Game processing method, game processing device, storage medium and electronic equipment
By generating phantoms and secondary phantoms of virtual characters in game scenes, the phantom-related game data processing is simplified, and the problem of increasing computational volume caused by the complex design of phantom attribute values in the prior art is solved, and the problem of reducing game overhead and improving lag is achieved.
Patent Information
- Application Number
- CN202311455377.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-11-02
- Publication Date
- 2025-05-06
AI Technical Summary
The design of Phantom's attribute values in existing games is complicated, which leads to an increase in the calculation amount of game data processing and increases the overhead of running games by terminal devices or servers.
By generating phantoms and secondary phantoms of virtual characters in the game scene, the phantom-related game data processing is simplified, the calculation amount is reduced, and the secondary phantom is generated under certain conditions to replace the original phantom.
It reduces the amount of game data processing, reduces the overhead of running games by terminal devices or servers, especially reduces the peak overhead when there is a phantom in game scenes, and improves the lag problem.
Smart Images

Figure CN119925912A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a game processing method, a game processing device, a computer-readable storage medium, and an electronic device. Background Art
[0002] In some games, an avatar can cast an illusion that has the same or similar appearance as the avatar itself, to confuse the enemy.
[0003] In order to enrich the game content related to phantoms, related games have made relatively complex designs for the attribute values of phantoms. However, such designs will increase the amount of calculation required for phantom data processing and increase the cost of running games on terminal devices or servers. Summary of the invention
[0004] The present disclosure provides a game processing method, a game processing device, a computer-readable storage medium and an electronic device, so as to at least to some extent solve the problem that the related design of phantom increases the computational complexity of game data processing.
[0005] According to a first aspect of the present disclosure, a game processing method is provided, wherein a graphical user interface is provided through a terminal device, wherein at least a portion of a game scene is displayed in the graphical user interface, and the game scene includes a first virtual character; the method comprises: in response to the first virtual character casting a phantom, generating a phantom of the first virtual character in the game scene; in response to a first type of phantom disappearance event, removing the phantom from the game scene, and generating a secondary phantom of the first virtual character in the game scene.
[0006] According to a second aspect of the present disclosure, there is provided a game processing apparatus, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a first virtual character; the apparatus comprises: a phantom generation module, configured to generate a phantom of the first virtual character in the game scene in response to the first virtual character casting a phantom; and a first-type phantom disappearance event processing module, configured to remove the phantom from the game scene in response to a first-type phantom disappearance event, and generate a secondary phantom of the first virtual character in the game scene.
[0007] According to a third aspect of the present disclosure, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the game processing method of the first aspect and possible implementation methods thereof are implemented.
[0008] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the game processing method of the above-mentioned first aspect and its possible implementation methods by executing the executable instructions.
[0009] The technical solution disclosed in this disclosure has the following beneficial effects:
[0010] It can simplify the game data processing related to phantoms. Compared with the complex design of the attribute values of phantoms, this solution can reduce the computational complexity of game data processing and the overhead of running games on terminal devices or servers. In particular, it can reduce the peak overhead when phantoms exist in the game scene and improve the problem of stuttering. BRIEF DESCRIPTION OF THE DRAWINGS
[0011] Figure 1 A system architecture diagram showing the operating environment of the exemplary embodiment;
[0012] Figure 2 A flowchart showing a game processing method in this exemplary embodiment;
[0013] Figure 3 A flowchart showing the determination of the marking duration and the marking position of the second virtual character in this exemplary embodiment is shown;
[0014] Figure 4 A flowchart of determining a pathfinding target position in this exemplary embodiment is shown;
[0015] Figure 5 A flowchart of controlling a phantom to perform pathfinding and movement in this exemplary embodiment is shown;
[0016] Figure 6 A schematic diagram showing the structure of a game processing device in this exemplary embodiment is shown;
[0017] Figure 7 A schematic structural diagram of an electronic device in this exemplary embodiment is shown. DETAILED DESCRIPTION
[0018] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.
[0019] The accompanying drawings are schematic diagrams of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art should appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or one or more specific details may be replaced by other methods, components, devices, steps, etc.
[0020] Phantom (also known as illusion, clone, mirror, etc.) is a skill or prop mechanism in the game. After the player controls the virtual character to cast the phantom, from the perspective of the enemy player, the phantom looks the same as the virtual character, thus confusing the enemy.
[0021] In order to enrich the game content related to phantoms, related games have made relatively complex designs for the attribute values of phantoms. For example, as the phantom's level increases, the percentage of the attribute value that it can inherit from the main body increases linearly or nonlinearly, and the phantom's basic attributes, equipment attributes, skill attributes, etc. have different increase curves. Such a design will increase the amount of calculation for phantom data processing and increase the cost of running the game on the terminal device or server. In addition, such a design method is relatively simple and the player experience is poor.
[0022] In addition, in some games, it is impossible to design the attribute values of phantoms. For example, in tracking games, phantoms are set as holographic images cast by projection props. Phantoms cannot attack and do not have attributes such as health points, so their attribute values cannot be designed. In such games, how to enrich the game content related to phantoms and reduce the amount of calculation for phantom data processing is an urgent problem to be solved in this field.
[0023] In view of one or more of the above problems, an exemplary embodiment of the present disclosure provides a game processing method that can reduce the computational complexity of game data processing while enriching phantom-related game content, so as to reduce the overhead of running games on terminal devices or servers.
[0024] Figure 1The system architecture diagram of the operating environment of this exemplary embodiment is shown. The system architecture 100 includes a terminal device 110 and a server 120. Among them, the terminal device 110 can be a mobile phone, a personal computer, a tablet computer, an intelligent wearable device, a game console, etc., which can run the client program of the game. The server 120 is a background system that provides game services, which can be a server or a cluster formed by multiple servers. The terminal device 110 and the server 120 can be connected through a wired or wireless link to transmit data. For example, the terminal device 110 can send the behavior data of the player operating the virtual character to move, use props or skills, etc. to the server 120, and the server 120 processes the behavior data of the virtual character based on the logical rules of the game play, obtains the behavior result, and returns the behavior result to the terminal device 110, and the terminal device 110 presents the corresponding picture or sound of the behavior result.
[0025] The terminal device 110 may have a display function, provide a graphical user interface through the terminal device 110, and display at least part of the game scene in the graphical user interface. Among them, when the terminal device 110 runs the client program of the game, the game scene is displayed in the graphical user interface, and the entire game scene can be displayed, or a partial game scene can be displayed. The game scene is the space where the virtual character in the game is located, and can be composed of one or more scene elements such as mountains, lakes, woods, buildings, streets, etc. The virtual character can be a human character or a non-human character in the game, and can be controlled by a player or a non-player character (NPC). The game scene includes a first virtual character, which is a virtual character that can cast phantoms, such as a virtual character with skills or props that can cast phantoms. The number of the first virtual characters can be one or more. In one embodiment, the first virtual character can be a virtual character controlled by the player through the terminal device 110.
[0026] In one embodiment, the graphical user interface can display the game screen obtained by shooting the game scene by a virtual camera in the game scene. The virtual camera is a tool in the game that simulates a real camera to shoot the game screen. It can be set at any position in the game scene and shoot the game scene from any perspective, that is, the virtual camera can have any posture in the game scene, and its posture can be fixed or dynamically changed. In addition, any number of virtual cameras can be set in the game scene, and different virtual cameras can shoot different game screens. For example, the virtual character controlled by each player in the game can be bound to a virtual camera, so that each player can see the game screen shot by the virtual camera bound to his virtual character.
