CN109275040B - Interaction method, device and system based on live game - Google Patents

Interaction method, device and system based on live game Download PDF

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Publication number
CN109275040B
CN109275040B CN201811314176.9A CN201811314176A CN109275040B CN 109275040 B CN109275040 B CN 109275040B CN 201811314176 A CN201811314176 A CN 201811314176A CN 109275040 B CN109275040 B CN 109275040B
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gift
game
control
live
live broadcast
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CN109275040A (en
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黄丽如
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4788Supplemental services, e.g. displaying phone caller identification, shopping application communicating with other users, e.g. chatting
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • 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
    • A63F13/60Generating 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
    • A63F13/65Generating 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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • 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
    • A63F13/85Providing additional services to players
    • A63F13/86Watching games played by other players
    • 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
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/21Server components or server architectures
    • H04N21/218Source of audio or video content, e.g. local disk arrays
    • H04N21/2187Live feed
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/25Management operations performed by the server for facilitating the content distribution or administrating data related to end-users or client devices, e.g. end-user or client device authentication, learning user preferences for recommending movies
    • H04N21/258Client or end-user data management, e.g. managing client capabilities, user preferences or demographics, processing of multiple end-users preferences to derive collaborative data
    • H04N21/25866Management of end-user data
    • H04N21/25875Management of end-user data involving end-user authentication
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/431Generation of visual interfaces for content selection or interaction; Content or additional data rendering
    • H04N21/4312Generation of visual interfaces for content selection or interaction; Content or additional data rendering involving specific graphical features, e.g. screen layout, special fonts or colors, blinking icons, highlights or animations
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/472End-user interface for requesting content, additional data or services; End-user interface for interacting with content, e.g. for content reservation or setting reminders, for requesting event notification, for manipulating displayed content
    • H04N21/47205End-user interface for requesting content, additional data or services; End-user interface for interacting with content, e.g. for content reservation or setting reminders, for requesting event notification, for manipulating displayed content for manipulating displayed content, e.g. interacting with MPEG-4 objects, editing locally
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4781Games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Databases & Information Systems (AREA)
  • Human Computer Interaction (AREA)
  • General Engineering & Computer Science (AREA)
  • Computer Security & Cryptography (AREA)
  • Computer Graphics (AREA)
  • User Interface Of Digital Computer (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The invention discloses an interaction method, device and system based on live game. The method for obtaining the live broadcast room interface by executing live broadcast program rendering on the terminal comprises the following steps: displaying a main broadcast game picture and at least one gift control in a live broadcast interface, wherein the main broadcast game picture comprises at least one virtual object; receiving a trigger operation acting on the gift control; and under the condition that the gift corresponding to the gift control meets the preset condition, determining a game control instruction corresponding to the gift control, and controlling the virtual object to execute corresponding operation according to the game control instruction. The invention solves the technical problem of large interaction limitation between the user and the anchor in the existing live game.

Description

Interaction method, device and system based on live game
Technical Field
The invention relates to the field of computers, in particular to an interaction method, device and system based on live game.
Background
With the rapid development of computer technology, people communicate more and more conveniently through the internet, and live broadcast is widely applied to shopping, entertainment, learning and other aspects as a network interaction mode. For example, on a live game platform, a user can interact with a main broadcast by sending characters, expressions and the like, and the user can give a virtual gift to the main broadcast to attract the attention of the main broadcast. However, in the prior art, the user can give gifts to the main broadcast only by clicking the corresponding virtual gift with the mouse, and the limitation is large, so that effective expansion of other playing methods cannot be performed.
Aiming at the problem that the interaction limitation between a user and a main broadcast is large in the existing live game, an effective solution is not provided at present.
Disclosure of Invention
The embodiment of the invention provides an interaction method, device and system based on live game, which at least solve the technical problem of large interaction limitation between a user and a main broadcast in the existing live game.
According to one aspect of the embodiment of the invention, an interaction method based on game live broadcast is provided, and the method obtains a live broadcast interface by executing live broadcast program rendering on a terminal, and comprises the following steps: displaying a main broadcast game picture and at least one gift control in a live broadcast interface, wherein the main broadcast game picture comprises at least one virtual object; receiving a trigger operation acting on the gift control; and under the condition that the gift corresponding to the gift control meets the preset condition, determining a game control instruction corresponding to the gift control, and controlling the virtual object to execute corresponding operation according to the game control instruction.
Further, the interaction method based on the live game further comprises the following steps: and when determining that the gift corresponding to the gift control does not meet the preset condition, controlling the content corresponding to the game control instruction to be displayed on the main broadcast live game picture.
Further, the layout of the gift control corresponds to the layout of at least part of the operation controls corresponding to the main broadcast game picture.
Further, the interaction method based on the live game further comprises the following steps: determining the terminal to be in a full screen state, determining the positions of at least part of operation controls on a main broadcast live game picture in a live broadcast interface, and controlling at least one gift control to be displayed at the position in the live broadcast interface; and determining that the terminal is in a non-full screen state, determining a gift control area for displaying gift controls in a live broadcast interface, and controlling at least one gift control to be displayed in the gift control area, wherein the gift control area and the main broadcast live broadcast game picture are arranged in a non-shielding manner.
Further, the interaction method based on the live game further comprises the following steps: acquiring setting parameters of a live broadcast client through a live broadcast server; determining the layout of the gift control according to the setting parameters; and displaying the main broadcast live game picture and at least one gift control according to the layout of the gift controls.
Further, the interaction method based on the live game further comprises the following steps: monitoring operation information of a user on the gift control; determining the type of the gift controls according to the operation coordinates under the condition that the operation information at least comprises the operation coordinates and the operation times, and determining the number of the operation gift controls according to the operation times; and under the condition that the type of the gift control is detected to meet the preset type and/or the number of the control gift controls meets the preset number, determining that the gift corresponding to the gift control meets the preset condition.
According to another aspect of the embodiments of the present invention, there is also provided an interactive device based on live game, where the device obtains a live broadcast interface by executing live broadcast program rendering on a terminal, and the device includes: the display module is used for displaying a main broadcast game picture and at least one gift control in a direct broadcast interface, wherein the main broadcast game picture comprises at least one virtual object; the obtaining module is used for receiving triggering operation acting on the gift control; and the control module is used for determining a game control instruction corresponding to the gift control under the condition that the gift corresponding to the gift control meets the preset condition, and controlling the virtual object to execute corresponding operation according to the game control instruction.
According to another aspect of the embodiments of the present invention, there is also provided a game live broadcast-based interactive system, where the system obtains a live broadcast interface by executing live broadcast program rendering on a terminal, and the system includes: the client side is used for displaying a main broadcast game picture and at least one gift control in a live broadcast interface, receiving a trigger operation acted on the gift control, determining a game control instruction corresponding to the gift control under the condition that a gift corresponding to the gift control meets a preset condition, and controlling at least one virtual object included in the main broadcast game picture to execute a corresponding operation according to the game control instruction; and the live broadcast server is used for receiving the game control instruction generated by the user client and forwarding the game control instruction to the game client so as to control the virtual object.
According to another aspect of the embodiments of the present invention, there is also provided a storage medium including a stored program, wherein the program performs a game live-based interaction method.
