Multi-track game processing method and device, equipment and storage medium

By designing multi -track scenarios in the game and randomly generating obstacles, the problem of controlling regions in traditional rail games and fixed methods of controlling regions and obstacles are solved, which improves the complexity of the game and the player's experience.

CN119327117APending Publication Date: 2025-01-21GUANGZHOU YINGFENG NETWORK TECH CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202411210420.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-08-30
Publication Date
2025-01-21

AI Technical Summary

Technical Problem

In traditional track games, the control area of ​​the operation object is single, and the generation method of obstacles is fixed, which affects the player's game experience.

Method used

By designing multi-track scenes, the diversity of control areas of game objects is increased, and obstacles are randomly generated on the target tracks to improve the randomness of game processing.

Benefits of technology

Increases the complexity and randomness of the game, and enhances the player's game experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119327117A_ABST
    Figure CN119327117A_ABST
Patent Text Reader

Abstract

The embodiment of the invention discloses a multi-track game processing method and device, equipment and a storage medium, and the method comprises the steps that under the condition that a game starting instruction is received, corresponding game resources are loaded, and the game resources comprise multi-track background data, operation object data and obstacle data in a game; rendering the multi-track background data and the operation object data to generate a first track area and a second track area in the game picture, a first operation object at the position of the first track area and a second operation object at the position of the second track area; according to the obstacle data and a preset obstacle generation rule, randomly generating an obstacle on each track area position; under the condition that an object operation instruction is received, a target track area corresponding to the object operation instruction is determined, and an operation object in the target track area is controlled to move based on the object operation instruction so as to avoid the obstacle. The randomness of game processing can be improved, so that the game experience feeling of players is improved.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The embodiments of the present application relate to the field of game technology, and in particular to a multi-track game processing method, device, equipment and storage medium. Background Art

[0002] Track games are played by setting corresponding control instructions in the game interface in advance, so that players can select corresponding control instructions in the game console interface according to the game rules to control the game objects in the game to perform corresponding actions, thereby achieving the corresponding game goals.

[0003] Traditional track games usually involve strategies and processing for track layout, component usage, and goal achievement. Different types of track games have different gameplay and goals, but the common point is that players need to achieve game goals through reasonable planning and operation. Taking parkour games as an example, a track is usually set up in the game, and the operating object is controlled to jump or slide on the track so that the operating object can avoid obstacles. However, the traditional track layout method makes the control area of ​​the operating object single, and the shape and position of the obstacles are generated based on the pre-set fixed obstacle data. The layout of each component in the game is single and fixed, which affects the player's gaming experience. Summary of the invention

[0004] The embodiments of the present application provide a multi-track game processing method, device, equipment and storage medium, which solves the problem that the control area of ​​the operating object in traditional track games is single, the obstacle generation method is fixed, and the player's gaming experience is affected. By designing a multi-track scene to increase the diversity of the control area of ​​the game object, and by randomly generating obstacles on the target track, the randomness of the game processing can be improved, thereby improving the player's gaming experience.

[0005] In a first aspect, an embodiment of the present application provides a multi-track game processing method, comprising:

[0006] When receiving a game start instruction, loading corresponding game resources, the game resources including multi-track background data, operation object data and obstacle data in the game;

[0007] Rendering the multi-track background data and the operation object data to generate a first track area and a second track area in a game screen, as well as a first operation object at the position of the first track area and a second operation object at the position of the second track area;

[0008] Randomly generate obstacles at each track area position according to the obstacle data and a preset obstacle generation rule;

[0009] When an object operation instruction is received, a target track area corresponding to the object operation instruction is determined, where the target track area is the first track area or the second track area, and an operation object in the target track area is controlled to move based on the object operation instruction to avoid the obstacle.

[0010] Optionally, the randomly generating obstacles at the position of each track area according to the obstacle data and a preset obstacle generation rule includes:

[0011] The obstacle position, obstacle shape, obstacle size and obstacle generation time in the obstacle data are randomly combined according to the obstacle generation rule to generate an obstacle at each track area position.

[0012] Optionally, determining a target track area corresponding to the object operation instruction includes:

[0013] Determine the operation type of the object operation instruction, and if the operation type is a selection instruction, perform instruction parsing on the selection instruction to obtain the operation coordinates corresponding to the selection instruction;

[0014] Determine the region to which the operation coordinates belong, and determine the region to which the operation coordinates belong as the target track region;

[0015] In the case where the operation type is a control instruction, the target track area is determined according to the storage time of each historical target track area in the history database.

[0016] Optionally, determining the target track area according to the storage time of each historical target track area in the historical database includes:

[0017] Determine the target storage time closest to the current time according to the storage time of each historical target track area in the historical database, and determine the historical target track area corresponding to the target storage time as the target track area;

[0018] Accordingly, the step of controlling the operation object in the target track area to move based on the object operation instruction includes:

[0019] The control instruction is parsed to obtain a moving position and a moving type, and the operation object of the target track area is controlled according to the moving position and the moving type.