[0027] In one embodiment, the virtual characters controlled by players in the game can be divided into two different camps, and the two camps are in an adversarial relationship. The first virtual character is in the first camp. In addition to the first virtual character, the game scene may also include one or more second virtual characters, and the second virtual character is in the second camp. After the first virtual character casts a phantom, in the game screen of the virtual character in the first camp, the appearance of the phantom and the first virtual character are not exactly the same, such as different colors, the phantom has a certain degree of transparency, etc., so that the players in the first camp can distinguish the phantom from the first virtual character. In the game screen of the virtual character in the second camp, the appearance of the phantom and the first virtual character is exactly the same, so that the players in the second camp cannot distinguish the phantom from the first virtual character by appearance, thereby confusing the players in the second camp.
[0028] The game processing method in this exemplary embodiment may be executed by the terminal device 110 or the server 120 . Figure 2 An exemplary process of the method is shown, which may include the following steps S210 and S220:
[0029] Step S210, in response to the first virtual character casting a phantom, generating a phantom of the first virtual character in the game scene;
[0030] Step S220, in response to the first type of phantom disappearance event, remove the phantom from the game scene, and generate a secondary phantom of the first virtual character in the game scene.
[0031] based on Figure 2 The method shown can simplify the game data processing related to phantoms. Compared with the complex design of the attribute values of the phantoms, this solution can reduce the computational complexity of game data processing and reduce the overhead of terminal devices or servers running games. In particular, it can reduce the peak overhead when phantoms exist in the game scene and improve the lag problem.
[0032] Below Figure 2 Provide detailed instructions for each step.
[0033] refer to Figure 2 In step S210, in response to the first virtual character casting a phantom, a phantom of the first virtual character is generated in the game scene.
[0034] Among them, the first virtual character can cast phantoms by actively using specific skills or props, or the first virtual character has a passive skill or attribute for automatically casting phantoms, such as a passive skill for automatically casting a phantom every 30 seconds, then the phantom can be automatically cast by triggering its passive skill or attribute.
[0035] When the first virtual character casts a phantom, a phantom of the first virtual character is generated in the game scene. As described above, the appearance of the phantom is different in the game screens of virtual characters in different camps. The phantom may fully or partially inherit the current attributes or status information of the first virtual character. For example, the phantom may partially inherit the current attributes of the first virtual character, such as the phantom's attack power, defense power and other attributes may be 1 / 3, 1 / 4, etc. of the first virtual character, and may fully inherit the current status information of the first virtual character, such as the phantom's health value and magic value are the same as the current health value and magic value of the first virtual character. Alternatively, the phantom may not have attributes. The phantom may have a collision volume, such as the phantom may produce a collision or contact effect with a specific mechanism in the game scene (such as the phantom colliding with a door can trigger the door to open), or it may not have a collision volume, such as the phantom may overlap with the first virtual character.
[0036] In one embodiment, the initial position of the phantom can be determined based on the position of the first virtual character when casting the phantom, and the initial position is the position of the phantom when the phantom is generated. Exemplarily, when generating the phantom, the position of the first virtual character can be used as the initial position of the phantom. Alternatively, if the position of the first virtual character is an unreachable position, the reachable position closest to the position of the first virtual character can be used as the initial position of the phantom. Alternatively, the initial position of the phantom can be determined within a surrounding area based on the position of the first virtual character (such as a circular area with the first virtual character as the center). For example, when generating multiple phantoms, multiple reachable positions can be randomly determined within the surrounding area to serve as the initial position of each phantom.
[0037] It should be noted that the reachable and unreachable locations in this article refer to the reachable and unreachable locations of the game's automatic pathfinding mechanism, which can be equivalent to the reachable areas and unreachable locations in the physical sense, such as unreachable locations where obstacles exist, locations beyond the boundaries of the game scene, etc. Alternatively, the reachable and unreachable locations of the game's automatic pathfinding mechanism may not be completely equivalent to the reachable and unreachable locations in the physical sense, for example, certain corner locations and hiding locations in the game scene (such as cabinets, under tables, etc., where players can control virtual characters to reach, but the game's automatic pathfinding mechanism will not control virtual characters to reach these locations) are reachable locations in the physical sense, and can also be unreachable locations of the game's automatic pathfinding mechanism.
[0038] A variety of props related to phantoms can be set in the game. For example, a prop that can generate multiple phantoms (referred to as prop A) can be set. When the first virtual character uses prop A, a certain number of phantoms (such as 3) can be generated, and a flashing effect can also be generated, so that the game scene and the virtual characters in the game scene cannot be displayed normally in the game screen of the second virtual character (such as a white screen effect). A prop that can make the first virtual character invisible and release phantoms (referred to as prop B) can be set. When the first virtual character uses prop A, a phantom can be generated, and the first virtual character can be invisible, that is, other virtual characters cannot see the first virtual character, and the invisible state can be maintained for a specified period of time.
[0039] Continue to refer Figure 2 In step S220, in response to the first type of phantom disappearance event, the phantom is removed from the game scene, and a secondary phantom of the first virtual character is generated in the game scene.
[0040] The first type of phantom disappearance event may be a phantom disappearance event caused by factors other than the enemy (such as the second virtual character of the second camp). Exemplarily, the first type of phantom disappearance event may include but is not limited to:
[0041] The disappearance event triggered by the game behavior of the first virtual character. For example, the first virtual character has a game mechanism or function of actively reclaiming the phantom, and the event of actively reclaiming the phantom is a first type of phantom disappearance event.
[0042] A disappearance event triggered by the game behavior of a friendly party (i.e., other virtual characters in the first camp). For example, if the friendly party has a game mechanism or function to recycle the phantom of the first virtual character, the event of reclaiming the phantom is a first-type phantom disappearance event.
[0043] Disappearance event triggered by game system behavior. For example, a phantom has a maximum duration, which refers to the duration from the generation of the phantom to its automatic disappearance, such as 7 seconds. The maximum duration of the phantom can also vary with the type and level of the phantom. For example, when the skill level of the phantom of the first virtual character is upgraded, the maximum duration of the phantom can be increased from 7 seconds to 10 seconds. When the phantom's existence time reaches the maximum duration, the phantom automatically disappears according to the setting of the game system. Alternatively, the phantom has an action limit, which can be the maximum moving distance, the maximum number of actions, the maximum number of attacks, etc. When the game behavior of the phantom reaches the action limit, the phantom automatically disappears according to the setting of the game system. Alternatively, the phantom has a maximum number. When the number of phantoms of the first virtual character reaches the maximum number, when the first virtual character casts the phantom again, due to the generation of the new phantom, the "old" phantom is triggered to disappear automatically, so that the total number of phantoms is maintained at the maximum number. These phantom automatic disappearance events can be considered as disappearance events triggered by game system behavior, belonging to the first type of phantom disappearance events.
[0044] When the first type of phantom disappearance event occurs, the phantom is removed from the game scene, a screen showing the phantom disappearance can be displayed, and a secondary phantom of the first virtual character can be generated in the game scene. Exemplarily, all phantoms can be removed, and the same number of secondary phantoms can be generated accordingly, or only one phantom can be removed (such as removing the phantom with the earliest generation time, or the player can specify which phantom to remove), and a secondary phantom can be generated accordingly, and so on. The secondary phantom can be generated at the position of the removed phantom, or it can be generated at other positions, such as generating a secondary phantom at a random position within the area where the removed phantom is located (such as a circular area with the phantom as the center).
[0045] A secondary phantom may be a phantom generated by a phantom. A secondary phantom may be differentiated from a phantom, such as having different properties and capabilities, or having a collision volume while a phantom does not have a collision volume. In one embodiment, the appearance and properties of a secondary phantom may be the same as those of a phantom, and the difference between the two is that a phantom can generate phantoms (i.e., secondary phantoms), while a secondary phantom cannot generate phantoms.
