Game data processing method and device, electronic equipment, storage medium and program product
By displaying the virtual grid map in the virtual scene and performing scrutiny interaction, the synchronization problem of the random generation algorithm of level in online games is solved, and immersive perception and player interaction improvements with low resource consumption are achieved.
Patent Information
- Application Number
- CN202410178117.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-02-08
- Publication Date
- 2025-08-08
AI Technical Summary
Due to synchronization problems, the level random generation algorithms in existing online games tend to solidify their player strategies, lack repetitive playability, and additional computing resources are consumed, affecting the perception of immersive virtual scenes.
By displaying the virtual grid map in the virtual scene, players conduct scrutiny and interactive operations to determine multiple first-class grid units, form a path sequence, control the virtual object to move to the target position, and realize the randomly generated maze copy combat gameplay.
Implement immersive virtual scene perception with low resource consumption, improve the probability of interaction between players, and enhance the gaming experience.
Smart Images

Figure CN120437582A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the Internet field, and are related to but not limited to a game data processing method, device, electronic device, storage medium and program product. Background Art
[0002] With the development of internet technology, the widespread use of personal devices, and the reduction of data costs, the gaming industry is booming. Massively Multiplayer Online Role-Playing Games (MMORPGs) are a popular type of online game. In MMORPGs, players are typically divided into teams and tasked with completing specific tasks across dispersed virtual maps. The randomness of game levels is a key factor affecting the MMORPG gaming experience.
[0003] Currently, random level generation algorithms are common in single-player games because they avoid client-server synchronization issues, making them relatively stable and mature. However, random level generation in online games is rarely used in multiplayer real-time games due to synchronization issues. Even when used in real-time games, they employ a random selection scheme from a fixed set of levels. Players develop strategies for all possible levels, rather than adjusting them on the fly with each playthrough. Consequently, grid games in related technologies often rigidify player strategies and lack replayability. To foster full player interaction, additional interactive channels must be provided within the game. These additional interactive channels significantly impact the immersiveness of the virtual scene and consume additional graphics computing resources on the computer.
[0004] In summary, there is no effective solution in the relevant technologies for achieving immersive virtual scene perception at the cost of low resource consumption. Summary of the Invention
[0005] The embodiments of the present application provide a game data processing method, device, electronic device, storage medium and program product, which can be applied at least in the field of cloud technology or the field of games, and can achieve immersive virtual scene perception at the cost of low resource consumption in the virtual scene while increasing the probability of interaction between players.
[0006] The technical solution of the embodiment of the present application is implemented as follows:
[0007] An embodiment of the present application provides a game data processing method, comprising: in response to a startup operation of a current virtual scene, displaying a target virtual object and a virtual grid map on a current interface of the current virtual scene; the virtual grid map includes multiple grid cells, and the target virtual object is located at an initial position in the virtual grid map; starting from the initial position, in response to deliberation interaction operations on at least two of the multiple grid cells, a plurality of first-class grid cells are determined from the multiple grid cells, and the plurality of first-class grid cells are displayed; the plurality of first-class grid cells are sequentially connected to form a first-class grid cell sequence, and the position of the last first-class grid cell in the first-class grid cell sequence in the virtual grid map is a target position; and controlling the target virtual object to move from the initial position to the target position along the path corresponding to the first-class grid cell sequence in the virtual grid map.
[0008] An embodiment of the present application provides a game data processing device, comprising: a first display module, configured to display a target virtual object and a virtual grid map on a current interface of the current virtual scene in response to a startup operation of a current virtual scene; the virtual grid map comprises a plurality of grid cells, and the target virtual object is located at an initial position in the virtual grid map; a second display module, configured to determine a plurality of first-class grid cells from the plurality of grid cells, and display the plurality of first-class grid cells, starting from the initial position, in response to deliberation interaction operations on at least two of the plurality of grid cells in sequence; the plurality of first-class grid cells are sequentially connected to form a first-class grid cell sequence, the position of the last first-class grid cell in the first-class grid cell sequence in the virtual grid map being a target position; and a control module, configured to control the target virtual object to move from the initial position to the target position along a path corresponding to the first-class grid cell sequence in the virtual grid map.
[0009] An embodiment of the present application provides an electronic device, comprising: a memory for storing executable instructions; and a processor for implementing the above-mentioned game data processing method when executing the executable instructions stored in the memory.
[0010] An embodiment of the present application provides a computer program product, which includes executable instructions stored in a computer-readable storage medium; wherein a processor of an electronic device reads the executable instructions from the computer-readable storage medium and implements the above-mentioned game data processing method when executing the executable instructions.
[0011] An embodiment of the present application provides a computer-readable storage medium storing executable instructions for causing a processor to execute the executable instructions to implement the above-mentioned game data processing method.
[0012] The embodiments of the present application have the following beneficial effects:
[0013] When a computer device receives a startup operation for a current virtual scene and runs a virtual scene application, it displays a target virtual object and a virtual grid map on the current interface of the current virtual scene. The virtual grid map includes multiple grid cells, and the target virtual object is located at an initial position in the virtual grid map. Then, the player can trigger a deliberation interaction operation on at least two grid cells. In this way, the computer device can take the initial position as the starting point and respond to the deliberation interaction operation on at least two of the multiple grid cells in sequence, determine multiple first-class grid cells from the multiple grid cells, and display the multiple first-class grid cells. The multiple first-class grid cells are connected in sequence to form a first-class grid cell sequence, and the position of the last first-class grid cell in the first-class grid cell sequence in the virtual grid map is the target position. In other words, the first-class grid cell sequence forms a path in the virtual grid map that can lead to the target position. In this way, the computer device can control the target virtual object to move from the initial position to the target position along the path. In the embodiment of the present application, since the virtual grid map is displayed on the current interface of the current virtual scene, the player needs to perform interactive operations on at least two grid units in the virtual grid map, that is, it is necessary to explore which grid units are accurate grid units that can lead to the target location, so as to find multiple first-class grid units from all grid units. In this way, not only can immersive virtual scene perception be achieved in the current virtual scene at the cost of low resource consumption, but the probability of interaction between players can also be increased. BRIEF DESCRIPTION OF THE DRAWINGS
[0014] Figure 1 This is an optional architectural diagram of a game data processing system provided in an embodiment of the present application;
[0015] Figure 2 is a schematic structural diagram of an electronic device provided in an embodiment of the present application;
[0016] Figure 3 This is an optional flowchart of the game data processing method provided in an embodiment of the present application;
[0017] Figure 4 This is another optional flowchart of the game data processing method provided in an embodiment of the present application;
[0018] Figure 5This is a schematic diagram of an implementation flow of determining a plurality of first-category grid units provided in an embodiment of the present application;
[0019] Figure 6 This is a schematic diagram of the implementation process of generating a virtual grid map provided by an embodiment of the present application;
[0020] Figure 7 This is a schematic diagram of the implementation process of adding a grid unit identifier when the grid unit identifier is a trunk path identifier provided by an embodiment of the present application;
[0021] Figure 8 This is a schematic diagram of an implementation process of adding a grid unit identifier when the grid unit identifier is an incorrect path identifier provided by an embodiment of the present application;
[0022] Figure 9 This is a schematic diagram of an implementation process of adding a grid unit identifier when the grid unit identifier is a derived path identifier provided by an embodiment of the present application;
[0023] Figure 10 This is the current interface diagram of the game P provided in the embodiment of the present application;
[0024] Figure 11 This is a running interface diagram of the game P entering the game scene provided by the embodiment of the present application;
[0025] Figure 12 This is a diagram of the operation interface of the game P player character provided by the embodiment of the present application being transferred to the central grid unit;
[0026] Figure 13 Schematic diagram of a black box in a game P provided in an embodiment of the present application;
[0027] Figure 14 This is a schematic diagram of the effect of destroying the black box provided by an embodiment of the present application;
[0028] Figure 15 This is a schematic diagram of the response effect of the large mechanism timeout provided in the embodiment of the present application;
[0029] Figure 16 This is a schematic diagram of a maze provided in an embodiment of the present application;
[0030] Figure 17 This is a schematic diagram of a 7*7 initial grid unit provided in an embodiment of the present application;
[0031] Figure 18 This is a schematic diagram of the algorithm flow for adding Buff-B-01 provided in an embodiment of the present application;
[0032] Figure 19 This is a schematic diagram of the algorithm flow for adding Buff-B-02 provided in an embodiment of the present application;
[0033] Figure 20 This is a schematic diagram of the algorithm flow for adding Buff-B-03, Buff-B-04, Buff-B-05, and Buff-B-06 provided in an embodiment of the present application;
[0034] Figure 21 This is a schematic diagram of the algorithm flow for adding the second Buff-B series provided in an embodiment of the present application;
[0035] Figure 22 1 is a schematic diagram of an algorithm flow for determining a first derived path grid unit provided in an embodiment of the present application;
[0036] Figure 23 1 is a schematic diagram of an algorithm flow for determining multiple derived path grid units provided in an embodiment of the present application;
[0037] Figure 24 is a schematic diagram of an algorithm flow for determining another derived road provided in an embodiment of the present application;
[0038] Figure 25 This is a flowchart of the algorithm for adding Buff-C provided in an embodiment of the present application. DETAILED DESCRIPTION
[0039] In order to make the purpose, technical solutions and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limiting this application. All other embodiments obtained by ordinary technicians in this field without making creative work are within the scope of protection of this application.
[0040] In the following description, reference is made to "some embodiments," which describe a subset of all possible embodiments. However, it will be understood that "some embodiments" may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict. Unless otherwise defined, all technical and scientific terms used in the embodiments of this application have the same meaning as commonly understood by those skilled in the art to which the embodiments of this application pertain. The terms used in the embodiments of this application are for the purpose of describing the embodiments of this application only and are not intended to limit this application.
[0041] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program that has a predetermined function and works together with other related parts to achieve a predetermined goal, and can be implemented in whole or in part by using software, hardware (such as processing circuits or memories) or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be part of an overall module or unit that includes the function of the module or unit.
[0042] Competing games in the related art do not have randomly generated copy game play based on a grid-based maze (a building or object filled with complex passages that makes it difficult to find a path from its interior to the entrance or from the entrance to the exit, with complex and difficult-to-identify paths and difficult to exit after entering. The maze in the embodiments of this application is generated according to a random generation algorithm, consisting of black box levels with multiple paths and a single path to the end). In similar gameplay, a scheme of randomly selecting and splicing from fixed levels is usually adopted. This type of scheme usually solidifies the player's strategy and lacks repeatability.
