CN111318026A - Team forming method, device, equipment and storage medium for competitive game - Google Patents

Team forming method, device, equipment and storage medium for competitive game Download PDF

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Publication number
CN111318026A
CN111318026A CN202010093070.1A CN202010093070A CN111318026A CN 111318026 A CN111318026 A CN 111318026A CN 202010093070 A CN202010093070 A CN 202010093070A CN 111318026 A CN111318026 A CN 111318026A
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China
Prior art keywords
room
user account
application program
application
interface
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Granted
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CN202010093070.1A
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Chinese (zh)
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CN111318026B (en
Inventor
朱文卿
彭蔚苇
胡戊
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • 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
    • A63F2300/50Features 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 details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/556Player lists, e.g. online players, buddy list, black list
    • 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
    • A63F2300/50Features 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 details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The application discloses a team forming method, a team forming device, team forming equipment and a team forming storage medium for competitive game-to-game, which are applied to the field of computer programs. The method comprises the following steps: displaying a first room interface of a first application program, wherein the first room interface is a user interface corresponding to a first room, the first room is a game team room created through the first application program, the first room interface comprises a first user account, and the first user account is a user account for logging in the first application program; jumping from the first application to the second application in response to the jump condition being satisfied; and displaying a second room interface of the second application program, wherein the second room interface is a user interface corresponding to the second room, the second room is a game team room created in the second application program according to the first room, the second room interface comprises a second user account, and the second user account is a user account for logging in the second application program. The method may restrict team formation to the second application.

Description

Team forming method, device, equipment and storage medium for competitive game
Technical Field
The present application relates to the field of computer programs, and in particular, to a method, an apparatus, a device, and a storage medium for team formation of a competitive game.
Background
In the competitive game, the user can invite friends to form a team to play the game.
In the related technology, a user can create a team room in a game client, the interface of the team room comprises a friend list, the user can click an invitation control in the friend list to invite friends to enter the room, and after all users in the room are ready, a homeowner can click a match control to start match with a game. After receiving the matching request of the client, the server matches other users for the users in the team room together, and the users enter a game together.
In the method for inviting friends to form a team in the related art, only a room can be created at a game client to form a team with users of the game client.
Disclosure of Invention
The embodiment of the application provides a team forming method, a team forming device, equipment and a storage medium for competition teams, which can enable a user to form a team with the user of a first application program in the first application program, match the competition in a second application program after the team forming is finished, expand a team forming mode of the user, and enable the team forming of the competition not to be limited to the team forming mode in the second application program. The technical scheme is as follows:
according to one aspect of the present application, there is provided a team formation method of a competitive game, the method comprising:
displaying a first room interface of a first application program, wherein the first room interface is a user interface corresponding to a first room, the first room is a game team room created by the first application program, the first room interface comprises a first user account, and the first user account is a user account for logging in by the first application program;
in response to a jump condition being satisfied, jumping from the first application to a second application;
displaying a second room interface of the second application program, wherein the second room interface is a user interface corresponding to the second room, the second room is a game team room created in the second application program according to the first room, the second room interface includes a second user account, and the second user account is a user account logged in by the second application program.
According to another aspect of the present application, there is provided a team forming device of a competitive game, the device including:
the system comprises a display module, a first application program and a second application program, wherein the display module is used for displaying a first room interface of the first application program, the first room interface is a user interface corresponding to a first room, the first room is a team room of a game created by the first application program, the first room interface comprises a first user account, and the first user account is a user account for logging in the first application program;
the jump module is used for responding to the satisfaction of a jump condition and jumping from the first application program to a second application program;
the display module is further configured to display a second room interface of the second application, where the second room interface is a user interface corresponding to a second room, the second room is a team room created in the second application according to the first room, the second room interface includes a second user account, and the second user account is a user account registered by the second application.
According to another aspect of the present application, there is provided a computer device comprising: a processor and a memory having stored therein at least one instruction, at least one program, set of codes, or set of instructions that is loaded and executed by the processor to implement a team formation method of a game play as described above.
According to another aspect of the application, there is provided a computer readable storage medium having stored therein at least one instruction, at least one program, set of codes, or set of instructions that is loaded and executed by the processor to implement a team method of a sports game as described above.
The beneficial effects brought by the technical scheme provided by the embodiment of the application at least comprise:
the first room is created in the first application program, when the jump condition is met, the second room is created in the second application program according to the first room, the user account in the first room is correspondingly pulled into the second room, the intercommunication between the team room of the first application program and the team room of the second application program is realized, the user can carry out team formation in the first application program, then the well-organized team is pulled into the team room of the second application program, and the matching is carried out when the matching condition is met. The user can form a team with the user of the first application program in the first application program, match the game in the second application program after the team is formed, expand the team forming mode of the user, and enable the team forming mode of the game not to be limited in the team forming mode in the second application program.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
FIG. 1 is a block diagram of an implementation environment provided by an exemplary embodiment of the present application;
FIG. 2 is a flow chart of a team formation method of a competitive game according to another exemplary embodiment of the present application;
FIG. 3 is a flow chart of a team formation method of a competitive game according to another exemplary embodiment of the present application;
FIG. 4 is an interface schematic diagram of a team formation method of a competitive game according to another exemplary embodiment of the present application;
FIG. 5 is an interface schematic diagram of a team formation method of a competitive game according to another exemplary embodiment of the present application;
FIG. 6 is an interface schematic diagram of a team formation method of a competitive game according to another exemplary embodiment of the present application;
FIG. 7 is an interface schematic diagram of a team formation method of a competitive game according to another exemplary embodiment of the present application;
FIG. 8 is an interface schematic diagram of a team formation method of a competitive game according to another exemplary embodiment of the present application;
FIG. 9 is a flow chart of a team formation method of a competitive game play provided in another exemplary embodiment of the present application;
FIG. 10 is a flow chart of a team formation method of a competitive game play provided in another exemplary embodiment of the present application;
FIG. 11 is an interface schematic diagram of a team formation method of a competitive game according to another exemplary embodiment of the present application;
FIG. 12 is a flow chart of a team formation method of a competitive game play provided in another exemplary embodiment of the present application;
FIG. 13 is a flow chart of a team formation method of a competitive game play provided in another exemplary embodiment of the present application;
FIG. 14 is a flow chart of a team formation method of a competitive game play provided in another exemplary embodiment of the present application;
FIG. 15 is an interface schematic diagram of a team formation method of a competitive game according to another exemplary embodiment of the present application;
FIG. 16 is a schematic diagram of a team formation device of a competitive game according to another exemplary embodiment of the present application;
fig. 17 is a schematic structural diagram of a computer device according to an exemplary embodiment of the present application.
Detailed Description
To make the objects, technical solutions and advantages of the present application more clear, embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
First, terms referred to in the embodiments of the present application are described:
room: is a room for team-on-team. Illustratively, the user accounts in the room have the same room identifier, and when the team finishes the match-making matching, the server matches all the user accounts having the same room identifier into a match-making according to the room identifier. Illustratively, the room includes at least one user account location, and after the user account enters the room, information of the user account, such as a head portrait, a nickname, etc., is displayed at a certain user account location. Illustratively, the user account positions in the room are divided into at least one camp, and when the match is performed, the server matches other user accounts with the total user accounts in the room according to the camp in which each user account is located, and enters a match. Illustratively, the room is used for determining a team relationship of the user accounts, and when a plurality of user accounts are located in the same room, the user accounts are in the team relationship.
User interface UI (user interface) controls: refers to any visual control or element that can be seen on the user interface of the application, such as a picture, an input box, a text box, a button, a label, and other controls, some of which are responsive to the user's operation, such as the user clicking on the matching control, and can send a match request to the server.
The method provided in the present application can be applied to a program for supporting team formation of a competitive partner, for example: shooting Games (STG), First-person Shooting Games (FPS), Third-person Shooting Games (TPS), multiplayer online tactical sports Games (MOBA), Role-playing Games (RPG), instant Strategy Games (Real-Time Strategy Games, RTS), Racing Games (RCG), music Games (mucgsiame, MSC), competitive friend programs, social programs, Game team programs, and the like.
FIG. 1 shows a block diagram of a computer system provided in an exemplary embodiment of the present application. The computer system 100 includes: a first terminal 120, a server 140, and a second terminal 160.
The first terminal 120 has two clients installed and running: the system comprises a first client and a second client, wherein the first client is a client with a team forming function, and the second client is a client with the team forming function and a competitive game exchange function. The client can be any one client in a shooting game, a first person shooting game, a third person shooting game, a multi-player gunfight survival game, a multi-player online tactical competitive game, a role playing game, an instant strategy game, a racing game and a music game. The first terminal 120 is a terminal used by the first user. The first client corresponds to a first user account, and the second client corresponds to a second user account.
