CN113750526A - Game logic processing method and device and electronic equipment - Google Patents
Game logic processing method and device and electronic equipment Download PDFInfo
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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
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- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
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Abstract
The invention provides a game logic processing method, a game logic processing device and electronic equipment, relates to the technical field of games, and solves the technical problem that the conventional game logic structure data configuration operation is low in convenience. The method comprises the following steps: in response to a first editing operation aiming at the event occurrence node, packaging a game event edited by the first editing operation into the event occurrence node; in response to a second editing operation aiming at the task node, packaging the game task edited by the second editing operation into the task node; responding to a third editing operation aiming at the logic relationship between the event generation node and the task node, and configuring the logic relationship according to the flow relationship edited by the third editing operation; wherein, the circulation relationship comprises execution circulation and data circulation; the logic relation is used for triggering and executing the game logic corresponding to the game task in the task node through executing circulation and/or data circulation when the game event in the event generation node occurs.
Description
Technical Field
The present application relates to the field of game technologies, and in particular, to a game logic processing method and apparatus, and an electronic device.
Background
The logic framework in the game is established on the basis of an abstract thinking about game behavior logic, and the whole behavior logic is essentially a game behavior. For example, the battle behaviors in games, with the development of network games, have more and more complicated battle-related requirements, which also put higher operational requirements on the process of configuring logical structure data by game planners. Currently, game planners mainly adopt two existing logical structures, namely table configuration mutual triggering and time line combination time stamp to configure data.
However, in the existing logic structure, the complex skills under the system are expanded more complexly, and the more complex game skills have higher complexity of data configuration, which leads to more complex operations of game planners when configuring the game logic structure data, and makes the configuration operation less convenient.
Disclosure of Invention
The application aims to provide a game logic processing method, a game logic processing device and electronic equipment so as to solve the technical problem that the conventional game logic structure data configuration operation is low in convenience.
In a first aspect, an embodiment of the present application provides a game logic processing method, in which a graphical user interface is provided through an electronic device, a logic structure of a game is represented by a node graph system, the node graph system includes an event occurrence node and at least one task node of the game, and the graphical user interface includes at least part of the node graph system; the method comprises the following steps:
in response to a first editing operation for the event occurrence node, packaging a game event edited by the first editing operation into the event occurrence node;
in response to a second editing operation for the task node, packaging a game task edited by the second editing operation into the task node;
responding to a third editing operation aiming at the logic relationship between the event occurrence node and the task node, and configuring the logic relationship according to the flow relationship edited by the third editing operation; wherein the flow relationship comprises an execution flow and a data flow; the logic relationship is used for triggering and executing the game logic corresponding to the game task in the task node through the execution flow and/or the data flow when the game event in the event occurrence node occurs.
In one possible implementation, the at least one task node comprises any one or more of:
the system comprises auxiliary nodes, driving nodes, flow nodes and effect nodes;
the auxiliary node is used for acquiring and calculating effect data of the game; the driving node is used for driving the flow circulation of the game; the flow node is used for controlling the flow of the game; the effect node is used for generating game effects by calling the system.
In one possible implementation, the step of encapsulating, in response to a second editing operation for the task node, a game task edited by the second editing operation into the task node includes:
in response to a second editing operation for the task node, determining a game task edited by the second editing operation; the game task is any one of the game tasks of acquiring and calculating the effect data of the game, driving the flow of the game to flow, controlling the flow of the game and generating the game effect by calling a system;
and packaging the game task into the task node.
In one possible implementation, each of the nodes comprises at least one input and/or at least one output;
the first input end and the first output end of the node correspond to each other and are used for executing the execution flow;
and the second input end and the second output end of the node correspond to each other and are used for data circulation.
In one possible implementation, the execution flow is performed between a first output terminal of the event occurrence node and a first input terminal of the task node; and the data flow is carried out between the second output end of the event generation node and the second input end of the task node.
In one possible implementation, the task node includes a first task node and a second task node, and the task node includes at least one input terminal and/or at least one output terminal;
the execution flow is performed between the first output end of the first task node and the first input end of the second task node; and the data flow is carried out between the second output end of the first task node and the second input end of the second task node.
In one possible implementation, the task node includes: a drive node and an auxiliary node; when the game runs in the process of a local client, when the local client is triggered, if the auxiliary node connected with the driving node belongs to a prior node, the auxiliary node is used for acquiring and calculating effect data of the game, and the driving node is used for driving the flow of the game to flow to a server, so that the server distributes the synchronous verification result of the flow to a plurality of clients including the local client; if the synchronous verification result is successful, triggering the non-prior node connected with the driving node to execute, and displaying the effect data on the client; and if the synchronous verification result is verification failure, the execution of the auxiliary node in the client is cancelled.
In one possible implementation, the task node includes: a drive node; the driving node is used for driving the flow of the game to flow to a plurality of clients when the game is triggered in the process of running at the server, so that the flow of the game in the clients is synchronous with the server.
In one possible implementation, the method further comprises:
and responding to the debugging operation aiming at the task node, adjusting the game task packaged in the task node, and/or adjusting the logic relation configuration between the task node and other nodes.
In one possible implementation, the method further comprises:
highlighting the task node in the graphical user interface in response to currently running to the task node.
In one possible implementation, the method further comprises:
and responding to the current operation to the task node, and displaying the data being processed in the task node at the corresponding position of the task node in the graphical user interface.
In a second aspect, a game logic processing apparatus is provided, where a graphical user interface is provided through an electronic device, a logic structure of a game is represented by a node graph system, the node graph system includes an event occurrence node and at least one task node of the game, and the graphical user interface includes at least part of the node graph system; the device comprises:
the first packaging module is used for responding to a first editing operation aiming at the event occurrence node, and packaging the game event edited by the first editing operation into the event occurrence node;
the second packaging module is used for responding to a second editing operation aiming at the task node and packaging the game task edited by the second editing operation into the task node;
a configuration module, configured to respond to a third editing operation on a logical relationship between the event occurrence node and the task node, and configure the logical relationship according to a flow relationship edited by the third editing operation; wherein the flow relationship comprises an execution flow and a data flow; the logic relationship is used for triggering and executing the game logic corresponding to the game task in the task node through the execution flow and/or the data flow when the game event in the event occurrence node occurs.
