Method for displaying turn-based battle interface, method for providing turn-based battle information, and system
Patent Information
- Application Number
- KR1020247016180
- Authority / Receiving Office
- KR · KR
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2022-08-19
- Filing Date
- 2023-06-12
- Publication Date
- 2026-09-02
- Estimated Expiration
- 2043-06-12
Smart Images

Figure 112024052686243-PCT00004_ABST
Abstract
Description
Technology Field
[0001] [Related Application]
[0002] The present application claims priority to Chinese patent application 202211000457.3, filed on August 19, 2022, titled “TURN-BASED BATTLE-BASED INTERFACE DISPLAY METHOD, TURN-BASED BATTLE-BASED INFORMATION PROVIDING METHOD, AND SYSTEM”, which is incorporated herein by reference in its entirety.
[0003] The embodiments of the present application relate to the field of computer technology, and in particular to a method for displaying a turn-based battle-based interface, a method for providing turn-based battle-based information, and a system. Background Technology
[0004] A turn-based role-playing game (RPG) is a game that uses turn-based battle strategies. In a turn-based RPG, players can play as a master virtual character in a real world or a virtual world, and can engage in turn-based battles against monsters controlled by enemy units (e.g., in-game non-player characters (NPCs) or artificial intelligence (AI), or pet virtual characters captured by other characters) using the master virtual character or pet virtual characters owned by the master virtual character.
[0005] Conventional turn-based RPGs provide two completely different maps: a world map and a battle map. When a master virtual character performs non-battle activities (e.g., exploration, capturing pet virtual characters, collecting treasure chests, collecting virtual props, etc.) on the world map, the world scene (or non-battle scene) is maintained and executed by a scene server corresponding to the world map, and the scene server executes environment data configured for scene creation. In the battle scene, when a master virtual character performs a battle activity on the battle map (e.g., controlling a captured pet virtual character to engage in a turn-based battle with an enemy unit), the battle scene corresponding to the battle map is executed by a battle server, and the battle server must copy environment data configured for rendering the scene from the scene server and create a scene containing the halo generated by the battle activity based on the copied environment data.
[0006] However, in conventional technology, both the scene server for the world scene and the battle server for the battle scene must maintain a single environment data. If the master virtual character performs a battle activity on the battle map again after a change in the world scene, the scene server must copy the updated environment data to the battle server so that the battle server can create a scene containing the halo generated by the battle activity based on the updated environment data. As a result, there is redundancy in service logic and data maintenance between the scene server and the battle server, which leads to extremely high data throughput and data transmission volume, easily affecting the efficiency of environment creation.
[0007] Embodiments of the present application provide a turn-based battle-based interface display method, a turn-based battle-based information provision method, and a system capable of reducing the amount of data transmitted between a first server and a second server. In addition, the redundancy problem where the first server and the second server must maintain a single scene data can be avoided, thereby reducing server maintenance overhead while improving the efficiency of the client's interface display. The technical solution is as follows.
[0008] According to one aspect of an embodiment of the present application, a method for displaying a turn-based battle-based interface performed by a client is provided, the method comprising:
[0009] When it is detected that a turn-based battle participant has initiated a battle action, a step of transmitting a battle action initiation request to a first server configured to process said battle action;
[0010] A step of receiving battle rendering information configured to render the above battle action from the first server;
[0011] A step of receiving Halo rendering information from a second server - the second server is configured to process the world environment of a virtual world, and the Halo rendering information is information generated by the second server according to Halo information transmitted from the first server, the Halo information is configured to represent a Halo triggered by the battle action, and the Halo is information that affects elements within the battle scene -; and
[0012] In the process of rendering the battle action based on the battle rendering information, the method includes the step of rendering the halo according to the halo rendering information.
[0013] According to one aspect of an embodiment of the present application, a turn-based battle-based information providing method performed on a server including a first server and a second server is provided, and the method comprises:
[0014] A step of receiving a request to initiate a battle action transmitted by a battle control process by the first server, and generating battle rendering information corresponding to the battle action in accordance with the request to initiate the battle action - the battle action is an action initiated by a participant in a turn-based battle, and the battle rendering information is configured to render the battle action -;
[0015] A step of transmitting a call request to the second server when it is determined by the first server that the battle action triggers a halo—the call request includes halo information for representing the halo, and the halo affects elements within the battle scene of the turn-based battle—;
[0016] A step of generating Halo rendering information according to the call request by the second server and transmitting it to a scene control process - the Halo rendering information is transmitted to the battle control process by the scene control process, and the Halo rendering information is configured to render the Halo -; and
[0017] The method includes the step of transmitting the battle rendering information to the battle control process after receiving a notification of successful transmission of the halo rendering information from the second server by the first server.
[0018] According to one aspect of an embodiment of the present application, a turn-based battle-based interface display device is provided, comprising the following, wherein the device:
[0019] A battle control module configured to transmit a battle action initiation request to a first server configured to process said battle action when it is detected that a turn-based battle participant is initiating a battle action; and
[0020] A scene control module configured to receive Halo rendering information from a second server configured to process the world environment of the virtual world.
[0021] Includes,
[0022] The battle control module is additionally configured to receive battle rendering information configured to render the discharge action from the first server, and
[0023] The above-mentioned halo rendering information is information generated by the second server according to halo information transmitted from the first server, the above-mentioned halo information is configured to represent a halo triggered by the battle action, and the above-mentioned halo is information that affects elements within the battle scene, and
[0024] The above battle control module is additionally configured to render the halo according to the halo rendering information during the process of rendering the battle action based on the battle rendering information.
[0025] According to one aspect of an embodiment of the present application, a computer system comprising a client and a server is provided, wherein the client is configured to perform the aforementioned turn-based battle-based interface display method and the server is configured to perform the aforementioned turn-based battle-based information provision method.
[0026] According to one aspect of an embodiment of the present application, a computer device comprising a processor and a memory is provided, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to implement the aforementioned turn-based battle-based interface display method or the aforementioned turn-based battle-based information provision method.
[0027] Computer devices include terminal devices and servers.
[0028] According to one aspect of an embodiment of the present application, a computer-readable storage medium is provided that stores a computer program for implementing a turn-based battle-based battle, and when the computer program is loaded and executed by a processor, the method for displaying a turn-based battle-based interface described above is implemented or the method for providing turn-based battle-based information described above is implemented.
[0029] According to one aspect of an embodiment of the present application, a computer program product or a computer program is provided, the computer program product or the computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads computer instructions from a computer-readable storage medium, and the processor executes computer instructions so that the computer device performs the aforementioned turn-based battle-based interface display method or the turn-based battle-based information provision method.
[0030] The technical solution provided in the embodiments of the present application may include the following beneficial effects.
[0031] When the client detects that a participant in a turn-based battle has initiated a battle action, it sends an initiation request to a first server configured to process the battle action, and receives battle rendering information configured to render the battle action transmitted by the first server. Additionally, the first server transmits halo information indicating the halo triggered by the battle action to a second server configured to process the world environment, receives halo rendering information generated based on the halo information from the second server, and implements an interface display procedure by combining the battle rendering information and the halo rendering information. In other words, the environment creation for battle actions and the environment creation for non-battle actions are no longer performed separately on the two servers. Instead, in the case of battle actions, since the first server transmits almost no halo information to the second server, even if data related to environment creation is processed by the second server for battle actions, the problem of a large amount of data transmission—where the second server would have to update the entire environment data and copy it to the first server—can be avoided. This not only significantly reduces the amount of data exchanged between the first and second servers but also avoids redundancy issues occurring on both servers. The first server and the second server maintain a single scene data by maintaining a single scene information on the second server side, thereby further reducing server maintenance overhead, improving interface display efficiency, and improving human-machine interaction efficiency.
[0032] In addition, by supporting a first server that processes battle actions to transmit battle rendering information and a second server that processes world environments to transmit Halo rendering information, the problem of having to consider multiple rendering information sources can be avoided because both the first server and the second server must transmit battle rendering information or avoid Halo rendering information when the client processes the same rendering information, thereby reducing the burden on the client for rendering information processing. Brief explanation of the drawing
[0033] FIG. 1 is a schematic diagram of a world scene according to an embodiment of the present application. FIG. 2 is a schematic diagram of a battle scene according to an embodiment of the present application. FIG. 3 is a schematic diagram of a solution implementation environment according to an embodiment of the present application. FIG. 4 is a flowchart of a method for displaying a turn-based battle-based interface according to an embodiment of the present application. FIG. 5 is a schematic diagram of a halo of a battle scene according to an embodiment of the present application. FIG. 6 is a schematic diagram of a halo of a world scene according to an embodiment of the present application. Figures 7 and 8 illustrate schematic diagrams of an affinity rendering animation. Figures 9 and 10 illustrate schematic diagrams of the ability to be affected by the environment. FIG. 11 is a flowchart of a turn-based battle-based information provision method according to an embodiment of the present application. FIGS. 12 and 13 illustrate a flowchart of a method for displaying a turn-based battle-based interface according to another embodiment of the present application. FIG. 14 is a schematic diagram of the interaction between the battle control side and the scene control side according to an embodiment of the present application. FIG. 15 is a block diagram of a turn-based battle-based interface display device according to an embodiment of the present application. FIG. 16 is a structural block diagram of a computer system according to an embodiment of the present application. FIG. 17 is a structural block diagram of a computer device according to an embodiment of the present application. Specific details for implementing the invention
[0034] Before describing the embodiments of the present application, the relevant terms related to the present application are first explained.
[0035] 1. Virtual World: A virtual world displayed (or provided) when an application is executed on a terminal. The virtual world may be a simulated environment of the real world, a semi-simulated and semi-fictional environment, or a completely fictional environment. The virtual world may be any one of a 2D virtual world, a 2.5D virtual world, or a 3D virtual world, but is not limited thereto in this application. In the following embodiments, an example in which the virtual world is a 3D virtual world is described.
[0036] 2. Master Virtual Character: A moving object that a player plays in a virtual world. The master virtual character may be a virtual character, a virtual animal, a cartoon character, for example, a character or animal displayed in a 3D virtual world. In some embodiments, the master virtual character is a 3D model created based on skeletal animation technology. Each master virtual character has a unique shape and volume in the 3D virtual world and occupies a portion of space in the 3D virtual world.