[0046] When the phantom of the first virtual character is removed due to the first type of phantom disappearance event, a secondary phantom of the first virtual character is generated in the game scene. This is equivalent to continuing the existence of the phantom, and the secondary phantom is generated after the phantom disappears, without increasing the total number of phantoms (including secondary phantoms) in the game scene, which is conducive to controlling the computational complexity of phantom data processing and the overhead of game operation.
[0047] In one embodiment, the phantom and the secondary phantom have a first display state and a second display state; the phantom and the secondary phantom have different appearances from the first virtual character in the first display state, and the first display state is used to display the client controlling the first virtual character or the virtual character in the same camp as the first virtual character. That is, from the perspective of the virtual character in the first camp, the phantom and the secondary phantom have different appearances from the first virtual character, such as different colors, and the phantom and the secondary phantom have a certain degree of transparency. The phantom and the secondary phantom have the same appearance as the first virtual character in the second display state, and the second display state is used to display the client controlling the virtual character in a different camp from the first virtual character. That is, from the perspective of the virtual character in the second camp, the phantom and the secondary phantom have the same appearance as the first virtual character, and the second display state is used to display the client controlling the virtual character in a different camp from the first virtual character. That is, from the perspective of the virtual character in the second camp, the phantom and the secondary phantom have the same appearance as the first virtual character, which makes it impossible for the players in the second camp to distinguish the phantom and the secondary phantom from the first virtual character by appearance, thereby confusing the players in the second camp.
[0048] In one embodiment, the game processing method may further include the following steps:
[0049] When the phantom, the secondary phantom and any virtual character in the game scene come into contact during relative movement, a collision effect of the phantom, the secondary phantom and the virtual character is generated.
[0050] That is to say, phantoms and secondary phantoms can have collision volumes. When a virtual character contacts a phantom or secondary phantom, it cannot directly pass through the phantom or secondary phantom, but a collision effect will occur. The collision effect may include but is not limited to: movement obstruction effect, that is, the phantom or secondary phantom obstructs the further movement of the virtual character, or the virtual character obstructs the further movement of the phantom or secondary phantom, such as when there is a phantom or secondary phantom on the virtual character's moving path, when the virtual character moves to contact the phantom or secondary phantom, the virtual character cannot move further due to the obstruction of the phantom or secondary phantom; recoil effect, that is, when the phantom, secondary phantom or virtual character is affected by the reverse effect during the collision, it will fall to the ground, retreat, etc.; other effects that simulate the collision of the real world. Therefore, the virtual character in the second camp will also collide with the phantom or secondary phantom, and it cannot distinguish the phantom or secondary phantom from the first virtual character body by contacting the phantom or secondary phantom, which enhances the confusing effect of the phantom or secondary phantom.
[0051] In one embodiment, the game processing method may further include the following steps:
[0052] When the phantom or sub-phantom triggers a mechanism in the game scene during movement, the control mechanism executes the triggering instruction.
[0053] Among them, the trigger instruction refers to the corresponding action instruction after the mechanism is triggered. The phantom and the secondary phantom can trigger some or all of the mechanisms in the game scene. For example, when the phantom and the secondary phantom touch an openable door during movement, the door is triggered to open; when the phantom and the secondary phantom move into the elevator, the elevator door is triggered to close and rise or fall, and so on. This makes the behavior of the phantom and the secondary phantom more similar to the first virtual character, and the confusing effect is stronger.
[0054] In one embodiment, the phantom and the secondary phantom may not have a collision volume, such as the phantom and the secondary phantom may overlap with the first virtual character. When any virtual character in the game scene contacts the phantom and the secondary phantom, it can pass through the phantom and the secondary phantom. This can simplify the data processing related to the phantom and the secondary phantom and reduce resource consumption.
[0055] In one embodiment, when the phantom is removed from the game scene in response to the first type of phantom disappearance event, a first preset effect may also be applied in the game. The first preset effect may be a rewarding effect for the first virtual character or the first virtual character and a friendly party, as a reward or compensation for the first virtual character to actively recover the phantom or maintain it until the game system eliminates the phantom (such as maintaining it to the maximum duration). For example, the first preset effect may be a buff effect for the first virtual character (and the friendly party), such as improving the attributes of the first virtual character within a certain period of time, applying benign states such as invisibility, not consuming magic points when casting skills, accelerating skills or item cooling, etc. to the first virtual character within a certain period of time. The first preset effect can enrich the game content related to phantoms, increase the diversity of phantom mechanisms in the game, and help improve the player experience.
[0056] In one embodiment, the game processing method may further include the following steps:
[0057] In response to the second type of phantom disappearance event, the phantom is removed from the game scene, and the position of the second virtual character that triggered the second type of phantom disappearance event is marked on the map of the graphical user interface; the second virtual character and the first virtual character are in different camps in the game.
[0058] The second type of phantom disappearance event is different from the first type of phantom disappearance event. The second type of phantom disappearance event may be a phantom disappearance event caused by enemy factors, such as a disappearance event triggered by the game behavior of the second virtual character.
[0059] For example, the second virtual character can eliminate the phantom of the first virtual character by attacking the phantom, or by casting skills on the phantom, using props (such as certain skills or props with debuffs that can directly eliminate the phantom), etc., and this disappearance event is a second-type phantom disappearance event. Among them, in the second-type phantom disappearance event, the phantom's extinction conditions may include but are not limited to any one or more of the following combinations: being attacked by the second virtual character; being attacked by a specific attack method, such as being able to eliminate the phantom by melee combat, but not by long-range shooting, or being able to eliminate the phantom by a specific skill; the cumulative damage value of the attack reaches the phantom's health value; and so on.
[0060] The second virtual character that triggers the second type of phantom disappearance event may be all the second virtual characters that have attacked the phantom or used skills or props, or the second virtual character that made the last attack (i.e., the second virtual character that "eliminated" the phantom), or the second virtual character that caused damage to the phantom that reached a certain damage threshold. The position of the second virtual character may be marked on the map of the graphical user interface (which may be understood as the small map of the first virtual character), such as by marking the second virtual character on the small map by means of dots, circles, small avatars, etc., so that the player of the first virtual character can accurately grasp the position information of the second virtual character.
[0061] In one embodiment, in addition to marking the position of the second virtual character that triggers the second type of phantom disappearance event on the map of the first virtual character, the position of the second virtual character can also be marked on the maps of other virtual characters in the first camp, so that the virtual characters in the first camp can all accurately grasp the position information of the second virtual character.
[0062] By dividing the phantom disappearance event into the first type of phantom disappearance event and the second type of phantom disappearance event and giving different game feedback, the diversity of the phantom mechanism in the game can be increased. In addition, the game feedback is applied or presented after the phantom is removed, so there is no need to process both the phantom and the game feedback data at the same time, and the processing of both parts of the data is relatively simple. Compared with the complex design of the attribute value of the phantom, the calculation amount of the game data processing can be reduced, and the cost of running the game on the terminal device or server can be reduced.
[0063] In one embodiment, reference Figure 3 As shown, marking the position of the second virtual character that triggers the second type of phantom disappearance event on the map of the graphical user interface may include the following steps S310 and S320:
[0064] Step S310, determining the marking duration according to the level information of the first virtual character;
[0065] Step S320: Mark the position of the second virtual character on the map of the graphical user interface according to the marking duration.
