CN107308641B - Game object management method and device and mobile terminal - Google Patents
Game object management method and device and mobile terminal Download PDFInfo
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- CN107308641B CN107308641B CN201710422923.XA CN201710422923A CN107308641B CN 107308641 B CN107308641 B CN 107308641B CN 201710422923 A CN201710422923 A CN 201710422923A CN 107308641 B CN107308641 B CN 107308641B
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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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- 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
- A63F13/55—Controlling game characters or game objects based on the game progress
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Abstract
The invention discloses a game object management method, which is executed in a mobile terminal and comprises the following steps: acquiring a target sequence list, and creating a target queue and a target recycle bin; storing the target object with the life value less than or equal to the preset threshold value in the game process into a target recycling bin; when a new target object is required to come out: taking out a corresponding target object from the head of the target queue and displaying the target object in a game picture; determining the type of a target object which comes out after a target object at the tail of the current target queue; if the target recycle bin has the target object of the type, taking the target object out of the target recycle bin, adding the target object to the tail of the target queue, and setting the life value of the target object to be a preset life value; and if not, creating a target object of the type and adding the target object to the tail of the target queue. In addition, the invention also discloses a device capable of implementing the method and a mobile terminal comprising the device. The technical scheme of the invention can realize the high-efficiency management of the game objects.
Description
Technical Field
The invention relates to the technical field of mobile terminal data processing, in particular to a game object management method and device and a mobile terminal.
Background
With the continuous development of hardware technology and mobile internet technology, mobile terminal devices such as smart phones and tablet computers are widely popularized, and various handgames emerge endlessly, so that the lives of people are greatly enriched.
The hand games are various, different kinds have different playing methods, however, common scenes often appear in various games. For example, in the category of games such as tower defense, shooting, action, adventure, etc., there is often a scenario where a target (which may be a monster, airplane, tank, etc.) is hit with a tool (e.g., a bullet, a flying knife, etc.), in which each time the bullet hits the target, the bullet dies, the target is injured (i.e., the life value of the target is reduced), and when the target is injured to a certain extent, the target dies. Each bullet and each target is a game object, and the generation and the death of the game object continuously occur in the whole game process. In order to ensure the real-time performance and the fluency of the game, the state of each game object in the current game picture needs to be frequently judged, and the objects need to be frequently created and destroyed, so that the frequent calculation consumes a large amount of limited system resources of the terminal device, and causes the game to be jammed or even halted. Therefore, it is desirable to provide a method capable of efficiently managing game objects.
Disclosure of Invention
To this end, the present invention provides a game object management method, apparatus and mobile terminal to solve or at least alleviate the above existing problems.
According to an aspect of the present invention, there is provided a game object management method, executed in a mobile terminal, a game object including a target object having a life value attribute and a type attribute, the target object being adapted to be presented in a game screen at a predetermined life value at a predetermined time and disappear from the game screen when the life value is equal to or less than a predetermined threshold value, the method comprising: acquiring a target sequence list, wherein the target sequence list is suitable for indicating the appearance time sequence of a plurality of target objects; creating a target queue and a target recycle bin, wherein the target queue is suitable for caching target objects to be out of the field, and the target recycle bin is suitable for storing the target objects with the life values smaller than or equal to the preset threshold value; for each frame in the game play: judging whether a target object with the life value less than or equal to a preset threshold value exists, if so, storing the target object in a target recycling bin, and enabling the target object to disappear in a game picture; when a new target object is required to come out: taking out a corresponding target object from the head of the target queue and displaying the target object in a game picture; determining the type of a target object which comes out after a target object at the tail of the current target queue according to the target sequence list; searching whether the target recycling station has the target object of the type, if so, taking the searched target object out of the target recycling station, adding the searched target object to the tail of the target queue, and setting the life value of the target object as a preset life value; if not, a target object of the type is created and added to the tail of the target queue.
Alternatively, in the game object management method according to the present invention, the step of determining whether there is a target object whose life value is equal to or less than a predetermined threshold value includes: dividing a screen of the mobile terminal into a plurality of rectangular areas; and respectively judging whether a target object with the life value less than or equal to a preset threshold exists in each rectangular area.
Optionally, in a game object management method according to the present invention, the game object further includes an attack object, and the step of dividing the screen of the mobile terminal into a plurality of rectangular areas includes: dividing a screen into four rectangular areas with equal size; for each rectangular region: if the number of game objects in the rectangular area is larger than a first threshold value, further dividing the rectangular area into four rectangular areas with equal size; and stopping the division of the rectangular area when a preset termination condition is met.
Optionally, in the game object management method according to the present invention, the preset termination condition includes: the number of game objects in the rectangular area is less than or equal to a first threshold value; and the depth of the rectangular area reaches a second threshold, wherein the depth of the rectangular area is the division times of the rectangular area.
Alternatively, in the game object management method according to the present invention, the game objects in the rectangular area include game objects located within the rectangular area and game objects intersecting with a boundary of the rectangular area, and the number of game objects in the rectangular area is determined by: determining the minimum circumscribed rectangle of each game object; if the boundary of the minimum bounding rectangle of one game object is positioned in the rectangular area or the boundary of the minimum bounding rectangle is intersected with the boundary of the rectangular area, the game object is determined to be positioned in the rectangular area, and the number of the game objects in the rectangular area is increased by one.
