CN101807229A - Automatic fighting system and fighting method for game and cartoon - Google Patents

Automatic fighting system and fighting method for game and cartoon Download PDF

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Publication number
CN101807229A
CN101807229A CN201010124087A CN201010124087A CN101807229A CN 101807229 A CN101807229 A CN 101807229A CN 201010124087 A CN201010124087 A CN 201010124087A CN 201010124087 A CN201010124087 A CN 201010124087A CN 101807229 A CN101807229 A CN 101807229A
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fighting
module
personage
action
fight
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肖宇
魏国金
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XIAO YV
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XIAO YV
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Abstract

The invention relates to an automatic fighting system and a fighting method for a game and a cartoon. The automatic fighting system comprises a controller and a display. A software motion coordination module is additionally arranged, selects and coordinates the motions of the fighting characters of each party according to the information of the fighting characters in a unified way and selects an active party and a passive party automatically by the capabilities, the states and the kung fu of the fighting characters; and a motion selection module is additionally arranged and selects the fighting motions automatically according to the fighting motion information transmitted by the motion coordination module, a limiting condition M and an interference condition N input by operating operational keys through a player. The fighting scenes present a perfect continuous attack and defense scene, an attack and defense transformation scene, a counterattack scene and the like. The ornamental property is very high. The player select a current proper kung fu so as to be in a dominant position in fighting; the player can also select the modes of main fighting, attack and defense balance and main defense; and the player can also select unique skill motions or hidden weapon throwing and the like, and the fighting fun of the player is greatly enhanced. The invention can be used for game equipment, such as an electronic game, a computer and the like. The invention can also be controlled by software completely. The invention is used for the cartoon industry, omits the independent design of the fighting motions and the pictures for each fighting scene and saves resources.

Description

Be used to play and the system of fighting automatically and the method for fighting of animation
(1) technical field: the present invention relates to a kind ofly be used to play and the system of fighting automatically and the method for fighting of animation, belong to other game class (A63F).
(2) background technology: in the outstanding action class films and television programs that we were familiar with, all can stay deep impression to us by the prior magnificent scene of fighting of layout meticulously of designer.Why the scene of fighting in the works has high sight, mainly contains following 2 reasons: 1) movements in martial arts are fine sees for the cover action that displays separately of each personage that fights; 2) each side's continuous attacking and defending that combines with movements in martial arts of fighting between the personage cooperates fairly good.
The scene of reviewing in the present main flow recreation works of fighting has: 1) Fighting Game (FTG): fighting games is to serve as to play point to move sight, movements in martial arts are fine sees in the cover action that the personage that fights displays separately, little with the action gap in the films and television programs, but when two or more personages really fight, because the player controls the personage's that fights action fully, so fighting, each side do not have attacking and defending to cooperate between the personage substantially, there are a lot of insignificant attacks and defensive action, cause to form and cooperate goodish continuous attacking and defending scene, the integral body effect of fighting to compare favourably with films and television programs fully.2) swordsman's class role playing (RPG) recreation: the mode of fighting mainly comprises two types: the turn-based type and the type of fighting immediately.The turn-based type has only independent movements in martial arts, oneself sends out one and recruits the enemy to send out a trick, does not have saying of a cover action, does not also just exist continuous attacking and defending to cooperate; Have the cover action that movements in martial arts seldom connect together in some types of fighting immediately, but the same with fighting games, each side fights does not have attacking and defending to cooperate substantially between the personage.So two types the scene of fighting of swordsman's class RPG recreation also is as different as light from darkness with films and television programs.Other have the scene and described above similar of fighting of the recreation of the content of fighting, and have not here just enumerated one by one.