According to another aspect of the embodiment of the present invention, there is also provided a mobile terminal, where the mobile terminal includes a processor, and the processor is configured to run a program, where the program executes a live game-based interaction method during running.
In the embodiment of the invention, a live broadcast interface is obtained by executing live broadcast program rendering on a terminal in a mode of controlling the game role of a main broadcast through interactive data generated by a virtual control, a live broadcast game picture and at least one gift control are displayed in the live broadcast interface, the triggering operation acting on the gift control is received, and finally, a game control instruction corresponding to the gift control is determined under the condition that the gift corresponding to the gift control meets a preset condition, and the virtual object is controlled to execute the corresponding operation according to the game control instruction.
In the process, the user interacts with the anchor in a mode of sending the virtual gift to the anchor, and the user can generate a game control instruction for controlling the role of the anchor game through the triggering operation of the virtual gift, so that the user can control the role of the anchor game in a mode of giving the gift, the interaction expandability between the user and the anchor is improved, the interaction between the anchor and the user is improved, and the technical problem of large interaction limitation existing between the user and the anchor in the existing live game is solved.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the invention and together with the description serve to explain the invention without limiting the invention. In the drawings:
fig. 1 is a schematic structural diagram of an interactive system based on live game play according to an embodiment of the present invention;
fig. 2 is a schematic structural diagram of an alternative live server according to an embodiment of the present invention;
FIG. 3 is a block diagram of an alternative anchor client according to an embodiment of the present invention;
FIG. 4 is a schematic structural diagram of an alternative user client according to an embodiment of the present invention;
FIG. 5 is a schematic diagram of an alternative game server according to an embodiment of the present invention;
FIG. 6 is a schematic diagram of an alternative game client according to an embodiment of the present invention;
FIG. 7 is a flow chart of an interaction method based on live game play according to an embodiment of the invention;
FIG. 8 is a diagram of a key layout for an alternative mobile-side game according to an embodiment of the present invention;
FIG. 9 is a diagram of a key layout for an alternative mobile-side game according to an embodiment of the present invention;
FIG. 10 is a diagram of a key layout for an alternative mobile-side game according to an embodiment of the present invention;
FIG. 11 is a diagram illustrating an alternative key layout for a computer-based game according to an embodiment of the present invention;
FIG. 12 is a diagram illustrating an alternative key layout for a computer-based game according to an embodiment of the present invention;
fig. 13(a) is a key layout diagram of an alternative mobile-side game according to an embodiment of the present invention;
FIG. 13(b) is a diagram of a key layout of an alternative mobile-side game according to an embodiment of the present invention;
FIG. 14 is a diagram of a key layout for an alternative mobile-side game according to an embodiment of the present invention;
FIG. 15 is a diagram of a key layout for an alternative mobile-side game according to an embodiment of the present invention;
FIG. 16 is a diagram of a key layout for an alternative mobile-side game according to an embodiment of the present invention;
FIG. 17 is a diagram of a key layout for an alternative computer-based game according to an embodiment of the present invention;
FIG. 18 is a diagram of a key layout for an alternative computer-based game according to an embodiment of the present invention;
FIG. 19 is a key layout diagram of an alternative mobile-side game according to an embodiment of the present invention;
FIG. 20 is a diagram of a key layout for an alternative mobile-side game according to an embodiment of the present invention;
FIG. 21 is a diagram of a key layout for an alternative computer-based game according to an embodiment of the present invention;
FIG. 22 is a flow diagram of an alternative live game-based interaction method, according to an embodiment of the present invention; and
fig. 23 is a schematic structural diagram of an interaction device based on live game play according to an embodiment of the present invention.
Detailed Description
In order to make the technical solutions of the present invention better understood, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
It should be noted that the terms "first," "second," and the like in the description and claims of the present invention and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the invention described herein are capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
According to an embodiment of the present invention, an embodiment of an interactive system based on live game is provided, where the interactive system may obtain a live broadcast interface by performing live broadcast program rendering on a terminal, as shown in fig. 1, the interactive system includes: a live server 101, an anchor client 102, a user client 103, a game server 104, and a game client 105.
The client side of the user is used for displaying a main broadcast game picture and at least one gift control in a live broadcast interface, receiving a trigger operation acting on the gift control, determining a game control instruction corresponding to the gift control under the condition that a gift corresponding to the gift control meets a preset condition, and controlling a virtual object to execute a corresponding operation according to the game control instruction; and the live broadcast server is used for receiving the game control instruction generated by the user client and forwarding the game control instruction to the game client so as to control at least one virtual object included in the main broadcast game picture.
It should be noted that the gift control is a visual control, and may be, but is not limited to, a virtual computer keyboard, a touch screen keyboard of a mobile device (e.g., a virtual keyboard in a smart phone). The interactive data can be information of virtual gifts given to the anchor by the user through operating the gift control, the virtual gifts correspond to the gift control one by one, for example, a virtual computer keyboard A corresponds to the virtual gift control A, and when the user operates the virtual computer keyboard A, the user client sends the virtual gift A to the anchor client which carries out live broadcast on the anchor.
In an alternative scheme, the live broadcast server is composed of a plurality of server clusters, and as can be seen from the schematic structural diagram of the live broadcast server shown in fig. 2, the live broadcast server includes a game role binding unit, an anchor live broadcast room gift setting storage unit, and a communication unit communicating with the game server. Wherein, the live broadcast server can receive live broadcast room gift setting parameters uploaded by the host through the host client, establish various corresponding mapping relations between interaction data such as the unique identification (for example, ID) of the virtual gift, the number of the virtual gift, the presenting frequency of the virtual gift and the specific operation of the game, and acquire the operation information of the user client monitoring the gift control of the user, when the value of the virtual gift presented by the user reaches the expanded play condition, for example, the number of the virtual gift presented by the user reaches the preset number, and/or the type of the virtual gift presented by the user is the preset type, the live broadcast server communicates with the game server bound by the host, matches the district uniform and role selected by the host, after the matching succeeds, the live broadcast server converts the interaction data into the game control instruction according to the mapping relations, and sends the game control command to the corresponding game server.
Optionally, fig. 3 shows a schematic structural diagram of the anchor client, and as can be seen from fig. 3, the anchor client includes a gift setting unit and a gift shelf drawing unit of the live broadcast room. Specifically, when the anchor starts a game in the anchor client (e.g., a computer) and applies for the game to be played at the anchor client, a game detection unit in the anchor client detects the game running on the anchor client to detect whether the game supports a user-controlled game mode, wherein the user-controlled game mode allows a user to control a game character controlled by the anchor in the anchor client. If the game is detected to support the user control game mode, controlling the anchor client to enter the user control game mode and live broadcasting the game; if the game is detected not to support the user control game mode, the anchor client carries out ordinary live game without an interactive mode. In addition, the present setting unit of the live broadcast room allows the anchor to set a list of the present presented in the live broadcast room before the broadcast, and the user can give a virtual present in the list to the anchor.
Therefore, the user control game mode provided by the application can increase the expansibility of a gift sending playing method in live broadcast and improve the interactivity between a main broadcast and a user.