[0066] The level information of the first virtual character may include character level information, skill level information, item level information, etc., and one or more of these level information may be associated with the marking duration. For example, the higher the character level of the first virtual character, the longer the marking duration; or, the higher the skill level of the phantom of the first virtual character, the longer the marking duration; or, the higher the item level of the phantom of the first virtual character, the longer the marking duration. In one embodiment, it may be set that in a game match, the phantom level of the first virtual character can be upgraded once, and the marking duration before the upgrade is 3 seconds, and the marking duration after the upgrade is 6 seconds.
[0067] When the marking time is determined, the position of the second virtual character can be continuously marked on the map of the graphical user interface to reach the marking time. For example, if the marking time is 3 seconds, the position of the second virtual character is marked for 3 seconds, and the position mark of the second virtual character is removed from the map after 3 seconds.
[0068] In one embodiment, when removing the phantom from the game scene in response to the second type of phantom disappearance event, the game processing method may further include the following steps:
[0069] If the first virtual character reaches the first preset level, the area where the first virtual character was located before the phantom was removed will present a flashing effect, so that the game screen of the second virtual character in the area will present a flashing effect within a preset time.
[0070] The first preset level can be determined based on experience. When the first virtual character reaches the first preset level, the skills or props related to its phantom are enhanced, so that a flash effect is triggered when the phantom disappears.
[0071] If the first virtual character reaches the first preset level, when the phantom is removed due to the second type of phantom disappearance event, a flash effect can be presented in the area where the phantom was before being removed, such as applying a flash effect at the location of the phantom, and the effect can extend to a certain area centered on the location of the phantom. The present disclosure does not limit the size of the area, such as the radius of the area can be determined based on experience, and the circular area where the flash effect takes effect is determined with the location of the phantom as the center.
[0072] After presenting the flash effect, the game screen of the second virtual character in the area will have a flash effect within the preset duration, and the game scene cannot be displayed normally, which means that the people or objects in the game scene cannot be displayed normally (such as not displaying any virtual characters), such as the game screen can be presented as a white screen effect. Players of these second virtual characters cannot see the effective game screen within the preset duration, thereby giving the first virtual character and the virtual characters in the same camp a certain amount of time to attack or escape. The preset duration can be determined based on experience, such as 0.3 seconds. In addition, after the first virtual character reaches the first preset level, the preset duration can also be set to extend with the further improvement of the first virtual character level, such as the first virtual character is promoted one level on the basis of the first preset level, The preset duration can be extended by 0.3 seconds.
[0073] The mechanism of presenting the flash effect can further enhance the phantom effect of the first virtual character. In addition, the game screens of a portion of players (i.e., players corresponding to the second virtual character in the area) within a preset time period can be simplified, which is beneficial to further reduce the computational complexity of game data processing.
[0074] In one embodiment, when the phantom is removed from the game scene in response to the second type of phantom disappearance event, a second preset effect may also be applied in the game. In the game, players in the second camp may be encouraged to distinguish the first virtual character from the phantom, find the main body of the first virtual character and attack, and attacking the phantom may be regarded as an erroneous attack behavior. Therefore, the second preset effect may be a punitive effect for the second virtual character that triggers the second type of phantom disappearance event. For example, the second preset effect may be a debuff effect for the second virtual character, such as reducing the attributes of the second virtual character for a certain period of time, and imposing an unfavorable state such as being unable to attack, unable to use skills, and unable to use props on the second virtual character for a certain period of time. The second preset effect can enrich the game content related to phantoms, increase the diversity of phantom mechanisms in the game, and help improve the player experience.
[0075] In one embodiment, the game processing method may further include the following steps:
[0076] If the first virtual character reaches the second preset level, in the case where there is a phantom of the first virtual character in the game scene, in response to the first virtual character using the first preset prop, a secondary phantom of the first virtual character is generated in the game scene.
[0077] The second preset level can be determined based on experience. When the first virtual character reaches the second preset level, the ability or function of its phantom is enhanced. The first preset prop can be any prop or a designated prop, such as a consumable prop. The first preset level and the second preset level can be two levels that are independent of each other. In one embodiment, the first preset level can be higher than the second preset level.
[0078] In the case where there is a phantom of the first virtual character in the game scene, if the first virtual character has reached the second preset level and uses the first preset prop, a secondary phantom of the first virtual character is generated in the game scene. Exemplarily, the same number of secondary phantoms as the phantoms can be generated, such as a secondary phantom can be generated at the position of each phantom. Alternatively, a fixed number of secondary phantoms can also be generated, and the fixed number can be independent of the number of phantoms, such as no matter how many phantoms of the first virtual character exist in the game scene, when the first virtual character uses the first preset prop, a secondary phantom is generated, and the secondary phantom can be generated at a random phantom position or at the position of the phantom with the earliest generation time. Setting the first virtual character to use the preset prop to generate a secondary phantom can enhance the phantom effect of the first virtual character. In addition, increasing the number of phantoms while consuming the first preset prop can keep a certain balance in the amount of calculation for game data processing.
[0079] In this embodiment, by using the preset props to generate the secondary phantom, the original phantom of the first virtual character may not disappear, and the existence of the original phantom may be maintained, such as maintaining the remaining life value and remaining duration of the original phantom. When the original phantom is removed in the first type of phantom disappearance event, the generation of the secondary phantom can still be triggered. It can be understood that the use of preset props to generate the secondary phantom provides a way to generate the secondary phantom outside the first type of phantom event, which has no effect on the original phantom.
[0080] In one embodiment, the first type of phantom disappearance event may include: if the first virtual character reaches a third preset level, and there is a phantom of the first virtual character in the game scene, the first virtual character uses a second preset prop.
[0081] Among them, the third preset level can be determined based on experience. When the first virtual character reaches the third preset level, the ability or function of its phantom is enhanced. The second preset props can be any props, or can be designated props, such as consumable props. The third preset level and the second preset level can be two levels unrelated to each other, and the second preset props and the first preset props can be two types of props unrelated to each other. In one embodiment, the second preset level can be higher than the third preset level. The first preset props and the second preset props can both be any props.
[0082] In the case where there is a phantom of the first virtual character in the game scene, if the first virtual character has reached the third preset level and uses the second preset props, a first type of phantom disappearance event can be triggered. In this case, the phantom of the first virtual character is removed and a secondary phantom is generated. The first virtual character can trigger the first type of phantom disappearance event by using the second preset props at the desired moment, and the timing of the first type of phantom disappearance event can be flexibly controlled. For example, compared to disappearing when the phantom reaches the maximum duration, the timing of the phantom disappearance and the generation of the secondary phantom can be advanced. This further enriches the game content related to the phantom. In addition, removing the original phantom and generating the secondary phantom when the second preset props are consumed can reduce the amount of calculation and overhead of game data processing.
[0083] In one embodiment, the game processing method may further include the following steps:
[0084] In the case where a secondary phantom of the first virtual character exists in the game scene, at least one of the following processes is performed on the first virtual character:
[0085] ① Lower the designated attributes of the first virtual character. The designated attributes can be determined based on experience, and include the basic attributes of the first virtual character, and may also include ability attributes, skill attributes, item attributes, etc. The magnitude of the downward adjustment of the designated attributes can be determined based on the number of secondary phantoms present in the game scene, such as the greater the number of secondary phantoms, the greater the magnitude of the downward adjustment. A fixed magnitude of downward adjustment can also be set, which is independent of the number of secondary phantoms. Exemplarily, one of the tasks of the first virtual character in the game is to decipher, and its designated attributes include the deciphering speed. It can be set that when there are secondary phantoms of the first virtual character in the game scene, the deciphering speed of the first virtual character will be lowered by 20% regardless of the number of secondary phantoms.