Optionally, in the game object management method according to the present invention, the game object further includes an attack object, the attack object has an attack value attribute, and the step of determining whether there is a target object having a life value less than or equal to a predetermined threshold value in each rectangular area includes: judging whether the positions of each attack object and each target object in the rectangular area are overlapped, if the positions of one attack object and one target object are overlapped, then: subtracting the attack value of the attack object from the current life value of the target object to update the life value of the target object; and if the updated life value of the target object is less than or equal to the preset threshold, no judgment is made on whether the positions of the target object and other attack objects are overlapped.
Alternatively, in the game object management method according to the present invention, it is determined whether or not the positions of the attack object and the target object in the rectangular area overlap according to the following method: determining a first rectangle and a second rectangle, wherein the first rectangle is the minimum bounding rectangle of the attack object, and the second rectangle is the minimum bounding rectangle of the target object; if the first rectangle and the second rectangle do not satisfy all the following judgment conditions, the positions of the attack object and the target object are overlapped: the left side of the first rectangle is positioned on the right side of the second rectangle; the right side of the first rectangle is positioned at the left side of the second rectangle; the upper edge of the first rectangle is positioned below the lower edge of the second rectangle; the lower side of the first rectangle is positioned above the upper side of the second rectangle.
Optionally, in a game object management method according to the present invention, the game object further includes an attack object, the attack object includes a type attribute, and the attack object disappears from the game screen when overlapping with a position of the target object, the method further includes: creating an attack recycle bin, wherein the attack recycle bin is suitable for storing an attack object overlapped with the position of the target object; for each frame in the game play: judging whether an attack object overlapped with the position of the target object exists or not, if so, storing the attack object in an attack recovery station, and enabling the attack object to disappear in a game picture; when a new attack object is needed to come out: obtaining the type of the attack object; searching whether the attack object of the type exists in the attack recovery station, if so, taking out the searched attack object from the attack recovery station, and displaying the searched attack object in a game picture; if not, an attack object of the type is created and is presented in the game picture.
According to an aspect of the present invention, there is provided a game object management apparatus, residing in a mobile terminal, configured to be adapted to perform the game object management method as described above.
According to an aspect of the present invention, there is provided a mobile terminal including: at least one processor adapted to load and execute program instructions; and a memory storing program instructions adapted to be loaded by the processor and to perform the game object management method as described above.
According to an aspect of the present invention, there is provided a readable storage medium storing program instructions that, when read by a mobile terminal, cause the mobile terminal to execute a game object management method as described above.
According to the technical scheme of the invention, a target queue and a target recycle bin are set for a target object. The target queue can buffer the target objects to be appeared in the game picture, thereby dispersing the time for creating the target objects and avoiding the problem that the game is jammed due to the excessive number of monsters created at one time when a batch of target objects are required to appear. The target recycle bin is used for recycling the target object with the life value lower than the preset threshold, when the life value of the target object is lower than the preset threshold, the target object is not directly destroyed but is placed in the target recycle bin, and when the target object is needed, the target object can be directly taken out of the target recycle bin and is displayed in a game picture, so that the frequent destruction and creation of the target object are avoided, system resources are saved, and the game is smoother.
And aiming at the attack object, an attack recycle bin is arranged. The attack recycling station is used for recycling the attack objects overlapped with the positions of the target objects, when the positions of the attack objects and the positions of the target objects are overlapped, the attack objects are not directly destroyed but are placed in the attack recycling station, and when needed, the attack objects can be directly taken out of the attack recycling station and are displayed in a game picture, so that the attack objects are prevented from being frequently destroyed and created, system resources are saved, and the game is smoother.
Further, the present invention, when updating the life value of the target object and determining whether the attack object overlaps the target object in position, first divides the screen of the mobile terminal into a plurality of rectangular areas according to the number of game objects, then determines whether the attack object overlaps the target object in position in the same rectangular area, and when overlapping, considers that the attack object hits the target object, thereby updating the life value of the target object. When judging whether the attack object and the target object are overlapped, the method does not need to traverse all the target objects by using all the attack objects in the screen, but partitions the screen firstly and then executes the position judgment of the attack object and the target object in each partition respectively, thereby greatly reducing the calculation amount and improving the calculation speed. In addition, after the life value of the target object is updated, whether the life value of the target object is smaller than a preset threshold value is further judged, if yes, whether the object is overlapped with the positions of other attack objects is not judged, so that unnecessary calculation is avoided, and the calculation speed is further improved.
The foregoing description is only an overview of the technical solutions of the present invention, and the embodiments of the present invention are described below in order to make the technical means of the present invention more clearly understood and to make the above and other objects, features, and advantages of the present invention more clearly understandable.
Drawings
To the accomplishment of the foregoing and related ends, certain illustrative aspects are described herein in connection with the following description and the annexed drawings, which are indicative of various ways in which the principles disclosed herein may be practiced, and all aspects and equivalents thereof are intended to be within the scope of the claimed subject matter. The above and other objects, features and advantages of the present disclosure will become more apparent from the following detailed description read in conjunction with the accompanying drawings. Throughout this disclosure, like reference numerals generally refer to like parts or elements.
FIG. 1 illustrates a block diagram of a mobile terminal 100 according to one embodiment of the invention;
FIG. 2 illustrates a flow diagram of a gaming object management method 200 according to one embodiment of the invention;
FIG. 3 illustrates a schematic diagram of a target order list, target queue, target recycle bin, according to one embodiment of the invention;
FIG. 4 is a diagram illustrating counting the number of game objects in a rectangular area according to one embodiment of the present invention;
FIG. 5 is a diagram illustrating a screen division result according to an embodiment of the present invention;
FIG. 6 illustrates the operation of a target queue and target recycle bin when a new target object needs to be brought out according to one embodiment of the present invention.
