Turn-based game interface display method, information providing method and system
By separating the combat control and scene control processes in turn-based role-playing games, the problem of redundant maintenance of world scenes and battle scenes is solved, achieving more efficient business logic independence and natural interface transitions, and reducing the difficulty of maintenance and expansion.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2022-08-19
- Publication Date
- 2026-05-01
AI Technical Summary
In existing turn-based role-playing games, there is redundancy in the business logic and data maintenance of world scenes and battle scenes, which increases the difficulty of maintenance and expansion, and there is a strong sense of disconnect when switching between them.
By separating the battle control process and the scene control process between the client and the server, and handling battle behavior and halo rendering information respectively, redundant maintenance is reduced. Furthermore, information interaction and rendering are achieved through coordination between servers, thereby reducing the processing pressure on the client.
It reduces redundancy in business logic and data maintenance for turn-based battles, improves the independence and scalability of business logic, reduces code development difficulty, eliminates the jarring feeling of scene switching, and achieves a more natural interface transition.
Smart Images

Figure CN117618929B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and in particular to a method for displaying an interface, a method for providing information, and a system based on turn-based combat. Background Technology
[0002] A turn-based role-playing game (RPG) is a game that employs a turn-based combat strategy. In a turn-based RPG, players can control a virtual character in a realistic or virtual world and use this virtual character or its pet virtual characters to engage in turn-based combat against enemy units (such as NPCs (non-player characters), AI-controlled monsters, or pet virtual characters captured by other characters).
[0003] In related technologies, turn-based role-playing games offer two completely different maps: a world map and a battle map. In the world scene (or non-combat scene), the main virtual character can move around on the world map, such as playing, capturing pet virtual characters, collecting treasure chests, and collecting virtual items; in the battle scene, the main virtual character can control the captured pet virtual characters in the battle map to engage in turn-based battles with enemy units.
[0004] However, the relevant technologies require maintaining a copy of the business logic and scenario information (such as environment information, character information, etc.) for both world scenarios and combat scenarios, resulting in redundancy in business logic and data maintenance. Summary of the Invention
[0005] This application provides a method for displaying an interface, a method for providing information, and a system based on turn-based battles. This reduces redundancy in business logic and data maintenance in turn-based battles, while decoupling business logic and thus improving the independence of business logic. The technical solution is as follows:
[0006] According to one aspect of the embodiments of this application, a method for displaying an interface based on turn-based combat is provided. The method is executed by a client, which runs a scene control process and a battle control process. The method includes:
[0007] When the battle control process detects that a participant in a turn-based battle has initiated a battle action, it sends a request to the first server to initiate the battle action.
[0008] The battle control process receives battle rendering information from the first server; wherein, the battle rendering information is used to render the battle behavior;
[0009] The scene control process receives aura rendering information from the second server; wherein, the aura rendering information is generated by the second server based on the aura information sent by the first server, and the aura information is used to indicate the aura triggered by the battle behavior, and the aura affects the elements in the turn-based battle scene;
[0010] The scene control process sends the halo rendering information to the battle control process;
[0011] During the process of rendering the battle behavior based on the battle rendering information, the battle control process renders the halo based on the halo rendering information.
[0012] According to one aspect of the embodiments of this application, a method for providing information based on turn-based battles is provided, the method being executed by a server, the server including a first server and a second server, the method comprising:
[0013] The first server receives a battle action initiation request sent by the battle control process, and generates battle rendering information corresponding to the battle action based on the initiation request; wherein, the battle action is initiated by a participant in a turn-based battle, and the battle rendering information is used to render the battle action.
[0014] When the first server determines that the battle behavior triggers an aura, it sends a call request to the second server; wherein, the call request includes aura information for indicating the aura, and the aura affects elements in the turn-based battle scene;
[0015] The second server generates halo rendering information according to the call request and sends the halo rendering information to the scene control process. The halo rendering information is sent by the scene control process to the battle control process and is used to render the halo.
[0016] After receiving a notification of successful delivery of the halo rendering information from the second server, the first server sends the battle rendering information to the battle control process.
[0017] According to one aspect of the embodiments of this application, a user interface display device based on turn-based battles is provided, the device comprising:
[0018] The battle control module is used to send a battle initiation request to the first server when the battle control process detects that a participant in a turn-based battle has initiated a battle.
[0019] The battle control module is further configured to receive battle rendering information from the first server through the battle control process; wherein the battle rendering information is used to render the battle behavior.
[0020] A scene control module is used to receive aura rendering information from a second server through the scene control process; wherein, the aura rendering information is generated by the second server based on the aura information sent by the first server, and the aura information is used to indicate the aura triggered by the battle behavior, and the aura affects the elements in the turn-based battle scene;
[0021] The scene control module is also used to send the halo rendering information to the battle control process through the scene control process;
[0022] The battle control module is also used to render the halo according to the halo rendering information during the process of rendering the battle behavior according to the battle rendering information through the battle control process.
[0023] According to one aspect of the embodiments of this application, a computer system is provided, the computer system including a client and a server, the client being used to execute the above-described interface display method based on turn-based battle, and the server being used to execute the above-described information provision method based on turn-based battle.
[0024] According to one aspect of the embodiments of this application, a computer device is provided, the computer device including a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the above-described turn-based battle-based interface display method, or to implement the above-described turn-based battle-based information provision method.
[0025] The computer equipment includes terminal devices and servers.
[0026] According to one aspect of the embodiments of this application, a computer-readable storage medium is provided, wherein a computer program is stored in the storage medium, the computer program being loaded and executed by a processor to implement the above-described turn-based battle-based interface display method, or to implement the above-described turn-based battle-based information provision method.
[0027] According to one aspect of the embodiments of this application, a computer program product or computer program is provided, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the aforementioned turn-based battle-based interface display method, or the aforementioned turn-based battle-based information provision method.
[0028] The technical solutions provided in this application embodiment may have the following beneficial effects:
[0029] By implementing the battle behavior processing logic through the battle control process and the first server, battle rendering information is obtained. By implementing the halo processing logic through the scene control process and the second server, halo rendering information is obtained. This eliminates the need to maintain a copy of the battle behavior processing logic and halo processing logic on both the battle control side and the scene control side, and only requires maintaining a copy of the scene information on the scene control side. This reduces the redundancy in business logic and data maintenance in turn-based battles, thereby reducing maintenance costs.
[0030] Furthermore, by supporting different processes to execute the halo processing logic and the battle behavior processing logic, the halo processing logic and the battle behavior processing logic can be decoupled, thereby improving the independence of business logic and reducing the difficulty of maintaining and expanding turn-based battles. At the same time, since the underlying code originally belonged to the first or second server, there is no need to be compatible with the first or second server, thus reducing the difficulty of code development.
[0031] In addition, by supporting the first server to send battle rendering information and the second server to send halo rendering information, the problem of the client needing to be compatible with multiple rendering information sources when processing the same rendering information is avoided, which would have caused both the first and second servers to send battle rendering information or halo rendering information. This reduces the pressure on the client to process rendering information.
[0032] In addition, in turn-based battles, by supporting the first server to call halo rendering information to the second server and the scene control process to provide halo rendering information to the battle control process, information interaction between the battle control side and the scene control side is realized, thereby enabling the battle control side and the scene control side to perform consistently and improving the integration between the battle control side and the scene control side. Attached Figure Description
[0033] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0034] Figure 1 This is a schematic diagram of a world scene provided in one embodiment of this application;
[0035] Figure 2 This is a schematic diagram of a battle scene provided in one embodiment of this application;
[0036] Figure 3 This is a schematic diagram of the implementation environment of a solution provided in one embodiment of this application;
[0037] Figure 4 This is a flowchart of a turn-based battle-based interface display method provided in one embodiment of this application;
[0038] Figure 5 This is a schematic diagram of an aura in a combat scenario provided in one embodiment of this application;
[0039] Figure 6 This is a schematic diagram of a halo in a world scene provided in one embodiment of this application;
[0040] Figures 7 to 8 An example illustration shows a schematic diagram of affinity rendering animation;
[0041] Figures 9 to 10 An exemplary diagram of environmental impact skills is shown;
[0042] Figure 11 This is a flowchart of an information provision method based on turn-based battles provided in one embodiment of this application;
[0043] Figures 12 to 13 This is a flowchart of a turn-based battle-based interface display method provided in another embodiment of this application;
[0044] Figure 14 This is a schematic diagram illustrating the interaction between the battle control side and the scene control side according to an embodiment of this application;
[0045] Figure 15 This is a block diagram of a turn-based battle interface display device provided in one embodiment of this application;
[0046] Figure 16 This is a structural block diagram of a computer system provided in one embodiment of this application;
[0047] Figure 17This is a structural block diagram of a computer device provided in one embodiment of this application. Detailed Implementation
[0048] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0049] Before describing the embodiments of this application, the relevant terms involved in this application will be explained.
[0050] 1. Virtual World: A virtual world is a virtual world displayed (or provided) by an application when it runs on a terminal. This virtual world can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. A virtual world can be any of a two-dimensional virtual world, a 2.5-dimensional virtual world, or a three-dimensional virtual world; this application does not limit it in this regard. The following embodiments use a three-dimensional virtual world as an example.
[0051] 2. Main Virtual Character: This refers to the movable object that the player plays in the virtual world. The main virtual character can be a virtual person, virtual animal, anime character, etc., such as a person or animal displayed in a 3D virtual world. Optionally, the main virtual character is a 3D model created based on animation skeletal technology. Each main virtual character has its own shape and volume in the 3D virtual world and occupies a portion of the space within the 3D virtual world.
