Data processing method and device

文档序号:754048 发布日期:2021-04-06 浏览:16次 中文

阅读说明:本技术 一种数据处理方法与装置 (Data processing method and device ) 是由 陈子乾 叶帆 周轶骁 于 2020-12-29 设计创作,主要内容包括:本发明提供一种数据处理方法与装置,其中,所述方法用于户客户端,包括:接收针对虚拟场景中的目标角色的技能选择指令并上传至服务器;接收所述服务器响应于所述技能选择指令反馈的所述技能选择指令对应的技能对象的生成参数,并根据预设的规则结合所述生成参数得到所述技能对象的效果数据;根据所述技能对象的效果数据渲染所述目标角色释放所述技能对象在客户端的虚拟场景中的效果。本发明实施例提供的一种数据处理方法,保证了网络波动时技能对象可以连续、流畅出现的效果。(The invention provides a data processing method and a device, wherein the method is used for a user client and comprises the following steps: receiving a skill selection instruction aiming at a target role in a virtual scene and uploading the skill selection instruction to a server; receiving a skill object generation parameter corresponding to the skill selection instruction fed back by the server in response to the skill selection instruction, and obtaining effect data of the skill object according to a preset rule and the generation parameter; and rendering the target role according to the effect data of the skill object to release the effect of the skill object in the virtual scene of the client. The data processing method provided by the embodiment of the invention ensures the effect that the skill object can appear continuously and smoothly when the network fluctuates.)

1. A data processing method, for a client, the method comprising:

receiving a skill selection instruction aiming at a target role in a virtual scene and uploading the skill selection instruction to a server;

receiving a skill object generation parameter corresponding to the skill selection instruction fed back by the server in response to the skill selection instruction, and obtaining effect data of the skill object according to a preset rule and the generation parameter;

and rendering the target role according to the effect data of the skill object to release the effect of the skill object in the virtual scene of the client.

2. The method of claim 1, wherein the generation parameters include static parameters including a non-random portion and dynamic parameters including a random portion;

receiving the generating parameters of the skill object in the virtual scene fed back by the server based on the skill selection instruction, and obtaining the effect data of the skill object according to the preset rule and the generating parameters, wherein the generating parameters comprise:

receiving a generating parameter of the skill object in the virtual scene which is sent by the server and fed back based on the skill selection instruction, and judging the type of the generating parameter;

under the condition that the generation parameters are static parameters, determining fixed spacing of the skill objects in a virtual scene, fixed angle deviation of adjacent skill objects, the number of the skill objects, the base speed of the skill objects and the radius of a drop point range of the skill objects according to a non-random part in the static parameters, and generating first effect data of the skill objects by combining a first rule;

and under the condition that the generation parameters are dynamic parameters, determining the random spacing of the skill objects in the virtual scene, the random angle deviation of adjacent skill objects, the number of the skill objects, the basic speed of the skill objects and the drop point range radius of the skill objects according to the random part, and generating second effect data of the skill objects by combining a second rule.

3. The method of claim 2, wherein the preset rules include motor parameters of a skill object and time intervals for skill object generation;

obtaining first effect data of the skill object in combination with a first rule, comprising:

determining that the falling point of the skill object is within the falling point range radius of the skill object according to the static parameters;

determining the motion angle of the skill object to be a specific angle in the range of 0 to 90 degrees according to the non-random part in the case that the motion parameter includes the motion angle;

determining a starting point of the skill object through a falling point of the skill object and a movement angle of the skill object;

determining the generating time point of the skill object as a time point in a preset time interval according to the non-random part;

and generating first effect data according to the fixed distance of the skill objects, the fixed angle deviation of the adjacent skill objects, the number of the skill objects, the basic speed of the skill objects, the drop points of the skill objects, the motion angles of the skill objects, the departure points of the skill objects and the generation time points of the skill objects.

4. The method of claim 2 wherein generating second effect data for the skill object in conjunction with a second rule comprises:

determining the falling point of the skill object as any point within the radius of the falling point range of the skill object according to the random part;

determining that the motion angle of the skill object is any angle in the range of 0 to 90 degrees according to the random part in the case that the motion parameter includes the motion angle;

determining a starting point of the skill object through a falling point of the skill object and a movement angle of the skill object;

determining the generating time point of the skill object as the time point in the preset time interval according to the random part;

and generating second effect data of the skill object according to the distance of the skill object, the random angle deviation of the adjacent skill objects, the number of the skill objects, the basic speed of the skill object, the drop point of the skill object, the motion angle of the skill object, the departure point of the skill object and the generation time point of the skill object.

5. The method of claim 1, wherein the effects in the virtual scene include a display time of the skill object and an animation effect of the skill object;

rendering the effect of the skill object in the virtual scene of the client according to the effect data of the skill object, comprising:

and determining the display time of the skill object in a preset time interval based on the effect data of the skill object, and playing the animation effect of the skill object.

6. A data processing method, for a server, the method comprising:

receiving a skill selection instruction for a target object uploaded by a client, determining the type of a skill object in the skill according to the skill selection instruction, and determining a generation parameter of the skill object in a virtual scene according to the type of the skill object;

and issuing the generated parameters to a client, and combining the generated parameters according to a preset rule to obtain the effect data of the skill object.

7. The method of claim 6 wherein the skill object comprises a static type and a dynamic type, and the generation parameters comprise static parameters and dynamic parameters;

determining the type of a skill object according to the skill selection instruction, and determining the generation parameters of the skill object in a virtual scene according to the type of the skill object, wherein the method comprises the following steps:

determining the generation parameters as static parameters under the condition that the type of a skill object in the skill is determined to be a static type according to the skill selection instruction;

and determining the generation parameters as dynamic parameters under the condition that the type of the skill object in the skill is determined to be a dynamic type according to the skill selection instruction.

8. The method of claim 6, wherein the static parameters include a non-random portion and the dynamic parameters include a random portion;

and obtaining effect data of the skill object according to a preset rule and the generation parameter, wherein the effect data comprises the following steps:

under the condition that the generation parameters are static parameters, determining the fixed spacing of the skill objects in the virtual scene, the fixed angle deviation of the adjacent skill objects, the number of the skill objects, the basic speed of the skill objects and the radius of the drop point range of the skill objects according to the non-random part, and generating first effect data by combining a first rule;

and under the condition that the generation parameters are dynamic parameters, determining the distance of the skill objects in the virtual scene, the random angle deviation of the adjacent skill objects, the number of the skill objects, the basic speed of the skill objects and the radius of the drop point range of the skill objects according to the random part, and generating second effect data by combining a second rule.

9. The method of claim 8, wherein the preset rules include motor parameters of a skill object and time intervals for skill object generation;

generating first effect data in conjunction with a first rule, comprising:

determining that the falling point of the skill object is within the falling point range radius of the skill object according to the forming parameter;

determining the motion angle of the skill object to be a specific angle in the range of 0 to 90 degrees according to the non-random part in the case that the motion parameter includes the motion angle;

determining a starting point of the skill object through a falling point of the skill object and a movement angle of the skill object;

determining the generating time point of the skill object as a time point in a preset time interval according to the non-random part;

and generating first effect data according to the fixed distance of the skill objects, the fixed angle deviation of the adjacent skill objects, the number of the skill objects, the basic speed of the skill objects, the drop points of the skill objects, the motion angles of the skill objects, the departure points of the skill objects and the generation time points of the skill objects.