[0037] 3. Pet virtual character: A moving character controlled by artificial intelligence (AI) in a virtual world. A pet virtual character can be a virtual creature, virtual animal, virtual monster, virtual genie, virtual pet, etc.
[0038] 4. World Map: The world map contains multiple plots. Each plot is a polygonal plot. A polygonal plot can be a square plot, a rectangular plot, or a hexagonal plot. For example, each plot is a square with dimensions of 50 cm × 50 cm. Each plot has unique surface properties. Surface properties include grass, stone, water, etc. Additionally, the multiple plots included in the world map may be of the same type, or they may be a combination of various different types of plots.
[0039] 5. Battle Map: As illustrated in FIGS. 1 and 2, when a first pet virtual character (12) meets a second pet virtual character (14) at a location on the world map in a virtual environment (10) (i.e., a virtual world) and engages in a battle, one or more plots within a specific range are determined as the battle map (16), with the reference location determined by the first pet virtual character (12) as the center of the world map. The reference location refers to the location where the first pet virtual character (12) is located or the appropriate battle location closest to the first pet virtual character (12). In some embodiments, the battle map (16) includes all plots within a circular range centered on the reference location and having a predetermined length as the radius. In some embodiments, the battle map (16) includes all plots within a rectangular range centered on the reference location and having a predetermined length and width.
[0040] 6. World Scene: A world scene refers to a scene corresponding to a world map, and when a world scene is displayed in a user interface, the user interface may display one or more plots on the world map. For example, the user interface displays one or more plots where a master virtual character or a pet virtual character is located on the current world map, and displays some interface elements related to the displayed plots, the master virtual character, and the pet virtual character. The elements in the embodiments of the present application may be configured to form a scene (e.g., a world scene) and may constitute visible elements such as plots, a master virtual character, a pet virtual character, etc.
[0041] 7. Battle Scene: A battle scene refers to a scene corresponding to a battle map, and when a battle scene is displayed in the user interface, the user interface may display the battle map. For example, it may display all or part of the plots included in the battle map. For example, the user interface displays one or more plots where a master virtual character or a pet virtual character is located in the current battle map, and displays some interface elements related to the displayed plots, the master virtual character, and the pet virtual character.
[0042] Transitions can be performed between the World Scene and the Battle Scene. For example, a transition can be made from the World Scene to the Battle Scene, or from the Battle Scene to the World Scene.
[0043] When the world scene and battle scene are displayed, the virtual camera may use different shooting angles. In some embodiments, in addition to the aforementioned difference in shooting angles, the permitted user operations may also differ between the world scene and the battle scene. In this way, the user can cognitively distinguish between the world scene and the battle scene. However, the world scene and the battle scene share the same world map, and the battle map used in the battle scene is one or more plots within the world map, thereby enabling a very smooth and natural transition between the world scene and the battle scene without causing a strong sense of separation.
[0044] 8. Potential Energy: An attribute or identifier that affects battles in a virtual world. Potential Energy includes at least one of Grass, Fire, Water, Stone, Ice, Electric, Poison, Light, Ghost, Dark, Normal, Fighting, Fairy, Psychic, Bug, Flying, Dragon, or Mechanical Potential Energy.
[0045] 9. Halo: An abstract element having the ability to influence one or more of the visual elements of the plot, Master Virtual Characters, or Pet Virtual Characters within a specific range of the virtual world. This abstract element is different from the elements in the embodiments of this application and may be specifically configured to describe the Halo in order to implement and visualize it. The Halo is an abstract element that appears sequentially and randomly in the virtual world along with the Master Virtual Character or Pet Virtual Characters, which are triggered by abilities or by props. The Halo may be invisible or visible in the virtual world, and examples include a fire Halo, a light Halo, a healing Halo, a buff Halo, etc.
[0046] 10. Battle Process Changes World Environment: When turn-based battles take place between Pet Virtual Characters, the abilities cast by each Pet Virtual Character can affect the environment of the virtual world. For example, when a Pet Virtual Character performs a battle in a battle scene, the Pet Virtual Character casts a fire ability, and the hit grassland plot burns. In some embodiments, in the battle scene, an ability display effect (i.e., a halo) may be rendered by the battle control process through the halo rendering interface, and in the world scene, an ability display effect (i.e., a halo) may be rendered by the scene control process through the halo rendering interface. In the battle scene, the halo may be displayed permanently. In the world scene, the halo may be displayed continuously for a critical period, after which the halo display may be canceled and the plot corresponding to the halo restored to its original state.
[0047] In addition, if the plot environment changes, it may also affect the pet virtual character.
[0048] 11. World Environment Changes Battle Process: When turn-based battles take place between Pet Virtual Characters, the environment of the virtual world can affect each Pet Virtual Character; for example, it can affect the damage of the Pet Virtual Character's abilities or the display effects of their abilities. For instance, the virtual world environment includes the plot environment and the weather environment, and these two aspects collectively influence the degree to which the Pet Virtual Character dislikes or likes that environment. For instance, the degree to which a Pet Virtual Character dislikes or likes an environment includes various levels such as strong affinity, weak affinity, insensitivity, weak resistance, and strong resistance.
[0049] If the pet virtual character likes two environments (plot and weather), a strong affinity effect is obtained; if the pet virtual character likes only one environment and does not dislike the other, a weak affinity effect is obtained; if the pet virtual character likes one environment and dislikes the other, no effect is obtained; if the pet virtual character dislikes only one environment and does not dislike the other, a weak resistance effect is obtained; if the pet virtual character dislikes both environments, a strong resistance effect is obtained.
[0050] During the battle process, the server or client must periodically acquire the environment and determine the effect the environment has on the pet virtual character.
[0051] 12. Position change in turn-based battle: In conventional turn-based battles, the standing positions of one's own pet virtual character and the enemy pet virtual character are fixed. In the embodiment of the present application, when a battle is performed between pet virtual characters, neither the attacking side nor the attacked side is in a stationary state. That is, displacement may occur.
[0052] When the pet virtual character acts as the attacking side, active displacement may be generated. If the first location where the pet virtual character is currently situated satisfies the ability casting conditions, the pet virtual character can cast the ability at the first location. If the first location does not satisfy the ability casting conditions, the pet virtual character may be controlled to actively move from the first location to a second location that satisfies the ability casting conditions before casting the ability, and the pet virtual character can cast the ability at the second location. The second location is also referred to as an effective battle point and is a location that satisfies the ability casting conditions of the pet virtual character. In some embodiments, after the ability is cast, the pet virtual character may move to a third location, where the third location may be the same as or different from the first location. The third location is also referred to as an effective standing point and is the location where the pet virtual character is situated after casting the ability. Additionally, the ability casting conditions may be related to factors such as the pet virtual character, the ability, the environment, etc.
[0053] When a pet virtual character acts as the attacked side, a passive displacement may be generated, and when a pet virtual character is attacked by an ability, a displacement procedure that pushes it back may be generated. For example, if a pet virtual character is currently located at position 1 and is attacked by an ability at position 1, the pet virtual character may be moved from position 1 to position 4, where position 4 is determined by factors such as the attacked pet virtual character, the attacking pet virtual character, the ability attacked, and the environment.
[0054] In addition, as the location of the pet virtual character changes, the environment in which the pet virtual character is located (including the environment of the plot in which the pet virtual character is located and the weather environment) may also change, and this affects the pet virtual character's battle in the next turn.
[0055] FIG. 3 illustrates a schematic diagram of a solution implementation environment according to an embodiment of the present application. The solution implementation environment may be implemented as an architecture of a computer system, and the implementation environment may include a terminal device (310) and a server (320).
[0056] The terminal device (310) may be an electronic device such as a mobile phone, tablet computer, game console, multimedia player, PC, etc. Clients of applications, such as game applications, simulation learning applications, virtual reality (VR) applications, augmented reality (AR) applications, social applications, interactive entertainment applications, etc., may be installed on the terminal device (310).
[0057] For example, with reference to FIG. 3, a client of the turn-based RPG is installed and executed on a terminal device (310). A server (320) is configured to provide backend services to a client of an application (e.g., a game application) of the terminal device (310). For example, the server (320) may be a backend server of an application (e.g., a game application). The server (320) may be a single server, a server cluster including multiple servers, or a cloud computing service center.
[0058] For example, in a turn-based RPG, with reference to FIG. 3, the server (320) includes a first server (321) and a second server (322). The first server (321) executes battle action processing logic and affinity processing logic to perform logic processing for battle actions or abilities, and calculates the environment affinity (also simply called affinity) of the pet virtual character.
[0059] The second server (322) executes environment processing logic and halo processing logic to perform logic processing for the world environment of the virtual world and logic processing for the halo corresponding to the battle action.
[0060] The terminal device (310) and the server (320) can communicate with each other through the network (330). The network (330) may be a wired network or a wireless network.
[0061] For example, referring to FIG. 3, in a battle scene, a terminal device (310) obtains battle rendering information from a first server (321), and the battle rendering information is configured to render battle actions. Additionally, the terminal device (310) obtains halo rendering information from a second server (322), where the halo rendering information is configured for halo rendering. Then, the terminal device (310) performs display and rendering according to the battle rendering information and the halo rendering information.
[0062] In conventional turn-based RPGs, players play as virtual characters in a real world or a virtual world. Turn-based RPGs provide two types of maps: a world map and a battle map. When not in a battle scene, the virtual character performs activities on the world map such as exploring, catching virtual pets, collecting treasure chests, and collecting virtual props. In a battle scene, the virtual character controls a virtual pet character caught on the battle map to engage in turn-based battles against enemy units (e.g., monsters controlled by non-player characters (NPCs) or AI within the game, or virtual pet characters caught by other characters).
[0063] In conventional technology, since the world map and the battle map are two completely different maps, when a transition is performed between the world scene (also called the non-battle scene) and the battle scene, the map content may be displayed with significant differences in the user interface, and players may clearly perceive the difference between the two maps and experience a strong sense of separation. Conventionally, it is common to display a transition animation during the transition to alleviate the sense of separation, but this is still not very effective.