In a third aspect, an embodiment of the present application further provides an electronic device, which includes a memory and a processor, where the memory stores a computer program that is executable on the processor, and the processor implements the method of the first aspect when executing the computer program.
In a fourth aspect, this embodiment of the present application further provides a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to perform the method of the first aspect.
The embodiment of the application brings the following beneficial effects:
in the game logic processing method, in response to a first editing operation on an event occurrence node, a game event edited by the first editing operation can be encapsulated into the event occurrence node, then, in response to a second editing operation on a task node, a game task edited by the second editing operation can be encapsulated into the task node, then, in response to a third editing operation on a logic relationship between the event occurrence node and the task node, a logic relationship is configured according to a flow relationship edited by the third editing operation, where the flow relationship includes execution of flow and data flow, the logic relation is used for triggering and executing the game logic corresponding to the game task in the task node through executing the circulation and/or the data circulation when the game event in the event generating node occurs, in the scheme, the game event can be packaged into the event generating node of the node graph system and the game task can be packaged into the task node of the node graph system through simple and convenient editing operation, the logic relation among the nodes can be configured, when the game event packaged in the event generating node occurs, the game logic corresponding to the game task packaged in the task node can be triggered and executed through executing the circulation and/or the data circulation, the operation difficulty of logic structure data configuration is reduced by utilizing the packaged contents in each node and each node in the node graph system, and the operation of data configuration is simpler, more convenient and faster, the technical problem that the operation convenience and the operation convenience for configuring the game logic structure data are low in the prior art is solved.
Drawings
In order to more clearly illustrate the detailed description of the present application or the technical solutions in the prior art, the drawings needed to be used in the detailed description of the present application or the prior art description will be briefly introduced below, and it is obvious that the drawings in the following description are some embodiments of the present application, and other drawings can be obtained by those skilled in the art without creative efforts.
Fig. 1 is a schematic view of an application scenario provided in an embodiment of the present application;
fig. 2 is a schematic structural diagram of an electronic device provided in an embodiment of the present application;
fig. 3 is a schematic view of a usage scenario of an electronic device according to an embodiment of the present application;
FIG. 4 is a flowchart illustrating a game logic processing method according to an embodiment of the present disclosure;
FIG. 5 is a schematic view of an operation interface of a game logic processing method according to an embodiment of the present disclosure;
FIG. 6 is a schematic diagram of an interface for operating another game logic processing method according to an embodiment of the present application;
FIG. 7 is a schematic diagram of an interface for operating another game logic processing method according to an embodiment of the present application;
fig. 8 is a schematic flowchart illustrating an execution process of a host client driver according to an embodiment of the present disclosure;
fig. 9 is a schematic diagram illustrating an execution flow of a server driver according to an embodiment of the present application;
FIG. 10 is a schematic diagram of an interface for operating another game logic processing method according to an embodiment of the present application;
FIG. 11 is a schematic diagram of an interface for operating another game logic processing method according to an embodiment of the present application;
FIG. 12 is a schematic diagram of an interface for operating another game logic processing method according to an embodiment of the present application;
fig. 13 is a schematic structural diagram of a game logic processing device according to an embodiment of the present application.
Detailed Description
To make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions of the present application will be clearly and completely described below with reference to the accompanying drawings, and it is obvious that the described embodiments are some, but not all embodiments of the present application. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
The terms "comprising" and "having," and any variations thereof, as referred to in the embodiments of the present application, are intended to cover non-exclusive inclusions. For example, a process, method, system, article, or apparatus that comprises a list of steps or elements is not limited to only those steps or elements but may alternatively include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
Along with the development of network games, the battle related requirements are more and more complex, which puts higher expansibility and applicability requirements on a battle system and also puts higher operation requirements on the process of configuring logical structure data by game planners. Currently, a common battle system in the market mainly comprises two categories of time line + timestamp and table configuration, which are triggered mutually, but the two categories have poor performance when facing highly customized logic, the operation of a game planner when configuring game logic structure data is complex, and the requirement that the game planner wants to independently compile more complex skill logic is difficult to meet. Meanwhile, the responsiveness related to combat is higher, and the client is supported by advanced expression, rollback and unified effect synchronization on a framework. The current common technical solutions are roughly divided into two categories, one is an implementation scheme of a timeline and a timestamp, and the other is an implementation scheme of mutual triggering of table configuration.
For the implementation scheme of the time lines and the time stamps, the whole skill execution process is divided into a plurality of time lines, jumping is controlled by conditions among the time lines, each time line manages a plurality of time stamps, corresponding skill effects are mounted on the time stamps, and the performance and logic of the game are influenced through the skill effects. Regardless of the complexity, a time stamp is used to store the corresponding data, and the corresponding logic is triggered by the data. However, no matter how complex the skills are, a timestamp is used for mapping the corresponding data, so that the data required by the requirement is infinitely expanded in the process of development, and special data required by certain specific skills is added to the data set, so that unnecessary data redundancy is caused.
For the implementation scheme of mutual triggering of table configuration, a single complex skill is divided into a plurality of sub-skill combinations, and each sub-skill is a row configuration of a single table. The configuration is used for creating partial skills as an intermediary, specially used for monitoring the occurrence of certain events so as to trigger new skills and new events. The complex skills are divided into a plurality of sub-skill combinations, so that the data redundancy is very low, but the data redundancy is very non-intuitive for planning personnel, the planning personnel complement the whole flow circulation to a table brain, and events and monitoring are added at proper circulation positions, so that the working efficiency is very low during configuration, and errors are easy to occur.