[0052] 3. Virtual Pet Characters: These are animated objects controlled by artificial intelligence in a virtual world. Virtual pet characters can be virtual creatures, virtual animals, virtual monsters, virtual sprites, virtual pets, etc., for example, animated objects displayed in a 3D virtual world in the form of animals or other forms. Virtual pet characters can be subjected to at least one of the following interactive operations by the controlling virtual character: capturing, raising, and leveling up. Virtual pet characters can also assist the controlling virtual character in at least one of the following interactive operations: gathering resources, battling, and altering terrain.
[0053] 4. World Map: The world map consists of multiple plots. Each plot is a polygonal plot, which can be square, rectangle, or hexagonal. For example, each plot is a 50cm x 50cm square. Each plot has its own surface attributes, including grass, rocks, and water. Furthermore, the multiple plots included in the world map can be of the same type or a combination of different types.
[0054] 5. Battle Map: Reference Figure 1 and Figure 2As shown, in the virtual environment 10 (i.e., the virtual world), when the first pet virtual character 12 encounters the second pet virtual character 14 at a certain location on the world map and enters battle, one or more plots of land within a certain range centered on the reference position determined by the first pet virtual character 12 on the world map are designated as the battleground. Figure 16 This reference location is the current location of the first pet virtual character 12, or the nearest suitable battle location to the first pet virtual character 12. In some embodiments, this battle location... Figure 16 This includes all plots of land within a circular area centered on the reference location and with a predetermined length as the radius; in some embodiments, this battleground... Figure 16 This includes all plots of land within a rectangular area of predetermined length and width centered on the reference location.
[0055] 6. World Scene: A world scene refers to the scene corresponding to the world map. When the user interface displays a world scene, it can display one or more plots of land on the world map. For example, the user interface displays one or more plots of land where the main virtual character or pet virtual character is currently located on the world map, as well as some interface elements related to the displayed plots, the main virtual character, and the pet virtual character. The elements in this embodiment can be used to compose a scene (such as a world scene), such as plots of land, the main virtual character, and the pet virtual character.
[0056] 7. Battle Scene: The battle scene refers to the scene corresponding to the battle map. When the battle scene is displayed in the user interface, the user interface can display the battle map, such as displaying all or part of the tiles contained in the battle map. For example, the user interface may display the pet virtual character or one or more tiles that the pet virtual character is currently in on the battle map, as well as some interface elements related to the displayed tiles, the main virtual character, the pet virtual character, etc.
[0057] The world scene and the battle scene can be switched, for example, switching from the world scene to the battle scene, or vice versa.
[0058] When displaying world scenes and battle scenes, the virtual camera can use different shooting perspectives. For example, when displaying world scenes, the virtual camera shoots the world scene from the perspective of the main virtual character (such as the first-person or third-person perspective of the main virtual character), resulting in the displayed world scene image; when displaying battle scenes, the virtual camera shoots the battle scene from a center perspective (such as the virtual camera being positioned between the two sides in the battle and diagonally above them), resulting in the displayed battle scene image. Optionally, in addition to the different shooting perspectives mentioned above, the allowed user operations can also differ between world scenes and battle scenes. For example, when displaying world scenes, users can manually adjust the perspective and control the movement of the main virtual character or pet virtual character; when displaying battle scenes, users are not allowed to manually adjust the perspective or control the movement of the main virtual character or pet virtual character, etc. The above method allows users to perceive a distinction between the world scene and the battle scene. However, since the world scene and the battle scene share the same world map, and the battle scene uses one or more plots of land in the world map, the switching between the world scene and the battle scene does not bring a strong sense of jarring, but rather a very smooth and natural transition.
[0059] 8. Potential Energy: An attribute or identifier that affects combat in the virtual world. Potential energy includes at least one of the following types: Grass, Fire, Water, Rock, Ice, Electric, Poison, Light, Ghost, Dark, Normal, Fighting, Cute, Illusion, Bug, Wing, Dragon, and Machine.
[0060] 9. Aura: An abstract element in the virtual world that has the ability to influence at least one visible element among plots of land, the main virtual character, and pet virtual characters within a certain range. This abstract element differs from the elements in the embodiments of this application and can be specifically used to describe an aura, making the aura concrete and visible. An aura is an abstract element in the virtual world that appears continuously, randomly, follows the main virtual character, follows the pet virtual character, is triggered by skills, or is triggered by items. Auras may be invisible or visible in the virtual world, for example, fire auras, light auras, healing auras, buff auras, etc.
[0061] 10. Combat Processes Alter the World Environment: During turn-based battles between virtual pet characters, the skills they unleash will affect the virtual world environment. For example, if a virtual pet character uses a fire skill during a battle, the grassy area hit will be ignited. Optionally, in the battle scene, the skill's visual effect (i.e., the aura) can be rendered by the battle control process through an aura rendering interface; in the world scene, the same effect can be rendered by the scene control process through the same aura rendering interface. The aura in the battle scene can be permanently displayed, while the aura in the world scene can be de-displayed after a specified duration, and the corresponding terrain will revert to its original state.
[0062] Furthermore, changes in the environment of the land will also affect the virtual pet characters.
[0063] 11. World Environment Affects Battle Process: During turn-based battles between virtual pet characters, the virtual world environment affects them, such as influencing skill damage or skill display effects. For example, the virtual world environment includes both terrain and weather conditions, both of which collectively influence a virtual pet character's aversion to or liking of the environment. For example, a virtual pet character's aversion to or liking of the environment can be categorized into several levels: strong affinity, weak affinity, indifferent, weak resistance, and strong resistance.
[0064] If a pet character likes both environments (landscape + weather), it gains a strong affinity effect; if a pet character likes only one environment and doesn't dislike the other, it gains a weak affinity effect; if a pet character likes one environment and dislikes the other, it gains no effect; if a pet character dislikes only one environment and doesn't like the other, it gains a weak resistance effect; if a pet character dislikes both environments, it gains a strong resistance effect.
[0065] During the battle, the server or client needs to periodically (e.g., every round) obtain the environment and determine the impact of the environment on the pet virtual character.
[0066] 12. Position changes in turn-based battles:
[0067] In traditional turn-based combat, the positions of our virtual pet characters and the enemy virtual pet characters on the battle map are fixed, i.e., stationary. In the embodiments of this application, when virtual pet characters fight each other, neither the attacker nor the attacked is stationary; they are displaced.
[0068] When a pet character acts as the attacker, it can actively relocate. If the pet character's current first position meets the skill release conditions, it can release the skill at that position. If the first position does not meet the skill release conditions, the pet character will actively move from the first position to a second position that meets the conditions before releasing the skill. The pet character will then release the skill at this second position. This second position can be called a legal combat point, referring to the location where the pet character's skill release conditions are met. Optionally, after releasing the skill, the pet character will move to a third position, which may be the same as or different from the first position. This third position can be called a legal standing point, referring to the pet character's position after releasing the skill. Furthermore, the skill release conditions can be related to factors such as the pet character, the skill, and the environment.
[0069] When a pet character is the victim, it will be passively displaced. When attacked by a skill, it will be knocked back. For example, if the pet character is currently in the first position and is attacked by a skill, it can move from the first position to the fourth position. The fourth position can be determined based on factors such as whether the pet character is the victim, the attacker, the skill being attacked, and the environment.
[0070] In addition, as the location of the pet virtual character changes, its environment (including the environment of the land it is in and the weather) may also change, thus affecting the pet virtual character's battles in subsequent rounds.
[0071] Please refer to Figure 3 The diagram illustrates an implementation environment provided in one embodiment of this application. This implementation environment can be implemented as a computer system architecture, and may include: a terminal device 310 and a server 320.
[0072] Terminal device 310 can be an electronic device such as a mobile phone, tablet computer, game console, multimedia playback device, or PC (Personal Computer). Clients for target applications, such as game applications, simulation learning applications, virtual reality (VR) applications, augmented reality (AR) applications, social applications, and interactive entertainment applications, can be installed on terminal device 310.
[0073] Taking turn-based RPGs as an example, refer to Figure 3The terminal device 310 has a turn-based RPG client installed and running, which includes a battle control process 311 and a scene control process 312. The battle control process 311 is used to display and render the virtual world in battle scenes. The scene control process 312 is used to display and render the virtual world in world scenes.
[0074] Server 320 is used to provide background services for clients of applications (such as game applications) in terminal device 310. For example, server 320 can be a background server for the aforementioned target application (such as a game application). Server 320 can be a single server, a server cluster consisting of multiple servers, or a cloud computing service center.
[0075] Taking turn-based RPGs as an example, refer to Figure 3 Server 320 includes a first server 321 and a second server 322. The first server 321 corresponds to the battle control process 311. The first server 321 runs battle behavior processing logic and affinity processing logic to perform logical processing on battle operations, skills, etc., and to calculate the environmental affinity (abbreviation) of the pet virtual character.
[0076] The second server 322 corresponds to the scene control process 312. The second server 322 runs environment processing logic and aura processing logic to perform logical processing on the world environment of the virtual world and on the aura corresponding to the combat behavior.
[0077] Terminal device 310 and server 320 can communicate with each other via network 330. This network 330 can be a wired network or a wireless network.
[0078] For example, refer to Figure 3 In a battle scenario, the battle control process 311 obtains battle rendering information from the first server 321, which is used to render battle actions. The scene control process 312 obtains halo rendering information from the second server 322, which is used to render the halo. The scene control process 312 sends the halo rendering information to the battle control process 311, and the battle control process 311 displays and renders the image based on the battle rendering information and the halo rendering information.
[0079] In turn-based RPGs using this technology, players assume the role of a virtual character in a realistic or virtual world. These turn-based RPGs offer two types of maps: a world map and a battle map. Outside of combat, the virtual character moves around on the world map, such as playing, capturing pet virtual characters, collecting treasure chests, and gathering virtual items. In combat scenarios, the virtual character controls their captured pet virtual character on the battle map, engaging in turn-based battles against enemy units (such as NPCs, AI-controlled monsters, or pet virtual characters captured by other characters).
