CN113350783B - Game live broadcast method and device, computer equipment and storage medium - Google Patents

Game live broadcast method and device, computer equipment and storage medium Download PDF

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Publication number
CN113350783B
CN113350783B CN202110560647.XA CN202110560647A CN113350783B CN 113350783 B CN113350783 B CN 113350783B CN 202110560647 A CN202110560647 A CN 202110560647A CN 113350783 B CN113350783 B CN 113350783B
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virtual
game
target
virtual character
live broadcast
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CN113350783A (en
Inventor
陈泽宇
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Guangzhou Boguan Information Technology Co Ltd
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Guangzhou Boguan Information Technology 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/86Watching games played by other players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

Abstract

The invention discloses a live game method, a live game device, computer equipment and a storage medium; the invention can respond to the trigger instruction of viewing preference setting aiming at the target game to generate preference information; sending preference information to a game client or a game server of the target game so that the game client or the game server can determine the target virtual character and the position of the target virtual character in a game live broadcast picture according to the preference information; receiving the position of a target virtual character in a game live broadcast picture; and generating a watching prompt identifier corresponding to the target virtual character in the game live broadcast picture based on the position of the target virtual character in the game live broadcast picture, wherein the watching prompt identifier moves along with the movement of the target virtual character in the game live broadcast picture. Therefore, the method and the device can accurately position the position of the virtual character in real time in the live game picture, and prompt the user by watching the prompt mark, so that the user can watch the preferred content more clearly.

Description

Game live broadcast method and device, computer equipment and storage medium
Technical Field
The invention relates to the technical field of internet, in particular to a live game method, a live game device, computer equipment and a storage medium.
Background
Live broadcast (also called live webcast) refers to the synchronous production and release of information along with the occurrence and development process of a live event, and is an information network release mode with a bidirectional circulation process. The game live broadcast is a common live broadcast application scene; for example, in order to allow more users (such as game enthusiasts) to view the details of an electronic game in real time, the electronic game being played is live through various live broadcast platforms.
However, in the electronic competition process, when the two virtual characters in the virtual scene are in a mixed battle, the live game screen looks confused, and therefore, how to make the user watch the preferred content more clearly is a problem to be solved urgently.
Disclosure of Invention
The invention provides a game live broadcast method, a game live broadcast device, computer equipment and a storage medium, which can accurately position the position of a virtual character in a game live broadcast picture and enable a user to watch preferred contents more clearly.
The invention provides a game live broadcast method, which provides a live broadcast interface of a target game through a graphical user interface, wherein the live broadcast interface comprises a game live broadcast picture of the target game, and comprises the following steps:
generating preference information in response to a trigger instruction for viewing preference setting for a target game, wherein the preference information is used for determining a virtual character which is preferred to be viewed by a user in a virtual scene of the target game, and the virtual character is a player virtual character and/or a non-player virtual character in the virtual scene;
sending preference information to a game client or a game server of a target game so that the game client or the game server can determine a target virtual character and the position of the target virtual character in a game live broadcast picture according to the preference information, wherein the game live broadcast picture is an image obtained by acquiring a virtual scene through a virtual lens;
receiving the position of a target virtual character in a game live broadcast picture;
and generating a watching prompt identifier corresponding to the target virtual character in the game live broadcast picture based on the position of the target virtual character in the game live broadcast picture, wherein the watching prompt identifier moves along with the movement of the target virtual character in the game live broadcast picture.
The invention provides a live game method, which is suitable for a game client or a game server, wherein the game client carries a target game, and the game server is a server corresponding to the target game and comprises the following steps:
acquiring preference information, wherein the preference information is used for determining a virtual character which is preferred to be watched by a user in a virtual scene of a target game, and the virtual character is a player virtual character and/or a non-player virtual character in the virtual scene;
determining a target virtual role in the virtual scene according to the preference information;
acquiring the position of a target virtual character in a virtual scene;
determining the position of a target virtual character in a game live broadcast picture according to the position of the target virtual character in a virtual scene, wherein the game live broadcast picture is an image obtained by acquiring the virtual scene through a virtual lens;
and sending the position of the target virtual character in the game live broadcast picture so as to generate a watching prompt identifier corresponding to the target virtual character based on the position of the target virtual character in the game live broadcast picture, wherein the watching prompt identifier moves along with the movement of the target virtual character in the game live broadcast picture.
The invention also provides a game live broadcast device, which provides a live broadcast interface of a target game through a graphical user interface, wherein the live broadcast interface comprises a game live broadcast picture of the target game, and the game live broadcast device comprises:
a response unit, configured to generate preference information in response to a trigger instruction for performing viewing preference setting for a target game, the preference information being used to determine a virtual character that a user prefers to view in a virtual scene of the target game, the virtual character being a player virtual character and/or a non-player virtual character in the virtual scene;
the transmitting unit is used for transmitting preference information to a game client or a game server of a target game so that the game client or the game server can determine a target virtual character and the position of the target virtual character in a game live broadcast picture according to the preference information, and the game live broadcast picture is an image obtained by acquiring a virtual scene through a virtual lens;
the receiving unit is used for receiving the position of the target virtual character in a game live broadcast picture;
and the generating unit is used for generating a watching prompt identifier corresponding to the target virtual character in the game live broadcast picture based on the position of the target virtual character in the game live broadcast picture, and the watching prompt identifier moves along with the movement of the target virtual character in the game live broadcast picture.
The present invention also provides a live game device mounted on a game client or a game server, the game client carrying a target game, the game server being a server corresponding to the target game, comprising:
the game system comprises an acquisition unit, a processing unit and a display unit, wherein the acquisition unit is used for acquiring preference information, the preference information is used for determining a virtual character which is preferred to be watched by a user in a virtual scene of a target game, and the virtual character is a player virtual character and/or a non-player virtual character in the virtual scene;
the role determining unit is used for determining a target virtual role in the virtual scene according to the preference information;
the processing unit is used for acquiring the position of the target virtual character in the virtual scene;
the position determining unit is used for determining the position of the target virtual character in a game live broadcast picture according to the position of the target virtual character in the virtual scene, and the game live broadcast picture is an image obtained by acquiring the virtual scene through a virtual lens;
and the sending unit is used for sending the position of the target virtual character in the game live broadcast picture so as to generate a watching prompt identifier corresponding to the target virtual character based on the position of the target virtual character in the game live broadcast picture, and the watching prompt identifier moves along with the movement of the target virtual character in the game live broadcast picture.
