CN110711385A - Game online interaction method and device, electronic equipment and storage medium - Google Patents

Game online interaction method and device, electronic equipment and storage medium Download PDF

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Publication number
CN110711385A
CN110711385A CN201911010618.5A CN201911010618A CN110711385A CN 110711385 A CN110711385 A CN 110711385A CN 201911010618 A CN201911010618 A CN 201911010618A CN 110711385 A CN110711385 A CN 110711385A
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China
Prior art keywords
game
target
account
accounts
specific
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CN201911010618.5A
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Chinese (zh)
Inventor
万朝阳
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Beijing Dajia Internet Information Technology Co Ltd
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Beijing Dajia Internet Information Technology Co Ltd
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Priority to CN201911010618.5A priority Critical patent/CN110711385A/en
Publication of CN110711385A publication Critical patent/CN110711385A/en
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    • 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
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • 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
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • 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
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program

Abstract

The present disclosure relates to a game online interaction method, device, electronic device and storage medium, and relates to the technical field of computers, wherein the method comprises: receiving game state information of a target game account reported by a target terminal through long connection with a server in the running process of a target game, wherein the game state information comprises game progress data and game role data, and sending a state response to the target terminal through the long connection so that the target terminal displays the game role of each specific game account in a game interface corresponding to the target game account according to the game progress of each specific game account; the status response includes game status information corresponding to each specific game account, and the specific game account is a game account which opens the target game at the same time as the target game account. By adopting the method and the electronic equipment, the interest of the game can be improved.

Description

Game online interaction method and device, electronic equipment and storage medium
Technical Field
The present disclosure relates to the field of computer technologies, and in particular, to a game online interaction method and apparatus, an electronic device, and a storage medium.
Background
At present, as the usage rate of electronic devices by users gradually increases, more and more games are played in the electronic devices.
In the related art, there are games played by a single person, for example, a "one-hop" game of an applet, when the games are run, a user can only watch the situation that other users play the games through a "score chart", "ranking chart" or other manners, and interaction among the users is lacked, which affects the interest of the games.
Disclosure of Invention
The present disclosure provides a game online interaction method, apparatus, electronic device, and storage medium to solve at least the problem of lack of interaction between users in the related art. The technical scheme of the disclosure is as follows:
according to a first aspect of the embodiments of the present disclosure, there is provided a game online interaction method, including:
receiving game state information of a target game account reported by a target terminal through long connection with a server in the running process of a target game, wherein the game state information comprises game progress data and game role data;
sending a status response to the target terminal through the long connection, so that the target terminal displays the game role of each specific game account in a game interface corresponding to the target game account according to the game progress of each specific game account; the state response comprises game state information corresponding to each specific game account, and the specific game account is a game account which opens the target game at the same time as the target game account.
Optionally, the method further includes:
when the target game is started, if the number of the specific game accounts is smaller than a preset number, creating a target number of simulation game accounts, wherein the target number is a difference value between the preset number and the number of the specific game accounts; the status response further comprises: the simulation game state information of the target number of simulation game accounts comprises simulation game progress data and simulation game role data generated for the simulation game accounts.
Optionally, the method further includes:
when the target game is started, if the number of the specific game accounts is larger than or equal to the preset number, selecting the specific game accounts with the preset number; the status response includes: the game state information of the preset number of specific game accounts.
Optionally, the game state information further includes: the operation time interval is used for representing the time interval between the two times of user operation recognized by the terminal in the game interface; after receiving the game state information of the target game account reported by the target terminal through the long connection with the server, the method further comprises the following steps:
if the operation time interval included in the game state information of the target game account is longer than a first preset time length, sending a removal instruction to the target terminal so that the target terminal exits from the target game;
determining the number of times of the target game account in the target game, and sending the number of times of the target game account to the target terminal, so that the target terminal displays the number of times of the target game account in a game interface.
Optionally, the method further includes:
if the duration of the target game reaches a second preset duration, ending the target game;
and determining the global ranking of the target game according to the progress data of each game account included in the target game at the end of the game, and sending the global ranking to the target terminal, wherein the global ranking includes the ranking corresponding to each game account included in the target game.