For the two structures, the more complex the skills are, the higher the complexity of data configuration is, the less the skill effect is known for planning, the abnormal problem effect is caused when the configuration is performed every time, and the program cooperation is needed for checking, so that the development efficiency of the project is influenced to a certain extent. Moreover, the logic framework in the game is established on an abstract thinking of the fighting logic, and the whole fighting logic is essentially a behavior or what to do. What to do is divided into two parts, that is, when to do and what to do. For example, "what to do" can be considered as a trigger, and "what to do" i.e., a specific game effect is triggered at a reasonable timing. The prior skill system is deduced reversely through the thought, and the essence is the two words. Both traditional system implementations have an unintuitive part in describing triggers ("when to do"), which makes the expansion of complex skills under the system itself difficult.
It can be known from the above defects that the extension of complex skills under the self system in the existing logic structure is complicated, and the more complex game skills have higher complexity of data configuration, which leads to more complex operations of game planners when configuring the game logic structure data, and makes the configuration operation less convenient.
Based on this, the embodiment of the application provides a game logic processing method, a game logic processing device and electronic equipment, and the method can provide a three-terminal synchronization system with high visualization degree, simple configuration and good expansibility for a logic structure data configuration process in a game planning process, improve the visualization degree in a node graph form, reduce the configuration difficulty by encapsulating nodes, improve the overall working efficiency by matching with related debugging tools, and encapsulate three-terminal synchronization logic by unified structural support, thereby ensuring that a client performs in advance and a server performs authority verification, and relieving the technical problem of low operation convenience of the existing game logic structure data configuration.
In one embodiment of the present application, the game logic processing method may be executed on an electronic device such as a local terminal device, a server device, or a computer device. When the game logic processing method is operated on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an optional embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud games. Taking a cloud game as an example, the cloud game refers to a game planning method based on cloud computing. In the cloud game plan operation mode, the game program operation main body and the game picture presentation main body are separated, the storage and operation of the game logic processing method are completed on the cloud game server, and the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to the user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the cloud game server which performs information processing is a cloud. When a game plan is played, a game plan staff operates the client device to send an operation instruction to the cloud game server, the cloud game server operates the game plan according to the operation instruction, data such as game pictures and the like are coded and compressed and returned to the client device through a network, and finally, the client device decodes the data and outputs the game pictures.
In an optional implementation manner, taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with the game planner through a graphical user interface. The manner in which the local terminal device provides the graphical user interface to the gaming planner may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the gaming planner via holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game screen and a processor for running the game plan, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
In a possible implementation manner, an embodiment of the present application provides a game logic processing method, where a graphical user interface is provided by a terminal device, where the terminal device may be the aforementioned local terminal device, and may also be the aforementioned client device in a cloud interaction system.
For example, as shown in fig. 1, fig. 1 is a schematic view of an application scenario provided in the embodiment of the present application. The application scenario may include a terminal device 102 and a server device 101, and the terminal device 102 may communicate with the server device 101 through a wired network or a wireless network. The electronic device in this embodiment may be the terminal device 102, or may also be the server device 101.
The electronic device in this embodiment takes the terminal device 102 as an example for description. As shown in fig. 2, the terminal device 102 includes a memory 1021 and a processor 1022, wherein a computer program operable on the processor is stored in the memory, and the processor executes the computer program to implement the steps of the method provided by the foregoing embodiments.
Referring to fig. 2, the terminal apparatus 102 further includes: bus 1023 and communication interface 1024, processor 1022, communication interface 1024, and memory 1021 connected by bus 1023; processor 1022 is used to execute executable modules, such as computer programs, stored in memory 1021.
The Memory 1021 may include a Random Access Memory (RAM), and may further include a non-volatile Memory (non-volatile Memory), such as at least one disk Memory. The communication connection between the network element of the system and at least one other network element is realized through at least one communication interface 1024 (which may be wired or wireless), and the internet, a wide area network, a local network, a metropolitan area network, and the like can be used.
Bus 1023 can be an ISA bus, PCI bus, EISA bus, or the like. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, only one double-headed arrow is shown in FIG. 2, but this does not indicate only one bus or one type of bus.
The memory 1021 is used for storing a program, and the processor 1022 executes the program after receiving an execution instruction, and the method executed by the apparatus defined by the process disclosed in any of the foregoing embodiments of the present application may be applied to the processor 1022, or implemented by the processor 1022.
Processor 1022 may be an integrated circuit chip having signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuits of hardware or instructions in the form of software in the processor 1022. The Processor 1022 may be a general-purpose Processor, and includes a Central Processing Unit (CPU), a Network Processor (NP), and the like; the device can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other Programmable logic devices, discrete Gate or transistor logic devices, discrete hardware components. The various methods, steps, and logic blocks disclosed in the embodiments of the present application may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of the method disclosed in connection with the embodiments of the present application may be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software module may be located in ram, flash memory, rom, prom, or eprom, registers, etc. storage media as is well known in the art. The storage medium is located in the memory 1021, and the processor 1022 reads information in the memory 1021 and implements the steps of the method in combination with hardware thereof.
Of course, the electronic device in this embodiment may also be a local computer device without a network connection. As shown in fig. 3, the computer device 103 includes: a processor 1031, a memory 1032, and a bus, wherein the memory 1032 stores machine-readable instructions executable by the processor 1031, when the electronic device is operated, the processor 1031 and the memory 1032 communicate via the bus, and the processor 1031 executes the machine-readable instructions to perform steps such as a game logic processing method.
Specifically, the memory 1032 and the processor 1031 can be general-purpose memories and processors, which are not specifically limited herein, and the game logic processing method can be executed when the processor 1031 runs a computer program stored in the memory 1032.
Embodiments of the present application are further described below with reference to the accompanying drawings.