The first terminal 120 is connected to the server 140 through a wireless network or a wired network.
The server 140 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. Illustratively, the server 140 includes a processor 144 and a memory 142. The server 140 is used to provide background services for applications that support a three-dimensional virtual environment. Alternatively, the server 140 undertakes primary computational work and the first and second terminals 120, 160 undertake secondary computational work; alternatively, the server 140 undertakes the secondary computing work and the first terminal 120 and the second terminal 160 undertakes the primary computing work; alternatively, the server 140, the first terminal 120, and the second terminal 160 perform cooperative computing by using a distributed computing architecture.
The second terminal 160 is installed and operated with two clients: the system comprises a first client and a second client, wherein the first client is a client with a team forming function, and the second client is a client with the team forming function and a competitive game exchange function. The client can be any one client in a shooting game, a first person shooting game, a third person shooting game, a multi-player gunfight survival game, a multi-player online tactical competitive game, a role playing game, an instant strategy game, a racing game and a music game. The second terminal 160 is a terminal used by the second user. The first client corresponds to a third user account, and the second client corresponds to the third user account.
Optionally, the first user account and the third user account are two user accounts in the same application; the second user account and the fourth user account are two user accounts in the same application.
Alternatively, the clients installed on the first terminal 120 and the second terminal 160 are the same, or the clients installed on the two terminals are the same type of client of different control system platforms. The first terminal 120 may generally refer to one of a plurality of terminals, and the second terminal 160 may generally refer to one of a plurality of terminals, and this embodiment is only illustrated by the first terminal 120 and the second terminal 160. The device types of the first terminal 120 and the second terminal 160 are the same or different, and include: at least one of a smartphone, a tablet, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer. The following embodiments are illustrated with the terminal comprising a smartphone.
Those skilled in the art will appreciate that the number of terminals described above may be greater or fewer. For example, the number of the terminals may be only one, or several tens or hundreds of the terminals, or more. The number of terminals and the type of the device are not limited in the embodiments of the present application.
Fig. 2 shows an exemplary embodiment of using the competitive game-to-game team formation method provided by the present application for a game client and a hacking client.
Wherein, the hacker client is a first client and is provided with a room team forming function; the game client is a second client, and is provided with a room team function and a competitive game-play function. The method comprises the following steps:
step 201, inviting friends to create a blackout team in a hacker client.
Illustratively, a blackout team is created by the captain in the hacking client, and other user accounts of the hacking client may enter the blackout team as team members. After all the user accounts in the black-and-white team are ready, the team leader may click the start game button and proceed to step 202.
Step 202, ready, the captain clicks to start the game, and the hacker client carries the transparent transmission data to pull up the game client.
The hacker client pulls up the game client according to the Scheme protocol, the pull-up instruction carries transparent transmission data, and the transparent transmission data comprises a user account login bill of the captain and the identification of the blackout team.
Illustratively, the Scheme protocol is a jump protocol between applications, and one application may send an instruction according to the Scheme protocol to start another application. Illustratively, the Scheme protocol is used to perform inter-application jump, the jump instruction includes transparent data, and the transparent data is used to instruct the second application program to perform a certain operation.
Step 203, the game client processes the different account numbers and analyzes the transparent transmission data.
After the game client is pulled up, logging in according to the user account login bill in the transparent transmission data, and if the user account login bill can be logged in, logging in; if the user can not log in, prompting the user to log in by using other user accounts. After logging in, the game client sends a room creation request to the game server based on the blackout team identifier in the transparent transmission data, and proceeds to step 204.
And step 204, the game client sends a request for creating a team battle room to the game server, and sends the identifier of the black team.
The blackout team logo is the numbering of the blackout team.
Step 205, after receiving the request for creating the team battle room, the game server creates the team battle room and generates the team battle room identifier.
The game server creates a team battle room according to the black team identification, and sends the team battle room identification to the game client of the team leader, so that the battle enters the team battle room.
Meanwhile, the game server sends the team battle room identifier and the blackout team identifier to the blackout server, so that the blackout server sends a team battle room creation result (the team battle room identifier) to the hacker client in the blackout team according to the blackout team identifier.
In step 206, the game server sends the team leader room identification to the game client of the team leader.
And the game client of the team leader enters the team battle room after receiving the team battle room identification.
Step 207, the game server sends the team room identification and the black team identification to the black start server.
And after receiving the blackout team identification, the blackout server determines a hacking client corresponding to the team member in the blackout team according to the blackout team identification, sends the team fighting room identification to the hacking client of the team member, and performs step 208.
And step 208, the blackout opening server sends the team battle room identifier to the hacker opening client of the team member to inform the hacker opening client of the team member that the game team battle room is successfully established.
And step 209, the hacker starting client of the team member starts the game client of the team member to enter the team battle room.
And after receiving the team battle room identification, the hacker client of the team member pulls up the game client by using a Scheme protocol, wherein the pull-up instruction comprises the team battle room identification. And after the game client of the team member performs different account processing and finishes login, entering the team battle room according to the team battle room identifier.
At this point, the captain and the team member in the black and white team of the hacking client are both in the team room of the game client. In the group battle room, the captain and the team members can also pull other users to enter the group battle room according to the method of normally inviting friends to enter the room in the game client. After all the users in the team battle room are prepared, the team leader can click the match control to start match.
For example, after the end of the game, a return control for returning to the black end is also displayed on the user interface, and the user can click the return control to return to the black end.
Fig. 3 is a flowchart illustrating a team formation method of a competitive game according to an exemplary embodiment of the present application, which may be applied to the first terminal 120 or the second terminal 160 in the computer system shown in fig. 1 or other terminals in the computer system. The method comprises the following steps:
step 301, displaying a first room interface of the first application program, where the first room interface is a user interface corresponding to a first room, the first room is a game team room created by the first application program, the first room interface includes a first user account, and the first user account is a user account for logging in the first application program.
The terminal displays a first room interface of a first application.
The first application is an application having a team-on-team function. Illustratively, the first application program is any one of a social program, a team blacking program, a competition dating program, a competition forum program, a live program, and a competition game program.
For example, the first application program is a team blacking program, the team blacking program is a communication and friend-making program for providing a user with a competitive game, and the team blacking program has at least one of a team-on-game function, a chat room function, a live broadcast function, a dynamic sharing function, and a friend adding function.
For example, the first application is a competitive game-play program. When the first application program is a game program for competitive game-play, the first application program and the second application program are two different game programs for competitive game-play, the team-forming rooms of the two game rooms can be communicated by using the team-forming method for competitive game-play provided by the application, and after a user creates a room team in the first application program, all user accounts in the room can also enter the same room in the second application program. For example, a first user creates a first room in a first game program, a second user and a third user join the first room, and the first user, the second user and the third user can enter the same room (a second room) in a second game program by using the competitive game-play team-forming method provided by the application.
The first room interface is a user interface corresponding to the first room. Illustratively, the first room is a game team room created by the first application. Illustratively, the first room may be created by the first user account, or may be created by other user accounts. Illustratively, the first room interface is displayed after the first user account creation completes the first room. Or after the first user account is added into the first room, displaying the first room interface. Illustratively, the first room is a room of a competitive game team corresponding to the second application. For example, in a first application, a user may create a room for a wide variety of competitive game-play games.
For example, as shown in fig. 4, the user interface is a main user interface 501 displayed by a first application after a user account "MK identity" logs in to the first application. On the main user interface 501 there is a list of rooms for various competitive game-play games. The user may click on the competitive match game selection control 502 and select to view a list of rooms for a plurality of competitive match games, such as "queen competition," "crossing match," "casual match," and the like. For example, currently selected is a room list 503 of "casual combat," which includes a number of already created rooms, and the user can click on join control 504 to join one of the rooms. Illustratively, there is also a room creation control 505 on the main user interface 501, and the user can click on the room creation control 505 to enter the competitive game-play selection interface. As shown in fig. 5, an athletic game play selection interface 506 is presented in which an athletic game play list 507 is presented and a user may select a game in the athletic game play list 507 to create a room. Illustratively, after joining a room or creating a room, a first room interface is displayed, and FIG. 6 shows a first room interface 508. Illustratively, the first room interface has corresponding room properties including: at least one of a competitive game, a maximum number of people in the room, room admission conditions, whether the room is open, a room name, a room type, a game mode and a room password corresponding to the room. The room admission conditions include: and (3) setting admission conditions aiming at the information such as the grade and the sex of the first user account, the segment position, the grade, the victory ratio, the battle performance, the fighting capacity and the like of the game account (the second user account) corresponding to the first user account. Whether a room is disclosed is used to determine whether the room will be displayed in a disclosed room list, which will be displayed if the room is disclosed, such as in the room list 503 shown in fig. 4; if a room is not disclosed, the room will not be displayed in the list of disclosed rooms. For a disclosed room, any user account in the first application may join the room through a room list; for an unopened room, other user accounts can be added into the room only by sharing the room by a homeowner or inviting friends. For example, the user invites the buddy to enter the first room by clicking on the invite control 515 as shown in FIG. 6 into the invite interface 516 as shown in FIG. 7. The room type is a classification of a room by the first application, and for example, the room type includes: friend-making rooms, chat rooms, grenade flying rooms, etc. The match mode is a mode of a room in the second application corresponding to the room, and for example, the match mode includes: match, rank, duplicate, man-machine, team, peak, 1V1, etc.
