Game data processing method and device, equipment and storage medium

CN122937485APending Publication Date: 2026-10-20NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202611089713.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-07-21
Publication Date
2026-10-20

AI Technical Summary

Technical Problem

[0005]本公开其中的实施例,针对上述现有技术中的不足,提供一种游戏数据处理方法、装置、设备及存储介质,以解决现有技术中时空维度玩法难以创新、机制扩展成本高以及平衡性调优困难的问题

Benefits of technology

[0010]本公开的有益效果是:通过在各虚拟对象对应的显示位置显示各虚拟对象的标记信息,并响应第一虚拟对象的当前位置与至少一个第二虚拟对象的移动位置之间满足预设条件,确定至少一个目标虚拟对象,并对各所述目标虚拟对象和/或所述第一虚拟对象施加对应效果,不但能够引入虚拟对象在过去若干秒的移动位置作为判定依据,还能通过各虚拟对象在过去若干秒的移动位置进行交互实现显示效果的灵活变化,提升了时空维度玩法的创新空间,丰富了游戏玩法,提升游戏趣味,从而丰富了玩家的游戏体验。同时,开发者还可以灵活的对预设条件等参数进行配置,便于进行机制解耦和扩展以及平衡性调优。

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Abstract

This disclosure provides a game data processing method, apparatus, device, and storage medium. The method includes: displaying the marking information of each virtual object at the display position corresponding to each virtual object; determining at least one target virtual object in response to a preset condition being met between the current position of a first virtual object and the movement position of at least one second virtual object; and applying corresponding effects to each target virtual object and / or the first virtual object.
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Description

Technical Field

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

[0002] With the development of real-time multiplayer competitive games, the positional relationships between virtual objects in the game scene are a crucial factor in triggering game interaction effects. In high-intensity combat scenarios, how to more fully utilize the positional information of virtual objects to enhance the depth of game strategy and the quality of operational feedback is a significant challenge currently facing game interaction technology.

[0003] Current position-related mechanisms primarily employ a single-point instantaneous position determination method. Specifically, they simultaneously collect the current coordinates of the user, teammates, and opponents, calculate relative distances or configurations, and then trigger team buffs or suppression effects.

[0004] However, the above methods rely solely on instantaneous location for determination, requiring terminal devices to continuously perform high-frequency real-time location acquisition and distance calculation, resulting in a large data processing volume and high computational overhead. Furthermore, the lack of an effective management mechanism for multi-time location data leads to insufficient flexibility in location data storage and updates, resulting in unreasonable memory resource consumption and low data update efficiency. Summary of the Invention

[0005] The embodiments disclosed herein address the shortcomings of the prior art by providing a game data processing method, apparatus, device, and storage medium to solve the problems of difficulty in innovating spatiotemporal dimension gameplay, high cost of mechanism expansion, and difficulty in balance optimization in the prior art.

[0006] To achieve the above objectives, the technical solutions adopted in the embodiments of this disclosure are as follows: In a first aspect, one embodiment of this disclosure provides a game data processing method, which provides a graphical user interface through a terminal device. The graphical user interface displays a game scene, and the game scene includes multiple virtual objects. The method includes: The marking information of each virtual object is displayed at the corresponding display position, and the marking information is used to indicate at least one moving position of the virtual object; When a preset condition is met between the current position of the first virtual object and the movement position of at least one second virtual object, at least one target virtual object corresponding to the first virtual object is determined, and corresponding effects are applied to each target virtual object and / or the first virtual object according to the relationship between the first virtual object and each target virtual object.

[0007] Secondly, another embodiment of this disclosure provides a game data processing and display device that provides a graphical user interface via a terminal device. The graphical user interface displays a game scene, which includes multiple virtual objects. The device includes: The display module is used to display the marking information of each virtual object at the display position corresponding to each virtual object, and the marking information is used to indicate at least one moving position of the virtual object; The determination module is used to determine at least one target virtual object corresponding to the first virtual object in response to a preset condition being met between the current position of the first virtual object and the movement position of at least one second virtual object, and to apply corresponding effects to each of the target virtual objects and / or the first virtual object.

[0008] Thirdly, another embodiment of this disclosure provides an electronic device, including: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of any of the methods described in the first aspect above.

[0009] Fourthly, another embodiment of this disclosure provides a computer-readable storage medium storing a computer program that, when executed by a processor, performs the steps of any of the methods described in the first aspect above.

[0010] The beneficial effects of this disclosure are as follows: By displaying the marker information of each virtual object at its corresponding display position, and responding to the condition that the current position of the first virtual object and the movement position of at least one second virtual object meet preset conditions, at least one target virtual object is determined, and corresponding effects are applied to each target virtual object and / or the first virtual object. This not only allows the movement position of the virtual objects over the past few seconds to be used as a criterion for judgment, but also enables flexible changes in display effects through interaction based on the movement positions of each virtual object over the past few seconds. This enhances the innovative space of spatiotemporal gameplay, enriches the gameplay, and increases the fun of the game, thereby enriching the player's gaming experience. Furthermore, developers can flexibly configure parameters such as preset conditions, facilitating mechanism decoupling, expansion, and balance optimization.

[0011] Furthermore, by applying corresponding effects, the game can enhance player intuitiveness, tactical readability, and immersion, thereby enriching the player's tactical decision-making and team collaboration experience and increasing player engagement. In addition, it can reduce unnecessary rendering resource consumption, improve processing efficiency, and reduce memory usage. Attached Figure Description

[0012] To more clearly illustrate the technical solutions of the embodiments of this disclosure, the accompanying drawings used in the embodiments will be briefly described below. It should be understood that the following drawings only show some embodiments of this disclosure and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0013] Figure 1 This is a schematic flowchart of a game data processing method provided in an embodiment of the present disclosure; Figure 2 This is a schematic diagram illustrating the display of marker information in the game data processing method provided in this embodiment of the disclosure; Figure 3 This is another schematic diagram illustrating the display of marker information in the game data processing method provided in this embodiment of the disclosure; Figure 4 A schematic diagram illustrating a game data processing method provided in an embodiment of this disclosure; Figure 5 This is a schematic flowchart illustrating the process of determining at least one target virtual object corresponding to a first virtual object in the game data processing method provided in this embodiment of the disclosure. Figure 6 This is a flowchart illustrating a game data processing method provided in this embodiment of the present disclosure for determining whether the current position of a first virtual object satisfies the position association condition corresponding to the current movement position of a second virtual object. Figure 7 This is another flowchart illustrating the process of determining whether the current position of the first virtual object satisfies the position association condition corresponding to the current movement position of the second virtual object in the game data processing method provided in this embodiment of the disclosure; Figure 8 This is a schematic flowchart illustrating the process of displaying the marking information of each virtual object at the corresponding display position in the game data processing method provided in this embodiment of the disclosure. Figure 9 A schematic diagram of a game data processing device provided in an embodiment of this disclosure; Figure 10 This is a schematic diagram of the electronic device structure provided in an embodiment of this disclosure. Detailed Implementation

[0014] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. It should be understood that the accompanying drawings in this disclosure are for illustrative and descriptive purposes only and are not intended to limit the scope of protection of this disclosure. Furthermore, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this disclosure illustrate operations implemented according to some embodiments of this disclosure. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed or implemented simultaneously. In addition, those skilled in the art, guided by the content of this disclosure, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.

[0015] Furthermore, the described embodiments are merely some, not all, of the embodiments of this disclosure. The components of the embodiments of this disclosure typically described and illustrated in the accompanying drawings can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this disclosure provided in the drawings is not intended to limit the scope of the claimed disclosure, but merely to illustrate selected embodiments of the disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of protection of this disclosure.