Detailed Description
Exemplary embodiments of the present disclosure will be described in more detail below with reference to the accompanying drawings. While exemplary embodiments of the present disclosure are shown in the drawings, it should be understood that the present disclosure may be embodied in various forms and should not be limited to the embodiments set forth herein. Rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the scope of the disclosure to those skilled in the art.
Fig. 1 illustrates a block diagram of a mobile terminal 100 according to one embodiment of the present invention. As shown in fig. 1, the mobile terminal 100 may include a memory interface 102, one or more data processors, image processors and/or central processing units 104, and a peripheral interface 106.
The memory interface 102, the one or more processors 104, and/or the peripherals interface 106 can be discrete components or can be integrated in one or more integrated circuits. In the mobile terminal 100, the various elements may be coupled by one or more communication buses or signal lines. Sensors, devices, and subsystems can be coupled to peripheral interface 106 to facilitate a variety of functions.
For example, a motion sensor 110, a light sensor 112, and a distance sensor 114 may be coupled to the peripheral interface 106 to facilitate directional, lighting, and ranging functions. Other sensors 116 may also be coupled to the peripheral interface 106, such as a positioning system (e.g., a GPS receiver), a temperature sensor, a biometric sensor, or other sensing device, to facilitate related functions.
The camera subsystem 120 and optical sensor 122, which may be, for example, a charge-coupled device (CCD) or a complementary metal-oxide-semiconductor (CMOS) optical sensor, may be used to facilitate implementation of camera functions such as recording photographs and video clips. Communication functions may be facilitated by one or more wireless communication subsystems 124, which may include radio frequency receivers and transmitters and/or optical (e.g., infrared) receivers and transmitters. The particular design and implementation of the wireless communication subsystem 124 may depend on the one or more communication networks supported by the mobile terminal 100. For example, the mobile terminal 100 may include a communication subsystem 124 designed to support an LTE, 3G, GSM network, a GPRS network, an EDGE network, a Wi-Fi or WiMax network, and a Bluetooth network.
The audio subsystem 126 may be coupled to a speaker 128 and a microphone 130 to facilitate voice-enabled functions, such as voice recognition, voice replication, digital recording, and telephony functions. The I/O subsystem 140 may include a touch screen controller 142 and/or one or more other input controllers 144. The touch screen controller 142 may be coupled to a touch screen 146. For example, the touch screen 146 and touch screen controller 142 may detect contact and movement or pauses made therewith using any of a variety of touch sensing technologies, including but not limited to capacitive, resistive, infrared, and surface acoustic wave technologies. One or more other input controllers 144 may be coupled to other input/control devices 148 such as one or more buttons, rocker switches, thumbwheels, infrared ports, USB ports, and/or pointing devices such as styluses. The one or more buttons (not shown) may include up/down buttons for controlling the volume of the speaker 128 and/or microphone 130.
The memory interface 102 may be coupled with a memory 150. The memory 150 may include an internal memory such as, but not limited to, a Static Random Access Memory (SRAM), a non-volatile memory (NVRAM), and the like; the external memory may be, for example, a hard disk, a removable hard disk, a U disk, etc., but is not limited thereto. The memory 150 may store program instructions that may include, for example, an operating system 152 and applications 154. The operating system 152 may be, for example, Android, iOS, Windows Phone, etc., which includes program instructions for handling basic system services and for performing hardware-dependent tasks. The memory 150 may also store applications 154, which applications 154 may include program instructions for implementing various user-desired functions. The application 154 may be provided separately from the operating system or may be native to the operating system. In addition, a driver module may also be added to the operating system when the application 154 is installed in the mobile terminal 100. While the mobile device is running, the operating system 152 is loaded from the memory 150 and executed by the processor 104. The application 154 is also loaded from the memory 150 and executed by the processor 104 at runtime. The applications 154 run on top of the operating system and utilize the interfaces provided by the operating system and underlying hardware to implement various user-desired functions, such as instant messaging, web browsing, picture management, gaming, and the like. Among the various applications 154, one of them is the game object management apparatus 160 according to the present invention, which can instruct the processor 104 to execute the game object management method 200, thereby achieving efficient management of the game object, making the game screen smoother, avoiding stuttering, and improving the user experience.
FIG. 2 shows a flow diagram of a gaming object management method 200 according to one embodiment of the invention. The method 200 is suitable for execution in a mobile terminal on which the gaming object management device 160 resides.
To better illustrate the technical solution of the present invention, the applicable scenario of the method 200 and the definitions of some terms involved are described here: in the category of games such as tower defense, shooting, action, adventure, etc., there are often scenes where a target (e.g., monster, airplane, tank, etc.) is hit with a tool (e.g., bullet, flying knife, etc.). The method 200 is applicable to games that include a scene where a tool strikes a target. In such a game, there are at least two kinds of game objects, i.e., an attack object and a target object. The attack object corresponds to a tool which can cause injury to a target by a bullet, a flying knife, or the like in a game, and has at least two attributes of attack value and type. The target object corresponds to a target hit by a tool in the game, such as a monster, airplane, etc., which has at least two attributes of life value and type. Generally, in a game level, the appearance sequence, appearance time, type and predetermined life value of a target object are preset, that is, the target object is displayed in a game screen at a predetermined life value in a predetermined time. In addition, the target objects tend to appear in batches, the types of the target objects appearing in the same batch are the same, and the types of the target objects in different batches are different. The appearance sequence of the attack object and the attack value are uncertain, and depend on the specific operation of the user. For example, for a tower-defense type game including a scene where bullets hit monsters, the initial values of the departure sequence, departure time, type, and life value of the monsters are fixed, and the departure time, type, and attack value of the bullets depend on the type of turret that the user chooses to construct. When the positions of the attack object and the target object overlap during the game, the attack object is considered to hit the target object. When the attack object hits the target object, the attack object disappears in the game picture immediately; the life value of the target object is reduced, and the reduced life value is equal to the attack value of the attack object. When the life value of the target object is less than or equal to a predetermined threshold value, the target object disappears in the game screen. Here, the predetermined threshold value may be set to 0 or other numerical value, for example.