Fig. 4 is a flowchart illustrating a game logic processing method according to an embodiment of the present application. The method can be applied to electronic equipment, a graphical user interface is provided through the electronic equipment, a logical structure of a game is represented through a node graph system, the node graph system comprises event occurrence nodes and at least one task node of the game, and the graphical user interface comprises at least part of the node graph system. As shown in fig. 4, the method includes:
step S410, in response to the first editing operation for the event occurrence node, packaging the game event edited by the first editing operation into the event occurrence node.
In practical applications, the node map system may be an editing system used by a game planner. For example, as shown in fig. 5, in the course of editing the node diagram system by the game planner, the attack event (game event) is packaged into the attack box node 501 (event occurrence node) by the first editing operation with respect to the attack box node 501 (event occurrence node).
Step S420, in response to the second editing operation for the task node, encapsulating the game task edited by the second editing operation into the task node.
Illustratively, as shown in fig. 5, in the process of editing the node diagram system by a game planner (hereinafter, collectively referred to as a user), a task (game task) for processing hit data is packaged into a hit data node 502 (task node) through a first editing operation for the hit data node 502 (task node).
Step S430, in response to a third editing operation on the logical relationship between the event occurrence node and the task node, configuring the logical relationship according to the flow relationship edited by the third editing operation.
Wherein, the circulation relationship comprises execution circulation and data circulation; the logic relation is used for triggering and executing the game logic corresponding to the game task in the task node through executing circulation and/or data circulation when the game event in the event generation node occurs.
In practical applications, a task node in the node map system may be the next node of an event occurrence node. For example, as shown in fig. 5, in the node graph system, the traversal hit data node 502 (task node) is the next node of the attack box node 501 (event occurrence node), and the generic attack box node 501 (event occurrence node) indicates that an attack event occurs in the game, and the occurrence of the attack event triggers the traversal hit data node 502 (task node), and the traversal hit data node 502 processes hit data, that is, executes game logic corresponding to the hit data node 502.
For another example, as shown in fig. 5, when the delay node 503 (second task node) in the node map system is the next node to traverse the struck data node 502 (first task node), and after the processing of traversing the struck data node 502 (first task node) is completed, the delay node 503 (second task node) is triggered, and the delay node 503 is triggered to perform delay processing on the struck data, that is, the game logic corresponding to the trigger delay node 503 is executed.
In the embodiment of the application, a user finally packages the node graph system into a game event, a game task and the like, and the node graph system also designs the logic relationship between the nodes into two types of circulation, namely circulation execution and data circulation.
The method has the advantages that game events can be packaged into event occurrence nodes of the node graph system and game tasks can be packaged into task nodes of the node graph system through simple and convenient editing operation, the logical relationship among the nodes can be configured, when the game events packaged in the event occurrence nodes occur, the game logic corresponding to the game tasks packaged in the task nodes can be triggered and executed through execution circulation and/or data circulation, the operation difficulty of logic structure data configuration is reduced by utilizing the nodes in the node graph system and the packaging content in the nodes, the data configuration operation is simpler, more convenient and faster, and the technical problem of lower operation convenience of the existing configuration of game logic structure data is solved.
The above steps are described in detail below.
In some embodiments, the task nodes include multiple types to implement multiple different functions, respectively. As an example, the at least one task node comprises any one or more of:
the system comprises auxiliary nodes, driving nodes, flow nodes and effect nodes; the auxiliary node is used for acquiring and calculating effect data of the game; the driving node is used for driving the flow circulation of the game; the process node is used for controlling the process of the game; the effect node is used for generating game effect by calling the system.
Illustratively, as shown in fig. 6, the grenade throwing node 601 is one of driving nodes, where the driving node is a node that links external systems and can drive skill flow, and is often a persistent node (own life cycle), and server authority verifies; the loop node 602 is one of the process nodes, and the process node is a node which is used for process control, can drive skill process flow circulation, and can only use event data for triggering itself; creating a scene special effect node 603 as one of auxiliary nodes, wherein the auxiliary nodes are used for acquiring, processing and calculating relevant data; the impacted data node 604 is split into one of the effect nodes, which is the transient node (actor) that invokes the associated system to produce the effect. For example, the auxiliary node may perform some damage calculations such as addition, subtraction, multiplication, and division to obtain a final value, and the specific validation of the damage to the target may be performed by the effect node.
In practical applications, different types of nodes may be distinguished by different colors, such as marking the driving node red, marking the flow node yellow, marking the auxiliary node green, and marking the effect node blue. Moreover, different types of circulation can be distinguished through different colors, the different colors correspond to different types of circulation, and the circulation of the output end and the circulation of the input end can be connected only when the output end and the circulation of the input end are consistent (namely, the colors are consistent).
For example, as shown in fig. 7, it is a specific project case, meaning: first, a suitable drop point is selected by circle selection and an empty summon is created, and then the empty summon can process a shield data graph indicated by an arrow and used for adding gain (Buff) to enhance the attribute of the empty summon, adding shield data and activating a shield. Therefore, the user can automatically complete the requirement of point selection release shield through the combination of the related nodes.
It should be noted that the nodes connected by the sequential nodes are necessarily nodes corresponding to the upper and lower order of the output interface, and the nodes connected by the upper output interface are preferentially processed, and as shown in fig. 7, shield data is necessarily added first, and then a shield is activated. And the processing sequence of the nodes connected with the same output interface is from top left to bottom right, the node is preferably selected to be higher, and then the node is selected to be higher.
The specific effect is packaged into related nodes, the nodes are divided into driving nodes, process nodes, effect nodes and auxiliary nodes, and the node graph is designed into four nodes and two circulations by the editing system, so that the node graph is more visual. The expansibility is better, the maintenance cost is reduced, the frame maintains the consistency and the triggering relation of the data, and the respective management system does not need to maintain.
Based on this, the step S420 may specifically include the following steps:
step a), responding to a second editing operation aiming at a task node, and determining a game task edited by the second editing operation;
and step b), packaging the game task into a task node.
