CN108126344B - Method for sharing position in game and storage medium - Google Patents

Method for sharing position in game and storage medium Download PDF

Info

Publication number
CN108126344B
CN108126344B CN201810069110.1A CN201810069110A CN108126344B CN 108126344 B CN108126344 B CN 108126344B CN 201810069110 A CN201810069110 A CN 201810069110A CN 108126344 B CN108126344 B CN 108126344B
Authority
CN
China
Prior art keywords
game
game client
virtual character
client
map
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active
Application number
CN201810069110.1A
Other languages
Chinese (zh)
Other versions
CN108126344A (en
Inventor
王珺
申文迪
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Netease Hangzhou Network Co Ltd
Original Assignee
Netease Hangzhou Network Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Netease Hangzhou Network Co Ltd filed Critical Netease Hangzhou Network Co Ltd
Priority to CN201810069110.1A priority Critical patent/CN108126344B/en
Publication of CN108126344A publication Critical patent/CN108126344A/en
Application granted granted Critical
Publication of CN108126344B publication Critical patent/CN108126344B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5378Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/32Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
    • A63F13/327Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi or piconet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/50Network services
    • H04L67/52Network services specially adapted for the location of the user terminal
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/404Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network characterized by a local network connection
    • A63F2300/405Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network characterized by a local network connection being a wireless ad hoc network, e.g. Bluetooth, Wi-Fi, Pico net

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Signal Processing (AREA)
  • Radar, Positioning & Navigation (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Information Transfer Between Computers (AREA)
  • Mobile Radio Communication Systems (AREA)

Abstract

The invention provides a method for sharing positions in a game and a storage medium, wherein a first game client receives a connection establishment instruction, establishes short-distance wireless connection with a second game client according to the connection establishment instruction, receives position information of a second virtual character in a game map sent by a server by the first game client after monitoring that the short-distance wireless connection is established between the first game client and the second game client, and displays position indication information of the second virtual character in the first game client according to the position information of the second virtual character in the game map. According to the scheme, when the friend plays the off-line game, the position information of the other party relative to the friend can be accurately obtained, so that the game interaction is facilitated, and the user experience is improved.