[0043] To address the problems of related technologies, the present invention provides a method for processing game data. This method is a random generation algorithm for a grid-distributed maze, and a dungeon combat gameplay designed based on this algorithm. The implementation logic of this random generation algorithm is to traverse the surrounding unmarked grid cells from a central starting point outward, ensuring that the path from the starting point to the end point is unique and connected according to the generation rules and check marks.
[0044] Specifically, in the game data processing method provided by the embodiment of the present application, first, in response to the startup operation of the current virtual scene, the target virtual object and the virtual grid map are displayed on the current interface of the current virtual scene; the virtual grid map includes multiple grid units, and the target virtual object is located at an initial position in the virtual grid map; then, starting from the initial position, in response to the interactive operation of at least two grid units in the multiple grid units, multiple first-class grid units are determined in the multiple grid units, and multiple first-class grid units are displayed; multiple first-class grid units are connected in sequence to form a first-class grid unit sequence, and the position of the last first-class grid unit in the first-class grid unit sequence in the virtual grid map is the target position; finally, the target virtual object is controlled to move from the initial position to the target position along the path corresponding to the first-class grid unit sequence in the virtual grid map. In this way, the computer device can control the target virtual object to move from the initial position to the target position along the path. In the embodiment of the present application, since the virtual grid map is displayed on the current interface of the current virtual scene, the player needs to perform interactive operations on at least two grid units in the virtual grid map, that is, it is necessary to explore which grid units are accurate grid units that can lead to the target location, so as to find multiple first-class grid units from all grid units. In this way, not only can immersive virtual scene perception be achieved in the current virtual scene at the cost of low resource consumption, but the probability of interaction between players can also be increased.
[0045] Here, first, an exemplary application of the game data processing device of the embodiment of the present application is described, and the game data processing device is an electronic device for implementing the game data processing method. In one implementation, the game data processing device (i.e., electronic device) provided by the embodiment of the present application can be implemented as a terminal or a server. In one implementation, the game data processing device provided by the embodiment of the present application can be implemented as a laptop, tablet computer, desktop computer, mobile phone, portable music player, personal digital assistant, dedicated messaging device, portable game device, intelligent robot, smart home appliance and smart car device, etc., any terminal with a game application running function; in another implementation, the game data processing device provided by the embodiment of the present application can also be implemented as a server, wherein the server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content distribution networks (CDNs), and basic cloud computing services such as big data and artificial intelligence platforms. The terminal and the server can be directly or indirectly connected by wired or wireless communication, which is not limited in the embodiment of the present application. Next, an exemplary application when the input control device is implemented as a terminal will be described.
[0046] See also Figure 1 , Figure 1 This is an optional architectural diagram of the game data processing system provided by the embodiment of the present application. The game data processing system 10 of the embodiment of the present application includes at least a terminal 100, a network 200, and a server 300. A virtual scene application is installed on the terminal 100, wherein the server 300 can be a server of the virtual scene application. The terminal 100 can constitute the game data processing device of the embodiment of the present application, that is, the game data processing method of the embodiment of the present application is implemented through the terminal 100. The terminal 100 is connected to the server 300 through the network 200. The network 200 can be a wide area network or a local area network, or a combination of the two. See Figure 1When controlling a virtual scene application on the terminal 100, the user (i.e., the game player) can input a startup operation on the client side of the virtual scene application through the terminal 100. The terminal 100 can generate a virtual scene startup request in response to the startup operation and send the virtual scene startup request to the server 300 via the network 200. In response to the virtual scene startup request, the server 300 pulls the running data packet of the virtual scene from the database. The running data packet is the running data for running the current virtual scene, and the server 300 sends the running data packet to the terminal 100. The terminal 100 renders the current interface based on the running data packet, obtains the target virtual object and the virtual grid map, and displays the target virtual object and the virtual grid map on the current interface of the current virtual scene; the virtual grid map includes multiple grid cells, and the target virtual object is located at the initial position in the virtual grid map. Then, during the operation of the virtual scene application, the terminal 100 sequentially receives the user's input of the deliberation interaction operation for at least two grid cells among the multiple grid cells. The terminal 100 takes the initial position as the starting point, and sequentially responds to the deliberation interaction operation for the at least two grid cells, determines multiple first-class grid cells among the multiple grid cells, and displays the multiple first-class grid cells; wherein the multiple first-class grid cells are sequentially connected to form a first-class grid cell sequence, and the position of the last first-class grid cell in the first-class grid cell sequence in the virtual grid map is the target position; and the target virtual object is controlled to move from the initial position to the target position along the path corresponding to the first-class grid cell sequence in the virtual grid map.
[0047] In some embodiments, the steps in the game data processing method can also be performed by server 300. That is, after terminal 100 sends a virtual scene startup request to server 300, server 300, in response to the virtual scene startup request, pulls the virtual scene's running data packet from the database, performs page rendering based on the running data packet, obtains a current interface containing the target virtual object and the virtual grid map, and sends the current interface to terminal 100, displaying the current interface of the current virtual scene on terminal 100. During the operation of the virtual scene application, terminal 100 can also receive a deliberation interaction operation for at least two grid cells, generate a deliberation interaction request, and send the deliberation interaction request to server 300. In response to the deliberation interaction request, server 300 determines multiple first-class grid cells from the multiple grid cells and feeds the determination result back to terminal 100, so that terminal 100 displays the multiple first-class grid cells on the current interface. Finally, server 300 can control the target virtual object to move from the initial position to the target position along the path corresponding to the first-class grid cell sequence in the virtual grid map. Accordingly, a moving video of the target virtual object can be displayed on terminal 100.
[0048] The game data processing method provided in the embodiments of the present application can also be implemented based on a cloud platform and through cloud technology. For example, the server 300 can be a cloud server. The cloud server runs a virtual scene application to generate a current interface including a target virtual object and a virtual grid map. Alternatively, the cloud server can determine a plurality of first-category grid units from a plurality of grid units.
[0049] In some embodiments, there may also be a cloud storage, and the identifiers of the first-class grid units in the virtual grid map may be stored in the cloud storage. In this way, when a deliberation interaction operation is received, the identifiers of the first-class grid units may be directly obtained from the cloud storage, thereby quickly determining whether the current grid unit is a first-class grid unit, thereby improving the refresh display efficiency of the virtual scene video of the virtual scene application, and thereby improving the user experience of the virtual scene application.
[0050] It's important to note that cloud technology refers to a managed technology that unifies hardware, software, and network resources within a wide or local area network (WAN) to enable data computing, storage, processing, and sharing. Cloud technology is a general term for network, information technology, integration technology, management platform technology, and application technology, all based on the cloud computing business model. It can form a resource pool for on-demand, flexible, and convenient use. Cloud computing technology will become a crucial support. Backend services for technical network systems, such as those for video sites, image sites, and more portals, require significant computing and storage resources. With the rapid development and application of the internet industry, every item will likely have its own unique identifier, requiring transmission to backend systems for logical processing. Data of varying levels will be processed separately, and data from various industries will require robust system support, which can be achieved through cloud computing.
[0051] Figure 2 is a structural diagram of an electronic device provided in an embodiment of the present application, Figure 2 The electronic device shown may be a game data processing device, which includes: at least one processor 310, a memory 350, at least one network interface 320, and a user interface 330. The various components in the game data processing device are coupled together via a bus system 340. It is understood that the bus system 340 is used to achieve connection and communication between these components. In addition to including a data bus, the bus system 340 also includes a power bus, a control bus, and a status signal bus. However, for the sake of clarity, the bus system 340 is not shown in FIG. Figure 2 Various buses are labeled as bus system 340 .
[0052] The processor 310 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.
[0053] The user interface 330 includes one or more output devices 331 that enable presentation of media content, and one or more input devices 332 .
[0054] The memory 350 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disk drives, and the like. The memory 350 may optionally include one or more storage devices physically located away from the processor 310. The memory 350 includes a volatile memory or a non-volatile memory, and may also include both volatile and non-volatile memories. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 350 described in the embodiments of the present application is intended to include any suitable type of memory. In some embodiments, the memory 350 is capable of storing data to support various operations, examples of which include programs, modules, and data structures, or subsets or supersets thereof, as exemplified below.
[0055] The operating system 351 includes system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., which are used to implement various basic businesses and process hardware-based tasks; a network communication module 352 is used to reach other computing devices via one or more (wired or wireless) network interfaces 320. Exemplary network interfaces 320 include: Bluetooth, Wireless Compatibility Certification (WiFi), and Universal Serial Bus (USB); an input processing module 353 is used to detect one or more user inputs or interactions from one of the one or more input devices 332 and translate the detected inputs or interactions.
[0056] In some embodiments, the apparatus provided in the embodiments of the present application may be implemented in software. Figure 2A game data processing device 354 stored in memory 350 is shown. This game data processing device 354 can be a game data processing device in an electronic device. It can be software in the form of a program or plug-in, and includes the following software modules: a first display module 3541, a second display module 3542, and a control module 3543. These modules are logical and can be arbitrarily combined or further separated according to the functions they implement. The functions of each module will be described below.
[0057] In some embodiments, the device provided in the embodiments of the present application can be implemented in hardware. As an example, the device provided in the embodiments of the present application can be a processor in the form of a hardware decoding processor, which is programmed to execute the game data processing method provided in the embodiments of the present application. For example, the processor in the form of a hardware decoding processor can adopt one or more application-specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs), or other electronic components.
[0058] The game data processing methods provided in each embodiment of the present application can be executed by an electronic device, wherein the electronic device can be a server or a terminal, that is, the game data processing methods in each embodiment of the present application can be executed by a server, or by a terminal, or by interaction between a server and a terminal.
[0059] Figure 3 This is an optional flow chart of the game data processing method provided in the embodiment of the present application. Figure 3 The steps shown are explained as Figure 3 As shown, the game data processing method is described by taking the terminal as an example. The method includes the following steps S101 to S103:
[0060] Step S101 : in response to a start-up operation of a current virtual scene, displaying a target virtual object and a virtual grid map on a current interface of the current virtual scene.
[0061] In an embodiment of the present application, a user can trigger a startup operation of the game application on the client of the game application, that is, a startup operation of the current virtual scene, to run the game application. During the operation of the game application, different game levels and scenes can be displayed on the current interface of the current virtual scene (i.e., the game). The game data processing method provided in the embodiment of the present application is the gameplay under one or more levels or scenes in the game application, that is, the gameplay corresponding to the game data processing method provided in the embodiment of the present application can be deployed to different game levels or game scenes.
[0062] The target virtual object is the player character. The player can control the target virtual object by performing operations in the game application and control the target virtual object to perform different operation responses.