The invention also provides computer equipment comprising a memory and a processor, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute the steps in any game live method provided by the invention.
The invention also provides a computer readable storage medium, which stores a plurality of instructions, wherein the instructions are suitable for being loaded by a processor to execute the steps in any game live method provided by the invention.
The method can respond to a trigger instruction for watching preference setting of the target game to generate preference information, wherein the preference information is used for determining virtual characters which are watched by users in a virtual scene of the target game, and the virtual characters are player virtual characters and/or non-player virtual characters in the virtual scene; sending preference information to a game client or a game server of a target game so that the game client or the game server can determine a target virtual character and the position of the target virtual character in a game live broadcast picture according to the preference information, wherein the game live broadcast picture is an image obtained by acquiring a virtual scene for a virtual lens; receiving the position of a target virtual character in a game live broadcast picture; and generating a watching prompt identifier corresponding to the target virtual character in the game live broadcast picture based on the position of the target virtual character in the game live broadcast picture, wherein the watching prompt identifier moves along with the movement of the target virtual character in the game live broadcast picture.
In the invention, the content which the user prefers to watch can be obtained in response to the triggering instruction of watching preference setting for the target game; the game client or the game server determines a target virtual character in a virtual scene of a target game according to the content watched by the user preference and determines the position of the target virtual character in a live game frame; and generating a corresponding watching prompt identifier based on the position of the target virtual character in the game live broadcast picture, wherein the identifier moves along with the movement of the target virtual character in the game live broadcast picture, so that the sight of the user can be locked on the target virtual character corresponding to the identifier. Therefore, the invention can accurately position the position of the virtual character in the live game picture, thereby enabling the user to watch the preferred content more clearly.
Drawings
In order to more clearly illustrate the technical solution of the present invention, the drawings needed to be used in the description of the embodiments will be briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present invention, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
FIG. 1a is a schematic view of a game live broadcast method provided by the present invention;
FIG. 1b is a schematic flow chart of a live game playing method provided by the present invention;
FIG. 1c is a schematic diagram of a selection control provided by the present invention;
FIG. 1d is a schematic diagram of another selection control provided by the present invention;
FIG. 1e is a schematic diagram of yet another selection control provided by the present invention;
FIG. 2 is a flow chart of another game live broadcasting method provided by the present invention;
FIG. 3a is a schematic flow chart of a game live broadcast method applied in a MOBA game live broadcast scene, according to the present invention;
FIG. 3b is a diagram illustrating selection of a control in a live view of a MOBA game provided by the present invention;
FIG. 3c is a schematic diagram of a viewing hint identifier corresponding to a target virtual character provided by the present invention;
FIG. 4 is a schematic diagram of a first structure of a live game device provided by the present invention;
FIG. 5 is a schematic view of another structure of a game live broadcasting device provided by the present invention;
fig. 6 is a schematic structural diagram of a live client provided by the present invention;
fig. 7 is a schematic structural diagram of a game client provided by the present invention.
Detailed Description
The technical solutions in the present invention will be described clearly and completely with reference to the accompanying drawings, and it is obvious that the described embodiments are only some embodiments of the present invention, not all embodiments. All other embodiments, which can be obtained by a person skilled in the art without inventive step based on the embodiments of the present invention, are within the scope of protection of the present invention.
The invention provides a game live broadcast method, a game live broadcast device, computer equipment and a storage medium.
The live game device may be specifically integrated in a computer device, and the computer device may be a terminal, a server, or other devices. The terminal can be a mobile phone, a tablet Computer, an intelligent bluetooth device, a notebook Computer, or a Personal Computer (PC), and the like; the server may be a single server or a server cluster composed of a plurality of servers.
In some embodiments, the game live broadcasting device can also be integrated in a plurality of computer devices, for example, the game live broadcasting device can be integrated in a plurality of terminal devices and a plurality of servers, and the terminal devices and the servers jointly implement the game live broadcasting method of the present invention.
For example, referring to fig. 1a, fig. 1a is a schematic view of a scene of a game live broadcast method provided in an embodiment of the present invention. In this scenario, a live client, a live server, and a game client or game server may be included.
The live client may be any device capable of implementing a live function, for example, a live platform, a browser, and other programs that can be used for watching live programs are installed in the device. The live broadcast client side provides a live broadcast interface of the target game through a graphical user interface, and the live broadcast interface comprises a game live broadcast picture of the target game.
The live broadcast server is a server corresponding to the live broadcast client, and can receive information sent by the live broadcast client, and the information is processed and forwarded or directly forwarded to the game client or the game server; the live broadcast server can receive the information sent by the game client or the game server, and the information is processed and forwarded or directly forwarded to the live broadcast client. For the sake of simple description, when the live client performs information interaction with the game client or the game server, the intermediate function of the live server is not repeated.
The game client can be any device carrying an application program corresponding to a target game, the target game is not limited, and can be a competitive game, a role playing game and the like, such as a Multiplayer Online game (MOBA), a first person action game and the like; in the scheme, the game client can realize a fighting mode during electronic competition, and the game client can also be called as a fighting client.
The game server is a server corresponding to the target game and provides calculation or application service for the game client in the network.
The live broadcast client responds to a trigger instruction for viewing preference setting of the target game, and generates preference information, wherein the preference information is used for determining a virtual character which is preferred to be viewed by a user in a virtual scene of the target game, and the virtual character is a player virtual character and/or a non-player virtual character in the virtual scene; and sending the preference information to a game client or a game server of the target game. The game client or the game server acquires preference information; determining a target virtual role in the virtual scene according to the preference information; acquiring the position of a target virtual character in a virtual scene; determining the position of a target virtual character in a game live broadcast picture according to the position of the target virtual character in a virtual scene, wherein the game live broadcast picture is an image obtained by acquiring the virtual scene through a virtual lens; and sending the position of the target virtual character in the live game picture. The live broadcast client receives the position of a target virtual character in a game live broadcast picture; and generating a watching prompt identifier corresponding to the target virtual character in the game live broadcast picture based on the position of the target virtual character in the game live broadcast picture, wherein the watching prompt identifier moves along with the movement of the target virtual character in the game live broadcast picture.