Description

Method for sharing position in game and storage medium
Technical Field
The present invention relates to the field of games, and in particular, to a method and a storage medium for sharing friend positions in a game.
Background
With the development of science and technology, the functions of mobile phones are more and more, and the mobile phone network game is one of the mobile phones. The mobile phone network game uses the internet as a transmission medium, and a user interacts with a game server provided by a game operator through a game client installed on a mobile phone to support a multiplayer online game.
Existing online games generally have the following two modes: the online playing method is characterized in that a plurality of remote players form a team to play games, and the players exchange information in the games in real time in a voice or video mode. Offline play refers to close-range or face-to-face play between friends. In the prior art, when online game playing is carried out among friends, the position of the friend is expected to be obtained, in the prior art, the friends can only inform the positions of the friends in a verbal way, but the positions of the friends are not timely synchronized, and a player needs to determine the direction and the distance of the friends according to the positions of the friends and the positions informed by the friends.
Disclosure of Invention
The invention provides a position sharing method and a storage medium in a game, so that when the game is played offline, friends can accurately know the position of the other party, and the user experience is improved.
The invention provides a method for sharing positions in a game, which comprises the following steps:
a first game client receives a connection establishment instruction;
the first game client establishes short-distance wireless connection with a second game client according to the connection establishment instruction;
after the situation that the establishment of the short-distance wireless connection between the first game client and the second game client is completed is monitored, the first game client receives position information of a second virtual character in a game map, wherein the game comprises a first virtual character controlled by the first game client and the second virtual character controlled by the second game client;
and the first game client displays the position indication information of the second virtual character in the first game client according to the position information of the second virtual character in the game map.
Optionally, the displaying, by the first game client, the position indication information of the second virtual character in the first game client according to the position information of the second virtual character in the game map includes:
the first game client side determines the direction and the distance of the second virtual character in the game map relative to the first virtual character according to the position information of the second virtual character in the game map and the position information of the first virtual character in the game map;
the first game client displays the direction and distance of the second virtual character on the game map.
Optionally, the displaying, by the first game client, the direction and the distance of the second virtual character on the game map includes:
the first game client indicates the direction of the second virtual character on the game map by the direction of an arrow;
the first game client indicates the distance of the second virtual character by a number.
Optionally, the displaying, by the first game client, the direction and the distance of the second virtual character on the game map includes:
the first game client indicates the direction of the second virtual character on the game map by the direction of an arrow;
the first game client indicates the distance of the second virtual character by the size of the arrow.
Optionally, the establishing, by the first game client, a short-distance wireless connection with a second game client according to the connection establishment instruction includes:
the first game client sends a first request message to a server according to the connection establishment instruction;
the first game client receives a first response message sent by the server, wherein the first response message comprises a first verification code;
the first game client side and the second game client side establish Bluetooth connection;
and the first game client sends the first verification code to the second game client through the Bluetooth connection.
Optionally, the establishing, by the first game client, a short-distance wireless connection with a second game client according to the connection establishment instruction includes:
the first game client sends a third request message to the server according to the connection establishment instruction;
the first game client receives a third response message sent by the server, wherein the third response message comprises a second verification code;
the first game client and the second game client establish Near Field Communication (NFC) connection;
and the first game client sends the second verification code to the second game client through the NFC connection.
The second aspect of the present invention provides a method for sharing positions in a game, including:
a first game client receives a selection instruction, wherein the selection instruction is used for selecting a second virtual character from a neighboring character list of the first virtual character, the game comprises the first virtual character controlled by the first game client and the second virtual character controlled by the second game client, and the neighboring character list of the first virtual character is determined according to the position information of the game client;
the first game client sends a face-to-face connection establishment request to a server according to the selection instruction, wherein the face-to-face connection establishment request is used for requesting the establishment of face-to-face connection with the second game client;
when the situation that the face-to-face connection between the first game client and the second game client is established is monitored, the first game client receives position information of the second virtual character in a game map;
and the first game client displays the position indication information of the second virtual character in the first game client according to the position information of the second virtual character in the game map.
Optionally, the displaying, by the first game client, the position indication information of the second virtual character in the first game client according to the position information of the second virtual character in the game map includes:
the first game client side determines the direction and the distance of the second virtual character in the game map relative to the first virtual character according to the position information of the second virtual character in the game map and the position information of the first virtual character in the game map;
the first game client displays the direction and distance of the second virtual character on the game map.
Optionally, the displaying, by the first game client, the direction and the distance of the second virtual character on the game map includes:
the first game client indicates the direction of the second virtual character on the game map by the direction of an arrow;
the first game client indicates the distance of the second virtual character by a number.
Optionally, the displaying, by the first game client, the direction and the distance of the second virtual character on the game map includes:
the first game client indicates the direction of the second virtual character on the game map by the direction of an arrow;
the first game client indicates the distance of the second virtual character by the size of the arrow.
Optionally, the position information of the game client is GPS data of the game client, or the position information of the game client is a WIFI account of the game client.
A third aspect of the present invention provides a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements the method of sharing a location in a game according to any one of the first and second aspects.
A fourth aspect of the present invention provides a game client comprising: a processor, a memory for storing instructions and a transceiver for communicating with other devices, the processor being configured to execute the instructions stored in the memory to cause the game client to perform a method of in-game location sharing according to any of the first and second aspects of the invention.
The invention provides a method and a storage medium for sharing positions in games, wherein a first game client receives a connection establishment instruction, establishes short-distance wireless connection with a second game client according to the connection establishment instruction, receives position information of a second virtual character in a game map by the first game client after monitoring that the short-distance wireless connection is established between the first game client and the second game client, wherein the game comprises a first virtual character controlled by the first game client and the second virtual character controlled by the second game client, and displays position indication information of the second virtual character in the first game client according to the position information of the second virtual character in the game map. According to the scheme, when the friend plays the off-line game, the position information of the other party relative to the friend can be accurately obtained, so that the game interaction is facilitated, and the user experience is improved.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the invention and together with the description, serve to explain the principles of the invention.
FIG. 1 is a schematic diagram of a network architecture in which the present invention is applicable;
FIG. 2 is a flowchart of a method for sharing positions in a game according to an embodiment of the present invention;
FIG. 3 is a schematic illustration of the orientation and distance of a second virtual character relative to a first virtual character on a game map;
FIG. 4 is a flowchart of a method for sharing a location in a game according to a second embodiment of the present invention;
fig. 5 is a signaling flowchart of a method for sharing a location in a game according to a third embodiment of the present invention.