For the step a), the game task is any one of obtaining and calculating the effect data of the game, driving the flow circulation of the game, controlling the flow of the game and generating the game effect by calling the system.
The game task edited by the editing operation can be determined through the second editing operation aiming at the task node, the game task can be any one of the game tasks of obtaining and calculating the effect data of the game, driving the flow circulation of the game, controlling the flow of the game, generating the game effect by calling a system and the like, and then the task node encapsulating the game task can be more definitely determined to be an auxiliary node, a driving node, a flow node or an effect node, and the specific function of the task node is clear.
In some embodiments, different nodes may transmit through a dedicated input and a dedicated output to implement execution of the execution flow and the data flow. For example, each node comprises at least one input and/or at least one output; the first input end and the first output end of the node correspond to each other and are used for executing circulation; and the second input end and the second output end of the node correspond to each other and are used for data circulation.
As an example, as shown in fig. 5, taking the delay node 503 as an example, an "entry" in the delay node 503 is an input end for receiving a stream transmitted by a previous node, and a "timed-up" in the delay node 503 is an output end for transmitting the stream to a next node. As another example, for some nodes that have only outputs and no inputs, the standard formula calculation node 504 is taken as an example, and the "calculation result" is used as an output for transmitting the flow to the next node. As another example, for other nodes that have only inputs and no outputs, the hurt target node 505 is exemplified by the "entry", "target Identity Document (ID)", "hurt formula result", and "hit data" of which are 4 inputs for receiving the flow transmitted from the plurality of nodes. By setting the input end and the output end for the nodes, the mutual connection between different nodes can be realized, and the transmission of related flows between different nodes is carried out.
In practical application, the flow type transmitted among the task nodes comprises an execution flow, and the execution flow is transmitted by an input end and an output end which are specially used for transmitting the execution flow, so that transmission confusion of the execution flow is avoided. Illustratively, as shown in fig. 5, the connecting lines between different nodes represent flows, wherein the flows represented by solid lines are execution flows. Taking the delay node 503 and the victim node 505 in FIG. 5 as examples, the "timed-in" in the delay node 503 is a first output for outputting the execution flow, and the "entry" in the victim node 505 is a first input for inputting the execution flow. The "timed-out arrival" of the delay node 503 is connected to the "ingress" of the offending target node 505, thereby enabling the transmission of the execution flow.
It should be noted that the first input is opposite to the first output, and for the delay node 503 and the victim node 505, the "timed-in" of the delay node 503 is the first output, and the "entry" of the victim node 505 is the second output. However, for traversing hit data node 502 and delay node 503, the "flow pin" traversing hit data node 502 is the first output and the "entry" of delay node 503 is the first input.
By setting the special input/output port of the execution flow, the connection can be realized only when the output flow is consistent with the type of the input port, and the logic error and the flow confusion are avoided.
In practical application, the stream type transmitted between the task nodes may further include a data stream, and the data stream is transmitted by an input end and an output end which are specially used for transmitting the data stream, so that transmission confusion of the data stream is avoided. Illustratively, as shown in fig. 5, the connecting lines between different nodes represent flows, wherein the flows represented by the dotted lines are data flows. Taking the traversal hit data node 502 and the injury target node 505 in fig. 5 as an example, the "hit data" in the traversal hit data node 502 is a second output end for outputting a data stream, and the "hit data" in the injury target node 505 is a second input end for inputting a data stream. The 'hit data' traversing the hit data node 502 is connected with the 'hit data' hurting the target node 505, so that the transmission of the data stream is realized.
It should be noted that the second input end is opposite to the second output end, and for traversing the hit data node 502 and the hurt target node 505, the "hit data" traversing the hit data node 502 is the second output end, and the "hit data" hurting the target node 505 is the second input end. However, for traversing the hit data node 502 and the generic attack box node 501, "all hits" traversing the hit data node 502 are the second input terminals, and "all hits" of the generic attack box node 501 are the second output terminals.
By setting the input end and the output end for the nodes, the mutual connection between different nodes can be realized, and the transmission of related flows between different nodes is carried out. By setting the special input/output port of the execution flow, the connection can be realized only when the output flow is consistent with the type of the input port, and the logic error and the flow confusion are avoided. By setting the special input/output port of the data stream, the connection can be realized only when the types of the output stream and the input port are consistent, and logic errors and stream confusion are avoided.
In some embodiments, execution flow and data flow can be performed between the event generation node and the task node. As an example, the execution flow is performed between the first output end of the event generation node and the first input end of the task node; and data circulation is carried out between the second output end of the event generation node and the second input end of the task node.
By connecting event occurrence nodes and task nodes in the node map system, data flow and/or execution flow transmission is performed, and related skills and the like can be realized and triggered.
In some embodiments, execution flow and data flow can be performed between different task nodes. As an example, the task node comprises a first task node and a second task node, the task node comprises at least one input and/or at least one output; executing circulation between a first output end of the first task node and a first input end of the second task node; and data flow is carried out between the second output end of the first task node and the second input end of the second task node.
For example, as shown in fig. 5, in the node map system, the generic attack box node 501 is an event occurrence node, the traversal attacked data node 502 is a first task node, and the delay node 503 is a second task node. The "hit target" in the generic attack box node 501 is the first output for outputting the execution stream, and the "entry" in the traversal hit data node 502 is the first input for inputting the execution stream, which are connected to each other, thereby implementing the transmission of the execution stream from the event generation node to the first task node. The "flow pin" traversing the hit data node 502 is a first output terminal for outputting an execution stream, and the "entry" of the delay node 503 is a first input terminal for inputting an execution stream, which are connected to each other, thereby implementing transmission of the execution stream from the first task node to the second task node.