10. The method of claim 8, wherein generating second effect data in conjunction with a second rule comprises:

determining the falling point of the skill object as any point within the radius of the falling point range of the skill object according to the random part;

determining that the motion angle of the skill object is any angle in the range of 0 to 90 degrees according to the random part in the case that the motion parameter includes the motion angle;

determining a starting point of the skill object through a falling point of the skill object and a movement angle of the skill object;

determining the generation time point of the skill object as any time point in a preset time interval according to the random part;

and generating second effect data according to the distance of the skill objects, the random angle deviation of the adjacent skill objects, the number of the skill objects, the basic speed of the skill objects, the drop point of the skill objects, the motion angle of the skill objects, the departure point of the skill objects and the generation time point of the skill objects.

11. A data processing apparatus, for a client, the apparatus comprising:

the system comprises an uploading module, a processing module and a display module, wherein the uploading module is configured to receive skill selection instructions for target roles in a virtual scene and upload the skill selection instructions to a server;

the first generation module is configured to receive generation parameters of a skill object corresponding to the skill selection instruction fed back by the server in response to the skill selection instruction, and obtain effect data of the skill object according to a preset rule and the generation parameters;

a rendering module configured to render the target character to release the effect of the skill object in the virtual scene of the client according to the effect data of the skill object.

12. A data processing apparatus, for a server, the apparatus comprising:

the receiving module is configured to receive a skill selection instruction which is uploaded by a client and aims at a target object, determine the type of a skill object in the skill according to the skill selection instruction, and determine the generation parameters of the skill object in a virtual scene according to the type of the skill object;

and the issuing module is configured to issue the generation parameters to a client side, and obtain the effect data of the skill object according to a preset rule and the generation parameters.

13. A computing device comprising a memory, a processor, and computer instructions stored on the memory and executable on the processor, wherein the processor implements the steps of the method of any one of claims 1-5, 6-10 when executing the computer instructions.

14. A computer-readable storage medium storing computer instructions, which when executed by a processor implement the steps of the method of any one of claims 1-5, 6-10.

Technical Field

The present invention relates to the field of internet technologies, and in particular, to a data processing method and apparatus.

Background

In the prior art, particularly in shooting games, scenes which generate a large number of skill objects by being emitted to enemies are involved, but the visual effect that a large number of skill objects appear under unstable network conditions is difficult to achieve in the existing games. If the skill object is required to be accurately generated and the effect is displayed at the client, the huge number of skill objects and the effect data corresponding to the skill objects need to be synchronized between the client and the server, so that the data cannot be smoothly synchronized by the computing equipment when the network fluctuates, and the skill action corresponding to the skill object and the picture effect corresponding to the skill object displayed at the client are poor.

Therefore, the prior art is difficult to realize the effect that a large number of skill objects appear continuously and smoothly when the network fluctuates.

Disclosure of Invention

In view of this, embodiments of the present invention provide a data processing method and apparatus, a computing device, and a computer-readable storage medium, so as to solve technical defects in the prior art.

According to a first aspect of an embodiment of the present invention, a data processing method is disclosed, which is used for a client, and the method includes:

receiving a skill selection instruction aiming at a target role in a virtual scene and uploading the skill selection instruction to a server;

receiving a skill object generation parameter corresponding to the skill selection instruction fed back by the server in response to the skill selection instruction, and obtaining effect data of the skill object according to a preset rule and the generation parameter;

and rendering the target role according to the effect data of the skill object to release the effect of the skill object in the virtual scene of the client.

Optionally, the generation parameters include static parameters and dynamic parameters, the static parameters include non-random parts, and the dynamic parameters include random parts;

optionally, receiving the generated parameter of the skill object in the virtual scene fed back by the server based on the skill selection instruction, and obtaining the effect data of the skill object according to a preset rule by combining the generated parameter, includes:

receiving a generating parameter of the skill object in the virtual scene which is sent by the server and fed back based on the skill selection instruction, and judging the type of the generating parameter;

under the condition that the generation parameters are static parameters, determining fixed spacing of the skill objects in a virtual scene, fixed angle deviation of adjacent skill objects, the number of the skill objects, the base speed of the skill objects and the radius of a drop point range of the skill objects according to a non-random part in the static parameters, and generating first effect data of the skill objects by combining a first rule;

and under the condition that the generation parameters are dynamic parameters, determining the random spacing of the skill objects in the virtual scene, the random angle deviation of adjacent skill objects, the number of the skill objects, the basic speed of the skill objects and the drop point range radius of the skill objects according to the random part, and generating second effect data of the skill objects by combining a second rule.

Optionally, the preset rule includes a motion parameter of the skill object and a time interval for generating the skill object;

optionally, obtaining first effect data of the skill object in combination with a first rule includes:

determining that the falling point of the skill object is within the falling point range radius of the skill object according to the static parameters;

determining the motion angle of the skill object to be a specific angle in the range of 0 to 90 degrees according to the non-random part in the case that the motion parameter includes the motion angle;

determining a starting point of the skill object through a falling point of the skill object and a movement angle of the skill object;

determining the generating time point of the skill object as a time point in a preset time interval according to the non-random part;

and generating first effect data according to the fixed distance of the skill objects, the fixed angle deviation of the adjacent skill objects, the number of the skill objects, the basic speed of the skill objects, the drop points of the skill objects, the motion angles of the skill objects, the departure points of the skill objects and the generation time points of the skill objects.

Optionally, generating second effect data of the skill object in combination with a second rule comprises:

determining the falling point of the skill object as any point within the radius of the falling point range of the skill object according to the random part;

determining that the motion angle of the skill object is any angle in the range of 0 to 90 degrees according to the random part in the case that the motion parameter includes the motion angle;

determining a starting point of the skill object through a falling point of the skill object and a movement angle of the skill object;

determining the generating time point of the skill object as the time point in the preset time interval according to the random part;

and generating second effect data of the skill object according to the distance of the skill object, the random angle deviation of the adjacent skill objects, the number of the skill objects, the basic speed of the skill object, the drop point of the skill object, the motion angle of the skill object, the departure point of the skill object and the generation time point of the skill object.

Optionally, the effect in the virtual scene comprises a display time of the skill object and an animation effect of the skill object;

optionally, rendering the effect of the skill object in the virtual scene of the client according to the effect data of the skill object includes:

and determining the display time of the skill object in a preset time interval based on the effect data of the skill object, and playing the animation effect of the skill object.

According to a second aspect of the embodiments of the present invention, a data processing method is disclosed, which is used for a server, and the method includes:

receiving a skill selection instruction for a target object uploaded by a client, determining the type of a skill object in the skill according to the skill selection instruction, and determining a generation parameter of the skill object in a virtual scene according to the type of the skill object;

and issuing the generated parameters to a client, and combining the generated parameters according to a preset rule to obtain the effect data of the skill object.