[0020] Optionally, after controlling the operation object of the target track area to move based on the object operation instruction, the method further includes:

[0021] The moving trajectory of the operation object and the target obstacle data of the obstacle closest to the operation object are acquired in real time, collision detection is performed according to the moving trajectory and the target obstacle data, and the game status data is updated according to the collision detection result to obtain updated game status data.

[0022] Optionally, updating the game status data according to the collision detection result to obtain updated game status data includes:

[0023] Determine the type of the collision detection result, and if the collision detection result is no collision, determine the game state update time point according to the displacement speed of the operation object, and perform data destruction processing on the target obstacle data at the game state update time point to obtain first game state data;

[0024] When the collision detection result is a collision, game failure data is generated, and the game status data is updated based on the game failure data to obtain second game status data.

[0025] Optionally, generating obstacles at each track area position includes:

[0026] The order of generating obstacles on each track area is determined according to the obstacle generating rule, and the obstacles at the position of each track area are generated according to the obstacle generating order.

[0027] In a second aspect, an embodiment of the present application provides a multi-track game processing device, comprising:

[0028] A game resource loading module, used to load corresponding game resources when receiving a game start instruction, wherein the game resources include multi-track background data, operation object data and obstacle data in the game;

[0029] A rendering module, used for rendering the multi-track background data and the operation object data, generating a first track area and a second track area in a game screen, and a first operation object at the position of the first track area and a second operation object at the position of the second track area;

[0030] An obstacle generation module, used for randomly generating obstacles at the position of each track area according to the obstacle data and a preset obstacle generation rule;

[0031] a target track area determination module, configured to determine, when receiving an object operation instruction, a target track area corresponding to the object operation instruction, wherein the target track area is the first track area or the second track area;

[0032] The operation object control module is used to control the operation object in the target track area to move based on the object operation instruction to avoid the obstacle.

[0033] In a third aspect, an embodiment of the present application provides an electronic device, comprising: one or more processors; a storage device configured to store one or more programs, and when the one or more programs are executed by the one or more processors, the one or more processors implement the multi-track game processing method described in the first aspect.

[0034] In a fourth aspect, an embodiment of the present application provides a storage medium comprising computer executable instructions, which, when executed by a computer processor, are used to execute the multi-track game processing method as described in the first aspect.

[0035] The embodiment of the present application loads the corresponding game resources when receiving the game start command, and the game resources include multi-track background data, operation object data and obstacle data in the game; renders the multi-track background data and operation object data to generate the first track area and the second track area in the game screen, as well as the first operation object at the position of the first track area and the second operation object at the position of the second track area; randomly generates obstacles at the position of each track area according to the obstacle data and the preset obstacle generation rules; when receiving the object operation instruction, determines the target track area corresponding to the object operation instruction, the target track area is the first track area or the second track area, and controls the operation object of the target track area to move based on the object operation instruction to avoid the obstacle. The complexity of the game can be increased by rendering two track areas and controlling the operation objects in the two track areas respectively, and the randomness and personalization level of the game processing can be improved by randomly generating obstacles in each track area, thereby improving the game experience of the player. BRIEF DESCRIPTION OF THE DRAWINGS

[0036] Figure 1 is a flow chart of a multi-track game processing method provided by an embodiment of the present application;

[0037] Figure 2 This is a schematic diagram of a multi-track game screen rendering provided by an embodiment of the present application;

[0038] Figure 3 is a flow chart of a method for determining a target track area provided in an embodiment of the present application;

[0039] Figure 4 is a flowchart of a method for updating game status data provided by an embodiment of the present application;

[0040] Figure 5It is a structural schematic diagram of a multi-track game processing device provided in an embodiment of the present application;

[0041] Figure 6 It is a structural schematic diagram of a multi-track game processing device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0042] In order to make the purpose, technical scheme and advantages of the present application clearer, the specific embodiments of the present application are further described in detail below in conjunction with the accompanying drawings. It is understood that the specific embodiments described herein are only used to explain the present application, rather than to limit the present application. It should also be noted that, for the convenience of description, only the part related to the present application but not all the contents are shown in the accompanying drawings. Before discussing the exemplary embodiments in more detail, it should be mentioned that some exemplary embodiments are described as processes or methods depicted as flow charts. Although the flow chart describes each operation (or step) as a sequential process, many of the operations therein can be implemented in parallel, concurrently or simultaneously. In addition, the order of each operation can be rearranged. The process can be terminated when its operation is completed, but it can also have additional steps not included in the accompanying drawings. The process can correspond to a method, a function, a procedure, a subroutine, a subprogram, etc.

[0043] The following will be combined with the drawings in the embodiments of the present application to clearly describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are part of the embodiments of the present application, rather than all the embodiments. All other embodiments obtained by ordinary technicians in this field based on the embodiments in the present application belong to the scope of protection of this application.

[0044] The terms "first", "second", etc. in the specification and claims of the present application are used to distinguish similar objects, and are not used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable under appropriate circumstances, so that the embodiments of the present application can be implemented in an order other than those illustrated or described here, and the objects distinguished by "first", "second", etc. are generally of one type, and the number of objects is not limited. For example, the first object can be one or more. In addition, "and / or" in the specification and claims represents at least one of the connected objects, and the character " / " generally indicates that the objects associated with each other are in an "or" relationship.