In the middle of the scene of fighting in the films and television programs is dissolved into recreation is optimal effect, if but directly will move method that the class films and television programs make the scene of fighting now is applied to and has following two each and every one defectives in the recreation: the scene of 1) fighting is fixing in advance, it is static can being called, and in the recreation along with the change of fight personage's ability or other factors, need dynamically to produce the scene of fighting; 2) player can only watch and can't participate.More than two defectives cut scene of just having determined to fight this making the method for scene can only being used for playing, and can't be applied in the scene of fighting in the recreation.
(3) summary of the invention:
Provided by the inventionly be used to play and the system of fighting automatically and the method for fighting of animation, one of purpose is to solve the scene present situation dry as dust of fighting in the current recreation, under the prerequisite of not sacrificing player's property of participation, dynamically produce be equal to action class films and television programs and can not repeat the single magnificent scene of fighting, greatly improve the sight of the scene of fighting in the recreation; Two of purpose is can dynamically produce the scene of fighting in the animation industry, removes the designer from and all will do detailed design individually to each scene of fighting uninterestingly, saves a large amount of resources.
Its technical scheme that adopts is as follows: be used to play and the system of fighting automatically of animation, comprise:
1) is provided with in the controller and is used to preserve the personage's module of fighting of people information of fighting; Judge arbitrator's module of the result that fights according to the fight action and the people information of fighting; 2) controller is used for giving display with the image data transmission of the action of fighting; 3) display is used for converting view data to fight picture and showing;
It is characterized in that: in controller, be provided with following software systems:
A. in controller, set up the coordination module, be used for unifying to select and personage's the action of fighting of coordinating all quarters concerned according to the people information of fighting; The coordination module comprises and is used for deciding the masters of this fight and main passive side's determination module of passive side according to each side's people information of fighting; Main passive side's determination module is with automatically selected masters of the personage's that fights ability, state and time and passive side; B. set up action selection module in the personage's module of fighting in the described controller, it is fight action message and qualifications M according to the transmission of coordination module, the personage's that selects automatically to fight the action of fighting.
Also comprise as the lower part in the above-mentioned coordination module and the personage's module of fighting:
People information collection module in the coordination module: be used for obtaining each side's people information of fighting by send query requests to the personage's module of fighting; Action message collection module in the coordination module: be used for by sending the action message of fighting that query requests is obtained masters and passive side to the personage's module of fighting; Action message in the coordination module is transmitted module: be used for transmitting masters and passive side's the action message of fighting by sending data to fight personage's module and arbitrator's module; Passive side in the coordination module moves determination module: whether the action message of fighting that is used for the masters of collecting according to the action message collection module and passive side decides the passive side can the selected action of successful execution.
For the above-mentioned system of fighting automatically, can be described as all the system of automatically fighting by software control, be used for the operating key that the player imports intervention condition N if in game station, set up; Action selection module in the personage's module of fighting is just according to the action message of fighting of coordination module transmission, qualifications M and the condition of intervention N, and the personage's that selects automatically to fight the action of fighting forms the semi-automatic system of fighting thus.For above-mentioned concrete qualifications M and the condition of intervention N, describe in detail again among the embodiment of back.
The used method of fighting of the above-mentioned system of fighting automatically comprises the steps: (following S1-S 18Index number 1,2,3 ... the 18th, the step S1-S of expression 18The time-series of action).