[0080] In related technologies, because the world map and the battle map are two completely different maps, the user interface displays significantly different map content when switching between the world scene (or non-combat scene) and the battle scene. Players can clearly feel the difference between the two maps, resulting in a strong sense of disconnect. To alleviate this disconnect, related technologies often display a transition animation during the switch, but the effect is still unsatisfactory.
[0081] This application provides an innovative turn-based RPG mechanism. This turn-based RPG combines the traditional world map and battle map into one. The battle map is a sub-map dynamically determined from the world map for each battle. This ensures that the map content displayed in the user interface does not differ significantly when switching between the world scene (or non-combat scene) and the combat scene, thus avoiding the jarring effect present in related technologies. Furthermore, this turn-based RPG allows the virtual world environment (weather, time, terrain, etc.) to influence the main virtual character, pet virtual characters, and the battle process, and conversely, the main virtual character, pet virtual characters, and the battle process also influence the virtual world environment. This organically integrates the turn-based combat process into the virtual world, transforming them from two separate parts into a unified whole.
[0082] The battle process in this turn-based RPG can be single-player, two-player, or team battle; this application embodiment does not limit this. For example, the battle process can be as follows:
[0083] 1. Select the virtual pet character to fight.
[0084] 2. Display the battle scene and select the skill that your pet's virtual character wants to use.
[0085] 3. Control the touch controls on the touchscreen to unleash skills.
[0086] 4. Display skill animation effects.
[0087] Please refer to Figure 4The diagram illustrates a flowchart of a turn-based battle-based interface display method provided in one embodiment of this application. The execution entity for each step of the method can be... Figure 3 In the implementation environment of the scheme shown, the terminal device 310, such as the client of the target application installed and running on the terminal device 310, may include the following steps (steps 401 to 405):
[0088] Step 401: When the battle control process detects that a participant in a turn-based battle has initiated a battle action, it sends a battle action initiation request to the first server.
[0089] In this embodiment of the application, the battle control process is a process used to handle content associated with the battle scene. For example, the battle control process can render the aforementioned battle process, such as rendering the behavior of the pet virtual character and enemy units during the battle.
[0090] The turn-based battles in this embodiment operate under the turn-based RPG mechanism provided in this embodiment. These turn-based battles can refer to a series of battles between the aforementioned virtual pet character and enemy units. For example, a turn-based battle may include three rounds, in which the virtual pet character and the enemy unit can take turns attacking each other once. After three rounds are completed, the turn-based battle ends. Alternatively, the turn-based battle ends when one of the virtual pet character or the enemy unit is defeated; this embodiment does not limit this to either method.
[0091] In turn-based battles, the participants can refer to the aforementioned virtual pet characters or enemy units of those virtual pet characters. Battle actions can refer to the combat behaviors performed by the participants in response to the player's battle control operations, such as releasing skills, performing normal attacks, fleeing, using virtual items, and defending. Battle actions can also refer to the combat behaviors performed by artificial intelligence-controlled participants; this application's embodiments do not limit this.
[0092] The first server is the backend server of the target application, corresponding to the battle control process. The first server can execute battle processing logic to handle control signals generated by players in the battle scene, thereby advancing the aforementioned battle process. The first server can also be used to handle requests to initiate battle actions. For example, the first server can execute battle action processing logic to logically process battle actions, generate battle rendering information, and render and display the battle actions. The first server is described in the same way as in the above embodiments, and will not be repeated here.
[0093] The request to initiate a battle action is used to request the rendering of the battle action and to obtain the information required for rendering the battle action, i.e., battle rendering information. This request may include identification information of the battle action, such as skill identification information, virtual item identification information, etc.
[0094] Optionally, when the main virtual character encounters enemy units, the player can choose to initiate a turn-based battle. In one example, the turn-based battle screen display process during the initiation of a turn-based battle can be as follows:
[0095] 1. When entering a turn-based battle, the scene control process obtains the basic information of the participants in the turn-based battle and the environmental information of the battle scene, and sends the basic information and environmental information to the second server.
[0096] In this embodiment, the scene control process is a process used to handle content associated with the world scene. For example, the scene control process can render the activities of the main virtual character within the world scene. The scene control process and the battle control process are two independent and distinct processes.
[0097] The aforementioned basic information can refer to the character information required in the battle, such as the participant's health, level, attributes, skills, and the enemy unit's attributes and skills. For example, the aforementioned basic information may include the level and health of the main virtual character, the attributes and skills of the pet virtual character used by the main virtual character, and the attributes and skills of the enemy unit.
[0098] The environmental information corresponding to the battle scene can refer to the environmental information corresponding to the battle map, such as terrain information, time information, weather information, etc. Optionally, in the first round of battle, the environmental affinity between the pet virtual character and the battle scene can be determined based on this environmental information, so as to determine the final buff or debuff effect of the pet virtual character's skills in the first round of battle.
[0099] The second server is the backend server for the target application, corresponding to the scene control process. The second server can process control signals generated by the player in the world scene by executing scene processing logic, thereby advancing and rendering the activities of the main virtual character in the world scene. The second server is described in the same way as in the above embodiment, and will not be repeated here.
[0100] After receiving the basic information and environmental information, the second server sends the basic information and environmental information to the first server.
[0101] 2. The battle control process receives the turn-based battle screen from the first server; the turn-based battle screen is generated by the first server based on the basic information and environmental information sent by the second server.
[0102] Battle footage refers to the visuals of a virtual pet character battling enemy units in a combat scenario. The first server can generate battle footage (or battle footage rendering information) based on basic and environmental information from the second server by executing battle behavior processing logic, and then send it to the battle control process.
[0103] 3. The battle control process displays the turn-based battle screen.
[0104] Optionally, the battle control process can directly display the battle screen in the user interface, or render the battle screen according to the battle screen rendering information. This application embodiment does not limit this.
[0105] Step 402: The battle control process receives battle rendering information from the first server; wherein, the battle rendering information is used to render battle behavior.
[0106] Battle rendering information can refer to a series of behavioral control parameters related to battle behavior over time. Based on these behavioral control parameters, the virtual pet character can be controlled to complete a set of actions or performances. For example, in the case of releasing a skill during battle, the battle control process controls the virtual pet character to complete a set of skill release actions based on the battle rendering information, thereby completing the rendering of the skill release.
[0107] Step 403: The scene control process receives aura rendering information from the second server; wherein, the aura rendering information is generated by the second server based on the aura information sent by the first server, and the aura information is used to indicate the aura triggered by the combat behavior, and the aura affects the elements in the turn-based combat scene.
[0108] Aura rendering information refers to a series of aura-related element control parameters over time. Based on these parameters, elements (such as fire) can be controlled to influence the environment (such as terrain). For example, in the case of a fire aura, the corresponding aura rendering information can render the process of a fire element changing a terrain from grass to fire. It should be noted that the elements in the combat scene affected by the aura can be at least one visible element among terrain, the main virtual character, and pet virtual characters.
[0109] Optionally, the second server runs halo processing logic. By processing the halo information (such as halo identification information) indicated by the halo, the halo rendering information corresponding to that halo can be obtained. After generating the halo rendering information, the second server sends the halo rendering information to the scene control process.
[0110] In one example, if the first server determines that a combat action triggers an aura, it sends aura information to the second server. If it determines that a combat action does not trigger an aura, it only processes the combat action logically to determine information such as damage dealt, buffs added, and displacement generated, in order to generate combat rendering information.
[0111] Optionally, the first server also maintains a table showing the relationship between combat actions and auras. By querying this table, it can be determined whether a combat action can trigger an aura. If an aura is triggered, the aura information can also be determined based on this table.
[0112] Step 404: The scene control process sends halo rendering information to the battle control process.
[0113] After receiving the halo rendering information, the scene control process can first cache the halo rendering information, and then send it to the battle control process. This allows the battle control process to obtain the battle rendering information first, and then the halo rendering information, so as to render the battle behavior and the halo in sequence (avoiding rendering the halo without warning), making the transition between the battle behavior and the halo more natural and smooth.
[0114] Step 405: During the process of rendering the battle behavior based on the battle rendering information, the battle control process renders the halo based on the halo rendering information.
[0115] Upon receiving both battle rendering information and halo rendering information, the battle control process renders the halo based on the halo rendering information while simultaneously rendering the battle actions according to the battle rendering information. If only halo rendering information is received, the battle control process does not render the halo.
[0116] In one example, the battle control process and the scene control process share a single halo rendering interface. During turn-based combat (i.e., the battle scene), the battle control process calls this halo rendering interface to render the halo based on the halo rendering information. After the turn-based combat ends, the scene control process replaces the battle control process in calling the halo rendering interface to complete the seamless rendering of the halo.
[0117] For example, the scene control process renders the aura based on the cached aura rendering information. For instance, after a turn-based battle ends, the scene control process calls the aura rendering interface to render and display the remaining aura corresponding to the turn-based battle based on the cached aura rendering information. The remaining aura refers to the aura that still needs to be displayed in the virtual world after integrating all the aura rendering information (for example, some auras were canceled from rendering during the turn-based battle).
[0118] Alternatively, during the halo rendering process in the battle control process, the scene control process simultaneously performs halo statistics based on the cached halo rendering information, dynamically updates the remaining halo corresponding to the turn-based battle, so as to seamlessly render and display the remaining halo corresponding to the turn-based battle after the turn-based battle ends.
[0119] Optionally, after a turn-based battle ends, the battle control side will synchronize the settlement data of the turn-based battle to the scene control side all at once. For example, after a turn-based battle ends, the first server will synchronize the settlement data such as the health points consumed, experience points gained, and virtual resource consumption in the turn-based battle to the second server all at once.