Illustratively, the first room interface includes a first user account. Illustratively, the first room interface may also include other user accounts that join the first room. Illustratively, the first room interface will also display some or all of the information in the room properties of the first room. Illustratively, the first room interface further includes a user account location. The user account location is a location in the first room for displaying the user account. Illustratively, only one user account can be displayed in a single user account location. Illustratively, the user account location is used to display account information of the user account, and the account information includes, for example: at least one of a head portrait, a nickname, and a rating of the user account. Illustratively, the homeowner would have a corresponding start game control and the tenant would have a corresponding prepare control corresponding to the identity of the first user account in the first room. Illustratively, as shown in FIG. 6, a first user account 509, 7 user account locations 510, a chat area 511, a start game control 512, an exit room control 513, and room attribute information 514 are displayed on the first room interface 508.
Illustratively, the first user account is a user account on the terminal that is logged into the first application. For example, the first user account may be a user account registered with a first server of the first application; or the user account which logs in the first server through account authorization of the third-party application program. For example, a user registers a user account on a third-party application program "WX", when the user needs to log in a first application program, the user authorizes the user account of the WX to the first application program, and the first application program can use user account information provided by the WX to complete registration and login of the first user account; or the first application program directly uses the user account of the WX as the first user account to log in the first server.
In response to the jump condition being satisfied, a jump is made from the first application to the second application, step 302.
And the terminal jumps from the first application program to the second application program in response to the jump condition being met.
The jump condition is a condition for determining whether to jump from the first application to the second application. Illustratively, the jump condition is used to determine whether to start joining all user accounts in the first room to the second room in the second application. Illustratively, the jump condition includes whether all user accounts in the first room are ready to start the game. For example, the jump conditions may be different for different user accounts. For example, for a first application of a homeowner, when the homeowner clicks the start game control after all the members in the first room are in the ready state, it is determined that the jump condition is satisfied. For example, for a first application program of a room member, when the terminal receives a room creation result, it is determined that a jump condition is satisfied; or, after all the tenants in the first room are in the ready state, the homeowner clicks the start game control, and the skip condition is determined to be satisfied.
Illustratively, the step of skipping from the first application to the second application means that the terminal currently displays a certain user interface of the first application, and after the skipping, the terminal displays a certain user interface of the second application. For example, jumping from a first room interface of a first application to a second room interface of a second application; or, jumping from a first room interface of the first application to a login interface of the second application.
Step 303, displaying a second room interface of the second application program, where the second room interface is a user interface corresponding to the second room, the second room is a team room created in the second application program according to the first room, the second room interface includes a second user account, and the second user account is a user account for logging in the second application program.
The terminal displays a second room interface for a second application.
The second application program is an application program having a game team formation function and a competition game competition function. Illustratively, the second application is a competitive game program, such as a shooting game, a first-person shooting game, a third-person shooting game, a multiplayer online tactical sports game, a role-playing game, an instant strategy game, a racing game, a music game. Illustratively, the second application may be replaced with a web page, an applet, a fast application, or the like.
The second room interface is a user interface corresponding to the second room. Illustratively, the second room is a team room created by the second application. For example, the second room may be created by the second user account, or may be created by other user accounts. Illustratively, the second room interface is displayed after the second user account creation completes the second room. Or after the second user account is added into the first room, displaying a second room interface. Illustratively, the second room is a room created by a homeowner of the first room to a second server corresponding to the second application. Illustratively, the second room is a room created from room properties of the first room. For example, the second room is a room created according to at least one room attribute of the first room, the maximum number of rooms, the room admission condition, the room name, the room type, the match pattern, and the room password. Illustratively, the second room includes accounts corresponding to all or part of the user accounts of the first room in the second application. For example, if the second application and the first application are both logged in through the user account of the same third-party application, that is, the user accounts of the users in the first application and the second application are the same, the second room includes part or all of the user accounts in the first room. For example, a user account in a first room may have some user accounts that fail to join a second room or may fail to join a second room, and thus, the user accounts in the second room may be fewer than in the first room. For example, after the user account in the first room is added to the second room, the user may invite another user account in the second application program to be added to the second room in a room sharing manner or a friend invitation manner provided by the second application program.
Illustratively, after the second user account joins or creates the room, the second room interface is displayed, and fig. 8 shows a second room interface 517. Second room interface 517 includes second user account 518, buddy list 519, room sharing control 520, start matching control 521, user account location 522. For example, after the second user account enters the second room, the user may continue to invite other user accounts in the second application to join the second room through the buddy list 519 or the room sharing control 520.
Illustratively, the second user account is a user account on the terminal that is logged into the second application. For example, the second user account may be a user account registered with a second server of the second application; or the user account which logs in the second server through account authorization of the third-party application program. For example, a user registers a user account on a third-party application program "WX", when the user needs to log in a second application program, the user authorizes the user account of the WX to the second application program, and the second application program can use user account information provided by the WX to complete registration and login of the second user account; or the second application program directly uses the user account of the WX as a second user account to log in the second server.
Illustratively, the second user account and the first user account are user accounts belonging to two applications, respectively. Illustratively, the second user account and the first user account are two user accounts on the same terminal. For example, the second user account and the first user account may belong to the same user or may belong to two different users. For example, the second user account and the first user account may be the same account or different accounts of the same third-party application, or may be accounts belonging to different third-party applications. For example, the second user account may have a binding or association relationship with the first user account.
In summary, in the method provided in this embodiment, a first room is created in a first application, when a jump condition is satisfied, a second room is created in a second application according to the first room, and a user account in the first room is correspondingly pulled into the second room, so that intercommunication between a team room of the first application and a team room of the second application is realized, a user can perform team formation in the first application, then pull the team formed in the second application into the team room of the second application, and perform matching when a matching condition is satisfied. The user can form a team with the user of the first application program in the first application program, match the game in the second application program after the team is formed, expand the team forming mode of the user, and enable the team forming mode of the game not to be limited in the team forming mode in the second application program.
Illustratively, an exemplary embodiment is presented for jumping from a first application to a second application. Also, an exemplary embodiment is presented of returning to a first application from a second application after the end of a session.
Fig. 9 shows a flowchart of a team formation method of a competitive game, which may be applied to the first terminal 120 or the second terminal 160 in the computer system shown in fig. 1 or other terminals in the computer system, according to an exemplary embodiment of the present application. In contrast to the exemplary embodiment shown in fig. 3: step 302 includes steps 3021 to 3023. Illustratively, as shown in fig. 10, step 3023 further includes steps 3023-1 to 3023-6. After the method provided by the exemplary embodiment shown in fig. 3, steps 304 to 306 are also included.
Step 3021, in response to the jump condition being satisfied, the first application sends a jump instruction to the second application.
And the terminal responds to the condition that the jump is met and sends a jump instruction to the second application program through the first application program.
Illustratively, when the jump condition is satisfied, the first application program sends a jump instruction to the operating system of the terminal. And the operating system starts or awakens the second application program after receiving the jump instruction and sends the information in the jump instruction to the second application program. Illustratively, the jump instruction is an instruction generated according to a Scheme protocol, which is an inter-application jump protocol. The jump instruction generated according to the Scheme protocol comprises transparent transmission data, the transparent transmission data are data sent from the first application program to the second application program, the operating system sends the transparent transmission data in the jump instruction to the second application program after receiving the jump instruction, and the second application program stores the transparent transmission data. Illustratively, the pass-through data is used to instruct the second application to perform a certain operation or to display a certain interface. For example, the identity of the first user account, the first room number of the first room, the second room number of the second room, the login ticket of the first user account, the room attribute of the first room, and other information included in the skip instruction of the present application are transparent data.