S1: the personage's creation module in the personage's module of fighting is created a plurality of personages of fighting, and is kept in the storer; S14: the arbitration modules in arbitrator's module determines the result of this fight according to fight personage's action message of each side; S15: the result that will fight of the information transfer module of fighting in arbitrator's module sends to the personage's module of fighting; S16: the people information in the personage's module of fighting be provided with module according to the result that fights upgrade each side fight the personage information and be kept at S17 in the storer: the people information acquisition module in the personage's module of fighting obtains the up-to-date people information and send to arbitrator's module S18 of fighting from storer: whether the determination module of fighting in arbitrator's module is fought according to the up-to-date people information decision of fighting continues;
It is characterized in that also comprising the steps: S2: people information collection module in the coordination module notice personage's module of fighting sends the people information S3 that fights of the each side that creates: the people information acquisition module in the personage's module of fighting obtains fight people information and send to coordination module S4 of each side from storer: the passive determination module of the master in the coordination module decides the masters and the passive side of this fight according to the people information that obtains from the people information collection module; S5: action message collection module in the coordination module notice personage's module of fighting allows the masters personage that fights take action; S6: the people information acquisition module in the personage's module of fighting obtains the masters people information S7 that fights from storer: the action selection module in the personage's module of fighting is that the masters personage that fights selects to fight action according to fight people information and restrictive condition M of masters, and the masters action message is sent to coordination module S8: the passive side in the coordination module moves determination module and will be kept at the storer from moving the masters action message that the information gathering module obtains; S9: the action message in the coordination module is transmitted module the masters action message is sent to the personage's module of fighting; S10: the people information acquisition module in the personage's module of fighting obtains all the other passive sides people information of fighting from storer; S11: the action selection module in the personage's module of fighting comes for each passive side personage that fights selects action according to each passive side fight personage's action message and restrictive condition M of people information, masters that fight, and action message is sent to the coordination module; S12: the passive side in the coordination module moves determination module and take out the masters action message of preserving previously from storer, and whether according to the passive side's action message that obtains from action information gathering module, deciding each passive side to fight the personage can the selected action of successful execution; S13: action message is transmitted module final masters and passive side's action message is sent to arbitrator's module.
In above-mentioned steps S7 and S11,, then become another technical scheme: the method for fighting of the semi-automatic system of fighting if the personage's module of fighting selects the condition of action to increase the intervention condition N of player by the operating key input.
Beneficial effect of the present invention:
1) the ornamental high of scene that fight in the recreation, show as follows: 1. because of being provided with the coordination module, fight masters and passive side's branch is arranged between the personage, again because the action that the passive side selects is close-fitting with masters, so insignificant action movements in martial arts can not occur, the whole scene of fighting just presents the quite perfectly continuous attacking and defending picture of cooperation, and then dynamically produces continuous attacking and defending, change between attack and defend and counterattack scene etc. with the form of image; If 2. masters has been selected to attack or has been continued to attack and exist and a plurality ofly can attack enemy's action (seeing claim 5) then native system will be selected one randomly as current action, same passive side also can select one as current action by native system randomly when having a plurality of optional action, so just making fights move diversified.
2) player's property of participation is strong, shows following (seeing claim 4): 1. all there are the characteristics of oneself in each time, has the character that counteracts each other between the time.The personage that fights can have one or more time kinds, and when the personage has a plurality of time kind time-likes, the player can select current suitable time kind in fighting, the personage that fights is more taken advantage in fighting; 2. the player can change the current mode of fighting of the personage that fights in the process of fighting, and is master etc. such as all out attack, court balance or defence; When personage's the state of 3. fighting in the process of fighting satisfied certain condition, the player can select the unique skill action or throw special action such as hidden weapon.See claim 3 because the adding of human intervention system, when the personage's that fights ability relatively near the time, mainly by player's control decision, the player controls well more the result that fights, the probability of triumph is big more.Improve player's the enjoyment of fighting thus greatly.
3) this patent also can be used for the animation industry, and the software control part in the solution just can dynamically produce the scene of fighting thus, removes the designer does detailed design uninterestingly individually to each scene of fighting worries from, has saved a large amount of resources.
(4) description of drawings:
Fig. 1 system principle block scheme (having the player to participate in) of fighting automatically:
Fig. 2 personage that fights forms diagrammatic sketch;
Fig. 3 method flow diagram (having the player to participate in) of fighting automatically.