[0120] In one example, the timing and location of an aura's display can be indicated by a combat rendering tag corresponding to a combat action. This combat rendering tag can include turn-based combat identification information, combat action identification information, aura identification information, the aura's location (e.g., terrain, affected character), and rendering details of the combat action. Specifically, this process may include the following:
[0121] 1. The scene control process receives the battle rendering tag from the second server; the battle rendering tag is generated by the first server based on the battle behavior when the battle behavior meets the trigger aura condition.
[0122] Once the first server determines that the battle action triggers the aura, it generates a battle rendering tag for the battle action. Then, based on the battle rendering information and aura information, it generates a call request and sends the call request to the second server via RPC (Remote Procedure Call). The second server then sends the battle rendering tag to the scene control process.
[0123] 2. The scene control process sends a battle rendering tag to the battle control process.
[0124] After receiving the battle rendering tag and halo rendering information from the second server, the scene control process sends the battle rendering tag and halo rendering information together to the battle control process.
[0125] 3. The battle control process renders the aura based on the aura rendering information, while rendering the battle behavior according to the battle rendering information, based on the display timing and display position indicated by the battle rendering tag.
[0126] For example, the battle control process determines the display timing and location of the aura based on the rendering details of the battle behavior in the battle rendering tag and the corresponding position of the aura. During the rendering of the battle behavior, when the display timing is reached, the aura is rendered and displayed at the display location (such as the target tile). For example, the aura is rendered after the skill that triggers the aura release process has been rendered to achieve a natural connection between the two renderings.
[0127] For example, consider the effect of a halo on a plot of land in a virtual world.
[0128] When the initial type of the plot is grass, the plot type changes to fire under the influence of the fire type aura, that is, the rendering shows the grass burning on the plot; or, when the initial type of the plot is water, the plot type changes to ice under the influence of the ice type aura, that is, the rendering shows the water freezing on the plot; or, when the initial type of the plot is earth, the plot type changes to grass under the influence of the grass type aura, that is, the rendering shows the grass growing on the plot. This application embodiment does not limit this.
[0129] For example, refer to Figure 5 and Figure 6 In the first battle scene 500, when the fire-attribute third pet virtual character 501 attacks, it will apply a spherical fire aura 502 with a radius of 4 meters to its location. The spherical fire aura 502 will change the terrain within it from grass to fire, igniting the grass within the spherical fire aura 502. Optionally, at the end of the turn-based battle, if the spherical fire aura 502 is a remaining aura, the scene control process will also render and display the spherical fire aura 502 at the location of the third pet virtual character 501, and render and display the grass within the spherical fire aura 502 being ignited.
[0130] In this embodiment, when the pet virtual character acts as the attacker, it may actively move. When the pet virtual character acts as the receiver, it may passively move, experiencing a knockback process when attacked by skills. As the pet virtual character's position changes, its environment (including the environment of the terrain and weather) may also change, thus affecting the pet virtual character's combat in subsequent rounds. Therefore, in each round of combat, it is necessary to re-determine the environmental affinity (hereinafter referred to as affinity, i.e., the aforementioned affinity effect) between the pet virtual character and the virtual world, which may specifically include the following:
[0131] 1. The battle control process sends a notification to the first server indicating that the rendering of the battle has ended.
[0132] Optionally, after rendering the combat actions and auras is complete, the combat control process sends a rendering completion notification to the first server. This rendering completion notification is used to inform the first server that the rendering of the combat actions and auras is complete.
[0133] After receiving the rendering completion notification, the first server generates an update environment information retrieval request and sends it to the second server to obtain the updated environment information. After obtaining the updated environment information, the first server determines the affinity between the participants and the updated environment information, which affects the skill strength of the participants. The retrieval request is used to request the updated environment information, and this request may include identification information corresponding to combat actions, information about the terrain affected by the aura, etc. The updated environment information refers to the environmental information of the combat scene after being affected by the aura, such as the attributes of the terrain after being affected by the aura. The first server can obtain the updated environment information corresponding to the aura based on the aura information.
[0134] 2. The battle control process receives affinity rendering animations from the first server; these animations are generated by the first server based on updated environment information sent by the second server. The updated environment information refers to the environment information of the battle scene after being affected by the aura. The affinity rendering animations are used to indicate the affinity between the participants and the updated environment information. Affinity affects the skill strength of the participants.
[0135] In this embodiment, environmental information may include weather information, land parcel information, and time information. The first server can combine the environmental information and the attributes of the participants to determine the affinity between the participants and the environment. For example, it can selectively obtain the weather potential energy and land parcel potential energy corresponding to the participants, and then determine the affinity between the participants and the environment based on the weather potential energy and land parcel potential energy, combined with the attribute information of the participants. Weather potential energy can be determined based on weather information and time information. For example, a clear night will give "ghost" potential energy, while a clear morning will give "light" potential energy. Land parcel potential energy is determined by the type of land parcel the participant is located on. For example, a land parcel with grass attributes has "grass" potential energy.
[0136] Optionally, the participants' level of aversion to and liking for the environment can be categorized into several different levels: strong affinity, weak affinity, indifferent, weak resistance, and strong resistance.
[0137] If a participant's attribute matches both weather potential energy and land potential energy (i.e., the participant likes both land and weather), a strong affinity effect is gained, increasing affinity by 2. If a participant's attribute matches only one of weather potential energy and land potential energy, and does not conflict with the other (i.e., the participant likes only one and dislikes the other), a weaker affinity effect is gained, increasing affinity by 1. If a participant's attribute matches only one of weather potential energy and land potential energy, and conflicts with the other (i.e., the participant likes only one and dislikes the other), no effect is gained, increasing affinity by 0. If a participant's attribute conflicts with one of weather potential energy and land potential energy, and does not match the other (i.e., the participant dislikes only one and dislikes the other), a weak conflict effect is gained, decreasing affinity by 1. If a participant's attribute conflicts with both weather potential energy and land potential energy (i.e., the participant dislikes both land and weather), a strong conflict effect is gained, decreasing affinity by 2.
[0138] If the affinity of a participant is positive, it is considered that the participant's environmental affinity has been triggered, which will buff the participant's combat behavior, such as increasing the range, attack power, and attack effect of skills. If the affinity of a participant is negative, it is considered that the participant is incompatible with the environment, which will debuff the participant's combat behavior, such as reducing the range, attack power, and attack effect of skills. If the affinity of a participant is 0, no adjustment will be made to the participant's combat behavior.
[0139] The first server uses the same method as described above to obtain the affinity between the participants and the updated environment information, and then generates an affinity rendering animation based on the affinity. Optionally, different affinity levels correspond to different affinity rendering animations. For example, strong affinity corresponds to a big smiley face, weak affinity corresponds to a smiling face, and strong aversion corresponds to an angry face. The affinity rendering animation can be an icon, a dynamic icon, an animation, etc., and this application embodiment does not limit this.
[0140] The first server sends the generated affinity rendering animation to the battle control process.
[0141] 3. The battle control process displays an affinity rendering animation.
[0142] After receiving the affinity rendering animation, the battle control process can display the affinity rendering animation in the vicinity of the participating parties.
[0143] For example, refer to Figure 7In the second battle scene 700, the fourth pet virtual character 701 of the fire attribute has a strong affinity with the environment. Therefore, the battle control process displays the first affinity rendering animation 702 corresponding to the strong affinity above the fourth pet virtual character 701. The first affinity rendering animation 702 is a big smiling sun.
[0144] For example, refer to Figure 8 In the third battle scene 800, the fifth pet virtual character 801 with light attribute has a weak affinity with the environment. Therefore, the battle control process displays the second affinity rendering animation 802 corresponding to the weak affinity above the fifth pet virtual character 801. The second affinity rendering animation 802 is a smiling sun.
[0145] For example, refer to Figure 9 and Figure 10 In the fourth battle scenario 900, the sixth earth-attribute pet virtual character 901 uses earth-attribute skill 902 (such as active ramming) to attack an opponent on grass. Since the sixth pet virtual character 901 has no connection with the environment, skill 902 is not adjusted (i.e., a normal ramming attack). However, when the sixth pet virtual character 901 moves to a rocky area and uses skill 902 again, the connection between the sixth pet virtual character 901 and the environment changes from indifference to strong affinity, thus enhancing the effect of skill 902. For example, the power of skill 902 is increased by 50%, and a sand and gravel effect is added to skill 902 (i.e., a ramming attack with a sand and gravel effect and increased power).
[0146] In summary, the technical solution provided by this application embodiment obtains battle rendering information by supporting the implementation of battle behavior processing logic through the battle control process and the first server, and obtains halo rendering information by supporting the implementation of halo processing logic through the scene control process and the second server. This eliminates the need to maintain a copy of the battle behavior processing logic and halo processing logic on both the battle control side and the scene control side, and only requires maintaining a copy of the scene information on the scene control side. This reduces the redundancy in business logic and data maintenance in turn-based battles, thereby reducing maintenance overhead.
[0147] Furthermore, by supporting different processes to execute the halo processing logic and the battle behavior processing logic, the halo processing logic and the battle behavior processing logic can be decoupled, thereby improving the independence of business logic and reducing the difficulty of maintaining and expanding turn-based battles. At the same time, since the underlying code originally belonged to the first or second server, there is no need to be compatible with the first or second server, thus reducing the difficulty of code development.
[0148] In addition, in turn-based battles, by supporting the first server to call halo rendering information to the second server and the scene control process to provide halo rendering information to the battle control process, information interaction between the battle control side and the scene control side is realized, thereby enabling the battle control side and the scene control side to perform consistently and improving the integration between the battle control side and the scene control side.