With the above figures, certain embodiments of the invention have been illustrated and described in more detail below. The drawings and the description are not intended to limit the scope of the inventive concept in any way, but rather to illustrate it by those skilled in the art with reference to specific embodiments.
Detailed Description
Reference will now be made in detail to the exemplary embodiments, examples of which are illustrated in the accompanying drawings. When the following description refers to the accompanying drawings, like numbers in different drawings represent the same or similar elements unless otherwise indicated. The implementations described in the exemplary embodiments below are not intended to represent all implementations consistent with the present disclosure. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the present disclosure, as detailed in the appended claims.
Fig. 1 is a schematic diagram of a network structure to which the present invention is applied, and as shown in fig. 1, the network structure includes at least one server and at least two game clients. The server is also called a game server and is used for storing position coordinates, game logic data and other related information of all virtual characters, the virtual characters refer to users registered on the game server, and each virtual character uniquely corresponds to one game account. The game client is also called a game client, and mainly performs calculation of a game logic for a hero virtual character registered in the current game client and display of a game screen. The display of the game picture comprises the display of the main character virtual character and the display of the non-main character virtual character in the current map where the main character virtual character is located. After the game client end is connected with the server, the virtual character logs in the game at the game client end, and data interaction is carried out at intervals. The game client is also called an Application (APP), and is installed on a terminal device, which may be a mobile phone, a computer, a game machine, or the like.
The method of the invention is suitable for online games, and the prior online games have the following two modes: the online playing method is characterized in that a plurality of remote players form a team to play games, and the players exchange information in the games in real time in a voice or video mode. The offline playing method refers to the game playing among friends in a close distance or face-to-face mode.
Based on the network structure shown in fig. 1, fig. 2 is a flowchart of a method for sharing a location in a game according to an embodiment of the present invention, and as shown in fig. 2, the method provided in this embodiment includes the following steps:
step S101, the first game client receives a connection establishment instruction.
The connection establishment instruction is used to instruct the establishment of a short-range wireless connection, and may be input by a user. Illustratively, the user opens a game page in which a short-range wireless connection establishment button is displayed, and the user inputs a connection establishment instruction by clicking the establishment button. Optionally, in this embodiment, a plurality of short-range wireless communication modes may be provided for the user to select, for example, after the user clicks the establishment button, the plurality of short-range wireless communication modes are displayed for the user to select, and the user selects one mode from the plurality of short-range wireless communication modes to trigger the establishment process of the short-range wireless connection. For example, if the user selects bluetooth communication, the user may further set the identity of the first virtual character controlled by the first game client as the sharer.
Optionally, the short-range wireless connection is, for example, a bluetooth connection or a Near Field Communication (NFC) connection.
And step S102, the first game client establishes short-distance wireless connection with the second game client according to the connection establishment instruction.
In the process of establishing the short-distance wireless connection, mutual authentication is needed between the first game client and the second game client, namely, two parties establishing the short-distance wireless communication agree or agree to establish by default. The game includes a first virtual character controlled by a first game client and a second virtual character controlled by a second game client.
In a first mode, the first game client sends a first request message to the server according to the connection establishment instruction, wherein the first request message is used for requesting to establish a bluetooth connection. The server distributes a first verification code to the first virtual character according to the first request message, then the server sends a first response message to the first game client, the first game client receives the first response message sent by the game server, and the first response message comprises the first verification code. The first game client establishes Bluetooth connection with the second game client, and the first game client sends the first verification code to the second game client through the Bluetooth connection.
The second game client receives a first verification code sent by the first game client through Bluetooth connection, the second game client sends a second request message to the server, the second request message comprises the first verification code and the identification of the first virtual role, and when the identification of the virtual role in the second request message is the same as the identification of the first virtual role and the verification code in the second request message is the same as the first verification code, the server determines that the Bluetooth connection is established between the first game client and the second game client.
Optionally, the server sends a connection establishment completion message to the first game client and the second game client, respectively, so as to notify the first game client and the second game client that the connection establishment is completed. Or the server only sends a connection establishment completion message to the second game client, and the second game client sends the connection establishment completion message to the first game client after receiving the connection establishment completion message.
Bluetooth communication is a relatively safe communication mode, which cannot be simulated by cheating means, so that the condition that players use the rule to destroy game balance can be avoided.
In a second mode, the first game client sends a third request message to the server according to the connection establishment instruction, wherein the third request message is used for requesting to establish the NFC connection. The server allocates a second verification code to the first virtual character according to the third request message, and then sends a third response message to the first game client, and the first game client receives the third response message sent by the server, wherein the third response message comprises the second verification code. The first game client side and the second game client side are connected in an NFC mode, the first game client side sends the second verification code to the second game client side through the NFC connection, and the first game client side and the second game client side can be connected in the NFC mode through terminal touch.
In this embodiment, the NFC communication uses a peer-to-peer mode (P2P mode), which is similar to infrared and can be used for data exchange, but has a short transmission distance, a fast transmission creation speed, a fast transmission speed, and low power consumption (similar to bluetooth). Two devices with NFC function are connected, and point-to-point transmission of data can be achieved. NFC enabled devices can exchange data in either an active or passive mode, in which the device that initiates the NFC communication, also called the NFC initiator device (master), provides a radio frequency field (RF-field) throughout the communication, and another device called the NFC target device (slave), does not have to generate a radio frequency field, but uses load modulation techniques, i.e. data can be transmitted back to the initiator device at the same speed. When two friends play an offline game, the user a may touch the terminal device equipped with the first game client with the terminal device equipped with the second game client to establish an NFC connection.
And the second game client receives a second verification code sent by the first game client through NFC connection, and sends a fourth request message to the server, wherein the fourth request message comprises the second verification code and the identification of the first virtual role. And when the identification of the virtual character included in the fourth request message is the same as the identification of the first virtual character and the verification code included in the fourth request message is the same as the second verification code, the server determines that the first game client and the second game client establish the NFC connection.
Optionally, the server may further send a connection establishment completion message to the first game client and the second game client, respectively, so as to notify the first game client and the second game client that the connection establishment is completed. Or the server only sends a connection establishment completion message to the second game client, and the second game client sends the connection establishment completion message to the first game client after receiving the connection establishment completion message.
In the two modes, the short-distance wireless connection establishment is completed under the condition that the game clients of the two parties know and mutually permit, and the short-distance wireless connection can be interrupted at any time in any midway. For example, either party disconnects the bluetooth connection or the NFC connection, or a button for disconnecting the short-range wireless connection function is separately provided on the game page, and the user disconnects the short-range wireless connection by operating the button, or the user disconnects the short-range wireless connection by closing the button.
Step S103, after the situation that the short-distance wireless connection between the first game client and the second game client is established is monitored, the first game client receives the position information of the second virtual character in the game map.