In an alternative scheme, fig. 4 shows a schematic structural diagram of a user client, and as can be seen from fig. 4, the user client includes a gift shelf drawing unit, a gift-sending shortcut setting unit, and a monitoring unit. When a user enters a live broadcast room and presents for a main broadcast, the default presenting mode is that a mouse clicks a virtual gift to present, and the gift-presenting shortcut key setting unit prompts the user to carry out keyboard operation gift presentation by checking and selecting a gift-presenting shortcut key after the user completes the gift-presenting operation for the first time. When the user carries out gift giving operation, the user client triggers a gift giving event through a gift giving triggering unit. Then, the monitoring unit monitors the mouse click event of the user or the key input by the keyboard in real time to obtain the corresponding virtual gifts, and simultaneously monitors the mouse click event or the number of the virtual gifts input by the keyboard in real time to obtain the number of the virtual gifts given by the user.
Alternatively, fig. 5 shows a schematic structural diagram of a game server, and as can be seen from fig. 5, the game server includes a character data pushing unit, a character binding unit, and a character key setting storage unit. The game server may communicate with the live server and exchange character data. When receiving the role matching request information from the live broadcast server, the game server performs role matching and binding operation, and then sets the role data and the role key position to return to the live broadcast server.
Optionally, fig. 6 shows a schematic structural diagram of a game client, and as can be seen from fig. 6, the game client includes a communication unit and a character key position setting uploading unit. After the anchor starts the game client and enters the game, the game client sets the key position of the virtual keyboard in the game client and uploads the set data to the game server, for example, the key position A is set to control the game role to move rightwards, and the key position B is set to control the game role to open the backpack.
It should be noted that the live broadcast server, the anchor client, and the user client are implemented by multiple platforms, and can support access to computer-side games and/or mobile-side games such as PC, Web, IOS, and Android.
According to the method, the mode that the game role of the anchor is controlled through the interactive data generated by the virtual controls is adopted, the live program rendering is executed on the terminal to obtain the live broadcast interface, the live broadcast game picture and at least one gift control are displayed in the live broadcast interface, the trigger operation acting on the gift control is received, finally, under the condition that the gift corresponding to the gift control meets the preset condition, the game control instruction corresponding to the gift control is determined, and the virtual object is controlled to execute the corresponding operation according to the game control instruction.
It is easy to notice that the user interacts with the anchor in a way of sending the virtual gift to the anchor, and the user can generate a game control instruction for controlling the role of the anchor game through the triggering operation of the virtual gift, thereby realizing that the user can control the role of the anchor game in a way of giving the gift, increasing the expandability of the interaction between the user and the anchor, improving the interactivity between the anchor and the user, and further solving the technical problem of large interaction limitation existing between the user and the anchor in the existing live game.
According to the embodiment of the invention, the embodiment of the interaction method based on the live game is also provided, and it needs to be noted that the method can be executed in the interaction system based on the live game. The user client can execute the interaction method based on the live game provided by the embodiment. Fig. 7 is a flowchart of an interaction method based on game live according to an embodiment of the present invention, and as shown in fig. 7, the method includes the following steps:
step S702 is displaying a main live game screen and at least one gift control in a live game interface, where the main live game screen includes at least one virtual object.
It should be noted that, in step S702, the gift control includes a plurality of interaction controls, where the gift control may be a visual control, and may be, but is not limited to, a virtual computer keyboard, a touch screen keyboard of a mobile device (e.g., a virtual keyboard in a smartphone), and the interaction data generated by the user client based on the gift control may be, but is not limited to, information of a virtual gift given by the user for the main broadcast through the gift control, such as the number of presented virtual gifts, the type of the virtual gift, and the like, where the virtual gift corresponds to the interaction controls in the gift controls one to one, for example, the virtual computer keyboard a corresponds to the virtual gift a, and when the user operates the virtual computer keyboard a, the user client sends the virtual gift a to the main broadcast client that performs the main broadcast. In addition, the virtual object in step S702 is a game character controlled by the anchor client.
In an optional scheme, the user client may be a mobile terminal such as a smart phone, a tablet, or a computer, wherein when the user client is a mobile terminal such as a smart phone, a tablet, or the like, a game corresponding to the user client may be a hand game; when the user client is a terminal such as a computer, the corresponding game can be a PC game. Optionally, fig. 15 shows a key layout diagram of an optional mobile terminal game, and as can be seen from fig. 15, the user client displays a live game screen of the main broadcast and also displays a gift control. Optionally, fig. 17 shows a key layout diagram of an optional computer-side game, and as can be seen from fig. 17, the user client displays a live game screen of the main broadcast and also displays a gift control.
In step S704, a trigger operation acting on the gift control is received.
In an optional scheme, when a user watches a game of a main broadcast live broadcast through a user client, the user presents a virtual gift to the main broadcast through a gift control, at this time, a monitoring unit in the user client monitors a mouse click event, a keyboard input event or a touch screen input event of the user to generate interactive data, the interactive data is sent to a live broadcast server, and the live broadcast server can receive the interactive data. After the live broadcast service obtains the interactive data, a game control instruction is generated according to the relation information of the game role and the key position sent by the game server.
It should be noted that the character key setting storage unit in the game server stores the key positions and the corresponding relationship information of the key positions set by all game users for the game characters, wherein the key positions and the corresponding relationship information of the key positions set by different game users for the same game character may be different, and the key positions and the corresponding relationship information of the key positions set by the same game user for different game characters may also be different, for example, the B character setting key position 1 under the user a corresponds to the first lattice of the skill bar, the C character setting key position F1 under the user a corresponds to the first lattice of the skill bar, and the D character under the user B sets the circular area with the coordinate value (x, y) as the center of the circle and the radius R as the release area of the skill 1 on the right lower side of the mobile phone screen. The role binding unit in the game server can push the relation information of the game role and the key position stored by the role key position setting unit to the live broadcast server, and the live broadcast server generates a game control instruction according to the relation information of the game role and the key position and the received interactive data.
Step S706, determining a game control instruction corresponding to the gift control, and controlling the virtual object to execute a corresponding operation according to the game control instruction, when the gift corresponding to the gift control satisfies a preset condition.
The virtual object is a game character that plays a game in a game client, where the game client is a device that plays a game live, such as a mobile phone. The game server communicates with the game client, and when the game server receives the game control command, the game server controls the game role bound with the main player in the game client to execute the action corresponding to the game control command.
In an alternative, the user gifts a group of 2 virtual gifts C to the anchor, where the virtual gifts C correspond to "C" in the virtual keyboard, and "C" in the virtual keyboard corresponds to a step of "moving right and down" of the character in the anchor game, i.e., the moving direction of the character is "↘". When the number of gifts given to the anchor by the user client reaches a preset number and/or the value of the gifted gifts reaches a preset value, for example, the number of virtual gifts C given to the anchor by the user client is greater than 20, the live broadcast server generates a game control instruction for controlling the game character to move 40 steps to the lower right after receiving 20 sets of virtual gifts C as the interactive data, so as to control the game character to move 40 steps to the lower right.