According to a second aspect of the embodiments of the present disclosure, there is provided a game online interaction device, including:
the game processing device comprises a receiving unit, a processing unit and a processing unit, wherein the receiving unit is configured to execute the process of running a target game, receive game state information of a target game account reported by a target terminal through long connection with a server, and the game state information comprises game progress data and game role data;
the sending unit is configured to execute sending of a status response to the target terminal through the long connection, so that the target terminal displays the game role of each specific game account in a game interface corresponding to the target game account according to the game progress of each specific game account; the state response comprises game state information corresponding to each specific game account, and the specific game account is a game account which opens the target game at the same time as the target game account.
Optionally, the apparatus further comprises:
the creating unit is configured to create a target number of simulation game accounts if the number of the specific game accounts is smaller than a preset number when the target game is started, wherein the target number is a difference value between the preset number and the number of the specific game accounts; the status response further comprises: the simulation game state information of the target number of simulation game accounts comprises simulation game progress data and simulation game role data generated for the simulation game accounts.
Optionally, the apparatus further comprises:
the selection unit is configured to select a preset number of specific game accounts if the number of the specific game accounts is greater than or equal to a preset number when the target game is started; the status response includes: the game state information of the preset number of specific game accounts.
Optionally, the game state information further includes: the operation time interval is used for representing the time interval between the two times of user operation recognized by the terminal in the game interface;
the sending unit is further configured to execute sending a removal instruction to the target terminal if the operation time interval included in the game state information of the target game account is greater than a first preset time length, so that the target terminal exits the target game;
the sending unit is further configured to execute determining the number of times of the target game account in the target game, and send the number of times of the target game account to the target terminal, so that the target terminal displays the number of times of the target game account in a game interface.
Optionally, the apparatus further comprises:
an ending unit configured to end the target game if the duration of the target game reaches a second preset duration;
the sending unit is further configured to execute determining a global ranking of the target game according to progress data of each game account included in the target game at the end of the game, and send the global ranking to the target terminal, where the global ranking includes rankings corresponding to the game accounts included in the target game.
According to a third aspect of the embodiments of the present disclosure, there is provided an electronic device, including a processor, a communication interface, a memory, and a communication bus, where the processor, the communication interface, and the memory complete communication with each other through the communication bus;
a memory for storing a computer program;
a processor for implementing the method steps of the first aspect when executing the program stored in the memory.
According to a fourth aspect of embodiments of the present disclosure, there is provided a computer-readable storage medium having stored therein a computer program which, when executed by a processor, performs the method steps of the first aspect.
According to a fifth aspect of embodiments of the present disclosure, there is provided a computer program product containing instructions which, when run on a computer, cause the computer to perform the method of the first aspect described above.
The technical scheme provided by the embodiment of the disclosure at least brings the following beneficial effects:
the server can receive the game state information of the target game account reported by the target terminal through the long connection with the server in the running process of the target game, and then send the state response to the target terminal through the long connection, so that the target terminal can display the game role of each specific game account in the game interface corresponding to the target game account according to the game progress of each specific game account. According to the game playing method and the terminal, the target terminal obtains the game data of other users in the same game and displays the game roles corresponding to the game data of the other users on the game interface of the terminal, so that the users can see the progress and the game roles of the other users in the same game scene when playing the game by using the terminal, and the game interest is increased.
It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the disclosure.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present disclosure and, together with the description, serve to explain the principles of the disclosure and are not to be construed as limiting the disclosure.
FIG. 1 is a flow diagram illustrating a method of game online interaction, according to an exemplary embodiment;
FIG. 2 is a schematic diagram of a game interface shown in accordance with an exemplary embodiment;
FIG. 3 is a flow diagram illustrating another method of game online interaction, according to an example embodiment;
FIG. 4 is a flow diagram illustrating another method of game online interaction, according to an example embodiment;
FIG. 5 is a block diagram illustrating a gaming online interaction device, according to an exemplary embodiment;
fig. 6 is a block diagram illustrating a structure of an electronic device according to an example embodiment.