[0064] In the embodiments of the present application, an innovative turn-based RPG mechanism is provided. A turn-based RPG is a game that combines a conventional world map and a battle map. The battle map is a sub-map that is dynamically determined from the world map whenever a battle takes place. As such, the map content displayed in the user interface does not differ significantly when switching between the world scene (also referred to as a non-battle scene) and the battle scene, thereby avoiding the sense of separation that has existed in related fields in the past. Furthermore, in a turn-based RPG, the environment of the virtual world (weather, time, plot, etc.) is allowed to influence the master virtual character, pet virtual character, and the battle process, and since the master virtual character, pet virtual character, and the battle process also influence the environment of the virtual world, the turn-based battle process is organically integrated into the virtual world to form a whole rather than two separate parts.
[0065] The battle process of a turn-based RPG may be a single battle, a double battle, or a multi-battle, and is not limited thereto in the embodiments of the present application. For example, the battle process may be as follows.
[0066] 1. Select a virtual pet character for the battle.
[0067] 2. Display the battle scene and select the ability the pet virtual character will use.
[0068] 3. Activate the ability by controlling the touch controls on the touch screen.
[0069] 4. Displays ability animation effects.
[0070] FIG. 4 illustrates a flowchart of a method for displaying a turn-based battle-based interface according to an embodiment of the present application. The entity executing the operation of the method may be a terminal device (310) of the solution implementation environment illustrated in FIG. 3, such as a client of an application installed and executed on the terminal device (310). The method may include several steps as follows (steps 401 to 404):
[0071] Step 401. When a turn-based battle participant is detected initiating a battle action, a battle action initiation request is sent to the first server.
[0072] In an optional embodiment, the client executes a battle control process, and when the battle control process detects that a participant has initiated a battle action, it sends a request to initiate a battle action to the first server.
[0073] In an embodiment of the present application, the battle control process is a process configured to process content related to a battle scene. For example, the battle control process can implement rendering of the aforementioned battle process, for example, rendering the actions of a pet virtual character and an enemy unit during the battle process.
[0074] The turn-based battle in the embodiments of the present application is executed under the turn-based RPG mechanism provided in the embodiments of the present application. The turn-based battle may be a turn-based battle between a pet virtual character and an enemy unit. For example, the turn-based battle may consist of three turn battles, in which the pet virtual character and the enemy unit may attack the opponent once each in turn battle. When three turn battles are completed, the turn-based battle ends. Alternatively, the turn-based battle ends when either the pet virtual character or the enemy unit is defeated, but this is not limited to the embodiments of the present application.
[0075] Participants in a turn-based battle may be pet virtual characters or enemy units of those pet virtual characters. Battle actions may be battle actions performed by participants according to the player's battle control operations, such as casting abilities, normal attacks, escaping, using virtual props, defending, etc. Alternatively, battle actions may be battle actions performed by participants under the control of AI, and this is not limited to this embodiment of the application.
[0076] The first server serves as a backend server for the application and corresponds to the battle control process. The first server may execute battle processing logic that processes control signals generated by the player in the battle scene to prompt the aforementioned battle process. The first server may be further configured to process requests to initiate battle actions. For example, the first server may render and display battle actions by executing battle action processing logic to perform logic processing for battle actions and generating battle rendering information. Since the first server is identical to the description of the aforementioned embodiment, details are not described again here.
[0077] A request to initiate a battle action may be configured to request the acquisition of information necessary to perform a rendering procedure for the battle action and to render the battle action, namely, battle rendering information. The initiation request may include battle action identification information, such as ability identification information and virtual prop identification information.
[0078] In an optional embodiment, in addition to the battle control process, the client further executes a scene control process.
[0079] In an embodiment of the present application, the scene control process is a process configured to process content associated with the world scene. For example, the scene control process can render the activities of a master virtual character in the world scene. The scene control process and the battle control process are two independent and different processes.
[0080] In some embodiments, when the master virtual character encounters an enemy unit, the player may choose to start a turn-based battle. For example, in the procedure for starting a turn-based battle, the procedure for displaying the battle picture of the turn-based battle may be as follows.
[0081] 1. When the scene control process enters a turn-based battle, it obtains basic information corresponding to the turn-based battle participants and environment information corresponding to the battle scene, and transmits the basic information and environment information to a second server.
[0082] The above basic information may be character information required in a battle, such as the participant's health, level, attributes, and abilities, or information such as the attributes and abilities of an enemy unit. For example, the basic information may include the level and health of a master virtual character, the attributes and abilities of a pet virtual character used by the master virtual character, and the attributes and abilities of an enemy unit.
[0083] Environmental information corresponding to the battle scene may be environmental information such as plot information, time information, and weather information corresponding to the battle map. In some embodiments, in the first turn battle, the environmental affinity between the pet virtual character and the battle scene may be determined according to the environmental information, and the final buff or debuff effect of the ability corresponding to the pet virtual character in the first turn battle may be determined.
[0084] The second server serves as a backend server for the application and corresponds to the scene control process. The second server executes scene processing logic to process control signals generated by the player in the world scene, thereby prompting and rendering the activities of the master virtual character in the world scene. Since the second server is identical to the description of the previously mentioned embodiment, it will not be described in detail here.
[0085] After receiving basic information and environment information, the second server transmits the basic information and environment information to the first server.
[0086] 2. The battle control process receives a battle picture of a turn-based battle from the first server. The battle picture of a turn-based battle is a screen generated by the first server based on basic information and environment information transmitted from the second server.
[0087] A battle picture may be a picture in which a virtual pet character battles an enemy unit in a battle scene. The first server may execute battle action processing logic to generate a battle picture (or battle picture rendering information) based on basic information and environment information received from the second server, and transmit the battle picture to the battle control process.
[0088] 3. The battle control process displays the battle picture of the turn-based battle.
[0089] In some embodiments, the battle control process may directly display the battle picture on the user interface or render the battle picture according to battle picture rendering information, but this is not limited to the embodiments of the present application.
[0090] In the aforementioned battle picture display process, the second server can learn the status of the participants and the status of the battle scene more intuitively with the help of basic information and environment information transmitted from the scene control process, and with the help of the interaction procedure between the first server and the second server, the battle control process interacting with the first server can acquire a battle picture that better fits the current battle state, and accordingly, the accuracy of acquiring the battle picture is improved, thereby helping to improve the efficiency of human-machine interaction by rendering and displaying a more realistic battle picture to the client.
[0091] Step 402. Receive battle rendering information configured to render battle behavior from the first server. The battle rendering information may be a series of behavior control parameters related to battle behavior in the time dimension, and the pet virtual character may be controlled to complete a series of behaviors or performances according to the behavior control parameters.
[0092] In an optional embodiment, the client executes a battle control process, and the battle control process receives battle rendering information from the first server in addition to sending a request to initiate a battle action to the first server.
[0093] For example, when a battle action casts an ability, the battle control process controls the pet virtual character to complete a series of ability casting actions and complete the rendering of the ability casting according to the battle rendering information.
[0094] Step 403. Halo rendering information is received from a second server, wherein the halo rendering information is information generated by the second server according to the halo information transmitted from the first server, and the halo information is configured to represent a halo triggered by a battle action, and the halo affects the battle scene elements of a turn-based battle.
[0095] Halo rendering information may be a series of element control parameters related to the halo in the time domain, and some elements (e.g., fire elements) may be controlled to completely affect the environment (e.g., plots) according to the element control parameters. For example, if the halo is a fire halo, a transformation process in which the fire element converts the plot from grass properties to fire properties can be obtained through rendering according to the corresponding halo rendering information. In a battle scene, the elements affected by the halo may be at least one of the visual elements, such as plots, master virtual characters, and pet virtual characters.
[0096] In some embodiments, the second server executes halo processing logic, and halo rendering information corresponding to the halo can be obtained by performing logic processing on the halo represented by the halo information (e.g., identification information of the halo).
[0097] In an optional embodiment, a scene control process running on a client receives halo rendering information from a second server.
[0098] For example, the second server generates Halo rendering information and then transmits the Halo rendering information to the scene control process.
[0099] For example, if the first server determines that a battle action triggers a Halo, it transmits Halo information to the second server. If it determines that a battle action cannot trigger a Halo, it performs logic processing only on the battle action to determine information such as damage occurrence, buff addition, and displacement occurrence, and generates battle rendering information.
[0100] In some embodiments, the first server may additionally maintain a corresponding relationship table between battle actions and halos, and may determine whether a battle action can trigger a halo by querying the relationship table. If a halo is triggered, the halo information of the halo may be further determined according to the relationship table.
[0101] In an optional embodiment, after receiving Halo rendering information, a scene control process running on a client transmits the Halo rendering information to a battle control process.
[0102] For example, after receiving Halo rendering information, the scene control process can buffer the Halo rendering information first, and then transmit the Halo rendering information to the battle control process after the Halo rendering information has been buffered. In this way, the battle control process can acquire the battle rendering information first and then acquire the Halo rendering information, thereby sequentially implementing the battle action display procedure and the Halo rendering procedure (avoiding the problem of rendering the Halo first without a sign), and thus the connection between the battle action display and the Halo display becomes more natural and smooth.
[0103] Step 404. In the process of rendering battle actions based on battle rendering information, render the halo according to the halo rendering information.
[0104] In an optional embodiment, the client implements the Halo rendering procedure through a battle control process.
[0105] In some embodiments, after receiving halo rendering information transmitted by the scene control process, the battle control process renders the halo based on the halo rendering information.
[0106] For example, if battle rendering information and halo rendering information are received, the battle control process renders the halo according to the halo rendering information while rendering battle actions according to the battle rendering information. If only halo rendering information is received, the battle control process does not render the halo.
[0107] In one example, the battle control process and the scene control process share the same Halo rendering interface. In a turn-based battle (i.e., a battle scene), the battle control process calls the Halo rendering interface to render the Halo according to the Halo rendering information. After the turn-based battle ends, the scene control process, which takes over from the battle control process, calls the Halo rendering interface to complete the Halo rendering in a linked manner.
[0108] For example, the scene control process renders halos based on buffered halo rendering information. For instance, after a turn-based battle ends, the scene control process calls the halo rendering interface to render and display residual halos corresponding to the turn-based battle based on the buffered halo rendering information, where residual halos are halos that must still be displayed in the virtual world from all halo rendering information (e.g., rendering of some halos was canceled during the turn-based battle).