[0149] In addition, by using the battle rendering tag to indicate the display position and timing of the halo, not only can the amount of data transmitted be reduced, but the rendering of battle behavior and halo can also be seamlessly connected. This reduces the amount of data transmitted during each interaction, improves the rendering effect of the battle, and synchronizes the battle control side and the scene control side in halo rendering, further enhancing the integration between the world scene and the battle scene.
[0150] Please refer to Figure 11 The diagram illustrates a flowchart of an information provision method based on turn-based battles according to an embodiment of this application. The execution entity of each step of the method can be... Figure 3 In the implementation environment of the scheme shown, server 320, such as first server 321 and second server 322, may include the following steps (steps 1101 to 1104):
[0151] Step 1101: The first server receives the battle action initiation request sent by the battle control process, and generates battle rendering information corresponding to the battle action based on the initiation request; wherein, the battle action is initiated by the participants in the turn-based battle, and the battle rendering information is used to render the battle action.
[0152] The request to initiate a battle action is used to request the rendering of the battle action and to obtain the information required for rendering the battle action, i.e., battle rendering information. This request may include identification information of the battle action, such as skill identification information, virtual item identification information, etc.
[0153] The first server can obtain data related to the battle behavior based on the identification information of the battle behavior. The first server can also process the battle behavior by executing the battle behavior processing logic to generate battle rendering information. The first server is the same as described in the above embodiment, and will not be repeated here.
[0154] The turn-based battles in this embodiment operate under the turn-based RPG mechanism provided in this embodiment. These turn-based battles can refer to a turn-based combat between the aforementioned virtual pet character and enemy units. The participants in the turn-based battles can be either the aforementioned virtual pet character or an enemy unit of the virtual pet character. For example, when the main virtual character encounters an enemy unit, the player can choose to initiate a turn-based battle.
[0155] In one example, the process of providing the turn-based battle screen during the start of a turn-based battle can be as follows:
[0156] 1. The second server receives the basic information of the participants in the turn-based battle and the environmental information of the battle scene sent by the scene control process.
[0157] Optionally, if turn-based combat is initiated, the scene control process retrieves the basic information of the participants and the environmental information of the battle scene, and uploads them to the second server.
[0158] 2. The second server sends basic information and environment information to the first server.
[0159] After receiving the basic information and environmental information, the second server sends the basic information and environmental information to the first server.
[0160] 3. The first server generates a turn-based battle screen based on basic and environmental information and sends the turn-based battle screen to the battle control process.
[0161] The battle screen refers to the scene where the virtual pet character battles against enemy units in a combat scenario. After receiving the battle screen for a turn-based battle, the battle control process can display the turn-based battle screen in the user interface.
[0162] Step 1102: When the first server determines that the battle behavior triggers the aura, it sends a call request to the second server; wherein, the call request includes aura information used to indicate the aura, and the aura affects the elements in the turn-based battle scene.
[0163] After receiving a request to initiate a battle, the first server checks whether the battle has triggered an aura. If it does, the first server generates a call request based on the aura information and sends it to the second server via RPC. If it does not, the first server does not generate a call request and only generates battle rendering information.
[0164] Step 1103: The second server generates halo rendering information according to the call request and sends the halo rendering information to the scene control process. The halo rendering information is sent from the scene control process to the battle control process and is used to render the halo.
[0165] After receiving the call request, the second server determines the halo based on the halo information in the request, performs logical processing on the halo, and generates halo rendering information. The second server then sends the halo rendering information to the scene control process, which in turn forwards the halo rendering information to the battle control process.
[0166] In one example, after receiving the call request, the second server first determines the plot of land corresponding to the halo, and then determines whether a historical halo exists on the plot. If a historical halo already exists on the plot, the second server generates halo rendering information based on the relationship between the historical halo and the current halo. Specifically, if the historical halo and the current halo have an overlapping relationship, the halo rendering information is used to cancel the influence of the historical halo on the plot and add the influence of the current halo on the plot; or, if the historical halo and the current halo have a mutually exclusive relationship, the halo rendering information is used to maintain the influence of the historical halo on the plot.
[0167] For example, adding a water attribute aura to a plot of land that already has a fire attribute aura will trigger an overriding logic, meaning the fire attribute aura and its influence will be removed from the plot, and a water attribute aura and its influence will be added to the plot. However, adding a fire attribute aura to a plot that already has a water attribute aura will trigger a mutual exclusion logic, meaning the influence of the historical aura on the plot will be maintained.
[0168] If the plot corresponding to the aura does not have a historical aura, aura rendering information will be generated if the plot type supports the aura (e.g., grass-type plots support fire-type auras). If the plot type does not support the aura (e.g., water-type plots do not support fire-type auras), aura rendering information will not be generated.
[0169] Step 1104: After receiving the successful notification of the halo rendering information from the second server, the first server sends the battle rendering information to the battle control process.
[0170] After sending the halo rendering information to the scene control process, the second server sends a success notification to the first server, informing it that the halo rendering information has been successfully sent and that it can now send the battle rendering information to the battle control process. This ensures that the battle control process receives both the halo rendering information and the battle rendering information within approximately the same timeframe. The battle control process can then render the halo based on the halo rendering information while simultaneously rendering the battle actions based on the battle rendering information.
[0171] In one example, the timing and location of the aura's display can be indicated by a battle rendering tag corresponding to a battle action. The process of providing this battle rendering tag can be as follows:
[0172] 1. When the first server determines that the battle behavior triggers the aura, it generates a battle rendering tag based on the battle behavior; the battle rendering tag is used to indicate the timing and location of the aura's display.
[0173] The battle rendering tag can include identification information for turn-based battles, identification information for battle actions, identification information for auras, the location of the aura (such as the terrain, affected characters, etc.), and rendering details of battle actions.
[0174] 2. The first server sends a battle rendering tag to the second server.
[0175] The first server can package the battle rendering tag and halo information into a call request, and send the call request to the second server via RPC.
[0176] 3. The second server sends a battle rendering tag to the scene control process, and the battle rendering tag is sent from the scene control process to the battle control process.
[0177] After receiving the call request, the second server generates halo rendering information and sends it along with the battle rendering tag to the scene control process. The scene control process then forwards the halo rendering information and the battle rendering tag to the battle control process. The battle control process, based on the display timing and position indicated by the battle rendering tag, renders the halo according to the halo rendering information while simultaneously rendering the battle actions based on the battle rendering information.
[0178] In one example, when an aura is triggered during an intermediate round in a turn-based battle, the second server sends aura rendering information and battle rendering tags generated by the first server to the scene control process. Here, intermediate rounds refer to all rounds of a turn-based battle except the final round.
[0179] Alternatively, if the aura is triggered in the final round of a turn-based battle, the second server only sends aura rendering information, the battle rendering tag generated by the first server, and a turn-based battle end notification to the scene control process. The second server informs the scene control process that the turn-based battle is about to end by sending the end notification, allowing them to prepare for the aura rendering transition.
[0180] In this embodiment, when the pet virtual character acts as the attacker, it may actively move. When the pet virtual character acts as the receiver, it may passively move, experiencing a knockback process when attacked by skills. As the pet virtual character's position changes, its environment (including the environment of the terrain and weather) may also change, thus affecting the pet virtual character's combat in subsequent rounds. Therefore, in each round of combat, it is necessary to re-determine the environmental affinity (hereinafter referred to as affinity, i.e., the aforementioned affinity effect) between the pet virtual character and the virtual world, which may specifically include the following:
[0181] 1. After receiving the notification from the battle control process that the rendering of the battle behavior has ended, the first server sends a request to the second server to obtain updated environment information; where updated environment information refers to the environment information of the battle scene after being affected by the halo.
[0182] The rendering completion notification is used to inform the first server that the battle action and aura rendering are complete. The request to retrieve updated environmental information is used to request updated environmental information. This environmental information may include weather information, terrain information, and time information.
[0183] 2. The second server sends updated environment information to the first server.
[0184] After retrieving the updated environment information, the second server sends the updated environment information to the first server.
[0185] 3. The first server generates an affinity rendering animation based on the updated environment information; the affinity rendering animation is used to indicate the affinity between the participant and the updated environment information, and the affinity affects the skill strength of the participant.
[0186] Optionally, the first server can generate an affinity rendering animation based on the affinity between the participants and the environment. The specific process can be as follows:
[0187] 1. The first server determines the land potential energy and weather potential energy corresponding to the participants based on the updated environment information; among them, land potential energy is used to represent the impact of land type on the participants, and weather potential energy is used to represent the impact of weather and time on the participants.
[0188] Among these, weather potential energy can be determined based on time and weather information.
[0189] 2. The first server determines the environmental potential energy corresponding to each participant based on the potential energy of the land plot and the weather potential energy.
[0190] Optionally, the environmental potential energy may include two parts: weather potential energy and land potential energy.
[0191] 3. The first server generates an affinity rendering animation based on the environmental potential energy and attribute information of the participants.
[0192] The first server can determine the affinity between the participant and the environment based on the environmental potential energy and the participant's attribute information, and then generate an affinity rendering animation based on the affinity. The method for determining the affinity is the same as described in the above embodiment.
[0193] 4. The first server sends an affinity rendering animation to the battle control process.
[0194] After receiving the affinity rendering animation, the battle control process displays the affinity rendering animation in the battle scene.
[0195] In summary, the technical solution provided by this application embodiment obtains battle rendering information by supporting the implementation of battle behavior processing logic through the battle control process and the first server, and obtains halo rendering information by supporting the implementation of halo processing logic through the scene control process and the second server. This eliminates the need to maintain a copy of the battle behavior processing logic and halo processing logic on both the battle control side and the scene control side, and only requires maintaining a copy of the scene information on the scene control side. This reduces the redundancy in business logic and data maintenance in turn-based battles, thereby reducing maintenance overhead.