Based on the schemes defined in the above steps S702 to S706, it can be known that a live broadcast room interface is obtained by performing live broadcast program rendering on the terminal in a manner of controlling a game role of a main broadcast through interactive data generated by the virtual control, a live broadcast game screen and at least one gift control are displayed in the live broadcast room interface, and a trigger operation acting on the gift control is received, and finally, a game control instruction corresponding to the gift control is determined under the condition that a gift corresponding to the gift control meets a preset condition, and a virtual object is controlled to perform a corresponding operation according to the game control instruction.
It is easy to notice that the user interacts with the anchor in a way of sending the virtual gift to the anchor, and the user can generate a game control instruction for controlling the role of the anchor game through the triggering operation of the virtual gift, thereby realizing that the user can control the role of the anchor game in a way of giving the gift, increasing the expandability of the interaction between the user and the anchor, improving the interactivity between the anchor and the user, and further solving the technical problem of large interaction limitation existing between the user and the anchor in the existing live game.
In an optional scheme, when it is determined that the gift corresponding to the gift control does not meet a preset condition, controlling to display the content corresponding to the game control instruction on the main broadcast game screen.
Optionally, when the virtual gift in the virtual keyboard gift shelf presented by the user does not meet the preset condition, the live broadcast server associates the present gift-presenting operation with the corresponding game action according to the corresponding relationship between the key position pushed by the game server and the game operation, for example, the interactive data uploaded by the user client is a group of presenting virtual gifts C, and each group is 2. The virtual gift C corresponds to the key C corresponding to "move right down" one step in the main game, i.e., the moving direction of the game character is "↘". At the moment, the live broadcast server combines the gift delivery quantity into one group, and each group has 2 game control instructions for converting the interactive data into two steps of movement of the character to the right and the bottom. The game server can receive the game control instruction, generate a file with a nickname of a gift giver (namely a gift-giving user) and a game role to execute actions desired by the gift-giving user (for example, the user wants to have the anchor play move the character to the right and downwards) to manufacture the content of the system broadcast banner of the live broadcast room, and send the content to the client sides of all users in the live broadcast room for displaying.
Further, if the user strongly wants the anchor to adopt his own game operation advice, when the user can attract the attention of the anchor by presenting virtual gifts for a plurality of times, for example, the user presents four groups of virtual gifts C by three, each group being 2, when the user presents the first group of virtual gifts by three, the broadcast banner content displayed by the anchor client is "the user wants the anchor to move the character two steps to the right by three times"; when the user sends out the second group of virtual gifts in Zhang Sanqi, the content of the broadcast banner is 'the user wants the anchor to move two steps of right and down on the character in Zhang Sanqi 2 times'; when the user sends out the fourth group of virtual gifts three times, the broadcast banner content is "the user wants the anchor to move two steps to the right and down on the character 4 times".
Furthermore, if the virtual gift in the virtual keyboard gift shelf presented by the user meets the preset condition, the live broadcast server generates the system broadcast banner content of the live broadcast room to display the client, and the interactive data can be made into a game control instruction which can be identified by the game server and is sent to the game server where the game role controlled by the main broadcast is located. For example, when the anchor sets that "total gift history price reaches 100 yuan", the user controls the game mode, and when the user carries out the tenth gift sending operation, the user opens three, and when the user presents the eleventh group of virtual gifts C, and each group of 2 virtual gifts, the preset condition set by the anchor is met, so that the user controls the game mode, and at this time, the live broadcast server sends a game control instruction to the game server (for example, the game control instruction for presenting 2 virtual gifts C is CC). After the game server receives the game control instruction, a broadcast banner content "the user opens third 11 th time to hope the anchor to move two steps of the character downwards to the right and smoothly execute" is generated in the live broadcast room, otherwise, a broadcast banner content "the user opens third 11 th time to hope the anchor to move two steps of the character downwards to the right, but unfortunately helps fail".
In the above process, the layout of the gift control corresponds to the layout of at least part of the operation controls corresponding to the live broadcast game frame of the main broadcast, so that the frame of the user when presenting the gift is consistent with the live broadcast frame of the main broadcast.
In an alternative arrangement, the user client may display the main live game screen and the gift control in the live room interface by any one or more of the following:
the first method is as follows: and under the condition that the terminal is determined to be in a full-screen state, determining the positions of at least part of operation controls on the main broadcast live game picture in a live broadcast interface, and controlling at least one gift control to be displayed at the position in the live broadcast interface. For example, in FIG. 16 the user client is in a full screen state, at which time the gift control is displayed in the live view interface.
The second method comprises the following steps: and under the condition that the terminal is determined to be in a non-full screen state, determining a gift control area for displaying gift controls in a live broadcast interface, and controlling at least one gift control to be displayed in the gift control area, wherein the gift control area and a main broadcast live broadcast game picture are arranged in a non-shielding manner. For example, in fig. 15, fig. 19 and fig. 20, the user client is a mobile terminal, the user client is in a non-full screen state, and the gift control and the live broadcast interface are located in different areas, where fig. 15 and fig. 19 are schematic diagrams when the mobile terminal is in a vertical screen, and fig. 20 is a schematic diagram when the mobile terminal is in a horizontal screen; in fig. 17 and 21, the user client is a computer, and the gift control is not overlapped with the live broadcasting interface.
In an optional scheme, before receiving the interactive data generated by the user client based on the gift control, the live broadcast server also receives the setting parameters sent by the anchor client. Specifically, when the anchor is started in a live broadcast, the anchor can set gift data (namely, setting parameters, such as an icon of a virtual gift, a position of the virtual gift, the layout of the virtual gift, and key position information corresponding to a key of a virtual gift icon) displayed in a live broadcast room through a gift setting unit of the live broadcast room in the anchor client, upload the setting parameters to a live broadcast server, store the corresponding setting parameters by the live broadcast server so as to generate a visual keyboard gift rack (namely, a gift control), and the user client obtains the setting parameters from the live broadcast server, generates a gift control of the client according to the setting parameters, and determines the layout of the gift control. Then, the user can give the virtual gift on the keyboard gift shelf to the main broadcast by operating the gift control of the user client.
In an alternative scheme, in the case that the game played by the main broadcast is a hand game (i.e., a mobile terminal game), the live room gift setting unit of the main broadcast client may obtain key position information of the game corresponding to the main broadcast from the live broadcast server and generate a gift shelf with a directional handle icon and a skill button corresponding to the game key position, such as a key layout corresponding to the mobile terminal game in the key layout diagram of the mobile terminal game shown in fig. 8, where the virtual gift shelf is displayed in the form of a keyboard by default by the system.
In addition, the anchor can also set and adjust key positions on the default virtual gift shelf of the system according to own preference. For example, some keys are set as not-giftable keys, and optionally, the anchor may click a button in the corresponding area, at this time, the border of the button may become a dotted line and grayed out, as shown in the key layout diagram of the mobile terminal game in fig. 9, if the query function key corresponding to the "S" key in fig. 8 is set as not-giftable keys, the icon of the "S" key in fig. 9 is grayed out, and the border becomes a dotted line.
In addition, the anchor can also adjust the corresponding relation of the key positions according to own preference, for example, the corresponding relation that the default key "W" represents the forward movement in the system is modified into the corresponding relation that the key "%" represents the forward movement, as shown in fig. 10.