[0109] Alternatively, in the procedure where the battle control process performs halo rendering, the scene control process is configured to collect statistics on the halo based on buffered halo rendering information and dynamically update the residual halo corresponding to the turn-based battle, so that after the turn-based battle ends, the residual halo corresponding to the turn-based battle is rendered and displayed in a seamless connection manner.
[0110] In the preceding procedure, a procedure was described in which the scene control process first buffers the Halo rendering information and then renders it. The scene control process acts as a process that handles content related to the world scene and needs to have stability in the scene display. With the help of the buffering procedure, the scene control process can first buffer the Halo rendering information related to the world scene, thereby avoiding the problem where the Halo cannot be rendered normally in the Halo rendering procedure implemented through the Halo rendering information buffered by the battle control process when the battle control process cannot render the Halo based on the Halo rendering information.
[0111] In some embodiments, after the turn-based battle ends, the battle control side can synchronize the settlement data of the turn-based battle with the scene control side all at once. For example, after the turn-based battle ends, the first server can synchronize the settlement data, such as the health consumption status, experience point acquisition status, and virtual resource consumption status in the turn-based battle, with the second server all at once.
[0112] In one example, the occurrence and location of a Halo may be indicated via a battle rendering label corresponding to a battle action. The battle rendering label may include identification information for a turn-based battle, identification information for a battle action, identification information for a Halo, a location corresponding to the Halo (e.g., a plot or affected character), rendering details of the battle action, etc. The procedure may include the following.
[0113] 1. The scene control process receives a battle rendering label from the second server. The battle rendering label is a label generated by the first server according to the battle action when the battle action satisfies the conditions for triggering a halo.
[0114] If it is determined that a battle action triggers a halo, the first server generates a battle rendering label for the battle action, generates a call request based on the battle rendering information and halo information, and then sends the call request to the second server via a remote procedure call (RPC). The second server then sends the battle rendering label to the scene control process.
[0115] 2. The scene control process sends the battle rendering label to the battle control process.
[0116] After the scene control process receives battle rendering labels and halo rendering information from the second server, it transmits the battle rendering labels and halo rendering information together to the battle control process.
[0117] 3. The battle control process renders the halo according to the halo rendering information in the process of rendering battle behavior according to the battle rendering information, based on the display case and display location indicated by the battle rendering label.
[0118] For example, the battle control process determines the display case and display location of the Halo based on the position corresponding to the Halo in the rendering details of the battle action and the battle rendering label, and displays the Halo at that display location (plot, etc.) when the display case is reached during the procedure for rendering and displaying the battle action. For example, the Halo rendering is performed after the casting process of an ability that triggers the Halo is rendered, thereby implementing a natural connection between the rendering of the casting process and the rendering of the Halo.
[0119] For example, an example is used where Halo influences the plot of a virtual world.
[0120] If the initial type of the plot is a grass type, the plot type is converted to a fire type by a fire type halo. That is, a picture of the plot's grass burning is rendered and displayed; if the initial type of the plot is a water type, the plot type is converted to an ice type by the influence of an ice type halo. That is, a picture of the plot's water freezing is rendered and displayed; or if the initial land type is a rock type, the land type is converted to a grass type by a grass type halo. That is, a picture of grass growing on the land is rendered and displayed. The embodiments of this application are not limited thereto.
[0121] For example, referring to FIGS. 5 and 6, when a fire-attribute pet virtual character (501) attacks in a battle scene (500), a spherical fire halo (502) with a radius of 4 meters may be added to the location of the pet virtual character, and the spherical fire halo (502) converts each plot within the spherical fire halo (502) from grass type to fire type. That is, it burns the grass within the spherical fire halo (502). In some embodiments, when a turn-based battle ends, if the spherical fire halo (502) belongs to a residual halo, the scene control process may also render and display the spherical fire halo (502) at the location of the virtual character (501) and render and display the grass within the spherical fire halo (502) burning.
[0122] In an embodiment of the present application, when a pet virtual character acts as the attacking side, active displacement may be generated. When a pet virtual character acts as the attacked side, passive displacement may be generated, and when a pet virtual character is attacked by an ability, a displacement procedure of being struck and retreating may be generated. As the position of the pet virtual character changes, the environment in which the pet virtual character is located (including the environment of the plot in which the pet virtual character is located and the weather environment) also changes, which may affect the pet virtual character's battle in subsequent turns. Therefore, in the battle of each turn, the environmental affinity between the pet virtual character and the virtual world (simply affinity, i.e., the affinity effect mentioned above) must be re-determined, which may include the following.
[0123] 1. The battle control process sends a rendering end notification for the battle action to the first server.
[0124] In some embodiments, after the battle behavior and halo are rendered, the battle control process sends a rendering end notification for the battle behavior to the first server. The rendering end notification is configured to inform the first server of the result that the battle behavior and halo have been rendered.
[0125] Upon receiving a rendering end notification, the first server generates a request to obtain updated environment information and transmits the request to obtain updated environment information to the second server to obtain the updated environment information. After obtaining the updated environment information, the first server determines the affinity between the participant and the updated environment information based on the updated environment information, where the affinity affects the participant's ability score. The request to obtain updated environment information may include identification information corresponding to battle actions, information about plots affected by Halo, etc., and the updated environment information is the environment information of the battle scene after being affected by Halo, such as the attributes of the plot after being affected by Halo. The first server may obtain updated environment information corresponding to Halo based on the Halo information.
[0126] 2. The battle control process receives an affinity rendering animation from the first server. The affinity rendering animation is an animation generated by the first server according to updated environment information transmitted from the second server, and the updated environment information is environment information of the battle scene after being affected by Halo, and the affinity rendering animation is configured to show the affinity between the participant and the updated environment information, and the affinity affects the participant's ability score.
[0127] In an embodiment of the present application, environmental information may include weather information, plot information, and time information. A first server may determine the affinity between a participant and the environment by combining environmental information and the attributes of a participant. For example, the weather potential energy and plot potential energy corresponding to the participant may be obtained first, and the affinity between the participant and the environment may be determined based on the weather potential energy and plot potential energy combined with the participant's attribute information. Weather potential energy may be determined based on weather information and time information. For example, a day when the sun rises at night provides "ghost" potential energy, and a day when the sun rises in the morning provides "light" potential energy. Plot potential energy is determined based on the plot type where the participant is located. For example, a plot with grass attributes includes "grass" potential energy.
[0128] In some embodiments, the degree to which participants dislike and like the environment includes several different levels, such as: strong affinity, weak affinity, insensitivity, weak resistance, and strong resistance.
[0129] If the participant's attribute matches both the weather potential energy and the plot potential energy (i.e., the participant likes both the plot and the weather), a strong affinity effect is obtained and 2 is added to the affinity; if the participant's attribute matches only one of the weather potential energy or the plot potential energy and has no resistance to the other potential energy (i.e., the participant likes only one of the plot and the weather and does not dislike the other), a weak affinity effect is obtained and 1 is added to the affinity; if the participant's attribute matches only one of the weather potential energy or the plot potential energy and has resistance to the other potential energy (i.e., the participant likes only one of the plot and the weather and dislikes the other), there is no effect and 0 is added to the affinity; if the participant's attribute resists one of the weather potential energy or the plot potential energy and does not match the other potential energy (i.e., the participant dislikes only one of the plot and the weather and does not like the other), a weak resistance effect is obtained and the affinity decreases by 1; If a participant's attribute resists both weather potential energy and plot potential energy (i.e., the participant dislikes both plot and weather), a strong resistance effect is obtained and intimacy decreases by 2.
[0130] If the affinity corresponding to the participant is positive, the participant's environment affinity is considered to be triggered, and a buff is added to the participant's battle actions that increases ability range, stats, and ability attack effects. If the affinity corresponding to the participant is negative, the participant is considered to be resisting the environment, and a debuff is added to the participant's battle actions that decreases ability range, stats, and ability attack effects. If the affinity corresponding to the participant is 0, no adjustment is made to the potential influence on the participant's battle actions.
[0131] Using the same method as described above, the first server may obtain the affinity between the participant and the updated environment information and also generate an affinity rendering animation according to the affinity. In some embodiments, different affinities correspond to different affinity rendering animations. For example, the affinity rendering animation corresponding to strong affinity is a smiling face, the affinity rendering animation corresponding to weak affinity is a smiling face, and the affinity rendering animation corresponding to strong resistance is an angry face. The affinity rendering animation may be an icon, a dynamic icon, an animation, etc., and is not limited thereto in the embodiments of the present application.
[0132] The first server transmits the generated intimacy rendering animation to the battle control process.
[0133] 3. The battle control process displays the intimacy rendering animation.
[0134] After receiving the intimacy rendering animation, the battle control process can display the intimacy rendering animation at a location near the participant.
[0135] For example, referring to FIG. 7, in a battle scene (700), a strong affinity relationship exists between a fire-attribute pet virtual character (701) and the environment, and the battle control process displays an affinity rendering animation (702) corresponding to the strong affinity on the pet virtual character (701). Here, the affinity rendering animation (702) is a sun with a smiling face.
[0136] In another example, referring to FIG. 8, in a battle scene (800), a weak affinity relationship exists between a pet virtual character (801) of light attribute and the environment, and the battle control process displays a corresponding affinity rendering animation (802) on the pet virtual character (802). Here, the affinity rendering animation (802) is a sun with a smiling face.
[0137] In another example, referring to FIGS. 9 and 10, in a battle scene (900), a pet virtual character (901) of the Rock attribute casts a Rock attribute ability (902) (e.g., Active Tackle) to attack an enemy. Since the pet virtual character (901) is not sensitive to the environment, no adjustment is made to the ability (902) (i.e., Normal Tackle). When the pet virtual character (901) moves to the Rock plot and casts the ability (902) again to attack an enemy unit, the relationship between the pet virtual character (901) and the environment changes from insensitive to strong affinity, and a buff is added. For example, the effect of the ability (902) is that the power of the ability (902) increases by 50%, and a Sandstone special effect is added to the ability (902) (i.e., Tackle with increased power using the Sandstone special effect).