[0196] Furthermore, by supporting different processes to execute the halo processing logic and the battle behavior processing logic, the halo processing logic and the battle behavior processing logic can be decoupled, thereby improving the independence of business logic and reducing the difficulty of maintaining and expanding turn-based battles. At the same time, since the underlying code originally belonged to the first or second server, there is no need to be compatible with the first or second server, thus reducing the difficulty of code development.
[0197] In addition, by supporting the first server to send battle rendering information and the second server to send halo rendering information, the problem of the client needing to be compatible with multiple rendering information sources when processing the same rendering information is avoided, which would have caused both the first and second servers to send battle rendering information or halo rendering information. This reduces the pressure on the client to process rendering information.
[0198] In addition, in turn-based battles, by supporting the first server to call halo rendering information to the second server and the scene control process to provide halo rendering information to the battle control process, information interaction between the battle control side and the scene control side is realized, thereby enabling the battle control side and the scene control side to perform consistently and improving the integration between the battle control side and the scene control side.
[0199] In addition, by using the battle rendering tag to indicate the display position and timing of the halo, not only can the amount of data transmitted be reduced, but the rendering of battle behavior and halo can also be seamlessly connected. This reduces the amount of data transmitted during each interaction, improves the rendering effect of the battle, and synchronizes the battle control side and the scene control side in halo rendering, further enhancing the integration between the world scene and the battle scene.
[0200] Please refer to Figure 12 and Figure 13 The diagram illustrates a flowchart of a turn-based battle-based interface display method provided in another embodiment of this application. The execution entity for each step of this method can be... Figure 1 In the implementation environment of the illustrated scheme, the terminal device 310 or server 320 may include the following steps (steps 1201 to 1210):
[0201] Step 1201: The scene control process displays the screen corresponding to the world scene.
[0202] Step 1202: When the scene control process determines that turn-based battles are to be started, it retrieves the basic information of the participants in the turn-based battles and the environmental information of the battle scene, and sends the basic information and environmental information to the second server.
[0203] Step 1203: The second server sends the basic information and environment information to the first server.
[0204] Step 1204: The first server generates the battle screen corresponding to the battle scene based on the basic information and environmental information, and sends the battle screen corresponding to the battle scene to the battle control process.
[0205] Step 1205: The battle control process displays the battle scene.
[0206] Step 1206: When the battle control process detects that a participant has initiated a battle, it sends a request to the first server to initiate the battle.
[0207] Step 1207: After receiving the request to initiate a battle, the first server generates battle rendering information corresponding to the battle action based on the request. If it is determined that the battle action triggers an aura, the first server sends a call request to the second server. The call request includes aura information for indicating the aura and battle rendering tags for indicating the timing and location of the aura's display.
[0208] Step 1208: The second server generates halo rendering information according to the call request, sends the halo rendering information and battle rendering tag to the scene control process, and sends a successful delivery notification of halo rendering information to the first server. The halo rendering information is used to render the halo.
[0209] Step 1209: The scene control process caches the halo rendering information and the battle rendering tag, and sends the halo rendering information and the battle rendering tag to the battle control process.
[0210] Step 1210: After receiving the notification of successful distribution of halo rendering information, the second server sends the battle rendering information to the battle control process.
[0211] Step 1211: The battle control process renders the halo according to the halo rendering information during the process of rendering battle behavior based on the battle rendering information, according to the display timing and display position indicated by the battle rendering tag.
[0212] Step 1212: The battle control process sends a notification to the first server that the rendering of the battle action has ended.
[0213] Step 1213: The first server sends a request to the second server to obtain updated environment information; where updated environment information refers to the environment information of the battle scene after being affected by the halo.
[0214] Step 1214: The second server sends updated environment information to the first server.
[0215] Step 1215: The first server generates an affinity rendering animation based on the updated environment information and sends it to the battle control process.
[0216] Step 1216: Display the affinity rendering animation during the battle control process.
[0217] Step 1217: The battle control process stops running after the turn-based battle is confirmed to be over.
[0218] Step 1218: After determining that the turn-based battle has ended, the scene control process renders the halo based on the cached halo rendering information.
[0219] Step 1219: After the threshold duration, the scene control process cancels the rendering of the halo and restores the display of the corresponding world scene.
[0220] In some embodiments, reference Figure 14In turn-based combat, the leftmost vertical flow represents the main inter-turn loop of the combat control side. Its interaction with the scene control side occurs primarily at two points: the first is after the player selects a skill, determining whether the skill will trigger an aura. If the skill triggers an aura, the combat control side needs to interact with the scene control side. The combat control side needs to send a request to the scene control side to retrieve aura rendering information. Then, based on whether the aura was successfully added, it decides whether to modify the virtual world (such as land tiles) and ends the scene control side's process.
[0221] The second time point is after the turn-based battle has ended and the rendering of skills and auras has been completed. The first server on the battle control side needs to retrieve updated environment information from the second server on the scene control side, generate affinity rendering animation based on the updated environment information, and send it to the battle control process on the battle control side for display.
[0222] In summary, the technical solution provided by this application embodiment obtains battle rendering information by supporting the implementation of battle behavior processing logic through the battle control process and the first server, and obtains halo rendering information by supporting the implementation of halo processing logic through the scene control process and the second server. This eliminates the need to maintain a copy of the battle behavior processing logic and halo processing logic on both the battle control side and the scene control side, and only requires maintaining a copy of the scene information on the scene control side. This reduces the redundancy in business logic and data maintenance in turn-based battles, thereby reducing maintenance overhead.
[0223] Furthermore, by supporting different processes to execute the halo processing logic and the battle behavior processing logic, the halo processing logic and the battle behavior processing logic can be decoupled, thereby improving the independence of business logic and reducing the difficulty of maintaining and expanding turn-based battles. At the same time, since the underlying code originally belonged to the first or second server, there is no need to be compatible with the first or second server, thus reducing the difficulty of code development.
[0224] In addition, by supporting the first server to send battle rendering information and the second server to send halo rendering information, the problem of the client needing to be compatible with multiple rendering information sources when processing the same rendering information is avoided, which would have caused both the first and second servers to send battle rendering information or halo rendering information. This reduces the pressure on the client to process rendering information.
[0225] In addition, in turn-based battles, by supporting the first server to call halo rendering information to the second server and the scene control process to provide halo rendering information to the battle control process, information interaction between the battle control side and the scene control side is realized, thereby enabling the battle control side and the scene control side to perform consistently and improving the integration between the battle control side and the scene control side.
[0226] In addition, by using the battle rendering tag to indicate the display position and timing of the halo, not only can the amount of data transmitted be reduced, but the rendering of battle behavior and halo can also be seamlessly connected. This reduces the amount of data transmitted during each interaction, improves the rendering effect of the battle, and synchronizes the battle control side and the scene control side in halo rendering, further enhancing the integration between the world scene and the battle scene.
[0227] The following are embodiments of the apparatus described in this application, which can be used to execute the embodiments of the method described in this application. For details not disclosed in the apparatus embodiments of this application, please refer to the embodiments of the method described in this application.
[0228] Please refer to Figure 15 This diagram illustrates a block diagram of a turn-based battle interface display device according to an embodiment of this application. The device has the functionality to implement the method example described above; this functionality can be implemented in hardware or by hardware executing corresponding software. The device can be the computer device described above, or it can be installed within a computer device. Figure 15 As shown, the device 1500 includes a battle control module 1501 and a scene control module 1502.
[0229] The battle control module 1501 is used to send a battle initiation request to the first server when the battle control process detects that a participant in a turn-based battle has initiated a battle.
[0230] The battle control module 1501 is further configured to receive battle rendering information from the first server through the battle control process; wherein the battle rendering information is used to render the battle behavior.
[0231] Scene control module 1502 is used to receive aura rendering information from a second server through a scene control process; wherein, the aura rendering information is generated by the second server based on the aura information sent by the first server, the aura information is used to indicate the aura triggered by the battle behavior, and the aura affects the elements in the turn-based battle scene.
[0232] The scene control module 1502 is also used to send the halo rendering information to the battle control process through the scene control process.
[0233] The battle control module 1501 is further configured to render the halo according to the halo rendering information during the process of rendering the battle behavior according to the battle rendering information through the battle control process.
[0234] In some embodiments, the scene control module 1502 is further configured to receive a battle rendering tag from the second server through the scene control process; wherein the battle rendering tag is generated by the first server based on the battle behavior when the battle behavior satisfies the triggering of the aura.
[0235] The scene control module 1502 is also used to send the battle rendering tag to the battle control process.
[0236] The battle control module 1501 is further configured to render the halo according to the halo rendering information during the process of rendering the battle behavior according to the battle rendering information, based on the display timing and display position indicated by the battle rendering tag, through the battle control process.
[0237] In some embodiments, the scene control module 1502 is further configured to:
[0238] The halo rendering information is cached through the scene control process;
[0239] The scene control process renders the halo according to the cached halo rendering information.
[0240] In some embodiments, the scene control module 1502 is further configured to, upon entering the turn-based battle, obtain basic information corresponding to the participants in the turn-based battle and environmental information corresponding to the battle scene through the scene control process, and send the basic information and the environmental information to the second server.
[0241] The battle control module 1501 is further configured to receive the battle screen of the turn-based battle from the first server through the battle control process; wherein the battle screen of the turn-based battle is generated by the first server based on the basic information and the environmental information sent by the second server.
[0242] The battle control module 1501 is also used to display the battle screen of the turn-based battle through the battle control process.
[0243] In some embodiments, the battle control module 1501 is further configured to send a rendering end notification of the battle behavior to the first server through the battle control process.
[0244] The battle control module 1501 is further configured to receive an affinity rendering animation from the first server through the battle control process; wherein the affinity rendering animation is generated by the first server based on the updated environment information sent by the second server, the updated environment information refers to the environment information of the battle scene after being affected by the halo, and the affinity rendering animation is used to indicate the affinity between the participant and the updated environment information, the affinity affecting the skill strength of the participant.