[0086] ② Prohibit the first virtual character from using designated skills, designated props, or designated actions. The designated skills, designated props, and designated actions can be determined based on experience. Prohibiting the first virtual character from using designated skills, designated props, or designated actions is conducive to reducing the amount of calculation required to process the behavior data of the first virtual character.
[0087] ③ Reduce the maximum duration of the phantom of the first virtual character. The maximum duration may be reduced for one or more specific phantoms of the first virtual character, or for all phantoms of the first virtual character. By reducing the maximum duration of the phantom, it is helpful to control the total number of phantoms and secondary phantoms in the game scene.
[0088] In the presence of secondary phantoms, processing the first virtual character through one or more of the above ① to ③ can maintain the balance of the game to a certain extent, avoid too many phantoms and secondary phantoms increasing the difficulty of the game for the second camp, and by imposing restrictions on the first virtual character, it is helpful to reduce the computational amount of game data processing related to the first virtual character, so as to keep the overhead low.
[0089] In one embodiment, the game processing method may further include the following steps:
[0090] Based on the first movement state of the first virtual character when casting the phantom, a second movement state of the phantom is determined.
[0091] The first motion state refers to the motion state of the first virtual character when casting the phantom, and the second motion state refers to the motion state of the phantom after the phantom is generated. "First" and "second" are used to distinguish the subject to which the motion state belongs. The first motion state and the second motion state can both include motion postures and / or motion parameters. The motion postures can be, for example, standing, squatting, walking, running, etc., and the motion parameters can be, for example, the speed and acceleration of movement.
[0092] The first motion state of the first virtual character when casting an illusion can be the instantaneous motion state of the first virtual character, or the motion state within a period of time. For example, when casting an illusion without "forward swing" or "backward swing", that is, when the first virtual character uses a skill or prop, the illusion can be cast instantly, and the first motion state at the instant of casting the illusion can be obtained. Alternatively, even if there is no "forward swing" or "backward swing" when casting an illusion, the first motion state within the instant of casting the illusion and the previous period of time (such as 2 seconds) can be obtained. Alternatively, when casting an illusion with "forward swing" or "backward swing", that is, when the first virtual character uses a skill or prop to cast an illusion, the act of casting an illusion will continue for a period of time, and the first motion state within this period of time can be obtained.
[0093] The second motion state is determined based on the first motion state, so that the second motion state presents continuity with the first motion state, which may include the continuity of motion posture and the continuity of motion parameters. From the first virtual character to the phantom, its motion state will not show a sudden change, making it difficult for the enemy to distinguish the first virtual character and the phantom through the motion state, thus creating a confusing effect. It should be understood that at this time, the phantom has just been generated and has not yet moved, so the determined second motion state is an expected motion state, that is, the phantom will be controlled to move in the second motion state later.
[0094] In one embodiment, the determining of the second motion state of the phantom based on the first motion state of the first virtual character when casting the phantom may include the following steps:
[0095] The first movement state of the first virtual character when casting the phantom is used as the second movement state of the phantom.
[0096] For example, if the first virtual character is in a first motion state of uniform walking or uniform running when the phantom is cast, it can be determined that the second motion state of the phantom is also uniform walking or uniform running, and the speed is the same as the speed of the first virtual character. If the first virtual character is in a first motion state of accelerated walking or accelerated running when the phantom is cast, it can be determined that the second motion state of the phantom is also accelerated walking or accelerated running, and the speed of the phantom at different times is calculated based on the speed and acceleration of the first virtual character. In this way, the second motion state of the phantom completely continues the first motion state of the first virtual character. In addition, the process of determining the second motion state is very simple, which is conducive to improving efficiency.
[0097] In one embodiment, the determining of the second motion state of the phantom based on the first motion state of the first virtual character when casting the phantom may include the following steps:
[0098] Based on the first motion state of the first virtual character when the phantom is cast, the motion state of the first virtual character within a preset time period after the phantom is cast is predicted as the second motion state of the phantom.
[0099] Among them, the movement state of the first virtual character can change before and after the phantom is cast. For example, the first virtual character is in a stationary standing state when the phantom is cast, and may change to a walking or running state after the phantom is cast. By predicting the movement state of the first virtual character after the phantom is cast as the second movement state of the phantom, the movement state of the phantom can be made more intelligent and closer to the movement state of the first virtual character, thereby enhancing the confusing effect.
[0100] The preset time period is a time period for predicting the motion state of the first virtual character, which can be the maximum duration of the phantom or a specified duration less than the maximum duration. For example, if the maximum duration of the phantom is 7 seconds, the preset time period can be a 7-second time period after the phantom is cast or a specified duration (such as 1 second, 3 seconds, etc.) less than 7 seconds.
[0101] The motion state of the first virtual character within a preset time period can be predicted based on the behavior habits of the first virtual character and the first motion state of the first virtual character. For example, when the first virtual character pretends to be an NPC and casts an illusion, the motion state within a preset time period can be predicted based on the behavior habits of the NPC it pretends to be and the first motion state. Alternatively, a behavior rule can be set to make a prediction based on the first motion state and the behavior rule of the first virtual character. For example, the behavior rule includes that the first virtual character remains still for no more than t1 seconds. If the first virtual character has been still for a1 seconds when casting the illusion, it is predicted that it will continue to remain still for (t1-a1) seconds before starting to walk or run; the behavior rule includes that the first virtual character runs continuously for no more than t2 seconds. If the first virtual character has been running continuously for a2 seconds when casting the illusion, it is predicted that it will continue to run for (t2-a2) seconds before changing to walking or stopping.
[0102] In one embodiment, a motion state prediction model can be pre-trained, which can be any type of machine learning model such as a neural network. By obtaining temporally continuous motion state data from the actual game data of the player, a data set can be formed. For example, the motion state of the player controlling the virtual character for 5 consecutive seconds can be obtained, and the motion state of the first 2 seconds is used as training data, and the motion state of the last 2 seconds is used as a label (ground truth). The motion state prediction model is obtained by training the data set. When the motion state prediction model is applied to perform actual prediction of the motion state, the first motion state of the first virtual character can be input into the model for processing, and the prediction result of the motion state can be output as the second motion state.
[0103] In one embodiment, the game processing method may further include the following steps:
[0104] According to the path finding starting position of the phantom, a path finding target position is determined in an area where the distance from the path finding starting position meets the path finding distance condition;
[0105] Controls the phantom to move in the second movement state according to the pathfinding target location.
[0106] Among them, pathfinding refers to the game automatically determining the moving route for the phantom (or virtual character, etc.). The movement process of the phantom can include one or more pathfinding stages. Exemplarily, the movement process of the phantom can be regarded as a pathfinding stage as a whole, the pathfinding starting position can be the initial position of the phantom, and the pathfinding target position can be the end position of the phantom. The movement process of the phantom can also be divided into multiple pathfinding stages. For example, considering that the phantom may disappear at any time (such as disappearing due to attack), the pathfinding stage can be divided into pathfinding stages to determine the moving route for the phantom. First, determine the pathfinding starting position and pathfinding target position in a pathfinding stage. If the phantom disappears when it reaches the pathfinding target position or before it reaches the pathfinding target position, there is no need to process the next pathfinding stage. If the phantom still exists when it reaches the pathfinding target position, determine the pathfinding starting position and pathfinding target position in the next pathfinding stage. It can be seen that when multiple pathfinding stages are set, the pathfinding starting position and pathfinding target position can be the starting point and end point in each pathfinding stage.