[0138] In the aforementioned description regarding the determination of environment affinity, the battle control process displays an affinity rendering animation. In addition to rendering the Halo based on Halo rendering information, the battle control process further receives an affinity rendering animation generated based on updated environment information transmitted between the first server and the second server after the battle action is rendered, thereby allowing the state of the battle scene after the environment is affected by the Halo to be expressed at a more appropriate timing through the affinity rendering animation. In this way, the realism of the picture displayed is greatly enhanced and the picture expression effects are enriched, making the game more interesting, helping the player determine the next battle state through the affinity rendering animation, and improving the efficiency of human-machine interaction.
[0139] Based on the above, according to the technical solution provided in the embodiment of the present application, the creation of environments for battle behavior and the creation of environments for non-battle behavior are no longer performed by two separate servers. Instead, since the first server transmits almost no Halo information to the second server in the case of battle behavior, even if data related to environment creation is processed by the second server for battle behavior, the problem of a large amount of data transmission can be avoided because the second server must update the entire environment data and copy it to the first server. This not only significantly reduces the amount of data exchanged between the first server and the second server but also avoids redundancy issues occurring on both servers. By maintaining a single scene data in a manner where the first server maintains a single scene information on the second server side, the first server and the second server further reduce server maintenance overhead, improve interface display efficiency, and improve human-machine interaction efficiency.
[0140] In addition, by supporting the battle control process when executing battle action processing logic and supporting the scene control process when executing halo processing logic, the different processes implement logic execution procedures in a more targeted manner, and the independence of service logic is improved through the separation of halo processing logic and battle action processing logic, further reducing the difficulty of maintaining and expanding turn-based battles. Meanwhile, since the basic code originally belonging to the first server or the second server does not need to be compatible with both the first server and the second server, the difficulty of code development is significantly reduced, which helps improve the efficiency of interaction between the client and the second server, and helps manage servers and reduce system maintenance costs.
[0141] In addition, in a turn-based battle, the first server supports transmitting Halo information configured to generate Halo rendering information to the second server, thereby enabling the second server to transmit Halo rendering information to the scene control process. The scene control process configured to process content related to the world scene on the client provides Halo rendering information to the battle control process of the client, and since information exchange between the battle control side and the scene control side is implemented, consistency is maintained, and thus performance can be maintained between the battle control side and the scene control side, and the degree of integration between the battle control side and the scene control side can be improved.
[0142] In addition, by displaying the display location and timing of the Halo through the battle rendering label and explaining the process of rendering the Halo by combining the battle rendering label, battle rendering information, and Halo rendering information, the amount of data transmitted can be reduced. Furthermore, as the connection between the rendering procedure of battle actions and the rendering procedure of the Halo becomes natural and smooth, the amount of data transmitted in each interaction procedure can be reduced and the battle rendering effect can be improved. Additionally, the Halo rendering state of the battle control side and the scene control side is synchronized, further enhancing the integration of the world scene and the battle scene, thereby improving the realism of the displayed picture and resolving the problem of processing duplicate data in the battle control side and the scene control.
[0143] FIG. 11 illustrates a flowchart of a turn-based battle-based information provision method according to an embodiment of the present application. The entity executing the operation of the method may be a server (320) of the solution implementation environment shown in FIG. 3, for example, a first server (321) and a second server (322). The method may include several steps as follows (steps 1101 to 1104):
[0144] Step 1101. The first server receives a request to initiate a battle action transmitted by a battle control process and generates battle rendering information corresponding to the battle action according to the request to initiate. Here, the battle action is an action initiated by a participant in a turn-based battle, and the battle rendering information is configured to render the battle action.
[0145] A request to initiate a battle action is configured to request rendering of the battle action and obtaining the information necessary to render the battle action, namely battle rendering information. The initiation request may include battle action identification information, such as ability identification information and virtual prop identification information.
[0146] The first server can acquire data related to battle behavior based on identification information of the battle behavior. The first server can generate battle rendering information by executing battle behavior processing logic to perform logic processing for the battle behavior. Since the first server is identical to the description of the previously stated embodiment, details are not described again here.
[0147] The turn-based battle in this embodiment of the present application is executed under the turn-based RPG mechanism provided in the embodiment of the present application. The turn-based battle may be a turn-based battle between a pet virtual character and an enemy unit. Participants in the turn-based battle may be pet virtual characters or enemy units of pet virtual characters. For example, when a master virtual character encounters an enemy unit, the player may choose to start a turn-based battle.
[0148] For example, in the start procedure of a turn-based battle, the procedure for providing the battle picture of the turn-based battle may be as follows.
[0149] 1. The second server receives basic information about the turn-based battle participants transmitted through the scene control process and environment information corresponding to the battle scene.
[0150] In some embodiments, when it is decided to start a turn-based battle, the scene control process retrieves basic information corresponding to the participants and environment information corresponding to the battle scene, and uploads the basic information and environment to a second server.
[0151] 2. The second server transmits basic information and environment information to the first server.
[0152] After receiving basic information and environment information, the second server transmits the basic information and environment information to the first server.
[0153] 3. The first server generates a battle picture for a turn-based battle based on basic information and environment information, and transmits the battle picture for a turn-based battle to the battle control process.
[0154] A battle picture may be a picture in which a pet virtual character battles an enemy unit in a battle scene. After receiving the battle picture of a turn-based battle, the battle control process may display the battle picture of the turn-based battle on the user interface.
[0155] Step 1102. If the first server determines that a battle action triggers a halo, it includes halo information configured to represent the halo, and if it determines that the halo affects an element of the battle scene of a turn-based battle, it sends a call request to the second server.
[0156] Upon receiving a request to initiate a battle action, the first server further detects whether the battle action triggers a halo. If it is determined that the battle action triggers a halo, the first server generates a call request based on the halo information and transmits the call request to the second server via RPC. If it is determined that the battle action does not trigger a halo, the first server does not generate a call request but only generates battle rendering information.
[0157] Step 1103. The second server generates halo rendering information in response to a call request and transmits it to the scene control process, and the halo rendering information is transmitted by the scene control process to the battle control process and configured to render the halo.
[0158] After receiving a call request, the second server determines the halo based on the halo information of the call request and performs logic processing for the halo to generate halo rendering information. The second server transmits the halo rendering information to the scene control process and passes the halo rendering information to the battle control process through the scene control process.
[0159] In one example, after receiving a call request, the second server first determines the plot corresponding to the halo, and then determines whether a historical halo exists in the plot corresponding to the halo. If a historical halo already exists in the plot corresponding to the halo, the second server generates halo rendering information based on the relationship between the historical halo and the corresponding halo; if a covering relationship exists between the historical halo and the corresponding halo, the halo rendering information is configured to cancel the effect of the historical halo on the plot and add the effect of the corresponding halo on the plot; or if a mutually exclusive relationship exists between the historical halo and the corresponding halo, the halo rendering information is configured to maintain the effect of the historical halo on the plot.
[0160] For example, adding a water halo when a fire halo exists in a plot involves covering logic; that is, the fire halo and its effects are canceled out of the plot, while the water halo and its effects are added. Adding a fire halo when a water halo exists in a plot may entail mutually exclusive logic, meaning that the effects of the past halo on the plot are continuously maintained.
[0161] If a past halo does not exist in the plot corresponding to the halo, halo rendering information is generated if the plot type supports the efficiency of the halo (e.g., a plot with grass attributes supports a fire attribute halo), and if the plot type does not support the efficiency of the halo (e.g., a plot with water attributes does not support a fire attribute halo), halo rendering information is not generated.
[0162] In the aforementioned procedure, with the support of a comparison state between the current Halo and the past Halo, the second server determines the generation state of the Halo rendering information differently. If the relationship between the past Halo and the current Halo is a covering relationship, the Halo rendering information generated by the second server is configured to cancel the influence of the past Halo on the plot and add the influence of the Halo to the plot. Therefore, by utilizing the current Halo, the battle situation can be expressed more vividly and in a timely manner, thereby avoiding the limitation where the Halo is not vividly displayed due to the display of the past Halo. If the relationship between the past Halo and the current Halo is mutually exclusive, the Halo rendering information generated by the second server is configured to maintain the influence of the past Halo on the plot. Therefore, the exclusion between the battle state and the virtual scene display state is avoided, and the scene rendering procedure is implemented while maintaining the realism of the displayed scene by comprehensively considering the past Halo and the Halo corresponding to the current battle.
[0163] Step 1104. After the first server receives a notification of successful delivery of the Halo rendering information from the second server, it transmits the battle rendering information to the battle control process.
[0164] After transmitting the Halo rendering information to the scene control process, the second server sends a delivery success notification to the first server to indicate that the Halo rendering information has been successfully transmitted and that the battle rendering information can be transmitted to the battle control process. In this way, it can be guaranteed that the battle control process receives the Halo rendering information and the battle rendering information almost simultaneously. During the process of rendering battle actions based on the battle rendering information, the battle control process may further render the Halo based on the Halo rendering information.
[0165] In one example, the display case and display location of the Halo may be indicated through a battle rendering label corresponding to a battle action, and the procedure for providing the battle rendering label may be as follows.
[0166] 1. If the first server determines that a battle action triggers a halo, it generates a battle rendering label according to the battle action, and the battle rendering label is configured to indicate the display case and display location of the halo.
[0167] Battle rendering labels render identification information for turn-based battles, identification information for battle actions, identification information for Halos, locations corresponding to Halos (e.g., plots or affected characters), details of battle actions, etc.
[0168] 2. The first server sends the battle rendering label to the second server.
[0169] The first server can package battle rendering labels and halo information into a call request and send the call request to the second server via RPC.
[0170] 3. The second server transmits the battle rendering label to the scene control process, where the battle rendering label is transmitted to the battle control process by the scene control process.
[0171] The aforementioned procedure describes the relevant content of the battle rendering label. The battle rendering label allows for a more intuitive display of the display location and case of the Halo, thereby improving the validity of the picture rendering procedure, reducing the amount of data that needs to be exchanged multiple times, and enhancing picture rendering efficiency while improving battle rendering effects. Additionally, the synchronization procedure between the battle control side and the scene control side further improves the integration of the world scene and the battle scene, and resolves the problem of processing duplicate data between the battle control side and the scene control side.
[0172] The second server that receives the call request generates halo rendering information and transmits the halo rendering information and battle rendering label together to the scene control process, and transmits the halo rendering information and battle rendering label to the battle control process through the scene control process. In the process of rendering battle actions according to the battle rendering information, the battle control process renders the halo according to the halo rendering information according to the display case and display location indicated by the battle rendering label.