[0245] The battle control module 1501 is also used to display the affinity rendering animation through the battle control process.
[0246] In summary, the technical solution provided by this application embodiment obtains battle rendering information by supporting the implementation of battle behavior processing logic through the battle control process and the first server, and obtains halo rendering information by supporting the implementation of halo processing logic through the scene control process and the second server. This eliminates the need to maintain a copy of the battle behavior processing logic and halo processing logic on both the battle control side and the scene control side, and only requires maintaining a copy of the scene information on the scene control side. This reduces the redundancy in business logic and data maintenance in turn-based battles, thereby reducing maintenance overhead.
[0247] Furthermore, by supporting different processes to execute the halo processing logic and the battle behavior processing logic, the halo processing logic and the battle behavior processing logic can be decoupled, thereby improving the independence of business logic and reducing the difficulty of maintaining and expanding turn-based battles. At the same time, since the underlying code originally belonged to the first or second server, there is no need to be compatible with the first or second server, thus reducing the difficulty of code development.
[0248] In addition, by supporting the first server to send battle rendering information and the second server to send halo rendering information, the problem of the client needing to be compatible with multiple rendering information sources when processing the same rendering information is avoided, which would have caused both the first and second servers to send battle rendering information or halo rendering information. This reduces the pressure on the client to process rendering information.
[0249] In addition, in turn-based battles, by supporting the first server to call halo rendering information to the second server and the scene control process to provide halo rendering information to the battle control process, information interaction between the battle control side and the scene control side is realized, thereby enabling the battle control side and the scene control side to perform consistently and improving the integration between the battle control side and the scene control side.
[0250] It should be noted that the apparatus provided in the above embodiments is only illustrated by the division of the above functional modules when implementing its functions. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.
[0251] Figure 16 A structural block diagram of a computer system provided in one embodiment of this application is shown. The computer system 1600 includes: a first terminal 120, a server 140, a second terminal 160, and a third terminal 180.
[0252] The first terminal 120 has an application that supports the virtual world installed and running. This application can be any one of the following: a 3D map application, a virtual reality application, an augmented reality application, an RPG application, a turn-based game application, or a turn-based RPG application. The first terminal 120 is the terminal used by the first user. The first user uses the first terminal 120 to control a first virtual character located in the virtual world to perform activities. The first virtual character acts as the main virtual character. These activities include, but are not limited to: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, capturing pet virtual characters, controlling pet virtual characters, raising pet virtual characters, using pet virtual characters to pick fruits, using pet virtual characters to fight, using throwing items, and attacking other virtual characters. For example, the first virtual character is a first virtual persona, such as a realistic character object or an anime character object. For example, the first user controls the first virtual character's activities through UI controls on the virtual world screen, and the first user controls the first virtual character to throw pet virtual characters through UI controls on the virtual world screen.
[0253] The first terminal 120 is connected to the server 140 via a wireless network or a wired network.
[0254] Server 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. For example, server 140 includes a processor 144 and a memory 142. Memory 142 further includes a receiving module 1421, a control module 1422, and a sending module 1423. The receiving module 1421 receives requests sent by clients, such as a request to detect the location of an enemy virtual character. The control module 1422 controls the rendering of the virtual world image. The sending module 1423 sends responses to clients, such as sending the location of a third virtual character. Server 140 provides background services for applications supporting a three-dimensional virtual world. Optionally, server 140 undertakes the primary computing work, while the first terminal 120, the second terminal 160, and the third terminal 180 undertake secondary computing work; or, server 140 undertakes secondary computing work, while the first terminal 120, the second terminal 160, and the third terminal 180 undertake the primary computing work; or, server 140, the first terminal 120, the second terminal 160, and the third terminal 180 collaborate using a distributed computing architecture.
[0255] The second terminal 160 has an application that supports the virtual world installed and running. The second terminal 160 is used by the second user, who uses it to control a second virtual character in the virtual world, with the second virtual character also acting as the main virtual character. The third terminal 180 has an application that supports the virtual world installed and running. The third terminal 180 is used by the third user, who uses it to control a third virtual character in the virtual world.
[0256] Optionally, the first, second, and third virtual characters exist in the same virtual world. The first and second virtual characters belong to different factions, while the second and third virtual characters belong to the same faction.
[0257] Optionally, the applications installed on the first terminal 120, the second terminal 160, and the third terminal 180 are the same, or the applications installed on the three terminals are the same type of application on different operating system platforms (Android or iOS). The first terminal 120, the second terminal 160, and the third terminal 180 can all refer to one of multiple terminals; this embodiment only uses the first terminal 120, the second terminal 160, and the third terminal 180 as examples. The device types of the first terminal 120, the second terminal 160, and the third terminal 180 may be the same or different, and these device types include at least one of the following: smartphones, smartwatches, smart TVs, tablets, e-book readers, MP3 players, MP4 players, laptops, and desktop computers. The following embodiment uses smartphones as an example.
[0258] Those skilled in the art will understand that the number of terminals described above can be more or less. For example, there may be only one terminal, or there may be dozens or hundreds of terminals, or even more. This application does not limit the number of terminals or the type of device.
[0259] Figure 17 A structural block diagram of a computer device 1700 according to an embodiment of this application is shown. The computer device 1700 may be a portable mobile terminal, such as a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), or MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 1700 may also be referred to as a user device, portable terminal, or other names.
[0260] Typically, computer device 1700 includes a processor 1701 and a memory 1702.
[0261] Processor 1701 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1701 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1701 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1701 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 1701 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0262] The memory 1702 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1702 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1702 is used to store at least one instruction, which is executed by the processor 1701 to implement the turn-based battle-based interface display method or the turn-based battle-based information provision method provided in the embodiments of this application.
[0263] In some embodiments, the computer device 1700 may also optionally include: a peripheral device interface 1703 and at least one peripheral device. Specifically, the peripheral device includes at least one of: a radio frequency circuit 1704, a touch display screen 1705, a camera assembly 1706, an audio circuit 1707, and a power supply 1708.
[0264] Peripheral interface 1703 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1701 and memory 1702. In some embodiments, processor 1701, memory 1702 and peripheral interface 1703 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1701, memory 1702 and peripheral interface 1703 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0265] The radio frequency (RF) circuit 1704 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1704 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1704 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 1704 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 1704 can communicate with other terminals through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1704 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.
[0266] Touchscreen display 1705 is used to display a UI (User Interface). This UI may include graphics, text, icons, video, and any combination thereof. Touchscreen display 1705 also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 1701 for processing. Touchscreen display 1705 is used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, touchscreen display 1705 may be a single display, located on the front panel of computer device 1700; in other embodiments, there may be at least two touchscreen displays, respectively located on different surfaces of computer device 1700 or in a folded design; in some embodiments, touchscreen display 1705 may be a flexible display, located on a curved or folded surface of computer device 1700. Furthermore, touchscreen display 1705 may be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. Touchscreen display 1705 may be made of materials such as LCD (Liquid Crystal Display) or OLED (Organic Light-Emitting Diode).
[0267] The camera assembly 1706 is used to acquire images or videos. Optionally, the camera assembly 1706 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is used for video calls or selfies, and the rear-facing camera is used for taking photos or videos. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, and a wide-angle camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, and panoramic shooting and VR (Virtual Reality) shooting by fusion of the main camera and the wide-angle camera. In some embodiments, the camera assembly 1706 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash is a combination of a warm-light flash and a cool-light flash, which can be used for light compensation at different color temperatures.
[0268] Audio circuitry 1707 provides an audio interface between the user and computer device 1700. Audio circuitry 1707 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to processor 1701 for processing, or input to radio frequency circuitry 1704 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each located at a different location within computer device 1700. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from processor 1701 or radio frequency circuitry 1704 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, audio circuitry 1707 may also include a headphone jack.
[0269] Power supply 1708 is used to supply power to the various components in computer device 1700. Power supply 1708 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1708 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0270] In some embodiments, the computer device 1700 further includes one or more sensors 1709. The one or more sensors 1709 include, but are not limited to, an accelerometer 1710, a gyroscope 1711, a pressure sensor 1712, an optical sensor 1713, and a proximity sensor 1714.
[0271] Accelerometer 1710 can detect the magnitude of acceleration along the three coordinate axes of a coordinate system established by computer device 1700. For example, accelerometer 1710 can be used to detect the components of gravitational acceleration along the three coordinate axes. Processor 1701 can control touchscreen display 1705 to display the user interface in landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 1710. Accelerometer 1710 can also be used for games or for acquiring user motion data.
[0272] The gyroscope sensor 1711 can detect the orientation and rotation angle of the computer device 1700. The gyroscope sensor 1711 can work in conjunction with the accelerometer sensor 1710 to acquire 3D motion data from the user on the computer device 1700. Based on the data acquired by the gyroscope sensor 1711, the processor 1701 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.
[0273] The pressure sensor 1712 can be disposed on the side bezel of the computer device 1700 and / or on the lower layer of the touch display screen 1705. When the pressure sensor 1712 is disposed on the side bezel of the computer device 1700, it can detect the user's grip signal on the computer device 1700 and perform left / right hand recognition or quick operation based on the grip signal. When the pressure sensor 1712 is disposed on the lower layer of the touch display screen 1705, it can control operable controls on the UI interface based on the user's pressure operation on the touch display screen 1705. Operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0274] Optical sensor 1713 is used to collect ambient light intensity. In one embodiment, processor 1701 can control the display brightness of touch display screen 1705 based on the ambient light intensity collected by optical sensor 1713. Specifically, when the ambient light intensity is high, the display brightness of touch display screen 1705 is increased; when the ambient light intensity is low, the display brightness of touch display screen 1705 is decreased. In another embodiment, processor 1701 can also dynamically adjust the shooting parameters of camera assembly 1706 based on the ambient light intensity collected by optical sensor 1713.