The jump instruction is used to start or wake up the second application. Illustratively, the jump instruction is used to switch the foreground-running application from the first application to the second application. For example, after the second application is switched to the foreground for running, the first application may run in the background; or, the first application stops running.
Step 3022, in response to the second application receiving the jump instruction, jumping from the first application to the second application.
And the terminal responds to the second application program and receives a jump instruction, and jumps from the first application program to the second application program.
Illustratively, after the second application program receives the jump instruction, the terminal switches the application program running in the foreground from the first application program to the second application program. Illustratively, the terminal switches from displaying the user interface of the first application to displaying the user interface of the second application.
Step 3023, the second application controls the second user account to enter the second room.
And the terminal controls the second user account to enter a second room through a second application program.
Illustratively, after the terminal jumps to the second application program, the terminal controls the second user account on the second application program to enter the second room. For example, the manner in which the second user account enters the second room may be determined according to the identity of the first user account in the first room, and the specific implementation manner of entering the second room by the homeowner and the tenant is different, which will be explained in the following embodiments.
Illustratively, as shown in fig. 10, step 3023 further includes steps 3023-1 to 3023-6.
Step 3023-1, sending the first login ticket to a second server of the second application.
The terminal sends the first login ticket to a second server of the second application.
Illustratively, the jump instruction includes a first login ticket of the first user account, and the first login ticket is used for logging in the second application program.
Illustratively, the first login ticket is a login ticket for the first user account. The login ticket is a certificate for the user account to log in to the server. Illustratively, the login ticket includes: at least one of a user name, a mobile phone number, a user account number, a password, biological information, a verification code and a password.
Illustratively, the jump instruction sent by the first application program to the second application program includes a first login ticket of the first user account, and the second application program attempts to log in to a second server of the second application program with the first user account after receiving the jump instruction.
And step 3023-2, determining whether the first login ticket can be logged in to the second server.
The terminal judges whether the first login bill can log in the second server or not. If so, go to step 3023-3; otherwise, go to step 3023-4.
For example, after receiving the first login ticket in the jump instruction, the second application sends the first login ticket to the second server, and the second server determines whether the first login ticket can log in the second server. If the login is available, the first user account is used for logging in the second application program, and at the moment, the first user account is the same as the second user account; if the user can not log in, the second server sends login failure to the second application program, the second application program reuses other user accounts to log in the second server, and at the moment, the first user account and the second user account are different user accounts.
For example, the second server detects whether the received login ticket is registered to the second server, and if the received login ticket is registered to the second server, the application data of the user account corresponding to the login ticket is acquired and returned to the second application program, so that the second application program displays the user interface corresponding to the user account. And if the second server cannot find the user account corresponding to the login bill in the registered user accounts, the login failure is sent to the terminal. The terminal can replace a new login bill to log in or register a new user account to log in.
For example, the first user account and the second user account may be the same user account, and if the first user account cannot log in to the second server, the terminal prompts the user to register the user account with the first user account on the second server, or the second server automatically registers a new user account with the first login ticket. For example, the first user account and the second user account are the same account, so that the information security of the user can be ensured. When the terminal is stolen, other users can use the electronic resource of the user account randomly after the user account which is logged in by default on the terminal logs in the second application program.
Step 3023-3, in response to the first login ticket successfully logging in the second server, the second application program controls the second user account to enter the second room, where the second user account and the first user account are accounts with the same login ticket.
And the terminal responds to the first login bill to successfully log in the second server, and the second application program controls the second user account to enter the second room.
For example, if the user can successfully log in to the second server by using the first login ticket of the first user account, after the login is successful, the second server controls the second user account (the first user account) to enter the second room, and displays a second room interface after the second user account enters the second room on the terminal.
And step 3023-4, receiving a second login bill of the second user account in response to the second server refusing to login the first login bill.
And the terminal responds to the first login bill refused to be logged in by the second server and receives a second login bill of the second user account.
For example, if the second server cannot complete login with the first login ticket of the first user account, the terminal displays a user account login interface, and the user inputs the login ticket of the second user account on the user account login interface, or the user obtains the user account login authorization of the third-party application program on the user account login interface, so as to obtain the login ticket of the second user account. At this time, the second user account is a different user account than the first user account.
Step 3023-5, sending the second login ticket to the second server of the second application.
The terminal sends a second login ticket to a second server of the second application.
Illustratively, after receiving the second login ticket, the second server detects whether the second login ticket can be logged in, and if so, the login is completed; if not, the login failure is returned to the second application program.
For example, the second server may further detect whether a binding relationship or an association relationship exists between the first user account corresponding to the first login ticket and the second user account corresponding to the second login ticket. For example, according to the historical login information or the authorization information of the first user account and the second user account, whether the first user account and the second user account are the same user account is determined, so that the information security of the user accounts is protected.
Step 3023-6, in response to the second login ticket successfully logging in to the second server, the second application program controls the second user account to enter the second room, where the second user account and the first user account are accounts different from the login ticket.
And the terminal responds to the second login bill to successfully log in the second server, and the second application program controls the second user account to enter the second room.
Illustratively, after the second login ticket successfully logs in the second server, the second server controls the second user account to enter the second room, and returns a room entry result to the second application program, so that the second application program displays a second room interface after the second user account enters the second room.
Illustratively, after the user account enters the second room, if the second room meets the match condition, match matching is started, so that all the user accounts in the second room enter the same competitive match. Illustratively, the matching conditions for the bureau may be: the tenants in the second room are all in a ready state and the homeowner clicks the start game control. Illustratively, the second server receives the matching request of the bureau of the game sent by the second application program, matches other user accounts for all user accounts in the second room, and enables all user accounts in the second room and the matched other user accounts to enter the same economic bureau of the game.
And 304, responding to the received game-matching ending instruction, and displaying a game-matching ending interface, wherein the game-matching ending interface comprises a third room returning control used for returning to a third room of the second application program, and the third room is a game-matching team room created by the second application program.
And the terminal responds to the received game-ending instruction and displays a game-ending interface.
For example, when the game is over, the second server sends a game over end instruction to the second application program, so that the second application program displays a game over end interface. And the game-alignment ending interface comprises a third room returning control, and the user clicks the third room returning control to return to the third room of the second application program. Illustratively, the third room and the second room may be the same room (same room number) or different rooms (different room numbers).
Step 305, in response to receiving the third room return instruction, displaying a third room interface of the second application, where the third room interface is a user interface corresponding to the third room, and the third room interface includes the second user account.
The terminal displays a third room interface of the second application in response to receiving the third room return instruction.
Illustratively, the third room return instruction is an instruction that the user triggers generation of a return third room control. Illustratively, when the user triggers a return to the third room control, a third room interface for the third room is displayed. For example, the way the user triggers the control may be: at least one of click, double click, slide, press, motion recognition, voice recognition. Illustratively, the third room interface includes a second user account. Illustratively, the third room interface may also include other user accounts in the second room interface. For example, before the exchange starts, the user account a and the second user account are both in the second room, and after the exchange ends, if the user account a also selects to return to the room, the user account a also returns to the third room and is displayed on the third room interface.
Step 306, in response to receiving the fourth room return instruction, displaying a fourth room interface of the first application program, where the fourth room interface is a user interface corresponding to the fourth room, and the fourth room interface includes the first user account.
The terminal displays a fourth room interface of the first application in response to receiving the fourth room return instruction.
Illustratively, the deal ending interface further comprises a return fourth room control for returning a fourth room of the first application, the fourth room being a deal team room created by the first application.
Illustratively, the fourth room return instruction is an instruction that the user triggers generation of a return fourth room control. Illustratively, the fourth room and the first room may be the same room (same room number) or different rooms (different room numbers). Illustratively, if the user triggers to return to the fourth room control, the second application sends a jump instruction to the first application, so that the terminal jumps back to the first application, and displays a fourth room interface of the fourth room. For example, as shown in FIG. 11, in response to receiving the fourth room return instruction, a fourth room interface 523 of the first application is displayed, the fourth room interface 523 including the first user account 509.
In summary, in the method provided in this embodiment, the first application program sends the jump instruction to the second application program, so as to implement a jump between the first application program and the second application program. By carrying the first login bill of the first user account in the jump instruction, if the first login bill can log in the second server, the process of logging in the second application program by the user can be simplified, and the second user account can quickly enter the second room.
By the method provided by the embodiment, the third room returning control and the fourth room returning control are provided after the game is played, so that the user can select to remain in the room of the second application program or select to return to the room of the first application program after the game is played, the process of creating the room when the user plays the game continuously is simplified, and the user can continuously play the next competitive game with team members.