[0045] The multi-track game processing method, device, equipment and medium provided in the embodiments of the present application are described in detail below in conjunction with the accompanying drawings through specific embodiments and their application scenarios.

[0046] The application scenario of the embodiment of the present application can be a parkour game, such as designing multiple tracks in a parkour game, and controlling the operating objects in the corresponding track area to avoid obstacles during the game time, thereby completing the game task. Based on the above usage scenario, it can be understood that the execution subject of this solution is the server.

[0047] Figure 1 is a flowchart of a multi-track game processing method provided by an embodiment of the present application, such as Figure 1 As shown, including:

[0048] Step S101: upon receiving a game start instruction, load corresponding game resources, wherein the game resources include multi-track background data, operation object data and obstacle data in the game.

[0049] Among them, the game start instruction can be a game start request instruction sent by a game player, and the game start instruction can be used to represent the game identifier of different games. In the case of receiving the game start instruction, the game resources of the corresponding game are loaded according to the game identifier represented by the game start instruction. Game resources refer to game elements used to realize player actions or consumed by other players' actions in the game. These resources can be physical game elements or purely virtual game elements, such as money, blood volume, blue volume, experience, etc. Optionally, the game resources include multi-track background data, operation object data and obstacle data in the game. Among them, the multi-track background data is used to represent the screen data of generating multiple track backgrounds in the game screen, such as the number of tracks, the color of the track, the length of the track, and the style of the track. The operation object data is the relevant data of the object controlled by the player in the game, which can be the shape, size, and skin of the operation object. Among them, the operation object can be a character, a vehicle, etc. Obstacle data is used to represent the elements generated in the game screen that hinder the operation object from passing the level. The obstacle data may include data such as the number of elements and the position of elements. In one embodiment, when a game start instruction is received from a game player through a client, multi-track background data, operation object data, obstacle data, etc. of the corresponding game are loaded according to the game identified by the game start instruction.

[0050] Step S102, rendering the multi-track background data and the operation object data to generate a first track area and a second track area in a game screen, as well as a first operation object at the position of the first track area and a second operation object at the position of the second track area.

[0051] The first track area and the second track area are track areas where the operation object can move. The first operation object is an operation object that can move on the first track area. The second operation object is an operation object that can move on the second track area. Figure 2 is a schematic diagram of a multi-track game screen rendering provided by an embodiment of the present application, such as Figure 2 As shown, in one embodiment, the multi-track background data and the operation object data are rendered respectively, so that the multi-track background data is rendered so that the data is presented in the form of graphics and images, making the data easier to understand and analyze, and obtaining the first track area 21 and the second track area 22. The operation object is rendered in the first track area to obtain the first operation object in the first track area, and the operation object is rendered in the second track area to obtain the second operation object in the second track area. Among them, the initial state of the first operation object 23 and the second operation object 24 obtained after the operation object is rendered can be in a running state by default.

[0052] Step S103: randomly generate obstacles at each track area position according to the obstacle data and preset obstacle generation rules.

[0053] Among them, the obstacle generation rule is a random generation method used to represent obstacles, such as random algorithms such as data probability algorithm and Las Vegas algorithm. Figure 2 As shown, in one embodiment, the shape, size, distribution position, etc. of the obstacles are calculated according to a preset random algorithm and obstacle data, so that random obstacles 25, 26, 27, 28, and 29 are generated on each track according to the calculation results.

[0054] In one embodiment, the randomly generating obstacles at the position of each track area according to the obstacle data and a preset obstacle generation rule includes:

[0055] The obstacle position, obstacle shape, obstacle size and obstacle generation time in the obstacle data are randomly combined according to the obstacle generation rule to generate an obstacle at each track area position.

[0056] Among them, the obstacle position can be used to represent the distribution of obstacles in the corresponding track area, and the obstacle position can include a ground position and an air position or any pixel coordinate area in the track, etc. The obstacle shape can include a cactus shape, a monster shape, a roller shape, etc. The obstacle generation time can be based on the current game time to generate multiple obstacle generation time points in real time. According to the obstacle generation rule, the obstacle position, obstacle shape, obstacle size and obstacle generation time are randomly combined to generate obstacles at each track area position. Exemplarily, if the obstacle shapes contained in the obstacle data are cactus shape, monster shape, roller shape, etc., the obstacle position is an arbitrary pixel coordinate area in the track area, and the obstacle sizes contained are A size, B size and C size, etc. The obstacle generation time point included is any time point within the game time. The above obstacle positions, obstacle shapes, obstacle sizes and obstacle generation time are freely combined. A size roller-shaped obstacle can be generated at any time point and any pixel coordinate area within the game time, or A size cactus-shaped obstacle can be generated at any time point and any pixel coordinate area within the game time, and many other free combinations can be used.

[0057] The above-mentioned obstacle generation rules randomly combine the obstacle position, obstacle shape, obstacle size and obstacle generation time in the obstacle data to generate obstacles at each track area position. This can increase the complexity of the game and improve the user's visual experience, thereby improving user satisfaction.