Optionally, the skill object comprises a static type and a dynamic type, and the generation parameters comprise static parameters and dynamic parameters;

optionally, determining a type of a skill object according to the skill selection instruction, and determining a generation parameter of the skill object in a virtual scene according to the type of the skill object, includes:

determining the generation parameters as static parameters under the condition that the type of a skill object in the skill is determined to be a static type according to the skill selection instruction;

and determining the generation parameters as dynamic parameters under the condition that the type of the skill object in the skill is determined to be a dynamic type according to the skill selection instruction.

Optionally, the static parameters include a non-random portion and the dynamic parameters include a random portion;

and obtaining effect data of the skill object according to a preset rule and the generation parameter, wherein the effect data comprises the following steps:

under the condition that the generation parameters are static parameters, determining the fixed spacing of the skill objects in the virtual scene, the fixed angle deviation of the adjacent skill objects, the number of the skill objects, the basic speed of the skill objects and the radius of the drop point range of the skill objects according to the non-random part, and generating first effect data by combining a first rule;

and under the condition that the generation parameters are dynamic parameters, determining the distance of the skill objects in the virtual scene, the random angle deviation of the adjacent skill objects, the number of the skill objects, the basic speed of the skill objects and the radius of the drop point range of the skill objects according to the random part, and generating second effect data by combining a second rule.

Optionally, the preset rule includes a motion parameter of the skill object and a time interval for generating the skill object;

optionally, generating the first effect data in conjunction with the first rule includes:

determining that the falling point of the skill object is within the falling point range radius of the skill object according to the forming parameter;

determining the motion angle of the skill object to be a specific angle in the range of 0 to 90 degrees according to the non-random part in the case that the motion parameter includes the motion angle;

determining a starting point of the skill object through a falling point of the skill object and a movement angle of the skill object;

determining the generating time point of the skill object as a time point in a preset time interval according to the non-random part;

and generating first effect data according to the fixed distance of the skill objects, the fixed angle deviation of the adjacent skill objects, the number of the skill objects, the basic speed of the skill objects, the drop points of the skill objects, the motion angles of the skill objects, the departure points of the skill objects and the generation time points of the skill objects.

Optionally, generating second effect data in conjunction with a second rule includes:

determining the falling point of the skill object as any point within the radius of the falling point range of the skill object according to the random part;

determining that the motion angle of the skill object is any angle in the range of 0 to 90 degrees according to the random part in the case that the motion parameter includes the motion angle;

determining a starting point of the skill object through a falling point of the skill object and a movement angle of the skill object;

determining the generation time point of the skill object as any time point in a preset time interval according to the random part;

and generating second effect data according to the distance of the skill objects, the random angle deviation of the adjacent skill objects, the number of the skill objects, the basic speed of the skill objects, the drop point of the skill objects, the motion angle of the skill objects, the departure point of the skill objects and the generation time point of the skill objects.

According to a third aspect of the embodiments of the present invention, a data processing apparatus is disclosed, for a client, the apparatus comprising:

the system comprises an uploading module, a processing module and a display module, wherein the uploading module is configured to receive skill selection instructions for target roles in a virtual scene and upload the skill selection instructions to a server;

the first generation module is configured to receive generation parameters of a skill object corresponding to the skill selection instruction fed back by the server in response to the skill selection instruction, and obtain effect data of the skill object according to a preset rule and the generation parameters;

a rendering module configured to render the target character to release the effect of the skill object in the virtual scene of the client according to the effect data of the skill object.

According to a fourth aspect of the embodiments of the present invention, there is disclosed a data processing apparatus for a server, the apparatus including:

the receiving module is configured to receive a skill selection instruction which is uploaded by a client and aims at a target object, determine the type of a skill object in the skill according to the skill selection instruction, and determine the generation parameters of the skill object in a virtual scene according to the type of the skill object;

and the issuing module is configured to issue the generation parameters to a client side, and obtain the effect data of the skill object according to a preset rule and the generation parameters.

According to a fifth aspect of embodiments of the present invention, there is provided a computing device comprising a memory, a processor and computer instructions stored on the memory and executable on the processor, the processor implementing the steps of the method of any one of the preceding paragraphs when executing the computer instructions.

According to a sixth aspect of embodiments of the present invention, there is provided a computer readable storage medium storing computer instructions which, when executed by a processor, implement the steps of the method of any one of the preceding paragraphs.

The invention provides a data processing method and a device, wherein a client and a server are synchronized once, and the client respectively obtains corresponding static parameters and dynamic parameters according to the same generation parameters as the server, so that the client and the server can perform subsequent calculation according to the same generation parameters, a large amount of data transmission between the client and the server is avoided, and the communication load between the client and the server is reduced. And the skill effect is obtained by respectively calculating according to the server and the client, so that the effect that a large number of skill objects can be continuously and smoothly appeared by the client when the network fluctuates is ensured.

Secondly, the client receives the generation parameters issued by the server, so that the corresponding skills of the server and the client are kept consistent, and the deviation caused by simultaneous calculation of different skill data by the server and the client is avoided; the effect data is generated according to the preset rules, so that a large number of skill objects can be generated in batches, and the effects of large number and good error in game skill are achieved.

Drawings

FIG. 1 is a schematic diagram of a computing device of an example of the invention;

FIG. 2 is a flow chart illustrating steps of a data processing method for a client according to an embodiment of the present invention;

FIG. 3 is a flowchart illustrating steps of a data processing method for a server according to an embodiment of the present invention;

FIG. 4 is a flowchart illustrating steps of a data processing method in a specific application scenario according to an embodiment of the present invention;

FIG. 5 is a schematic diagram of a game scenario in which a skill object is of a dynamic type in accordance with an embodiment of the present invention;

FIG. 6 is a schematic diagram of a game scenario in which a skill object is of a static type in an embodiment of the invention;

FIG. 7 is a block diagram of a data processing apparatus for a client according to an embodiment of the present invention;

fig. 8 is a schematic structural diagram of a data processing apparatus for a server according to an embodiment of the present invention.

Detailed Description

In the following description, numerous specific details are set forth in order to provide a thorough understanding of the present invention. This invention may, however, be embodied in many different forms and should not be construed as limited to the embodiments set forth herein, but rather construed as limited to the embodiments set forth herein.

The terminology used in the description of the one or more embodiments is for the purpose of describing the particular embodiments only and is not intended to be limiting of the description of the one or more embodiments. As used in one or more embodiments of the present specification and the appended claims, the singular forms "a," "an," and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise. It should also be understood that the term "and/or" as used in one or more embodiments of the present specification refers to and encompasses any and all possible combinations of one or more of the associated listed items.

It will be understood that, although the terms first, second, etc. may be used herein in one or more embodiments to describe various information, these information should not be limited by these terms. These terms are only used to distinguish one type of information from another. For example, a first can also be referred to as a second and, similarly, a second can also be referred to as a first without departing from the scope of one or more embodiments of the present description. The word "if" as used herein may be interpreted as "at … …" or "when … …" or "in response to a determination", depending on the context.