In the invention, the content which is preferred to be watched by the user can be obtained by the live broadcast client end in response to the trigger instruction for setting the watching preference aiming at the target game and is sent to the game client end or the game server; the game client or the game server determines a target virtual character in the virtual scene according to the content watched by the user preference, determines the position of the target virtual character in a game live broadcast picture and returns the position to the live broadcast client; the live broadcast client generates a corresponding watching prompt identifier based on the position of the target virtual character in the game live broadcast picture, so that the identifier moves along with the movement of the target virtual character in the game live broadcast picture. Because the target virtual character is determined according to the preference of the user, the picture generated by the character in the virtual scene is also viewed by the preference of the user, the position of the target virtual character is accurately positioned in the live game picture, and the gaze of the user can be locked on the target virtual character corresponding to the mark through the viewing prompt mark, so that the user can more clearly view the preferred content.
The following are detailed below. The numbers in the following examples are not intended to limit the order of preference of the examples.
In this embodiment, a game live broadcasting method is provided, and as shown in fig. 1b, a specific flow of the game live broadcasting method may be as follows:
101. the preference information is generated in response to a trigger instruction to make viewing preference settings for the target game.
The preference information is used for determining virtual characters which are preferred to be watched by the user in the virtual scene of the target game, the virtual characters are player virtual characters and/or non-player virtual characters in the virtual scene, the player virtual characters can be controlled by players to generate different behaviors, and the non-player virtual characters can be controlled by game clients or game servers to generate different behaviors. The virtual scene is a virtual scene corresponding to a target game loaded on the game client.
In some embodiments, when a user opens a live entry of a certain electronic competition, a live interface of a target game is provided through a graphical user interface, the live interface includes a game live screen of the target game, and a trigger instruction for performing viewing preference setting on the target game is triggered. The live broadcast entrance may be a first contact point for obtaining information of the electronic competition through the mobile internet, such as a website or a user window interface. For example, a user may open a live portal for a certain electronic game in a live platform or browser. The graphical User Interface is a User Interface (UI) and may be a medium for interaction and information exchange between a live client carrying a game live device and a User.
In some embodiments, the live client displays two or more selection controls representing virtual roles and/or content of interest in response to a triggering instruction to make viewing preference settings for the target game. For example, a selection control can be displayed on the live interface, and the selection control can be overlaid on the game live screen.
The live interface can comprise a plurality of selection controls; the selection control can be a control packaged with data and methods for generating preference information in response to a user's trigger operation on the live interface. The selection control can be a window, a text box, a button, a pull-down menu and other interface elements on the live interface.
The selection control can display the identifier of the virtual character, and the identifier of the virtual character can be an image identifier (such as art design drawing, sketching, head portrait and the like), a character identifier and the like of the virtual character. The identification of the virtual character may also be an avatar, name, nickname, etc. of the user manipulating the virtual character.
For example, as shown in fig. 1c, the live interface can display the identities of multiple virtual characters, such as virtual character 1, virtual character 2 \8230, virtual character n, etc., which can be the names of the virtual characters. The multiple virtual characters may belong to the same camp or may belong to different camps.
The selection control can display an identifier of the content of interest, the identifier of the content of interest can be used for representing a picture formed by the virtual character being manipulated in the virtual scene, and the identifier can be expressed in the forms of images, characters, animations, audios and the like. For example, as shown in FIG. 1d, in some embodiments, the content of interest may include, but is not limited to, decoiling, protection, output, and control, among others.
In some embodiments, as shown in FIG. 1e, a plurality of selection controls that display an identification of a virtual character and a plurality of selection controls that display an identification of content of interest may be included in the live interface.
In some embodiments, in response to a selection operation for more than two selection controls, virtual roles and/or content of interest preferred to be viewed by a user are determined according to the selected selection controls; preference information carrying virtual roles preferred by the user for viewing and/or content of interest is generated.
When the identification of the virtual role is displayed in the selection control, the user can click the identification of the virtual role in the live broadcast interface to select the virtual role preferred to be watched. When the clicking operation aiming at the identification of the virtual role is monitored, responding to the clicking operation of a user, and generating preference information corresponding to the identification of the selected virtual role; the preference information carries an Identity Document (ID) corresponding to the virtual role, and the Identity document is a unique code of the virtual role in the virtual scene and can be used for proving the Identity of the virtual role. For example, as shown in fig. 1c, when the user clicks the virtual role 1, preference information is generated, where the preference information carries an identification corresponding to the virtual role 1, and for example, the identification may be a character string "xxx1".
When the identification of the content of interest is displayed in the selection control, the user can click the identification of the content of interest in the live interface to select the content preferred to be watched. And when the clicking operation aiming at the identification of the concerned content is monitored, responding to the clicking operation of the user, and generating preference information corresponding to the selected identification of the concerned content, wherein the preference information carries the concerned content. For example, as shown in FIG. 1d, when the user clicks "open-clique," preference information is generated, which may carry the string "open-clique.
In some embodiments, the user may also choose not to operate the selection control. And when the operation for the selection control is not monitored within the preset time threshold, canceling the display of the selection control. The specific value of the preset time threshold is not limited, and may be, for example, one minute.
In some embodiments, the selection control is not displayed when a selection operation for more than two selection controls is monitored. Namely, after the virtual role and/or the attention content selected by the user are obtained through the selection control, the selection control is hidden.
102. And sending preference information to a game client or a game server of the target game so that the game client or the game server determines the target virtual character and the position of the target virtual character in a live game picture according to the preference information.
The game live broadcast picture is an image obtained by acquiring a virtual scene through a virtual lens.
103. And receiving the position of the target virtual character in the live game picture.
104. And generating a watching prompt identifier corresponding to the target virtual character in the game live broadcast picture based on the position of the target virtual character in the game live broadcast picture, wherein the watching prompt identifier moves along with the movement of the target virtual character in the game live broadcast picture.