As shown in fig. 2, the method 200 begins at step S210.
In step S210, a target order list is obtained, the target order list being adapted to indicate the temporal order of departure of the plurality of target objects; and creating a target queue and a target recycle bin, wherein the target queue is suitable for caching the target objects to be discharged, and the target recycle bin is suitable for storing the target objects with the life values smaller than or equal to a preset threshold value.
Step S210 is a process of game initialization. For each game level, a target sequence list of the level needs to be acquired, the target sequence list can be acquired from a server or a local configuration file in real time, and the acquisition mode of the target sequence list is not limited by the invention.
The object queue and object recycle bin are temporary memory space allocated by the mobile terminal for the game. The target queue and the target recycle bin can be recreated at each level; alternatively, the creation may be performed only when the user begins playing the game, and then the initially created memory space is shared for each level. The invention does not limit the creation mode of the target queue and the target recycle bin.
The target queue is adapted to buffer target objects to be brought out of the field, which need to satisfy the first-in first-out rule, and therefore, it employs a queue data structure. The length of the target queue (the length refers to the number of target objects that can be stored in the target queue) may be set by a person skilled in the art, for example, the length of the target queue may be determined according to the total number of target objects in the level, or according to the number of target objects in each batch in the level (for example, the length of the target queue is set to the number of the maximum target objects included in a single batch, or set to the number of the maximum target objects included in a single batch + n), and the like, and the setting method of the length of the target queue is not limited by the present invention. According to one embodiment, the length of the target queue should be less than the number of target objects included in the target order list, i.e., the length of the target queue should be less than the total number of target objects in the present level. The target queue can buffer the target objects to be appeared in the game picture, thereby dispersing the time for creating the target objects and avoiding the problem that the game is jammed due to the excessive number of monsters created at one time when a batch of target objects are required to appear.
The target recycle bin is used for storing the target objects with the life values less than or equal to the preset threshold value in the level, and the data structure of the target recycle bin can be an array, a linked list and the like. When the target recycle bin adopts an array structure, the length of the array can be set by a person skilled in the art, and the invention is not limited to this. Further, it should be noted that when the target recycle bin adopts an array structure, there may be a case where the target recycle bin is full and a target object whose newly detected life value is equal to or less than a predetermined threshold value cannot be added to the target recycle bin. At this time, the mobile terminal is required to allocate a block of storage space with larger capacity to the target recycle bin again, shift the target object data in the original storage space to the newly allocated storage space, and release the original storage space. The target recycle bin is used for recycling the target object with the life value lower than the preset threshold, when the life value of the target object is lower than the preset threshold, the target object is not directly destroyed but is placed in the target recycle bin, and when the target object is needed, the target object can be directly taken out of the target recycle bin and is displayed in a game picture, so that the frequent destruction and creation of the target object are avoided, system resources are saved, and the game is smoother.
The working principle of the target queue and the target recycle bin will be described in detail below.
FIG. 3 shows a schematic diagram of a target order list, target queue, target recycle bin, according to one embodiment of the invention. As shown in fig. 3, the departure time, type and predetermined life value of each target object in a certain level are listed in the target sequence list. Of course, the target sequence list shown in fig. 3 is only an example, and other column items may be included in the target sequence list, or some existing column items may not be included in the target sequence list, but at least the departure time and the type of each target object should be included in the target sequence list. As can be seen from the target sequence list shown in fig. 3, the target objects in the level appear in four batches, the number of target objects in each batch is 1, 4, 2, and 2, respectively, wherein the second batch includes the largest number of target objects, which is 4. The object queue q employs a queue data structure with a length of 5, which is 1 more than the maximum number of objects included in a single batch. The target recycle bin r adopts an array structure, and the length of the target recycle bin r is 6.
Subsequently, in step S220, it is determined whether there is a target object whose life value is equal to or less than a predetermined threshold value for each frame in the game, and if so, the target object is stored in the target recycle bin and disappears in the game screen. It should be noted that step S220 needs to be executed every frame in the game, for example, if the animation frame rate of a certain game is 60, it needs to be determined whether there is a target object whose life value is less than or equal to a predetermined threshold value every 1/60 seconds.
According to one embodiment, whether there is a target object whose life value is less than or equal to a predetermined threshold may be determined according to the following two steps (step 222, step 224):
and step 222, dividing the screen of the mobile terminal into a plurality of rectangular areas.
According to one embodiment, step 222 may be further performed according to the following method: firstly, dividing a screen into four rectangular areas with equal size; subsequently, for each rectangular area: if the number of game objects in the rectangular area is larger than a first threshold value, further dividing the rectangular area into four rectangular areas with equal size; and stopping the division of the rectangular area when a preset termination condition is met.