[0016] It should be noted that the term "comprising" will be used in the embodiments of this disclosure to indicate the presence of the features subsequently declared, but does not exclude the addition of other features.

[0017] Current position-related mechanisms primarily employ a single-point instantaneous position determination method. Specifically, they simultaneously collect the current coordinates of the user, teammates, and opponents, calculate relative distances or configurations, and then trigger team buffs or suppression effects.

[0018] However, the above methods rely solely on instantaneous location for determination, requiring terminal devices to continuously perform high-frequency real-time location acquisition and distance calculation, resulting in a large data processing volume and high computational overhead. Furthermore, the lack of an effective management mechanism for multi-time location data leads to insufficient flexibility in location data storage and updates, resulting in unreasonable memory resource consumption and low data update efficiency.

[0019] Based on the aforementioned problems, this disclosure proposes a game data processing method. By displaying the marker information of each virtual object and responding to a preset condition that the current position of a first virtual object and the movement position of at least one second virtual object satisfy, at least one target virtual object is determined. Furthermore, based on the relationship between the first virtual object and each target virtual object, the marker information of each target virtual object is updated, and / or the marker information of the first virtual object is updated. This method incorporates the movement position of virtual objects over the past few seconds as a criterion for judgment, enhancing the innovative space of spatiotemporal gameplay, enriching gameplay, and increasing game enjoyment. Simultaneously, developers can flexibly configure parameters, facilitating mechanism expansion and balance optimization.

[0020] First, the application scenarios of the game data processing method provided in the embodiments of this disclosure will be illustrated by way of example.

[0021] In one embodiment of this disclosure, the game data processing method can run on a local terminal device or a server. When the game data processing method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0022] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of game data processing are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0023] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0024] In one possible implementation, this disclosure provides a game data processing method that provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0025] To enable those skilled in the art to use the content of this disclosure in conjunction with the specific application scenario of "multiplayer competitive basketball game," the following implementation methods are provided. For those skilled in the art, the general principles defined herein can be applied to other embodiments and application scenarios without departing from the spirit and scope of this disclosure. Although this disclosure primarily describes a level design scenario within a large open world, it should be understood that this is merely an exemplary embodiment, and this disclosure can be applied to any other scenario. For example, this disclosure can be applied to "multiplayer competitive sports games," "team-based MOBA (Multiplayer Online Battle Arena) games," and "open-world games," etc.

[0026] The game data processing method provided in this disclosure will be described in detail below with reference to several embodiments.

[0027] Figure 1 This is a schematic flowchart of a game data processing method provided in an embodiment of the present disclosure, referring to... Figure 1 As shown, this method provides a graphical user interface through a terminal device, which displays a game scene. The game scene includes multiple virtual objects. The method includes: S101. Display the tag information of each virtual object at the corresponding display position.

[0028] It is understandable that players control virtual objects in the game scene through terminal devices. In the game scene, multiple players control multiple virtual objects to play the game.

[0029] Optionally, when a player switches a virtual object from normal gameplay mode to marker display mode using a mode switching control in the graphical user interface (e.g., a marker display button in the sidebar of the interface or a preset two-finger zoom gesture), the terminal responds to the switching operation by executing the game data processing method provided in this embodiment of the present disclosure to control the display of the virtual object.

[0030] Optionally, when multiple players operate multiple virtual objects while playing in the marked display mode, the game data processing method provided in this embodiment can be executed to control the display of the virtual objects.

[0031] The display position of the virtual object can be obtained through pre-configuration. The marking information is used to indicate at least one movement position of the virtual object.

[0032] For example, the tagging information can indicate the movement position of a virtual object at multiple historical moments and at the current moment. Specifically, the tagging information can display the movement path of the virtual object.

[0033] In one example, Figure 2 This is a schematic diagram illustrating the display of marker information in the game data processing method provided in this embodiment of the disclosure, with reference to... Figure 2 As shown, the display position corresponding to the virtual object can be behind the virtual object. During the movement of the virtual object, the terminal device generates marker information based on the virtual object's position queue. This marker information includes at least a coordinate sequence ordered by time, a position association condition index associated with each coordinate, and visual style parameters. This information is then rendered in the effects layer of the graphical user interface to display the movement path of the virtual object at multiple historical moments and the current moment. Here, "behind" refers to the temporal extension direction of the movement path or the geometric rear of the virtual object.

[0034] In another example, Figure 3 This is another schematic diagram illustrating the display of marker information in the game data processing method provided in this embodiment of the disclosure, referring to... Figure 3 As shown, the display position corresponding to the virtual object can be under the virtual object's feet. The position coordinates of the virtual object are obtained by vertically projecting them onto the ground, and the marking information is displayed by stacking or spreading.

[0035] In another example, the display position corresponding to the virtual object can be the top of the virtual object's head. It can extend upwards from the top of the virtual object's head by a preset offset and display the marking information in a floating manner.

[0036] S102. In response to the fact that the current position of the first virtual object and the movement position of at least one second virtual object meet a preset condition, determine at least one target virtual object corresponding to the first virtual object, and apply corresponding effects to each target virtual object and / or the first virtual object.

[0037] It is understandable that when multiple players control virtual objects to play the game, the positions of multiple virtual objects change. During the process of the multiple virtual objects changing their positions, corresponding effects can be applied to at least one virtual object to change the display effect of the virtual object in the game scene.

[0038] Optionally, in response to a preset condition being met between the current position of the first virtual object and the movement position of at least one second virtual object, at least one target virtual object corresponding to the first virtual object is determined from at least one second virtual object.

[0039] The first virtual object and at least one second virtual object can be virtual objects that meet preset conditions.

[0040] Here, the current position of the first virtual object refers to its position at the current moment. The movement position of the second virtual object refers to its position at the current moment and / or multiple historical moments. Specifically, the movement position of the second virtual object can be obtained through pre-configuration; for example, the movement position of the second virtual object can include all its positions from the past 5 seconds to the current moment.

[0041] The preset conditions include at least one preset location condition. Optionally, they may also include one or more of the following: preset quantity condition, preset time condition, preset skill condition, etc. It is understood that the preset conditions can be pre-configured by the user in the parameter configuration panel of the graphical user interface via sliders, numerical input boxes, or drop-down options.

[0042] Specifically, preset position conditions are used to indicate the conditions that the positional distance or positional relationship between virtual objects must meet. For example, the positional distance between virtual objects is less than a preset distance threshold, or the positional relationship between virtual objects is a preset positional relationship, such as being adjacent.

[0043] Specifically, the preset quantity condition is used to indicate the conditions that the quantity of virtual objects must meet. For example, the number of virtual objects in a certain area is greater than a preset first virtual object quantity threshold, or the number of virtual objects in a game scene is greater than a preset second virtual object quantity threshold.

[0044] Specifically, the preset time condition is used to indicate the conditions that the virtual object's time meets, such as the virtual object's existence time being greater than a preset existence time threshold.

[0045] Specifically, preset skill conditions are used to indicate the conditions that the skills used by the virtual object meet, such as whether the virtual object moves using a preset target skill.

[0046] Optionally, at least one target virtual object corresponding to the first virtual object can be obtained by filtering from at least one second virtual object.

[0047] In one example, the second virtual object with the longest existence time can be selected from the various second virtual objects and used as the target virtual object.

[0048] In the second example, the second virtual object with the highest priority can be selected from the various second virtual objects according to a preset priority as the target virtual object.

[0049] In the third example, the target virtual object can be selected from each of the second virtual objects according to the interaction history between the first virtual object and each of the second virtual objects.

[0050] In the fourth example, the target virtual object can be obtained by filtering from each of the second virtual objects according to the relationship between the first virtual object and each of the second virtual objects.

