and other land surfaces. The land data includes the height difference, adjacency relationship and jump result between each land surface in the game scene and other land surfaces.

[0190] Based on the target surface data, determine the game data corresponding to the jump operation, and adjust the game state of the virtual character based on the game data.

[0191] According to one aspect of the embodiments of this application, a computer-readable storage medium is provided, on which computer-readable instructions are stored. When the computer-readable instructions are executed by a processor, they implement the game data processing method as described in any of the above method embodiments. For example, the computer-readable instructions can perform the following steps:

[0192] In response to a jump trigger operation, control the virtual character to perform the jump operation corresponding to the jump trigger operation;

[0193] The system determines the land marker of the virtual character after performing a jump. Based on the land marker of the land where the character falls and the land marker of the starting land when the character performs the jump, it queries the preset land association data to obtain the target land data corresponding to the land marker of the land where the character falls. The land association data includes the land data between each land surface in the game scene and other land surfaces. The land data includes the height difference, adjacency relationship and jump result between each land surface in the game scene and other land surfaces.

[0194] Based on the target surface data, determine the game data corresponding to the jump operation, and adjust the game state of the virtual character based on the game data.

[0195] It should be noted that the computer-readable medium shown in the embodiments of this application can be a computer-readable signal medium or a computer-readable storage medium, or any combination of the two. A computer-readable storage medium can be, for example, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of a computer-readable storage medium may include, but are not limited to: an electrical connection having one or more wires, a portable computer disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM), flash memory, optical fiber, portable compact disc read-only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination thereof. In this application, a computer-readable storage medium can be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution system, apparatus, or device. In this application, a computer-readable signal medium can include a data signal propagated in baseband or as part of a carrier wave, carrying computer-readable program code. Such transmitted data signals can take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. The computer-readable signal medium can also be any computer-readable medium other than a computer-readable storage medium, which can send, propagate, or transmit a program for use by or in connection with an instruction execution system, apparatus, or device. The program code contained on the computer-readable medium can be transmitted using any suitable medium, including but not limited to wireless, wired, etc., or any suitable combination thereof.

[0196] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of this application. Each block in a flowchart or block diagram may represent a module, segment, or portion of code, which contains one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions indicated in the blocks may occur in a different order than those indicated in the drawings. For example, two consecutively indicated blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in a block diagram or flowchart, and combinations of blocks in a block diagram or flowchart, can be implemented using a dedicated hardware-based system that performs the specified function or operation, or using a combination of dedicated hardware and computer instructions.

[0197] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to the embodiments of this application, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0198] Through the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this application can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, touch terminal, or network device, etc.) to execute the method according to the embodiments of this application.

[0199] Other embodiments of this application will readily occur to those skilled in the art upon consideration of the specification and practice of the embodiments disclosed herein. This application is intended to cover any variations, uses, or adaptations of this application that follow the general principles of this application and include common knowledge or customary techniques in the art not disclosed herein.

[0200] It should be understood that this application is not limited to the precise structure described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this application is limited only by the appended claims.

Claims

1. A game data processing method characterized by comprising: A graphical user interface is provided via a terminal device, the graphical user interface including: a game scene with virtual characters; the method includes: In response to a jump trigger operation, the virtual character is controlled to perform the jump operation corresponding to the jump trigger operation; The system determines the surface marker of the landing site after the virtual character performs the jump operation. Based on the surface marker of the landing site and the surface marker of the starting surface when the virtual character performs the jump operation, it queries preset surface association data to obtain target surface data corresponding to the surface marker of the landing site. The surface association data includes surface data between each surface in the game scene and other surfaces, and the surface data includes the height difference, adjacency relationship, and jump result between each surface in the game scene and other surfaces. Based on the target surface data, determine the game data corresponding to the jump operation, and adjust the game state of the virtual character based on the game data.

2. The method of claim 1, wherein, Before determining the ground marker where the virtual character falls after performing the jump operation, the method further includes: Based on the jump operation, a fall landing prediction is performed to determine the predicted fall landing surface markers after the virtual character performs the jump operation. The preset surface type data is queried to determine the surface type of the predicted fall surface; the preset surface type data includes the surface identifiers of various surfaces in the game scene and the surface type and surface location information corresponding to each surface identifier; When the predicted ground type of the fall does not meet the preset ground type requirements, and the jump height of the jump operation is less than or equal to the preset height threshold, the step of determining the ground marker of the fall after the virtual character performs the jump operation is executed.

3. The method of claim 2, wherein, The step of predicting the ground landing based on the jump operation and determining the predicted ground markers after the virtual character performs the jump operation includes: Based on the jump operation, determine the jump direction of the virtual character; Position prediction is performed based on the directional ray of the jump direction to determine the predicted fall position information of the virtual character; Based on the predicted fall location information, a preset surface type data is queried to determine the surface identifier of the surface where the predicted fall location information is located. The surface identifier of the surface where the predicted fall location information is located is determined as the surface identifier of the predicted fall surface after the virtual character performs the jump operation.