[0063] The virtual grid map includes multiple grid units, and the grid units can have any shape. For example, the grid units can be grid units of different shapes such as rectangles, squares, diamonds, circles, triangles, etc. The grid units can also have different size parameters, and the size parameters of each grid unit can be determined according to the display size of the current interface, the number of grid units, and the arrangement rules of the grid units. In the virtual grid map, different grid units can have the same size parameters or different size parameters, and this embodiment of the application does not limit this. The embodiment of the application is explained by taking the virtual grid map as an example including L*L (L is an integer greater than 1, for example, it can be 7*7) identical squares.
[0064] When starting a game application, the target virtual object can be located at any position. When the virtual grid map is displayed on the current interface of the game, it indicates that the game is currently being played using the gameplay provided by the embodiment of the present application. Therefore, the target virtual object can be moved to the initial position in the virtual grid map. That is to say, when the target virtual object and the virtual grid map are displayed on the current interface, the target virtual object is located at the initial position in the virtual grid map.
[0065] The initial position may be the position of any one of the plurality of grid units, for example, the initial position may be the center point position of a grid unit at the middle position of the 7*7 grid units.
[0066] In an embodiment of the present application, when generating a virtual grid map, the coordinates of the center point position of each grid unit in the game scene coordinate system can also be determined. Therefore, when the target virtual object is located in the virtual grid map, the initial position of the target virtual object is the coordinate value of the center point position of a grid unit in the middle position in the game scene coordinate system.
[0067] Step S102 , starting from the initial position, responding sequentially to the deliberation interaction operations on at least two of the multiple grid cells, determining multiple first-category grid cells from the multiple grid cells, and displaying the multiple first-category grid cells.
[0068] Here, the "deliberate interaction operation" is an operation corresponding to the "deliberate" function. In a game application, the "deliberate" function is provided, which is to determine whether a grid cell is a specific type of grid cell. For example, a specific type of grid cell may include a destructible grid cell or an indestructible grid cell.
[0069] The deliberation interaction operation means that the player can operate the deliberation interaction button displayed on the current interface to trigger the realization of the deliberation function. During the operation, a certain grid unit within the current field of view can be selected as the target grid unit to be deliberated. In this way, when the deliberation interaction button is operated, the deliberation function will be released to the target grid unit to be deliberated, thereby determining whether the target grid unit to be deliberated is a specific type of grid unit. In the embodiment of the present application, the operation performed on the deliberation interaction button displayed on the current interface can be any type of operation such as a click operation, a long press operation, a double-click operation, a drag operation, etc., and the operation type for the deliberation interaction button can be set by the game system.
[0070] In the embodiment of the present application, since the virtual grid map is pre-generated before being displayed, the type of each grid cell in the virtual grid map (including a first type that can be destroyed and a second type that cannot be destroyed) has already been determined when the virtual grid map is generated. In the embodiment of the present application, the type of each grid cell in the generated virtual grid map can be stored in a preset storage unit. During the running of the current game, the virtual grid map and the type of each grid cell in the virtual grid map stored in the storage unit are valid data. When the current game ends, the virtual grid map and the type of each grid cell in the virtual grid map stored in the storage unit are updated to invalid data. The invalid data is cleared periodically or in real time to delete the invalid data in the storage unit, thereby avoiding waste of storage resources.
[0071] When performing a deliberation interaction operation on any target grid unit to be deliberated, the terminal (which can also be a server) can obtain the type of the target grid unit to be deliberated from the storage unit, and determine whether the grid unit is destructible or indestructible based on the type, thereby further determining the response result of the deliberation interaction operation for the player based on the type. For example, if the target grid unit to be deliberated is a destructible grid unit, the corresponding response result is that the target grid unit to be deliberated is destroyed, and special effects such as explosion or collapse are presented on the current interface; if the target grid unit to be deliberated is an indestructible grid unit, the corresponding response result is that the target grid unit to be deliberated is not destroyed, and no special effect display effect is presented on the current interface.
[0072] A first-class grid cell refers to a grid cell that enables the target virtual object to move from the location of the first-class grid cell to the target location, that is, the first-class grid cell is a grid cell on an effective path that can be moved to the target location. It should be noted that a destructible grid cell is not necessarily a first-class grid cell, and an indestructible grid cell is definitely not a first-class grid cell. Multiple first-class grid cells are connected in sequence to form a first-class grid cell sequence, and the position of the last first-class grid cell in the first-class grid cell sequence in the virtual grid map is the target location.
[0073] In the embodiment of the present application, since the game application can be played by multiple people in a team, there can be multiple target virtual objects in the same virtual grid map. During the operation of the game, the multiple target virtual objects can collaborate to perform deliberation interaction operations on different grid units respectively. When any target virtual object performs a deliberation interaction operation on a certain grid unit and determines that the grid unit is a destructible grid unit, other target virtual objects do not need to perform deliberation interaction operations on the grid unit again. In this way, multiple players are required to perform real-time team interaction and team cooperation during the operation of the game, thereby improving the efficiency of deliberation interaction.
[0074] In an embodiment of the present application, the first type of grid unit that can be destroyed can be called a path grid unit. Each time a first type of grid unit that can be destroyed is determined, a mark can be added to the path grid unit, or the currently determined path grid unit can be displayed in a special display state. For example, before the type of the grid unit is determined, the grid unit can be displayed in the form of a black box. When any grid unit is determined to be a path grid unit, the grid unit is displayed in the form of a white box in the virtual grid map.
[0075] In some embodiments, upon determining any path grid unit, a player may perform a calibration operation on that path grid unit. In response to the calibration operation, the terminal may display the path grid unit on the virtual grid map with a specific identifier, or display the path grid unit in a special display state. For any path grid unit calibrated by a player, the calibration identifier of the path grid unit is also visible to other players. That is, when a player performs a calibration operation and the terminal responds to the calibration operation, the specific identifier of the path grid unit may be displayed on the current interface of all players.
[0076] After determining multiple first-type grid cells that can be destroyed in the virtual grid map, or after determining all first-type grid cells in the virtual grid map, multiple first-type grid cells that can reach the target location can be screened out from these first-type grid cells and displayed.
[0077] Step S103 : Control the target virtual object to move from the initial position to the target position along the path corresponding to the first type of grid unit sequence in the virtual grid map.
[0078] In an embodiment of the present application, if, when determining multiple first-class grid cells that can reach a target location, the target virtual object is located at the location of the first first-class grid cell in the first-class grid cell sequence, the terminal can receive a movement instruction from the player to instruct the virtual object to move to the target location, and in response to the movement instruction, control the target virtual object to move from the initial position to the target location along the path corresponding to the first-class grid cell sequence in the virtual grid map. If, when determining multiple first-class grid cells that can reach the target location, the target virtual object is located at the location of a grid cell other than the first-class grid cell sequence, the terminal can also determine the shortest path to the first-class grid cell sequence and display the shortest path on the current interface in a specific display mode. In this case, the terminal can receive a movement instruction from the player to instruct the virtual object to move to the path of the first-class grid cell sequence along the shortest path, and in response to the movement instruction, control the virtual object to first move to the path of the first-class grid cell sequence along the shortest path, and then move to the target location along the path of the first-class grid cell sequence. If, when determining multiple first-type grid cells that can reach the target location, the target virtual object is located at the location of any first-type grid cell in the first-type grid cell sequence, the terminal can receive a movement instruction from the player to move to the target location and, in response to the movement instruction, control the target virtual object to move from its current location along the path corresponding to the first-type grid cell sequence in the virtual grid map to the target location. In this way, when determining the first-type grid cell sequence, regardless of the target virtual object's location in the virtual grid map, the target virtual object can be guaranteed to move to the target location in the shortest possible time, thereby improving the gaming experience.
[0079] The game data processing method provided by the embodiment of the present application is as follows: when the terminal receives a startup operation for the current virtual scene and runs the virtual scene application, the terminal displays the target virtual object and the virtual grid map on the current interface of the current virtual scene, wherein the virtual grid map includes multiple grid units, and the target virtual object is located at an initial position in the virtual grid map; then, the player can trigger a deliberation interaction operation on at least two grid units, so that the computer device can take the initial position as the starting point and respond to the deliberation interaction operation on at least two grid units among the multiple grid units in sequence, determine multiple first-class grid units among the multiple grid units, and display the multiple first-class grid units; the multiple first-class grid units are connected in sequence to form a first-class grid unit sequence, and the position of the last first-class grid unit in the first-class grid unit sequence in the virtual grid map is the target position; that is, the first-class grid unit sequence forms a path leading to the target position in the virtual grid map, so that the computer device can control the target virtual object to move from the initial position to the target position along the path. In the embodiment of the present application, since the virtual grid map is displayed on the current interface of the current virtual scene, the player needs to perform interactive operations on at least two grid units in the virtual grid map, that is, it is necessary to explore which grid units are accurate grid units that can lead to the target location, so as to find multiple first-class grid units from all grid units. In this way, not only can immersive virtual scene perception be achieved in the current virtual scene at the cost of low resource consumption, but the probability of interaction between players can also be increased.
[0080] Below, taking the virtual scene application as a game application as an example, the application scenario of the game data processing method provided by the embodiment of the present application is illustrated. The embodiment of the present application can be applied to at least any of the following exemplary scenarios:
[0081] Scenario 1: A game data processing system consists of at least a terminal and a server. The terminal runs a game application, and the server is the backend server for the game application. The game application provides a randomly generated dungeon gameplay mode. The maze can be a level or a partial map.
[0082] During the operation of the game application, when the player performs a startup operation on the client of the game application, the terminal generates a game startup request (i.e., a virtual scene startup request) to request the server to obtain the game's running data packet. Then, the game application is run on the terminal, and when the player enters the local map corresponding to the level or maze, the player's virtual character (i.e., the target virtual object) and the virtual grid map (i.e., the maze map) are displayed on the current interface of the game application. The player can be located at any position in the virtual grid map, for example, at the center of the virtual grid map. Then, the player can perform a deliberation interaction operation on the grid cells around his current position. The terminal responds to the deliberation interaction operation and determines whether the grid cell corresponding to the deliberation interaction operation is a first-class grid cell, thereby determining a plurality of first-class grid cells that can lead to the target position. At this time, the player can control the player's virtual character to move from the current position to the target position and play against the target object at the target position.
[0083] Scenario 2: A game data processing system consists of at least a terminal and a server. The terminal runs a game application, and the server is the backend server for the game application. The game application provides a randomly generated dungeon gameplay mode. The maze can be a level or a partial map.