For another example, as shown in fig. 5, in the node map system, the generic attack box node 501 is an event generation node, the traversal data node 502 is a first task node, and the injury target node 505 is a second task node. All the targets in the generic attack box node 501 are the second output end for outputting data stream, all the targets in the traversal target node 502 are the second input end for inputting data stream, and the two are connected, so as to realize the transmission of data stream from the event generation node to the first task node. The "hit data" traversing the hit data node 502 is a second output end for outputting a data stream, and the "hit data" hurting the target node 505 is a second input end for inputting a data stream, which are connected to each other, thereby realizing transmission of the data stream from the first task node to the second task node.
By connecting the event occurrence node, the first task node and the second task node in the node graph system and transmitting the data flow and/or the execution flow, the specific value of the related skills and the specific effect of Buff can be realized and triggered.
In some embodiments, when the local client is used as the driver, the performance advance can be performed after the host client driver node triggers the response, so that the performance speed of the effect is increased. As an example, a task node includes: a drive node and an auxiliary node; in the process that the game runs at the local client, when the drive node is triggered at the local client, if an auxiliary node connected with the drive node belongs to a preceding node, the auxiliary node is used for acquiring and calculating effect data of the game, and the drive node is used for driving the flow of the game to flow to the server, so that the server distributes the synchronous verification result of the flow to a plurality of clients including the local client; if the synchronous verification result is successful, triggering and executing a non-prior node connected with the driving node, and displaying effect data on the client; and if the synchronous verification result is verification failure, the execution of the auxiliary node in the client is cancelled.
In practical applications, as shown in fig. 8, the processing method in the case of driving the host client is shown. After the main client driving node triggers the response, the performance advance can be carried out, and the related performance nodes determine whether the performance advance is carried out or not according to the marks in the codes. After that, the server carries out authority verification, distributes the verification to all players after the verification is successful, and the local player processes the non-advanced nodes after receiving the authority verification. If the verification fails, a rollback mechanism of the system will be triggered. Note that only the auxiliary nodes in the above classification are preceded here.
Illustratively, after the grenade touches the ground, the explosion effect will be created locally, namely, the explosion effect animation is displayed in the game in advance, but the actual explosion injury is the relevant logic processing which needs to be carried out after being verified by the server. If the server successfully verifies, the server distributes the damage value to the local client, and if the server fails to verify, an event of failed verification is returned. The node of the local client (e.g., special effects creation) will fall back to the previous state, i.e., remove the explosion special effect of the grenade.
Of course, the logic of the foregoing advanced node may also be applied to the effect node, for example, if the effect node is the advanced node, the effect node is triggered and processed, that is, the corresponding game effect is generated and displayed by the effect node calling system.
By providing a performance advance prediction and rollback mechanism taking a local driving node as a core, after local processing of related driving nodes is completed, self-associated performance effects are triggered immediately to improve performance and improve game experience of players.
In some embodiments, when the server is used as a driver, the server does not have the condition of prior performance, and the server processes and issues the data to all the clients so as to realize uniform regulation and control. As another example, a task node includes: a drive node; the driving node is used for driving the flow of the game to flow to the plurality of clients when the game is triggered in the process of running at the server, so that the flow of the game in the plurality of clients is synchronous with the server.
In practical applications, as shown in fig. 9, the processing method in the server-driven situation is shown. When the server is driven, the advanced condition does not exist, and the server only processes and sends the data to all the clients.
Illustratively, the grenade causes damage and creates special effects after hitting the ground, and the server distributes the explosion special effect and the actual explosion damage to all players after verifying and completing the relevant logic processing, thereby displaying the explosion special effect and the actual explosion damage on the client of the local player.
Through the three-terminal synchronous structure with the drive and the flow node as the core, the execution flow and the data flow of the drive and the flow node are synchronized, the node circulation and the data of the three terminals are ensured to be consistent, no logic error or circulation confusion is ensured to occur, and the game experience of a player is prevented from being influenced.
In some embodiments, a user may adjust the task configuration encapsulated in the task nodes and adjust the connection relationship between the task nodes to improve planning efficiency. As an example, the method may further comprise the steps of:
and c), responding to the debugging operation aiming at the task node, adjusting the game task packaged in the task node, and/or adjusting the logic relation configuration between the task node and other nodes.
For example, as shown in fig. 10 and fig. 11, two examples of graphical programming are shown, and it can be understood that in the present scheme, a complex writing statement is modularized, and a user can write a program by clicking a connection line and connecting different modules, so as to achieve a corresponding skill effect.
In practical application, a user can easily write skills, Buff effects and the like which are difficult to realize under some conventional frameworks by himself, and adjust the test in real time to see the effects. And the part of work does not need the participation of programmers at all, thereby liberating the productivity of the programmers, leading the programmers to be capable of being concentrated on the nodes providing specific requirements, leading users to combine related specific nodes and work in parallel, and improving the working efficiency.
In some embodiments, the task node being processed may be highlighted to the effect of providing a prompt to the user. As an example, the method may further comprise the steps of:
and d), responding to the current operation to the task node, and highlighting the task node in the graphical user interface.
Illustratively, as shown in fig. 12, 5 nodes, namely a spitting skill (monster only) node, a general attack box node, a releaser coordinate acquisition node, a relative offset calculation node, and a scene special effect creation node, are highlighted as nodes being processed.
All the nodes being processed can be highlighted, so that the method is more intuitive, and a user can intuitively see which step (specific node) of the related configuration is in question, and does not need to look at the configured data to investigate the configuration problem by brain compensation, so that the debugging burden is reduced to a certain extent.
In some embodiments, the processing data corresponding to a task node may be displayed at the corresponding location of the task node to facilitate user inspection. As an example, the method may further comprise the steps of:
and e), responding to the current operation to the task node, and displaying the data being processed in the task node at the corresponding position of the task node in the graphical user interface.
Illustratively, as shown in fig. 12, the corresponding processed data may be displayed above the corresponding node for easy inspection by the user. For example, detailed information of the creation position of the scene special effect is displayed above the creation scene special effect node, and the injury target ID and the injury formula result are displayed above the injury target node. The frame supports visual circulation display and debugging support, and a user can select a debugging node by right key on any node and then can monitor all input and output information of the related node.