[0051] Optionally, after obtaining at least one target virtual object, corresponding effects are applied to each target virtual object and / or the first virtual object.

[0052] For example, applying a corresponding effect to each target virtual object and / or the first virtual object includes: applying a corresponding first effect to each target virtual object based on the relationship between the first virtual object and each target virtual object; and applying a second effect related to the first effect to the first virtual object in response to applying the first effect to the target virtual object.

[0053] The relationship between the first virtual object and each target virtual object refers to the relationship between the first virtual object and each target virtual object in the game's role type, such as an opponent relationship or a teammate relationship.

[0054] Optionally, the relationship between the first virtual object and each target virtual object can also be a core-support relationship, a restraining-being-restrained relationship, a switching-defense partnership relationship, a cover-and-counter-cover relationship, etc.

[0055] In one example, if the relationship between the first virtual object and the target virtual object is one of cover and anti-cover, then the corresponding effect can be applied only to the target virtual object, or only to the first virtual object, or the corresponding effect can be applied to both the target virtual object and the first virtual object at the same time.

[0056] The effects applied to the target virtual object and the first virtual object can be the same or different.

[0057] For example, the corresponding effects can be applied in the following ways: applying the effect of changing the display size, applying the effect of whether or not to display the marker information, applying the effect of special effects or textures, applying the effect of changing the content of the marker information, etc.

[0058] In one example, Figure 4 This is a schematic diagram illustrating a game data processing method provided in an embodiment of the present disclosure, with reference to... Figure 4 As shown, continuing with a multiplayer basketball game as an example, assume the game scene includes virtual objects A, B, C, D, E, and F. During the movement of each virtual object, the position of each virtual object is determined. If the current position of virtual object C, E, and F meets preset conditions, then virtual object C is determined as the first virtual object, and virtual objects E and F as the second virtual objects. If virtual object E and F have the same priority, then virtual object E and F are determined as the target virtual objects, and a second game effect is applied to virtual object C, and / or a first game effect is applied to virtual object E, and / or a first game effect is applied to virtual object F.

[0059] In another example, continue to refer to Figure 4 As shown, assuming that the current position of virtual object C, the moving position of virtual object E at the first historical moment, and the moving position of virtual object F at the second historical moment satisfy the preset conditions, then the first virtual object is determined to be virtual object C, the second virtual object is virtual object E, and the third virtual object is virtual object F.

[0060] Based on this, according to the interaction history between virtual object C and virtual object F and the interaction history between virtual object C and virtual object E, the target virtual object is determined to be virtual object E, and a second game effect is applied to virtual object C, and / or a first game effect is applied to virtual object E.

[0061] Optionally, after obtaining at least one target virtual object, the marking information of each target virtual object and / or the marking information of the first virtual object can be updated according to the relationship between the first virtual object and each target virtual object. This introduces the relationship between the first virtual object and each target virtual object into the process of changing the display effect, so that the application of the effect integrates the relationship type between objects, improves the player's operational intuition, tactical readability and immersion, thereby enriching the player's tactical decision-making experience and team collaboration experience, and enhancing player stickiness.

[0062] Optionally, after determining at least one target virtual object corresponding to the first virtual object, and before applying the corresponding effect to each target virtual object and / or the first virtual object, the method further includes: for each target virtual object, determining whether the target virtual object is in a preset exemption state; if the target virtual object is in an exemption state, then the step of applying the corresponding effect to the target virtual object is not performed. Here, exemption state refers to a state where applying the effect is ineffective.

[0063] In this embodiment, by displaying the marker information of each virtual object at its corresponding display position, and responding to a preset condition that the current position of the first virtual object and the movement position of at least one second virtual object meet, at least one target virtual object is determined. Corresponding effects are then applied to each target virtual object and / or the first virtual object. This not only incorporates the movement position of the virtual objects over the past few seconds as a criterion for judgment, but also allows for flexible changes in display effects through interaction based on the movement positions of the virtual objects over the past few seconds. This enhances the innovative space of spatiotemporal gameplay, enriches the gameplay, and increases the fun, thereby enriching the player's gaming experience. Simultaneously, developers can flexibly configure parameters such as preset conditions, facilitating mechanism decoupling, expansion, and balance optimization. Furthermore, the application of corresponding effects enhances the player's operational intuition, tactical readability, and immersion, further enriching the player's tactical decision-making experience and team collaboration experience, thus increasing player engagement. In addition, it reduces unnecessary rendering resource consumption, improves processing efficiency, and reduces memory resource usage.

[0064] In one possible implementation, Figure 5 This is a flowchart illustrating the process of determining at least one target virtual object corresponding to a first virtual object in the game data processing method provided in this embodiment of the disclosure, with reference to... Figure 5 As shown, in S102 above, responding to a preset condition that the current position of the first virtual object and the movement position of at least one second virtual object satisfy a certain condition, and determining at least one target virtual object corresponding to the first virtual object, includes: S501. Determine the position association conditions corresponding to the movement positions of each second virtual object.

[0065] Optionally, the position association conditions corresponding to the movement positions of each second virtual object can be determined separately.

[0066] The location association condition indicates the positional relationship that the second virtual object should satisfy with the current position of the first virtual object at its current location. For example, the location association condition can be configured and stored in the form of structured data, including fields such as center coordinates, radius of effect, effective skill type identifier, and condition priority. When a virtual object moves to the corresponding location, the terminal device reads the parameters in this structure and compares them with the current position of the first virtual object to determine whether to trigger the candidate filtering. Different skills or role attributes can be mapped to different location association condition templates, enabling dynamic rule configuration.

[0067] For example, the location association condition can be the size of the area formed by the second virtual object at the moved location.

[0068] In the first example, the position association conditions corresponding to the preset movement position of the second virtual object can be obtained.

[0069] In the second example, the state of the second virtual object at the moving location can be determined, and the position association condition can be calculated based on the state of the second virtual object at the moving location.

[0070] In the third example, the location association conditions corresponding to the movement location can be determined based on the skill information used by the second virtual object at the movement location.

[0071] In the fourth example, the location association conditions corresponding to the movement position of the second virtual object can be determined based on the attribute information of the second virtual object. The attribute information may include the role attribute, identity attribute, or account attribute of the second virtual object, etc.

[0072] S502 determines from each of the second virtual objects whether the current position of the first virtual object satisfies the position association condition corresponding to the current movement position of the second virtual object. If so, the current second virtual object is selected as a candidate virtual object.

[0073] Optionally, from among the second virtual objects, find the current second virtual object whose current position satisfies the position association condition corresponding to the current movement position of the first virtual object, and use it as a candidate virtual object.

[0074] For example, each second virtual object is traversed. For the current second virtual object, a judgment is made based on the current position of the first virtual object, the current movement position of the second virtual object, and the position association condition corresponding to the movement position of the second virtual object. It is determined whether the current position of the first virtual object satisfies the position association condition corresponding to the movement position of the second virtual object. If the current position of the first virtual object satisfies the position association condition corresponding to the movement position of the second virtual object, the current second virtual object is taken as a candidate virtual object, and at least one candidate virtual object is obtained after the traversal is completed.

[0075] For example, the absolute value of the distance between the current moving position of the second virtual object and the current position of the first virtual object can be calculated, and it can be determined whether the absolute value of the distance satisfies the position association condition corresponding to the moving position of the second virtual object. If so, it can be determined that the current position of the first virtual object satisfies the position association condition corresponding to the moving position of the second virtual object.

[0076] S503. Based on each candidate virtual object, determine at least one target virtual object corresponding to the first virtual object.

[0077] Optionally, at least one target virtual object corresponding to the first virtual object obtained from each candidate virtual object is selected.