Illustratively, the user account in the first room includes two identities, one being the homeowner and one being the tenant. Illustratively, an exemplary embodiment is given in which the identity of the first user account is identified as the homeowner.
Fig. 12 is a flowchart illustrating a team formation method of a competitive game according to another exemplary embodiment of the present application, which may be applied to the first terminal 120 or the second terminal 160 in the computer system shown in fig. 1 or other terminals in the computer system. The method comprises the following steps:
step 301, displaying a first room interface of the first application program, where the first room interface is a user interface corresponding to a first room, the first room is a game team room created by the first application program, the first room interface includes a first user account, and the first user account is a user account for logging in the first application program.
The terminal displays a first room interface of a first application.
For example, when the first user account is the owner of the first room, the first room may be the room created by the first user account; or after the first room is created by the other user accounts, the first user account inherits the identity of the owner of the first room, for example, after the other user accounts leave the first room, the first user account automatically becomes the owner, or the other user accounts transfer the identity of the owner to the first user account.
Step 3021, in response to the jump condition being satisfied, the first application sends a jump instruction to the second application.
Illustratively, when the first user account is the owner of the first room, the jump condition corresponding to the first user account is: all the members in the first room are in a ready state and the first application receives a start game instruction. For example, the start game instruction may be generated after the user triggers the start game control.
Illustratively, the jump condition may be that a time condition is satisfied. For example, the first room periodically starts the game, with all user accounts in the room starting every ten minutes.
Step 3022, in response to the second application receiving the jump instruction, jumping from the first application to the second application.
Step 3023-7, in response to the identity of the first user account being the homeowner, the second application sends a room creation request to the second server according to the jump instruction, the room creation request including the first room number.
And the terminal responds to the fact that the identity of the first user account is the homeowner, and sends a room creating request to the second server through the second application program according to the jump instruction.
Illustratively, the first room interface further comprises an identification of the first user account, the identification of the first user account being the homeowner; the jump instruction includes an identification of the first user account and a first room number of the first room.
Illustratively, after logging in to the second server by using the second user account, the second application program checks the identity of the first user account in the jump instruction, and if the identity is the homeowner, the second application program sends a room creation request to the second server, where the room creation request includes the first room number of the first room. And the second server creates a second room after receiving the room creation request, generates a second room number of the second room, and returns the second room number to the second application program to enable the second user account to enter the second room. And meanwhile, the second server sends the second room number and the first room number to the first server corresponding to the first application program, and after receiving the first room number and the second room number, the first server determines a terminal corresponding to a room member in the first room according to the first room number and sends the second room number to the terminal corresponding to the room member. And after receiving the second room number, the terminal corresponding to the room member determines that the jump condition is met, jumps from the first application program to the second application program, and controls the second user account to enter the second room according to the second room number.
In step 3023-8, the second application receives the first room creation result sent by the second server, where the first room creation result includes the second room number of the second room.
And the terminal receives the first room creation result sent by the second server through the second application program.
Illustratively, after the second server creates the second room, the second server sends a first room creation result to the second application, and the first room creation result is used for enabling the second user account to enter the second room.
Illustratively, after the second user account creates the second room, the second user account is the owner of the second room.
And step 3023-9, the second application controls the second user account to enter the second room according to the second room number.
And the terminal controls the second user account to enter the second room through the second application program according to the second room number.
Illustratively, after the second server completes creation of the second room, the second server controls the second user account to enter the second room, and sends the first room creation result to the second application program, and the second application program makes the second user account enter the second room according to the second room number.
Step 303, displaying a second room interface of the second application program, where the second room interface is a user interface corresponding to the second room, the second room is a team room created in the second application program according to the first room, the second room interface includes a second user account, and the second user account is a user account for logging in the second application program.
In summary, in the method provided in this embodiment, when the first user account is the homeowner, after jumping to the second application program through the first application program, the second application program requests the second server to create the second room according to the first room number, and after the second server creates the second room, the room creation result is returned to the second application program, so that the second user account enters the second room. And establishing a relation between the room of the first application program and the room of the second application program, so that the user account in the first room can enter the second room, and the user can compete with the user account in the first application program.
For example, an exemplary embodiment is given in which the identity of the first user account is a member of the house.
Fig. 13 is a flowchart illustrating a team formation method of a competitive game according to an exemplary embodiment of the present application, which may be applied to the first terminal 120 or the second terminal 160 in the computer system shown in fig. 1 or other terminals in the computer system. The method comprises the following steps:
step 301, displaying a first room interface of the first application program, where the first room interface is a user interface corresponding to a first room, the first room is a game team room created by the first application program, the first room interface includes a first user account, and the first user account is a user account for logging in the first application program.
The terminal displays a first room interface of a first application.
Illustratively, the first room interface further comprises an identification of the first user account, the identification of the first user account being a room clerk.
For example, when the identity of the first user account in the first room is a room member, the first user account may enter the first room through a public room list, may enter the first room through a room connection shared by the homeowner with the third-party application program, may enter the first room through an invitation link sent by the homeowner in the first application program, or may enter the first room by searching the first application program for a room number.
Step 3021-1, in response to the first application receiving the third room creation result sent by the first server, the first application sending a jump instruction to the second application.
And the terminal responds to the first application program receiving the third room creating result sent by the first server, and sends a jump instruction to the second application program through the first application program.
The third room creating result is sent by the first server after receiving the second room creating result sent by the second server, the second room creating result comprises the first room number of the first room and the second room number of the second room, the third room creating result comprises the second room number, and the jump instruction comprises the second room number and the identity of the first user account.
Illustratively, after the homeowner creates the second room on the second server, the second server sends the corresponding relationship between the first room number and the second room number to the first server, and the first server confirms the terminal of the tenant in the first room according to the first room number and sends the third room creation result to the first application program of the tenant.
And when the first application program of the tenant receives the creation result of the third room, the terminal determines that the jump condition is met, and sends a jump instruction to the second application program through the first application program, wherein the jump instruction comprises a second room number of the second room.
Step 3022, in response to the second application receiving the jump instruction, jumping from the first application to the second application.
Step 3023-10, in response to the identity of the first user account being a room clerk, the second application controls the second user account to enter the second room according to the second room number.
And the terminal responds that the identity of the first user account is a room member, and controls a second user account to enter a second room according to the second room number through a second application program.
Illustratively, after logging in a second server by using a second user account, a second application program checks the identity of the first user account in the jump instruction, and directly acquires a second room number of a second room from the jump instruction when the identity is a member, and controls the second user account to enter the second room according to the second room number. Illustratively, after acquiring the second room number from the jump instruction, the second application program sends a room entry request for entering the second room to the second server, and after verifying that the second user account can enter the second room, the second server returns a result of entering the second room from the second user account, so that the terminal displays the second room interface.
Step 303, displaying a second room interface of the second application program, where the second room interface is a user interface corresponding to the second room, the second room is a team room created in the second application program according to the first room, the second room interface includes a second user account, and the second user account is a user account for logging in the second application program.
In summary, in the method provided in this embodiment, when the first user account is a tenant, after the tenant creates the second room, the second server sends the second room number and the first room number to the first server, and the first server sends the second room number to the first application program, so that the second application program makes the second user account enter the second room according to the second room number after the first application program jumps to the second application program. And establishing a relation between the room of the first application program and the room of the second application program, so that the user account in the first room can enter the second room, and the user can compete with the user account in the first application program.
Illustratively, an exemplary embodiment of a team formation method using the competitive opponents provided herein in a blackout application and a game application is presented.
Fig. 14 shows a flowchart of a team formation method of a competitive game, which may be applied to the first terminal 120 or the second terminal 160 in the computer system shown in fig. 1 or other terminals in the computer system, according to an exemplary embodiment of the present application. The method comprises the following steps:
and step 401, opening the hacker client to carry the transparent transmission data, and pulling up the game client through a Scheme protocol.
Illustratively, the hacking client is a client corresponding to the first application, and the game client is a client corresponding to the second application. Illustratively, the hacker client jumps to the game client via the Scheme protocol.
And step 402, pulling up the game client and storing the transparent transmission data.
Illustratively, the terminal starts or wakes up the game client, so that the game client stores the transparent transmission data. The transparent transmission data comprises a login bill of the first user account, a first room number (RoomID) of the first room or a second room number (TeamID) of the second room, and an identity of the first user account.
And step 403, processing the different account numbers, and checking whether the login bills are consistent or not. If yes, go to step 405; otherwise, go to step 404.
And the terminal performs different account processing and verifies whether the login bill of the first user account can log in the game client.
Step 404, entering a login interface, and re-pulling the platform login authorization.