[0107] The pathfinding distance condition means that the pathfinding distance in each pathfinding stage should meet certain conditions, thereby preventing the pathfinding distance in each pathfinding stage from being too short or too long. For example, if the pathfinding distance is too short, it will manifest as the automatic control of the phantom moving in a specific direction, encountering obstacles or the boundaries of the game scene after moving a very short distance. After changing the moving direction, it may encounter obstacles or the boundaries of the game scene after moving a very short distance again, and it is necessary to change the moving direction again. This kind of movement method often appears in the automatic pathfinding mechanism of some games. It is significantly different from the movement method manually controlled by the player, which makes it easy to distinguish whether it is controlled by the player or automatically controlled by the game from the movement method, and thus distinguish which virtual character is the phantom. In this exemplary embodiment, by setting a path-finding distance condition, the path-finding target position is determined in an area where the distance from the path-finding starting position satisfies the path-finding distance condition, ensuring that the distance between the path-finding target position and the path-finding starting position satisfies the path-finding distance condition. This can avoid the above-mentioned path-finding distance being too short or other related problems, making the movement method and route of the phantom more reasonable and closer to the situation of manual control by the player, thereby increasing the confusing nature of the phantom.
[0108] In one embodiment, the above-mentioned determining the pathfinding target position in the area whose distance from the pathfinding starting position satisfies the pathfinding distance condition may include the following steps:
[0109] A pathfinding target position is determined in an area whose distance from the pathfinding starting position is within a preset distance range.
[0110] The preset distance range may be determined based on experience, information about the game scene, attributes of the first virtual character, etc. Exemplarily, the preset distance range may be determined based on the field of view of the first virtual character, or based on weather and visibility information of the game scene, etc. By setting the preset distance range, the pathfinding target position is determined in an area whose distance from the pathfinding starting position is within the preset distance range, so that the distance between the pathfinding target position and the pathfinding starting position is within the preset distance range, thereby ensuring that the pathfinding distance is not too short or too long.
[0111] In one embodiment, the above-mentioned determining the pathfinding target position in the area whose distance from the pathfinding starting position satisfies the pathfinding distance condition may include the following steps:
[0112] A path finding target position is determined in an area that is a first preset distance from a path finding starting position.
[0113] Among them, the first preset distance can be determined based on experience, information about the game scene, attributes of the first virtual character, etc. In one embodiment, there is a point of loss of vision in the game scene that does not exceed the second preset distance. The point of loss of vision can include a door, a climbing body, a corner, a staircase, a point-to-point displacement mechanism (such as a teleportation point, etc.), that is, when in any position in the game scene and facing any direction, there will be a point of loss of vision within a distance not exceeding the second preset distance in front. Therefore, the first preset distance can be determined based on the second preset distance, and the first preset distance can be less than the second preset distance, such as the second preset distance can be multiplied by a coefficient less than 1 to obtain the first preset distance. Exemplarily, the second preset distance is 12 meters and the first preset distance is 5 meters.
[0114] Compared with the preset distance range, the first preset distance is equivalent to setting a more stringent condition for the pathfinding distance, that is, the pathfinding distance must be equal to the first preset distance, which makes the pathfinding target position and the pathfinding starting position separated by the first preset distance, and the moving distance of each pathfinding stage is the first preset distance. This can simplify the pathfinding process to a certain extent, facilitate faster determination of the pathfinding target position, and increase the smoothness of the movement of the phantom during the pathfinding process.
[0115] In one embodiment, the above-mentioned determining the pathfinding target position in an area whose distance from the pathfinding starting position satisfies the pathfinding distance condition according to the pathfinding starting position of the phantom may include the following steps:
[0116] When a phantom is generated, the initial position of the phantom is determined as the path finding starting position; when the phantom moves to the current path finding target position, the current path finding target position is determined as the path finding starting position;
[0117] The next pathfinding target position is determined in an area whose distance from the pathfinding starting position meets the pathfinding distance condition.
[0118] In the first pathfinding stage, the initial position of the phantom is used as the pathfinding starting position. In the subsequent pathfinding stages, the pathfinding target position in the previous pathfinding stage is used as the pathfinding starting position. That is to say, when the phantom moves to the current pathfinding target position in the current pathfinding stage, the current pathfinding stage ends and the next pathfinding stage begins, with the current position as the pathfinding starting position in the next pathfinding stage. In this way, two adjacent pathfinding stages can be seamlessly connected, making the pathfinding movement process of the phantom more continuous and smooth.
[0119] The next pathfinding target position is determined based on the pathfinding distance condition. For example, the pathfinding target position in the next pathfinding stage (i.e., the next pathfinding target position) is determined in an area whose distance from the pathfinding starting position is within a preset distance range, or the pathfinding target position in the next pathfinding stage is determined in an area that is a first preset distance from the pathfinding starting position. In this way, the pathfinding target position can be determined in each pathfinding stage.
[0120] In one embodiment, reference Figure 4 As shown, the above-mentioned determination of the next pathfinding target position in the area whose distance from the pathfinding starting position meets the pathfinding distance condition may include the following steps S410 to S430:
[0121] Step S410, determining whether there is a reachable position in the candidate area along the path-finding direction of the phantom and whose distance from the path-finding starting position satisfies the path-finding distance condition.
[0122] The pathfinding direction of the phantom may be the direction of expected movement, and the pathfinding direction may be determined in each pathfinding stage, so that the pathfinding directions in different pathfinding stages may be different, so that the phantom can flexibly move and turn.
[0123] In one embodiment, when a phantom is generated, the front direction of the phantom may be used as a pathfinding direction, and the pathfinding direction may be the pathfinding direction in the first pathfinding stage.
[0124] In one embodiment, when the phantom moves to the current pathfinding target position, the front direction of the phantom can be used as the pathfinding direction. This method can be used to determine the pathfinding direction for the pathfinding stage after the first pathfinding stage. Using the front direction as the pathfinding direction can reduce the turning during the movement of the phantom, reduce the complexity of pathfinding, and improve processing efficiency.
[0125] In one embodiment, the pathfinding direction may also be determined based on the moving direction of a second virtual character or non-player character that attacks or chases the phantom, such as by determining the pathfinding direction to be the same as the moving direction of the second virtual character or non-player character, so as to increase the distance between the phantom and the second virtual character or non-player character as much as possible, thereby achieving the purpose of escape.
[0126] When the pathfinding direction is determined, the area along the pathfinding direction of the phantom and whose distance from the pathfinding starting position meets the pathfinding distance condition is used as the candidate area. For example, if the pathfinding distance condition is that the pathfinding distance is within a preset distance range, the candidate area can be a section of the pathfinding direction. If the pathfinding distance condition is that the pathfinding distance is equal to the first preset distance, the candidate area can be a point in the pathfinding direction. Determine whether there is a reachable position in the candidate area. If the candidate areas are all covered by obstacles or are beyond the boundary of the game scene, there is no reachable position.
[0127] Step S420: If there is a reachable position in the candidate area, the reachable position is determined as the next pathfinding target position.
[0128] If there is only one reachable position in the candidate area, such as a point in the path finding direction, which is a reachable position, the reachable position is used as the next path finding target position. If there are multiple reachable positions in the candidate area, the reachable position farthest or closest to the path finding starting position can be used as the next path finding target position, or a reachable position can be randomly selected as the next path finding target position.
[0129] Step S430, if there is no reachable position in the candidate area, the path finding direction is adjusted, and it is determined again whether there is a reachable position in the candidate area along the path finding direction of the phantom and the distance between the candidate area and the path finding starting position meets the path finding distance condition.
[0130] If there is no reachable location in the candidate area, it means that under the current path finding direction, the reachable location cannot be reached according to the path finding distance that satisfies the path finding distance condition, so the path finding direction can be adjusted.