[0084] During the operation of the game application, when the player performs a startup operation on the client of the game application, the terminal generates a game startup request (i.e., a virtual scene startup request) to request the server to obtain the game's running data packet. Then, the game application is run on the terminal, and when the player enters the local map corresponding to the level or maze, the player's virtual character (i.e., the target virtual object) and the virtual grid map (i.e., the maze map) are displayed on the current interface of the game application. The player can be located at any position in the virtual grid map, for example, at the center of the virtual grid map. Then, the player can perform a deliberation interaction operation on the grid cells around his current position. The terminal generates a deliberation interaction request based on the deliberation interaction operation and sends the deliberation interaction request to the server. In response to the deliberation interaction request, the server determines whether the grid cell corresponding to the deliberation interaction operation is a first-class grid cell, and feeds the determined result back to the terminal, so that the terminal determines multiple first-class grid cells that can lead to the target location. At this time, the player can control the player's virtual character to move from the current position to the target position and play against the target object at the target position.
[0085] The following will take the above scenario 1 as an example to illustrate the game data processing provided by the embodiment of the present application. Figure 4 This is another optional flow chart of the game data processing method provided in the embodiment of the present application, such as Figure 4As shown, the method includes the following steps S201 to S215:
[0086] Step S201: The terminal receives a user's start-up operation for the current virtual scene.
[0087] In the embodiment of the present application, the startup operation may be, for example, a startup operation of a game application, or a startup operation of a certain level or a certain game scene in the game application.
[0088] Step S202: The terminal generates a virtual scene start request in response to the start operation.
[0089] Step S203: The terminal sends a virtual scene start request to the server.
[0090] Step S204: the server obtains a running data packet of the current virtual scene in response to the virtual scene start request.
[0091] Here, the operation data packet includes operation data for running a game application or a level or a game scene in the game application. Based on the operation data in the operation data packet, the terminal can ensure the accurate and stable operation of the game application or the level or the game scene in the game application. In some embodiments, the operation data packet can be stored in a cloud storage, and when the server receives a virtual scene startup request, the operation data packet can be retrieved from the cloud storage.
[0092] Step S205: The server sends the running data packet to the terminal.
[0093] In step S206 , the terminal renders the current interface of the current virtual scene based on the running data packet to obtain a virtual scene video including the target virtual object and the virtual grid map.
[0094] Step S207: The terminal displays the virtual scene video on the current interface.
[0095] The virtual scene video includes a target virtual object and a virtual grid map, wherein the virtual grid map includes a plurality of grid units, and the target virtual object is located at an initial position in the virtual grid map.
[0096] In some embodiments, the target virtual object is any one of a set of target virtual objects, that is, a set of multiple player characters that complete the team.
[0097] Step S208: During the process of displaying the virtual scene video, the terminal receives a deliberation interaction operation on at least two grid units among the multiple grid units.
[0098] Here, the deliberation interaction operations on at least two of the multiple grid units may be deliberation interaction operations corresponding to different virtual object sets, that is, they may be deliberation interaction operations by different players. Different players may perform deliberation interaction operations on the same grid unit or on different grid units.
[0099] In step S209 , the terminal takes the initial position as a starting point and determines a plurality of first-category grid units from the plurality of grid units in response to a deliberation interaction operation of each target virtual object in the target virtual object set on at least two grid units.
[0100] In the embodiment of the present application, a plurality of first-type grid cells are sequentially connected to form a first-type grid cell sequence, and the position of the last first-type grid cell in the first-type grid cell sequence in the virtual grid map is the target position.
[0101] In some embodiments, see Figure 5 , Figure 5 It is shown that determining a plurality of first-type grid cells in step S209 can be achieved by following the steps S2091 to S2094:
[0102] Step S2091 , starting from the initial position, determining a plurality of adjacent grid cells adjacent to the initial position.
[0103] Step S2092 : In response to the deliberation interaction operation on at least one adjacent grid cell among the plurality of adjacent grid cells, at least one path grid cell is determined from the at least one adjacent grid cell.
[0104] In the embodiment of the present application, since for a player in a virtual grid map, the grid cells within the field of view are multiple adjacent grid cells adjacent to the initial position, when the player is in the initial position, only the deliberation interaction operation can be performed on the adjacent grid cells. The player can perform the deliberation interaction operation on at least one adjacent grid cell among the multiple adjacent grid cells, and since the player is currently in the initial position, there must be a path grid cell among the current multiple adjacent grid cells, and this path grid cell must be a first-class grid cell. In other words, when the player is in the initial position, there can be one or more path grid cells among the multiple adjacent grid cells adjacent to the initial position. If there is one path grid cell, then the path grid cell is a first-class grid cell on the path that can be moved to the target position. If there are multiple path grid cells, then there is one first-class grid cell among the multiple path grid cells.
[0105] In some embodiments, when the player is not at the initial position, that is, when the player is at the location of any grid unit in the virtual grid map, the grid units within the player's field of view are multiple adjacent grid units adjacent to the current position. Similarly, when at the current position, the player can only perform the deliberation interaction operation on the adjacent grid units of the current position, that is, the player can perform the deliberation interaction operation on at least one adjacent grid unit among the multiple adjacent grid units of the current position.
[0106] In an embodiment of the present application, in response to a deliberation interaction operation for at least one adjacent grid cell among a plurality of adjacent grid cells, determining at least one path grid cell from at least one adjacent grid cell can be achieved in the following manner: first, displaying a deliberation interaction button on the current interface, the deliberation interaction button is an interactive button corresponding to the deliberation function provided by the current virtual scene, and the deliberation interaction button can be a quick response event (QTE, Quick Time Event) button. Then, for any target virtual object in the target virtual object set, receiving a deliberation interaction operation on the deliberation interaction button at the initial position; there is a mapping relationship between the deliberation interaction operation and any adjacent grid cell among the plurality of adjacent grid cells, that is, when the deliberation function is released for a certain adjacent grid cell, there is a mapping relationship between the deliberation interaction operation and the adjacent grid cell, that is, the deliberation interaction operation is an operation performed on the adjacent grid cell. Then, in response to the deliberation interaction operation, a special effect display effect is displayed for the adjacent grid cell having a mapping relationship with the deliberation interaction operation; if the special effect display effect is a specific special effect, determining that the adjacent grid cell having a mapping relationship with the deliberation interaction operation is a path grid cell.
[0107] In the embodiments of the present application, the special effects display effects include a destruction effect and a non-destruction effect. The destruction effect can be displayed in the form of an explosion particle special effect, and the non-destruction effect can be displayed in the form of a form without any special effects or in the form of a special effect of a local impact without destruction. The specific special effect effect is the destruction effect. If the special effect display effect of an adjacent grid cell is a destruction effect, then the adjacent grid cell is determined to be a path grid cell.
[0108] For the backend, when receiving a player's deliberation interaction operation for any adjacent grid unit, the server can determine the type of the adjacent grid unit, and based on the type, it can determine whether the adjacent grid unit is a path grid unit. Further, it will determine which special effect display effect the adjacent grid unit should use to respond to the player's deliberation interaction operation. In other words, when displaying the special effect display effect in response to the player's deliberation interaction operation, for the server, it has already determined whether the adjacent grid unit is a path grid unit, and will further determine the special effect display effect to be rendered. For the player, only when seeing the special effect display effect can they determine whether the adjacent grid unit is a path grid unit.
[0109] In some embodiments, when any path grid unit is determined, the terminal may further receive a calibration operation for the path grid unit; and in response to the calibration operation, the terminal displays the path grid unit with a specific identifier in the virtual grid map.
[0110] Here, the calibration operation is used to identify the determined path grid unit, so that the player can refer to the specific grid unit to perform the deliberation interaction operation later. In some embodiments, each player's calibration operation can also be synchronized with all players in the target virtual object set. In other words, when any player performs a calibration operation on a path grid unit, the path grid unit can be displayed with a specific identifier on the game interface of all players.
[0111] In some embodiments, each grid cell has a grid cell identifier, which includes any of the following: a main path identifier, a derived path identifier, and an error path identifier. A grid cell with a main path identifier and a derived path identifier are both destructible, while a grid cell with an error path identifier is indestructible.
[0112] In response to the deliberation interaction operation, special effect display effects are displayed on adjacent grid cells that have a mapping relationship with the deliberation interaction operation. This can be achieved in the following way: first, in response to the deliberation interaction operation, the grid cell identifier of the adjacent grid cell that has a mapping relationship with the deliberation interaction operation is obtained; then, the grid cell type of the adjacent grid cell is determined based on the grid cell identifier; finally, based on the grid cell type, the special effect display effect of the adjacent grid cell is determined, and the special effect display effect is displayed.
[0113] In this embodiment of the present application, if the grid cell identifier of the adjacent grid cell is a main path identifier or a derived path identifier, the grid cell type of the adjacent grid cell is determined to be a destructible grid cell; if the grid cell identifier of the adjacent grid cell is an error path identifier, the grid cell type of the adjacent grid cell is determined to be an indestructible grid cell. Accordingly, for a destructible grid cell, the special effect display effect of the adjacent grid cell is determined to be a destruction effect; for an indestructible grid cell, the special effect display effect of the adjacent grid cell is determined to be an undestructed effect.
[0114] Step S2093 : defining the position of any path grid unit in the virtual grid map as an initial position, and again determining at least one path grid unit starting from the initial position, until the path grid unit of the target position is determined, thereby obtaining multiple path grid units.
[0115] After a path grid unit is determined, the path grid unit is used as a starting position to continue to determine new path grid units until the path grid unit of the target position is determined, thereby obtaining multiple path grid units.
[0116] Step S2094: Determine, from the plurality of path grid units, a plurality of first-type grid units that are sequentially connected and can reach the target location.
[0117] In the embodiment of the present application, since the multiple determined path grid units also include derived path grid units that cannot reach the target location, it is necessary to determine multiple path grid units that are connected in sequence and can reach the target location, and determine these path grid units as first-category grid units, thereby excluding the derived path grid units and avoiding errors in the determined first-category grid units.
[0118] Step S210: The terminal displays a plurality of first-type grid units.
[0119] The position of the last first-type grid cell in the first-type grid cell sequence in the virtual grid map is the target position where the target game object is located.
[0120] In step S211 , the terminal controls the target virtual object to move from the initial position to the target position along the path corresponding to the first type of grid unit sequence in the virtual grid map.
[0121] Step S212: The terminal displays the target game object and game operation buttons on the current interface.
[0122] In an embodiment of the present application, the target game object can be located at the target position, and the target game object can be the player game object in the current virtual scene. The player needs to first find a path to the target position through interactive operations, and then find the target game object at the target position, so as to realize the game with the target game object.