For example, if the first user account cannot log in to the second application program, a login interface is displayed, and login is performed on the login interface. Illustratively, the method provided by the embodiment is to authorize login through a third party platform.
Step 405, enter the game lobby.
Illustratively, after login is successful, the game lobby is entered.
Step 406, checking whether transparent transmission data exists. If so, go to step 408; otherwise, go to step 407.
Illustratively, the game client checks the passthrough data after login is successful. Illustratively, the unvarnished data is carried when the game client is pulled up by other applications. Illustratively, the game client checks whether the RoomID in the passthrough data exists or is a default value. Illustratively, the value of RoomID is a default value if the game client is pulled up by another application, and is a non-default value if the game client is pulled up by a hacking client.
Illustratively, when the game client is pulled up by other applications, the game client will check the passthrough data after the login is completed.
And step 407, ending.
Illustratively, if there is no transparent transmission data or the value of the RoomID in the transparent transmission data is a default value, the process is ended.
At step 408, a game team is started.
Illustratively, if the unvarnished transmission data exists or the RoomID value in the unvarnished transmission data is a non-default value, the game client enters a room creating process.
In step 409, it is determined whether the player is a blackout captain. If yes, go to step 411; otherwise, step 410 is performed.
Illustratively, the game client obtains the identifier of the first user account in the passthrough data, if yes, step 411 is performed, otherwise step 410 is performed.
And step 410, joining the team through the TeamID of the transparent transmission data.
For example, if the first user account is not the homeowner, the passthrough data may carry a second room number (TeamID) of the second room, and the game client may enter the second user account into the second room (team) according to the second room number.
Step 411, reporting the RoomID to the game server, and creating a team battle team.
Illustratively, if the first user account is the homeowner, the game client sends the RoomID to the game server, causes the game server to create a team (second room) to generate the TeamID, and causes the second user account to enter the team.
Illustratively, as shown in FIG. 15, a user interface 530 is displayed after the second user account enters the team.
And step 412, starting matching and entering a single game.
Illustratively, after both the homeowner and the member enter the team (second room), the homeowner clicks to begin the game match and enters the single game.
And step 413, ending the single round, and popping up a settlement interface.
Illustratively, after the single round is finished, a settlement interface is displayed, and a control for returning to a black end is arranged on the settlement interface.
At step 414, it is determined whether the player has elected to return to the hacker client. If yes, go to step 416; otherwise, step 415 is performed.
Illustratively, the terminal determines whether the player has triggered a control to return to the open black end.
Step 415, leave at the game client.
Illustratively, the terminal controls the second user account to return to the third room.
In step 416, the hacker client is jumped back.
Illustratively, the terminal controls the second user account to return to the fourth room.
In summary, the method provided in this embodiment provides an exemplary embodiment that applies the competitive game team organizing method provided in this application to the hacking client and the game client. The users can form a team on the hacker client and then go to the game client to play the game. The user can form a team together with the user account on the hacker client, the team forming mode of the user is expanded, and the game team forming is not limited to the user account in the game client.
The following are embodiments of the apparatus of the present application, and for details that are not described in detail in the embodiments of the apparatus, reference may be made to corresponding descriptions in the above method embodiments, and details are not described herein again.
Fig. 16 shows a schematic structural diagram of a team forming device of a competitive game according to an exemplary embodiment of the present application. The apparatus can be implemented as all or a part of a terminal by software, hardware or a combination of both, and includes:
a display module 601, configured to display a first room interface of a first application, where the first room interface is a user interface corresponding to a first room, the first room is a team room created by the first application, and the first room interface includes a first user account, and the first user account is a user account for logging in the first application;
a jump module 602, responsive to a jump condition being satisfied, jumping from the first application to a second application;
the display module 601 is further configured to display a second room interface of the second application, where the second room interface is a user interface corresponding to a second room, the second room is a team room created in the second application according to the first room, the second room interface includes a second user account, and the second user account is a user account logged in by the second application.
In an alternative embodiment, the skip module 602 includes a sending sub-module 603, a receiving sub-module 604, and a skip sub-module 605;
the sending submodule 603, in response to the jump condition being satisfied, sends a jump instruction to the second application program through the first application program;
the receiving submodule 604 is configured to receive the jump instruction;
the jump sub-module 605, in response to the second application receiving the jump instruction, jumps from the first application to the second application;
a control module 606, configured to control, by the second application program, the second user account to enter the second room.
In an alternative embodiment, the first room interface further comprises an identification of the first user account, the identification of the first user account being a homeowner; the jump instruction comprises the identity of the first user account and a first room number of the first room; the device further comprises:
a sending module 608, configured to send, by the second application program according to the jump instruction, a room creation request to a second server in response to the identity of the first user account being a homeowner, where the room creation request includes the first room number;
a receiving module 607, configured to receive, by the second application, a first room creation result sent by the second server, where the first room creation result includes a second room number of the second room;
the control module 606 is further configured to control, by the second application program, the second user account to enter the second room according to the second room number.
In an optional embodiment, the first room interface further comprises an identification of the first user account, the identification of the first user account being a member; the device further comprises:
a receiving module 607, configured to receive a third room creating result sent by the first server;
the sending sub-module 608, further responding to the first application program receiving a third room creating result sent by the first server, sending the jump instruction to the second application program through the first application program;
the third room creating result is sent by the first server after receiving a second room creating result sent by a second server, the second room creating result includes a first room number of the first room and a second room number of the second room, the third room creating result includes the second room number, and the jump instruction includes the second room number and the identity of the first user account.
In an optional embodiment, the first room interface further comprises an identification of the first user account, the identification of the first user account being a member; the jump instruction comprises the identification of the first user account and a second room number of the second room;
the control module 606, further in response to the identifier of the first user account being a room member, controls, by the second application program, the second user account to enter the second room according to the second room number.
In an optional embodiment, the jump instruction further includes a first login ticket of the first user account, and the first login ticket is used for logging in the second application program; the device further comprises:
a sending module 608, configured to send the first login ticket to a second server of the second application;
the control module 606 further responds to the first login ticket successfully logging in the second server, and controls the second user account to enter the second room through the second application program, where the second user account and the first user account are the same account as the login ticket.
In an optional embodiment, the apparatus further comprises:
the interaction module 609 receives a second login bill of a second user account in response to the second server refusing to login the first login bill;
the sending module 608 is further configured to send the second login ticket to a second server of the second application;
the control module 606 further responds to the second login ticket successfully logging in the second server, and controls the second user account to enter the second room through the second application program, where the second user account is an account different from the first user account in the login ticket.
In an optional embodiment, the apparatus further comprises:
a receiving module 607, configured to receive an office ending instruction;
the display module 601, further responding to the reception of the game-play ending instruction, displaying a game-play ending interface, where the game-play ending interface includes a third room returning control, the third room returning control is used to return a third room of the second application, and the third room is a game-play team room created by the second application;
an interaction module 609, configured to receive a third room return instruction;
the display module 601, further responding to a third room return instruction received, displays a third room interface of the second application, where the third room interface is a user interface corresponding to the third room, and the third room interface includes the second user account.
In an optional embodiment, the game-ending interface further comprises a return-to-fourth-room control for returning to a fourth room of the first application, the fourth room being a game-team room created by the first application;
the interaction module 609 is configured to receive a fourth room return instruction;
the display module 601, further responding to a fourth room return instruction received, displaying a fourth room interface of the first application, where the fourth room interface is a user interface corresponding to the fourth room, and the fourth room interface includes the first user account.
Referring to fig. 17, a block diagram of a computer device 1300 according to an exemplary embodiment of the present application is shown. The computer device 1300 may be a portable mobile terminal, such as: smart phones, tablet computers, MP3 players (Moving Picture Experts Group Audio Layer III, motion video Experts compression standard Audio Layer 3), MP4 players (Moving Picture Experts Group Audio Layer IV, motion video Experts compression standard Audio Layer 4). Computer device 1300 may also be referred to by other names such as user equipment, portable terminal, etc.
Generally, computer device 1300 includes: a processor 1301 and a memory 1302.
Processor 1301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 1301 may be implemented in at least one hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), and a PLA (Programmable Logic Array). The processor 1301 may also include a main processor and a coprocessor, where the main processor is a processor for processing data in an awake state, and is also referred to as a Central Processing Unit (CPU); a coprocessor is a low power processor for processing data in a standby state. In some embodiments, the processor 1301 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing content that the display screen needs to display. In some embodiments, processor 1301 may further include an AI (Artificial Intelligence) processor for processing computational operations related to machine learning.