The target virtual character is any one of a player virtual character and a non-player virtual character in a virtual scene; the watching prompt mark can be a mark for marking the target virtual character, and is used for highlighting the target virtual character in a live game picture and prompting a user to watch the behavior generated when the target virtual character is controlled. The specific representation form of the identifier is not limited, and in some embodiments, the viewing prompt identifier corresponding to the target virtual character may be a map; the file format of the map is not limited, for example, png format; for example, the viewing hint identifier corresponding to the target avatar is a map, the map is a frame structure, and the target avatar is located within the frame structure. In some embodiments, the viewing cue indicator is highlighted or displayed in a predetermined color, which may be any color, to thereby mark the target avatar in the live game view. In some embodiments, the target avatar may be highlighted in the game live view, and so on.
In some embodiments, based on the position of the target virtual character in the game live broadcast picture, the viewing prompt identifier corresponding to the target virtual character is generated in the game live broadcast picture, that is, the position of the viewing prompt identifier in the game live broadcast picture corresponds to the position of the target virtual character in the game live broadcast picture, so that the viewing prompt identifier moves in real time along with the movement of the target virtual character in the game live broadcast picture. For example, in an MOBA game, when a virtual character in a virtual scene is manipulated to perform a group battle, a live broadcast picture of the game appears to be relatively confused, so that the generated watching prompt identifier can facilitate a user to lock the gaze on the gaze virtual character, thereby clearly watching how a target virtual character is manipulated by a player, for example, how to attack other virtual characters, how to avoid the attack of other virtual characters, and the like.
In some embodiments, when a live electronic game is played, in order to view a highlight during the game, the virtual shots may adjust the focal length or the position in the virtual scene to close up the highlight content when capturing the live game, so that the size of the virtual character in the live game is not fixed. If the viewing prompt corresponding to the target virtual character is identified as a map, in order to improve the viewing experience of the user, the size of the map needs to be changed along with the size of the target virtual character. The live client also receives scaling information for the virtual shots. The scaling information is used for representing the ratio of the size of the virtual character in the live game picture (i.e. the size of the virtual character imaged on the focal plane through the virtual lens) to the actual size of the virtual character in the virtual scene.
The live broadcast client determines the size of a watching prompt mark corresponding to a target virtual role according to the preset size and the zoom ratio information of the virtual lens; the preset size can be determined according to the actual size of the virtual character in the virtual scene. And generating a watching prompt identifier corresponding to the target virtual character in the game live broadcast picture based on the size of the watching prompt identifier corresponding to the target virtual character and the position of the target virtual character in the game live broadcast picture. For example, a map with a preset size may be generated in the live broadcast client in advance, when the scaling information of the virtual lens is received, the preset size is multiplied by the scaling information to obtain the size of the map at the current time, and the size of the map is modified according to the size to obtain the viewing prompt identifier corresponding to the target virtual character.
In some embodiments, determining the number of other virtual characters within a preset range of a target virtual character; adjusting the size of the watching prompt mark according to the number; the preset range can be a circular area with a preset radius formed by taking the target virtual character as a circle center. When the number of other virtual characters in the preset range is large, the size of the watching prompt mark is reduced, and when the number is small, the size of the watching prompt mark is increased.
As can be seen from the above, the live broadcast interface can be displayed to the user through the live broadcast client, and the content or the virtual role preferred to be watched by the user can be acquired in response to the selection operation of the user on the selection control; the game client or the game server determines a target virtual character in the virtual scene according to the content watched by the user preference and determines the position of the target virtual character in a game live broadcast picture; and generating a corresponding watching prompt identifier based on the position of the target virtual character in the game live frame, wherein the identifier moves along with the movement of the target virtual character in the game live frame. Since the target virtual character is determined according to the preference of the user, the picture generated by the character in the virtual scene is also viewed by the preference of the user. Therefore, the invention can accurately position the position of the target virtual character in the live game picture, generate the corresponding identifier and lock the user's gaze on the target virtual character corresponding to the identifier, thereby enabling the user to watch the preferred content more clearly.
In this embodiment, a game live broadcast-based method is provided, and is applicable to a game client or a game server, as shown in fig. 2, a specific flow of the game live broadcast method may be as follows:
201. preference information is acquired.
The preference information is used for determining virtual characters which are preferred to be watched by the user in the virtual scene of the target game, and the virtual characters are player virtual characters and/or non-player virtual characters in the virtual scene.
In some embodiments, the preference information may be received in real-time from a live client.
In some embodiments, the preference information may be stored in a cache of the game client or the game server after being received, and the preference information may be obtained from the cache when the condition of the group battle is satisfied in the virtual scene. The group battle is used for representing that a plurality of virtual roles belonging to different camps attack each other in a virtual scene. The specific embodiment of judging that the condition of the group war is satisfied is not limited.
For example, the position of each virtual character in the virtual scene may be obtained; the position of the virtual character may be a coordinate of the virtual character in a coordinate system of the virtual scene.
Determining the number of own virtual characters and the number of enemy virtual characters in a virtual area of a virtual scene according to the positions of the virtual characters; the virtual area is any area in the virtual scene, the size of the area is not limited, and the area can be determined according to the actual application condition, for example, the range of the effect influence of the skill attribute of the virtual character; the own virtual role and the enemy virtual role are used for indicating that more than one virtual role of camp exists in the virtual area at the same time, and the enemy virtual role can belong to the same camp or different camps.
When the number of own virtual characters and the number of enemy virtual characters in a virtual area of a virtual scene are both greater than or equal to a preset number threshold, acquiring preference information, wherein the preset number threshold is not limited and can be 2, for example. For example, when there are 2 own virtual characters and 2 enemy virtual characters in a virtual area in the virtual scene, it may be indicated that a group battle is in progress in the virtual area, that is, the condition of the group battle is satisfied.
202. And determining the target virtual role in the virtual scene according to the preference information.
In some embodiments, when the preference information carries an identity certificate, the game client or the game server obtains the identity certificate of each virtual character in the virtual scene, and when the identity certificate of the virtual character is consistent with the identity certificate carried in the preference information, the virtual character is determined to be the target virtual character.
In some embodiments, when the preference information carries the content of interest, then determining the target virtual character according to the content of interest that the user prefers to view may include, but is not limited to, the following steps.
S1: and selecting a virtual role from the virtual scene according to the attention content to obtain a virtual role candidate set.
Mode 1: acquiring a skill attribute set according to the attention content, wherein the skill attribute set comprises a plurality of skill attributes; the skill attribute is used for representing the operation which can generate the function effects of attack, defense, control and the like in the target game except for common attack; the skill attribute set can be a table preset in the game client or the game server, and skills in the skill attribute set can be operated to have common effects; for example, if the content of interest is "open group", the skill attributes in the skill attribute set all have a certain control effect on the virtual character of the enemy, and are suitable for the virtual character which is the first one to attack during the group battle, that is, suitable for the open group.