4. The method according to claim 2, characterized in that, When the predicted fall surface type does not meet the preset surface type requirements, and the jump height of the jump operation is less than or equal to a preset height threshold, the step of determining the surface marker of the fall surface after the virtual character performs the jump operation includes: When the surface type of the predicted fall surface does not meet the preset surface type requirements, and the jump height of the jump operation is less than or equal to the preset height threshold, the preset surface association data is queried based on the surface identifier of the predicted fall surface to obtain the surface data corresponding to the surface identifier of the predicted fall surface. Based on the surface marker of the starting surface when the virtual character performs the jump operation and the surface data corresponding to the surface marker of the predicted fall surface, the predicted target surface data corresponding to the surface marker of the predicted fall surface is obtained. If the jump result in the predicted target surface data does not indicate that the game state of the virtual character is adjusted to the preset target state, then the step of determining the surface marker of the virtual character's fall after performing the jump operation is executed.

5. The method according to claim 2, characterized in that, After querying preset surface type data and determining the surface type of the predicted fall surface corresponding to the surface identifier of the predicted fall surface, the method further includes: When the predicted fall surface type meets the preset surface type requirements and the jump height of the jump operation is greater than the preset height threshold, or when the predicted fall surface type does not meet the preset surface type requirements and the jump height of the jump operation is greater than the preset height threshold, the game state of the virtual character is adjusted to the preset target state.

6. The method according to claim 1, characterized in that, Before querying preset surface association data based on the surface marker of the fallen surface and the starting surface marker when the virtual character performs the jump operation to obtain the target surface data corresponding to the surface marker of the fallen surface, the method further includes: Obtain the surface identifier, surface location information, surface type, and adjacent surfaces of each surface in the game scene; The surface location information, surface type, and adjacent surface of each surface are associated and stored with the surface identifier of each surface to obtain surface type data. For each surface in the surface type data, determine the height difference, adjacency relationship, and fall result between that surface and the other surfaces; The surface identifiers of each surface are associated with and stored in relation to the height difference, adjacency relationship, and fall result between each surface and the other surfaces, thus obtaining surface association data.

7. The method according to claim 6, characterized in that, For each surface in the surface type data, determining the height difference, adjacency relationship, and fall result between that surface and the other surfaces includes: Based on the surface identifiers of each surface in the surface type data, the preset surface height data is queried to obtain the surface height corresponding to each surface identifier in the surface type data; the preset surface height data includes each surface identifier and the surface height corresponding to each surface identifier; For each surface in the surface type data, based on the surface height of the surface and the surface heights of the other surfaces in the surface type data, the height difference between the surface and each of the other surfaces is obtained. Based on the surface location information of the surface and the surface location information of each of the other surfaces, the adjacency relationship between the surface and each of the other surfaces is obtained; The preset game configuration data is queried to determine the drop results between the current surface and the other surfaces. The preset game configuration data includes multiple surface identifiers and the drop results corresponding to each surface identifier.

8. The method according to any one of claims 1 to 7, characterized in that, The step of determining the game data corresponding to the jump operation based on the target surface data, and adjusting the game state of the virtual character based on the game data, includes: Based on the target surface data, determine the target height difference between the drop surface and the starting surface; When the target height difference is greater than or equal to a preset target height difference threshold, acquire video images of the virtual character's historical behavior within the historical time period; Based on the historical behavior video images, the historical behavior data of the virtual character is determined; The jump trigger type of the virtual character is determined based on the historical behavior data; If the jump trigger type meets the preset trigger requirements, then the game data corresponding to the jump operation is determined based on the target height difference; The game state of the virtual character is adjusted based on the game data.

9. The method according to claim 8, characterized in that, After determining the jump trigger type of the virtual character based on the historical behavior data, the method further includes: If the jump trigger type does not meet the preset trigger requirements, then the event type corresponding to the jump trigger operation is determined, the game data corresponding to the jump operation is determined based on the event type corresponding to the jump trigger operation, and the game state of the virtual character is adjusted based on the game data.

10. A game data processing device, characterized in that, A graphical user interface is provided via a terminal device, the graphical user interface including: a game scene with virtual characters; the device includes: A response module is used to respond to a jump trigger operation and control the virtual character to perform the jump operation corresponding to the jump trigger operation; The surface data determination module is used to determine the surface identifier of the landing surface after the virtual character performs the jump operation, and to query preset surface association data based on the surface identifier of the landing surface and the surface identifier of the starting surface when the virtual character performs the jump operation, so as to obtain the target surface data corresponding to the surface identifier of the landing surface; the surface association data includes the surface data between each surface in the game scene and other surfaces, and the surface data includes the height difference, adjacency relationship and jump result between each surface in the game scene and other surfaces; The data processing module is used to determine the game data corresponding to the jump operation based on the target surface data, and to adjust the game state of the virtual character based on the game data.

11. An electronic device, characterized in that, include: processor; A memory storing computer-readable instructions that, when executed by the processor, implement the method as described in any one of claims 1 to 9.

12. A computer-readable storage medium storing computer-readable instructions thereon, characterized in that, When the computer-readable instructions are executed by a processor, the method as described in any one of claims 1 to 9 is implemented.

Citation Information

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