[0131] In one embodiment, the path-finding direction can be rotated by a first preset angle with the phantom as the rotation center to adjust the path-finding direction. For example, the path-finding direction can be fixedly rotated in a clockwise direction or a counterclockwise direction, or it can be rotated in a clockwise direction first and then in a counterclockwise direction. The first preset angle can be determined based on experience and the characteristics of the game scene. For example, when the direction setting of the game scene is relatively fine, the first preset angle can be determined to be 15 degrees, or when the game scene is a grid map, the first preset angle can be determined to be 45 degrees or 90 degrees, etc. In one embodiment, the first preset angle can be 360 / k, where k represents the accuracy of the path-finding direction adjustment. The larger k is, the smaller the first preset angle is, which means that the adjustment amplitude of each adjustment of the path-finding direction is smaller, which is conducive to fine adjustment.
[0132] After adjusting the path finding direction, the process may jump to step S410 to determine again whether there is a reachable position in the candidate area after adjusting the path finding direction. It should be understood that if there is still no reachable position in the candidate area, the path finding direction may be further adjusted and step S410 may be performed again.
[0133] pass Figure 4 The method shown can realize intelligent control of the moving direction of the phantom.
[0134] In one embodiment, the above-mentioned determining the next pathfinding target position in the area whose distance from the pathfinding starting position meets the pathfinding distance condition may further include the following steps:
[0135] After the routing direction is cumulatively adjusted by a second preset angle along a fixed clock direction, it is determined that there is still no reachable position in the candidate area whose distance from the routing starting position along the routing direction meets the routing distance condition, then the reachable position closest to the candidate area is determined as the next routing target position.
[0136] Among them, along the fixed clock direction refers to fixedly along the clockwise direction or counterclockwise direction. The second preset angle can be determined based on experience, such as 180 degrees or 360 degrees. After the path-finding direction is cumulatively adjusted by the second preset angle along the fixed clock direction, it is determined that there is still no reachable position in the candidate area whose distance from the path-finding starting position meets the path-finding distance condition along the path-finding direction, indicating that in the process of adjusting the path-finding direction while searching for the reachable position, no suitable reachable position is found as the next path-finding target position. For example, when adjusting the path-finding direction, it can be rotated 15 degrees in the counterclockwise direction each time. If the next path-finding target position has not been determined after a cumulative rotation of 360 degrees, it means that it is difficult to find a suitable reachable position by adjusting the path-finding direction. In this case, as a supplementary solution, the reachable position closest to the candidate area can be determined as the next path-finding target position. This avoids the situation where the path-finding target position cannot be determined for a long time, and ensures the smoothness of the phantom path-finding process.
[0137] It should be understood that during the phantom pathfinding process, if the phantom disappears due to reaching the maximum duration or being attacked, the pathfinding process can be stopped.
[0138] The path finding starting position is connected with the path finding target position to form a moving path of the phantom, and the phantom is controlled to move according to the moving path in the second motion state, thereby realizing automatic control of the phantom.
[0139] In one embodiment, if there is an openable door on the moving path of the phantom, when the phantom passes by the door, the door can be automatically opened, so that the phantom continues to move along the predetermined moving path.
[0140] Figure 5 A flowchart of controlling the phantom to perform pathfinding and movement is shown, which may include the following steps:
[0141] Step S501, generate a phantom and determine the initial position.
[0142] Step S502, determining the initial position or the currently reached pathfinding target position as the pathfinding starting position for the next pathfinding stage.
[0143] Step S503: determine the direction the phantom is facing as the path-finding direction.
[0144] Step S504, determine whether there is a reachable position in the candidate area along the path-finding direction and whose distance from the path-finding starting position meets the path-finding distance condition; if so, continue to step S505; if not, continue to step S506.
[0145] Step S505, determining the reachable position as the pathfinding target position of the next pathfinding stage; and continuing to step S509;
[0146] Step S506, determining whether the path-finding direction is cumulatively adjusted to a second preset angle; if so, proceeding to step S507; if not, proceeding to step S508.
[0147] Step S507, determine the reachable position closest to the candidate area as the pathfinding target position of the next pathfinding stage; and continue to execute step S509.
[0148] Step S508, adjust the path-finding direction by a first preset angle; jump to step S504.
[0149] Step S509, controlling the phantom to move to the path-finding target position in the second motion state.
[0150] Step S510, determining whether the phantom disappears when reaching the pathfinding target position or before reaching the pathfinding target position; if so, continuing to step S511; if not, jumping to step S502 to start the next pathfinding stage.
[0151] Step S511, end path finding.
[0152] It should be understood that the above path-finding related solutions, such as Figure 4 or Figure 5 The solutions shown can all be applied to the pathfinding process of secondary phantoms.
[0153] In one embodiment, the game processing method may further include the following steps:
[0154] If the first virtual character is in a combat state with a non-player character when casting the phantom, after the phantom is generated, the combat target of the non-player character is transferred from the first virtual character to the phantom.
[0155] That is, when the first virtual character is fighting with an NPC, if the first virtual character casts a phantom, the phantom can attract the NPC to fight against it, thereby helping the first virtual character to attract firepower or share damage.
[0156] The exemplary embodiment of the present disclosure also provides a game processing device, which can provide a graphical user interface through a terminal device, wherein at least part of a game scene is displayed in the graphical user interface, and the game scene includes a first virtual character. Figure 6 As shown, the game processing device 600 may include the following program modules:
[0157] The phantom generation module 610 is configured to generate a phantom of the first virtual character in the game scene in response to the first virtual character casting a phantom;
[0158] The first type ghost disappearance event processing module 620 is configured to remove the ghost from the game scene in response to the first type ghost disappearance event, and generate a secondary ghost of the first virtual character in the game scene.
[0159] In one implementation, the game processing device 600 may further include a second type of ghost disappearance event processing module, which is configured to:
[0160] In response to the second type of phantom disappearance event, the phantom is removed from the game scene, and the position of the second virtual character that triggered the second type of phantom disappearance event is marked on the map of the graphical user interface; the second virtual character and the first virtual character are in different camps in the game.
[0161] In one embodiment, the first type of phantom disappearance event is a disappearance event triggered by the game behavior of the first virtual character or a disappearance event triggered by the game system behavior; the second type of phantom disappearance event is a disappearance event triggered by the game behavior of the second virtual character.
[0162] In one embodiment, marking the position of the second virtual character that triggers the second type of ghost disappearance event on the map of the graphical user interface includes:
[0163] Determining a marking duration according to the level information of the first virtual character;
[0164] The position of the second virtual character is marked on the map of the graphical user interface according to the marking time.
[0165] In one embodiment, the second type of ghost disappearance event processing module is further configured to:
[0166] In response to the second type of phantom disappearance event, when the phantom is removed from the game scene, if the first virtual character reaches the first preset level, the area where the phantom was located before being removed will present a flashing effect, so that the game screen of the second virtual character in the area will show a flashing effect within a preset duration.
[0167] In one embodiment, the phantom generation module 610 is further configured to:
[0168] If the first virtual character reaches the second preset level, in the case where there is a phantom of the first virtual character in the game scene, in response to the first virtual character using the first preset prop, a secondary phantom of the first virtual character is generated in the game scene.
[0169] In one embodiment, the first type of phantom disappearance event includes: if the first virtual character reaches a third preset level, in the case where there is a phantom of the first virtual character in the game scene, the first virtual character uses a second preset prop.
[0170] In one embodiment, the game processing device 600 may further include a first virtual character processing module configured to:
[0171] In the case where a secondary phantom of the first virtual character exists in the game scene, at least one of the following processes is performed on the first virtual character:
[0172] Lowering the specified attribute of the first virtual character;
[0173] The first virtual character is prohibited from using designated skills, designated props or designated actions;
[0174] Reduced the maximum duration of the first avatar's ghost.