Acquiring the skill attribute of each virtual role in the virtual scene; when the skill attribute of the virtual role belongs to the skill attribute in the skill attribute set, adding the virtual role into the virtual role candidate set; namely, all virtual roles which are suitable for the ungluing in the virtual scene are selected.
Mode 2: each virtual character may be previously tagged with a character type. After the preference information is obtained, determining the type of the target role according to the attention content; the game client side or the game server obtains the role type of each virtual role in the virtual scene, and when the role type of the virtual role is consistent with the target role type, the virtual role is added into the virtual role candidate set. The role type can be set in advance according to the application, and for example, there may be an assistant type, a legal type, a guest type, and the like.
S2: and sequencing the virtual roles in the virtual role candidate set to obtain a sequenced virtual role candidate set.
Mode 1: and sorting the virtual roles in the virtual role candidate set according to the life value attribute, the physical defense capability attribute and the moving speed attribute to obtain a sorted virtual role candidate set. The life value attribute is used for representing the maximum injury which can be borne by the virtual character before the virtual character is in the uncontrollable state; the physical defense ability attribute is used for representing the ability of the virtual character to defend the enemy virtual character attack injury; the movement speed attribute is used to characterize the distance a virtual character can move in one second while attacking an enemy virtual character.
Mode 2: and sequencing the virtual roles in the virtual role candidate set according to the grades of the virtual roles to obtain a sequenced virtual role candidate set.
Mode 3: and sorting the virtual roles in the virtual role candidate set according to the equipment corresponding to the virtual roles to obtain a sorted virtual role candidate set.
S3: and determining the target virtual role according to the sorted virtual role candidate set. For example, when the ranking process is performed from high to low in accordance with the ranking of the virtual characters, the virtual character ranked first (i.e., highest ranking) is determined as the target virtual character.
In some embodiments, when the target avatar is in an inoperable state, determining a next avatar of the target avatar in the ordered set of avatar candidates; the non-manipulable state is used for representing that the target virtual character cannot be manipulated by the player in the virtual scene, namely, the target virtual character is in a death state. And determining the next virtual character of the target virtual character in the sorted virtual character candidate set as the target virtual character at the next moment.
In some embodiments, when the game client or the game server does not receive the preference information, the virtual characters in the virtual scene are sorted according to the levels of the virtual characters to obtain a sorting result; and determining the target virtual role according to the sequencing result.
203. And acquiring the position of the target virtual character in the virtual scene.
When the target virtual character is controlled to move in the virtual scene, the coordinates of the target virtual character in the coordinate system of the virtual scene can be obtained, and therefore the position of the target virtual character in the virtual scene is obtained.
204. And determining the position of the target virtual character in the live game picture according to the position of the target virtual character in the virtual scene.
The game live broadcast picture is an image obtained by acquiring a virtual scene through a virtual lens. The virtual lens can be preset in a virtual scene, and the virtual scene can be presented in a user interface in a picture form; the angle of view and the position of the virtual lens in the virtual scene may be adjusted or fixed.
In some embodiments, determining a mapping relation between a live game picture and a virtual scene according to a visual field range of a virtual lens when the virtual scene is collected; and determining the position of the target virtual character in the game live broadcast picture according to the position of the target virtual character in the virtual scene and the mapping relation between the game live broadcast picture and the virtual scene. For example, in a virtual scene, a coordinate system is established at the lower left corner of the visual field range of a virtual lens, and a mapping relation between a live game picture and the virtual scene is obtained. And calculating the coordinates of the target virtual character in the coordinate system according to the position of the target virtual character in the virtual scene, thereby obtaining the position of the target virtual character in the live game picture.
In some embodiments, a field of view range of the virtual lens when the virtual scene is captured is determined, the field of view range may be determined according to a field angle of the virtual lens, the field angle being related to a focal length of the virtual lens; determining scaling information of the virtual lens according to the visual field range of the virtual lens when the virtual scene is collected; and the game client or the game server sends the scaling information of the virtual lens.
In some embodiments, when the position of the target virtual character in the virtual scene is outside the field of view of the virtual lens, the game client or the game server adjusts the field of view of the virtual lens according to the position of the target virtual character in the virtual scene, for example, the field of view of the virtual lens may be adjusted by adjusting the focal length of the virtual lens or the position in the virtual scene.
205. And sending the position of the target virtual character in the game live broadcast picture so as to generate a watching prompt identifier corresponding to the target virtual character based on the position of the target virtual character in the game live broadcast picture, wherein the watching prompt identifier corresponding to the target virtual character moves along with the movement of the target virtual character in the game live broadcast picture.
The game client or the game server sends the position of the target virtual character in the game live broadcast picture to the live broadcast client (live broadcast server) based on the physical address (MAC) of the live broadcast client.
Therefore, the method and the system can acquire the preference information from different live broadcast clients and determine the corresponding target virtual role in the virtual scene according to different preference information; determining the position of the target virtual character in a live game picture according to the position of the target virtual character in a virtual scene; and then feeding back the position of the virtual character in the live game picture to the live client. Because the preference information is generated according to the selection operation of the user for the selection control, the scheme can feed back the positions of different virtual characters in the game live broadcast picture for the user according to the preference information of different users, and generate the corresponding watching prompt identification, so that the user can watch the preferred content more clearly.
The game live broadcast scheme provided by the invention can be applied to various game live broadcast scenes. For example, a live broadcast scene of an MOBA game is taken as an example, and in the scene, a plurality of live broadcast clients corresponding to users watching a live broadcast and a plurality of game clients or game servers running the MOBA game may be included; the present embodiment is described in detail only with one live client and one game client or game server. The live broadcast client can respond to a trigger instruction for viewing preference setting of the MOBA game, and generate preference information, wherein the preference information is used for determining a virtual character which is viewed by a user in a virtual scene of the MOBA game, and the virtual character is a player virtual character and/or a non-player virtual character in the virtual scene; and sending the preference information to a game client or a game server of the MOBA game. The game client or the game server acquires preference information; determining a target virtual role in the virtual scene according to the preference information; acquiring the position of a target virtual character in a virtual scene; determining the position of a target virtual character in a game live broadcast picture according to the position of the target virtual character in a virtual scene, wherein the game live broadcast picture is an image obtained by acquiring the virtual scene through a virtual lens; and sending the position of the target virtual character in the live game picture. The live broadcast client receives the position of a target virtual character in a game live broadcast picture; and generating a watching prompt identifier corresponding to the target virtual character in the game live broadcast picture based on the position of the target virtual character in the game live broadcast picture, wherein the watching prompt identifier moves along with the movement of the target virtual character in the game live broadcast picture.