Fig. 1 is a block diagram illustrating a configuration of a computing device 100 according to an embodiment of the present specification. The components of the computing device 100 include, but are not limited to, memory 110 and processor 120. The processor 120 is coupled to the memory 110 via a bus 130 and a database 150 is used to store data.

Computing device 100 also includes access device 140, access device 140 enabling computing device 100 to communicate via one or more networks 160. Examples of such networks include the Public Switched Telephone Network (PSTN), a Local Area Network (LAN), a Wide Area Network (WAN), a Personal Area Network (PAN), or a combination of communication networks such as the internet. Access device 140 may include one or more of any type of network interface (e.g., a Network Interface Card (NIC)) whether wired or wireless, such as an IEEE802.11 Wireless Local Area Network (WLAN) wireless interface, a worldwide interoperability for microwave access (Wi-MAX) interface, an ethernet interface, a Universal Serial Bus (USB) interface, a cellular network interface, a bluetooth interface, a Near Field Communication (NFC) interface, and so forth.

In one embodiment of the present description, the above-described components of computing device 100 and other components not shown in FIG. 1 may also be connected to each other, such as by a bus. It should be understood that the block diagram of the computing device architecture shown in FIG. 1 is for purposes of example only and is not limiting as to the scope of the description. Those skilled in the art may add or replace other components as desired.

Computing device 100 may be any type of stationary or mobile computing device, including a mobile computer or mobile computing device (e.g., tablet, personal digital assistant, laptop, notebook, netbook, etc.), a mobile phone (e.g., smartphone), a wearable computing device (e.g., smartwatch, smartglasses, etc.), or other type of mobile device, or a stationary computing device such as a desktop computer or PC. Computing device 100 may also be a mobile or stationary server.

First, the noun terms to which one or more embodiments of the present application relate are explained.

And (3) hanging the game: is a computer program for cheating in the course of game.

Wherein the processor 120 may perform the steps of the method shown in fig. 2. Fig. 2 is a schematic flow chart diagram showing a data processing method for a client according to an embodiment of the present invention, including step S202 to step S206.

Step S202: and receiving a skill selection instruction aiming at the target role in the virtual scene and uploading the skill selection instruction to a server.

In practical application, the target character is a game character executing and releasing skills in a virtual scene, and the skill selection instruction is an instruction for selecting a specific game skill sent by a game player when the game player operates at a client. In the virtual scene, the target character releases the corresponding game skill according to the skill selection instruction of the game player. For example, if the skill selected by the game player at the client is a, a skill selection instruction corresponding to the skill a is sent to the server, and the skill a is released by a game character at the client.

The client receives a skill selection instruction for a target role in the virtual scene and uploads the skill selection instruction to the server, so that the server and the client can keep consistency on skills required to be released.

Step S204: and receiving the generation parameters of the skill object corresponding to the skill selection instruction fed back by the server in response to the skill selection instruction, and obtaining the effect data of the skill object according to the preset rule and the generation parameters.

In practical application, after receiving the skill selection instruction, the client receives the generation parameters of the skill object corresponding to the skill selection instruction, which are fed back by the skill selection instruction from the server, and it should be noted that the skill object may include multiple types in a practical application scene, for example, "a shot bow and arrow", "a shot bullet" or "a water droplet carried by a skill" and the like, and may be customized according to a specific application scene, which is not specifically limited in the present invention. And after the client receives the generation parameters issued by the server, the effect data of the skill object is obtained according to the generation parameters and a preset rule. It should be noted that the preset rule is a calculation rule for generating an effect corresponding to the skill, the generated parameter is a parameter to be used in the calculation rule, and a specific numerical value of the parameter may be set according to actual application.

Taking the skill a as an example, after receiving a generation parameter of a skill object in a virtual scene issued by a server, a client determines that the skill object in the skill a is an "ejected arrow", and according to a generation parameter corresponding to the "ejected arrow" in a game program: the parameter a1 is determined according to the preset calculation rule: the formula a2, combined with a1 and a2, can obtain the effect data a3 of the skill object carried in the skill A.

The client receives the generation parameters sent by the server, so that the skills of the server and the client corresponding to the skill selection instruction can be kept consistent, and the deviation caused by the fact that the server and the client calculate different skill data at the same game skill is avoided.

In an optional implementation of this embodiment of the present invention, receiving a generation parameter of the skill object in the virtual scene, which is sent by the server and fed back based on the skill selection instruction, and obtaining effect data of the skill object according to a preset rule by combining the generation parameter includes:

receiving a generating parameter of the skill object in the virtual scene which is sent by the server and fed back based on the skill selection instruction, and judging the type of the generating parameter;

under the condition that the generation parameters are static parameters, determining fixed spacing of the skill objects in a virtual scene, fixed angle deviation of adjacent skill objects, the number of the skill objects, the base speed of the skill objects and the radius of a drop point range of the skill objects according to a non-random part in the static parameters, and generating first effect data of the skill objects by combining a first rule;

and under the condition that the generation parameters are dynamic parameters, determining the random spacing of the skill objects in the virtual scene, the random angle deviation of adjacent skill objects, the number of the skill objects, the basic speed of the skill objects and the drop point range radius of the skill objects according to the random part, and generating second effect data of the skill objects by combining a second rule.

Specifically, the generation parameters include static parameters and dynamic parameters, the static parameters include non-random parts, and the dynamic parameters include random parts.

In practical application, after a client receives a generation parameter sent by a server, the type of the generation parameter is determined, where the generation parameter may include two types, namely a static parameter and a dynamic parameter, where the static parameter is used to generate a large number of identical skill objects in batch, and the dynamic parameter is used to generate a large number of different skill objects. For example, following the skill a example described above, if the skill effect of the skill a is "a large number of identical arrows are shot at the same time along a fixed angle and speed", the generation parameter of the skill a may be determined as a static parameter, and the static parameter may further include a non-random part, such as a distance between the skill objects, an angle deviation between each skill object, the number of the skill objects after the skill a is released, a movement speed of the skill objects, and a range of the skill objects after the skill objects hit a target.

If the skill effect of the skill A is that a large number of arrows in random directions land in a landing point range randomly, the generation parameter of the skill A can be determined to be a dynamic parameter. The dynamic parameters may further include a random part, for example, the distance between the skill objects may be a certain value within a certain range, and each skill object generated at the same time point corresponds to a different value, so as to ensure that the skill objects can show a random angle effect; similarly, the random portion of the dynamic parameters may further include a spacing between the skill objects, which may be a certain value within a certain range; the number, the movement speed and the falling point range of the skill objects can be set according to the actual use condition, and the invention does not limit the specific numerical values of the static parameters and the dynamic parameters at all.

It should be noted that the first effect data corresponds to a static parameter, and the second effect data corresponds to a dynamic parameter.