[0123] When the player moves to the target location, they can immediately engage in a match with the target virtual object. Therefore, the match operation buttons are displayed on the current interface. The match operation buttons are used to release the corresponding skills to play against the target virtual object. Different target virtual objects have different match operation buttons, and accordingly, different skills can be released during the match.
[0124] In step S213 , the terminal controls the target virtual object to perform game processing with the target game object at the target position in response to the trigger operation on the game operation button.
[0125] In step S214, the terminal detects in real time the duration between the current time and the time when the start operation is received.
[0126] In the embodiment of the present application, timing can be started after the start operation is received to calculate the duration between the current moment and the moment when the start operation is received.
[0127] Step S215: If it is detected that the duration between the current moment and the moment when the start operation is received is greater than the duration threshold, the terminal displays the active game response effect of the target game object to the target virtual object on the current interface, and controls the end of the current virtual scene.
[0128] The game data processing method provided by the embodiment of the present application realizes the operation of the game application through interaction between the terminal and the server. In addition, during the operation of the game application, a new game play method is provided, in which a target virtual object and a virtual grid map are displayed on the current interface of the current virtual scene. The player can trigger a deliberation interaction operation on at least two grid cells in the virtual grid map, thereby finding a path that can reach the target location where the target game object is located, and then control the target virtual object to move from the path to the target location. Because the virtual grid map includes not only the first type of grid cells that can accurately reach the target location, but also other grid cells for interference, players need to cooperate and coordinate with each other during the game operation to quickly determine the accurate first type of grid cells, avoiding wasting the number of deliberation interaction operations and game time. In this way, the game data processing method provided by the embodiment of the present application can not only achieve immersive virtual scene perception in the current virtual scene at the cost of low resource consumption, but also increase the probability of interaction between players.
[0129] Based on the above-mentioned embodiment of the game data processing method, it is possible to display a virtual grid map during the operation of the game application, and players can explore the accurate path to the target location by performing deliberation interaction operations in the virtual grid map, and play against the target game object at the target location, thereby realizing the copy game play of the embodiment of the present application.
[0130] In some embodiments, the virtual grid map can be generated before the target virtual object and virtual grid map are displayed on the current interface of the current virtual scene. That is, when the terminal receives a start operation for the current virtual scene, the virtual grid map can be generated first, and then the target virtual object and virtual grid map are displayed. This virtual grid map is randomly generated and will not repeat virtual grid maps in previous games. This can increase the diversity of game maps and thus enhance the gaming experience.
[0131] The following describes the process of generating the virtual grid map in an embodiment of the present application. It should be noted that the virtual grid map can be generated by a terminal or a server, that is, by a computer device, which can be either a terminal or a server. When the virtual grid map is generated by a terminal, the terminal can randomly generate the virtual grid map upon receiving a startup operation, i.e., in response to the startup operation. When the virtual grid map is generated by a server, the server can receive a virtual scene startup request sent by a terminal and, in response to the virtual scene startup request, generate the virtual grid map while obtaining a running data packet.
[0132] The following takes the generation of a virtual grid map by a computer device as an example to illustrate the implementation process of generating a virtual grid map before displaying the target virtual object and the virtual grid map in an embodiment of the present application. Figure 6 This is a schematic diagram of the implementation process of generating a virtual grid map provided by an embodiment of the present application, such as Figure 6 As shown, the method includes the following steps S301 and S302:
[0133] Step S301: The computer device creates an initial virtual grid map.
[0134] The initial virtual grid map includes a plurality of initial grid units and an initial position unit, and a mapping relationship exists between the position of the initial position unit in the initial virtual grid map and the initial position in the virtual grid map.
[0135] Step S302: The computer device adds a grid unit identifier to each initial grid unit in the initial virtual grid map to obtain a virtual grid map.
[0136] Here, the grid unit identifier is any one of a main path identifier, a derived path identifier, and an error path identifier.
[0137] In one implementation, see Figure 7 When the grid unit identifier is a trunk path identifier, adding a grid unit identifier to each initial grid unit in the initial virtual grid map can be achieved by following steps S3021a to S3021d:
[0138] Step S3021a: adding initial identifiers to a plurality of initial grid cells within a preset range of the initial position cell.
[0139] Step S3021b: randomly select at least one initial grid unit from the multiple initial grid units with added initial identifiers as the first trunk grid unit in the trunk grid unit sequence, and add a trunk path identifier to the first trunk grid unit.
[0140] After the first backbone grid cell in the backbone grid cell sequence is determined, the following steps are performed cyclically until no new backbone grid cell can be determined, thereby obtaining at least one backbone grid cell sequence:
[0141] Step S3021c: Randomly select an initial grid cell that meets the first preset condition from multiple initial grid cells located within a preset range of the Nth trunk grid cell as the N+1th trunk grid cell in the trunk grid cell sequence, and add a trunk path identifier to the N+1th trunk grid cell.
[0142] N is an integer greater than 0; wherein, the first preset condition is: the selected initial grid unit is not the Nth trunk grid unit, and the selected initial grid unit has no initial identifier, trunk path identifier and error path identifier added.
[0143] Step S3021d: Add a target location identifier to the last trunk grid unit in any trunk grid unit sequence.
[0144] In another implementation, see Figure 8 When the grid unit identifier is an incorrect path identifier, adding a grid unit identifier to each initial grid unit in the initial virtual grid map can also be achieved by following steps S3022a to S3022b:
[0145] Step S3022a: After determining the N+1th trunk grid cell in the trunk grid cell sequence, randomly select an initial grid cell from multiple initial grid cells located within a preset range of the N+1th trunk grid cell as a target grid cell.
[0146] Step S3022b: Add an incorrect path identifier to the initial grid unit that is adjacent to the target grid unit and meets the second preset condition.
[0147] The second preset condition is that the selected initial grid unit is not the target grid unit, and the selected initial grid unit has no trunk path identifier added.
[0148] In yet another implementation, see Figure 9 When the grid unit identifier is a derived path identifier, adding the grid unit identifier to each initial grid unit in the initial virtual grid map can also be achieved by the following steps S3023a to S3023c:
[0149] Step S3023a: Determine any at least one trunk grid unit to which a trunk path identifier is added as a derived starting point grid unit.
[0150] Step S3023b: Randomly select an initial grid unit that meets a third preset condition from a plurality of initial grid units located within a preset range of the derivation starting point grid unit as a first derivation path grid unit, and add a derivation path identifier to the first derivation path grid unit.
[0151] Among them, the third preset condition is: the selected initial grid unit is not the first derived starting point grid unit, and the selected initial grid unit has not been added with the initial identifier, the trunk path identifier and the derived path identifier, and, among the initial grid units adjacent to the selected initial grid unit, the number of initial grid unit layers with the wrong path identifier added is less than or equal to 1.
[0152] After the first derived path grid cell is determined, the following steps are performed cyclically until no new derived path grid cells can be determined:
[0153] Step S3023c: Randomly select an initial grid cell that meets a fourth preset condition from multiple initial grid cells located within a preset range of the Kth derivative path grid cell as the K+1th derivative path grid cell, and add a derivative path identifier to the derivative path grid cell; K is an integer greater than 0.
[0154] The fourth preset condition is that the selected initial grid unit is not the Kth derived starting grid unit, and the selected initial grid unit has no initial identifier, trunk path identifier, derived path identifier, and error path identifier added.
[0155] In another implementation, when the grid cell identifier is an incorrect path identifier, after adding the derived path identifier, a grid cell identifier is added to each initial grid cell in the initial virtual grid map. This can also be achieved by adding an incorrect path identifier to initial grid cells in the initial virtual grid map that do not yet have any grid cell identifiers added. This completes the addition of grid cell identifiers to each initial grid cell in the initial virtual grid map.
[0156] Each initial grid cell has a unique grid cell identifier. The same initial grid cell may have only one grid cell identifier, or may have both a grid cell identifier and an initial identifier. For example, the same initial grid cell may have an initial identifier and a trunk path identifier, or an initial identifier and a derived path identifier. An initial grid cell with a target location identifier also has a trunk path identifier.
[0157] In some embodiments, the duration between the current moment and the moment the start operation is received can be detected in real time, and different duration thresholds can be set. When the duration is greater than a first duration threshold, a reminder message can be displayed on the current interface, or the cooldown period of the deliberation function can be extended, or the number of uses of the deliberation function can be limited, i.e., the number of operations of the deliberation interaction operation can be limited; when the duration is greater than a second duration threshold, the active game response effect of the target game object to the target virtual object is displayed on the current interface, and the current virtual scene is controlled to end. Wherein, the first duration threshold is less than the second duration threshold. In this way, by setting different duration thresholds, when the player's timeout is not particularly serious (i.e., when the timeout is greater than the first duration threshold), a corresponding penalty strategy (i.e., extending the cooldown period of the deliberation function, or limiting the number of uses of the deliberation function) can be used to remind or urge the player to find the first type of grid unit sequence as soon as possible; and when the player's timeout is serious (i.e., when the timeout is greater than the second duration threshold), the target game object can be controlled to actively respond to the target virtual object and the active game response effect is displayed to end the game. In this way, by controlling different time thresholds, it can not only remind players, but also urge players to complete game strategies as quickly as possible, promote greater collaboration within the player team to complete game strategies, and further increase the probability of interaction between players.
[0158] In some embodiments, when a player performs a deliberation interaction operation on any grid unit, and the grid unit is a destructible grid unit, incentives can be added at the same time as the grid unit is destroyed. For example, when the grid unit is destroyed, props that replenish the number of deliberation interaction operations are dropped, or skills that point in the opposite direction of the target game object are dropped, etc. In this way, through incentives, not only can the player's interest in playing be increased, but these skills can also be visible to the player client performing the deliberation interaction operation alone rather than being able to be synchronized to other players, thereby further requiring players to communicate and cooperate with each other, and further increasing the probability of interaction between players.
[0159] The following describes an exemplary application of the embodiments of the present application in a practical application scenario.
[0160] The embodiment of the present application provides a game data processing method, the gameplay of which can be a multiplayer team storybook game mechanism of a certain MMORPG game (hereinafter referred to as Game P), which deeply integrates the season theme, reflects some characteristics of the testing work, and emphasizes instant reaction, or strategic thinking, or teamwork. The multiplayer team storybook is a multiplayer copy challenge gameplay in Game P. Through the game interaction with the target game object (that is, the game role that plays against the player, which can be called a "car lion" in the embodiment of the present application), the player can establish a preliminary understanding of the test work.