In another alternative, in the case of a computer-side game played by the main broadcaster, the live room gift setting unit of the main broadcaster client obtains key position information of a game corresponding to the main broadcaster from the live broadcast server, and generates a virtual gift shelf based on a universal keyboard, for example, if a mapping relationship of the key position information set in the corresponding game by a game character controlled by the main broadcaster does not include a certain key position, the key position is not settable in gray as shown in fig. 11, which is a layout diagram of keys of the computer-side game, where keys F5 to F8 have no corresponding operational relationship in the game, and therefore, keys F5 to F8 are in a gray unsettable state (the dashed lines in fig. 11 indicate gray).
In addition, the anchor can also set and adjust key positions on the default virtual gift shelf of the system according to own preference. For example, if some keys are set as non-giftable and optionally the anchor can click on the corresponding key, then the key will be grayed out, e.g., if the four directional keys in fig. 11 are set as non-giftable, then the four directional keys in fig. 12 will be grayed out (the gray is shown by the dashed lines in fig. 12), and the non-giftable state.
In addition, when the main broadcast completes the setting of the live-air gift, the setting unit of the live-air gift in the main broadcast client uploads the gift data (i.e., interactive data, such as the ID of the virtual gift, the icon of the virtual gift, the position of the virtual gift, the layout of the virtual gift, and the key position information corresponding to the icon key of the virtual gift) in the virtual gift rack to the live broadcast server for storage. And if the next live game of the anchor is the same game, the anchor client reads the gift setting of the corresponding game of the previous anchor setting by default and sets the setting as the default setting.
It should be noted that the anchor client may also render the gift control. The gift shelf drawing unit of the main broadcast client side can acquire setting parameters of virtual gifts of a main broadcast live broadcast room from a gift setting storage unit of the main broadcast live broadcast room in the live broadcast server, and draw virtual gift shelves with different keyboard styles according to the setting parameters, wherein the virtual gift shelves contain all virtual key gifts set by the main broadcast. In addition, the virtual gift rack is folded by default at the broadcaster side, and if the broadcaster needs to observe the content of the virtual gift in the virtual gift rack, the icon of the virtual gift rack can be clicked to pop up the whole virtual gift rack.
In an alternative scheme, in the case that the game played by the main player is a hand game (i.e. a mobile terminal game), the virtual gift shelf shows the virtual gift shelf arranged in the main player in the same arrangement, such as a direction handle icon, a skill button, etc., wherein fig. 13(a) and 13(b) show a key layout of an alternative mobile terminal game, the main player can correspond game keys and key positions of virtual keyboards according to own preferences, and a visual virtual keyboard gift shelf is arranged, such as in fig. 13(a), a main player setting key "W" represents forward movement, and in fig. 13(b), a main player setting key "×" represents forward movement.
Further, each virtual gift icon in the virtual gift rack may be a keyboard button, wherein, under the gift rack of the mobile-end game, if the virtual gift corresponding to the key in a certain touch screen area is set by the main broadcast in a presentable state, after the main broadcast is set, the corresponding position in the virtual gift rack will draw the virtual gift icon corresponding to the virtual gift, for example, the "N" and "M" keys are set in fig. 13(a) in a presentable state; if the main broadcast sets the keys in a certain touch screen area to be in a non-presenting state, after the main broadcast is set, the corresponding position in the virtual gift shelf is blank content, such as the upper right corner area in fig. 13 (b).
It should be noted that the gift shelf drawing unit of the anchor client may also draw a prompt interface for each virtual gift icon. And the triggering condition for displaying the prompt interface is that the corresponding prompt interface appears when the user hovers above the virtual gift icon. Optionally, the display content of the prompt interface may be an action description of the corresponding virtual gift in the game (for example, the description of the button "a" is "move one step to the left"), a virtual gift number input box, and a give button, and the anchor may input a give number in the gift number input box (the default value in the gift number input box is 1), click on the gift icon in the screen, give, or click on the give button in the prompt interface, to give the virtual gift.
In another alternative, the game played by the main broadcast is a computer-side game, and at this time, the gift-shelf drawing unit of the main broadcast client draws virtual gift-shelves with the same computer keyboard arrangement as the main broadcast, as shown in fig. 14. Further, each virtual gift icon in the virtual gift rack corresponds to a keyboard button, and under the computer-side game gift rack, the bottom color of the deliverable virtual gift icon is a normal color (for example, white), and when a virtual keyboard gift is set to be in a non-deliverable state by the main broadcast, the color of the virtual gift icon is grayed (set to be gray) and clicks no response, such as the Tab key and the Caps key in fig. 14 (the dotted line is represented by gray in fig. 14).
It should be noted that the gift-holder drawing unit also draws a prompt interface for each virtual gift icon. And the triggering condition for displaying the prompt interface is that the corresponding prompt interface appears when the user hovers above the virtual gift icon. The display content of the prompt interface is the action description of the corresponding virtual gift in the game (for example, the description of the button "a" is "move one step to the left"), the virtual gift number input box and the give button, the anchor can input the give number in the virtual gift number input box (the default value in the virtual gift number input box is 1), double-click the gift icon give with a mouse or click the give button in the prompt interface with a mouse to give the virtual gift.
In an alternative arrangement, displaying a main live game screen and at least one gift control in a live room interface may include the steps of:
step S70, acquiring the setting parameters of the live broadcast client through the live broadcast server;
step S72, determining the layout of the gift control according to the setting parameters;
step S74, displaying the anchor live game screen and at least one gift control according to the layout of the gift controls.
It should be noted that the setting parameter at least includes one of the following: the method comprises the steps of interacting an icon of a control, the position of the interaction control, the layout of the interaction control and the corresponding relation between the icon of the interaction control and the interaction control.
Optionally, the gift shelf drawing unit in the user client may obtain the setting parameters of the virtual gift in the main broadcast live broadcast room from the gift setting storage unit in the main broadcast live broadcast room in the live broadcast server, and draw the virtual gift shelves with different keyboard styles according to the setting parameters, where the virtual gift shelves include all virtual key gifts set by the main broadcast.
In an alternative, the game played on the main broadcast is a hand game (i.e., a mobile-end game), the user uses the user client to watch the live broadcast, the virtual gift shelf is folded by default on the user client side, and if the user needs to give the virtual gift, the virtual gift shelf icon can be clicked to pop up the whole virtual gift shelf. In addition, the virtual gift shelf may be in a vertical screen mode as shown in fig. 15, and the user touches the touch screen to click on the corresponding virtual gift key to send out the virtual gift, for example, the user double-clicks on the virtual gift icon "W" to send out the virtual gift corresponding to the anchor gift key "W".
Further, if the user uses the user client to watch live broadcast in full screen, the virtual gift shelf may be in a landscape mode as shown in fig. 16, in which the virtual gift icon generates a semi-transparent button at the button position corresponding to the live broadcast video, so that the user touches the touch screen to send out the virtual gift by clicking the corresponding virtual gift key, for example, the user double clicks the virtual gift icon "W", and then sends out the virtual gift corresponding to the main broadcast gift key "W".