In an optional implementation of the embodiment of the present invention, the preset rule includes a motion parameter of the skill object and a time interval for generating the skill object;

obtaining first effect data of the skill object in combination with a first rule, comprising:

determining that the falling point of the skill object is within the falling point range radius of the skill object according to the static parameters;

determining the motion angle of the skill object to be a specific angle in the range of 0 to 90 degrees according to the non-random part in the case that the motion parameter includes the motion angle;

determining a starting point of the skill object through a falling point of the skill object and a movement angle of the skill object;

determining the generating time point of the skill object as a time point in a preset time interval according to the non-random part;

and generating first effect data according to the fixed distance of the skill objects, the fixed angle deviation of the adjacent skill objects, the number of the skill objects, the basic speed of the skill objects, the drop points of the skill objects, the motion angles of the skill objects, the departure points of the skill objects and the generation time points of the skill objects.

It should be noted that the motion parameter may include a motion angle of the skill object, for example, when the skill object is an arrow or a bullet, the motion parameter includes a flight angle when the skill object is launched, and after launching, the skill object flies along the corresponding motion angle in the motion parameter and also moves according to a preset angle when falling. In practical application, if a client generates a skill object corresponding to the skill, a series of parameters need to be determined according to the generation parameters, for example, the falling point of the skill object is determined within a preset falling point radius range according to the generation parameters, and the starting point of the skill object is determined according to the falling point of the skill object; the generation parameters may further include a generation time point of the skill object, and following the example of the arrow, when the game character in the game releases the skill "archery", the generation time point of the skill object "arrow" is determined to be after the game character performs the action of "bowing".

After the fixed distance, the fixed angle deviation, the basic speed, the drop point and the drop point range, the motion angle and the generation time point of the skill object are determined, the first effect data of the skill object can be obtained by combining the data and the first rule.

In an optional implementation of this embodiment, generating the second effect data of the skill object in combination with the second rule includes:

determining the falling point of the skill object as any point within the radius of the falling point range of the skill object according to the random part;

determining that the motion angle of the skill object is any angle in the range of 0 to 90 degrees according to the random part in the case that the motion parameter includes the motion angle;

determining a starting point of the skill object through a falling point of the skill object and a movement angle of the skill object;

determining the generating time point of the skill object as the time point in the preset time interval according to the random part;

and generating second effect data of the skill object according to the distance of the skill object, the random angle deviation of the adjacent skill objects, the number of the skill objects, the basic speed of the skill object, the drop point of the skill object, the motion angle of the skill object, the departure point of the skill object and the generation time point of the skill object.

In practical application, the client determines the relevant parameters of the skill object by using a random part in the dynamic parameters, for example, any point of a drop point of the skill object within a preset drop point range may be determined according to the random part, the start point of the skill object corresponds to the drop point, and the client determines the start point according to the drop point, so that the start point is also any point within a preset start point range; similar to the above-mentioned drop point and start point of the skill objects, when the skill objects reach the end point of the exercise, the angle deviation between the skill objects may also be any angle between 0 and 90 degrees, and the distance between the skill objects in the exercise process may also be a randomly generated distance. And after the client side obtains the starting point, the falling point, the angle deviation and the distance, determining second effect data of the skill object by combining the number, the basic speed and the generation time point of the skill object.

Generating effect data of the skill object at a client based on the generation parameters, so as to ensure that the display effect of the skill object can be determined through the type of the generation parameters, and under the condition that the generation parameters are dynamic parameters, the skill object can be a skill object which is randomly generated by taking pseudo-random numbers as bases; in the case where the generation parameters are static parameters, the skill objects may be batch-generated, identical skill objects.

The effect data of the skill object is obtained by combining the generation parameters with the preset rules, so that a large number of skill objects can be generated at one time, the calculation load of a client is reduced, different skill objects can be generated randomly, the smoothness of a game picture is improved, and the game content is enriched.

Step S206: and rendering the target role according to the effect data of the skill object to release the effect of the skill object in the virtual scene of the client.

In practical application, after obtaining the effect data of the skill object, the client renders the screen effect of the skill object in a display page of the client based on the effect data. According to the above example, after the skill A is released, the client renders the skill effect of the skill A in the display page of the client according to the effect data obtained according to the method.

In an optional implementation of this embodiment, the effect in the virtual scene includes a display time of the skill object and an animation effect of the skill object;

rendering the effect of the skill object in the virtual scene of the client according to the effect data of the skill object, comprising:

and determining the display time of the skill object in a preset time interval based on the effect data of the skill object, and playing the animation effect of the skill object.

In practical applications, the effect data of the skill object may include screen effect data of the skill object, for example, a skill object "bullet", the effect data of the skill object "bullet" includes two pieces of effect data, namely "spark when bullet is fired" and "effect after hitting enemy", and the client renders the screen effects of "bullet is fired" and "bullet hits" enemy in the presentation page based on the effect data. It should be noted that, in practical applications, the skill object may be displayed within a preset display time, and after the display time is exceeded, the skill object may play an animation effect of "gradually disappearing" on the client according to the effect data, for example, the skill object disappears after 3 seconds after the skill object falls to the ground.

And the client determines the display time of the skill object based on the effect data of the skill object and plays the animation effect of the skill object, so that the vividness of the game picture is further improved, the game picture is smooth and interesting, and the user experience of a game player is improved.

According to the data processing method provided by the embodiment of the invention, the skill selection instruction of the game player is received by the client and uploaded to the server, so that the skills to be processed of the server and the client can be ensured to be consistent, and the problem of inconsistent skill selection caused by network fluctuation is avoided; and then the client receives the generation parameters sent by the server and generates skill objects synchronously with the server, and the server and the client respectively calculate to ensure that the client can smoothly display the skill effect under the condition of network fluctuation.

And the client receives the same generation parameters as the server and synchronously calculates with the server to obtain the skill object, thereby ensuring that the data of the client is not influenced by the plug-in game.

Fig. 3 is a schematic flowchart showing a data processing method for a server according to an embodiment of the present invention, including step S302 to step S304.

Step S302: receiving a skill selection instruction for a target object uploaded by a client, determining the type of a skill object in the skill according to the skill selection instruction, and determining the generation parameters of the skill object in a virtual scene according to the type of the skill object.

In practical application, after a client receives a skill selection instruction of a game player for a target object and uploads the skill selection instruction to a server, the server determines a corresponding game skill and a skill object included in the game skill based on the skill selection instruction, then determines the type of the skill object, and further determines a generation parameter of the skill object based on the type of the skill object.

The target character is a game character that releases a game skill during a game, the skill object is an object included in the game skill, for example, a skill object included in a skill "archery" is a "bow arrow", or a skill object included in a skill "gun shooting" is a "bullet", and the skill object may be set according to an actual application. The types of the skill objects comprise a dynamic type and a static type, wherein the dynamic type is different skill objects, such as different landing angles of arches and arches, and the like; the static types are the same skill object, for example, the angle of falling on the ground of the bow and the arrow is the same. The type of the skill object is used to determine a generation parameter corresponding to the type. The generation parameters are used to calculate the skill object effect data.

The skill selection instruction uploaded by the client is received by the server, the type of the skill object contained in the skill is determined according to the skill selection instruction, the server and the client can keep consistent skills corresponding to the skill selection instruction, and deviation caused by simultaneous calculation of different skill data for the same game skill by the server and the client is avoided.