[0078] For example, at least one target virtual object corresponding to the first virtual object can be selected from the candidate virtual objects according to preset filtering rules. The preset filtering rules may include one or more of the following: existence time, priority, interaction history, and relationship. Specifically, for the existence time dimension, the candidate virtual objects are sorted according to the duration of their corresponding movement positions in the position queue, and the candidate virtual object with the longest existence time is selected as the target virtual object; for the priority dimension, the role priority value of each candidate virtual object is obtained, and the candidate virtual object with the highest priority value is selected as the target virtual object; for the interaction history dimension, the number of times each candidate virtual object and the first virtual object have collaborative interactions within a preset time window is counted, and the candidate virtual object with the most collaborative interactions is selected as the target virtual object; for the relationship dimension, when the preset relationship between the candidate virtual object and the first virtual object is identified as a collaboration type, the candidate virtual object is directly determined as the target virtual object.

[0079] By first identifying at least one candidate virtual object from each second virtual object based on location association conditions, and then selecting at least one target virtual object from among the candidate virtual objects, this approach enables collaborative innovations such as layered offloading of computational load, decoupling of strategy logic configuration, and explicitness of player cognitive links. This allows the game display process to maintain millisecond-level response times while possessing dynamic adaptability to complex tactical scenarios and high-fidelity intent communication capabilities. Simultaneously, it also ensures computational efficiency.

[0080] In one possible implementation, the position association conditions for determining the movement positions of each second virtual object in S501 above include: Based on the skill information used by the second virtual object at the movement location, determine the location association conditions corresponding to the movement location.

[0081] Optionally, the skill information used by the second virtual object at its movement location can be obtained, and the corresponding positional association conditions can be matched from the pre-configured mapping relationship between skill information and positional association conditions. This allows for flexible adjustment of the duration, coverage, and target of historical paths based on skill information, enhancing player intuitiveness, tactical readability, and immersion. It also boasts advantages such as low computational overhead, network bandwidth friendliness, and cross-engine compatibility.

[0082] The skill information includes at least the skill type. Skill types can be, for example, displacement or control types. Skill information may also include the skill duration.

[0083] In one example, the position association condition corresponding to the displacement type skill is a circular area centered on the movement position and with a first preset distance as the radius, wherein the first preset distance is determined according to the displacement distance of the displacement skill.

[0084] In another example, the location association condition corresponding to the control type skill is a circular area centered on the movement location and with a second preset distance as the radius, wherein the second preset distance is determined according to the influence range of the control skill, and the first preset distance is greater than the second preset distance.

[0085] In another example, the location association condition corresponding to the control type skill is a circular area centered on the movement location and with a third preset distance as the radius. The third preset distance is determined based on the influence range and duration of the control skill, and the third preset distance is less than the second preset distance.

[0086] In one possible implementation, Figure 6 This is a flowchart illustrating a method for determining whether the current position of a first virtual object satisfies the position association condition corresponding to the current movement position of a second virtual object in a game data processing method provided in this embodiment. (Refer to...) Figure 6As shown, determining whether the current position of the first virtual object satisfies the position association condition corresponding to the current movement position of the second virtual object in S502 includes: S601. Based on the current movement position of the second virtual object and the position association conditions corresponding to the current movement position of the second virtual object, determine the first location area and the second location area of ​​the current second virtual object.

[0087] Optionally, based on the current movement position of the second virtual object and the position association conditions corresponding to the current movement position of the second virtual object, the first location region and the second location region of the current second virtual object are constructed.

[0088] Among them, the first and second locations are areas with the same center.

[0089] In one example, the side length of the first region is obtained by calculating twice the position association condition corresponding to the current movement position of the second virtual object. Then, a square region is constructed centered on the current movement position of the second virtual object, using the side length of the first region as the first region. Finally, a circular region is constructed centered on the current movement position of the second virtual object, using the position association condition corresponding to the current movement position as the radius, serving as the second region.

[0090] In another example, a first circular region is constructed with the current second virtual object's movement position as the center and the position association condition corresponding to the current second virtual object's movement position as the radius, serving as the first location region of the current second virtual object. A second circular region is constructed with the current second virtual object's movement position as the center and twice the radius of the position association condition corresponding to the current second virtual object's movement position, serving as the second location region of the current second virtual object.

[0091] S602. Based on the current position of the first virtual object, the first location area of ​​the current second virtual object, and the second location area, determine whether the current position of the first virtual object satisfies the location association condition corresponding to the movement position of the current second virtual object.

[0092] Optionally, the current position of the first virtual object is compared with the first and second regions of the current second virtual object to determine whether the current position of the first virtual object is within the position association condition corresponding to the movement position of the current second virtual object.

[0093] In one example, taking the first location as a square area and the second location as a circular area, it is possible to determine whether the current position of the first virtual object is within the first location area and the second location area in turn. If both conditions are met, it is determined that the current position of the first virtual object is located within the location association condition corresponding to the current movement position of the second virtual object. This allows for rapid location determination with low computational overhead, network bandwidth friendliness, and strong cross-engine compatibility.

[0094] In another example, taking the first location as the first circular region and the second location as the second circular region, we can first determine whether the current position of the first virtual object is within the first circular region. If so, we can then determine whether the movement trend of the first virtual object points to the second circular region based on the direction of the first virtual object's movement vector. If the conditions are met, we can determine that the current position of the first virtual object is within the position association condition corresponding to the current movement position of the second virtual object. This allows for rapid initial screening through the first circular region and secondary verification through the second circular region, avoiding misjudgments and ensuring judgment accuracy. At the same time, it also has the advantages of extremely low computational overhead, network bandwidth friendliness, and strong cross-engine compatibility.

[0095] By analyzing the current movement position of the second virtual object and the corresponding positional association conditions, the first and second locations of the second virtual object are determined. Furthermore, by analyzing the current position of the first virtual object and the first and second locations of the second virtual object, it is determined whether the current position of the first virtual object falls within the positional association conditions corresponding to the movement position of the second virtual object. This allows for the construction of a semantically reliable and robust position determination mechanism, thereby improving the player's operational intuition, tactical readability, and immersion. Introducing a redundant verification mechanism with two layers of regions also reduces the probability of single-time positional misjudgments, ensuring display stability during gameplay.

[0096] In one possible implementation, Figure 7 This is another flowchart illustrating whether the current position of the first virtual object satisfies the position association condition corresponding to the current movement position of the second virtual object in the game data processing method provided in this embodiment of the disclosure. (Refer to...) Figure 7 As shown, in step S602 above, determining whether the current position of the first virtual object satisfies the position association condition corresponding to the movement position of the current second virtual object based on the current position of the first virtual object, the first location area of ​​the current second virtual object, and the second location area includes: S701. Determine whether the current position of the first virtual object is within the first area of ​​the current second virtual object.

[0097] Optionally, determine whether the current position of the first virtual object is within the first area where the current second virtual object is located.

[0098] S702. If yes, then determine whether the current position of the first virtual object is within the second area of ​​the current second virtual object.

[0099] Optionally, if the current position of the first virtual object is within the first area of ​​the current second virtual object, then determine whether the current position of the first virtual object is within the second area of ​​the current second virtual object.

[0100] S703. If so, then determine that the current position of the first virtual object satisfies the position association condition corresponding to the current movement position of the second virtual object.

[0101] Optionally, if it is determined that the current position of the first virtual object is within the second area of ​​the current second virtual object, then the current position of the first virtual object satisfies the position association condition corresponding to the movement position of the current second virtual object, thereby quickly realizing position determination with low computational overhead, network bandwidth friendliness, and strong cross-engine compatibility.

[0102] In one possible implementation, determining at least one target virtual object corresponding to the first virtual object based on each candidate virtual object in step S503 includes: Obtain the priority of each candidate virtual object; based on the priority of each candidate virtual object, determine the target virtual object from at least one second virtual object.