In another alternative, the user views the live broadcast using the computer, the virtual gift shelf is expanded by default on the user client side of the computer, as shown in fig. 17, the user can obtain the view of the entire virtual gift shelf by stretching the scroll bar, and if the user needs to present the virtual gift, the user can click on the icon of the virtual gift shelf to present the virtual gift. If the user opens the shortcut gift giving mode, the user can directly input the corresponding virtual key gift for giving through the keyboard, and if the user inputs 'W' through the keyboard in fig. 17, the virtual gift corresponding to the key 'W' is given to the anchor.
In the case that the game played by the main broadcaster is a computer-end game, the virtual gift shelf will draw the virtual gift shelf according to the available key position information set by the main broadcaster, as shown in the schematic diagram of key position information set by the main broadcaster in fig. 18. If the anchor only sets available key positions of F1-F10, 1-5 and QERCV, the key positions on the virtual gift shelf are in clickable giftable state, and other key positions will be grayed out and cannot be gifted.
In addition, in the case that the user uses the user client to watch live broadcast, the virtual gift shelf is folded by default at the user client side, and if the user needs to give a virtual gift, the virtual gift shelf icon can be clicked to pop up the whole virtual gift shelf. In addition, the virtual gift shelf may be in a vertical screen mode as shown in fig. 19, the user may display the entire virtual keyboard gift shelf content by dragging the scroll bar, the virtual key gifts that can be presented on the gift shelf are F1 to F10, 1 to 5 and qecrcv (white keys), none of the other keys are presentable (gray keys), and the user touches the touch screen to click on the corresponding virtual key gift to present a virtual gift to the main broadcast, e.g., the user double clicks on the virtual gift icon "Q" to present the virtual gift corresponding to the virtual gift icon "Q".
Further, if the user uses the user client of the mobile terminal to view the live broadcast in full screen, the virtual gift shelf may be in a landscape mode as shown in fig. 20, the virtual gift icon will generate a semi-transparent button at the button position corresponding to the live broadcast video, and the virtual gift can be sent when the user touches the corresponding virtual key gift on the touch screen, for example, the user double clicks the virtual gift icon "F1" to send the virtual gift corresponding to the virtual gift icon "F1".
In addition, if the user uses the user client of the computer to watch live broadcast, the virtual gift shelf is expanded by default at the user client of the computer, as shown in fig. 21, the virtual key gifts that can present the virtual gift on the virtual gift shelf are F1 to F10, 1 to 5 and qecrcv (white key), none of the other keys are present (gray key), the user can send out the virtual gift by clicking the corresponding virtual key gift, for example, double-clicking the virtual gift icon "Q" with a mouse can send out the virtual gift corresponding to the main broadcast present key "Q". In addition, if the user client opens the shortcut gift mode, the user can directly input the gift corresponding to the key through the keyboard for gift, for example, the keyboard input "F2" can give the virtual gift corresponding to the key "F2" to the main broadcast.
It should be noted that, in the above process, the user may set a shortcut gift-offering mode through the gift-offering shortcut key setting unit. Because the user client is realized by multiple platforms and supports PC, IOS, Android, Web and the like, the method can be adapted to different operation events, and different operation units need to process respectively.
Optionally, when the user uses the user client of the computer, the default gift sending mode is mouse click operation, and the gift sending shortcut key setting unit prompts the user to send a gift by performing keyboard operation through the selected gift sending shortcut key after the first gift sending operation of the user is finished. When the user selects the function of opening the gift sending shortcut key, the gift sending shortcut key setting unit informs the gift and quantity monitoring unit to monitor the mouse and keyboard input of the user at the same time.
Optionally, when the user uses the user client of the mobile terminal, the default gift sending mode is that the gift shelf is touched by fingers, and the gift sending shortcut key setting unit prompts the user to carry out keyboard operation gift sending by pointing the gift sending shortcut key after the first gift sending operation of the user is finished. When the user selects the gift sending shortcut key function, the gift sending shortcut key setting unit informs the gift and quantity monitoring unit to monitor the operation of touching the gift rack by the fingers of the user and the operation of touching the keyboard in the screen by the fingers.
In an optional scheme, the user client further determines a game control instruction corresponding to the gift control under the condition that the gift corresponding to the gift control meets a preset condition, and controls the virtual object to execute a corresponding operation according to the game control instruction. Specifically, the user client monitors operation information of the user on the gift controls, determines the types of the gift controls according to the operation coordinates under the condition that the operation information at least comprises the operation coordinates and the operation times, and determines the number of the gift controls according to the operation times. Then, under the condition that the type of the gift control meets the preset type and/or the number of the operation gift controls meets the preset number, determining that the gift corresponding to the gift control meets the preset condition.
Optionally, the monitoring unit of the user client may monitor a mouse click event, a keyboard input event, or a touch screen input event of the user in real time to obtain a gift that the user wants to give. Meanwhile, the monitoring unit monitors the times of mouse click events, keyboard input events or touch screen input events of the user in real time to acquire the number of gifted gifts.
Optionally, a user at the computer end double-clicks a left mouse button once through the user client, the monitoring unit obtains coordinate values (x, y) corresponding to the mouse in the screen, and when the coordinate values (x, y) are located in an area where the virtual gift shelf is located, the monitoring unit performs positioning identification on the corresponding virtual gift icon area and the coordinate value (x, y) on the virtual gift shelf to obtain a virtual gift icon (for example, a gift with a key C) clicked by the mouse. If the value in the gift giving number (i.e. the number of the operation and control interactive controls) input box corresponding to the virtual gift icon is 3, the monitoring unit converts the operation of the user into a group of 3 virtual gifts C to be given, and each group is 3. Further, if the user double-clicks the left mouse button 3 times at the position of the coordinate value (x, y), the user's operation is converted into three groups of gift C, 3 in each group, at the monitoring unit.
In addition, when the user of the computer side starts the gift sending shortcut key function through the user client, if the user presses the keyboard key C2 times, the monitoring unit converts the input event of the user pressing the key C into the virtual gift C according to the mapping relation table of the identifier of the virtual gift and the keyboard key, and then generates the interactive data according to the present-set gift number of the virtual gift C and the number input by the user. If the number of virtual gifts C is 2 at this time, the operation of pressing the key button C2 times by the user is converted into giving two groups of 2 virtual gifts C at the monitoring unit.
It should be noted that, after obtaining the interactive data sent by the user client, the live broadcast server may convert the interactive data into a game control command. Before the interactive data are converted into game control instructions, if the type of the interactive controls is detected to meet the preset type and/or the number of the control interactive controls meets the preset number, the live broadcast server determines that the interactive data meet the preset conditions.
Further, under the condition that the interactive data meet the preset conditions, the live broadcast server receives a first corresponding relation between a preset control pushed by the game server and the game control instruction, acquires a second corresponding relation between an interactive control in the gift control and the preset control, determines a third corresponding relation between the interactive control in the gift control and the game control instruction according to the first corresponding relation and the second corresponding relation, and finally converts the interactive data into the game control instruction according to the third corresponding relation.