[0058] In one embodiment, generating obstacles at each track area position includes:

[0059] The order of generating obstacles on each track area is determined according to the obstacle generating rule, and the obstacles at the position of each track area are generated according to the obstacle generating order.

[0060] Exemplarily, the obstacle generation rule may be an alternating rule, and a dependent first obstacle generation area may be pre-set in the obstacle generation rule. If the first obstacle generation area is the first track area and the obstacle generation rule is an alternating rule, the first obstacle is generated in the first track area, the second obstacle is generated in the second track area, the third obstacle is generated in the first track area, the fourth obstacle is generated in the second track area, and so on. Obstacles at the position of each track area are generated according to the first obstacle generation area and the alternating rule.

[0061] As described above, by determining the order of obstacle generation on each track area according to the obstacle generation rules, and generating obstacles at the position of each track area according to the obstacle generation order, the display effect of the game screen can be guaranteed, and the incoordination of the obstacle generation effect in each track area can be avoided to affect the player's choice of the target track area.

[0062] Step S104: when receiving an object operation instruction, determining a target track area corresponding to the object operation instruction, where the target track area is the first track area or the second track area, and controlling the operation object in the target track area to move based on the object operation instruction to avoid the obstacle.

[0063] Among them, the object operation instruction is an instruction for indicating that the player controls the operation object in the game screen, and the object operation instruction may include a speed control instruction and an action control instruction for controlling the operation object. The target track area is the track area to be controlled by the player, and the number of the target track area may be one. Optionally, the target track area is any track area in the first track area 21 or the second track area 22. In one embodiment, when the object operation instruction is received, the target track area is determined according to the area identifier corresponding to the object operation instruction. And the moving speed of the operation object in the target track area is controlled according to the moving speed instruction in the object operation instruction, and the action of the operation object in the target track area is controlled according to the action instruction contained in the object operation instruction. Exemplarily, when the object operation instruction is received, it is determined that the area identifier corresponding to the object operation instruction is the "UP" identifier, then the target track area associated with the "UP" identifier is determined to be the first track area 21, if the moving speed instruction in the object operation instruction is 200u / s, and the action instruction is jump, then the first operation object 23 of the first track area 21 is controlled to jump and move at a speed of 200u / s to avoid the randomly generated obstacles in the first track area 21.

[0064] The embodiment of the present application loads the corresponding game resources when receiving the game start command, and the game resources include multi-track background data, operation object data and obstacle data in the game; renders the multi-track background data and operation object data to generate the first track area and the second track area in the game screen, as well as the first operation object at the position of the first track area and the second operation object at the position of the second track area; randomly generates obstacles at the position of each track area according to the obstacle data and the preset obstacle generation rules; when receiving the object operation instruction, determines the target track area corresponding to the object operation instruction, the target track area is the first track area or the second track area, and controls the operation object of the target track area to move based on the object operation instruction to avoid the obstacle. The complexity of the game can be increased by rendering two track areas and controlling the operation objects in the two track areas respectively, and the randomness and personalization level of the game processing can be improved by randomly generating obstacles in each track area, thereby improving the game experience of the player.

[0065] Figure 3 is a flow chart of a method for determining a target track area provided in an embodiment of the present application. Figure 3 As shown, including:

[0066] Step S301: determine the operation type of the object operation instruction. If the operation type is a selection instruction, parse the selection instruction to obtain the operation coordinates corresponding to the selection instruction.

[0067] In one embodiment, the operation type is suitable for representing different functions and purposes of the operation instruction, and the operation type may include data transmission instructions and operation instructions, etc. Optionally, the operation type may be a selection instruction or a control instruction. Among them, the selection instruction is an instruction for selecting a target object according to the user's instruction, and the control instruction is an instruction for controlling the operation behavior of the target object. The operation coordinates are used to represent the position in the game screen clicked by the player when generating the selection instruction. In one embodiment, the player can generate the selection instruction by clicking the corresponding position in the game screen, and generate the control instruction by clicking the control button in the game screen or by the control information input by the keyboard. After receiving the object operation instruction sent by the client, the operation type is determined according to the number of operation instructions received at the same time. If the number of operation instructions is one, the operation type of the operation instruction is determined to be a selection instruction. If the number of operation instructions received at the same time is multiple, the operation type of the operation instruction is determined to be a control instruction. In the case of determining that the operation type is a selection instruction, the selection instruction is parsed to obtain the relevant data for generating the selection instruction. Among them, the relevant information for generating the selection instruction may include the generation time of the selection instruction, etc. Optionally, the relevant information is the position in the game screen clicked when generating the selection instruction, that is, the operation coordinates corresponding to the selection instruction.

[0068] Step S302: Determine the region to which the operation coordinates belong, and determine the region to which the operation coordinates belong as the target track region.

[0069] In one embodiment, the area ranges of the first track area and the second track area are determined according to the multi-track background data, the area range to which the operation coordinates belong is determined according to the above-determined operation coordinates, and the area range is determined as the target track area.