The memory 1302 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1302 may also include high speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer-readable storage medium in memory 1302 is to store at least one instruction for execution by processor 1301 to implement the team formation method of a competitive game provided herein.
In some embodiments, the electronic device 1300 may further optionally include: a peripheral interface 1303 and at least one peripheral. Specifically, the peripheral device includes: at least one of radio frequency circuitry 1304, touch display 1305, camera 1306, audio circuitry 1307, positioning component 1308, and power supply 1309.
Peripheral interface 1303 may be used to connect at least one peripheral associated with I/O (Input/Output) to processor 1301 and memory 1302. In some embodiments, processor 1301, memory 1302, and peripheral interface 1303 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1301, the memory 1302, and the peripheral device interface 1303 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.
The Radio Frequency circuit 1304 is used to receive and transmit RF (Radio Frequency) signals, also called electromagnetic signals. The radio frequency circuitry 1304 communicates with communication networks and other communication devices via electromagnetic signals. The radio frequency circuit 1304 converts an electrical signal into an electromagnetic signal to transmit, or converts a received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1304 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and so forth. The radio frequency circuitry 1304 may communicate with other terminals via at least one wireless communication protocol. The wireless communication protocols include, but are not limited to: the world wide web, metropolitan area networks, intranets, generations of mobile communication networks (2G, 3G, 4G, and 5G), Wireless local area networks, and/or WiFi (Wireless Fidelity) networks. In some embodiments, the radio frequency circuit 1304 may also include NFC (Near Field Communication) related circuits, which are not limited in this application.
The touch display 1305 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. The touch display 1305 also has the capability to collect touch signals on or over the surface of the touch display 1305. The touch signal may be input to the processor 1301 as a control signal for processing. The touch display 1305 is used to provide virtual buttons and/or a virtual keyboard, also referred to as soft buttons and/or a soft keyboard. In some embodiments, the touch display 1305 may be one, providing the front panel of the electronic device 1300; in other embodiments, the touch display 1305 may be at least two, respectively disposed on different surfaces of the electronic device 1300 or in a folded design; in still other embodiments, the touch display 1305 may be a flexible display disposed on a curved surface or on a folded surface of the electronic device 1300. Even more, the touch screen 1305 may be arranged in a non-rectangular irregular pattern, i.e., a shaped screen. The touch Display 1305 may be made of LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), or the like.
The camera assembly 1306 is used to capture images or video. Optionally, camera assembly 1306 includes a front camera and a rear camera. Generally, a front camera is used for realizing video call or self-shooting, and a rear camera is used for realizing shooting of pictures or videos. In some embodiments, the number of the rear cameras is at least two, and each of the rear cameras is any one of a main camera, a depth-of-field camera and a wide-angle camera, so that the main camera and the depth-of-field camera are fused to realize a background blurring function, and the main camera and the wide-angle camera are fused to realize a panoramic shooting function and a VR (Virtual Reality) shooting function. In some embodiments, camera assembly 1306 may also include a flash. The flash lamp can be a monochrome temperature flash lamp or a bicolor temperature flash lamp. The double-color-temperature flash lamp is a combination of a warm-light flash lamp and a cold-light flash lamp, and can be used for light compensation at different color temperatures.
The audio circuit 1307 is used to provide an audio interface between the user and the electronic device 1300. The audio circuit 1307 may include a microphone and a speaker. The microphone is used for collecting sound waves of a user and the environment, converting the sound waves into electric signals, and inputting the electric signals to the processor 1301 for processing, or inputting the electric signals to the radio frequency circuit 1304 for realizing voice communication. For stereo capture or noise reduction purposes, multiple microphones may be provided, each at a different location of the electronic device 1300. The microphone may also be an array microphone or an omni-directional pick-up microphone. The speaker is used to convert electrical signals from the processor 1301 or the radio frequency circuitry 1304 into sound waves. The loudspeaker can be a traditional film loudspeaker or a piezoelectric ceramic loudspeaker. When the speaker is a piezoelectric ceramic speaker, the speaker can be used for purposes such as converting an electric signal into a sound wave audible to a human being, or converting an electric signal into a sound wave inaudible to a human being to measure a distance. In some embodiments, audio circuitry 1307 may also include a headphone jack.
The positioning component 1308 is used to locate a current geographic Location of the electronic device 1300 for navigation or LBS (Location Based Service). The Positioning component 1308 can be a Positioning component based on the Global Positioning System (GPS) in the united states, the beidou System in china, or the galileo System in russia.
The power supply 1309 is used to provide power to various components within the electronic device 1300. The power source 1309 may be alternating current, direct current, disposable or rechargeable. When the power source 1309 comprises a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. The wired rechargeable battery is a battery charged through a wired line, and the wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery may also be used to support fast charge technology.
In some embodiments, the electronic device 1300 also includes one or more sensors 1310. The one or more sensors 1310 include, but are not limited to: acceleration sensor 1311, gyro sensor 1312, pressure sensor 1313, fingerprint sensor 1314, optical sensor 1315, and proximity sensor 1316.
The acceleration sensor 1311 may detect the magnitude of acceleration in three coordinate axes of a coordinate system established with the electronic apparatus 1300. For example, the acceleration sensor 1311 may be used to detect components of gravitational acceleration in three coordinate axes. The processor 1301 may control the touch display screen 1305 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1311. The acceleration sensor 1311 may also be used for acquisition of motion data of a game or a user.
The gyro sensor 1312 may detect the body direction and the rotation angle of the electronic device 1300, and the gyro sensor 1312 may cooperate with the acceleration sensor 1311 to acquire a 3D motion of the user on the electronic device 1300. Processor 1301, based on the data collected by gyroscope sensor 1312, may perform the following functions: motion sensing (such as changing the UI according to a user's tilting operation), image stabilization at the time of photographing, game control, and inertial navigation.
The pressure sensors 1313 may be disposed on a side bezel of the electronic device 1300 and/or underlying the touch display 1305. When the pressure sensor 1313 is provided in the side frame of the electronic apparatus 1300, a user's grip signal for the electronic apparatus 1300 can be detected, and left-right hand recognition or shortcut operation can be performed based on the grip signal. When the pressure sensor 1313 is disposed on the lower layer of the touch display 1305, it is possible to control an operability control on the UI interface according to a pressure operation of the user on the touch display 1305. The operability control comprises at least one of a button control, a scroll bar control, an icon control and a menu control.
The fingerprint sensor 1314 is used for collecting the fingerprint of the user to identify the identity of the user according to the collected fingerprint. When the identity of the user is identified as a trusted identity, the processor 1301 authorizes the user to perform relevant sensitive operations, including unlocking a screen, viewing encrypted information, downloading software, paying, changing settings, and the like. The fingerprint sensor 1314 may be disposed on the front, back, or side of the electronic device 1300. When a physical button or vendor Logo is provided on the electronic device 1300, the fingerprint sensor 1314 may be integrated with the physical button or vendor Logo.
The optical sensor 1315 is used to collect the ambient light intensity. In one embodiment, the processor 1301 can control the display brightness of the touch display screen 1305 according to the intensity of the ambient light collected by the optical sensor 1315. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1305 is increased; when the ambient light intensity is low, the display brightness of the touch display 1305 is turned down. In another embodiment, the processor 1301 can also dynamically adjust the shooting parameters of the camera assembly 1306 according to the ambient light intensity collected by the optical sensor 1315.
A proximity sensor 1316, also known as a distance sensor, is typically disposed on a front side of the electronic device 1300. The proximity sensor 1316 is used to capture the distance between the user and the front face of the electronic device 1300. In one embodiment, the processor 1301 controls the touch display 1305 to be used from the bright screen state to the rest screen state when the proximity sensor 1316 detects that the distance between the user and the front face of the electronic device 1300 gradually decreases; the touch display 1305 is controlled by the processor 1301 to be used from the rest state to the bright state when the proximity sensor 1316 detects that the distance between the user and the front surface of the electronic device 1300 becomes progressively larger.
Those skilled in the art will appreciate that the configuration shown in fig. 17 does not constitute a limitation of the electronic device 1300, and may include more or fewer components than those shown, or combine certain components, or employ a different arrangement of components.
The present application further provides a terminal, including: the game team formation method comprises a processor and a memory, wherein at least one instruction, at least one program, a code set or an instruction set is stored in the memory, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to realize the team formation method of the game team provided by the method embodiments.
The present application further provides a computer device, comprising: the game team organizing system comprises a processor and a memory, wherein at least one instruction, at least one program, a code set or an instruction set is stored in the storage medium, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to realize the team organizing method of the game team provided by the various method embodiments.