The method described in the above embodiments is further described in detail below.
As shown in fig. 3a, a game live broadcasting method specifically includes the following processes:
301. the live client generates preference information in response to a trigger instruction for viewing preference setting for the target game.
Fig. 3b is a schematic diagram of selecting a control in a live view of an MOBA game according to the present invention. More than two selection controls can be displayed in the live broadcast interface, wherein the selection controls can display the identifications of the virtual roles, and the virtual roles can belong to different camps, such as own virtual roles and local virtual roles; the selection control can also display the identification of the concerned content such as "open group", "protection", "output", and the like.
The user may select a preferred viewing avatar on the live interface, or select content of interest, or the user may not act.
When a user wants to select a virtual role preferred to watch, the user can click the identifier of the virtual role displayed on the live broadcast interface, the live broadcast client responds to the selection operation of the user on the selection control to generate preference information corresponding to the identifier of the virtual role, and the preference information carries an identity certificate corresponding to the virtual role.
When a user wants to select the attention content, the user can click an identifier of the attention content displayed on a live broadcast interface, and the live broadcast client responds to the selection operation of the user on a selection control to generate preference information corresponding to the attention content, wherein the preference information carries the attention content, and if the attention content is a character string 'open group'.
And when the user does not operate, the operation aiming at the selection control is not monitored within a preset time threshold, and the selection control is cancelled to be displayed.
303. And the live broadcast client sends preference information to the game client or the game server so that the game client or the game server can determine the target virtual character and the position of the target virtual character in a game live broadcast picture according to the preference information. Accordingly, the game client or the game server receives the preference information.
After receiving the preference information, the game client or the game server can store the preference information in a cache of the game client or the game server, and when the condition of the group battle is met in the virtual scene, the preference information is obtained from the cache.
304. And the game client or the game server determines the target virtual character in the virtual scene according to the preference information.
In some embodiments, when the identity certificate is carried in the preference information, the game client or the game server obtains the identity certificate of each virtual character in the virtual scene, and when the identity certificate of the virtual character is consistent with the identity certificate carried in the preference information, the virtual character is determined to be the target virtual character.
In some embodiments, when the preference information carries the attention content, the target virtual character is determined according to the attention content. For example, when the preference information carries a content "open group", the skill attribute of the virtual character in the virtual scene is acquired, and the skill attribute set is acquired, and when the skill attribute of the virtual character belongs to the skill attribute in the skill attribute set, the virtual character may be suitable for open group, and the virtual character is determined as the target virtual character. When a plurality of virtual roles suitable for the opening group exist, the virtual roles in the virtual role candidate set can be sorted according to the life value attribute, the physical defense capability attribute, the moving speed attribute and the like, and then the virtual roles with the strongest attribute comprehensive influence are selected as the target virtual roles. For another example, when the preference information carries the attention content "protection", the role type of the virtual character in the virtual scene may be obtained, and if the role type of the virtual character is "auxiliary type", the virtual character is determined to be the target virtual character.
In some embodiments, when the user is not operating, i.e., the user does not receive preference information from the live client, the game client or the game server may select the best-developed virtual character in the virtual scene as the target virtual character. For example, the game client or the game server may sort the virtual characters in the virtual scene according to the levels of the virtual characters to obtain a sorting result; and determining the target virtual role according to the sequencing result.
305. The game client or the game server acquires the position of the target virtual character in the virtual scene.
306. And the game client or the game server determines the position of the target virtual character in the game live broadcast picture according to the position of the target virtual character in the virtual scene.
In some embodiments, the game client or the game server determines a mapping relationship between a live game picture and a virtual scene according to a visual field range of the virtual lens when the virtual scene is collected; and determining the position of the target virtual character in the game live broadcast picture according to the position of the target virtual character in the virtual scene and the mapping relation between the game live broadcast picture and the virtual scene.
In some embodiments, the game client or the game server determines a field of view range of the virtual lens when the virtual scene is captured, the field of view range may be determined according to a field angle of the virtual lens, the field angle being related to a focal length of the virtual lens; and determining the scaling information of the virtual lens according to the visual field range of the virtual lens when the virtual scene is collected.
307. And the game client or the game server sends the position of the target virtual character in the game live broadcast picture and the scaling information of the virtual lens. Accordingly, the live client receives the position of the target virtual character in the game live frame and the scaling information of the virtual lens.
308. The live broadcast client generates a watching prompt identifier corresponding to the target virtual character in the game live broadcast picture based on the position of the target virtual character in the game live broadcast picture and the scaling information of the virtual lens, and the watching prompt identifier moves along with the movement of the target virtual character in the game live broadcast picture.
And the live broadcast client determines the size of the map corresponding to the target virtual character according to the preset size and the scaling information of the virtual lens. And generating a map corresponding to the target virtual character in the game live broadcast picture based on the size of the map corresponding to the target virtual character and the position of the target virtual character in the game live broadcast picture. FIG. 3c is a diagram of a map corresponding to a target virtual character; the map comprises virtual roles of two avatars of an enemy and a self party, the target virtual role is the teammate 4, and a corresponding map is generated at the position of the teammate 4 in a live game picture.
As can be seen from the above, the content that the user prefers to watch can be obtained through the live broadcast client and is sent to the game client or the game server; the game client or the game server determines a target virtual character in the virtual scene according to the content watched by the user preference, determines the position of the target virtual character in a game live broadcast picture and feeds back the position to the live broadcast client; the live broadcast client generates a corresponding map based on the position of the target virtual character in the game live broadcast picture, so that the map can move along with the movement of the target virtual character in real time in the game live broadcast picture. Because the target virtual character is determined by the user through the operation of the user, the picture generated by the character in the virtual scene through the control is also viewed by the user, the position of the target virtual character is accurately positioned in the live game picture, the corresponding map is generated, the gaze of the user can be locked on the target virtual character corresponding to the map, and the user can view the preferred content more clearly.