Detailed Description
In order to make the technical solutions of the present disclosure better understood by those of ordinary skill in the art, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings.
It should be noted that the terms "first," "second," and the like in the description and claims of the present disclosure and in the above-described drawings 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 disclosure described herein are capable of operation in sequences other than those illustrated or otherwise described herein. 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 flowchart illustrating a game online interaction method according to an exemplary embodiment, which is used in a server, as shown in fig. 1, and includes the following steps.
Step 101, receiving game state information of a target game account reported by a target terminal through long connection with a server in the running process of a target game.
It will be appreciated that the target game of play is a game of play or a game level in the game being played. In the running process of the target game, the server not only receives the game state information of the target game account reported by the target terminal through long connection with the server, but also receives the game state information reported by terminals corresponding to other game accounts in the target game.
The long connection is a connection scheme in which a plurality of packets are continuously received and transmitted between devices during a connection holding period. The long connection is a concept opposite to the short connection, the short connection means that when two communication parties have data interaction, a connection is established, and after the data transmission is completed, the connection is disconnected, that is, the short connection is established each time only for completing the transmission of one service data. The long connection means that after the data transmission is completed, the connection is not disconnected, and other service data can be continuously transmitted by using the long connection subsequently. In the embodiment of the present disclosure, the long connection is a connection between the server and the terminal device.
The game state information includes game progress data and game character data.
Alternatively, in one case, the target game play may be a game play in which the total game duration is not fixed and the total game progress is fixed, wherein, in this case, the game progress data may be a relative progress point of the completion progress of the game character in the target game play with respect to the total game progress. For example, in the target game a, the total game progress is that the game character passes through 100 target points, and when the game character a corresponding to the game account a passes through 67 target points, the game progress data of the game account a in the target game a is 67%.
In another case, the target game may also be a game with a fixed total game duration and a fixed total game progress, where in this case, the game progress data may be the duration of the game character in the target game, and the total duration corresponding to the target game is a proportion of the duration. For example, if the game duration of the game character B corresponding to the game account B in the target game B is 2 minutes and 10 seconds, and the total game duration of the game B is 5 minutes, the game progress data corresponding to the game account B at this time is 43%.
Because the game account A in the target game is more than one, each game account in the target game has one corresponding game progress data.
And 102, sending a status response to the target terminal through the long connection so that the target terminal displays the game role of each specific game account in the game interface corresponding to the target game account according to the game progress of each specific game account.
The state response comprises game state information corresponding to each specific game account, and the specific game account is a game account which opens a target game at the same time as the target game account.
It can be understood that the server also sends a status response to the terminal corresponding to each specific game account, and the status response received by the terminal corresponding to each specific game account includes the game status information corresponding to the target game account and other specific game accounts.
Wherein, the target game may be a game or a game stage in a running game, as shown in fig. 2, fig. 2 is a game interface schematic diagram of a mini game provided by an embodiment of the present disclosure, where fig. 2 includes: the remaining time, the value of an Internet Packet explorer (PING), the number of remaining game accounts and the game role corresponding to the target game account.
The remaining time is the remaining game time of the target game, and when the remaining time is 0, it represents that the target game is ended.
As shown in fig. 2, the remaining time may be represented in the form of a progress bar, the less the remaining time, the less the progress bar, and when the remaining time is 0, the white line in the progress bar may be at the leftmost side.
The PING value represents the time from when the terminal device sends data to the server to when the server response is received, and the unit of the PING value is milliseconds (ms).
In practical application, the PING value reflects the current network environment, and as a long-connection mode exists between the server and the terminal device in the embodiment of the disclosure, data can be transmitted better in a good network environment.
The remaining number of game accounts indicates the total number of game accounts that have not been retired or eliminated in one game, and in practical applications, may be understood as "the number of remaining players".
Alternatively, the remaining number of game accounts may be used to indicate the progress of the game, and when the remaining number of game accounts is 0, one game play corresponding to the remaining number of game accounts is ended.