[0070] Step S303: When the operation type is a control instruction, determine the target track area according to the storage time of each historical target track area in the history database.

[0071] The storage time of the historical target track area is the time of historically selecting each target track area and the time of controlling the operation object in each target track area. In one embodiment, when the operation type is a control instruction, the control instruction generation time closest to the current time is determined according to the selection time of each historical target track stored in the historical database, and the control area corresponding to the control instruction generation time closest to the current time is determined as the target track area. In one embodiment, if the storage time of any historical target track area is not stored in the historical database, the preset default track area is determined as the target track area.

[0072] In the above, the operation type of the object operation instruction is determined. When the operation type is a selection instruction, the selection instruction is parsed to obtain the operation coordinates corresponding to the selection instruction; the area to which the operation coordinates belong is determined, and the area to which the operation coordinates belong is determined as the target track area; when the operation type is a control instruction, the target track area is determined according to the storage time of each historical target track area in the historical database. Determining the target track area to be controlled according to the operation type of the object operation instruction enables the player to select or switch the corresponding target track area according to actual needs, thereby increasing the diversity and complexity of the game and improving the player's gaming experience.

[0073] In one embodiment, determining the target track area according to the storage time of each historical target track area in the historical database includes:

[0074] The target storage time closest to the current time is determined according to the storage time of each historical target track area in the historical database, and the historical target track area corresponding to the target storage time is determined as the target track area.

[0075] Among them, the generation time of the most recent selection instruction is determined as the target storage time according to the storage time of each historical target track area in the historical database, and the historical target track area corresponding to the target storage time is determined as the target track area.

[0076] Accordingly, the step of controlling the operation object in the target track area to move based on the object operation instruction includes:

[0077] The control instruction is parsed to obtain a moving position and a moving type, and the operation object of the target track area is controlled according to the moving position and the moving type.

[0078] Among them, the moving position can be used to represent the movable distance and movable height of the operation object, and can also be used to represent the starting position and ending position of the operation object starting to perform the corresponding action. The movement type can be used to represent the various movement modes of the operation object, such as running, jumping, sliding and rotating. In one embodiment, the player controls the moving direction, moving position and movement type of the operation object by clicking the control button in the game screen or inputting control information through the keyboard. Exemplary, the corresponding direction information is input by clicking different direction buttons, and the height of the jump or the distance of the jump is determined by controlling the click time of the corresponding button. In another embodiment, after receiving the control instruction, the control instruction is parsed to obtain the parsed data corresponding to the control instruction, such as the position coordinates of the jump operation, the distance of the jump and the jump height, and the operation object is controlled according to the information such as the position coordinates of the jump operation, the distance of the jump and the jump height.

[0079] In the above, the target storage time closest to the current time is determined according to the storage time of each historical target track area in the historical database, and the historical target track area corresponding to the target storage time is determined as the target track area; the control instruction is parsed to obtain the moving position and the moving type, and the operation object of the target track area is controlled according to the moving position and the moving type. The target track area to be controlled can be quickly determined according to the storage time of each historical target track area, and by parsing the control instruction and controlling the target track area based on the parsed data, the control response speed of the corresponding operation object can be improved, thereby improving the user experience.

[0080] Figure 4 is a flowchart of a method for updating game status data provided by an embodiment of the present application, such as Figure 4 As shown, including:

[0081] Step S401: upon receiving a game start instruction, load corresponding game resources, wherein the game resources include multi-track background data, operation object data and obstacle data in the game.

[0082] Step S402: Render the multi-track background data and the operation object data to generate a first track area and a second track area in a game screen, as well as a first operation object at the position of the first track area and a second operation object at the position of the second track area.

[0083] Step S403: randomly generate obstacles at each track area position according to the obstacle data and preset obstacle generation rules.

[0084] Step S404: upon receiving an object operation instruction, determining a target track area corresponding to the object operation instruction, the target track area being the first track area or the second track area, and controlling the operation object of the target track area to move based on the object operation instruction.

[0085] Step S405: acquiring in real time the moving trajectory of the operation object and the target obstacle data of the obstacle closest to the operation object, performing collision detection according to the moving trajectory and the target obstacle data, and updating the game status data according to the collision detection result to obtain updated game status data.

[0086] Among them, the target obstacle data is data used to represent the outline of the target obstacle, such as the length and shape of the edge line of the target obstacle. Collision detection is used to detect whether two objects or elements are in contact or collide. Game state data can be used to represent the data of the game screen, or it can represent state data such as game clearance or game failure. If the game state data is the state data of game clearance, the game pass data includes the score of the game. If the game state data is the state data of game failure, the game failure data includes the game failure source data. In one embodiment, the movement trajectory of the operation object is obtained in real time, the current position of the operation object and the obstacle closest to the current position are determined according to the real-time movement trajectory, and the target obstacle data of the obstacle, that is, the outline shape and outline size of the obstacle, etc. are obtained. The collision detection algorithm is used to perform collision detection on the movement trajectory and the outline data of the obstacle to determine whether the operation object collides with the nearest obstacle. The collision detection algorithm can be a circumscribed circle method, a GJK algorithm or an area comparison method, etc. The specific collision detection method can be determined based on actual needs and is not limited here.