In an optional implementation of this embodiment, the skill object includes a static type and a dynamic type, and the generation parameter includes a static parameter and a dynamic parameter;

determining the type of a skill object according to the skill selection instruction, and determining the generation parameters of the skill object in a virtual scene according to the type of the skill object, wherein the method comprises the following steps:

determining the generation parameters as static parameters under the condition that the type of a skill object in the skill is determined to be a static type according to the skill selection instruction;

and determining the generation parameters as dynamic parameters under the condition that the type of the skill object in the skill is determined to be a dynamic type according to the skill selection instruction.

In practical applications, the generation parameters may be divided into two types, namely dynamic parameters and static parameters, wherein the dynamic parameters correspond to the dynamic types of the skill objects, and the static types correspond to the static types of the skill objects.

Step S304: and issuing the generated parameters to a client, and combining the generated parameters according to a preset rule to obtain the effect data of the skill object.

In practical application, after the server determines the generation parameters corresponding to the skill object, the generation parameters need to be issued to the client, so as to ensure that the client and the server generate the skill object through the same generation parameters.

The server determines the generation parameters and sends the generation parameters to the client, so that the generation parameters of the skill object can be determined only through one-time communication between the server and the client, a large amount of skill effect data does not need to be synchronized between the server and the client, the communication load between the server and the client is effectively reduced, and the client is not influenced by the plug-in game.

In an alternative embodiment of this embodiment, the static parameters include a non-random portion and the dynamic parameters include a random portion;

and obtaining effect data of the skill object according to a preset rule and the generation parameter, wherein the effect data comprises the following steps:

under the condition that the generation parameters are static parameters, determining the fixed spacing of the skill objects in the virtual scene, the fixed angle deviation of the adjacent skill objects, the number of the skill objects, the basic speed of the skill objects and the radius of the drop point range of the skill objects according to the non-random part, and generating first effect data by combining a first rule;

and under the condition that the generation parameters are dynamic parameters, determining the distance of the skill objects in the virtual scene, the random angle deviation of the adjacent skill objects, the number of the skill objects, the basic speed of the skill objects and the radius of the drop point range of the skill objects according to the random part, and generating second effect data by combining a second rule.

In practical application, the calculation process of the skill object by the server is the same as that of the client, the type of the skill object is firstly determined to be a dynamic type or a static type, the type of the generated parameter is further determined to be a dynamic parameter or a static parameter corresponding to the skill object, and then the skill object is calculated according to the type of the generated parameter.

Following the above example of skill a, if the skill effect of skill a is "a large number of identical arrows are shot at the same time along a fixed angle and speed", the generation parameters of skill a may be determined to be static parameters, and the static parameters may further include non-random parts, such as the distance between the skill objects, the angle deviation between each skill object, the number of skill objects after skill a is released, the movement speed of the skill object, and the range of the skill object after hitting the target.

If the skill effect of the skill A is that a large number of arrows in random directions land in a landing point range randomly, the generation parameter of the skill A can be determined to be a dynamic parameter. The dynamic parameters may further include a random part, for example, the distance between the skill objects may be a certain value within a certain range, and each skill object generated at the same time point corresponds to a different value, so as to ensure that the skill objects can show a random angle effect; similarly, the random portion of the dynamic parameters may further include a spacing between the skill objects, which may be a certain value within a certain range; the number, the movement speed and the falling point range of the skill objects can be set according to the actual use condition, and the invention does not limit the specific numerical values of the static parameters and the dynamic parameters at all.

It should be noted that the first effect data corresponds to static parameters, the second effect data corresponds to dynamic parameters, and the server is synchronized with the client in the calculation time, and the server and the client also calculate the skill object based on the same generation parameters.

In an optional implementation of the embodiment of the present invention, the preset rule includes a motion parameter of the skill object and a time interval for generating the skill object;

generating first effect data in conjunction with a first rule, comprising:

determining that the falling point of the skill object is within the falling point range radius of the skill object according to the forming parameter;

determining the motion angle of the skill object to be a specific angle in the range of 0 to 90 degrees according to the non-random part in the case that the motion parameter includes the motion angle;

determining a starting point of the skill object through a falling point of the skill object and a movement angle of the skill object;

determining the generating time point of the skill object as a time point in a preset time interval according to the non-random part;

and generating first effect data according to the fixed distance of the skill objects, the fixed angle deviation of the adjacent skill objects, the number of the skill objects, the basic speed of the skill objects, the drop points of the skill objects, the motion angles of the skill objects, the departure points of the skill objects and the generation time points of the skill objects.

In practical application, the motion parameter may include a motion angle of the skill object, for example, when the skill object is an arrow or a bullet, the motion parameter includes a flight angle when the skill object is launched, and after launching, the skill object flies along the corresponding motion angle in the motion parameter and also moves according to a preset angle when falling. In practical application, if a server calculates to obtain a skill object corresponding to the skill, a series of parameters need to be determined according to the generation parameters, for example, the falling point of the skill object is determined within a preset falling point radius range according to the generation parameters, and the starting point of the skill object is determined according to the falling point of the skill object; the generation parameters may also include a generation time point of the skill object. For example, if the game skill is "shooting bullet", the server determines that the skill object of "shooting bullet" is "bullet", and the birth time point of the skill object is the time point when the game character "trigger" action is completed.

In an optional implementation of this embodiment, generating the second effect data in combination with the second rule includes:

determining the falling point of the skill object as any point within the radius of the falling point range of the skill object according to the random part;

determining that the motion angle of the skill object is any angle in the range of 0 to 90 degrees according to the random part in the case that the motion parameter includes the motion angle;

determining a starting point of the skill object through a falling point of the skill object and a movement angle of the skill object;

determining the generation time point of the skill object as any time point in a preset time interval according to the random part;

and generating second effect data according to the distance of the skill objects, the random angle deviation of the adjacent skill objects, the number of the skill objects, the basic speed of the skill objects, the drop point of the skill objects, the motion angle of the skill objects, the departure point of the skill objects and the generation time point of the skill objects.

In practical applications, the server determines the relevant parameters of the skill object by using a random part in the dynamic parameters, for example, any point of a drop point of the skill object within a preset drop point range may be determined according to the random part, the start point of the skill object corresponds to the drop point, and the server determines the start point according to the drop point, so that the start point is also any point within a preset start point range; similar to the above-mentioned drop point and start point of the skill objects, when the skill objects reach the end point of the exercise, the angle deviation between the skill objects may also be any angle between 0 and 90 degrees, and the distance between the skill objects in the exercise process may also be a randomly generated distance. And after the server obtains the departure point, the drop point, the angle deviation and the distance, determining second effect data of the skill object by combining the number, the basic speed and the generation time point of the skill object.

Generating effect data of the skill object in a server based on the generation parameters, so as to ensure that the display effect of the skill object can be determined through the type of the generation parameters, and under the condition that the generation parameters are dynamic parameters, the skill object can be a skill object which is randomly generated by taking pseudo-random numbers as bases; in the case where the generation parameters are static parameters, the skill objects may be batch-generated, identical skill objects.