The game character corresponding to the target game account may be a game character controlled by the user through the target terminal, and the game characters other than the game character corresponding to the target game account in the game interface shown in fig. 2 may be game characters corresponding to a specific game account.
The disclosed embodiment provides a game online interaction method, wherein a server can receive game state information of a target game account reported by a target terminal through long connection with the server in the running process of a target game, and then send a state response to the target terminal through the long connection, so that the target terminal displays game roles of specific game accounts in game interfaces corresponding to the target game accounts according to the game progress of the specific game accounts. According to the game playing method and the terminal, the target terminal obtains the game data of other users in the same game and displays the game roles corresponding to the game data of the other users on the game interface of the terminal, so that the users can see the progress and the game roles of the other users in the same game scene when playing the game by using the terminal, and the game interest is increased.
Optionally, in this embodiment of the application, the target terminal may display the game role of each specific game account in the game interface corresponding to the target game account, so that the player may see not only the game situation of the player, but also the game situation of the player corresponding to the specific game account. However, there may be cases where the number of specific game accounts is insufficient or the number of specific game accounts is excessive, and the following description will discuss implementations in both cases.
In an embodiment, if the number of the specific game accounts is not enough, when the server starts the target game, the server may further create a simulation game account, which may be specifically implemented as:
when the target game is started, if the number of the specific game accounts is smaller than the preset number, the target number of simulation game accounts are created.
The target number is a difference value between a preset number and the number of the specific game accounts, and the preset number is an upper limit of the number of other game accounts except the target game account in the target game.
The simulation game account is a virtual game account created by the server, and the simulation game account does not really exist, but only aims to enable the number of game characters in the target game to reach a preset threshold value.
For example, if the preset number is 99, but the number of the specific game accounts is only 49, the server may create 50 emulated game accounts, so that the sum of the number of game characters of the specific game account plus the number of game characters of the emulated game accounts in the target game reaches 99.
On this basis, for the above step 101, the status response further includes: simulated game state information of the target number of simulated game accounts, wherein the simulated game state information comprises simulated game progress data and simulated game role data generated for the simulated game accounts.
Accordingly, in step 102, after the server sends the status response to the target terminal through the long connection, the target terminal may display the game character corresponding to each specific game account and the game character corresponding to each emulated game account in the game interface corresponding to the target game account.
Similarly, a game character corresponding to the target game account, a game character corresponding to another specific game account, and a game character corresponding to each emulated game account may be displayed on the game interface of the terminal corresponding to each specific game account.
In the game interface diagram shown in fig. 2, besides the game character corresponding to the target game account, another game character may also be a game character corresponding to the emulated game account. The number of remaining players in fig. 2 may also include a simulated game account number.
In practical applications, if the number of the specific game accounts is insufficient, the number of game characters corresponding to the specific game accounts in the target terminal game interface is reduced. In the embodiment of the disclosure, the game role corresponding to the simulation game account created by the server can be added to the game interface of the target terminal, so that the server can enable the game interface of the target terminal to have sufficient game roles, and the game interest is increased.
In another embodiment, if the number of the specific game accounts is too large, when the server starts the target game, the server may further select a preset number of the specific game accounts, which may specifically be implemented as:
when the target game is started, if the number of the specific game accounts is larger than or equal to the preset number, selecting the preset number of the specific game accounts.
Wherein the status response comprises: game state information of a preset number of specific game accounts is preset.
In practical applications, if the number of the specific game accounts is sufficient (i.e., the server is not required to create the simulation game account), the server may directly select a preset number of the specific game accounts.
For example, the preset threshold value of the number of the specific game accounts of the target game is 69, and the number of the specific game accounts is 1000, at this time, the server may select 69 specific game accounts from the 1000 specific game accounts, so that the number of the game characters of the specific game account in the target game reaches 69.
It is understood that, in the 1000 specific game accounts, in addition to the 69 specific game accounts, the server may also select from the remaining 931 specific game accounts, thereby forming a multi-game.
Alternatively, the server may select a particular game account according to preset selection rules.