The first game client can monitor that the short-distance wireless connection is established between the first game client and the second game client in the following modes: in the first mode, the first game client receives a connection establishment completion message sent by the server or the second game client, and the establishment of the short-distance wireless connection between the first game client and the second game client is determined according to the connection establishment completion message. And in the second mode, the first game client defaults to complete the establishment of the short-distance wireless connection between the first game client and the second game client after the preset time.
Optionally, the location information of the second virtual character in the game map may be sent by the server, or may be sent by the second game client. For example, the game server may send the position information of the second virtual character in the game map to the first game client when it is determined that the first game client establishes the short-range wireless connection with the second game client and the first virtual character and the second virtual character share a game.
For example, the server may determine that the first virtual character and the second virtual character share a game as follows: the server acquires the game room number of the first virtual character and the game room number of the second virtual character, and when the game room number of the first virtual character is the same as the game room number of the second virtual character, the server determines that the first virtual character and the second virtual character share one game. The server assigns a game room number to each game and, when a virtual character enters the game, the server knows that the virtual character entered that game room.
Optionally, the server may send the position information of the second virtual character in the game map to the first game client in real time or periodically. Or when the position information of the first virtual character and/or the second virtual character in the game map changes, the server sends the position information of the second game character in the game map to the first game client.
And step S104, the first game client displays the position indication information of the second virtual character in the first game client according to the position information of the second virtual character in the game map.
Optionally, the position indication information of the second virtual character is a direction and a distance of the second virtual character in the game map relative to the first virtual character. Accordingly, before step S104, the first game client determines the direction and distance of the second virtual character in the game map relative to the first virtual character according to the position information of the second virtual character in the game map and the position information of the first virtual character in the game map. Then, the first game client displays the direction and distance of the second virtual character on the game map.
The direction of the second virtual character relative to the first virtual character in the game map is, for example: the second avatar is above, below, to the left, to the right, above left, above right, below left, below right, etc. of the first avatar, or the second avatar has an orientation with respect to the first avatar. The distance of the second virtual character relative to the first virtual character in the game map may be a straight line distance between the two or a shortest path between the two.
Optionally, the first game client may display the position indication information of the second virtual character in two ways:
in one mode, the first game client indicates the direction of the second virtual character by the direction of an arrow on the game map, and indicates the distance of the second virtual character by a number. Fig. 3 is a schematic diagram of the direction and distance of a second virtual character relative to a first virtual character on a game map, and due to the large game map, it is generally impossible to display the complete game map within the screen range of a terminal device, as shown in fig. 3, the first virtual character is within the screen range of the terminal device, the second virtual character is not within the screen range of the terminal device, the second virtual character is 23 meters away from the first virtual character at the position of the first virtual character, and the direction indicated by an arrow is the direction of the second virtual character.
In another mode, the first game client indicates the direction of the second virtual character by the direction of an arrow on the game map, and indicates the distance of the second virtual character by the size of the arrow, for example, the size of the arrow is divided into three types, a small arrow indicates a short distance, a large arrow indicates a long distance, and an arrow between the large arrow and the small arrow indicates a medium distance.
Optionally, in the two manners, the first game client may further indicate the direction of the second virtual character through a character, or indicate the direction of the second virtual character through an arrow and a character. Alternatively, the arrows and text may change dynamically.
It is emphasized that the server transmits not only the position information of the second virtual character in the game map to the first game client but also the position information of the first virtual character in the game map to the second game client. And the second game client displays the position indication information of the second virtual character in the second game client according to the position information of the first virtual character in the game map, wherein the specific display mode is the same as that of the first game client, and the detailed description is omitted here.
In this embodiment, a first game client receives a connection establishment instruction, establishes a short-distance wireless connection with a second game client according to the connection establishment instruction, receives position information of a second virtual character in a game map when it is monitored that the establishment of the short-distance wireless connection between the first game client and the second game client is completed, where a game includes a first virtual character controlled by the first game client and a second virtual character controlled by the second game client, and displays position indication information of the second virtual character in the first game client according to the position information of the second virtual character in the game map. According to the scheme, when the friend plays the off-line game, the position information of the other party relative to the friend can be accurately obtained, so that the game interaction is facilitated, and the user experience is improved.
Fig. 4 is a flowchart of a position sharing method in a game according to a second embodiment of the present invention, and as shown in fig. 4, the method according to the present embodiment includes the following steps:
in step S201, the first game client receives a selection instruction, where the selection instruction is used to select a second virtual character from the adjacent character list of the first virtual character.
The game includes a first virtual character controlled by a first game client and a second virtual character controlled by a second game client, and the adjacent character list of the first virtual character can be determined by the server according to the position information of the game client. Correspondingly, each game client needs to report its own location information to the server, and optionally, the location information of the game client is Global Positioning System (GPS) data of the game client, or the location information of the game client is a WIreless Fidelity (WIFI) account of the game client.
The server determines that the first virtual character and the second virtual character are adjacent virtual characters according to the position information of the first game client and the position information of the second game client. When the position information of the game client is GPS data, the server calculates the distance between the first game client and the second game client according to the GPS data of the first game client and the GPS data of the second game client. When the distance between the first game client and the second game client is smaller than a preset distance, the first virtual character and the second virtual character are determined to be adjacent virtual characters, and the preset distance is 1 meter, 2 meters, 5 meters, 10 meters or the like. It should be noted that, in this embodiment, the two virtual characters being adjacent do not mean that the two virtual characters are adjacent in position in the game map, but mean that the game clients of the two virtual characters are adjacent.
When the game client is an account with the position information being WIFI, the server judges whether the WIFI account of the first game client is the same as that of the second game client or not, and when the WIFI account of the first game client is the same as that of the second game client, the server determines that the first virtual character and the second virtual character are adjacent virtual characters. The account number of the WIFI of the first game client is the same as that of the second game client, which indicates that the first game client and the second game client are in the coverage range of the same WIFI signal, and the coverage range of the WIFI signal can be larger or smaller.
After determining that the first virtual character and the second virtual character are adjacent virtual characters, the server sends an adjacent virtual character list of the first virtual character to the first game client side, and sends an adjacent virtual character list of the second virtual character to the second game client side. The first game client receives an adjacent virtual character list of a first virtual character sent by the server, wherein the adjacent virtual character list of the first virtual character comprises an identifier of a second virtual character.
Step S202, the first game client sends a face-to-face connection establishment request to the server according to the selection instruction, wherein the face-to-face connection establishment request is used for requesting to establish face-to-face connection with the second game client.