(5) embodiment:
Embodiment 1: see Fig. 1, Fig. 2, Fig. 3, respective rights requires 3,4,5 and 7, have that the player participates in intervening technical scheme.See Fig. 1, the system of fighting comprises as the lower part automatically:
1) with the existing identical part of system of fighting: be used for the action message of fighting in the storer is converted to view data, and send to the controller 6 on the display 7; Be used for converting view data to fight scene and show display 7.In the storer 5 of controller, be provided with following software: the personage's module 2 of 1. fighting: be used for preserving the people information of fighting at storer, and the information translation of will the fighting action that becomes to fight, send to arbitrator's module 3; Comprise in the personage's module 2 of fighting that personage's creation module 2.1, people information acquisition module 2.2 and people information are provided with module 2.3; 2. arbiter's module 3, are used to receive the fight action and the people information of fighting that personage's module passes over of fighting, and judge the result that fights with this; Comprise arbitration modules 3.1 in arbiter's module 3, the fight information transfer module 3.2 and the determination module 3.3 of fighting; 3. also store data in the storer: a plurality of people informations 4 of fighting, comprise the personage 4.1 that fights in it, the personage 4.2 that fights ..., personage 4.n fights.
2) see Fig. 1, the present invention system of fighting automatically is as follows than different piece with the existing games system of fighting:
A. increase coordination module 1 in the controller, be used for unifying to select and personage's the action of fighting of coordinating all quarters concerned according to the people information of fighting.Be made up of following five parts: 1. the people information collection module 1.1: be used for obtaining each side's people information 4 of fighting by send query requests to the personage's module 2 of fighting; 2. main passive side's determination module 1.2: be used for deciding the masters 4.1 and the passive side 4.2 of this fight according to the each side that people information collection module 1.1 the is obtained people information of fighting; 3. the action message collection module 1.3: be used for obtaining masters and the passive side action message of fighting by send query requests to the personage's module 2 of fighting; 4. action message is transmitted module 1.4: be used for transmitting masters and the passive side action message of fighting by send data to fight personage's module and arbitrator's module; Whether 5. the passive side moves determination module 1.5: be used for the masters of collecting according to action message collection module 1.3 and the passive side action message of fighting and decide the passive side can the selected action of successful execution.B. the personage's module 2 of fighting in the controller is the intervention condition N that import by operating key according to the action message of fighting, qualifications M and player that coordination module 1 is transmitted, makes each personage that fights select to fight action automatically.Set up action selection module 2.4 in the personage's module of fighting: be used for intervention condition N, select to fight action automatically according to the action message of fighting, qualifications M and the input of player's operating operation key of action message collection module 1.3 transmission of coordination module.The operating key 6 of C. described player's input operation, be only to be used for producing the personage's module 2 that is used for fighting in the controller select automatically the to fight intervention condition N of figure action by player's input operation, and the input keyboard of existing game station is to be used for the player to carry out input operation in whole recreation overall process and produce the action of fighting, and is different fully with operating key 6 functions of the present invention.
The above-mentioned system of fighting automatically can be game stations such as electronic game machine, computer.Controller 6 is central processor CPU, image processor and the storer in the game stations such as electronic game machine, computer.Display 7 is the display device in the game stations such as electronic game machine, computer.
Seeing Fig. 1, is to select and judge with the personage's that fights ability, state and time in the main passive side's determination module 1.2 in the coordination module 1.Because the adding of human intervention system, the result who fights that system is produced has had some variations with the complete result that fights by software control: when the personage's that fights ability differs greatly, mainly by the personage's that fights ability decision, ability is high more for the result that fights, and the probability of triumph is big more; And when the personage's that fights ability relatively near the time, the result that fights is mainly by player's control decision, the player controls well more, the probability of triumph is big more.
See Fig. 2, the people information of fighting explanation: the 1) time: the personage can have a plurality of time kinds, and every kind of time comprises a lot of movements in martial arts, comprises the attack movements in martial arts, defence movements in martial arts, the movements in martial arts of dodging, other movements in martial arts etc.Synchronization, can only there be a current time kind in the personage, and other time kind is as standby.Movements in martial arts comprise following attribute: attack the zone, defence zone, body region, attack speed, attack force etc.Attack movements in martial arts and may also have the follow-on attack movements in martial arts, be used for forming continuous attack.Each movements in martial arts all includes the display message of oneself, so that draw out the scene of fighting.2) ability: as speed, strength etc.3) state: personage's current state, such as vital values, energy value, current time kind, the mode of fighting (such as: court balance or all out attack or defence with all strength) etc.