By enabling the corresponding unique IDs to be generated by corresponding different node graphs and nodes and supporting visual circulation display and debugging support, a user can select a debugging node by right key on any node, and then all input and output information of related nodes can be monitored, so that the problem troubleshooting speed is increased to a great extent, and efficient autonomous checking configuration of the user is also supported.
Fig. 13 provides a schematic diagram of a game logic processing apparatus 1300. The device can be applied to electronic equipment capable of running a game program, a graphical user interface is provided through the electronic equipment, a logic structure of the game is represented through a node graph system, the node graph system comprises an event occurrence node and at least one task node of the game, and the graphical user interface comprises at least part of the node graph system. As shown in fig. 13, the game logic processing apparatus 1300 includes:
a first packaging module 1301, configured to, in response to a first editing operation for the event occurrence node, package a game event edited by the first editing operation into the event occurrence node;
a second encapsulating module 1302, configured to, in response to a second editing operation for the task node, encapsulate the game task edited by the second editing operation into the task node;
a configuration module 1303, configured to respond to a third editing operation on the logical relationship between the event occurrence node and the task node, and configure the logical relationship according to a flow relationship edited by the third editing operation; wherein the flow relationship comprises an execution flow and a data flow; the logic relationship is used for triggering and executing the game logic corresponding to the game task in the task node through the execution flow and/or the data flow when the game event in the event occurrence node occurs.
In some embodiments, the at least one task node comprises any one or more of:
the system comprises auxiliary nodes, driving nodes, flow nodes and effect nodes;
the auxiliary node is used for acquiring and calculating effect data of the game; the driving node is used for driving the flow circulation of the game; the flow node is used for controlling the flow of the game; the effect node is used for generating game effects by calling the system.
In some embodiments, the second package module is specifically configured to:
in response to a second editing operation for the task node, determining a game task edited by the second editing operation; the game task is any one of the game tasks of acquiring and calculating the effect data of the game, driving the flow of the game to flow, controlling the flow of the game and generating the game effect by calling a system;
and packaging the game task into the task node.
In some embodiments, each of the nodes comprises at least one input and/or at least one output;
the first input end and the first output end of the node correspond to each other and are used for executing the execution flow;
and the second input end and the second output end of the node correspond to each other and are used for data circulation.
In some embodiments, the execution flow is between a first output of the event generation node and a first input of the task node; and the data flow is carried out between the second output end of the event generation node and the second input end of the task node.
In some embodiments, the task nodes include a first task node and a second task node, the task nodes including at least one input and/or at least one output;
the execution flow is performed between the first output end of the first task node and the first input end of the second task node; and the data flow is carried out between the second output end of the first task node and the second input end of the second task node.
In some embodiments, the task node comprises: a drive node and an auxiliary node; when the game runs in the process of a local client, when the local client is triggered, if the auxiliary node connected with the driving node belongs to a prior node, the auxiliary node is used for acquiring and calculating effect data of the game, and the driving node is used for driving the flow of the game to flow to a server, so that the server distributes the synchronous verification result of the flow to a plurality of clients including the local client; if the synchronous verification result is successful, triggering the non-prior node connected with the driving node to execute, and displaying the effect data on the client; and if the synchronous verification result is verification failure, the execution of the auxiliary node in the client is cancelled.
In some embodiments, the task node comprises: a drive node; the driving node is used for driving the flow of the game to flow to a plurality of clients when the game is triggered in the process of running at the server, so that the flow of the game in the clients is synchronous with the server.
In some embodiments, the apparatus further comprises:
and the adjusting module is used for responding to the debugging operation aiming at the task node, adjusting the game task packaged in the task node, and/or adjusting the logic relationship configuration between the task node and other nodes.
In some embodiments, the apparatus further comprises:
and the first display module is used for responding to the current operation to the task node and highlighting the task node in the graphical user interface.
In some embodiments, the apparatus further comprises:
and the second display module is used for responding to the current operation to the task node and displaying the data being processed in the task node at the corresponding position of the task node in the graphical user interface.
The game logic processing device provided by the embodiment of the application has the same technical characteristics as the game logic processing method provided by the embodiment, so that the same technical problems can be solved, and the same technical effects can be achieved.
Corresponding to the game logic processing method, an embodiment of the present application further provides a computer-readable storage medium, where the computer-readable storage medium stores computer executable instructions, and when the computer executable instructions are called and executed by a processor, the computer executable instructions cause the processor to execute the steps of the game logic processing method.
The game logic processing device provided by the embodiment of the application can be specific hardware on the device or software or firmware installed on the device. The device provided by the embodiment of the present application has the same implementation principle and technical effect as the foregoing method embodiments, and for the sake of brief description, reference may be made to the corresponding contents in the foregoing method embodiments where no part of the device embodiments is mentioned. It is clear to those skilled in the art that, for convenience and brevity of description, the specific working processes of the foregoing systems, apparatuses and units may refer to the corresponding processes in the foregoing method embodiments, and are not described herein again.
In the embodiments provided in the present application, it should be understood that the disclosed apparatus and method may be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one logical division, and there may be other divisions when actually implemented, and for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection of devices or units through some communication interfaces, and may be in an electrical, mechanical or other form.
For another example, the flowchart and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods and computer program products according to various embodiments of the present application. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). It should also be noted that, in some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application or portions thereof that substantially contribute to the prior art may be embodied in the form of a software product stored in a storage medium and including instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the game logic processing method according to the embodiments of the present application. And the aforementioned storage medium includes: various media capable of storing program codes, such as a usb disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk, or an optical disk.