In order to better implement the method, the invention further provides a game live broadcasting device, wherein the game live broadcasting device can be specifically integrated in computer equipment, and the computer equipment can be equipment such as a terminal and a server. The terminal can be a mobile phone, a tablet computer, an intelligent Bluetooth device, a notebook computer, a personal computer and other devices; the server may be a single server or a server cluster composed of a plurality of servers.
For example, in this embodiment, a game live device is specifically integrated in a live client, and the method of the present invention is described in detail.
For example, as shown in fig. 4, the game live device may include a response unit 401, a transmission unit 402, a reception unit 403, and a generation unit 404, as follows:
(1) The response unit 401:
a response unit 401, configured to generate preference information in response to a trigger instruction for performing viewing preference setting for a target game, where the preference information is used to determine a virtual character that a user prefers to view in a virtual scene of the target game, and the virtual character is a player virtual character and/or a non-player virtual character in the virtual scene.
(2) Transmission section 402:
a sending unit 402, configured to send preference information to a game client or a game server of a target game, so that the game client or the game server determines a target virtual character and a position of the target virtual character in a game live view according to the preference information, where the game live view is an image obtained by acquiring a virtual scene through a virtual lens.
(3) The receiving unit 403:
a receiving unit 403, configured to receive a position of the target virtual character in the live game screen.
(4) The generation unit 404:
the generating unit 404 is configured to generate, in the live game screen, a viewing prompt identifier corresponding to the target virtual character based on a position of the target virtual character in the live game screen, where the viewing prompt identifier moves along with movement of the target virtual character in the live game screen.
In some embodiments, the response unit 401 is specifically configured to:
displaying more than two selection controls for representing virtual roles and/or attention content in response to a triggering instruction for viewing preference setting of the target game;
in response to selection operations of more than two selection controls, determining virtual roles and/or attention contents preferred to be watched by a user according to the selected selection controls;
preference information carrying virtual roles preferred for viewing by the user and/or content of interest is generated.
In some embodiments, the viewing cues are identified as box-shaped structures, and the target avatar is located within the box-shaped structures.
In some embodiments, the viewing cue identification is highlighted or displayed in a predetermined color.
In some embodiments, the game live device is further configured to:
receiving scaling information of a virtual lens corresponding to a game live broadcast picture;
based on the position of the target virtual character in the game live broadcast picture, generating a watching prompt identifier corresponding to the target virtual character in the game live broadcast picture, wherein the watching prompt identifier comprises:
determining the size of a watching prompt mark corresponding to a target virtual character according to the preset size and the scaling information of the virtual lens;
and generating a watching prompt identifier corresponding to the target virtual character in the game live broadcast picture based on the size of the watching prompt identifier corresponding to the target virtual character and the position of the target virtual character in the game live broadcast picture.
In some embodiments, the game live device is further configured to:
determining the number of other virtual roles in a preset range of the target virtual role;
and adjusting the size of the watching prompt mark according to the number.
In some embodiments, the content of interest includes at least one of: decollation, protection, export, and control.
For example, in the present embodiment, the method of the present invention will be described in detail by taking an example in which a live game device is specifically integrated in a server.
For example, as shown in fig. 5, the game live device may include an acquisition unit 501, a character determination unit 502, a processing unit 503, a position determination unit 504, and a transmission unit 505, as follows:
(1) The acquisition unit 501:
an obtaining unit 501, configured to obtain preference information, where the preference information is used to determine a virtual character that a user prefers to view in a virtual scene of a target game, and the virtual character is a player virtual character and/or a non-player virtual character in the virtual scene.
(2) Role determination unit 502:
a role determination unit 502, configured to determine a target virtual role in the virtual scene according to the preference information.
(3) The processing unit 503:
a processing unit 503, configured to obtain a position of the target virtual character in the virtual scene.
(4) Position determination unit 504:
the position determining unit 504 is configured to determine, according to a position of the target virtual character in the virtual scene, a position of the target virtual character in a game live view, where the game live view is an image obtained by capturing the virtual scene through the virtual lens.
(5) The transmission unit 505:
a sending unit 505, configured to send a position of the target virtual character in the game live view so as to generate a viewing prompt identifier corresponding to the target virtual character based on the position of the target virtual character in the game live view, where the viewing prompt identifier moves along with the movement of the target virtual character in the game live view.
In some embodiments, the preference information carries the content of interest, and the role determination unit 502 is specifically configured to:
selecting a virtual role from a virtual scene according to the attention content to obtain a virtual role candidate set;
sorting the virtual roles in the virtual role candidate set to obtain a sorted virtual role candidate set;
and determining a target virtual role according to the sorted virtual role candidate set.
In some embodiments, the role determination unit 502 is specifically configured to:
acquiring a skill attribute set according to the attention content, wherein the skill attribute set comprises a plurality of skill attributes;
acquiring the skill attribute of each virtual role in the virtual scene;
and adding the virtual character into the virtual character candidate set when the skill attribute of the virtual character belongs to the skill attribute in the skill attribute set.
In some embodiments, the role determination unit 502 is specifically configured to:
and sorting the virtual roles in the virtual role candidate set according to the life value attribute, the physical defense capability attribute and the moving speed attribute to obtain a sorted virtual role candidate set.
In some embodiments, the role determination unit 502 is specifically configured to:
when the target virtual role is in an uncontrollable state, determining the next virtual role of the target virtual role in the sorted virtual role candidate set;
and determining the next virtual character of the target virtual character in the sorted virtual character candidate set as the target virtual character at the next moment.
In some embodiments, the game live device is further configured to:
determining the visual field range of the virtual lens when the virtual scene is collected;
determining scaling information of the virtual lens according to the visual field range of the virtual lens when the virtual scene is collected;
and sending the scaling information of the virtual lens.
In some embodiments, the game live device is further configured to:
determining a mapping relation between a live game picture and a virtual scene according to a visual field range of the virtual lens when the virtual scene is collected;
and determining the position of the target virtual character in the game live broadcast picture according to the position of the target virtual character in the virtual scene and the mapping relation between the game live broadcast picture and the virtual scene.