[0087] In one embodiment, the game status data can be updated based on the result of the collision detection. If the collision result is "collision", the game failure information is generated based on the current collision position and game time, and the game status data is updated based on the game failure information. If the collision result is "no collision", the moving trajectory of the operation object and the target obstacle data of the nearest obstacle are continuously obtained, and collision detection is performed in real time until the game ends or the level is successfully cleared, and the corresponding game end information or level clearing success information is generated, and the game status data is updated based on the game end information or level clearing success information.

[0088] In the above, by acquiring the moving trajectory of the operating object and the target obstacle data of the obstacle closest to the operating object in real time, performing collision detection according to the moving trajectory and the target obstacle data, and updating the game status data according to the collision detection result, the updated game status data is obtained. The accuracy of the game judgment and the fairness of the game can be guaranteed through the accurate collision detection algorithm, thereby further improving user satisfaction.

[0089] In one embodiment, updating the game state data according to the collision detection result to obtain updated game state data includes:

[0090] Determine the type of the collision detection result, and if the collision detection result is no collision, determine the game state update time point according to the displacement speed of the operation object, and perform data destruction processing on the target obstacle data at the game state update time point to obtain first game state data;

[0091] When the collision detection result is a collision, game failure data is generated, and the game status data is updated based on the game failure data to obtain second game status data.

[0092] Among them, the game state data also includes data of each element in the game screen, such as the state data of each track background rendering node. In one embodiment, when the detection result is no collision, since the game screen moves with the movement of the operating object, the update speed of the game screen data can be calculated based on the displacement speed of the operating object. Among them, the start time and end time of the current game screen moving out of the client screen are calculated according to the displacement speed, and the target obstacle data moving out of the client screen is destroyed at the end time to obtain the first game state data. The first state data can be the game screen data displayed on the current client screen obtained in real time, and can also be the final game screen data displayed after the game is cleared.

[0093] In another possible embodiment, when the detection result is a collision, failure data is generated, the failure data includes the time when the game ends and the obstacle collided, and the game state data is updated according to the failure data to obtain the second game state data. The second game state data may include prompt information of game failure and the current game score.

[0094] As described above, by judging the type of collision detection result, when the collision detection result is no collision, the game status update time point is determined according to the displacement speed of the operation object, and the target obstacle data is destroyed at the game status update time point to obtain the first game status data. This can ensure the game effect while effectively reducing the storage pressure of the game data through the data destruction process; when the collision detection result is a collision, game failure data is generated, and the game status data is updated based on the game failure data to obtain the second game status data, which can facilitate players to understand the reasons for game failure and provide a strong data reference for players to summarize the reasons for failure.

[0095] Figure 5 is a schematic diagram of the structure of a multi-track game processing device provided in an embodiment of the present application, such as Figure 5 As shown, including:

[0096] A game resource loading module 51 is used to load corresponding game resources when receiving a game start instruction, wherein the game resources include multi-track background data, operation object data and obstacle data in the game;

[0097] A rendering module 52, used for rendering the multi-track background data and the operation object data to generate a first track area and a second track area in the game screen, as well as a first operation object at the position of the first track area and a second operation object at the position of the second track area;

[0098] An obstacle generation module 53, used to randomly generate obstacles at the position of each track area according to the obstacle data and a preset obstacle generation rule;

[0099] A target track region determining module 54 is used to determine a target track region corresponding to the object operation instruction when receiving the object operation instruction, wherein the target track region is the first track region or the second track region;

[0100] The operation object control module 55 is used to control the operation object in the target track area to move based on the object operation instruction to avoid the obstacle.

[0101] The embodiment of the present application loads the corresponding game resources when receiving the game start command, and the game resources include multi-track background data, operation object data and obstacle data in the game; renders the multi-track background data and operation object data to generate the first track area and the second track area in the game screen, as well as the first operation object at the position of the first track area and the second operation object at the position of the second track area; randomly generates obstacles at the position of each track area according to the obstacle data and the preset obstacle generation rules; when receiving the object operation instruction, determines the target track area corresponding to the object operation instruction, the target track area is the first track area or the second track area, and controls the operation object of the target track area to move based on the object operation instruction to avoid the obstacle. The complexity of the game can be increased by rendering two track areas and controlling the operation objects in the two track areas respectively, and the randomness and personalization level of the game processing can be improved by randomly generating obstacles in each track area, thereby improving the game experience of the player.

[0102] In a possible embodiment, the obstacle generation module 53 is used to:

[0103] The obstacle position, obstacle shape, obstacle size and obstacle generation time in the obstacle data are randomly combined according to the obstacle generation rule to generate an obstacle at each track area position.

[0104] In a possible embodiment, the target track area determination module 54 is used to:

[0105] Determine the operation type of the object operation instruction, and if the operation type is a selection instruction, perform instruction parsing on the selection instruction to obtain the operation coordinates corresponding to the selection instruction;

[0106] Determine the region to which the operation coordinates belong, and determine the region to which the operation coordinates belong as the target track region;

[0107] In the case where the operation type is a control instruction, the target track area is determined according to the storage time of each historical target track area in the history database.