See Fig. 1, Fig. 2, in the action selection module 2.4 of the personage's module 2 of fighting, described player comprises by the intervention condition N of operating key input: 1) player selects to fight the current time kind of personage; 2) player selects to fight the current mode of fighting of personage, and comprising: all out attack, court balance or defence are main; 3) player selects the special action of unique skill action or throwing hidden weapon.
See Fig. 1, Fig. 2, the condition M that is limited that coordination module 1 is transmitted in the action selection module 2.4 in the personage's module of fighting 2 is: M=Ma1+Ma2+Mb.1) masters is fought, and to select to move for attacking movements in martial arts be Ma1 as the restrictive condition of current action to the personage: it is not to attack and movements in martial arts that current existence can be attacked the enemy that current existence can be attacked enemy's movements in martial arts and previous action; Masters fight the personage select to move for the restrictive condition that continues to attack as current action movements in martial arts be Ma2: previous action is to attack and follow-up movements in martial arts that current existence can be attacked the enemy.2) as each personage that fights of passive side, the restrictive condition Mb that selects to strike back, defends, dodges as current action is: current existence can strike back, defend, dodge and satisfy passive action time restriction to the actuation time of enemy's movements in martial arts and selected counterattack, the movements in martial arts of defending, dodge.
The used method for gaming of fighting of the above-mentioned games system of fighting automatically comprises the steps:
S1: the personage's creation module in the personage's module of fighting is created a plurality of personages of fighting, and is kept in the storer;
S2: people information collection module in the coordination module notice personage's module of fighting sends the each side that the creates people information of fighting;
S3: the people information acquisition module in the personage's module of fighting obtains fight people information and send to the coordination module of each side from storer;
S4: the passive determination module of the master in the coordination module decides the masters and the passive side of this fight according to the people information that obtains from the people information collection module;
S5: action message collection module in the coordination module notice personage's module of fighting allows the masters personage that fights take action;
S6: the people information acquisition module in the personage's module of fighting obtains the masters people information of fighting from storer;
S7: the action selection module in the personage's module of fighting is that the masters personage that fights selects to fight action according to the fight intervention condition N of people information, restrictive condition M and player's input of masters, and the masters action message is sent to the coordination module;
S8: the passive side in the coordination module moves determination module and will be kept at the storer from the masters action message that action information gathering module obtains;
S9: the action message in the coordination module is transmitted module the masters action message is sent to the personage's module of fighting;
S10: the people information acquisition module in the personage's module of fighting obtains all the other passive sides people information of fighting from storer;
S11: the action selection module in the personage's module of fighting comes for each passive side personage that fights selects action according to each passive side fight intervention condition N of action message, restrictive condition M and player's input of personage of people information, masters that fights, and action message is sent to the coordination module;
S12: the passive side in the coordination module moves determination module and take out the masters action message of preserving previously from storer, and whether according to the passive side's action message that obtains from action information gathering module, deciding each passive side to fight the personage can the selected action of successful execution;
S13: action message is transmitted module final masters and passive side's action message is sent to arbitrator's module;
S14: the arbitration modules in arbitrator's module determines the result of this fight according to fight personage's action message of each side;
S15: the result that will fight of the information transfer module of fighting in arbitrator's module sends to the personage's module of fighting;
S16: the people information in the personage's module of fighting be provided with module according to fight the result upgrade each side fight the personage information and be kept in the storer;
S17: the people information acquisition module in the personage's module of fighting obtains the up-to-date people information and send to arbitrator's module of fighting from storer;
S18: whether the determination module of fighting in arbitrator's module is fought according to the up-to-date people information decision of fighting continues.