Optionally, after receiving a role binding matching application sent by the live broadcast server and a pass account applied correspondingly, a role data pushing unit in the game server performs matching according to the pass account (i.e., an anchor live broadcast account, e.g., a mailbox), and under the condition that it is determined that the pass account has logged in the game, the role data pushing unit pushes a server logged in by the pass account and role information to the live broadcast server; and under the condition that the pass account is determined not to log in any game, the character data pushing unit sends information of binding failure to the live broadcast server. Further, after the role binding unit in the game server receives the information of successful binding sent by the live broadcast server, the role key setting storage unit in the game server obtains the key information (namely, the first corresponding relationship) corresponding to the game role, and pushes the key information (namely, the first corresponding relationship) corresponding to the game role in the role key setting storage unit to the live broadcast server. And the second corresponding relation between the interactive control and the preset control is provided by the user client, so that after the first corresponding relation and the second corresponding relation are obtained, the live broadcast server can determine the third corresponding relation between the interactive control and the game control instruction, and the interactive data can be converted into the game control instruction.
It should be noted that, after the interactive data is converted into the game control instruction, the live broadcast server sends the game control instruction to the user client and/or the anchor client, and the user client and/or the anchor client displays the action information corresponding to the game control instruction.
In an alternative, the scheme provided by the present application may implement a user-controlled game mode, and the specific process is shown in fig. 22. Specifically, the user client selects the virtual gifts in the virtual gift rack (i.e., the gift control) and the number of the virtual gifts to obtain the interactive data, and sends the interactive data to the live broadcast server. The live broadcast server detects whether the interactive data meet a preset condition, for example, detects whether the type of the virtual gift is a preset type and whether the number of the virtual gift reaches a preset number, and under the condition that the interactive data meet the preset condition, the live broadcast server sends a game control instruction to the game server, and the game server controls game characters in the game client to execute an action corresponding to the game control instruction according to the game control instruction.
It should be noted that the anchor may set a preset condition according to the actual application scenario, for example, set a paid gift-offering trigger or set a free gift-offering trigger. The scene of paying for the gift is suitable for the scene that different users propose different schemes for game operation when the users watch the live broadcast, but the anchor broadcast can only select one operation to execute. At this time, the anchor watches the game scenario proposed by the user who preferentially adopts the paid present. In addition, the anchor may set the preset condition according to the total offer history price of the user, or may set the preset condition according to the current single offer value.
In addition, it should be noted that the free gift-sending scene is applicable to a scene in which the anchor cannot pass through the game stage and the game is highly helped in the live broadcast room, and in the scene, the game user in the live broadcast room can enter a user control game mode by giving a free virtual gift, directly replace the anchor to play the game and pass through the operation, and help the anchor pass through the game stage.
In an alternative scheme, after the game server receives the game control instruction sent by the live server, for example, the game server receives the game control instruction as AAAA121 in turn, the game server calls the corresponding character key to set the key and the key correspondence under the storage unit, for example, obtain that key a moves one step to the left correspondingly, key 1 is a launching skill 1, key 2 is a launching skill 2, and the game server obtains the corresponding character action list data content by parsing the game control instruction: after the character has moved 4 steps to the left, has released skill 1, has released skill 2, and then has released skill 1.
Further, after the game server acquires the character action list, the game server generates a character action list according to the game control command, and controls the game character to execute the action in the character action list when determining that the action in the character action list is executable. Wherein the game server redefines the unexecutable action and then executes the action. Optionally, the actions in the action list are: after the game character moves 4 steps to the left, the skill 1 is released, the skill 2 is released, and then the skill 1 is released. If there is an obstacle (such as a big tree, a boulder, etc.) in the left 3 steps of the game character, the movement to the left by 4 steps cannot be directly executed, and the movement is redefined to be moved to the left by 2 steps. If skill 1 has a skill cool down time, and will no longer be released within the cool down time of skill 1, then after releasing skill 1, skill 2 is released, then skill 1 is released, and after redefining to release skill 1, skill 2 is released, then a game character raise and lower action is performed (indicating that something desired is interrupted). After the action list is redefined, the game server issues the action behaviors of the corresponding game role to the game client corresponding to the role and the game client corresponding to the game player near the scene where the game role is located. For example, the action behavior received by game character a is: moving the game role A to the left for 2 steps, releasing the skill 1, releasing the skill 2, then carrying out the raising and lowering actions, controlling the player of the game role A to see that the player of the game role A can just touch one big tree when the player of the game role A can see that the game role A moves to the left for 2 steps at the game client side, then releasing the skill 1 and then releasing the skill 2, and finally carrying out a series of actions which the raising wants to do but not carry out.
In an optional scheme, before receiving a game control instruction sent by a live broadcast server, the game server further receives a role binding request sent by the live broadcast server, binds the game control instruction corresponding to an action executed by a game role with a preset control according to the role binding request, and then pushes a binding result to the live broadcast server.
Specifically, after receiving the information of successful binding sent by the live broadcast server, the role binding unit in the game server acquires the key information corresponding to the game role from the role key setting storage unit, pushes the key information to the live broadcast server, and establishes a game control instruction receiving channel under the corresponding pass account number for instruction monitoring. In addition, the character key setting storage unit in the game server stores the key setting and key correspondence information of the character setting under all game users, for example, under computer-side game, if the B character setting key 1 under the user a corresponds to the first lattice of the skill bar, the C character setting key F1 under the user a corresponds to the first lattice of the skill bar; under the mobile phone game, the D role under the user B sets the coordinate value (x, y) at the right lower part of the mobile phone screen as the center of a circle, and the circular area with the radius of R is the skill 1 release area, so that the key position and the corresponding mapping relation are respectively stored. The user can set all keyboard keys, if the user does not set, the character key setting storage unit stores the default key and the corresponding relationship of the keys.
Further, the role key setting storage unit pushes the role key setting information to the live broadcast server after the role binding is successful.
According to the embodiment of the invention, an embodiment of an interaction device based on live game is also provided, and it should be noted that the device obtains a live broadcast interface by executing live broadcast program rendering on a terminal, and can execute the interaction method based on live game. Fig. 23 is a schematic structural diagram of an interaction device based on live game according to an embodiment of the present invention, and as shown in fig. 23, the device includes: a display module 2301, an acquisition module 2303, and a control module 2305.
The display module 2301 is configured to display a main broadcast game screen and at least one gift control in a live broadcast interface, where the main broadcast game screen includes at least one virtual object; an obtaining module 2303, configured to receive a trigger operation acting on a gift control; the control module 2305 is configured to determine a game control instruction corresponding to the gift control when the gift corresponding to the gift control meets a preset condition, and control the virtual object to execute a corresponding operation according to the game control instruction.
It should be noted that the display module 2301, the obtaining module 2303 and the control module 2305 correspond to steps S702 to S706 in the above embodiment, and the three modules are the same as the corresponding steps in the implementation example and application scenarios, but are not limited to the disclosure in the above embodiment.
In an optional scheme, the interaction device based on the live game further comprises: a first control module. The first control module is used for controlling the content corresponding to the game control instruction to be displayed on the main broadcast live game picture when determining that the gift corresponding to the gift control does not meet the preset condition.
It should be noted that the layout of the gift control corresponds to the layout of at least a part of the operation controls corresponding to the anchor live game screen.