The present application further provides a computer-readable storage medium, in which at least one instruction, at least one program, a code set, or a set of instructions is stored, and the at least one instruction, the at least one program, the code set, or the set of instructions is loaded and executed by a processor to implement the team formation method of the competitive game provided by the above method embodiments.
It should be understood that reference to "a plurality" herein means two or more. "and/or" describes the association relationship of the associated objects, meaning that there may be three relationships, e.g., a and/or B, which may mean: a exists alone, A and B exist simultaneously, and B exists alone. The character "/" generally indicates that the former and latter associated objects are in an "or" relationship.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program instructing relevant hardware, where the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The above description is only exemplary of the present application and should not be taken as limiting, as any modification, equivalent replacement, or improvement made within the spirit and principle of the present application should be included in the protection scope of the present application.

Claims (15)

1. A team organizing method for competitive game-to-game, the method comprising:
displaying a first room interface of a first application program, wherein the first room interface is a user interface corresponding to a first room, the first room is a game team room created by the first application program, the first room interface comprises a first user account, and the first user account is a user account for logging in by the first application program;
in response to a jump condition being satisfied, jumping from the first application to a second application;
displaying a second room interface of the second application program, wherein the second room interface is a user interface corresponding to the second room, the second room is a game team room created in the second application program according to the first room, the second room interface includes a second user account, and the second user account is a user account logged in by the second application program.
2. The method of claim 1, wherein jumping from the first application to a second application in response to a jump condition being satisfied comprises:
in response to a jump condition being satisfied, the first application sending a jump instruction to the second application;
in response to the second application receiving the jump instruction, jumping from the first application to a second application;
and the second application program controls the second user account to enter the second room.
3. The method of claim 2, wherein the first room interface further comprises an identification of the first user account, the identification of the first user account being a homeowner; the jump instruction comprises the identity of the first user account and a first room number of the first room;
the second application program controls the second user account to enter the second room, and the method comprises the following steps:
in response to the identity of the first user account being a homeowner, the second application sends a room creation request to a second server according to the jump instruction, the room creation request including the first room number;
the second application program receives a first room creating result sent by the second server, wherein the first room creating result comprises a second room number of the second room;
and the second application program controls the second user account to enter the second room according to the second room number.
4. The method of claim 2, wherein the first room interface further comprises an identification of the first user account, the identification of the first user account being a member of a house;
the responding to the condition that the jump is met, the first application program sends a jump instruction to the second application program, and the jump instruction comprises the following steps:
in response to the first application program receiving a third room creation result sent by a first server, the first application program sending the jump instruction to the second application program;
the third room creating result is sent by the first server after receiving a second room creating result sent by a second server, the second room creating result includes a first room number of the first room and a second room number of the second room, the third room creating result includes the second room number, and the jump instruction includes the second room number and the identity of the first user account.
5. The method of claim 2 or 4, wherein the first room interface further comprises an identification of the first user account, the identification of the first user account being a member of a house; the jump instruction comprises the identification of the first user account and a second room number of the second room;
the second application program controls the second user account to enter the second room, including:
and in response to the identity of the first user account being a room member, the second application program controls the second user account to enter the second room according to the second room number.
6. The method according to any one of claims 2 to 5, wherein the jump instruction further comprises a first login ticket of the first user account, wherein the first login ticket is used for logging in the second application program;
the second application program controls the second user account to enter the second room, including:
sending the first login ticket to a second server of the second application;
and responding to the successful login of the first login bill to the second server, and controlling the second user account to enter the second room by the second application program, wherein the second user account and the first user account are accounts with the same login bill.
7. The method of claim 6, further comprising:
responding to the second server refusing to log in the first login bill, and receiving a second login bill of a second user account;
sending the second login ticket to a second server of the second application;
and responding to the successful login of the second login bill to the second server, and controlling the second user account to enter the second room by the second application program, wherein the second user account and the first user account are accounts with different login bills.
8. The method of any of claims 1 to 7, further comprising:
in response to receiving a match ending instruction, displaying a match ending interface, wherein the match ending interface comprises a return third room control for returning a third room of the second application, and the third room is a match team room created by the second application;
in response to receiving a third room return instruction, displaying a third room interface of the second application, where the third room interface is a user interface corresponding to the third room and the third room interface includes the second user account.
9. The method of claim 8, wherein the deal ending interface further comprises a return fourth room control for returning a fourth room of the first application, the fourth room being a deal team room created by the first application;
the method further comprises the following steps:
in response to receiving a fourth room return instruction, displaying a fourth room interface of the first application, wherein the fourth room interface is a user interface corresponding to the fourth room and includes the first user account.
10. A team apparatus of a competitive game, the apparatus comprising:
the system comprises a display module, a first application program and a second application program, wherein the display module is used for displaying a first room interface of the first application program, the first room interface is a user interface corresponding to a first room, the first room is a team room of a game created by the first application program, the first room interface comprises a first user account, and the first user account is a user account for logging in the first application program;
the jump module is used for responding to the satisfaction of a jump condition and jumping from the first application program to a second application program;
the display module is further configured to display a second room interface of the second application, where the second room interface is a user interface corresponding to a second room, the second room is a team room created in the second application according to the first room, the second room interface includes a second user account, and the second user account is a user account registered by the second application.
11. The apparatus of claim 10, wherein the skip module comprises a transmit sub-module, a receive sub-module, and a skip sub-module;
the sending submodule sends a jump instruction to the second application program through the first application program in response to the jump condition being met;
the receiving submodule is used for receiving the jump instruction;
the jump submodule is used for responding to the second application program to receive the jump instruction and jumping from the first application program to the second application program;
and the control module is used for controlling the second user account to enter the second room by the second application program.
12. The apparatus of claim 11, wherein the first room interface further comprises an identification of the first user account, the identification of the first user account being a homeowner; the jump instruction comprises the identity of the first user account and a first room number of the first room; the device further comprises:
the sending module is used for responding to the situation that the identity of the first user account is a homeowner, and sending a room creating request to a second server through the second application program according to the jump instruction, wherein the room creating request comprises the first room number;
a receiving module, configured to receive, by the second application, a first room creation result sent by the second server, where the first room creation result includes a second room number of the second room;
the control module is further configured to control the second user account to enter the second room according to the second room number through the second application program.
13. The apparatus of claim 11, wherein the first room interface further comprises an identification of the first user account, the identification of the first user account being a member of a house; the jump instruction comprises the identification of the first user account and a second room number of the second room;
and the control module is also used for controlling the second user account to enter the second room according to the second room number through the second application program in response to the fact that the identity of the first user account is a room member.
14. A computer device, the computer comprising: a processor and a memory, the memory having stored therein at least one instruction, at least one program, a set of codes, or a set of instructions, the at least one instruction, the at least one program, the set of codes, or the set of instructions being loaded and executed by the processor to implement the team organizing method of the competitive game according to any one of claims 1 to 9.
15. A computer readable storage medium having stored therein at least one instruction, at least one program, a set of codes, or a set of instructions, which is loaded and executed by the processor to implement the method of team formation of a game play according to any of claims 1 to 9.
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CN111773661A (en) * 2020-07-03 2020-10-16 珠海金山网络游戏科技有限公司 System, method and device for team formation game based on live broadcast interface
CN111773661B (en) * 2020-07-03 2024-05-03 珠海金山数字网络科技有限公司 System, method and device for team formation game based on live broadcast interface
CN111659126A (en) * 2020-07-08 2020-09-15 腾讯科技(深圳)有限公司 Distribution method, device, server, terminal and storage medium of matching process
CN111659126B (en) * 2020-07-08 2023-03-03 腾讯科技(深圳)有限公司 Distribution method, device, server, terminal and storage medium of matching process
CN112675547A (en) * 2020-12-31 2021-04-20 腾讯科技(深圳)有限公司 Competition method, device and equipment for competition game, and storage medium
CN113018873A (en) * 2021-03-03 2021-06-25 广州博冠信息科技有限公司 Game information processing method and device, computer storage medium and electronic equipment
CN113171613A (en) * 2021-05-27 2021-07-27 腾讯科技(深圳)有限公司 Team-forming and game-checking method, device, equipment and storage medium
CN113171613B (en) * 2021-05-27 2022-08-05 腾讯科技(深圳)有限公司 Team-forming and game-checking method, device, equipment and storage medium
CN113368506A (en) * 2021-06-10 2021-09-10 广州博冠信息科技有限公司 Game team control method and device, electronic equipment and medium
CN113368506B (en) * 2021-06-10 2023-12-29 广州博冠信息科技有限公司 Game team control method, device, electronic equipment and medium

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