Embodiment 2: do not have that the player participates in intervening technical scheme, respective rights requires 1,2,5 and 6.Except that following feature, it is in identical with embodiment 1: the intervention condition N that does not 1. design player's operation in the system; 2. do not establish operating key 6.Total system is the scene of dynamically fighting that the full-automation of whole software controls shows, can be used for the animation industry.

Claims (7)

1. be used to play and the system of fighting automatically of animation, comprise:
1) is provided with in the controller and is used to preserve the personage's module (2) of fighting of people information of fighting; Judge arbitrator's module (3) of the result that fights according to the fight action and the people information of fighting; 2) controller is used for giving display with the image data transmission of the action of fighting; 3) display is used for converting view data to fight picture and showing; It is characterized in that: in controller, be provided with following software systems:
A. in controller, set up coordination module (1), be used for unifying to select and personage's the action of fighting of coordinating all quarters concerned according to the people information of fighting; The coordination module comprises and is used for deciding the masters of this fight and main passive side's determination module (1.2) of passive side according to each side's people information of fighting; Main passive side's determination module is with automatically selected masters of the personage's that fights ability, state and time and passive side;
B. set up action selection module (2.4) in the personage's module of fighting in the described controller, it is fight action message and qualifications M according to the transmission of coordination module, the personage's that selects automatically to fight the action of fighting.
2. by the described games system of fighting automatically of claim 1, it is characterized in that described coordination module and the personage's module of fighting in also comprise as the lower part:
People information collection module (1.1) in the coordination module: be used for obtaining each side's people information (4) of fighting by send query requests to the personage's module of fighting;
Action message collection module (1.3) in the coordination module: be used for by sending the action message of fighting that query requests is obtained masters and passive side to the personage's module of fighting;
Action message in the coordination module is transmitted module (1.4): be used for transmitting masters and passive side's the action message of fighting by sending data to fight personage's module and arbitrator's module;
Passive side in the coordination module moves determination module (1.5): whether the action message of fighting that is used for the masters of collecting according to the action message collection module and passive side decides the passive side can the selected action of successful execution.
3. by claim 1 or the 2 described systems of fighting automatically, it is characterized in that setting up the operating key (6) that is used for the player and imports intervention condition N; Action selection module (2.4) in the personage's module of fighting is according to the intervention condition N of the action message of fighting of coordination module transmission, qualifications M and player's input, the personage's that selects automatically to fight the action of fighting.
4. by the described system of fighting automatically of claim 3, it is characterized in that described intervention condition N comprises: 1) player selects to fight the current time kind of personage; 2) player selects to fight the current mode of fighting of personage, and comprising: all out attack, court balance or defence are main; 3) player selects the special action of unique skill action or throwing hidden weapon.
5. by claim 1,2, the 3 or 4 described systems of fighting automatically, the condition M that it is characterized in that described qualification is as follows: 1) the masters restrictive condition that the personage selects to attack as current action of fighting is Ma1: it is not to attack and movements in martial arts that current existence can be attacked the enemy that current existence can be attacked enemy's movements in martial arts and previous action; The masters restrictive condition that the personage selects to continue to attack as current action of fighting is Ma2: previous action is to attack and follow-up movements in martial arts that current existence can be attacked the enemy; 2) as each personage that fights of passive side, the restrictive condition Mb that selects to strike back, defends, dodges as current action is: current existence can strike back, defend, dodge and satisfy passive action time restriction to the actuation time of enemy's movements in martial arts and selected counterattack, the movements in martial arts of defending, dodge.