[0175] In one embodiment, the phantom and the secondary phantom have a first display state and a second display state; the phantom and the secondary phantom have a different appearance from the first virtual character in the first display state, and the first display state is used to display on a client that controls the first virtual character or a virtual character in the same camp as the first virtual character; the phantom and the secondary phantom have the same appearance as the first virtual character in the second display state, and the second display state is used to display on a client that controls a virtual character in a different camp from the first virtual character.
[0176] The specific details of each part of the above-mentioned device have been described in detail in the implementation method of the method part. The undisclosed details can be found in the implementation method of the method part, so they will not be repeated here.
[0177] The exemplary embodiments of the present disclosure also provide a computer-readable storage medium, which can be implemented in the form of a program product, which includes a program code, and when the program product is run on an electronic device, the program code is used to cause the electronic device to perform the steps described in the above "Exemplary Method" section of this specification according to various exemplary embodiments of the present disclosure. In an optional embodiment, the program product can be implemented as a portable compact disk read-only memory (CD-ROM) and includes program code, and can be run on an electronic device, such as a personal computer. However, the program product of the present disclosure is not limited to this, and in this document, the readable storage medium can be any tangible medium containing or storing a program, which can be used by or in combination with an instruction execution system, device or device.
[0178] The program product may use any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or device, or any combination of the above. More specific examples of readable storage media (a non-exhaustive list) include: an electrical connection with one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above.
[0179] Computer readable signal media may include data signals propagated in baseband or as part of a carrier wave, in which readable program code is carried. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above. Readable signal media may also be any readable medium other than a readable storage medium, which may send, propagate, or transmit a program for use by or in conjunction with an instruction execution system, apparatus, or device.
[0180] The program code embodied on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wired, optical cable, RF, etc., or any suitable combination of the foregoing.
[0181] Program code for performing the operations of the present disclosure may be written in any combination of one or more programming languages, including object-oriented programming languages such as Java, C++, etc., and conventional procedural programming languages such as "C" or similar programming languages. The program code may be executed entirely on the user computing device, partially on the user device, as a separate software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving a remote computing device, the remote computing device may be connected to the user computing device through any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., through the Internet using an Internet service provider).
[0182] The exemplary embodiment of the present disclosure also provides an electronic device, such as the terminal device 110 or the server 120 described above. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as program codes. The processor executes the method in the exemplary embodiment by executing the executable instructions. In addition, the electronic device may also include a display for displaying a graphical user interface.
[0183] Reference below Figure 7 , the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Figure 7 The electronic device 700 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
[0184] like Figure 7 As shown, the electronic device 700 may include: a processor 710 , a memory 720 , a bus 730 , an I / O (input / output) interface 740 , a network adapter 750 , and a display 760 .
[0185] The memory 720 may include a volatile memory, such as a RAM 721, a cache unit 722, and may also include a non-volatile memory, such as a ROM 723. The memory 720 may also include one or more program modules 724, such program modules 724 include but are not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or a combination thereof may include the implementation of a network environment. For example, the program module 724 may include each module in the above-mentioned device.
[0186] The bus 730 is used to realize the connection between different components of the electronic device 700, and may include a data bus, an address bus, and a control bus.
[0187] The electronic device 700 can communicate with one or more external devices 800 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 740 .
[0188] The electronic device 700 can communicate with one or more networks through the network adapter 750. For example, the network adapter 750 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc. The network adapter 750 can communicate with other modules of the electronic device 700 through the bus 730.
[0189] In one implementation, the electronic device 700 may further include a display, and a graphical user interface, such as a game scene, may be displayed on the display.
[0190] although Figure 7 Not shown, other hardware and / or software modules may also be provided in the electronic device 700, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, etc.
[0191] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.
[0192] It will be appreciated by those skilled in the art that various aspects of the present disclosure may be implemented as a system, method or program product. Therefore, various aspects of the present disclosure may be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which may be collectively referred to herein as a "circuit", "module" or "system". Those skilled in the art will readily think of other embodiments of the present disclosure after considering the specification and practicing the invention disclosed herein. The present application is intended to cover any variations, uses or adaptive changes of the present disclosure, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the art that are not disclosed in the present disclosure. The specification and implementation are intended to be exemplary only, and the true scope and spirit of the present disclosure are indicated by the claims.
[0193] It should be understood that the present disclosure is not limited to the exact structures that have been described above and shown in the drawings, and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.
Claims
1. A game processing method, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a first virtual character; the method includes: In response to the first virtual character casting an illusion, generating an illusion of the first virtual character in the game scene; In response to a first type of phantom disappearance event, the phantom is removed from the game scene, and a secondary phantom of the first virtual character is generated in the game scene.
2. The method according to claim 1, characterized in that The method further comprises: In response to a second type of phantom disappearance event, the phantom is removed from the game scene, and the position of a second virtual character that triggers the second type of phantom disappearance event is marked on the map of the graphical user interface; the second virtual character and the first virtual character are in different camps in the game.
3. The method according to claim 2, characterized in that The first type of phantom disappearance event is a disappearance event triggered by the game behavior of the first virtual character or a disappearance event triggered by the game system behavior; The second type of phantom disappearance event is a disappearance event triggered by the game behavior of the second virtual character.
4. The method according to claim 2, characterized in that: The step of marking the position of the second virtual character triggering the second type of ghost disappearance event on the map of the graphical user interface includes: Determining a marking duration according to the level information of the first virtual character; Mark the position of the second virtual character on the map of the graphical user interface according to the marking duration.
5. The method according to claim 2, characterized in that: When removing the phantom from the game scene in response to the second type of phantom disappearance event, the method further includes: If the first virtual character reaches a first preset level, a flashing effect is displayed in the area where the phantom was located before being removed, so that the game screen of the second virtual character in the area displays a flashing effect within a preset time period.
6. The method according to claim 1, characterized in that The method further comprises: If the first virtual character reaches a second preset level, and in the case where a phantom of the first virtual character exists in the game scene, in response to the first virtual character using a first preset prop, a secondary phantom of the first virtual character is generated in the game scene.
7. The method according to claim 1, characterized in that The first type of phantom disappearance event includes: if the first virtual character reaches a third preset level, and there is a phantom of the first virtual character in the game scene, the first virtual character uses a second preset prop.
8. The method according to claim 1, characterized in that: The method further comprises: In the case where a secondary phantom of the first virtual character exists in the game scene, performing at least one of the following processing on the first virtual character: Lowering the specified attribute of the first virtual character; Prohibiting the first virtual character from using designated skills, designated props or designated actions; The maximum duration of the phantom of the first virtual character is reduced.
9. The method according to any one of claims 1 to 8, characterized in that: The phantom and the secondary phantom have a first display state and a second display state; the phantom and the secondary phantom have different appearances from the first virtual character in the first display state, and the first display state is used to be displayed on a client that controls the first virtual character or a virtual character in the same camp as the first virtual character; the phantom and the secondary phantom have the same appearance as the first virtual character in the second display state, and the second display state is used to be displayed on a client that controls a virtual character in a different camp from the first virtual character.
10. A game processing device, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a first virtual character; the apparatus includes: a phantom generation module, configured to generate a phantom of the first virtual character in the game scene in response to the first virtual character casting a phantom; The first type of phantom disappearance event processing module is configured to remove the phantom from the game scene and generate a secondary phantom of the first virtual character in the game scene in response to the first type of phantom disappearance event.
11. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the method according to any one of claims 1 to 9 is implemented.
12. An electronic device, characterized in that: include: processor; A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 9 by executing the executable instructions.
Citation Information
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