[0275] The proximity sensor 1714, also known as a distance sensor, is typically located on the front of the computer device 1700. The proximity sensor 1714 is used to detect the distance between the user and the front of the computer device 1700. In one embodiment, when the proximity sensor 1714 detects that the distance between the user and the front of the computer device 1700 is gradually decreasing, the processor 1701 controls the touchscreen display 1705 to switch from a screen-on state to a screen-off state; when the proximity sensor 1714 detects that the distance between the user and the front of the computer device 1700 is gradually increasing, the processor 1701 controls the touchscreen display 1705 to switch from a screen-off state to a screen-on state.
[0276] Those skilled in the art will understand that Figure 17 The structure shown does not constitute a limitation on the computer device 1700, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0277] In one exemplary embodiment, a computer-readable storage medium is also provided, wherein a computer program is stored therein, which, when executed by a processor, implements the above-described turn-based battle-based interface display method or the above-described turn-based battle-based information provision method.
[0278] Optionally, the computer-readable storage medium may include: ROM (Read-Only Memory), RAM (Random-Access Memory), SSD (Solid State Drives), or optical disc, etc. The random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).
[0279] In one exemplary embodiment, a computer program product or computer program is also provided, the computer program product or computer program including computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, causing the computer device to perform the aforementioned turn-based battle-based interface display method, or the aforementioned turn-based battle-based information provision method.
[0280] It should be noted that all information (including but not limited to object device information, object personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.), and signals involved in this application have been authorized by the object or fully authorized by all parties, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the virtual characters, operations, world scenes, and battle scenes involved in this application were all obtained with full authorization.
[0281] It should be understood that "multiple" as used herein 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 are in an "or" relationship. Furthermore, the step numbers described herein are merely illustrative of one possible execution order. In some other embodiments, the steps may not be executed in numerical order, such as two steps with different numbers being executed simultaneously, or two steps with different numbers being executed in the reverse order of the illustration. This application does not limit this.
[0282] The above description is merely an exemplary embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A method for displaying an interface based on turn-based combat, characterized in that, The method is executed by a client, which runs a scene control process and a battle control process. The method includes: When the battle control process detects that a participant in a turn-based battle has initiated a battle action, it sends a request to the first server to initiate the battle action. The battle control process receives battle rendering information from the first server; wherein, the battle rendering information is used to render the battle behavior; The scene control process receives aura rendering information from the second server; wherein, the aura rendering information is generated by the second server based on the aura information sent by the first server, and the aura information is used to indicate the aura triggered by the battle behavior, and the aura affects the elements in the turn-based battle scene; The scene control process sends the halo rendering information to the battle control process; During the process of rendering the battle behavior based on the battle rendering information, the battle control process renders the halo based on the halo rendering information.
2. The method according to claim 1, characterized in that, The method further includes: The scene control process receives a battle rendering tag from the second server; wherein, the battle rendering tag is generated by the first server based on the battle behavior when the battle behavior satisfies the triggering of the aura. The scene control process sends the battle rendering tag to the battle control process; During the rendering of the battle behavior based on the battle rendering information, the battle control process renders the halo based on the halo rendering information, including: The battle control process renders the halo according to the halo rendering information during the process of rendering the battle behavior based on the battle rendering information, according to the display timing and display position indicated by the battle rendering tag.
3. The method according to claim 1, characterized in that, The method further includes: The scene control process caches the halo rendering information; The scene control process renders the halo based on the cached halo rendering information.
4. The method according to claim 1, characterized in that, The method further includes: When entering the turn-based battle, the scene control process obtains the basic information of the participants in the turn-based battle and the environmental information of the battle scene, and sends the basic information and the environmental information to the second server. The battle control process receives the battle screen of the turn-based battle from the first server; wherein the battle screen of the turn-based battle is generated by the first server based on the basic information and the environmental information sent by the second server. The battle control process displays the battle screen of the turn-based battle.
5. The method according to claim 1, characterized in that, During the rendering of the battle behavior based on the battle rendering information, the battle control process, after rendering the halo based on the halo rendering information, further includes: The battle control process sends a rendering end notification for the battle behavior to the first server; The battle control process receives an affinity rendering animation from the first server; wherein, the affinity rendering animation is generated by the first server based on the updated environment information sent by the second server, the updated environment information refers to the environment information of the battle scene after being affected by the aura, the affinity rendering animation is used to indicate the affinity between the participants and the updated environment information, and the affinity affects the skill strength of the participants; The battle control process displays the affinity rendering animation.
6. A method for providing information based on turn-based combat, characterized in that, The method is executed by a server, which includes a first server and a second server, and the method includes: The first server receives a battle action initiation request sent by the battle control process, and generates battle rendering information corresponding to the battle action based on the initiation request; wherein, the battle action is initiated by a participant in a turn-based battle, and the battle rendering information is used to render the battle action. When the first server determines that the battle behavior triggers an aura, it sends a call request to the second server; wherein, the call request includes aura information for indicating the aura, and the aura affects elements in the turn-based battle scene; The second server generates halo rendering information according to the call request and sends the halo rendering information to the scene control process. The halo rendering information is sent by the scene control process to the battle control process and is used to render the halo. After receiving a notification of successful delivery of the halo rendering information from the second server, the first server sends the battle rendering information to the battle control process.
7. The method according to claim 6, characterized in that, The method further includes: When the first server determines that the battle behavior triggers the aura, it generates a battle rendering tag based on the battle behavior; wherein, the battle rendering tag is used to indicate the display timing and display position of the aura; The first server sends the battle rendering tag to the second server; The second server sends the battle rendering tag to the scene control process, and the battle rendering tag is sent by the scene control process to the battle control process.
8. The method according to claim 6, characterized in that, The method further includes: When the aura is triggered in the intermediate round of the turn-based battle, the second server sends the aura rendering information and the battle rendering tag generated by the first server to the scene control process. or, When the aura is triggered in the last round of the turn-based battle, the second server sends the aura rendering information, the battle rendering tag generated by the first server, and the turn-based battle end notification to the scene control process.
9. The method according to claim 6, characterized in that, The second server generates halo rendering information based on the call request, including: If the plot of land corresponding to the halo already has a historical halo, the second server generates the halo rendering information based on the relationship between the historical halo and the halo. Wherein, if there is an overlap relationship between the historical halo and the halo, the halo rendering information is used to cancel the influence of the historical halo on the plot and add the influence of the halo on the plot; or, if there is a mutual exclusion relationship between the historical halo and the halo, the halo rendering information is used to maintain the influence of the historical halo on the plot.
10. The method according to claim 6, characterized in that, The method further includes: The second server receives basic information about the participants in the turn-based battle and environmental information about the battle scene from the scene control process. The second server sends the basic information and the environmental information to the first server; The first server generates the turn-based battle screen based on the basic information and the environmental information, and sends the turn-based battle screen to the battle control process.
11. The method according to claim 6, characterized in that, The method further includes: After receiving the rendering end notification of the battle behavior sent by the battle control process, the first server sends a request to the second server to obtain updated environment information; wherein, the updated environment information refers to the environment information of the battle scene after being affected by the halo. The second server sends the updated environment information to the first server; The first server generates an affinity rendering animation based on the updated environment information; wherein, the affinity rendering animation is used to indicate the affinity between the participant and the updated environment information, and the affinity affects the skill strength of the participant; The first server sends the affinity rendering animation to the battle control process.
12. The method according to claim 11, characterized in that, The first server generates an affinity rendering animation based on the updated environment information, including: The first server determines the land potential energy and weather potential energy corresponding to the participant based on the updated environmental information; wherein, the land potential energy is used to represent the impact of the land type on the participant, and the weather potential energy is used to represent the impact of weather and time on the participant; The first server determines the environmental potential energy corresponding to the participant based on the land potential energy and weather potential energy corresponding to the participant. The first server generates the affinity rendering animation based on the environmental potential energy corresponding to the participant and the attribute information of the participant.
13. A user interface display device based on turn-based combat, characterized in that, The device includes: The battle control module is used to send a battle initiation request to the first server when the battle control process detects that a participant in a turn-based battle has initiated a battle. The battle control module is further configured to receive battle rendering information from the first server through the battle control process; wherein the battle rendering information is used to render the battle behavior. The scene control module is used to receive aura rendering information from the second server through the scene control process; wherein, the aura rendering information is generated by the second server based on the aura information sent by the first server, and the aura information is used to indicate the aura triggered by the battle behavior, and the aura affects the elements in the battle scene of the turn-based battle; The scene control module is also used to send the halo rendering information to the battle control process through the scene control process; The battle control module is also used to render the halo according to the halo rendering information during the process of rendering the battle behavior according to the battle rendering information through the battle control process.
14. A computer system, characterized in that, The computer system includes a client and a server, the client being used to execute the interface display method based on turn-based battle as described in any one of claims 1 to 5, and the server being used to execute the information provision method based on turn-based battle as described in any one of claims 6 to 12.
15. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the interface display method based on turn-based battle as described in any one of claims 1 to 5, or to implement the information provision method based on turn-based battle as described in any one of claims 6 to 12.
16. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, which is loaded and executed by a processor to implement the interface display method based on turn-based battle as described in any one of claims 1 to 5, or to implement the information provision method based on turn-based battle as described in any one of claims 6 to 12.
17. A computer program product, characterized in that, The computer program product includes computer instructions stored in a computer-readable storage medium. The processor reads and executes the computer instructions from the computer-readable storage medium to implement the interface display method based on turn-based battle as described in any one of claims 1 to 5, or to implement the information provision method based on turn-based battle as described in any one of claims 6 to 12.
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