[0173] In an optional embodiment, the turn battle includes an intermediate turn battle and a final turn battle, wherein the intermediate turn battle is a battle other than the final turn battle in the turn battle.
[0174] For example, if a Halo is triggered in an intermediate turn battle, the second server transmits the Halo rendering information and battle rendering label generated by the first server to the scene control process. An intermediate turn battle is a battle that is not the final turn battle in a turn-based battle.
[0175] Alternatively, if a Halo is triggered in the final turn battle, the second server sends Halo rendering information, a battle rendering label generated by the first server, and a turn battle end notification to the scene control process. By sending the turn battle end notification, the second server can prepare a connection for Halo rendering with the scene control process, which is notified that the turn battle is about to end.
[0176] In the aforementioned procedure, the difference in content transmitted by the second server in the intermediate turn battle and the final turn battle was explained, respectively. In the intermediate turn battle, considering that the battle has not ended, the second server instructs the scene control process to continue the subsequent scene rendering procedure based on that content through a procedure of transmitting Halo rendering information and a battle rendering label; in the final turn battle, considering that the battle is about to end, the second server instructs the scene control process to stop the data reception and scene rendering procedure after performing scene rendering based on the content through a process of transmitting Halo rendering information, a battle rendering label, and a battle end notification. This prevents the waste of resources due to additional data transmission.
[0177] In an embodiment of the present application, when a pet virtual character acts as the attacking side, active displacement may be generated. When a pet virtual character acts as the attacked side, passive displacement may be generated, and when a pet virtual character is attacked by an ability, a displacement procedure of being struck and retreating may be generated. As the position of the pet virtual character changes, the environment in which the pet virtual character is located (including the environment of the plot in which the pet virtual character is located and the weather environment) also changes, which may affect the pet virtual character's battle, and this affects the pet virtual character's battle in subsequent turns. Therefore, in the battle of each turn, the environmental affinity between the pet virtual character and the virtual world (simply affinity, i.e., the aforementioned affinity effect) must be re-determined, which may include the following.
[0178] 1. After receiving a notification of the end of rendering for a battle action from the battle control process, the first server sends a request to the second server to obtain updated environment information. Here, the updated environment information is the environment information of the battle scene affected by Halo.
[0179] The Rendering End Notification is configured to notify the First Server that Battle Actions and Halo have been rendered. The Request to Obtain Updated Environment Information is configured to request the acquisition of updated environment information. Environment information may include weather information, land information, time information, etc.
[0180] 2. The second server transmits the updated environment information to the first server.
[0181] After retrieving the updated environment information, the second server transmits the updated environment information to the first server.
[0182] 3. The first server generates an intimacy rendering animation based on the updated environment information. Here, the intimacy rendering animation is configured to represent the intimacy between the participant and the updated environment information, and the intimacy affects the participant's ability score.
[0183] In some embodiments, the first server may generate an intimacy rendering animation based on the intimacy between the participant and the environment, and the procedure may be as follows:
[0184] 1. The first server determines the plot potential energy and weather potential energy corresponding to the participant based on updated environment information. Here, the plot potential energy is configured to represent the effect of the plot type on the participant, and the weather potential energy represents the effect of weather and time on the participant.
[0185] Weather potential energy can be determined based on time information and weather information.
[0186] 2. The first server determines the environment potential energy corresponding to the participant based on the plot potential energy and weather potential energy corresponding to the participant.
[0187] In some embodiments, environmental potential energy may include two parts, namely weather potential energy and plot potential energy.
[0188] 3. The first server generates an intimacy rendering animation based on the environment potential energy corresponding to the participant and the participant's attribute information.
[0189] The first server can determine the affinity between the participant and the environment based on the environment potential energy corresponding to the participant and the participant's attribute information, and generate an affinity rendering animation based on the affinity. The method for determining the affinity is as described in the preceding embodiment.
[0190] 4. The first server transmits the intimacy rendering animation to the battle control process.
[0191] In the aforementioned procedure, a procedure was described in which the first server generates an affinity rendering animation based on the affinity between the participant and the environment. The first server, which acts as a server responsible for processing battle states, determines the impact of various updated environmental information on the participant when the participant initiates a battle action, thereby achieving the objective of analyzing the participant in real time and further verifying the environmental impact on the participant's abilities in real time. The content expresses the affinity between the participant and the environment, and an affinity rendering animation is generated based on the affinity determined in real time. This allows the environmental state of the battle scene after being affected by Halo to be presented more timely, thereby significantly enhancing the realism of the displayed picture and enriching the picture expression effects. Furthermore, the affinity rendering animation helps the player determine the next battle state and improves the efficiency of human-machine interaction.
[0192] This describes the creation of affinity rendering animations based on updated environmental information. After acquiring updated environmental information indicating that the battle scene is affected by Halo, plot potential energy is determined to indicate the impact of the plot type on the participant, and weather potential energy is determined to indicate the impact of weather and environment on the participant. By combining the environmental potential energy, expressed as plot potential energy and weather potential energy, with the participant's attribute information, various factors and the state of influence between those factors can be considered more comprehensively. Consequently, affinity rendering animations regarding the impact of environmental potential energy on the participant's stats can be created more timely and accurately, the realism of the affinity rendering animations is enhanced, and a complete battle experience is provided to the participant. At the same time, experience consistency between the battle scene and the world scene is improved, thereby avoiding a sense of separation between scenes and improving the efficiency of data exchange between different scenes.
[0193] After receiving the intimacy rendering animation, the battle control process displays the intimacy rendering animation in the battle scene.
[0194] Based on the above, according to the technical solution provided in the embodiment of the present application, the creation of environments for battle actions and the creation of environments for non-battle actions are no longer performed by two separate servers. Instead, since the first server transmits almost no Halo information to the second server in the case of battle actions, even if data related to environment creation is processed by the second server for battle actions, the problem of large data transmission volume can be avoided because the second server must update the entire environment data and copy it to the first server. This not only significantly reduces the amount of data exchanged between the first server and the second server but also avoids redundancy issues occurring on both servers. By maintaining a single scene data in a manner where the first server maintains a single scene information on the second server side, the first server and the second server further reduce server maintenance overhead, improve interface display efficiency, and improve human-machine interaction efficiency.
[0195] In addition, by supporting the battle control process when executing battle action processing logic and the scene control process when executing halo processing logic, different processes are implemented in a more targeted manner and through the separation between halo processing logic and battle action processing logic, thereby improving the independence of service logic and further reducing the difficulty of maintaining and expanding turn-based battles. Meanwhile, since the basic code originally belonging to the first or second server does not need to be compatible with both the first and second servers, the difficulty of code development is significantly reduced, which helps improve the efficiency of interaction between the client and the second server, and helps manage servers and reduce system maintenance costs.
[0196] In addition, by supporting the transmission of battle rendering information on the first server and the transmission of halo rendering information on the second server, the problem of having to consider multiple rendering information sources—such as having to transmit battle rendering information on both the first and second servers or avoid halo rendering information when the client processes the same rendering information—can be avoided, thereby reducing the burden on the client for rendering information processing.
[0197] FIGS. 12 and 13 illustrate a flowchart of a method for displaying a turn-based battle-based interface according to another embodiment of the present application. The entity executing the operation of the method may be a terminal (310) or a server (320) of the solution implementation environment shown in FIG. 3. The method may include several steps as follows (steps 1201 to 1219):
[0198] Step 1201. The scene control process displays a picture corresponding to the world scene.
[0199] Step 1202. When the scene control process determines that a turn-based battle has started, it extracts basic information corresponding to the participants of the turn-based battle and environment information corresponding to the battle scene and transmits them to the second server.
[0200] Step 1203. The second server transmits basic information and environment information to the first server.
[0201] Step 1204. The first server generates a battle picture corresponding to the battle scene based on basic information and environment information, and transmits the battle picture of the battle scene to the battle control process.
[0202] Step 1205. The battle control process displays the battle picture of the battle scene.
[0203] Step 1206. When the battle control process determines that a participant has initiated a battle action, it sends a request to initiate a battle action to the first server.
[0204] Step 1207. After receiving a request to initiate a battle action, the first server generates battle rendering information corresponding to the battle action in response to the initiation request, and if it determines that the battle action triggers a halo, it transmits a call request to the second server. The call request includes halo information configured to represent the halo and battle rendering labels configured to indicate the display case and display location of the halo.
[0205] Step 1208. The second server generates Halo rendering information in response to the call request, transmits the Halo rendering information and battle rendering labels to the scene control process, and transmits a notification of successful delivery of the Halo rendering information to the first server. Here, the Halo rendering information is configured to render the Halo.
[0206] Step 1209. The scene control process buffers the Halo rendering information and the battle rendering label, and transmits the Halo rendering information and the battle rendering label to the battle control process.
[0207] Step 1210. After receiving a notification of successful delivery of the Halo rendering information, the first server transmits the battle rendering information to the battle control process.
[0208] Step 1211. In the process of rendering battle behavior according to battle rendering information, the battle control process renders a halo according to halo rendering information according to the display case and display location indicated by the battle rendering label.
[0209] Step 1212. The battle control process sends a rendering end notification for the battle action to the first server.
[0210] Step 1213. The first server sends a request to the second server to obtain updated environment information. Here, the updated environment information is the environment information of the battle scene after being affected by Halo.
[0211] Step 1214. The second server transmits the updated environment information to the first server.
[0212] Step 1215. The first server generates an intimacy rendering animation based on the updated environment information and transmits it to the battle control process.
[0213] Step 1216. The battle control process displays the intimacy rendering animation.
[0214] Step 1217. The battle control process stops its operation after determining that the turn-based battle has ended.
[0215] Step 1218. In the scene control process, after it is determined that the turn-based battle has ended, the Halo is rendered according to the buffered Halo rendering information.
[0216] Step 1219. After the critical period, the scene control process cancels the rendering and display of the halo and restores the display of the picture corresponding to the world scene.