The face-to-face connection establishment request comprises an identification of a second virtual role so as to identify that a first game client needs to establish face-to-face connection with a second game client, the server sends the face-to-face connection establishment request to the second game client, the face-to-face connection establishment request sent to the second game client by the server comprises an account number of the first virtual role, and the account number carrying the first virtual role is used for informing the second virtual role that the face-to-face connection is initiated by the first virtual role.
The second game client may display a prompt message for prompting the second avatar first avatar to request establishment of the face-to-face connection and a selection button for selecting whether to approve establishment of the face-to-face connection on the second game client. If the user corresponding to the second avatar agrees to establish the face-to-face connection, the second game client sends a face-to-face connection establishment response to the server, the face-to-face connection establishment response indicating that the second avatar allows the face-to-face connection to be established. And the server receives the face-to-face connection establishment response sent by the second game client, and determines that the first game client and the second game client establish the face-to-face connection according to the face-to-face connection establishment response.
Optionally, the server may further send a connection establishment completion message to the first game client and the second game client, respectively, so as to notify the first game client and the second game client that the face-to-face connection establishment is completed. If the user corresponding to the second virtual character does not agree to establish a face-to-face connection, the second game client may send a connection establishment rejection message to the server, and the server forwards the connection establishment rejection message to the first game client.
Step S203, after it is monitored that the face-to-face connection between the first game client and the second game client is completed, the first game client receives the position information of the second virtual character in the game map.
And step S204, the first game client displays the position indication information of the second virtual character in the first game client according to the position information of the second virtual character in the game map.
The specific implementation manner of steps S203 and S204 refers to the related description of steps S103 and S104 in the first embodiment, and is not described herein again.
In this embodiment, a first game client receives a selection instruction, where the selection instruction is used to select a second virtual character from a list of adjacent characters of the first virtual character, and according to the selection instruction, the first game client sends a face-to-face connection establishment request to a server, where the face-to-face connection establishment request is used to request establishment of a face-to-face connection with a second game client, and when it is monitored that the face-to-face connection is established between the first game client and the second game client, the first game client receives location information of the second virtual character in a game map, and displays location indication information of the second virtual character in the first game client according to the location information of the second virtual character in the game map. According to the scheme, when the friend plays the off-line game, the direction and the distance of the other party relative to the friend can be accurately obtained, so that the game interaction is facilitated, and the user experience is improved.
Alternatively, in other embodiments of the present application, the server may determine that two game clients establish a face-to-face connection by: the server detects whether the first virtual role and the second virtual role are friends of the instant messaging tool according to the login mode of the first virtual role and the login mode of the second virtual role. Such as WeChat, QQ, microblog, etc. When the first virtual character and the second virtual character are friends of the instant messaging tool, the server determines that a first game client controlling the first virtual character and a second game client controlling the second virtual character establish face-to-face connection.
Fig. 5 is a signaling flowchart of a method for sharing a position in a game according to a third embodiment of the present invention, which is described in this embodiment by taking an example of establishing a bluetooth connection between two game clients, and as shown in fig. 5, the method provided in this embodiment includes the following steps:
step S301, the first game client receives a connection establishment instruction.
Specifically, the user opens the short-range wireless connection function on the first game client, and the short-range wireless connection function can be opened in the setting options of the game page, for example, after the user a clicks or slides a button corresponding to the short-range wireless connection function, the user a can select various short-range wireless communication modes, select bluetooth communication, and set the identity of the first virtual character as the sharer.
Step S302, the first game client sends a first request message to the server according to the connection establishment instruction.
The first request message is for requesting establishment of a bluetooth connection.
Step S303, the server distributes a first verification code for the first virtual role according to the first request message.
Step S304, the server sends a first response message to the first game client, wherein the first response message comprises a first verification code.
The first game client may save the first validation code to the memory.
Step S305, the first game client and the second game client establish Bluetooth connection.
Specifically, the user B starts the short-distance wireless connection function on the second game client, selects bluetooth connection, sets the identity of the second virtual character as a joiner, performs bluetooth pairing between the second game client and the first game client, and establishes bluetooth connection successfully after pairing is successful.
And S306, the first game client sends the first verification code to the second game client through Bluetooth connection.
Step S307, the second game client sends a second request message to the server, wherein the second request message comprises the first verification code and the identification of the first virtual character.
Step S308, the server verifies whether the verification code and the identifier of the virtual character included in the second request message match the first verification code assigned to the first virtual character.
When the identification of the virtual character included in the second request message is the same as the identification of the first virtual character and the verification code included in the second request message is the same as the first verification code, the server determines that the first game client and the second game client establish Bluetooth connection, and the first virtual character and the second virtual character are in an online game state.
Step S309, the server sends a connection establishment completion message to the first game client.
The connection establishment completion message is used to notify the first game client that the bluetooth connection establishment is complete.
Step S310, the server sends a connection establishment completion message to the second game client.
Step S311, the server determines that the first virtual character and the second virtual character share one game.
Step S312, the server sends the position information of the second virtual character in the game map to the first game client.
In step S313, the server sends the position information of the first virtual character in the game map to the second game client.
Step S314, the first game client determines the direction and distance of the second virtual character in the game map relative to the first virtual character according to the position information of the first virtual character in the game map and the position information of the second virtual character in the game map.
And step S315, the first game client displays the direction and the distance of the second virtual character on the game map.
And step S316, the second game client determines the direction and the distance of the first virtual character relative to the second virtual character in the game map according to the position information of the first virtual character in the game map and the position information of the second virtual character in the game map.
Step S317, the second game client displays the direction and distance of the first virtual story on the game map.
It should be noted that steps S414 and S416 are executed independently, so steps S414 and S416 may be executed simultaneously.
A fourth embodiment of the present invention provides a computer-readable storage medium, on which a computer program is stored, where the computer program, when executed by a processor, implements the method for sharing a position in a game according to the first and second embodiments of the present invention.
An embodiment of the present invention provides a game client, including: a processor, a memory for storing instructions, and a transceiver for communicating with other devices, the processor being configured to execute the instructions stored in the memory to cause the game client to perform the method of in-game location sharing according to embodiments one and two of the present invention.
Other embodiments of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the disclosure disclosed herein. This application is intended to cover any variations, uses, or adaptations of the disclosure following, in general, the principles of the disclosure and including such departures from the present disclosure as come within known or customary practice within the art to which the disclosure pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.
It will be understood that the present disclosure is not limited to the precise arrangements described above and shown in the drawings and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.