Note that, here, the game objects in the rectangular area include game objects located within the rectangular area and game objects intersecting with the boundary of the rectangular area, and the number of game objects in the rectangular area may be determined in the following manner: determining the minimum circumscribed rectangle of each game object; if the boundary of the minimum bounding rectangle of one game object is positioned in the rectangular area or the boundary of the minimum bounding rectangle is intersected with the boundary of the rectangular area, the game object is determined to be positioned in the rectangular area, and the number of the game objects in the rectangular area is increased by one. Fig. 4 exemplarily shows two rectangular areas to explain a counting method of game objects in the rectangular areas. Two rectangular areas 410 and 420 are included in fig. 4, and 6 game objects (shown as shaded portions), where circles represent attack objects and irregular figures represent target objects. When counting the number of game objects, the minimum bounding rectangle of each game object is first determined, and the minimum bounding rectangle of 6 game objects in fig. 4 is a rectangular frame surrounding a shaded portion, for example, the minimum bounding rectangle of the attack object 401 is rectangle 402, and the minimum bounding rectangle of the target object 407 is rectangle 408. The boundaries of the minimum bounding rectangles of the attack objects 401, 405 and the target object 403 are located within the rectangular area 410, and the boundary of the minimum bounding rectangle of the target object 407 intersects the right boundary of the rectangular area 410, so that the attack objects 410, 405 and the target objects 403, 407 are located within the rectangular area 410, i.e. the rectangular area 410 includes four game objects. Similarly, the rectangular area 420 includes three game objects, attack objects 411 and 413, and a target object 407. It should be noted that the target object 407 participates in the counting in both rectangular areas 410, 420.
In addition, the aforementioned termination condition may be set by a person skilled in the art according to actual conditions, and according to one embodiment, the termination condition may be that the number of game objects in the rectangular area is less than or equal to a first threshold; or the depth of the rectangular area reaches a second threshold, wherein the depth of the rectangular area is the number of times the rectangular area is divided. The values of the first threshold and the second threshold may be set by those skilled in the art, for example, the first threshold may be set to 10, and the second threshold may be set to 5.
After step 222, the screen of the mobile terminal is divided into a plurality of rectangular areas, and it should be noted that the sizes of the rectangular areas are not necessarily the same. Fig. 5 is a diagram showing the result of screen division according to an embodiment of the present invention, and it should be noted that fig. 5 represents both the attack object and the target object as black solid rectangles for the convenience of drawing. The termination condition of screen division corresponding to fig. 5 is that the number of game objects in the rectangular area is less than or equal to 5, and the mobile terminal screen is finally divided into 13 rectangular areas 501-513 with different sizes.
And 224, respectively judging whether a target object with the life value less than or equal to a preset threshold exists in each rectangular area.
According to one embodiment, step 224 may be further implemented as follows: judging whether the positions of each attack object and each target object in the rectangular area are overlapped, if the positions of one attack object and one target object are overlapped, then: subtracting the attack value of the attack object from the current life value of the target object to update the life value of the target object; and if the updated life value of the target object is less than or equal to the preset threshold, no judgment is made on whether the positions of the target object and other attack objects are overlapped. According to one embodiment, the following method may be adopted to determine whether the positions of the attack object and the target object overlap: determining a first rectangle and a second rectangle, wherein the first rectangle is the minimum circumscribed rectangle of the attack object, and the second rectangle is the minimum circumscribed rectangle of the target object; if the first rectangle and the second rectangle do not satisfy all the following judgment conditions, the positions of the attack object and the target object are overlapped: the left side of the first rectangle is positioned on the right side of the second rectangle; the right side of the first rectangle is positioned at the left side of the second rectangle; the upper edge of the first rectangle is positioned below the lower edge of the second rectangle; the lower side of the first rectangle is positioned above the upper side of the second rectangle.
In steps 222 and 224, when updating the life value of the target object and determining whether the positions of the attack object and the target object overlap, the screen of the mobile terminal is firstly divided into a plurality of rectangular areas according to the number of game objects, then, whether the positions of the attack object and the target object in the same rectangular area overlap is determined, and when the positions of the attack object and the target object overlap, the attack object is regarded as hitting the target object, so that the life value of the target object needs to be updated. When judging whether the attack object and the target object are overlapped, the method does not need to traverse all the target objects by using all the attack objects in the screen, but partitions the screen firstly and then executes the position judgment of the attack object and the target object in each partition respectively, thereby greatly reducing the calculation amount and improving the calculation speed. In addition, after the life value of the target object is updated, whether the life value of the target object is smaller than a preset threshold value is further judged, if yes, whether the object is overlapped with the positions of other attack objects is not judged, so that unnecessary calculation is avoided, and the calculation speed is further improved.
Subsequently, in step S230, when a new target object is required to be present, the corresponding target object is taken out from the head of the target queue and is displayed in the game screen.
Subsequently, in step S240, the type of the target object to be brought out after the target object at the tail of the current target queue is determined according to the target order list.
Subsequently, in step S250, whether the target recycle bin has the target object of the type is searched, if yes, the searched target object is taken out of the target recycle bin, added to the tail of the target queue, and the life value of the target object is set to be a predetermined life value; if not, a target object of the type is created and added to the tail of the target queue.
FIG. 6 is a schematic diagram of steps S230-S250 to better describe the working principle of the target queue and target recycle bin of the present invention. In the scenario shown in fig. 6, the target order list shown in fig. 3 is employed. As shown in FIG. 6, the target queue q has a queue structure of length 5, and the target recycle bin r has an array structure of length 6.
Corresponding to step S230, at time t1, four target objects of type 2 and one target object of type 3 are arranged in the target queue q in order from the head of the queue to the tail of the queue. At time t2 (see the target sequence list in fig. 3, time t2 corresponds to the 15 th second of the game), a new target object needs to be present on the game screen, and four target objects of type 2 are fetched from the head of the target queue q and presented on the game screen. Thus, only one type 3 target object remains in the target queue q, which is also the target object at the tail of the queue in the current target queue, and the tail of the target queue q is located at q [0 ].