[0108] In a possible embodiment, the target track area determination module 54 is used to:

[0109] Determine the target storage time closest to the current time according to the storage time of each historical target track area in the historical database, and determine the historical target track area corresponding to the target storage time as the target track area;

[0110] The operation object control module 55 is used to: perform instruction parsing on the control instruction to obtain a moving position and a moving type, and control the operation object in the target track area according to the moving position and the moving type.

[0111] In a possible embodiment, the multi-track game processing device further includes a game state data updating module, and the game state data updating module is used to:

[0112] The moving trajectory of the operation object and the target obstacle data of the obstacle closest to the operation object are acquired in real time, collision detection is performed according to the moving trajectory and the target obstacle data, and the game status data is updated according to the collision detection result to obtain updated game status data.

[0113] In a possible embodiment, the game status data update module is specifically used to:

[0114] Determine the type of the collision detection result, and if the collision detection result is no collision, determine the game state update time point according to the displacement speed of the operation object, and perform data destruction processing on the target obstacle data at the game state update time point to obtain first game state data;

[0115] When the collision detection result is a collision, game failure data is generated, and the game status data is updated based on the game failure data to obtain second game status data.

[0116] In a possible embodiment, the obstacle generation module 53 is used to:

[0117] The order of generating obstacles on each track area is determined according to the obstacle generating rule, and the obstacles at the position of each track area are generated according to the obstacle generating order.

[0118] An embodiment of the present application also provides an electronic device, and the track game processing device can integrate a track game processing device provided in an embodiment of the present application. Figure 6 Schematic diagram of a multi-track game processing device provided by an embodiment of the present application. Figure 6 The multi-track game processing device includes: an input device 63, an output device 64, a memory 62 and one or more processors 61; the memory 62 is used to store one or more programs; when one or more programs are executed by one or more processors 61, the one or more processors 61 implement the multi-track game processing method provided in the above embodiment. The input device 63, the output device 64, the memory 62 and the processor 61 can be connected by a bus or other means. Figure 6 The example of connecting through bus is taken in the following.

[0119] The memory 62, as a computing device readable storage medium, can be used to store software programs, computer executable programs and modules, such as program instructions / modules corresponding to the multi-track game processing method provided in any embodiment of the present application. The memory 62 may mainly include a program storage area and a data storage area, wherein the program storage area may store an operating system, an application required for at least one function; the data storage area may store data created according to the use of the device, etc. In addition, the memory 62 may include a high-speed random access memory, and may also include a non-volatile memory, such as at least one disk storage device, a flash memory device, or other non-volatile solid-state storage device. In some instances, the memory 62 may further include a memory remotely arranged relative to the processor 61, and these remote memories may be connected to the device via a network. Examples of the above-mentioned network include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.

[0120] The input device 63 may be used to receive input digital or character information and generate key signal input related to user settings and function control of the device. The output device 64 may include a display device such as a display screen.

[0121] The processor 61 executes various functional applications and data processing of the device by running the software programs, instructions and modules stored in the memory 62, that is, implements the above-mentioned multi-track game processing method.

[0122] The multi-track game processing device, equipment and computer provided above can be used to execute the multi-track game processing method provided by any of the above embodiments, and have corresponding functions and beneficial effects.

[0123] The embodiment of the present application further provides a storage medium storing computer executable instructions. When the computer executable instructions are executed by a computer processor, they are used to execute the multi-track game processing method provided in the above embodiment. The multi-track game processing method includes:

[0124] When receiving a game start instruction, loading corresponding game resources, the game resources including multi-track background data, operation object data and obstacle data in the game;

[0125] Rendering the multi-track background data and the operation object data to generate a first track area and a second track area in a game screen, as well as a first operation object at the position of the first track area and a second operation object at the position of the second track area;

[0126] Randomly generate obstacles at each track area position according to the obstacle data and a preset obstacle generation rule;

[0127] When an object operation instruction is received, a target track area corresponding to the object operation instruction is determined, where the target track area is the first track area or the second track area, and an operation object in the target track area is controlled to move based on the object operation instruction to avoid the obstacle.

[0128] Storage medium - any of various types of memory devices or storage devices. The term "storage medium" is intended to include: installation media, such as CD-ROM, floppy disk or tape device; computer system memory or random access memory, such as DRAM, DDR RAM, SRAM, EDO RAM, Rambus RAM, etc.; non-volatile memory, such as flash memory, magnetic media (such as hard disk or optical storage); registers or other similar types of memory elements, etc. Storage media may also include other types of memory or combinations thereof. In addition, the storage medium may be located in the first computer system in which the program is executed, or may be located in a different second computer system, which is connected to the first computer system via a network (such as the Internet). The second computer system can provide program instructions to the first computer for execution. The term "storage medium" may include two or more storage media that may reside in different locations (for example, in different computer systems connected by a network). The storage medium may store program instructions (for example, embodied as a computer program) that can be executed by one or more processors.