[0103] Optionally, the priority of each candidate virtual object is obtained, and the second virtual object with the higher priority is selected as the target virtual object according to the priority of each candidate virtual object. By introducing a priority filtering mechanism, when multiple candidate virtual objects simultaneously meet the position association conditions, the terminal device can accurately determine the target virtual object according to the preset priority rules, avoiding the problems of uncontrollable strategy and wasted rendering resources caused by indiscriminate application of effects. This allows for flexible control of the objects affected by display effects, improving game balance and the readability of tactical intentions.

[0104] If all candidate virtual objects have the same priority, then each candidate virtual object will be treated as a target virtual object.

[0105] The priority of each candidate virtual object can be pre-configured.

[0106] In one example, priority is determined based on the role type of the candidate virtual object; for example, tank-type characters have higher priority than damage-type characters.

[0107] In another example, priority is determined by the distance between the candidate virtual object and the first virtual object, with higher priority being the closer the distance.

[0108] In another example, priority is determined by the game level of the candidate virtual object; the higher the game level of the candidate virtual object, the higher the priority.

[0109] The above provides an exemplary description of the process for determining at least one target virtual object corresponding to the first virtual object. After obtaining the target virtual object, the tagging information of each target virtual object and / or the tagging information of the first virtual object can be updated. The following is a detailed explanation.

[0110] In one possible implementation, applying corresponding effects to each target virtual object and / or the first virtual object in S102 above includes: If the relationship between the first virtual object and the target virtual object is of the first type, the corresponding effect is applied to each target virtual object and / or the first virtual object according to the preset positive display effect.

[0111] The first type of relationship is obtained through pre-configuration. For example, the first type of relationship can be a cover relationship, a switch partner relationship, a teammate relationship, etc., which belong to the cooperative type of relationship.

[0112] Optionally, the relationship between the first virtual object and the target virtual object can also be obtained through interaction history calculation.

[0113] The preset positive display effect refers to applying a positive effect in at least one dimension, such as spatial, temporal, or semantic dimensions. Positive effects are used to enhance the expression of intent.

[0114] In one example, taking spatial dimensions as an example, an effect of expanding the display area can be applied to the target virtual object.

[0115] In another example, taking the time dimension as an example, an effect that extends the display duration can be applied to the target virtual object.

[0116] In another example, taking the semantic dimension as an example, the effect of overlaying preset relation identifiers can be applied to the first virtual object.

[0117] When the relationship between the first virtual object and the target virtual object is of the first type, the corresponding effect is applied to each target virtual object and / or the first virtual object according to the preset positive display effect. This enables a deterministic mapping between the relationship type and the display result, thereby achieving intelligent display of bidirectional mapping between the relationship and the real effect. This enriches the player's tactical decision-making experience and team collaboration experience, and enhances player stickiness.

[0118] In one possible implementation, applying corresponding effects to each target virtual object and / or the first virtual object in S102 above includes: If the relationship between the first virtual object and the target virtual object is of the second type, the corresponding effect is applied to each target virtual object and / or the first virtual object according to the preset negative display effect.

[0119] The second type of relationship is obtained through pre-configuration. This second type of relationship can be, for example, an adversarial relationship, a relationship of restraint and being restrained, or a suppression relationship—all belonging to the antagonistic type. Optionally, the relationship between the first virtual object and the target virtual object can also be calculated through interaction history.

[0120] The preset negative display effect refers to applying a negative effect in at least one dimension, such as spatial, temporal, or semantic dimensions. This negative effect is used to accelerate risk response.

[0121] In one example, taking spatial dimensions as an example, a semi-transparent red fan-shaped mask rendering effect can be applied around the first virtual object.

[0122] In another example, taking the semantic dimension as an example, a preset pulsed red light effect can be applied to the target virtual object.

[0123] In another example, taking the time dimension as an example, an effect that shortens the display duration can be applied to the target virtual object, or an effect that accelerates the visual decay rate of the marked information can be applied, so that the marked information gradually fades out and disappears within a preset time.

[0124] When the relationship between the first virtual object and the target virtual object is of the second type, the corresponding effect is applied to each target virtual object and / or the first virtual object according to the preset negative display effect. This can achieve a deterministic mapping between the relationship type and the display result. In the adversarial scenario, the risk warning display can accelerate the player's perception and response to the threat area, reduce the cognitive interference caused by invalid collaborative prompts, enhance the accuracy of adversarial decision-making, and improve the overall immersion.

[0125] In one possible implementation, Figure 8 This is a schematic flowchart illustrating the process of displaying the marker information of each virtual object at its corresponding display position in the game data processing method provided in this embodiment of the present disclosure, with reference to... Figure 8 As shown, in S101 above, the display of the marking information of each virtual object at the corresponding display position includes: S801. Obtain the position queue corresponding to each virtual object.

[0126] Optionally, obtain the position queue corresponding to each virtual object.

[0127] The position queue includes at least one movement position arranged in chronological order.

[0128] Optionally, the position queue may also include position association conditions corresponding to each movement position. These position association conditions can be determined by the skill used when the virtual object moves to the corresponding movement position.

[0129] Optionally, the display method of each moving position can also be stored in the position queue.

[0130] In other words, in practical applications, corresponding listening events can be registered for each virtual object. Listening events can be invoked according to a preset time period. When a listening event is invoked, the current position of the virtual object is stored as a movement position in the position queue. At the same time, based on the skill used by the virtual object to move to the current position, the position association condition is determined from the pre-configured mapping relationship between skills and position association conditions and stored in the position queue.

[0131] S802. Based on the position queue corresponding to each virtual object, display the marking information of each virtual object at the display position corresponding to each virtual object.

[0132] Optionally, after obtaining the position queue corresponding to each virtual object, the position queue corresponding to each virtual object can be traversed, and the marking information of each virtual object can be displayed at the display position corresponding to each virtual object according to a preset display method.

[0133] The preset display methods may include at least one of the following: special effects, color tone, texture, and lighting.

[0134] By using a position queue to store and manage the movement positions of each virtual object in a time-ordered manner, the system can support the rapid retrieval and dynamic updating of marker information with an ordered data structure. It can also avoid the redundant calculation overhead caused by re-collecting historical position data every time it is displayed. At the same time, it facilitates unified lifecycle management of the position data of each virtual object at multiple times, thereby improving the data processing efficiency and real-time performance of marker information display in the game scene.

[0135] In one possible implementation, the method also includes: Obtain a batch cleanup command, wherein the batch cleanup command is generated in response to the batch cleanup control in the player's touch graphical user interface; according to the batch cleanup command, determine at least one position data to be cleaned from the position queue corresponding to each virtual object, clean up each position data to be cleaned in the position queue corresponding to each virtual object, and apply corresponding effects to each target virtual object and / or the first virtual object according to the cleaned position queue corresponding to each virtual object.

[0136] Among them, the batch cleanup command is used to remove the marker information of the specified display mode of virtual objects.

[0137] For example, during the display of the tagging information of each target virtual object and / or the tagging information of the first virtual object, a certain specified effect can be batch cleaned up to remove the specified effect.

[0138] Optionally, a batch cleanup command is obtained, which carries a target effect identifier. Based on the target effect identifier in the batch cleanup command, the position queues corresponding to each virtual object are traversed, and the position data whose marking information matches the target effect identifier are identified as at least one position data to be cleaned. All position data to be cleaned in the position queues corresponding to each virtual object are cleaned to obtain the cleaned position queues corresponding to each virtual object. Based on the cleaned position queues corresponding to each virtual object, corresponding effects are applied to each target virtual object and / or the first virtual object to update the display of each target virtual object and / or the first virtual object, thereby clearing all specified display modes in the game scene.