The preset selection rule may be: a particular gaming account is selected that approximates the level of play of the target gaming account. The basis for the server to determine the game level of the game account may be: the points of the game accounts, the historical ranking of the game accounts, the total duration of the game history of the game accounts and the like.
The higher the credit of the game account is, the higher the game level of the game account corresponding to the credit of the game account is.
The historical ranking of the game account reflects the credit ranking of the game account corresponding to the historical ranking in all the game accounts, so the historical ranking can directly reflect the game level of the game account.
The total game history duration of the game account is the total duration of the game account in the game state from the registered moment to the current moment, and the total game history duration of the game account can indirectly reflect the game level of the game account.
Through the embodiment, when the target game account plays the target game, the situation that the game interface of the target terminal is too disordered due to too many game characters existing in the game interface of the target terminal can be avoided.
Furthermore, if the server selects a specific game account according to the game level of the target game user, the server can further ensure fairness and increase game experience of the user on the premise of ensuring interactivity.
Optionally, the game state information further includes: as shown in fig. 3, after receiving the game state information of the target game account reported by the target terminal through the long connection with the server in step 101, the method further includes:
step 301, if the operation time interval included in the game state information of the target game account is greater than a first preset time, sending a removal instruction to the target terminal, so that the target terminal exits from the target game.
Wherein, the operation time interval is used for representing the time interval between two times of user operation recognized by the terminal in the game interface.
For example, in the game a, when the terminal recognizes one click operation by the user, the game character corresponding to the target game account moves once, and the time between two movements of the game character corresponding to the target game account is the operation time interval.
The first preset time period may be 3 seconds, 4 seconds or 5 seconds, and the value of the preset time period is not limited in the embodiment of the disclosure.
In practical applications, the preset time period may change with changes in the progress data of the target game account.
For example, in the target game a, when the target game account a completes 5% of the total progress of the target game a, the preset time duration at this time may be 5 seconds, and if the operation time interval of the target game account is greater than 5 seconds, the target game account may be eliminated.
When the target game account a completes 65% of the total progress of the target game a, the preset time duration at this time may be 3 seconds, and if the operation time interval of the target game account is greater than 3 seconds, the target game account is eliminated.
It can be understood that the elimination rule is applicable to the target game account, and if the operation time interval corresponding to the specific game account or the simulated game account is longer than the first preset time length, the specific game account or the simulated game account is eliminated.
The method for eliminating the game account by setting the preset duration can increase the difficulty of the game and further increase the interest of the game in progress.
Step 302, determining the ranking of the target game account in the target game, and sending the ranking of the target game account to the target terminal, so that the target terminal displays the ranking of the target game account in the game interface.
Since the total number of game accounts in the target game is fixed, when the target game account exits the target game or is eliminated, the server may determine the rank of the target game account according to the number of remaining game accounts (which may include the number of emulated game accounts) or according to the number of eliminated game accounts (which may include the number of emulated game accounts).
For example, the target game includes 50 game accounts (which may include the emulated game account), and after the target game starts, the target game account is the 5 th eliminated game account, and the rank of the target game account is 46 th.
In fig. 3, steps 101 to 102 are the same as steps 101 to 102 in fig. 1, and are not described again here.
In practical application, when the target game account finishes one game of the target game, the name of the target game account in the target game can be obtained, so that the competitive performance is improved, and the game fun is further improved.
Optionally, as shown in fig. 4, the server may also end the target game, and the specific process may include:
step 401, if the duration of the target game reaches a second preset duration, ending the target game.
In practical applications, the server may control the time of each game of the target game through a second preset time period.
For example, the second preset time period may be 5 minutes, that is, the maximum time for playing each target game is 5 minutes, in this case, the user does not need to prepare a large amount of time to play the game, and only needs to spend 5 minutes to play one game, which greatly increases convenience.
In another case, the server may also end the target game play when all game accounts in the target game play (in this case, the emulated game account is not included) are eliminated, in conjunction with the steps described in fig. 3.
Step 402, determining the global ranking of the target game according to the progress data of each game account included in the target game when the game is finished, and sending the global ranking to the target terminal.