6. by the used method of fighting of claim 1 or the 2 described systems of fighting automatically, comprise the steps:
S1: the personage's creation module in the personage's module of fighting is created a plurality of personages of fighting, and is kept in the storer;
S14: the arbitration modules in arbitrator's module determines the result of this fight according to fight personage's action message of each side;
S15: the result that will fight of the information transfer module of fighting in arbitrator's module sends to the personage's module of fighting;
S16: the people information in the personage's module of fighting be provided with module according to fight the result upgrade each side fight the personage information and be kept in the storer;
S17: the people information acquisition module in the personage's module of fighting obtains the up-to-date people information and send to arbitrator's module of fighting from storer;
S18: whether the determination module of fighting in arbitrator's module is fought according to the up-to-date people information decision of fighting continues;
It is characterized in that also comprising the steps:
S2: people information collection module in the coordination module notice personage's module of fighting sends the each side that the creates people information of fighting;
S3: the people information acquisition module in the personage's module of fighting obtains fight people information and send to the coordination module of each side from storer;
S4: the passive determination module of the master in the coordination module decides the masters and the passive side of this fight according to the people information that obtains from the people information collection module;
S5: action message collection module in the coordination module notice personage's module of fighting allows the masters personage that fights take action;
S6: the people information acquisition module in the personage's module of fighting obtains the masters people information of fighting from storer;
S7: the action selection module in the personage's module of fighting is that the masters personage that fights selects to fight action according to fight people information and restrictive condition M of masters, and the masters action message is sent to the coordination module;
S8: the passive side in the coordination module moves determination module and will be kept at the storer from the masters action message that action information gathering module obtains;
S9: the action message in the coordination module is transmitted module the masters action message is sent to the personage's module of fighting;
S10: the people information acquisition module in the personage's module of fighting obtains all the other passive sides people information of fighting from storer;
S11: the action selection module in the personage's module of fighting comes for each passive side personage that fights selects action according to each passive side fight personage's action message and restrictive condition M of people information, masters that fight, and action message is sent to the coordination module;
S12: the passive side in the coordination module moves determination module and take out the masters action message of preserving previously from storer, and whether according to the passive side's action message that obtains from action information gathering module, deciding each passive side to fight the personage can the selected action of successful execution;
S13: action message is transmitted module final masters and passive side's action message is sent to arbitrator's module.
7. by the used method of fighting of the described system of fighting automatically of claim 6, it is characterized in that among described step S7 and the S11 that the personage's module of fighting selects the condition of action to increase the intervention condition N of player by the operating key input.
CN201010124087A 2010-03-15 2010-03-15 Automatic fighting system and fighting method for game and cartoon Pending CN101807229A (en)

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CN103699379A (en) * 2013-12-13 2014-04-02 福建天趣网络科技有限公司 Visible editing method and editor in game role fighting process
CN105457275A (en) * 2015-11-23 2016-04-06 网易(杭州)网络有限公司 Method and client side for automatic fighting in online game, mobile terminal and computer terminal
CN107529442A (en) * 2017-08-03 2018-01-02 腾讯科技(深圳)有限公司 Virtual object control method, device, computer equipment and computer-readable storage medium
CN111760281A (en) * 2020-08-03 2020-10-13 腾讯科技(深圳)有限公司 Method and device for playing cut-scene animation, computer equipment and storage medium

Cited By (5)

* Cited by examiner, † Cited by third party
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CN103699379A (en) * 2013-12-13 2014-04-02 福建天趣网络科技有限公司 Visible editing method and editor in game role fighting process
CN105457275A (en) * 2015-11-23 2016-04-06 网易(杭州)网络有限公司 Method and client side for automatic fighting in online game, mobile terminal and computer terminal
CN107529442A (en) * 2017-08-03 2018-01-02 腾讯科技(深圳)有限公司 Virtual object control method, device, computer equipment and computer-readable storage medium
CN111760281A (en) * 2020-08-03 2020-10-13 腾讯科技(深圳)有限公司 Method and device for playing cut-scene animation, computer equipment and storage medium
CN111760281B (en) * 2020-08-03 2024-05-07 腾讯科技(深圳)有限公司 Cutscene playing method and device, computer equipment and storage medium

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