[0139] The batch cleanup mechanism can remove expired or redundant position data that meet the conditions from the position queues of multiple virtual objects at once, avoiding the processing delay caused by traversing and cleaning one by one, effectively reducing terminal memory usage and rendering load, and preventing screen occlusion and visual interference caused by excessive accumulation of marking information, thereby improving the smoothness of game operation while ensuring display accuracy.

[0140] In one possible implementation, the method also includes: Based on the number of positions in the position queue corresponding to each virtual object, update the position queue corresponding to each virtual object, and apply the corresponding effect to each target virtual object and / or the first virtual object based on the updated position queue corresponding to each virtual object.

[0141] Optionally, each virtual object can be traversed according to a preset period. For the current virtual object, the number of positions in the position queue corresponding to the current virtual object is determined. When the number of positions is greater than or equal to a preset threshold, the data in the position queue corresponding to the current virtual object is cleaned up according to the time it has existed, resulting in an updated position queue corresponding to the current virtual object. Here, the number of positions refers to the total number of moved positions in the position queue.

[0142] Optionally, after the traversal is completed, the updated position queues corresponding to each virtual object are obtained, and the updated position queues corresponding to each virtual object are applied to each target virtual object and / or the first virtual object to update the display of each target virtual object and / or the first virtual object.

[0143] By updating and managing the position queue by the number of positions, the size of the position queue for each virtual object can be controlled within a preset limit. This avoids the risk of memory overflow and the surge in traversal computation caused by the infinite growth of the position queue, and ensures that the storage overhead of position data maintains a linear relationship with the number of virtual objects. This allows for stable processing performance and display frame rate in scenarios with multiple virtual objects running concurrently.

[0144] In one possible implementation, the method also includes: Based on the existence time of each virtual object's position in its corresponding position queue, update the position queue corresponding to each virtual object, and apply the corresponding effect to each target virtual object and / or the first virtual object based on the updated position queue corresponding to each virtual object.

[0145] Optionally, each virtual object can be traversed according to a preset period. For the current virtual object, the existence time of the position in the position queue corresponding to the current virtual object is determined, and the existence time of the position is judged. If the existence time of the position is greater than or equal to the preset existence time threshold, the corresponding movement position and other data in the position queue corresponding to the current virtual object are cleaned up to obtain the updated position queue corresponding to the current virtual object.

[0146] Optionally, after the traversal is completed, the updated position queues corresponding to each virtual object are obtained, and the updated position queues corresponding to each virtual object are applied to each target virtual object and / or the first virtual object to update the display of each target virtual object and / or the first virtual object.

[0147] By updating and managing the location queue based on the location's existence time, historical location data that exceeds the valid time window can be automatically discarded. This ensures that the movement positions reflected in the location queue always correspond to the recent tactical state, avoids expiration data from misleading players' judgments, reduces the residence time of invalid data in the queue, lowers unnecessary rendering resource consumption, and improves the timeliness and accuracy of the displayed marker information.

[0148] Based on the same inventive concept, this disclosure also provides a game data processing and display device corresponding to the game data processing method. Since the principle of the device in this disclosure for solving the problem is similar to the game data processing method described above in this disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0149] Reference Figure 9 As shown, Figure 9 This is a schematic diagram of a game data processing device provided in an embodiment of the present disclosure. The device includes: a display module 901 and a determination module 902. Display module 901 is used to display the marking information of each virtual object at the display position corresponding to each virtual object. The marking information is used to indicate at least one moving position of the virtual object. The determining module 902 is used to determine at least one target virtual object corresponding to the first virtual object in response to a preset condition being met between the current position of the first virtual object and the movement position of at least one second virtual object, and to apply corresponding effects to each target virtual object and / or the first virtual object.

[0150] In one possible implementation, module 902 is specifically used for: Determine the position association conditions corresponding to the movement positions of each second virtual object; From each of the second virtual objects, determine whether the current position of the first virtual object satisfies the position association condition corresponding to the current movement position of the second virtual object. If so, the current second virtual object is selected as a candidate virtual object. Based on each candidate virtual object, determine at least one target virtual object corresponding to the first virtual object.

[0151] In one possible implementation, module 902 is specifically used for: Based on the skill information used by the second virtual object at the movement location, determine the location association conditions corresponding to the movement location.

[0152] In one possible implementation, module 902 is specifically used for: Based on the current movement position of the second virtual object and the position association conditions corresponding to the current movement position of the second virtual object, determine the first and second regions where the current second virtual object is located. Based on the current position of the first virtual object, the first location of the current second virtual object, and the second location of the current second virtual object, determine whether the current position of the first virtual object satisfies the location association condition corresponding to the movement position of the current second virtual object.

[0153] In one possible implementation, module 902 is specifically used for: Determine whether the current position of the first virtual object is within the area where the first virtual object is located; If so, determine whether the current position of the first virtual object is within the second area where the current second virtual object is located; If so, then determine that the current position of the first virtual object satisfies the position association condition corresponding to the current movement position of the second virtual object.

[0154] In one possible implementation, module 902 is specifically used for: Obtain the priority of each candidate virtual object; Based on the priority of each candidate virtual object, determine the target virtual object from at least one second virtual object.

[0155] In one possible implementation, module 902 is specifically used for: If the relationship between the first virtual object and the target virtual object is of the first type, the corresponding effect is applied to each target virtual object and / or the first virtual object according to the preset positive display effect.

[0156] In one possible implementation, module 902 is specifically used for: If the relationship between the first virtual object and the target virtual object is of the second type, the corresponding effect is applied to each target virtual object and / or the first virtual object according to the preset negative display effect.

[0157] In one possible implementation, the display module 901 is specifically used for: Obtain the position queue corresponding to each virtual object, the position queue including at least one movement position arranged in chronological order; Based on the position queue corresponding to each virtual object, display the tag information of each virtual object at the corresponding display position.

[0158] In one possible implementation, the determining module 902 is further used for: Obtain a batch cleanup command, determine at least one location data to be cleaned from the location queue corresponding to each virtual object according to the batch cleanup command, clean up each location data to be cleaned in the location queue corresponding to each virtual object, and apply corresponding effects to each target virtual object and / or the first virtual object according to the cleaned location queue corresponding to each virtual object.

[0159] In one possible implementation, the determining module 902 is further used for: Based on the number of positions in the position queue corresponding to each virtual object, update the position queue corresponding to each virtual object, and apply the corresponding effect to each target virtual object and / or the first virtual object based on the updated position queue corresponding to each virtual object.

[0160] In one possible implementation, the determining module 902 is further used for: Based on the existence time of each virtual object's position in its corresponding position queue, update the position queue corresponding to each virtual object, and apply the corresponding effect to each target virtual object and / or the first virtual object based on the updated position queue corresponding to each virtual object.

[0161] The processing flow of each module in the device and the interaction flow between each module can be referred to the relevant descriptions in the above method embodiments, and will not be detailed here.

[0162] This disclosure also provides an electronic device, such as... Figure 10 As shown, Figure 10 The schematic diagram of the electronic device structure provided in this embodiment includes: a processor 1001 and a memory 1002, and optionally, a bus 1003. The memory 1002 stores machine-readable instructions executable by the processor 1001. When the electronic device is running, the processor 1001 and the memory 1002 communicate via the bus 1003. The processor 1001 executes the machine-readable instructions and performs the following processing: Display the marking information of each virtual object at the corresponding display position. The marking information is used to indicate at least one movement position of the virtual object. When a preset condition is met between the current position of the first virtual object and the movement position of at least one second virtual object, at least one target virtual object corresponding to the first virtual object is determined, and corresponding effects are applied to each target virtual object and / or the first virtual object.