The global ranking comprises the ranking corresponding to each game account included in the target game.
Because each game corresponds to a global ranking, the user corresponding to the target game account can compare the ranking with the rankings corresponding to other specific game accounts, and the interactivity among the users is improved.
FIG. 5 is a block diagram illustrating a gaming online interaction device, according to an example embodiment. Referring to fig. 5, the apparatus includes: a receiving unit 501 and a transmitting unit 502.
A receiving unit 501, configured to execute receiving, during a running process of a target game, game state information of a target game account reported by a target terminal through a long connection with a server, where the game state information includes game progress data and game role data;
a sending unit 502 configured to execute sending of a status response to the target terminal through the long connection, so that the target terminal displays the game role of each specific game account in accordance with the game progress of each specific game account in the game interface corresponding to the target game account; the status response includes game status information corresponding to each specific game account, and the specific game account is a game account which opens the target game at the same time as the target game account.
Optionally, the apparatus further comprises:
the game system comprises a creating unit, a game processing unit and a game playing unit, wherein the creating unit is configured to create a target number of simulation game accounts if the number of specific game accounts is smaller than a preset number when a target game is started, and the target number is a difference value between the preset number and the number of the specific game accounts; the status response further includes: simulated game state information of the target number of simulated game accounts, wherein the simulated game state information comprises simulated game progress data and simulated game role data generated for the simulated game accounts.
Optionally, the apparatus further comprises:
the game playing device comprises a selection unit, a game playing unit and a game playing unit, wherein the selection unit is configured to select a preset number of specific game accounts if the number of the specific game accounts is greater than or equal to a preset number when a target game is started; the status response includes: game state information of a preset number of specific game accounts is preset.
Optionally, the game state information further includes: the operation time interval is used for representing the time interval between the two times of user operation recognized by the terminal in the game interface;
the sending unit 502 is further configured to execute sending a knockout instruction to the target terminal if the operation time interval included in the game state information of the target game account is greater than a first preset time length, so that the target terminal exits from the target game;
the sending unit 502 is further configured to execute determining the number of times the target game account plays in the target game, and sending the number of times the target game account to the target terminal, so that the target terminal displays the number of times the target game account in the game interface.
Optionally, the apparatus further comprises:
an ending unit configured to end the target game if the duration of the target game reaches a second preset duration;
the sending unit 502 is further configured to execute determining a global ranking of the target game according to the progress data of each game account included in the target game at the end of the game, and sending the global ranking to the target terminal, wherein the global ranking includes the ranking corresponding to each game account included in the target game.
The disclosed embodiment provides a game online interaction device, wherein a server can receive game state information of a target game account reported by a target terminal through long connection with the server in the running process of a target game, and then send a state response to the target terminal through the long connection, so that the target terminal displays game roles of specific game accounts in game interfaces corresponding to the target game accounts according to the game progress of the specific game accounts. According to the game playing method and the terminal, the target terminal obtains the game data of other users in the same game and displays the game roles corresponding to the game data of the other users on the game interface of the terminal, so that the users can see the progress and the game roles of the other users in the same game scene when playing the game by using the terminal, and the game interest is increased.
With regard to the apparatus in the above-described embodiment, the specific manner in which each module performs the operation has been described in detail in the embodiment related to the method, and will not be elaborated here.
FIG. 6 is a block diagram illustrating an electronic device in accordance with an example embodiment. For example, the electronic device may be a mobile phone, a computer, a digital broadcast terminal, a messaging device, a game console, a tablet device, a medical device, an exercise device, a personal digital assistant, and the like.
Referring to fig. 6, the electronic device may include one or more of the following components: a processing component 602, a memory 604, a power component 606, a multimedia component 608, an audio component 610, an input/output (I/O) interface 612, a sensor component 614, and a communication component 616.
The processing component 602 generally controls overall operation of the electronic device, such as operations associated with display, telephone calls, data communications, camera operations, and recording operations. The processing component 602 may include one or more processors 620 to execute instructions to perform all or a portion of the steps of the methods described above. Further, the processing component 602 can include one or more modules that facilitate interaction between the processing component 602 and other components. For example, the processing component 602 can include a multimedia module to facilitate interaction between the multimedia component 608 and the processing component 602.