[0161] Here we will first explain the multiplayer team storyboard game mechanics of this game P. In this game P, teams of 10 can form and cooperate to defeat the storyboard leader. Among them, "car lion" is a homonym of "test", and the appearance can adopt the image of a dancing lion. The gameplay mechanism reflects the characteristics of the testing profession. The test is transformed into a "car lion", and the player's timely reaction or strategic judgment ability is tested through the unique gameplay of the profession. The black and white boxes (black box and white box) are also involved in the gameplay. The black and white boxes are derived from the concepts of "black box testing" and "white box testing" in software testing. In the storyboard, they are visualized as black or white cubes. "Black box testing" and "white box testing" are used to name the large and small mechanisms (i.e., large mechanism and small mechanism) respectively. The maze in the game is generated according to a random generation algorithm. The level consists of black boxes, with multiple paths and a unique path to the end.
[0162] The game data processing method provided in the embodiment of the present application is described below using the above-mentioned game P as an example.
[0163] Figure 10 This is the current interface diagram of the game P provided in the embodiment of the present application, such as Figure 10As shown, on the startup interface of the game P, multiple target game objects are displayed. The user can select the target game object 1001 "Car and Lion" and enter the game scene as a team, and then enter the virtual grid map to implement the game data processing method provided in the embodiment of the present application. Figure 11 This is a running interface diagram of the game P entering the game scene provided by the embodiment of the present application. Figure 11 In the figure, you can see the "car lion" 1101 and the deliberation interaction button 1102, which can be a quick response event (QTE, Quick Time Event) button.
[0164] When the game enters the "Black Box Test," a virtual grid map, a banner pops up prompting players to use their Scrutiny ability to find the "Rook Lion" hidden in the Black Box maze. The Scrutiny ability replaces the player character's skill wheel and can be used to destroy either the White Box or the Black Box.
[0165] For the black box maze generation (i.e., the generation of the virtual grid map): at the beginning, the "car lion" is hidden, and all the player characters in the game are teleported to the central grid cell of the virtual grid map (i.e., the initial position in the virtual grid map), such as Figure 12 As shown, the player character 1201 (i.e., the target virtual object) will be teleported from the current position to the central grid cell of the virtual grid map. Then a black box 1202 (i.e., a grid cell) is generated on the remaining grid cells. There are two types of black boxes: "destructible" and "indestructible". There is no distinction in performance, and players need to try and confirm multiple times. The generation and distribution of "black boxes" follow a random generation algorithm. The algorithm will produce correct and incorrect roads. The correct road leads to the black box where the "car lion" is hidden. Before entering the big mechanism of the game, players need to enter the small mechanism first. Players can learn to use the deliberation skills (i.e., the skills released after clicking the deliberation interaction button) in the small mechanism. When entering the big mechanism, black boxes begin to be generated, and the appearance of the black boxes changes from small to large. All player characters are teleported to the central grid, surrounded by black boxes, as shown in the figure. Figure 13 As shown, the skill of deliberation has a short cooldown period. The "Car Lion" is hiding in the black box at the end.
[0166] Here is an explanation of the key skill of deliberation: Players can use the deliberation skill to attack the black box that can be destroyed. When the black box is attacked a certain number of times, an explosion will occur on the spot (i.e. a special effect display effect). Figure 14The explosion effect 1401 is shown. The player can use the Scrutiny skill to inflict the same attack on the indestructible black box, but no matter how many times the player character uses the skill on it, it will not be destroyed. Both black boxes initially produce the same attack behavior when attacked by the Scrutiny skill. After the indestructible black box has been hit a certain number of times, its original attack behavior will be replaced, indicating that the player is attempting to break through the maze in the wrong direction.
[0167] The purpose of the deliberation skill in this embodiment of the application is to encourage players to try multiple times while also making instant judgments about the level, testing their reaction speed, strategic thinking, and teamwork. Key points: The team should obey the leader's command and first try the surrounding black boxes. When multiple breakthroughs are found, the players should be organized into a corresponding number of teams, each starting a new round of attack cycles in the direction of the breakthrough until they find the end point.
[0168] Here is another explanation of the key skill of Black Box Explosion: When the big mechanism times out (that is, the time between the current moment and the moment when the start operation is received is greater than the time threshold), "Car Lion" can cause short-term damage to the entire screen, such as Figure 15 This design is intended to punish players for failing to master the mechanics. Key points: Summarize the generation algorithm's patterns, allocate teams appropriately, and require close communication between players. Players should spread out as much as possible while exploring the maze, and upon discovering a single breakthrough point, promptly notify others to continue exploring in the same direction.
[0169] Figure 16 This is a maze diagram provided by an embodiment of the present application. At the beginning of the game, the "car lion" is hidden, and all player characters in the game are teleported to the central grid unit of the virtual grid map, that is, Figure 16 The initial position in is 1601.
[0170] The following describes the implementation process and functional logic of generating a maze (i.e., a virtual grid map) in the game data processing method of an embodiment of the present application.
[0171] This embodiment of the application describes how to use a logic algorithm to generate a completely random path to a target location within a maze in the game P. This algorithm ensures that each time a player enters the generated maze, there is only one correct path, and that two main branches and several forked paths are generated. The specific implementation process is as follows:
[0172] 1) Create an initial virtual grid map (which can be implemented as an NPC table). In the NPC table, create two modelless (modelless refers to an empty model without specific representation, which can logically be a point, which is different from a grid unit and has no material or representation and cannot be actually seen by the player in the game) NPC-A and NPC-B, which are invincible and invisible to the player. In addition, in the field of game P, divide the field into L*L (L is an integer greater than 1, for example, it can be 7*7) identical squares (i.e., initial grid units), and confirm the actual client coordinates of the center of each square; in the map configuration of the corresponding plane of game P, create a total of 48 NPC-A and 1 NPC-B with 7*7, and fill in the coordinates of the confirmed square centers in sequence, ensuring that the 49 NPCs are regularly arranged and in the center of the square, and NPC-B is in the center of the field, as shown in the following example. Figure 17 As shown, NPC-B is in the center of the field ( Figure 17 The distance between two adjacent NPCs (including NPC-A and NPC-B) is a fixed x.
[0173] 2) Create 49 nodes for refreshing monsters in designated locations in the start node of the corresponding event on the game P map, so that after the player enters the map, the server automatically generates 49 empty NPCs in preset locations.
[0174] 3) When the maze begins to be generated, the Boss (i.e., the target opponent, such as the "Car Lion") releases the screening skill and selects NPC-B to send a release skill command. At this time, NPC-B will start the steps of creating the maze (i.e., generating a virtual grid map and path).
[0175] The following describes the implementation steps for generating a path. (When generating a virtual grid map and path, an initial identifier or grid cell identifier is added to each initial grid cell in the initial virtual grid map. For example, Buff-A can be used to represent the initial identifier, Buff-B series identifiers can represent derived path identifiers and trunk path identifiers in the grid cell identifier, and Buff-C represents an error path identifier.)
[0176] 1) NPC-B will filter the circular radius All NPC-A within the surrounding area (the distance y ensures that only the NPC-A in the four vertical directions around NPC-B will be selected), and the initial identification Buff-A will be added to the filtered NPC-A. At this time, the NPC-A in the four vertical directions of NPC-B all have the initial identification Buff-A.
[0177] 2) NPC-B again selects a random NPC-A within the circular radius y and adds the trunk path identifier Buff-B-01. The selection conditions, that is, the selected NPC-A should meet the following conditions: not containing itself, not containing any Buff in the Buff-B series, and not containing Buff-C. The trunk path identifier Buff-B-01 is added, which is the first trunk grid unit in the trunk grid unit sequence, such as Figure 18 The initial grid cell 1801 in .
[0178] 3) Obtain NPC-A (i.e., initial grid cell 1801) with the main path identifier Buff-B-01. Select a random NPC-A within the circular radius y and add the main path identifier Buff-B-02. The selection criteria, i.e., the selected NPC-A must meet the following conditions: not contain itself, not contain any Buffs in the Buff-B series, not contain Buff-A, and not contain Buff-C.
[0179] The NPC-A (i.e., the NPC-A with the trunk path identifier Buff-B-01) is again selected to randomly select at least one NPC-A within the circular range radius y and add a layer of Buff-C. The selection condition (i.e., the second preset condition) is that the selected NPC-A should meet the following conditions: not contain itself, and not contain any Buff in the Buff-B series. Figure 19 As shown, the grid cell with the trunk path identifier Buff-B-02 added is the second trunk grid cell in the trunk grid cell sequence, that is, the initial grid cell 1901. Buff-C is added to at least one NPC-A randomly within the circular range radius y of the initial grid cell 1801, that is, Figure 19 There are two initial grid cells marked with “×” in .
[0180] 4) Repeat step 3) to add Buff-B-03, Buff-B-04, Buff-B-05, and Buff-B-06 of the Buff-B series. Figure 20 As shown in the figure, the initial grid cells with the same fill pattern and fill color as the initial grid cell 1901 represent the backbone grid cells to which the Buff-B series has been added. The four initial grid cells located after the initial grid cell 1901 and having the same fill pattern and fill color as the initial grid cell 1901 represent the four initial grid cells to which Buff-B-03, Buff-B-04, Buff-B-05, and Buff-B-06 have been added, respectively. The initial grid cells marked with an "×" are the initial grid cells to which the error path indicator Buff-C has been added.
[0181] 5) Repeat the above steps 1) to 4) again starting from NPC-B, and add 6 Buffs from Buff-B-11 to Buff-B-16 of the Buff-B series. Figure 21 Initial grid cells B-11, B-12, B-13, B-14, B-15, B-16 (Due to randomness, repeating the operation a second time may not work)
[0182] 6) Generate a derived path (i.e., a path formed by connecting derived path grid cells): Filter a random NPC-A within the circular radius y of the NPC-A carrying Buff-B-02 and Buff-B-12, and add Buff-B-21 (i.e., the derived path identifier). The screening condition (i.e., the third preset condition mentioned above) is that the selected NPC-A should meet the following conditions: not contain itself, not contain Buff-A, not contain Buff-B series Buffs, and have Buff-C less than or equal to one layer. Figure 22 The initial grid unit 2201 in is the first derived path grid unit, that is, the first initial grid unit to which a derived path identifier is added.
[0183] 7) Get NPC-A with Buff-B-21, and select a random NPC-A within the circular radius y to add Buff-B-22. The selection condition (i.e., the fourth preset condition) is that the selected NPC-A should meet the following conditions: not containing itself, not containing Buff-A, not containing any Buff in the Buff-B series, and not containing Buff-C. Repeat this step multiple times until no NPC-A that meets the conditions is selected. Figure 23 The initial grid cells having the same fill pattern and fill color as the initial grid cell 2201 are the multiple derived path grid cells deleted in sequence, that is, the initial grid cells with derived path identifiers added thereto.