In an alternative, the display module displays the main live game picture and the gift control in the live room interface by at least one of: determining the terminal to be in a full screen state, determining the positions of at least part of operation controls on a main broadcast live game picture in a live broadcast interface, and controlling at least one gift control to be displayed at the position in the live broadcast interface; and determining that the terminal is in a non-full screen state, determining a gift control area for displaying gift controls in a live broadcast interface, and controlling at least one gift control to be displayed in the gift control area, wherein the gift control area and the main broadcast live broadcast game picture are arranged in a non-shielding manner.
In an alternative, the display module includes: the device comprises a first acquisition module, a first determination module and a first display module. The first acquisition module is used for acquiring the setting parameters of the live broadcast client through the live broadcast server; the first determining module is used for determining the layout of the gift control according to the setting parameters; the first display module is used for displaying a main broadcast live game picture and at least one gift control according to the layout of the gift controls.
It should be noted that the first acquiring module, the first determining module and the first displaying module correspond to steps S70 to S74 in the above embodiment, and the three modules are the same as the corresponding steps in the implementation example and application scenarios, but are not limited to the disclosure in the above embodiment.
In an alternative, the control module includes: the device comprises a monitoring module, a second determining module and a third determining module. The monitoring module is used for monitoring the operation information of the user on the gift control; the second determining module is used for determining the type of the gift control according to the operation coordinate and determining the number of the operation gift controls according to the operation times under the condition that the operation information at least comprises the operation coordinate and the operation times; and the third determining module is used for determining that the gift corresponding to the gift control meets the preset condition under the condition that the type of the gift control is detected to meet the preset type and/or the number of the controlled gift controls meets the preset number.
According to another aspect of the embodiment of the present invention, a storage medium is further provided, where the storage medium includes a stored program, and the program executes the above interaction method based on live game.
According to another aspect of the embodiment of the present invention, a mobile terminal is further provided, where the mobile terminal includes a processor, and the processor is configured to run a program, where the program executes the above interaction method based on live game.
The above-mentioned serial numbers of the embodiments of the present invention are merely for description and do not represent the merits of the embodiments.
In the above embodiments of the present invention, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
In the embodiments provided in the present application, it should be understood that the disclosed technology can be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units may be a logical division, and in actual implementation, there may be another division, for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, units or modules, and may be in an electrical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present invention may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The integrated unit, if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, which is stored in a storage medium and includes instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic or optical disk, and other various media capable of storing program codes.
The foregoing is only a preferred embodiment of the present invention, and it should be noted that, for those skilled in the art, various modifications and decorations can be made without departing from the principle of the present invention, and these modifications and decorations should also be regarded as the protection scope of the present invention.

Claims (9)

1. An interaction method based on game live broadcast is characterized in that a live broadcast room interface is obtained by performing live broadcast program rendering on a terminal, and the method comprises the following steps:
displaying a main broadcast live game picture and at least one gift control in the live broadcast interface, wherein the main broadcast live game picture comprises at least one virtual object, the layout of the gift control corresponds to the layout of at least part of operation controls corresponding to the main broadcast live game picture, and the gift control and the operation controls corresponding to the layout have a key position corresponding relation;
receiving a trigger operation acting on the gift control;
and under the condition that the gift corresponding to the gift control meets a preset condition, determining a game control instruction corresponding to the gift control, and controlling the virtual object to execute corresponding operation according to the game control instruction, wherein the step of determining the game control instruction corresponding to the gift control comprises the steps of determining an operation control corresponding to a key position according to the key position of the gift control, and determining the corresponding game control instruction according to the operation control.
2. The method of claim 1, further comprising:
and when determining that the gift corresponding to the gift control does not meet the preset condition, controlling to display the content corresponding to the game control instruction on a main broadcast live game picture.
3. The method of claim 1, wherein the step of displaying a main live game view and a gift control in the live view interface comprises at least one of:
determining the terminal to be in a full screen state, determining the positions of at least part of operation controls on the main broadcast live game picture in the live broadcast interface, and controlling the at least one gift control to be displayed at the position in the live broadcast interface;
and if the terminal is determined to be in a non-full screen state, determining a gift control area for displaying the gift control in the live broadcast interface, and controlling the at least one gift control to be displayed in the gift control area, wherein the gift control area and the main broadcast live broadcast game picture are arranged in a non-shielding manner.
4. The method of claim 1, wherein displaying a main live game view and at least one gift control in the live-view interface comprises:
acquiring setting parameters of a live broadcast client through a live broadcast server;
determining the layout of the gift control according to the setting parameters;
and displaying the main broadcast live game picture and the at least one gift control according to the layout of the gift control.
5. The method of claim 1, wherein determining that the gift corresponding to the gift control satisfies a predetermined condition comprises:
monitoring operation information of a user on the gift control;
determining the type of the gift control according to the operation coordinate under the condition that the operation information at least comprises the operation coordinate and the operation times, and determining the number of the gift controls to be controlled according to the operation times;
and under the condition that the type of the gift control meets a preset type and/or the number of the controlled gift controls meets a preset number, determining that the gift corresponding to the gift control meets the preset condition.
6. An interaction device based on game live broadcast is characterized in that a live broadcast room interface is obtained by performing live broadcast program rendering on a terminal, and the device comprises:
the display module is used for displaying a main broadcast live game picture and at least one gift control in the live broadcast interface, wherein the main broadcast live game picture comprises at least one virtual object, the layout of the gift control corresponds to the layout of at least part of operation controls corresponding to the main broadcast live game picture, and the gift control and the operation controls corresponding to the layout have a key position corresponding relation;
the obtaining module is used for receiving triggering operation acting on the gift control;
the control module is used for determining a game control instruction corresponding to the gift control under the condition that the gift corresponding to the gift control meets a preset condition, controlling the virtual object to execute corresponding operation according to the game control instruction, determining an operation control corresponding to the key position according to the key position of the gift control, and determining a corresponding game control instruction according to the operation control.
7. An interactive system based on game live broadcast is characterized in that a live broadcast room interface is obtained by performing live broadcast program rendering on a terminal, and the system comprises:
the system comprises a user client, a live broadcast game interface and a live broadcast control interface, wherein the user client is used for displaying a live broadcast game picture and at least one gift control in the live broadcast interface, receiving a trigger operation acted on the gift control, then determining a game control instruction corresponding to the gift control under the condition that a gift corresponding to the gift control meets a preset condition, and controlling at least one virtual object included in the live broadcast game picture to execute a corresponding operation according to the game control instruction, wherein the layout of the gift control corresponds to the layout of at least part of operation controls corresponding to the live broadcast game picture, and the gift control and the operation controls corresponding to the layout have a key position corresponding relationship;
the user client is also used for determining an operation control corresponding to the key position according to the key position of the gift control and determining a corresponding game control instruction according to the operation control;
and the live broadcast server is used for receiving the game control instruction generated by the user client and forwarding the game control instruction to the game client so as to control the virtual object.
8. A computer-readable storage medium, characterized in that the storage medium includes a stored program, wherein the program, when executed by a processor, implements the game live-based interaction method of any one of claims 1 to 5.
9. A mobile terminal, characterized in that the mobile terminal comprises a processor for executing a program, wherein the program executes to execute the game live based interaction method of any one of claims 1 to 5.
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