Corresponding to step S240, it is determined that the type of the target object to come out after the current queue-end target object (i.e., the type 3 target object located at q [0 ]) is also type 3, according to the target order list shown in fig. 3.
Subsequently, corresponding to step S250, whether or not there is a target object of type 3 is searched in the target recycle bin r, and the time when the search is performed is t 3. At time t3, there is only one type 1 target object in the target recycle bin r, and no type 3 target object. Therefore, a target object of type 3 needs to be newly created, added to the tail of the target queue q, and set its life value to the predetermined life value of 50. At this time, the tail of the target queue q is located at the position q [1 ].
According to one embodiment, after adding the target object of the corresponding type to the target queue, if the target queue is not full and there is a target object in the target order list that has not been added to the target queue, the steps S240 and S250 are continued to add the target object to the target queue. For example, after adding a type 3 target object to the q [1] position of the target queue q at time t3, the target queue q is still not full. Thus, steps S240 and S250 continue to be performed, adding the next target object at the q [2] position of the target queue.
Corresponding to step S240, it is determined that the type of the target object to come out after the current queue-end target object (i.e., the type 3 target object located at q [1 ]) is type 1, according to the target order list shown in fig. 3.
Subsequently, corresponding to step S250, whether or not the target object has the type 1 is searched in the target recycle bin r, and the time when the search is performed is t 4. At time t4, the target recycle bin r is found to be a type 1 target object at r 0, then the target object at r 0 is taken out, added to the q 2 position of the target queue, and its life value is set to the predetermined life value of 30. According to an embodiment, if the searched target object is not the last element (i.e. not r 5) of the target recycle bin r, after the searched target object is taken out from the target recycle bin r, the contents of the elements in the target recycle bin behind the target object need to be moved forward by one bit, so that the target objects in the target recycle bin r are distributed in a centralized manner, and the search is facilitated. For example, for the target recycle bin r at time t4 in the figure, after the target object of type 1 at r [0] is taken out, r [0] is empty, and it is necessary to move the contents of the elements r [1] and r [2] after r [0] forward by one bit, that is, move the target object of type 2 at the original r [1] to r [0], and move the target object of type 2 at the original r [2] to r [1 ].
At this time, the tail of the target queue q is located at position q [2], the target queue q is not full, and there are still target objects in the target order list that are not added to the target queue. Accordingly, steps S240 and S250 are continuously performed.
Corresponding to step S240, it is determined that the type of the target object to come out after the current queue-end target object (i.e., the type 1 target object located at q [2 ]) is type 1, according to the target order list shown in fig. 3.
Subsequently, corresponding to step S250, whether or not there is a target object of type 1 is searched in the target recycle bin r, and the time when the search is performed is t 5. At time t5, there are only three type 2 target objects in the target recycle bin r, and no type 1 target objects. Therefore, a target object of type 1 needs to be newly created, added to the tail of the target queue q, and set its life value to the predetermined life value of 30. At this time, the tail of the target queue q is located at the position q [3], the target queue q is not full, but all the target objects in the target sequence list are added to the target queue, so that the target objects do not need to be added to the target queue q.
In this way, when the target object needs to be present again during the game (referring to the target sequence list in fig. 3, the time when the target object needs to be present again is 60 th second of the game), two target objects of type 3 are taken out from the head of the target queue q and are displayed on the game screen. Thus, only two type 1 target objects remain in the target queue q. Since the target objects in the target order list are all added to the target queue, there is no need to add the target objects to the target queue q.
The steps S210-250 are mainly the optimization of the management method for the target object. According to a preferred embodiment, the management method for the attack object can be further optimized, namely: creating an attack recycle bin, wherein the attack recycle bin is suitable for storing an attack object overlapped with the position of the target object; for each frame in the game play: judging whether an attack object overlapped with the position of the target object exists or not, if so, storing the attack object in an attack recovery station, and enabling the attack object to disappear in a game picture; when a new attack object is needed to come out: obtaining the type of the attack object; searching whether the attack object of the type exists in the attack recovery station, if so, taking out the searched attack object from the attack recovery station, and displaying the searched attack object in a game picture; if not, an attack object of the type is created and is displayed in the game picture. In this embodiment, an attack recycle bin is set for an attack object. The attack recycling station is used for recycling the attack objects overlapped with the positions of the target objects, when the positions of the attack objects and the positions of the target objects are overlapped, the attack objects are not directly destroyed but are placed in the attack recycling station, and when needed, the attack objects can be directly taken out of the attack recycling station and are displayed in a game picture, so that the attack objects are prevented from being frequently destroyed and created, system resources are saved, and the game is smoother.
It should be noted that, considering that the image structure of an attack object tends to be simpler than that of a target object and its departure time in a game is not fixed, only an attack recycle bin is provided in the above-described embodiment, and an attack queue for buffering attack objects to be departed in a game screen is not provided. Certainly, in other embodiments, a person skilled in the art may also set an attack queue for the attack object, and the working principles of the attack queue and the attack recycle bin are similar to those of the target queue and the target recycle bin, that is, when the positions of the target object and the attack object are found to be overlapped, the attack object is stored in the attack recycle bin; when the attack object is required to come out, taking out the corresponding attack object from the head of the attack queue and displaying the attack object in a game picture; determining the type of an attack object which comes out after the attack object at the tail of the current attack queue; searching whether the attack object of the type exists in the attack recovery station, if so, taking out the searched attack object from the attack recovery station, adding the searched attack object to the tail of the attack queue, and setting the attack value as a preset attack value; and if not, creating an attack object of the type and adding the attack object to the tail of the attack queue.