[0184] 8) Similarly, filter NPC-A carrying Buff-B-04 and Buff-B-14 and repeat steps 6) and 7) to get another derivative path, such as Figure 24 shown.
[0185] 9) Filter all NPC-A that do not have Buff-B series Buffs, and add Buff-C, such as Figure 25 shown.
[0186] Create an indestructible black box at the NPC carrying Buff-C, and create a destructible black box at the NPC-A carrying Buff-B series, which carries Buff-B-06 (i.e. the target location identifier, such as Figure 25The black box created at NPC-A (the "lion" logo added in the figure is the target location logo) is the final correct path end point (i.e., the target location).
[0187] In the game data processing method provided in the embodiment of the present application, the game play is a game play in the game P copy. A grid-based random maze generation algorithm is proposed, and based on this premise, a copy play is designed, which entrusts the strategy of balancing the breadth and depth of exploration to the players and their teams, allowing players to give full play to their autonomy and initiative, use skills through team cooperation, respond to combat mechanisms, and explore the fun of copy combat in a space with a high degree of freedom. It is a copy play with puzzle solving as the main focus and combat as the auxiliary focus.
[0188] It should be noted that, in some embodiments, the main functions of the data processing method of the embodiment of the present application can also be split, thereby expanding into at least the following two separate functions: 1. Expanding terrain adaptation. Different land geometry will put forward specific adaptation requirements for the algorithm. Conversely, other similar algorithms, such as the wave function collapse algorithm, may also be applicable to irregular asymmetric terrain. 2. Enriching the gameplay mechanism. For example, if the purpose of the gameplay design is to focus more on the strategic nature of the player's game, then the number or frequency of players casting scrutiny-type skills can be limited. After the black box is defeated, props that replenish the number of times can be dropped, or skills pointing in the direction of the "car lion" can be dropped. This skill can also be a skill that is visible to the caster client alone and not synchronized, further requiring information communication and cooperation from players.
[0189] It is understandable that in the embodiments of the present application, the content involving user information, such as the user's interactive operations, the first type of grid unit sequence and other information, if it involves data related to user information or corporate information, when the embodiments of the present application are applied to specific products or technologies, it is necessary to obtain user permission or consent, or to blur this information to eliminate the correspondence between this information and the user; and the relevant data collection and processing should be strictly in accordance with the requirements of relevant national laws and regulations when applied in examples, and the informed consent or separate consent of the personal information subject should be obtained, and subsequent data use and processing should be carried out within the scope of authorization of laws and regulations and the personal information subject.
[0190] The following continues to describe the exemplary structure of the game data processing device 354 provided in the embodiment of the present application implemented as a software module. In some embodiments, such as Figure 2As shown, the game data processing device 354 includes: a first display module 3541, which is used to display the target virtual object and the virtual grid map in the current interface of the current virtual scene in response to the startup operation of the current virtual scene; the virtual grid map includes multiple grid units, and the target virtual object is located at an initial position in the virtual grid map; a second display module 3542, which is used to take the initial position as the starting point, and in response to the deliberation interaction operation on at least two grid units among the multiple grid units, determine a plurality of first-class grid units among the multiple grid units, and display the plurality of first-class grid units; the plurality of first-class grid units are connected in sequence to form a first-class grid unit sequence, and the position of the last first-class grid unit in the first-class grid unit sequence in the virtual grid map is the target position; a control module 3543 is used to control the target virtual object to move from the initial position to the target position along the path corresponding to the first-class grid unit sequence in the virtual grid map.
[0191] In some embodiments, the position of the last first-type grid unit in the first-type grid unit sequence in the virtual grid map is the target position of the target game object; the device also includes: a third display module, which is used to control the target virtual object to move from the initial position along the path corresponding to the first-type grid unit sequence in the virtual grid map to the target position, and then display the target game object and game operation buttons on the current interface; a game control module, which is used to control the target virtual object to perform game processing with the target game object at the target position in response to a trigger operation on the game operation button.
[0192] In some embodiments, the target virtual object is any one of a target virtual object set; the second display module is further used to: take the initial position as the starting point, respond to the interaction operation of each of the target virtual objects in the target virtual object set on at least two of the multiple grid units, and determine a plurality of first-type grid units among the multiple grid units.
[0193] In some embodiments, the second display module is further used to: determine a plurality of adjacent grid units adjacent to the initial position with the initial position as the starting point; determine at least one path grid unit from the at least one adjacent grid unit in response to a deliberation interaction operation on at least one adjacent grid unit among the plurality of adjacent grid units; define the position of any path grid unit in the virtual grid map as the initial position, and again determine at least one path grid unit with the initial position as the starting point, until the path grid unit of the target position is determined, thereby obtaining a plurality of path grid units; and determine, from the plurality of path grid units, the plurality of first-type grid units that are sequentially connected and can reach the target position.
[0194] In some embodiments, the second display module is also used to: display a deliberation interaction button on the current interface; receive a deliberation interaction operation on the deliberation interaction button at the initial position for any target virtual object in the target virtual object set; the deliberation interaction operation has a mapping relationship with any adjacent grid unit among the multiple adjacent grid units; in response to the deliberation interaction operation, display a special effect display effect on the adjacent grid unit that has the mapping relationship with the deliberation interaction operation; if the special effect display effect is a specific special effect, determine that the adjacent grid unit that has the mapping relationship with the deliberation interaction operation is the path grid unit.
[0195] In some embodiments, each of the grid units has a grid unit identifier, and the grid unit identifier includes any one of the following: a main path identifier, a derivative path identifier, and an error path identifier; the second display module is also used to: in response to the deliberation interaction operation, obtain the grid unit identifier of the adjacent grid unit that has the mapping relationship with the deliberation interaction operation; determine the grid unit type of the adjacent grid unit based on the grid unit identifier; based on the grid unit type, determine the special effect display effect of the adjacent grid unit, and display the special effect display effect.
[0196] In some embodiments, the device further includes: a receiving module for receiving a calibration operation for any of the path grid units when determining the path grid unit; and a fourth display module for displaying the path grid unit with a specific mark in the virtual grid map in response to the calibration operation.
[0197] In some embodiments, the device also includes: a fifth display module, which is used to display the active game response effect of the target game object to the target virtual object on the current interface in response to the time length between the current moment and the moment when the start operation is received being greater than a time length threshold, and control the end of the current virtual scene.
[0198] In some embodiments, the device also includes: a creation module, which is used to create an initial virtual grid map before displaying the target virtual object and the virtual grid map on the current interface of the current virtual scene, wherein the initial virtual grid map includes multiple initial grid units and an initial position unit, and the position of the initial position unit in the initial virtual grid map has a mapping relationship with the initial position in the virtual grid map; an identifier adding module, which is used to add a grid unit identifier to each initial grid unit in the initial virtual grid map to obtain the virtual grid map; the grid unit identifier is any one of a trunk path identifier, a derived path identifier, and an error path identifier.
[0199] In some embodiments, when the grid unit identifier is a trunk path identifier, the identifier adding module is further configured to: add an initial identifier to a plurality of initial grid units located within a preset range of the initial position unit; randomly select at least one initial grid unit from the plurality of initial grid units to which the initial identifier is added as the first trunk grid unit in a trunk grid unit sequence, and add a trunk path identifier to the first trunk grid unit; after determining the first trunk grid unit in the trunk grid unit sequence, looping through the following steps until no new trunk grid unit can be determined, thereby obtaining at least one trunk grid unit sequence: From a plurality of initial grid cells located within the preset range of the Nth trunk grid cell, an initial grid cell that meets a first preset condition is randomly selected as the N+1th trunk grid cell in the trunk grid cell sequence, and the trunk path identifier is added to the N+1th trunk grid cell; N is an integer greater than 0; wherein the first preset condition is: the selected initial grid cell is not the Nth trunk grid cell, and the selected initial grid cell is not added with the initial identifier, the trunk path identifier, and the error path identifier; and a target location identifier is added to the last trunk grid cell in any trunk grid cell sequence.
[0200] In some embodiments, when the grid unit identifier is an error path identifier, the identifier adding module is further used to: after determining the N+1th trunk grid unit in the trunk grid unit sequence, randomly select at least one initial grid unit that meets a second preset condition from multiple initial grid units located within the preset range of the Nth trunk grid unit to add an error path identifier; wherein the second preset condition is: the selected initial grid unit is not the target grid unit, and the selected initial grid unit does not have the trunk path identifier added.
[0201] In some embodiments, when the grid unit identifier is a derived path identifier, the identifier adding module is further used to: determine any at least one trunk grid unit to which the trunk path identifier is added as a derived starting point grid unit; randomly select an initial grid unit that meets a third preset condition from multiple initial grid units located within the preset range of the derived starting point grid unit as the first derived path grid unit, and add the derived path identifier to the first derived path grid unit; wherein the third preset condition is: the selected initial grid unit is not the first derived starting point grid unit, and the selected initial grid unit does not have the initial identifier, the trunk path identifier and the derived path identifier added, and, in the initial grid unit adjacent to the selected initial grid unit, The number of initial grid cell layers to which the error path identifier is added is less than or equal to 1 in the unit; after the first derived path grid cell is determined, the following steps are executed in a loop until no new derived path grid cell can be determined: from a plurality of initial grid cells located within the preset range of the Kth derived path grid cell, an initial grid cell that meets a fourth preset condition is randomly selected as the K+1th derived path grid cell, and the derived path identifier is added to the derived path grid cell; K is an integer greater than 0; wherein the fourth preset condition is: the selected initial grid cell is not the Kth derived starting point grid cell, and the selected initial grid cell is not added with the initial identifier, the trunk path identifier, the derived path identifier, and the error path identifier.
[0202] In some embodiments, when the grid unit identifier is an erroneous path identifier, the identifier adding module is further used to: after adding the derived path identifier, add the erroneous path identifier to the initial grid unit in the initial virtual grid map to which no grid unit identifier has yet been added.
[0203] It should be noted that the description of the device embodiment of the present application is similar to the description of the method embodiment described above, and has similar beneficial effects as the method embodiment, so it will not be repeated. For technical details not disclosed in the device embodiment, please refer to the description of the method embodiment of the present application for understanding.
[0204] The present invention provides a computer program product comprising executable instructions, which are computer instructions stored in a computer-readable storage medium. When a processor of an electronic device reads the executable instructions from the computer-readable storage medium and executes the executable instructions, the electronic device performs the method described in the present invention.