[0163] In one possible implementation, when the processor 1001 determines at least one target virtual object corresponding to the first virtual object in response to a preset condition being met between the current position of the first virtual object and the movement position of at least one second virtual object, it is specifically used to: Determine the position association conditions corresponding to the movement positions of each second virtual object; From each of the second virtual objects, determine whether the current position of the first virtual object satisfies the position association condition corresponding to the current movement position of the second virtual object. If so, the current second virtual object is selected as a candidate virtual object. Based on each candidate virtual object, determine at least one target virtual object corresponding to the first virtual object.

[0164] In one possible implementation, when determining the position association conditions corresponding to the movement positions of each second virtual object, the processor 1001 specifically performs the following: Based on the skill information used by the second virtual object at the movement location, determine the location association conditions corresponding to the movement location.

[0165] In one possible implementation, when determining whether the current position of the first virtual object satisfies the position association condition corresponding to the current movement position of the second virtual object, the processor 1001 specifically performs the following: Based on the current movement position of the second virtual object and the position association conditions corresponding to the current movement position of the second virtual object, determine the first and second regions where the current second virtual object is located. Based on the current position of the first virtual object, the first location of the current second virtual object, and the second location of the current second virtual object, determine whether the current position of the first virtual object satisfies the location association condition corresponding to the movement position of the current second virtual object.

[0166] In one possible implementation, when the processor 1001 determines whether the current position of the first virtual object satisfies the position association condition corresponding to the movement position of the current second virtual object based on the current position of the first virtual object, the first location area of ​​the current second virtual object, and the second location area, it specifically performs the following: Determine whether the current position of the first virtual object is within the area where the first virtual object is located; If so, determine whether the current position of the first virtual object is within the second area where the current second virtual object is located; If so, then determine that the current position of the first virtual object satisfies the position association condition corresponding to the current movement position of the second virtual object.

[0167] In one possible implementation, when the processor 1001 determines at least one target virtual object corresponding to the first virtual object based on each candidate virtual object, it specifically performs the following: Obtain the priority of each candidate virtual object; Based on the priority of each candidate virtual object, determine the target virtual object from at least one second virtual object.

[0168] In one possible implementation, when applying corresponding effects to each target virtual object and / or the first virtual object, the processor 1001 specifically performs the following: If the relationship between the first virtual object and the target virtual object is of the first type, the corresponding effect is applied to each target virtual object and / or the first virtual object according to the preset positive display effect.

[0169] In one possible implementation, when applying corresponding effects to each target virtual object and / or the first virtual object, the processor 1001 specifically performs the following: If the relationship between the first virtual object and the target virtual object is of the second type, the corresponding effect is applied to each target virtual object and / or the first virtual object according to the preset negative display effect.

[0170] In one possible implementation, when the processor 1001 displays the marking information of each virtual object at the display position corresponding to each virtual object, it specifically performs the following: Obtain the position queue corresponding to each virtual object, the position queue including at least one movement position arranged in chronological order; Based on the position queue corresponding to each virtual object, display the tag information of each virtual object at the corresponding display position.

[0171] In one possible implementation, the processor 1001 is also used for: Obtain a batch cleanup command, determine at least one location data to be cleaned from the location queue corresponding to each virtual object according to the batch cleanup command, clean up each location data to be cleaned in the location queue corresponding to each virtual object, and apply corresponding effects to each target virtual object and / or the first virtual object according to the cleaned location queue corresponding to each virtual object.

[0172] In one possible implementation, the processor 1001 is also used for: Based on the number of positions in the position queue corresponding to each virtual object, update the position queue corresponding to each virtual object, and apply the corresponding effect to each target virtual object and / or the first virtual object based on the updated position queue corresponding to each virtual object.

[0173] In one possible implementation, the processor 1001 is also used for: Based on the existence time of each virtual object's position in its corresponding position queue, update the position queue corresponding to each virtual object, and apply the corresponding effect to each target virtual object and / or the first virtual object based on the updated position queue corresponding to each virtual object.

[0174] The memory 1002 stores program code, which, when executed by the processor 1001, causes the processor 1001 to perform various steps in the virtual object control method in the game according to various exemplary embodiments of the present disclosure as described in the "Exemplary Methods" section above.

[0175] The processor 1001 can be a general-purpose processor, such as a central processing unit (CPU), digital signal processor (DSP), application-specific integrated circuit (ASIC), field-programmable gate array (FPGA), or other programmable logic device, discrete gate or transistor logic device, or discrete hardware component, capable of implementing or executing the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as being executed by a hardware processor, or executed by a combination of hardware and software modules within the processor.

[0176] Memory 1002, as a non-volatile computer-readable storage medium, can be used to store non-volatile software programs, non-volatile computer-executable programs, and modules. The storage medium can include at least one type of storage medium, such as flash memory, hard disk, multimedia card, card-type memory, random access memory (RAM), static random access memory (SRAM), programmable read-only memory (PROM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), magnetic storage medium, magnetic disk, optical disk, etc. Memory is any other medium capable of carrying or storing desired program code in the form of instructions or data structures that can be accessed by a computer, but is not limited thereto. The memory 1002 in this embodiment can also be a circuit or any other device capable of implementing storage functions for storing program instructions and / or data.

[0177] This disclosure also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the following processing: Display the marking information of each virtual object at the corresponding display position. The marking information is used to indicate at least one movement position of the virtual object. When a preset condition is met between the current position of the first virtual object and the movement position of at least one second virtual object, at least one target virtual object corresponding to the first virtual object is determined, and corresponding effects are applied to each target virtual object and / or the first virtual object.

[0178] In one possible implementation, when the processor determines at least one target virtual object corresponding to the first virtual object in response to a preset condition being met between the current position of the first virtual object and the movement position of at least one second virtual object, it specifically performs the following: Determine the position association conditions corresponding to the movement positions of each second virtual object; From each of the second virtual objects, determine whether the current position of the first virtual object satisfies the position association condition corresponding to the current movement position of the second virtual object. If so, the current second virtual object is selected as a candidate virtual object. Based on each candidate virtual object, determine at least one target virtual object corresponding to the first virtual object.

[0179] In one possible implementation, when determining the position association conditions corresponding to the movement positions of each second virtual object, the processor specifically performs the following: Based on the skill information used by the second virtual object at the movement location, determine the location association conditions corresponding to the movement location.

[0180] In one possible implementation, when the processor determines whether the current position of the first virtual object satisfies the position association condition corresponding to the current movement position of the second virtual object, it specifically performs the following: Based on the current movement position of the second virtual object and the position association conditions corresponding to the current movement position of the second virtual object, determine the first and second regions where the current second virtual object is located. Based on the current position of the first virtual object, the first location of the current second virtual object, and the second location of the current second virtual object, determine whether the current position of the first virtual object satisfies the location association condition corresponding to the movement position of the current second virtual object.

[0181] In one possible implementation, when the processor determines whether the current position of the first virtual object satisfies the position association condition corresponding to the movement position of the current second virtual object based on the current position of the first virtual object, the first region where the current second virtual object is located, and the second region where the current second virtual object is located, it specifically performs the following: Determine whether the current position of the first virtual object is within the area where the first virtual object is located; If so, determine whether the current position of the first virtual object is within the second area where the current second virtual object is located; If so, then determine that the current position of the first virtual object satisfies the position association condition corresponding to the current movement position of the second virtual object.

[0182] In one possible implementation, when the processor determines at least one target virtual object corresponding to the first virtual object based on each candidate virtual object, it specifically performs the following: Obtain the priority of each candidate virtual object; Based on the priority of each candidate virtual object, determine the target virtual object from at least one second virtual object.