The server issues the generation parameters and simultaneously calculates the effect data of the skill object with the client, so that the server and the client can calculate according to the same generation parameters, and the consistency is ensured.

The present invention is further explained with a specific game scenario, as shown in fig. 4, fig. 4 is a schematic flow chart of steps of a data processing method in a specific application scenario according to an embodiment of the present invention, including steps S402 to S410.

Step S402: the client receives skill selection instructions for target roles in the virtual scene and uploads the skill selection instructions to the server.

In a specific game scene, a game player sends a skill selection instruction, a client receives the skill selection instruction and determines a corresponding game skill, and the skill selection instruction is uploaded to a server after the corresponding game skill is determined. Taking skill C "shooting arrow rain" as an example, after the client receives a skill selection instruction of "shooting arrow rain", it is determined that the game skill to be released by the game character, that is, the target character is "shooting arrow rain", and the skill selection instruction is uploaded to the server.

Step S404: the server receives a skill selection instruction which is uploaded by the client and aims at a target object, determines the type of a skill object in the skill according to the skill selection instruction, and determines the generation parameter of the skill object in the virtual scene according to the type of the skill object.

After the server receives the skill selection instruction, determining the type of a skill object 'bow and arrow' in the game skill 'launching arrow rain', wherein the type can be a dynamic type or a static type, and under the condition that the bow and arrow are the dynamic type, generating parameters as the dynamic parameters, and under the condition that the bow and arrow are the static type, generating parameters as the static parameters.

Step S406: and the server issues the generation parameters to the client, and combines the generation parameters according to preset rules to obtain the effect data of the skill object.

And after determining the type of the generation parameter of the bow and the arrow, the server issues the generation parameter to the client, and synchronously calculates the effect data of the skill object with the client.

Step S408: and the client receives the generation parameters of the skill object corresponding to the skill selection instruction fed back by the server in response to the skill selection instruction, and combines the generation parameters according to preset rules to obtain the effect data of the skill object.

The client side synchronously calculates the effect data of the skill object with the server after receiving the generation parameters of the skill object bow and arrow.

It should be noted that the generated parameters include a random part and a non-random part, the server and the client determine the random part or the non-random part for the dynamic parameters or the static parameters according to the types of the generated parameters, and obtain the effect data of the skill object bow and arrow based on the random part or the non-random part in combination with a preset calculation formula.

When the skill object bow and arrow is of a dynamic type, determining generation parameters as dynamic parameters, and determining that the distance between each bow and arrow is different according to the random part, the angle of each bow and arrow when falling is different, and the falling point in the falling point range is random.

As shown in fig. 5, fig. 5 is a schematic diagram of a game scene when the skill object is of a dynamic type. In fig. 5, 501 is a game character releasing a skill "launch arrow rain", 502 is a skill object bow and arrow, 503 is a skill object bow and arrow flying in the air, and 504 is a falling point range of the skill object bow and arrow. When the skill object bow and arrow is of a dynamic type, determining generation parameters as dynamic parameters, and determining that the distance between each bow and arrow is different according to the random part, the angle of each bow and arrow when falling is different, and the falling point in the falling point range is random. And according to a preset calculation rule, determining the distance between the arches of the skill object, the flight angle of the arches, the starting point of the arches, the angle deviation between each arch and each arrow, the flight speed of the arches and the number of the arches in combination with a random part in the dynamic parameters to obtain the effect data of the arches of the skill object. Referring to fig. 5, in a region 503 in fig. 5, the flight angle, the falling angle, and the falling point of the skill target bow and arrow are irregular, and a "random generation" effect is obtained.

As shown in fig. 6, fig. 6 is a schematic diagram of a game scene when the skill object is of a static type. In fig. 6, 601 denotes a game character releasing a skill "launch arrow rain", 602 denotes a skill object bow and arrow, 603 denotes a skill object bow and arrow flying in the air, and 604 denotes a falling point range of the skill object bow and arrow. When the skill object bow and arrow is in a static type, determining that the generation parameters are static parameters, determining that the distance between each bow and arrow is the same according to the non-random part, the angle of each bow and arrow when falling is the same, and the falling point in the falling point range is fixed. And according to a preset calculation rule, determining the distance between the arches of the skill object, the flight angle of the arches, the starting point of the arches, the angle deviation between each arch and each arrow, the flight speed of the arches and the number of the arches in combination with the non-random part in the static parameters to obtain the effect data of the arches of the skill object. Referring to fig. 6, in a 603 area in fig. 6, the flight angle, the falling angle, and the falling point of the skill target bow and arrow are regular, and the effect of "batch production" is obtained.

Step S410: and the client renders the target role according to the effect data of the skill object to release the effect of the skill object in the virtual scene of the client.

After the client obtains the effect data of the skill object bow and arrow, the client renders the picture effect of skill 'launching arrow rain' in the scene of the client based on the effect data, and renders the effect that the skill object bow and arrow gradually disappear after the display time of the skill object bow and arrow is over.

As shown in fig. 7, an embodiment of the present invention discloses a data processing apparatus, which is used for a client, and includes:

an upload module 702 configured to receive skill selection instructions for a target character in a virtual scene and upload the instructions to a server;

a first generating module 704, configured to receive a generating parameter of a skill object corresponding to the skill selection instruction fed back by the server in response to the skill selection instruction, and obtain effect data of the skill object according to a preset rule in combination with the generating parameter;

a rendering module 706 configured to render the target character releasing the effect of the skill object in the virtual scene of the client according to the effect data of the skill object.

Optionally, the generation parameters include static parameters and dynamic parameters, the static parameters include non-random parts, and the dynamic parameters include random parts.

Optionally, the first generating module 704 is further configured to:

receiving a generating parameter of the skill object in the virtual scene which is sent by the server and fed back based on the skill selection instruction, and judging the type of the generating parameter;

under the condition that the generation parameters are static parameters, determining fixed spacing of the skill objects in a virtual scene, fixed angle deviation of adjacent skill objects, the number of the skill objects, the base speed of the skill objects and the radius of a drop point range of the skill objects according to a non-random part in the static parameters, and generating first effect data of the skill objects by combining a first rule;

and under the condition that the generation parameters are dynamic parameters, determining the random spacing of the skill objects in the virtual scene, the random angle deviation of adjacent skill objects, the number of the skill objects, the basic speed of the skill objects and the drop point range radius of the skill objects according to the random part, and generating second effect data of the skill objects by combining a second rule.

Optionally, the preset rule includes a motion parameter of the skill object and a time interval of the skill object generation.

Optionally, the first generating module 704 is further configured to:

determining that the falling point of the skill object is within the falling point range radius of the skill object according to the static parameters;

determining the motion angle of the skill object to be a specific angle in the range of 0 to 90 degrees according to the non-random part in the case that the motion parameter includes the motion angle;

determining a starting point of the skill object through a falling point of the skill object and a movement angle of the skill object;

determining the generating time point of the skill object as a time point in a preset time interval according to the non-random part;

and generating first effect data according to the fixed distance of the skill objects, the fixed angle deviation of the adjacent skill objects, the number of the skill objects, the basic speed of the skill objects, the drop points of the skill objects, the motion angles of the skill objects, the departure points of the skill objects and the generation time points of the skill objects.