[0205] The embodiment of the present application provides a storage medium storing executable instructions, wherein the executable instructions are stored. When the executable instructions are executed by a processor, the processor will execute the method provided by the embodiment of the present application, for example, Figure 3 In some embodiments, the storage medium may be a computer-readable storage medium, such as a ferroelectric random access memory (FRAM), a read-only memory (ROM), a programmable read-only memory (PROM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), a flash memory, a magnetic surface memory, an optical disk, or a compact disk read-only memory (CD-ROM); or various devices including one or any combination of the above memories.
[0206] In some embodiments, executable instructions may be in the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0207] As an example, the executable instructions may, but need not necessarily, correspond to a file in a file system, may be stored as part of a file storing other programs or data, for example, in one or more scripts in a Hypertext Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinated files (e.g., files storing one or more modules, subroutines, or code portions). As an example, the executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located in one location, or on multiple electronic devices distributed in multiple locations and interconnected by a communication network.
[0208] The above description is merely an embodiment of the present application and is not intended to limit the scope of protection of the present application. Any modifications, equivalent replacements, and improvements made within the spirit and scope of the present application are included in the scope of protection of the present application.
Claims
1. A method for processing game data, characterized in that: The method comprises: In response to a start-up operation of a current virtual scene, a target virtual object and a virtual grid map are displayed on a current interface of the current virtual scene; the virtual grid map includes a plurality of grid cells, and the target virtual object is located at an initial position in the virtual grid map; Starting from the initial position, in response to deliberation interaction operations on at least two of the plurality of grid cells, a plurality of first-type grid cells are determined from the plurality of grid cells, and the plurality of first-type grid cells are displayed; the plurality of first-type grid cells are sequentially connected to form a first-type grid cell sequence, and the position of the last first-type grid cell in the first-type grid cell sequence in the virtual grid map is the target position; The target virtual object is controlled to move from the initial position to the target position along a path corresponding to the first type of grid unit sequence in the virtual grid map.
2. The method according to claim 1, characterized in that The position of the last first-type grid unit in the first-type grid unit sequence in the virtual grid map is the target position of the target game object; After controlling the target virtual object to move from the initial position to the target position along the path corresponding to the first type of grid unit sequence in the virtual grid map, the method further includes: Displaying the target game object and game operation buttons on the current interface; In response to a trigger operation on the game operation button, the target virtual object is controlled to perform game processing with the target game object at the target position.
3. The method according to claim 1, characterized in that The target virtual object is any target virtual object in the target virtual object set; and the determining of a plurality of first-type grid cells from the plurality of grid cells in response to the deliberation interaction operations on at least two grid cells from the plurality of grid cells in sequence with the initial position as the starting point includes: Taking the initial position as a starting point, in response to a deliberation interaction operation of each target virtual object in the target virtual object set on at least two grid cells among the multiple grid cells, a plurality of first-type grid cells are determined among the multiple grid cells.
4. The method according to claim 3, characterized in that The method of determining a plurality of first-type grid cells from the plurality of grid cells based on the initial position and in response to a deliberation interaction operation of each target virtual object in the set of target virtual objects on at least two grid cells from the plurality of grid cells comprises: Taking the initial position as a starting point, determining a plurality of adjacent grid cells adjacent to the initial position; In response to a deliberation interaction operation on at least one adjacent grid cell among the plurality of adjacent grid cells, determining at least one path grid cell from the at least one adjacent grid cell; defining the position of any path grid unit in the virtual grid map as the initial position, and again determining at least one path grid unit with the initial position as the starting point, until the path grid unit of the target position is determined, thereby obtaining a plurality of path grid units; From the plurality of path grid units, the plurality of first-type grid units that are sequentially connected and capable of reaching the target location are determined.
5. The method according to claim 4, characterized in that The step of determining at least one path grid cell from at least one adjacent grid cell in response to the deliberation interaction operation on the at least one adjacent grid cell among the plurality of adjacent grid cells comprises: Displaying interaction buttons on the current interface; For any target virtual object in the target virtual object set, receiving a deliberation interaction operation on the deliberation interaction button at the initial position; the deliberation interaction operation has a mapping relationship with any adjacent grid unit in the plurality of adjacent grid units; In response to the deliberation interaction operation, displaying a special effect display effect on adjacent grid cells having the mapping relationship with the deliberation interaction operation; If the special effect display effect is a specific special effect, the adjacent grid unit having the mapping relationship with the deliberation interaction operation is determined to be the path grid unit.
6. The method according to claim 5, characterized in that Each of the grid units has a grid unit identifier, and the grid unit identifier includes any one of the following: a trunk path identifier, a derivative path identifier, and an error path identifier; In response to the deliberation interaction operation, displaying a special effect display effect on adjacent grid units having the mapping relationship with the deliberation interaction operation includes: In response to the deliberation interaction operation, obtaining a grid unit identifier of an adjacent grid unit having the mapping relationship with the deliberation interaction operation; determining a grid cell type of the adjacent grid cell based on the grid cell identifier; Based on the grid unit type, the special effect display effect of the adjacent grid unit is determined, and the special effect display effect is displayed.
7. The method according to claim 5, characterized in that The method further comprises: When any of the path grid units is determined, receiving a calibration operation for the path grid unit; In response to the calibration operation, the path grid unit is displayed with a specific mark in the virtual grid map.
8. The method according to any one of claims 1 to 7, characterized in that The method further comprises: In response to the time length between the current moment and the moment when the start operation is received being greater than a time length threshold, the active game response effect of the target game object to the target virtual object is displayed on the current interface, and the current virtual scene is controlled to end.
9. The method according to any one of claims 1 to 7, characterized in that Before displaying the target virtual object and the virtual grid map on the current interface of the current virtual scene, the method further includes: Creating an initial virtual grid map, wherein the initial virtual grid map includes a plurality of initial grid units and an initial position unit, and a mapping relationship is established between a position of the initial position unit in the initial virtual grid map and the initial position in the virtual grid map; A grid unit identifier is added to each initial grid unit in the initial virtual grid map to obtain the virtual grid map; the grid unit identifier is any one of a trunk path identifier, a derived path identifier, and an error path identifier.
10. The method according to claim 9, characterized in that When the grid unit identifier is a trunk path identifier, adding a grid unit identifier to each initial grid unit in the initial virtual grid map includes: adding initial identifiers to a plurality of initial grid cells located within a preset range of the initial position cell; Randomly selecting at least one initial grid cell from the multiple initial grid cells to which the initial identifier is added as the first trunk grid cell in the trunk grid cell sequence, and adding a trunk path identifier to the first trunk grid cell; After the first backbone grid cell in the backbone grid cell sequence is determined, the following steps are performed in a loop until no new backbone grid cell can be determined, thereby obtaining at least one backbone grid cell sequence: Randomly selecting an initial grid cell that satisfies a first preset condition from a plurality of initial grid cells located within the preset range of the Nth trunk grid cell as the N+1th trunk grid cell in the trunk grid cell sequence, and adding the trunk path identifier to the N+1th trunk grid cell; N is an integer greater than 0; wherein the first preset condition is: the selected initial grid cell is not the Nth trunk grid cell, and the selected initial grid cell does not have the initial identifier, the trunk path identifier, and the incorrect path identifier added thereto; For the last trunk grid cell in any trunk grid cell sequence, a target position identifier is added.
11. The method according to claim 10, characterized in that When the grid unit identifier is an incorrect path identifier, the adding a grid unit identifier to each initial grid unit in the initial virtual grid map further includes: After determining the N+1th trunk grid cell in the trunk grid cell sequence, randomly select at least one initial grid cell that meets a second preset condition from multiple initial grid cells located within the preset range of the Nth trunk grid cell, and add an error path identifier; wherein the second preset condition is: the selected initial grid cell is not the target grid cell, and the selected initial grid cell does not have the trunk path identifier added.
12. The method according to claim 11, characterized in that When the grid unit identifier is a derived path identifier, adding a grid unit identifier to each initial grid unit in the initial virtual grid map further includes: Determine any at least one trunk grid cell to which the trunk path identifier is added as a derived starting point grid cell; Randomly selecting an initial grid unit that meets a third preset condition from a plurality of initial grid units located within the preset range of the derivation starting point grid unit as a first derivation path grid unit, and adding the derivation path identifier to the first derivation path grid unit; The third preset condition is that: the selected initial grid unit is not the first derived starting grid unit, the selected initial grid unit does not have the initial identifier, the trunk path identifier, and the derived path identifier added thereto, and, among the initial grid units adjacent to the selected initial grid unit, the number of initial grid unit layers to which the error path identifier is added is less than or equal to 1; After the first derived path grid unit is determined, the following steps are performed in a loop until no new derived path grid unit can be determined: Randomly selecting an initial grid cell that satisfies a fourth preset condition from a plurality of initial grid cells located within the preset range of the Kth derived path grid cell as the K+1th derived path grid cell, and adding the derived path identifier to the derived path grid cell; K is an integer greater than 0; Among them, the fourth preset condition is: the selected initial grid unit is not the Kth derived starting point grid unit, and the selected initial grid unit is not added with the initial identifier, the trunk path identifier, the derived path identifier and the wrong path identifier.
13. The method according to claim 12, characterized in that When the grid unit identifier is an incorrect path identifier, the adding a grid unit identifier to each initial grid unit in the initial virtual grid map further includes: After the derived path identifier is added, the error path identifier is added to the initial grid cell in the initial virtual grid map to which no grid cell identifier is added.
14. A game data processing device, characterized in that: The device comprises: A first display module is configured to display a target virtual object and a virtual grid map on a current interface of the current virtual scene in response to a startup operation of the current virtual scene; the virtual grid map includes a plurality of grid cells, and the target virtual object is located at an initial position in the virtual grid map; a second display module, configured to, starting from the initial position, sequentially respond to deliberation interaction operations on at least two of the plurality of grid cells, determine a plurality of first-type grid cells from the plurality of grid cells, and display the plurality of first-type grid cells; the plurality of first-type grid cells are sequentially connected to form a first-type grid cell sequence, the position of the last first-type grid cell in the first-type grid cell sequence in the virtual grid map being the target position; The control module is configured to control the target virtual object to move from the initial position to the target position along a path corresponding to the first type of grid unit sequence in the virtual grid map.
15. An electronic device, characterized in that: include: a memory for storing executable instructions; The processor is configured to implement the game data processing method according to any one of claims 1 to 13 when executing the executable instructions stored in the memory.
16. A computer-readable storage medium, characterized in that Executable instructions are stored, which are used to cause a processor to execute the executable instructions to implement the game data processing method according to any one of claims 1 to 13.
17. A computer program product comprising executable instructions stored in a computer-readable storage medium; When the processor of the electronic device reads the executable instructions from the computer-readable storage medium and executes the executable instructions, the game data processing method according to any one of claims 1 to 13 is implemented.