[0129] Of course, the storage medium containing computer executable instructions provided in the embodiment of the present application is not limited to the multi-track game processing method as described above, and the computer executable instructions can also execute related operations in the multi-track game processing method provided in any embodiment of the present application.

[0130] The multi-track game processing apparatus, device and storage medium provided in the above embodiments can execute the multi-track game processing method provided in any embodiment of the present application. For technical details not described in detail in the above embodiments, please refer to the multi-track game processing method provided in any embodiment of the present application.

[0131] The above are only preferred embodiments of the present application and the technical principles used. The present application is not limited to the specific embodiments described herein, and various obvious changes, readjustments and substitutions that can be made by those skilled in the art will not deviate from the scope of protection of the present application. Therefore, although the present application is described in more detail through the above embodiments, the present application is not limited to the above embodiments, and may include more other equivalent embodiments without departing from the concept of the present application, and the scope of the present application is determined by the scope of the claims.

Claims

1. A multi-track game processing method, characterized in that: include: When receiving a game start instruction, loading corresponding game resources, the game resources including multi-track background data, operation object data and obstacle data in the game; Rendering the multi-track background data and the operation object data to generate a first track area and a second track area in a game screen, as well as a first operation object at the position of the first track area and a second operation object at the position of the second track area; Randomly generate obstacles at each track area position according to the obstacle data and a preset obstacle generation rule; When an object operation instruction is received, a target track area corresponding to the object operation instruction is determined, where the target track area is the first track area or the second track area, and an operation object in the target track area is controlled to move based on the object operation instruction to avoid the obstacle.

2. The multi-track game processing method according to claim 1, characterized in that: The randomly generating obstacles at the position of each track area according to the obstacle data and a preset obstacle generation rule includes: The obstacle position, obstacle shape, obstacle size and obstacle generation time in the obstacle data are randomly combined according to the obstacle generation rule to generate an obstacle at each track area position.

3. The multi-track game processing method according to claim 1, characterized in that: The determining a target track area corresponding to the object operation instruction includes: Determine the operation type of the object operation instruction, and if the operation type is a selection instruction, perform instruction parsing on the selection instruction to obtain the operation coordinates corresponding to the selection instruction; Determine the region to which the operation coordinates belong, and determine the region to which the operation coordinates belong as the target track region; In the case where the operation type is a control instruction, the target track area is determined according to the storage time of each historical target track area in the history database.

4. The multi-track game processing method according to claim 3, characterized in that: The determining of the target track area according to the storage time of each historical target track area in the historical database includes: Determine the target storage time closest to the current time according to the storage time of each historical target track area in the historical database, and determine the historical target track area corresponding to the target storage time as the target track area; Accordingly, the step of controlling the operation object in the target track area to move based on the object operation instruction includes: The control instruction is parsed to obtain a moving position and a moving type, and the operation object of the target track area is controlled according to the moving position and the moving type.

5. The multi-track game processing method according to claim 1, characterized in that: After controlling the operation object of the target track area to move based on the object operation instruction, the method further includes: The moving trajectory of the operation object and the target obstacle data of the obstacle closest to the operation object are acquired in real time, collision detection is performed according to the moving trajectory and the target obstacle data, and the game status data is updated according to the collision detection result to obtain updated game status data.

6. The multi-track game processing method according to claim 5, characterized in that: The updating of the game status data according to the collision detection result to obtain the updated game status data includes: Determine the type of the collision detection result, and if the collision detection result is no collision, determine the game state update time point according to the displacement speed of the operation object, and perform data destruction processing on the target obstacle data at the game state update time point to obtain first game state data; When the collision detection result is a collision, game failure data is generated, and the game status data is updated based on the game failure data to obtain second game status data.

7. The multi-track game processing method according to claim 2, characterized in that: The generating of obstacles at each track area position comprises: The order of generating obstacles on each track area is determined according to the obstacle generating rule, and the obstacles at the position of each track area are generated according to the obstacle generating order.

8. A multi-track game processing device, characterized in that: include: A game resource loading module, used to load corresponding game resources when receiving a game start instruction, wherein the game resources include multi-track background data, operation object data and obstacle data in the game; A rendering module, used for rendering the multi-track background data and the operation object data, generating a first track area and a second track area in a game screen, and a first operation object at the position of the first track area and a second operation object at the position of the second track area; An obstacle generation module, used for randomly generating obstacles at the position of each track area according to the obstacle data and a preset obstacle generation rule; a target track area determination module, configured to determine, when receiving an object operation instruction, a target track area corresponding to the object operation instruction, wherein the target track area is the first track area or the second track area; The operation object control module is used to control the operation object in the target track area to move based on the object operation instruction to avoid the obstacle.

9. An electronic device, comprising: one or more processors; A storage device for storing one or more programs, when the one or more programs are executed by the one or more processors, the one or more processors implement the multi-track game processing method as described in any one of claims 1-7.

10. A storage medium storing computer executable instructions, wherein the computer executable instructions are used to execute the multi-track game processing method according to any one of claims 1 to 7 when executed by a computer processor.