Claims (10)

1. A method for sharing a location in a game, comprising:
a first game client receives a connection establishment instruction;
the first game client establishes short-distance wireless connection with a second game client according to the connection establishment instruction;
after the situation that the establishment of the short-distance wireless connection between the first game client and the second game client is completed is monitored, the first game client receives position information of a second virtual character in a game map, wherein the game comprises a first virtual character controlled by the first game client and the second virtual character controlled by the second game client;
the first game client displays the position indication information of the second virtual character in the first game client according to the position information of the second virtual character in the game map;
the first game client establishes short-distance wireless connection with a second game client according to the connection establishment instruction, and the method comprises the following steps:
the first game client sends a first request message to a server according to the connection establishment instruction;
the first game client receives a first response message sent by the server, wherein the first response message comprises a first verification code;
the first game client side and the second game client side establish Bluetooth connection;
the first game client sends the first verification code to the second game client through the Bluetooth connection;
or, the first game client establishes a short-distance wireless connection with a second game client according to the connection establishment instruction, including:
the first game client sends a third request message to the server according to the connection establishment instruction;
the first game client receives a third response message sent by the server, wherein the third response message comprises a second verification code;
the first game client and the second game client establish Near Field Communication (NFC) connection;
and the first game client sends the second verification code to the second game client through the NFC connection.
2. The method of claim 1, wherein the displaying, by the first game client, the position indication information of the second virtual character in the first game client according to the position information of the second virtual character in the game map comprises:
the first game client side determines the direction and the distance of the second virtual character in the game map relative to the first virtual character according to the position information of the second virtual character in the game map and the position information of the first virtual character in the game map;
the first game client displays the direction and distance of the second virtual character on the game map.
3. The method of claim 2, wherein the first game client displaying the direction and distance of the second virtual character on the game map comprises:
the first game client indicates the direction of the second virtual character on the game map by the direction of an arrow;
the first game client indicates the distance of the second virtual character by a number.
4. The method of claim 2, wherein the first game client displaying the direction and distance of the second virtual character on the game map comprises:
the first game client indicates the direction of the second virtual character on the game map by the direction of an arrow;
the first game client indicates the distance of the second virtual character by the size of the arrow.
5. A method for sharing a location in a game, comprising:
a first game client receives a selection instruction, wherein the selection instruction is used for selecting a second virtual character from a neighboring character list of the first virtual character, the game comprises the first virtual character controlled by the first game client and the second virtual character controlled by the second game client, and the neighboring character list of the first virtual character is determined according to the position information of the game client;
the first game client sends a face-to-face connection establishment request to a server according to the selection instruction, wherein the face-to-face connection establishment request is used for requesting the establishment of face-to-face connection with the second game client;
when the situation that the face-to-face connection between the first game client and the second game client is established is monitored, the first game client receives position information of the second virtual character in a game map;
and the first game client displays the position indication information of the second virtual character in the first game client according to the position information of the second virtual character in the game map.
6. The method of claim 5, wherein the displaying, by the first game client, the position indication information of the second virtual character in the first game client according to the position information of the second virtual character in the game map comprises:
the first game client side determines the direction and the distance of the second virtual character in the game map relative to the first virtual character according to the position information of the second virtual character in the game map and the position information of the first virtual character in the game map;
the first game client displays the direction and distance of the second virtual character on the game map.
7. The method of claim 6, wherein the first game client displaying the direction and distance of the second virtual character on the game map comprises:
the first game client indicates the direction of the second virtual character on the game map by the direction of an arrow;
the first game client indicates the distance of the second virtual character by a number.
8. The method of claim 6, wherein the first game client displaying the direction and distance of the second virtual character on the game map comprises:
the first game client indicates the direction of the second virtual character on the game map by the direction of an arrow;
the first game client indicates the distance of the second virtual character by the size of the arrow.
9. The method of any one of claims 5-8, wherein the location information of the game client is Global Positioning System (GPS) data of the game client, or wherein the location information of the game client is a wireless fidelity (WIFI) account number of the game client.
10. A computer-readable storage medium, on which a computer program is stored, which, when being executed by a processor, carries out a method for in-game location sharing according to any one of claims 1 to 9.
CN201810069110.1A 2018-01-24 2018-01-24 Method for sharing position in game and storage medium Active CN108126344B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN201810069110.1A CN108126344B (en) 2018-01-24 2018-01-24 Method for sharing position in game and storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN201810069110.1A CN108126344B (en) 2018-01-24 2018-01-24 Method for sharing position in game and storage medium