The memory 604 is configured to store various types of data to support operations at the electronic device. Examples of such data include instructions for any application or method operating on the electronic device, contact data, phonebook data, messages, pictures, videos, and so forth. The memory 604 may be implemented by any type or combination of volatile or non-volatile memory devices such as Static Random Access Memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic memory, flash memory, magnetic or optical disks.
The power supply component 606 provides power to the various components of the electronic device. The power components 606 may include a power management system, one or more power supplies, and other components associated with generating, managing, and distributing power for an electronic device.
The multimedia component 608 includes a screen that provides an output interface between the device and the user. In some embodiments, the screen may include a Liquid Crystal Display (LCD) and a Touch Panel (TP). If the screen includes a touch panel, the screen may be implemented as a touch screen to receive an input signal from a user. The touch panel includes one or more touch sensors to sense touch, slide, and gestures on the touch panel. The touch sensor may not only sense the boundary of a touch or slide action, but also detect the duration and pressure associated with the touch or slide operation. In some embodiments, the multimedia component 608 includes a front facing camera and/or a rear facing camera. The front camera and/or the rear camera may receive external multimedia data when the electronic device is in an operating mode, such as a shooting mode or a video mode. Each front camera and rear camera may be a fixed optical lens system or have a focal length and optical zoom capability.
The audio component 610 is configured to output and/or input audio signals. For example, the audio component 610 includes a Microphone (MIC) configured to receive external audio signals when the electronic device is in an operational mode, such as a call mode, a recording mode, and a voice recognition mode. The received audio signal may further be stored in the memory 604 or transmitted via the communication component 616. In some embodiments, audio component 610 further includes a speaker for outputting audio signals.
The I/O interface 612 provides an interface between the processing component 602 and peripheral interface modules, which may be keyboards, click wheels, buttons, etc. These buttons may include, but are not limited to: a home button, a volume button, a start button, and a lock button.
The sensor component 614 includes one or more sensors for providing various aspects of status assessment for the electronic device. For example, the sensor component 614 may detect an open/closed state of the electronic device, the relative positioning of components, such as a display and keypad of the electronic device, the sensor component 614 may also detect a change in the position of the electronic device or a component of the electronic device, the presence or absence of user contact with the electronic device, orientation or acceleration/deceleration of the electronic device, and a change in the temperature of the electronic device. The sensor assembly 614 may include a proximity sensor configured to detect the presence of a nearby object without any physical contact. The sensor assembly 614 may also include a light sensor, such as a CMOS or CCD image sensor, for use in imaging applications. In some embodiments, the sensor assembly 614 may also include an acceleration sensor, a gyroscope sensor, a magnetic sensor, a pressure sensor, or a temperature sensor.
The communication component 616 is configured to facilitate wired or wireless communication between the electronic device and other devices. The electronic device may access a wireless network based on a communication standard, such as WiFi, a carrier network (such as 2G, 3G, 4G, or 5G), or a combination thereof. In an exemplary embodiment, the communication component 616 receives broadcast signals or broadcast related information from an external broadcast management system via a broadcast channel. In an exemplary embodiment, the communication component 616 further includes a Near Field Communication (NFC) module to facilitate short-range communications. For example, the NFC module may be implemented based on Radio Frequency Identification (RFID) technology, infrared data association (IrDA) technology, Ultra Wideband (UWB) technology, Bluetooth (BT) technology, and other technologies.
In an exemplary embodiment, the electronic device may be implemented by one or more Application Specific Integrated Circuits (ASICs), Digital Signal Processors (DSPs), Digital Signal Processing Devices (DSPDs), Programmable Logic Devices (PLDs), Field Programmable Gate Arrays (FPGAs), controllers, micro-controllers, microprocessors or other electronic components for performing the above-described methods.