Optionally, the first generating module 704 is further configured to:

determining the falling point of the skill object as any point within the radius of the falling point range of the skill object according to the random part;

determining that the motion angle of the skill object is any angle in the range of 0 to 90 degrees according to the random part in the case that the motion parameter includes the motion angle;

determining a starting point of the skill object through a falling point of the skill object and a movement angle of the skill object;

determining the generating time point of the skill object as the time point in the preset time interval according to the random part;

and generating second effect data of the skill object according to the distance of the skill object, the random angle deviation of the adjacent skill objects, the number of the skill objects, the basic speed of the skill object, the drop point of the skill object, the motion angle of the skill object, the departure point of the skill object and the generation time point of the skill object.

Optionally, the effect in the virtual scene comprises a display time of the skill object and an animation effect of the skill object.

Optionally, the rendering module 706 is further configured to:

and determining the display time of the skill object in a preset time interval based on the effect data of the skill object, and playing the animation effect of the skill object.

As shown in fig. 8, an embodiment of the present invention discloses a data processing apparatus, which is used for a server, and includes:

a receiving module 802 configured to receive a skill selection instruction for a target object uploaded by a client, determine the type of a skill object in the skill according to the skill selection instruction, and determine a generation parameter of the skill object in a virtual scene according to the type of the skill object;

the issuing module 804 is configured to issue the generation parameters to a client, and obtain the effect data of the skill object according to a preset rule in combination with the generation parameters.

Optionally, the skill object comprises a static type and a dynamic type, and the generation parameters comprise static parameters and dynamic parameters.

Optionally, the receiving module 802 is further configured to:

determining the generation parameters as static parameters under the condition that the type of a skill object in the skill is determined to be a static type according to the skill selection instruction;

and determining the generation parameters as dynamic parameters under the condition that the type of the skill object in the skill is determined to be a dynamic type according to the skill selection instruction.

Optionally, the static parameters include a non-random portion and the dynamic parameters include a random portion.

Optionally, the issuing module 804 is further configured to:

under the condition that the generation parameters are static parameters, determining the fixed spacing of the skill objects in the virtual scene, the fixed angle deviation of the adjacent skill objects, the number of the skill objects, the basic speed of the skill objects and the radius of the drop point range of the skill objects according to the non-random part, and generating first effect data by combining a first rule;

and under the condition that the generation parameters are dynamic parameters, determining the distance of the skill objects in the virtual scene, the random angle deviation of the adjacent skill objects, the number of the skill objects, the basic speed of the skill objects and the radius of the drop point range of the skill objects according to the random part, and generating second effect data by combining a second rule.

Optionally, the preset rule includes a motion parameter of the skill object and a time interval of the skill object generation.

Optionally, the issuing module 804 is further configured to:

determining that the falling point of the skill object is within the falling point range radius of the skill object according to the forming parameter;

determining the motion angle of the skill object to be a specific angle in the range of 0 to 90 degrees according to the non-random part in the case that the motion parameter includes the motion angle;

determining a starting point of the skill object through a falling point of the skill object and a movement angle of the skill object;

determining the generating time point of the skill object as a time point in a preset time interval according to the non-random part;

and generating first effect data according to the fixed distance of the skill objects, the fixed angle deviation of the adjacent skill objects, the number of the skill objects, the basic speed of the skill objects, the drop points of the skill objects, the motion angles of the skill objects, the departure points of the skill objects and the generation time points of the skill objects.

Optionally, the issuing module 804 is further configured to:

determining the falling point of the skill object as any point within the radius of the falling point range of the skill object according to the random part;

determining that the motion angle of the skill object is any angle in the range of 0 to 90 degrees according to the random part in the case that the motion parameter includes the motion angle;

determining a starting point of the skill object through a falling point of the skill object and a movement angle of the skill object;

determining the generation time point of the skill object as any time point in a preset time interval according to the random part;

and generating second effect data according to the distance of the skill objects, the random angle deviation of the adjacent skill objects, the number of the skill objects, the basic speed of the skill objects, the drop point of the skill objects, the motion angle of the skill objects, the departure point of the skill objects and the generation time point of the skill objects.

The data processing device provided by the embodiment of the invention is used for the client and the server, and the skill objects are synchronously generated according to the generation parameters through the client and the server, so that the generated data of the server and the client can be kept consistent, the problem that the client cannot synchronize a large number of skill objects with the server under the condition of network fluctuation is avoided, and the visual effect that a large number of skill objects can continuously and smoothly appear is ensured.

Secondly, data are generated according to the dynamic parameters, a large number of skill objects can be generated randomly according to the same dynamic parameters used by the server and the client, and the skill effect that a large number of skill objects can be generated at the client is guaranteed.

In addition, the display time of the skill object is determined, and the display time of the skill object is ensured to be within the skill release time interval, so that the skill object can be correctly displayed and disappear after the skill is released, and the problem of skill effect dislocation caused by incorrect display of the skill object is avoided.

Embodiments of the present invention also provide a computer-readable storage medium, which stores computer instructions, and when the instructions are executed by a processor, the instructions implement the steps of the data processing method as described above.

The above is an illustrative scheme of a computer-readable storage medium according to an embodiment of the present invention. It should be noted that the technical solution of the storage medium belongs to the same concept as the technical solution of the data processing method described above, and for details that are not described in detail in the technical solution of the storage medium, reference may be made to the description of the technical solution of the data processing method described above.

The computer instructions comprise computer program code which may be in the form of source code, object code, an executable file or some intermediate form, or the like. The computer-readable medium may include: any entity or device capable of carrying the computer program code, recording medium, usb disk, removable hard disk, magnetic disk, optical disk, computer Memory, Read-Only Memory (ROM), Random Access Memory (RAM), electrical carrier wave signals, telecommunications signals, software distribution medium, and the like. It should be noted that the computer readable medium may contain content that is subject to appropriate increase or decrease as required by legislation and patent practice in jurisdictions, for example, in some jurisdictions, computer readable media does not include electrical carrier signals and telecommunications signals as is required by legislation and patent practice.

It should be noted that, for the sake of simplicity, the above-mentioned method embodiments are described as a series of acts or combinations, but those skilled in the art should understand that the present invention is not limited by the described order of acts, as some steps may be performed in other orders or simultaneously according to the present invention. Further, those skilled in the art will appreciate that the embodiments described in the specification are presently preferred and that no acts or modules are necessarily required of the invention.

In the above embodiments, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.

The preferred embodiments of the invention disclosed above are intended to be illustrative only. Alternative embodiments are not exhaustive and do not limit the invention to the precise embodiments described. Obviously, many modifications and variations are possible in light of the above teaching. The embodiments were chosen and described in order to best explain the principles of the invention and the practical application, to thereby enable others skilled in the art to best utilize the invention. The invention is limited only by the claims and their full scope and equivalents.

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