A11: a readable storage medium storing program instructions that, when read by a mobile terminal, cause the mobile terminal to execute a game object management method according to any one of claims 1 to 8.
The various techniques described herein may be implemented in connection with hardware or software or, alternatively, with a combination of both. Thus, the methods and apparatus of the present invention, or certain aspects or portions thereof, may take the form of program code (i.e., instructions) embodied in tangible media, such as removable hard drives, U.S. disks, floppy disks, CD-ROMs, or any other machine-readable storage medium, wherein, when the program is loaded into and executed by a machine, such as a computer, the machine becomes an apparatus for practicing the invention.
In the case of program code execution on programmable computers, the mobile terminal generally includes a processor, a storage medium readable by the processor (including volatile and non-volatile memory and/or storage elements), at least one input device, and at least one output device. Wherein the memory is configured to store program code; the processor is configured to execute the game object management method of the present invention according to instructions in the program code stored in the memory.
By way of example, and not limitation, readable media may comprise readable storage media and communication media. Readable storage media store information such as computer readable instructions, data structures, program modules or other data. Communication media typically embodies computer readable instructions, data structures, program modules or other data in a modulated data signal such as a carrier wave or other transport mechanism and includes any information delivery media. Combinations of any of the above are also included within the scope of readable media.
In the description provided herein, algorithms and displays are not inherently related to any particular computer, virtual system, or other apparatus. Various general purpose systems may also be used with examples of this invention. The required structure for constructing such a system will be apparent from the description above. Moreover, the present invention is not directed to any particular programming language. It is appreciated that a variety of programming languages may be used to implement the teachings of the present invention as described herein, and any descriptions of specific languages are provided above to disclose the best mode of the invention.
In the description provided herein, numerous specific details are set forth. It is understood, however, that embodiments of the invention may be practiced without these specific details. In some instances, well-known methods, structures and techniques have not been shown in detail in order not to obscure an understanding of this description.
Similarly, it should be appreciated that in the foregoing description of exemplary embodiments of the invention, various features of the invention are sometimes grouped together in a single embodiment, figure, or description thereof for the purpose of streamlining the disclosure and aiding in the understanding of one or more of the various inventive aspects. However, the disclosed method should not be interpreted as reflecting an intention that: that the invention as claimed requires more features than are expressly recited in each claim. Rather, as the following claims reflect, inventive aspects lie in less than all features of a single foregoing disclosed embodiment. Thus, the claims following the detailed description are hereby expressly incorporated into this detailed description, with each claim standing on its own as a separate embodiment of this invention.
Those skilled in the art will appreciate that the modules or units or components of the devices in the examples disclosed herein may be arranged in a device as described in this embodiment or alternatively may be located in one or more devices different from the devices in this example. The modules in the foregoing examples may be combined into one module or may be further divided into multiple sub-modules.
Those skilled in the art will appreciate that the modules in the device in an embodiment may be adaptively changed and disposed in one or more devices different from the embodiment. The modules or units or components of the embodiments may be combined into one module or unit or component, and furthermore they may be divided into a plurality of sub-modules or sub-units or sub-components. All of the features disclosed in this specification (including any accompanying claims, abstract and drawings), and all of the processes or elements of any method or apparatus so disclosed, may be combined in any combination, except combinations where at least some of such features and/or processes or elements are mutually exclusive. Each feature disclosed in this specification (including any accompanying claims, abstract and drawings) may be replaced by alternative features serving the same, equivalent or similar purpose, unless expressly stated otherwise.
Furthermore, those skilled in the art will appreciate that while some embodiments described herein include some features included in other embodiments, rather than other features, combinations of features of different embodiments are meant to be within the scope of the invention and form different embodiments. For example, in the following claims, any of the claimed embodiments may be used in any combination.
Furthermore, some of the described embodiments are described herein as a method or combination of method elements that can be performed by a processor of a computer system or by other means of performing the described functions. A processor having the necessary instructions for carrying out the method or method elements thus forms a means for carrying out the method or method elements. Further, the elements of the apparatus embodiments described herein are examples of the following apparatus: the apparatus is used to implement the functions performed by the elements for the purpose of carrying out the invention.
As used herein, unless otherwise specified the use of the ordinal adjectives "first", "second", "third", etc., to describe a common object, merely indicate that different instances of like objects are being referred to, and are not intended to imply that the objects so described must be in a given sequence, either temporally, spatially, in ranking, or in any other manner.
While the invention has been described with respect to a limited number of embodiments, those skilled in the art, having benefit of this description, will appreciate that other embodiments can be devised which do not depart from the scope of the invention as described herein. Furthermore, it should be noted that the language used in the specification has been principally selected for readability and instructional purposes, and may not have been selected to delineate or circumscribe the inventive subject matter. Accordingly, many modifications and variations will be apparent to those of ordinary skill in the art without departing from the scope and spirit of the appended claims. The present invention has been disclosed in an illustrative rather than a restrictive sense with respect to the scope of the invention, as defined in the appended claims.