[0217] In some embodiments, referring to FIG. 14, the leftmost vertical procedure in the turn battle of the turn-based battle is a cyclical major procedure between turns of the battle control side and primarily interacts with the scene control side at two points in time. The first point in time is after the player has selected an ability, at which point it is determined whether the ability triggers a halo, and if the ability triggers a halo, the battle control side must interact with the scene control side. The battle scene must send a call request for halo rendering information to the scene control side to request the acquisition of halo rendering information. Subsequently, depending on whether the halo addition is successful, it is determined whether to modify the virtual world (e.g., plot), and the scene control side procedure is terminated.
[0218] The second point in time is when it is determined that the turn-based battle has not ended and the stats and Halo have been rendered. In this case, the first server on the battle control side needs to retrieve updated environment information from the second server on the scene control side, generate an affinity rendering animation based on the updated environment information from the second server, and pass the affinity rendering animation to the battle control process on the battle control side to display it.
[0219] Based on the above, according to the technical solution provided in the embodiment of the present application, the implementation of battle action processing logic is supported through a battle control process and a first server that obtains battle rendering information, and the halo processing logic is supported through a scene control process and a second server to obtain halo rendering information. Therefore, there is no need to maintain one battle action processing logic and one halo processing logic on both the battle control side and the scene control side, and only one scene information needs to be maintained on the scene control side. Through this, the redundancy of service logic and data maintenance for turn-based battles can be reduced, and maintenance overhead can be further reduced.
[0220] The following is an example of an apparatus of the present application that may be configured to perform an example of a method of the present application. For details not disclosed in the example of an apparatus of the present application, reference may be made to the example of a method of the present application.
[0221] FIG. 15 illustrates a block diagram of a turn-based battle-based interface display device according to an embodiment of the present application. The device has a function for implementing the method example above, and the function may be implemented by hardware or by hardware that executes the software. The device may be the computer device described above or may be placed on a computer device. As shown in FIG. 15, the device (1500) includes a battle control module (1501) and a scene control module (1502).
[0222] The battle control module (1501) is configured to send a request to initiate a battle action to a first server when it is detected that a turn-based battle participant is initiating a battle action, wherein the first server is configured to process the battle action.
[0223] The battle control module (1501) is additionally configured to receive battle rendering information from the first server, wherein the battle rendering information is configured to render battle actions.
[0224] The scene control module (1502) is configured to receive halo rendering information from a second server, wherein the second server is configured to process the world environment of a virtual world; the halo rendering information is information generated by the second server according to the halo information transmitted from the first server, and the halo information is configured to represent a halo triggered by a battle action, and the halo affects elements within the battle scene of a turn-based battle.
[0225] The battle control module (1501) is additionally configured to render the halo according to the halo rendering information in the procedure for rendering battle actions based on battle rendering information.
[0226] In some embodiments, the scene control module (1502) is further configured to receive a battle rendering label from a second server through a scene control process, wherein the battle rendering label is a label generated by the first server according to the battle action when the battle action satisfies a Halo trigger condition.
[0227] The scene control module (1502) is additionally configured to transmit battle rendering labels to the battle control process through the scene control process.
[0228] The battle control module (1501) is further configured to render the halo according to the halo rendering information in the rendering procedure through a battle control process based on the display case and display location indicated by the battle rendering label. It performs battle actions based on the battle rendering information.
[0229] In some embodiments, the scene control module (1502) is further configured as follows.
[0230] Buffering Halo rendering information through the scene control process, and
[0231] Render the halo through the scene control process based on the buffered halo rendering information.
[0232] In some embodiments, the scene control module (1502) is additionally configured to obtain basic information corresponding to the participant and environment information corresponding to the battle scene through a scene control process when entering a turn-based battle, and transmits the basic information and environment information to a second server.
[0233] The battle control module (1501) is additionally configured to receive a battle picture of a turn-based battle from the first server through a battle control process, wherein the battle picture is a picture generated by the first server according to existing information and environment information transmitted by the second server.
[0234] The battle control module (1501) is additionally configured to display a battle picture through a battle control process.
[0235] In some embodiments, the battle control module (1501) is further configured to send a rendering end notification for a battle action to a first server through a battle control process.
[0236] The battle control module (1501) is further configured to receive an affinity rendering animation from the first server through a battle control process, wherein the affinity rendering animation is an animation generated by the first server according to updated environment information transmitted by the second server, the updated environment information is environment information of the battle scene after being affected by Halo, and the affinity rendering animation is configured to represent the affinity between the participant and the updated environment information, and the affinity affects the participant's ability score.
[0237] The battle control module (1501) is additionally configured to display an intimacy rendering animation through the battle control process.
[0238] Based on the above, according to the technical solution provided in the embodiment of the present application, the implementation of battle action processing logic is supported through a first server to obtain battle rendering information, and the implementation of halo processing logic is supported through a second server to obtain halo rendering information. Therefore, by maintaining a single scene information on the scene control side through the above process, it is possible to avoid maintaining a single battle action processing logic and a single halo processing logic on both the battle control side and the scene control side. This significantly reduces the redundancy of service logic and data maintenance for turn-based battles and further reduces maintenance overhead.
[0239] When the device provided in the aforementioned embodiment implements the function of the device, the division of the aforementioned function modules is merely an example for illustrative purposes. In the actual application process, functions can be assigned to and completed in various function modules according to requirements. That is, the internal structure of the device is divided into various function modules to implement all or part of the functions described above. Furthermore, the device and method embodiments provided in the aforementioned embodiment belong to the same concept. For details regarding specific implementation processes, the method embodiments may be referenced. Further details are not described here.
[0240] FIG. 16 shows a structural block diagram of a computer system according to an embodiment of the present application. The computer system (1600) includes a first terminal (120), a server (140), a second terminal (160), and a third terminal (180).
[0241] An application that supports a virtual world is installed and executed on the first terminal (120). The application may be any one of a 3D map program, a virtual reality application, an augmented reality program, an RPG program, a turn-based game program, or a turn-based RPG program. The first terminal (120) is a terminal used by the first user. The first user uses the first terminal (120) to control the first virtual character located in the virtual world to perform activities.
[0242] The first terminal (120) is connected to the server (140) via a wireless network or a wired network.
[0243] The server (140) includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. For example, the server (140) includes a processor (144) and memory (142), and the memory (142) further includes a receiving module (1421), a control module (1422), and a transmission module (1423). The receiving module (1421) is configured to receive a request transmitted by a client, for example, a request to detect the location of an enemy virtual character; the control module (1422) is configured to control the rendering of a picture of the virtual world; and the transmission module (1423) is configured to transmit a response to the client, for example, to transmit the location of a third virtual character to the client. The server (140) is configured to provide backend services for applications that support a three-dimensional virtual world.
[0244] An application supporting a virtual world is installed and executed on the second terminal (160). The second terminal (160) is a terminal used by the second user. The second user uses the second terminal (160) to control a second virtual character located in the virtual world to perform activities, and the second virtual character also acts as a master virtual character. An application supporting a virtual world is installed and executed on the third terminal (180). The third terminal (180) is a terminal used by the third user. The third user can use the third terminal (180) to control a third virtual character located in the virtual world to perform activities.
[0245] In some embodiments, the first virtual character, the second virtual character, and the third virtual character are located in the same virtual world. The first virtual character and the second virtual character belong to different factions, and the second virtual character and the third virtual character belong to the same faction.
[0246] In some embodiments, the applications installed on the first terminal (120), the second terminal (160), and the third terminal (180) may be the same, or the applications installed on the three terminals may be the same type of application on different operating system platforms (Android system or iOS system). The first terminal (120) may refer to one of a plurality of terminals, the second terminal (160) may refer to one of a plurality of terminals, and the third terminal (180) may refer to one of a plurality of terminals. In this embodiment, only the first terminal (120), the second terminal (160), and the third terminal (180) are configured and described. The first terminal (120), the second terminal (160), and the third terminal (180) may have the same device type or different device types. The device type includes at least one of a smartphone, a smart watch, a smart TV, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, a Video Experts Group Audio Layer IV (MP4) player, a laptop, and a desktop computer. In the following embodiments, the case where the terminal includes a smartphone is described as an example.
[0247] A person skilled in the art will understand that there may be more or fewer terminals. For example, there may be only one terminal, or there may be tens, hundreds, or more terminals. In the embodiments of the present application, the number of terminals and the type of device are not limited.
[0248] FIG. 17 shows a structural block diagram of a computer device (1700) according to an embodiment of the present application. The computer device (1700) may be a portable mobile terminal such as a smartphone, a tablet computer, an MP3 (Moving Picture Experts Group Audio Layer III) player, or an MP4 (Moving Picture Experts Group Audio Layer IV) player. The computer device (1700) may also be referred to by other names such as user equipment or portable terminal.
[0249] Generally, the computer device (1700) includes a processor (1701) and memory (1702).
[0250] The processor (1701) may include one or more processing cores, and may be, for example, a 4-core processor or an 8-core processor.
[0251] The memory (1702) may include one or more computer-readable storage media. The computer-readable storage media may be tangible and non-transient.
[0252] In some embodiments, the computer device (1700) further includes a peripheral device interface (1703) and at least one peripheral device. Specifically, the peripheral device includes at least one of a radio frequency (RF) circuit (1704), a touch display screen (1705), a camera (1706), an audio circuit (1707), and a power supply (1708).
[0253] In some embodiments, the computer device (1700) further includes one or more sensors (1709). The one or more sensors (1709) include, but are not limited to, an accelerometer (1710), a gyroscope sensor (1711), a pressure sensor (1712), an optical sensor (1713), and a proximity sensor (1714).
[0254] A person skilled in the art will understand that the structure shown in FIG. 17 does not constitute any limitation to the computer device (1700), and that the computer device may include more or fewer components than shown in the drawing, or that some components may be combined or other component arrangements may be used.
[0255] In an exemplary embodiment, a computer-readable storage medium is additionally provided, and a computer program is stored in the storage medium, and when the computer program is executed by a processor, the aforementioned turn-based battle-based interface display method, the aforementioned turn-based battle-based information provision method, or the aforementioned turn-based battle-based information provision method is implemented.
[0256] In some embodiments, the computer-readable storage medium may include read-only memory (ROM), random access memory (RAM), solid-state drive (SSD), optical disc, etc. The RAM may include Resistance Random Access Memory (ReRAM) and Dynamic Random Access Memory (DRAM).