In an exemplary embodiment, a storage medium comprising instructions, such as the memory 604 comprising instructions, executable by the processor 620 of the electronic device to perform the above-described method is also provided. Alternatively, the storage medium may be a non-transitory computer readable storage medium, which may be, for example, a ROM, a Random Access Memory (RAM), a CD-ROM, a magnetic tape, a floppy disk, an optical data storage device, and the like.
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 game online interaction method is applied to a server and comprises the following steps:
receiving game state information of a target game account reported by a target terminal through long connection with a server in the running process of a target game, wherein the game state information comprises game progress data and game role data;
sending a status response to the target terminal through the long connection, so that the target terminal displays the game role of each specific game account in a game interface corresponding to the target game account according to the game progress of each specific game account; the state response comprises game state information corresponding to each specific game account, and the specific game account is a game account which opens the target game at the same time as the target game account.
2. A game online interaction method according to claim 1, wherein the method further comprises:
when the target game is started, if the number of the specific game accounts is smaller than a preset number, creating a target number of simulation game accounts, wherein the target number is a difference value between the preset number and the number of the specific game accounts; the status response further comprises: the simulation game state information of the target number of simulation game accounts comprises simulation game progress data and simulation game role data generated for the simulation game accounts.
3. A game online interaction method according to claim 1, wherein the method further comprises:
when the target game is started, if the number of the specific game accounts is larger than or equal to the preset number, selecting the specific game accounts with the preset number; the status response includes: the game state information of the preset number of specific game accounts.
4. The method of claim 1, wherein the game state information further comprises: the operation time interval is used for representing the time interval between the two times of user operation recognized by the terminal in the game interface; after receiving the game state information of the target game account reported by the target terminal through the long connection with the server, the method further comprises the following steps:
if the operation time interval included in the game state information of the target game account is longer than a first preset time length, sending a removal instruction to the target terminal so that the target terminal exits from the target game;
determining the number of times of the target game account in the target game, and sending the number of times of the target game account to the target terminal, so that the target terminal displays the number of times of the target game account in a game interface.
5. A game online interaction method according to claim 1 or 4, characterized in that the method further comprises:
if the duration of the target game reaches a second preset duration, ending the target game;
and determining the global ranking of the target game according to the progress data of each game account included in the target game at the end of the game, and sending the global ranking to the target terminal, wherein the global ranking includes the ranking corresponding to each game account included in the target game.
6. A game online interaction device is applied to a server, and comprises:
the game processing device comprises a receiving unit, a processing unit and a processing unit, wherein the receiving unit is configured to execute the process of running a target game, receive game state information of a target game account reported by a target terminal through long connection with a server, and the game state information comprises game progress data and game role data;
the sending unit is configured to execute sending of a status response to the target terminal through the long connection, so that the target terminal displays the game role of each specific game account in a game interface corresponding to the target game account according to the game progress of each specific game account; the state response comprises game state information corresponding to each specific game account, and the specific game account is a game account which opens the target game at the same time as the target game account.
7. A gaming online interaction device as recited in claim 6, wherein the device further comprises:
the creating unit is configured to create a target number of simulation game accounts if the number of the specific game accounts is smaller than a preset number when the target game is started, wherein the target number is a difference value between the preset number and the number of the specific game accounts; the status response further comprises: the simulation game state information of the target number of simulation game accounts comprises simulation game progress data and simulation game role data generated for the simulation game accounts.
8. A gaming online interaction device as recited in claim 6, wherein the device further comprises:
the selection unit is configured to select a preset number of specific game accounts if the number of the specific game accounts is greater than or equal to a preset number when the target game is started; the status response includes: the game state information of the preset number of specific game accounts.
9. An electronic device, comprising:
a processor;
a memory for storing the processor-executable instructions;
wherein the processor is configured to execute the instructions to implement the method of game online interaction of any of claims 1-5.
10. A storage medium in which instructions, when executed by a processor of an electronic device, enable the electronic device to perform a game online interaction method as claimed in any one of claims 1 to 5.
CN201911010618.5A 2019-10-23 2019-10-23 Game online interaction method and device, electronic equipment and storage medium Pending CN110711385A (en)

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