Claims (11)
1. A game object management method executed in a mobile terminal, the game object including a target object having a life value attribute and a type attribute, the target object being adapted to be presented in a game screen at a predetermined life value at a predetermined time and disappear from the game screen when the life value is equal to or less than a predetermined threshold value, the method comprising:
obtaining a target sequence list, wherein the target sequence list is suitable for indicating the appearance time sequence of a plurality of target objects;
creating a target queue and a target recycle bin, wherein the target queue is suitable for caching target objects to be delivered, and the target recycle bin is suitable for storing the target objects with the life values smaller than or equal to the preset threshold value;
for each frame in the game play:
judging whether a target object with the life value less than or equal to a preset threshold value exists, if so, storing the target object in a target recycling bin, and enabling the target object to disappear in a game picture;
when a new target object is required to come out:
taking out a corresponding target object from the head of the target queue and displaying the target object in a game picture;
determining the type of a target object which comes out after a target object at the tail of the current target queue according to the target sequence list;
searching whether the target recycling station has the target object of the type, if so, taking the searched target object out of the target recycling station, adding the searched target object to the tail of the target queue, and setting the life value of the target object as a preset life value; and if not, creating a target object of the type and adding the target object to the tail of the target queue.
2. The method of claim 1, wherein the determining whether there is a target object having a life value less than or equal to a predetermined threshold value comprises:
dividing a screen of the mobile terminal into a plurality of rectangular areas;
and respectively judging whether a target object with the life value less than or equal to a preset threshold exists in each rectangular area.
3. The method of claim 2, wherein the game object further comprises an attack object, and the dividing of the mobile terminal screen into a plurality of rectangular areas comprises:
dividing a screen into four rectangular areas with equal size;
for each rectangular region: if the number of game objects in the rectangular area is larger than a first threshold value, further dividing the rectangular area into four rectangular areas with equal size;
and stopping the division of the rectangular area when a preset termination condition is met.
4. The method of claim 3, wherein the preset termination condition is:
the number of game objects in the rectangular area is less than or equal to a first threshold value; or
And the depth of the rectangular area reaches a second threshold, wherein the depth of the rectangular area is the division times for obtaining the rectangular area.
5. The method of claim 3, wherein the game objects in the rectangular area include game objects located within the rectangular area and game objects intersecting a boundary of the rectangular area, the number of game objects in the rectangular area being determined by:
determining the minimum circumscribed rectangle of each game object;
if the boundary of the minimum bounding rectangle of one game object is positioned in the rectangular area or the boundary of the minimum bounding rectangle is intersected with the boundary of the rectangular area, the game object is determined to be positioned in the rectangular area, and the number of the game objects in the rectangular area is increased by one.
6. The method according to any one of claims 2 to 5, wherein the game object further includes an attack object having an attack value attribute, and the step of determining whether or not a target object having a life value of less than or equal to a predetermined threshold value exists in each rectangular area includes:
judging whether the positions of each attack object and each target object in the rectangular area are overlapped, if the positions of one attack object and one target object are overlapped, then:
subtracting the attack value of the attack object from the current life value of the target object to update the life value of the target object;
and if the updated life value of the target object is less than or equal to the preset threshold, no judgment is made on whether the positions of the target object and other attack objects are overlapped.
7. The method of claim 6, wherein the determination of whether the positions of the attack object and the target object in the rectangular region overlap is made as follows:
determining a first rectangle and a second rectangle, wherein the first rectangle is the minimum bounding rectangle of the attack object, and the second rectangle is the minimum bounding rectangle of the target object;
if the first rectangle and the second rectangle do not satisfy all the following judgment conditions, the positions of the attack object and the target object are overlapped:
the left side of the first rectangle is positioned on the right side of the second rectangle;
the right side of the first rectangle is positioned at the left side of the second rectangle;
the upper edge of the first rectangle is positioned below the lower edge of the second rectangle;
the lower side of the first rectangle is positioned above the upper side of the second rectangle.
8. The method of claim 1, the game object further comprising an attack object, the attack object comprising a type attribute, the attack object disappearing from the game view when overlapping with a location of a target object, the method further comprising:
creating an attack recycle bin adapted to store attack objects that overlap with the location of the target object;
for each frame in the game play:
judging whether an attack object overlapped with the position of the target object exists or not, if so, storing the attack object in an attack recovery station, and enabling the attack object to disappear in a game picture;
when a new attack object is needed to come out:
obtaining the type of the attack object;
searching whether the attack object of the type exists in the attack recovery station, if so, taking out the searched attack object from the attack recovery station, and displaying the searched attack object in a game picture; if not, an attack object of the type is created and is displayed in the game picture.
9. A gaming object management apparatus, residing in a mobile terminal, configured to be adapted to perform a gaming object management method according to any of claims 1-8.
10. A mobile terminal, comprising:
at least one processor adapted to load and execute program instructions; and
a memory storing program instructions adapted to be loaded by a processor and to perform a game object management method according to any of claims 1-8.
11. A readable storage medium storing program instructions that, when read by a mobile terminal, cause the mobile terminal to execute a game object management method according to any one of claims 1 to 8.
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CN110300327B (en) * | 2019-04-18 | 2021-06-15 | 深圳市腾讯网域计算机网络有限公司 | Game client performance analysis method, device, terminal and storage medium |
CN111973986B (en) * | 2020-08-27 | 2024-08-06 | 网易(杭州)网络有限公司 | Attack dynamic effect display method and device, electronic equipment and storage medium |
CN112516591B (en) * | 2020-12-21 | 2024-08-23 | 网易(杭州)网络有限公司 | Information interaction method and device in game, electronic equipment and storage medium |
CN113518256B (en) * | 2021-07-23 | 2023-08-08 | 腾讯科技(深圳)有限公司 | Video processing method, video processing device, electronic equipment and computer readable storage medium |
CN115531872A (en) * | 2022-09-22 | 2022-12-30 | 北京琥珀创想科技有限公司 | Display effect generation method and device and electronic equipment |
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