[0257] In an exemplary embodiment, a computer program product or a computer program is provided. The computer program product or the computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads computer instructions from a computer-readable storage medium, and the processor executes computer instructions to cause the computer device to perform the aforementioned turn-based battle-based interface display method or turn-based battle-based information provision method interface display method.
[0258] Information (including, but not limited to, object device information, object personal information, etc.), data (including, but not limited to, data configured for analysis, stored data, presented data, etc.), and signals related to this application are all authorized by the object or fully authorized by various parties, and the collection, use, and processing of related data must comply with applicable laws, regulations, and standards in the relevant regions. For example, virtual characters, operations, world scenes, battle scenes, etc. related to this application are all obtained when fully authorized.
[0259] As used herein, "plural" means two or more. "And / or" describes an association between associated objects and indicates that three relationships may exist. For example, A and / or B may represent three cases: only A exists, both A and B exist, and only B exists. The character " / " generally indicates an "or" relationship between associated objects. Furthermore, the step numbers described herein are merely schematic representations of possible execution orders of the steps. In some other embodiments, the steps may not be performed in the order of the numbers. For example, two steps of different numbers may be performed simultaneously, or two steps of different numbers may be performed in an order opposite to that shown in the drawings. The foregoing is merely an exemplary embodiment of the present application and is not intended to limit the application; any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application are within the scope of protection of the present application.
Claims
Claim 1 A method for displaying a turn-based battle interface performed by a client, comprising: a step of transmitting a request to initiate a battle action to a first server configured to process said battle action when it is detected that a turn-based battle participant initiates a battle action; a step of receiving battle rendering information configured to render said battle action from the first server; a step of receiving halo rendering information from a second server - wherein the second server is configured to process a world environment of a virtual world, and said halo rendering information is information generated by the second server according to halo information transmitted from the first server, said halo information is configured to represent a halo triggered by said battle action, and said halo affects an element within the battle scene of said turn-based battle -; and a step of rendering a halo according to said halo rendering information in the process of rendering said battle action based on said battle rendering information. Claim 2 In claim 1, the client executes a battle control process and a scene control process; the turn-based battle-based interface display method comprises: a step of, when detected by the battle control process that a participant has initiated the battle action, transmitting the battle action initiation request to the first server and receiving the battle rendering information from the first server; a step of, by the scene control process, receiving halo rendering information from the second server and transmitting the halo rendering information to the battle control process; and a step of, by the battle control process, rendering a halo according to the halo rendering information during the process of rendering the battle action based on the battle rendering information. Claim 3 In claim 2, the method further comprises the step of receiving a battle rendering label from the second server by the scene control process, wherein the battle rendering label is a label generated by the first server according to the battle action when the battle action satisfies a halo trigger condition, and the first server is configured to transmit an invocation request including the battle rendering label to the second server via a remote procedure call (RPC) method, and the invocation request is generated according to the battle rendering information and the halo information; and further comprises the step of transmitting the battle rendering label to the battle control process by the scene control process; and the step of rendering a halo according to the halo rendering information in the process of rendering the battle action based on the battle rendering information by the battle control process, wherein the step of rendering a halo according to the halo rendering information includes the step of rendering a halo according to the halo rendering information according to the display case and display position indicated by the battle rendering label in the process of rendering the battle action based on the battle rendering information by the battle control process. Claim 4 A turn-based battle-based interface display method according to claim 2, further comprising: a step of buffering the halo rendering information by the scene control process; and a step of rendering the halo according to the buffered halo rendering information by the scene control process. Claim 5 A method for displaying a turn-based battle interface according to claim 2, further comprising: a step of, when entering a turn-based battle, acquiring basic information corresponding to the participant and environment information corresponding to the battle scene by means of the scene control process and transmitting the basic information and the environment information to the second server; a step of receiving a battle picture of the turn-based battle from the first server by means of the battle control process, wherein the battle picture is a picture generated by the first server according to the basic information and environment information transmitted from the second server; and a step of displaying the battle picture by means of the battle control process. Claim 6 In claim 2, a turn-based battle-based interface display method further comprising: a step of transmitting a rendering end notification for the battle action to the first server by the battle control process, after the step of rendering the halo according to the halo rendering information in the process of rendering the battle action based on the battle rendering information by the battle control process; a step of receiving an intimacy rendering animation from the first server by the battle control process, wherein the intimacy rendering animation is an animation generated by the first server according to updated environment information transmitted from the second server, the updated environment information is environment information of the battle scene after being affected by the halo, the intimacy rendering animation is configured to express the intimacy between the participant and the updated environment information, and the intimacy affects the participant's ability stats -; and a step of displaying the intimacy rendering animation by the battle control process. Claim 7 A method for providing turn-based battle-based information performed by servers including a first server and a second server, comprising: receiving, by the first server, a request to initiate a battle action transmitted by a battle control process, and generating battle rendering information corresponding to the battle action in accordance with the request to initiate the request - wherein the battle action is an action initiated by a participant in a turn-based battle, and the battle rendering information is configured to render the battle action -; by the first server, if it is determined that the battle action triggers a halo, transmitting a call request to the second server - wherein the call request includes halo information configured to represent the halo, and the halo affects an element within the battle scene of the turn-based battle -; by the second server, generating halo rendering information in accordance with the call request and transmitting the halo rendering information to a scene control process - wherein the halo rendering information is transmitted to the battle control process by the scene control process, and the halo rendering information is configured to render the halo -; A turn-based battle-based information provision method comprising the step of transmitting the battle rendering information to the battle control process after receiving a notification of successful transmission of the halo rendering information from the second server by the first server. Claim 8 In claim 7, a turn-based battle-based information providing method further comprising: generating a battle rendering label configured to indicate the display case and display location of the halo according to the battle action when the battle action is determined by the first server to trigger the halo; transmitting the battle rendering label to the second server by the first server; and transmitting the battle rendering label to the scene control process by the second server, wherein the battle rendering label is transmitted to the battle control process by the scene control process. Claim 9 In claim 7, the turn-based battle includes an intermediate turn battle and a final turn battle, wherein the intermediate turn battle is a battle other than the final turn battle in the turn-based battle; and the turn-based battle-based information provision method further comprises the step of, when the halo is triggered in the intermediate turn battle, transmitting the halo rendering information and the battle rendering label generated by the first server to the scene control process by the second server; or when the halo is triggered in the final turn battle, transmitting the halo rendering information, the battle rendering label, and a turn-based battle end notification to the scene control process by the second server. Claim 10 In claim 7, the step of generating halo rendering information according to the call request by the second server includes the step of generating halo rendering information according to the relationship between the past halo and the halo by the second server when a past halo already exists in the plot corresponding to the halo, and when a covering relationship exists between the past halo and the halo, the halo rendering information is configured to cancel the influence of the past halo on the plot and add the influence of the halo on the plot, or when a mutually exclusive relationship exists between the past halo and the halo, the halo rendering information is configured to maintain the influence of the past halo on the plot. Claim 11 A method for providing turn-based battle-based information according to claim 7, further comprising: receiving, by the second server, basic information corresponding to a participant and environment information corresponding to a battle scene, which are transmitted by the scene control process; transmitting, by the second server, the basic information and environment information to the first server; and generating a battle picture of the turn-based battle according to the basic information and environment information and transmitting the battle picture to the battle control process by the first server. Claim 12 A turn-based battle-based information provision method according to claim 7, further comprising the steps of: transmitting a request to the second server to obtain updated environment information after receiving a notification of rendering end for the battle action from the battle control process by the first server, wherein the updated environment information is environment information of a battle scene affected by the Halo; transmitting the updated environment information to the first server by the second server; generating an affinity rendering animation according to the updated environment information by the first server, wherein the affinity rendering animation is configured to indicate the affinity between the participant and the updated environment information, and the affinity affects the participant's ability score; and transmitting the affinity rendering animation to the battle control process by the first server. Claim 13 In claim 12, the step of generating an intimacy rendering animation according to the updated environment information by the first server comprises: the step of determining a plot potential energy and a weather potential energy corresponding to a participant according to the updated environment information by the first server - wherein the plot potential energy is configured to indicate the effect of the plot type on the participant, and the weather potential energy is configured to indicate the effect of weather and time on the participant -; the step of determining an environment potential energy corresponding to the participant according to the plot potential energy and the weather potential energy corresponding to the participant by the first server; and the step of generating an intimacy rendering animation according to the environment potential energy corresponding to the participant and the attribute information of the participant by the first server, a turn-based battle-based information providing method. Claim 14 A turn-based battle-based interface display device comprising: a battle control module configured to transmit a battle action initiation request to a first server configured to process said battle action when it is detected that a turn-based battle participant has initiated a battle action; and a scene control module configured to receive halo rendering information from a second server configured to process a world environment of a virtual world, wherein the battle control module is further configured to receive battle rendering information configured to render said battle action from the first server, said halo rendering information is information generated by the second server according to halo information transmitted from the first server, said halo information is configured to represent a halo triggered by said battle action, said halo affects elements within the battle scene of said turn-based battle, and said battle control module is further configured to render a halo according to said halo rendering information during the process of rendering said battle action based on said battle rendering information. Claim 15 A computer system comprising a client and a server, wherein the client performs a turn-based battle-based interface display method according to any one of claims 1 to 6, and the server is configured to perform a turn-based battle-based information provision method according to any one of claims 7 to 13. Claim 16 A computer device comprising a processor and memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to implement a method for displaying a turn-based battle-based interface according to any one of claims 1 to 6 or a method for providing turn-based battle-based information according to any one of claims 7 to 13. Claim 17 A computer-readable storage medium in which a computer program is stored, wherein the computer program is loaded and executed by a processor to implement a turn-based battle-based interface display method according to any one of claims 1 to 6 or a turn-based battle-based information provision method according to any one of claims 7 to 13. Claim 18 A computer program stored on a storage medium, wherein the computer program includes computer instructions, the computer instructions are stored on a computer-readable storage medium, and a processor reads and executes computer instructions from the computer-readable storage medium to implement a method for displaying a turn-based battle-based interface according to any one of claims 1 to 6 or a method for providing turn-based battle-based information according to any one of claims 7 to 13. Claim 19 delete Claim 20 delete
Citation Information
Patent Citations
Betting play method of online game and server providing thereof
KR1020150109690A