[0183] In one possible implementation, when the processor applies the corresponding effect to each target virtual object and / or the first virtual object, it specifically performs the following: If the relationship between the first virtual object and the target virtual object is of the first type, the corresponding effect is applied to each target virtual object and / or the first virtual object according to the preset positive display effect.

[0184] In one possible implementation, when the processor applies corresponding effects to each target virtual object and / or the first virtual object based on the relationship between the first virtual object and each target virtual object, it specifically performs the following: If the relationship between the first virtual object and the target virtual object is of the second type, the corresponding effect is applied to each target virtual object and / or the first virtual object according to the preset negative display effect.

[0185] In one possible implementation, when the processor displays the tagging information of each virtual object at the display position corresponding to each virtual object, it specifically performs the following: Obtain the position queue corresponding to each virtual object, the position queue including at least one movement position arranged in chronological order; Based on the position queue corresponding to each virtual object, display the tag information of each virtual object at the corresponding display position.

[0186] In one possible implementation, the processor is also used for: Obtain a batch cleanup command, determine at least one location data to be cleaned from the location queue corresponding to each virtual object according to the batch cleanup command, clean up each location data to be cleaned in the location queue corresponding to each virtual object, and apply corresponding effects to each target virtual object and / or the first virtual object according to the cleaned location queue corresponding to each virtual object.

[0187] In one possible implementation, the processor is also used for: Based on the number of positions in the position queue corresponding to each virtual object, update the position queue corresponding to each virtual object, and apply the corresponding effect to each target virtual object and / or the first virtual object based on the updated position queue corresponding to each virtual object.

[0188] In one possible implementation, the processor is also used for: Based on the existence time of each virtual object's position in its corresponding position queue, update the position queue corresponding to each virtual object, and apply the corresponding effect to each target virtual object and / or the first virtual object based on the updated position queue corresponding to each virtual object.

[0189] In this embodiment of the disclosure, the computer program, when run by the processor, can also execute other machine-readable instructions to perform other methods as described in the embodiments. For details on the specific execution steps and principles, please refer to the description of the embodiments, which will not be repeated here.

[0190] In the embodiments provided in this disclosure, it should be understood that the disclosed apparatus and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and there may be other division methods in actual implementation. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the coupling or direct coupling or communication connection shown or discussed may be through some communication interface; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.

[0191] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0192] In addition, the functional units in the embodiments provided in this disclosure can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0193] If a function is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods of the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as a USB flash drive, a portable hard drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.

[0194] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.

[0195] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure. All should be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A game data processing method, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays a game scene, and the game scene includes multiple virtual objects. The marking information of each virtual object is displayed at the corresponding display position, and the marking information is used to indicate at least one moving position of the virtual object; When a preset condition is met between the current position of the first virtual object and the movement position of at least one second virtual object, at least one target virtual object corresponding to the first virtual object is determined, and corresponding effects are applied to each of the target virtual objects and / or the first virtual object.

2. The game data processing method according to claim 1, characterized in that, The step of determining at least one target virtual object corresponding to the first virtual object by responding to a preset condition that the current position of the first virtual object and the movement position of at least one second virtual object satisfy the following: Determine the position association conditions corresponding to the movement positions of each second virtual object; From each of the second virtual objects, determine whether the current position of the first virtual object satisfies the position association condition corresponding to the current movement position of the second virtual object. If so, the current second virtual object is selected as a candidate virtual object. Based on each of the candidate virtual objects, at least one target virtual object corresponding to the first virtual object is determined.

3. The game data processing method according to claim 2, characterized in that, The location association conditions for determining the movement positions of each second virtual object include: Based on the skill information used by the second virtual object at the moving location, the location association conditions corresponding to the moving location are determined.

4. The game data processing method according to claim 2, characterized in that, Determining whether the current position of the first virtual object satisfies the position association condition corresponding to the current movement position of the second virtual object includes: Based on the current movement position of the second virtual object and the position association conditions corresponding to the current movement position of the second virtual object, the first location area and the second location area of ​​the current second virtual object are determined; Based on the current position of the first virtual object, the first region where the current second virtual object is located, and the second region where it is located, determine whether the current position of the first virtual object satisfies the position association condition corresponding to the movement position of the current second virtual object.

5. The game data processing method according to claim 4, characterized in that, The step of determining whether the current position of the first virtual object satisfies the position association condition corresponding to the movement position of the current second virtual object based on the current position of the first virtual object, the first location of the current second virtual object, and the second location of the current second virtual object includes: Determine whether the current position of the first virtual object is within the first area where the current second virtual object is located; If so, determine whether the current position of the first virtual object is within the second area where the current second virtual object is located; If so, then the current position of the first virtual object is determined to satisfy the position association condition corresponding to the current movement position of the second virtual object.

6. The game data processing method according to claim 2, characterized in that, The step of determining at least one target virtual object corresponding to the first virtual object based on each of the candidate virtual objects includes: Obtain the priority of each of the candidate virtual objects; The target virtual object is determined from the at least one second virtual object based on the priority of each of the candidate virtual objects.

7. The game data processing method according to claim 1, characterized in that, Applying corresponding effects to each of the target virtual objects and / or the first virtual object includes: If the relationship between the first virtual object and the target virtual object is of the first type, the corresponding effect is applied to each of the target virtual objects and / or the first virtual object according to the preset positive display effect.

8. The game data processing method according to claim 1, characterized in that, Applying corresponding effects to each of the target virtual objects and / or the first virtual object includes: If the relationship between the first virtual object and the target virtual object is of the second type, a corresponding effect is applied to each of the target virtual objects and / or the first virtual object according to the preset negative display effect.

9. The game data processing method according to claim 1, characterized in that, The step of displaying the marker information of each virtual object at the corresponding display position includes: Obtain the position queue corresponding to each virtual object, wherein the position queue includes at least one of the movement positions arranged sequentially by time; Based on the position queue corresponding to each virtual object, the marking information of each virtual object is displayed at the display position corresponding to each virtual object.

10. The game data processing method according to claim 9, characterized in that, The method further includes: Obtain a batch cleanup instruction, determine at least one location data to be cleaned from the location queue corresponding to each virtual object according to the batch cleanup instruction, clean up each location data to be cleaned in the location queue corresponding to each virtual object, and apply corresponding effects to each target virtual object and / or the first virtual object according to the cleaned location queue corresponding to each virtual object.

11. The game data processing method according to claim 9, characterized in that, The method further includes: Based on the number of positions in the position queue corresponding to each virtual object, update the position queue corresponding to each virtual object, and apply corresponding effects to each target virtual object and / or the first virtual object based on the updated position queue corresponding to each virtual object.

12. The game data processing method according to claim 9, characterized in that, The method further includes: Based on the existence time of each virtual object's position in its corresponding position queue, the position queue of each virtual object is updated, and based on the updated position queue of each virtual object, corresponding effects are applied to each target virtual object and / or the first virtual object.

13. A game data processing and display device, characterized in that, A graphical user interface is provided via a terminal device, wherein the graphical user interface displays a game scene, the game scene including multiple virtual objects, and the device includes: The display module is used to display the marking information of each virtual object at the display position corresponding to each virtual object, and the marking information is used to indicate at least one moving position of the virtual object; The determination module is used to determine at least one target virtual object corresponding to the first virtual object in response to a preset condition being met between the current position of the first virtual object and the movement position of at least one second virtual object, and to apply corresponding effects to each of the target virtual objects and / or the first virtual object.

14. An electronic device, characterized in that, include: A processor and a memory, the memory storing machine-readable instructions executable by the processor, wherein when the electronic device is running, the processor executes the machine-readable instructions to perform the steps of the game data processing method as described in any one of claims 1 to 12.

15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the game data processing method as described in any one of claims 1 to 12.