It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus once an item is defined in one figure, it need not be further defined and explained in subsequent figures, and moreover, the terms "first", "second", "third", etc. are used merely to distinguish one description from another and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the above-mentioned embodiments are only specific embodiments of the present application, and are used for illustrating the technical solutions of the present application, but not limiting the same, and the scope of the present application is not limited thereto, and although the present application is described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art can modify or easily conceive the technical solutions described in the foregoing embodiments or equivalent substitutes for some technical features within the technical scope disclosed in the present application; such modifications, changes or substitutions do not depart from the scope of the embodiments of the present application. Are intended to be covered by the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.
Claims (14)
1. A game logic processing method is characterized in that a graphical user interface is provided through an electronic device, the logic structure of a game is represented through a node graph system, the node graph system comprises an event occurrence node and at least one task node of the game, and the graphical user interface comprises at least part of the node graph system; the method comprises the following steps:
in response to a first editing operation for the event occurrence node, packaging a game event edited by the first editing operation into the event occurrence node;
in response to a second editing operation for the task node, packaging a game task edited by the second editing operation into the task node;
responding to a third editing operation aiming at the logic relationship between the event occurrence node and the task node, and configuring the logic relationship according to the flow relationship edited by the third editing operation; wherein the flow relationship comprises an execution flow and a data flow; the logic relationship is used for triggering and executing the game logic corresponding to the game task in the task node through the execution flow and/or the data flow when the game event in the event occurrence node occurs.
2. The method of claim 1, wherein the at least one task node comprises any one or more of:
the system comprises auxiliary nodes, driving nodes, flow nodes and effect nodes;
the auxiliary node is used for acquiring and calculating effect data of the game; the driving node is used for driving the flow circulation of the game; the flow node is used for controlling the flow of the game; the effect node is used for generating game effects by calling the system.
3. The method of claim 2, wherein the step of encapsulating the game task edited by the second editing operation into the task node in response to the second editing operation for the task node comprises:
in response to a second editing operation for the task node, determining a game task edited by the second editing operation; the game task is any one of the game tasks of acquiring and calculating the effect data of the game, driving the flow of the game to flow, controlling the flow of the game and generating the game effect by calling a system;
and packaging the game task into the task node.
4. The method of claim 1, wherein each of the nodes comprises at least one input and/or at least one output;
the first input end and the first output end of the node correspond to each other and are used for executing the execution flow;
and the second input end and the second output end of the node correspond to each other and are used for data circulation.
5. The method of claim 4, wherein the execution flow is between a first output of the event generation node and a first input of the task node; and the data flow is carried out between the second output end of the event generation node and the second input end of the task node.
6. The method of claim 1, wherein the task nodes comprise a first task node and a second task node, the task nodes comprising at least one input and/or at least one output;
the execution flow is performed between the first output end of the first task node and the first input end of the second task node; and the data flow is carried out between the second output end of the first task node and the second input end of the second task node.
7. The method of claim 1, wherein the task node comprises: a drive node and an auxiliary node; when the game runs in the process of a local client, when the local client is triggered, if the auxiliary node connected with the driving node belongs to a prior node, the auxiliary node is used for acquiring and calculating effect data of the game, and the driving node is used for driving the flow of the game to flow to a server, so that the server distributes the synchronous verification result of the flow to a plurality of clients including the local client; if the synchronous verification result is successful, triggering the non-prior node connected with the driving node to execute, and displaying the effect data on the client; and if the synchronous verification result is verification failure, the execution of the auxiliary node in the client is cancelled.
8. The method of claim 1, wherein the task node comprises: a drive node; the driving node is used for driving the flow of the game to flow to a plurality of clients when the game is triggered in the process of running at the server, so that the flow of the game in the clients is synchronous with the server.
9. The method of claim 1, further comprising:
and responding to the debugging operation aiming at the task node, adjusting the game task packaged in the task node, and/or adjusting the logic relation configuration between the task node and other nodes.
10. The method of claim 1, further comprising:
highlighting the task node in the graphical user interface in response to currently running to the task node.
11. The method of claim 1, further comprising:
and responding to the current operation to the task node, and displaying the data being processed in the task node at the corresponding position of the task node in the graphical user interface.
12. A game logic processing device is characterized in that a graphical user interface is provided through an electronic device, the logic structure of a game is represented through a node graph system, the node graph system comprises an event occurrence node and at least one task node of the game, and the graphical user interface comprises at least part of the node graph system; the device comprises:
the first packaging module is used for responding to a first editing operation aiming at the event occurrence node, and packaging the game event edited by the first editing operation into the event occurrence node;
the second packaging module is used for responding to a second editing operation aiming at the task node and packaging the game task edited by the second editing operation into the task node;
a configuration module, configured to respond to a third editing operation on a logical relationship between the event occurrence node and the task node, and configure the logical relationship according to a flow relationship edited by the third editing operation; wherein the flow relationship comprises an execution flow and a data flow; the logic relationship is used for triggering and executing the game logic corresponding to the game task in the task node through the execution flow and/or the data flow when the game event in the event occurrence node occurs.
13. An electronic device comprising a memory and a processor, wherein the memory stores a computer program operable on the processor, and wherein the processor implements the steps of the method of any of claims 1 to 11 when executing the computer program.
14. A computer readable storage medium having stored thereon computer executable instructions which, when invoked and executed by a processor, cause the processor to execute the method of any of claims 1 to 11.
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CN111701246A (en) * | 2020-06-17 | 2020-09-25 | 网易(杭州)网络有限公司 | Game AI decision configuration method and device |
CN113209632A (en) * | 2021-06-08 | 2021-08-06 | 腾讯科技(深圳)有限公司 | Cloud game processing method, device, equipment and storage medium |
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CN110585699A (en) * | 2019-09-11 | 2019-12-20 | 腾讯科技(深圳)有限公司 | Control method, device and equipment of cloud game and storage medium |
CN111701246A (en) * | 2020-06-17 | 2020-09-25 | 网易(杭州)网络有限公司 | Game AI decision configuration method and device |
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