Publications (2)

Publication Number Publication Date
CN108126344A CN108126344A (en) 2018-06-08
CN108126344B true CN108126344B (en) 2021-04-20

Family

ID=62400745

Family Applications (1)

Application Number Title Priority Date Filing Date
CN201810069110.1A Active CN108126344B (en) 2018-01-24 2018-01-24 Method for sharing position in game and storage medium

Country Status (1)

Country Link
CN (1) CN108126344B (en)

Families Citing this family (12)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN109173257A (en) * 2018-08-14 2019-01-11 深圳开黑科技有限公司 It is a kind of to accompany user matching method, equipment and the system for playing platform based on game
CN109331466A (en) * 2018-09-14 2019-02-15 北京智明星通科技股份有限公司 A kind of method for gaming, system and its apparatus
JP6724110B2 (en) * 2018-10-31 2020-07-15 株式会社ドワンゴ Avatar display system in virtual space, avatar display method in virtual space, computer program
CN109675307B (en) * 2019-01-10 2020-02-21 网易(杭州)网络有限公司 In-game display control method, device, storage medium, processor and terminal
CN109806583B (en) * 2019-01-24 2021-11-23 腾讯科技(深圳)有限公司 User interface display method, device, equipment and system
CN109876433B (en) * 2019-03-28 2020-09-18 瑞声科技(新加坡)有限公司 Position prompting method of game role, terminal device and storage medium
CN109876442A (en) * 2019-04-15 2019-06-14 网易(杭州)网络有限公司 Route indicating means, equipment and storage medium in game based on map
CN110124310B (en) * 2019-05-20 2022-10-04 网易(杭州)网络有限公司 Method, device and equipment for sharing virtual prop information in game
CN110327627A (en) * 2019-07-11 2019-10-15 网易(杭州)网络有限公司 Information processing method, device, storage medium and electronic device
CN111773718A (en) * 2020-07-10 2020-10-16 网易(杭州)网络有限公司 Game behavior processing method and device, storage medium and electronic device
CN112188402A (en) * 2020-09-08 2021-01-05 武汉齐物科技有限公司 Riding position sharing method and device based on Bluetooth mesh and stopwatch
CN113117323A (en) * 2021-04-14 2021-07-16 南方科技大学 Game interaction method, system, server and storage medium based on contact

Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102035756A (en) * 2009-10-07 2011-04-27 捷讯研究有限公司 System and method for providing time zone as instant messaging presence
CN102750335A (en) * 2012-06-01 2012-10-24 深圳市创梦天地科技有限公司 Position-based information sharing system and implementation method thereof
CN104426749A (en) * 2013-09-09 2015-03-18 腾讯科技(深圳)有限公司 Position sharing method, instant messaging client, server and system
CN104423537A (en) * 2013-08-19 2015-03-18 联想(北京)有限公司 Information processing method and electronic equipment
CN104917807A (en) * 2015-03-19 2015-09-16 腾讯科技(深圳)有限公司 Resource transfer method, apparatus and system
CN106605388A (en) * 2014-07-31 2017-04-26 微软技术许可有限责任公司 Sharing media data and location information via instant messaging
CN107469348A (en) * 2017-08-11 2017-12-15 北京安云世纪科技有限公司 The connection method for building up and device of a kind of game on-line

Family Cites Families (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US9724606B2 (en) * 2014-09-09 2017-08-08 Zynga Inc. Systems and methods for indicating positions of selected symbols in a target sequence

Patent Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102035756A (en) * 2009-10-07 2011-04-27 捷讯研究有限公司 System and method for providing time zone as instant messaging presence
CN102750335A (en) * 2012-06-01 2012-10-24 深圳市创梦天地科技有限公司 Position-based information sharing system and implementation method thereof
CN104423537A (en) * 2013-08-19 2015-03-18 联想(北京)有限公司 Information processing method and electronic equipment
CN104426749A (en) * 2013-09-09 2015-03-18 腾讯科技(深圳)有限公司 Position sharing method, instant messaging client, server and system
CN106605388A (en) * 2014-07-31 2017-04-26 微软技术许可有限责任公司 Sharing media data and location information via instant messaging
CN104917807A (en) * 2015-03-19 2015-09-16 腾讯科技(深圳)有限公司 Resource transfer method, apparatus and system
CN107469348A (en) * 2017-08-11 2017-12-15 北京安云世纪科技有限公司 The connection method for building up and device of a kind of game on-line

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
【UP嗜血屠龙】《终结者2荒野大逃杀》,https://www.bilibili.com/video/BV1Px411u7P2?from=search&seid=2394783516663680274;嗜血屠龙;《哔哩哔哩视频》;20171024;整个视频 *

Also Published As

Publication number Publication date
CN108126344A (en) 2018-06-08

Similar Documents

Publication Publication Date Title
CN108126344B (en) Method for sharing position in game and storage medium
CN105009614B (en) Method and apparatus for using near-field communication to carry out equity WI-FI ranging
CN111294622B (en) Interaction method and related device
US20150224404A1 (en) Communication game system, game apparatus, server, storage medium storing a program, and game control method
US8622840B2 (en) Information processing device and information processing method
CN108043033A (en) Watch method and storage medium in games system
KR102214725B1 (en) Recording Medium and Server
US20200368631A1 (en) Device control system, method, and apparatus, and control device
KR20060076783A (en) A network-based gaming system
CN108270867B (en) Method for sharing virtual resources in game and storage medium
KR101078674B1 (en) Method, server and system of virtual role's controlling
US11497991B2 (en) Information processing system, server, storage medium storing information processing program, and information processing method
JP2018047100A (en) Information processing system, server, information processing program, and object imparting method
JP2018047101A (en) Information processing system, server, information processing program, and object imparting method
EP2811712A1 (en) Information processing apparatus, information processing system, information processing program and information processing method
US9561438B2 (en) Method for realizing multi-party interactive communication and system thereof
CN106060052A (en) Three-dimensional navigation method for network game of mobile terminal
JP5818752B2 (en) GAME CONTROL DEVICE AND PROGRAM
US20150335999A1 (en) Facilitating the collaboration of players in an online game
US20220410014A1 (en) Game Data Processing Method, Storage Medium, and Electronic Device
CN108401014A (en) The transfer method and storage medium of virtual resource in game
JP2013135372A (en) Network system and network configuration method, terminal
CN108259694A (en) Communication equipment
US20160354696A1 (en) Systems and methods for providing anonymous guest players in a multiplayer environment
JP6194211B2 (en) Information processing program, information processing apparatus, information processing method, and information processing system

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
GR01 Patent grant
GR01 Patent grant