In some embodiments, the game live device is further configured to:
and when the position of the target virtual character in the virtual scene is out of the visual field range of the virtual lens, adjusting the visual field range of the virtual lens according to the position of the target virtual character in the virtual scene.
In some embodiments, the obtaining unit 501 is specifically configured to:
acquiring the position of each virtual role in a virtual scene;
determining the number of own virtual characters and the number of enemy virtual characters in a virtual area of a virtual scene according to the positions of the virtual characters;
and when the number of own virtual characters and the number of enemy virtual characters in the virtual area of the virtual scene are both larger than or equal to a preset number threshold, acquiring preference information.
In a specific implementation, the above units may be implemented as independent entities, or may be combined arbitrarily to be implemented as the same or several entities, and the specific implementation of the above units may refer to the foregoing method embodiments, which are not described herein again.
As can be seen from the above, the live game device of the present embodiment can respond to the trigger instruction for performing the viewing preference setting on the target game to acquire the content that the user prefers to view; the game client or the game server determines a target virtual character in a virtual scene of a target game according to the content watched by the user preference and determines the position of the target virtual character in a live game picture; and generating a corresponding watching prompt identifier based on the position of the target virtual character in the game live broadcast picture, wherein the identifier moves along with the movement of the target virtual character in the game live broadcast picture, so that the sight of the user can be locked on the target virtual character corresponding to the identifier. Therefore, the invention can accurately position the position of the virtual character in the live game picture, thereby enabling the user to watch the preferred content more clearly.
Correspondingly, the embodiment of the present application further provides a computer device, where the computer device may be a terminal or a server, and the terminal may be a terminal device such as a smart phone, a tablet computer, a notebook computer, a touch screen, a game machine, a Personal computer, and a Personal Digital Assistant (PDA).
As shown in fig. 6, fig. 6 is a schematic structural diagram of a live client according to an embodiment of the present application, where the live client 600 includes a processor 601 having one or more processing cores, a memory 602 having one or more computer-readable storage media, and a computer program stored in the memory 602 and running on the processor. The processor 601 is electrically connected to the memory 602. It will be appreciated by those skilled in the art that the live client architecture shown in the figures does not constitute a limitation of live clients and may include more or fewer components than shown, or some components in combination, or a different arrangement of components.
Processor 601 is the control center of live client 600, connects the various parts of the whole live client 600 by various interfaces and lines, and performs various functions and processes of data of live client 600 by running or loading software programs and/or modules stored in memory 602 and calling data stored in memory 602, thereby monitoring live client 600 as a whole.
In this embodiment, the processor 601 in the live client 600 loads instructions corresponding to processes of one or more applications into the memory 602, and the processor 601 runs the applications stored in the memory 602, thereby implementing various functions as follows:
generating preference information in response to a trigger instruction for viewing preference setting for a target game, wherein the preference information is used for determining a virtual character which is preferred to be viewed by a user in a virtual scene of the target game, and the virtual character is a player virtual character and/or a non-player virtual character in the virtual scene;
sending preference information to a game client or a game server of a target game so that the game client or the game server can determine a target virtual character and the position of the target virtual character in a game live broadcast picture according to the preference information, wherein the game live broadcast picture is an image obtained by acquiring a virtual scene through a virtual lens;
receiving the position of a target virtual character in a game live broadcast picture;
based on the position of the target virtual character in the game live broadcast picture, a watching prompt identifier corresponding to the target virtual character is generated in the game live broadcast picture, and the watching prompt identifier moves along with the movement of the target virtual character in the game live broadcast picture.
The above operations can be implemented in the foregoing embodiments, and are not described in detail herein.
Optionally, as shown in fig. 6, the live client 600 further includes: a touch display screen 603, a radio frequency circuit 604, an audio circuit 605, an input unit 606, and a power supply 607. The processor 601 is electrically connected to the touch display screen 603, the radio frequency circuit 604, the audio circuit 605, the input unit 606, and the power supply 607. Those skilled in the art will appreciate that the server architecture shown in FIG. 6 is not meant to be limiting, and may include more or fewer components than shown, or some components may be combined, or a different arrangement of components.
The touch display screen 603 can be used for displaying a graphical user interface and receiving operation instructions generated by a user acting on the graphical user interface. The touch display screen 603 may include a display panel and a touch panel. The display panel may be used, among other things, to display information entered by or provided to the user and various graphical user interfaces of the server, which may be made up of graphics, text, icons, video, and any combination thereof. Alternatively, the Display panel may be configured in the form of a Liquid Crystal Display (LCD), an Organic Light-Emitting Diode (OLED), or the like. The touch panel may be used to collect touch operations of a user on or near the touch panel (for example, operations of the user on or near the touch panel using any suitable object or accessory such as a finger, a stylus pen, and the like), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Alternatively, the touch panel may include two parts, a touch detection device and a touch controller. The touch detection device detects the touch direction of a user, detects a signal brought by touch operation and transmits the signal to the touch controller; the touch controller receives touch information from the touch sensing device, converts the touch information into touch point coordinates, sends the touch point coordinates to the processor 601, and can receive and execute commands sent by the processor 601. The touch panel may overlay the display panel, and when the touch panel detects a touch operation thereon or nearby, the touch panel transmits the touch operation to the processor 601 to determine the type of the touch event, and then the processor 601 provides a corresponding visual output on the display panel according to the type of the touch event. In the embodiment of the present application, the touch panel and the display panel may be integrated into the touch display screen 603 to implement input and output functions. However, in some embodiments, the touch panel and the touch panel can be implemented as two separate components to perform the input and output functions. That is, the touch display screen 603 can also be used as a part of the input unit 606 to implement an input function.
In the embodiment of the application, a processor 601 executes an application program corresponding to a live broadcast platform to generate a graphical user interface on a touch display screen 603, where a virtual scene on the graphical user interface includes at least one selection control. The touch display screen 603 is used for presenting a graphical user interface and receiving an operation instruction generated by a user acting on the graphical user interface.
The rf circuit 604 may be configured to transmit and receive rf signals to establish wireless communication with a network device or other server via wireless communication, and transmit and receive signals to and from the network device or other server.
The audio circuit 605 may be used to provide an audio interface between the user and the server through speakers, microphones. The audio circuit 605 may transmit the electrical signal converted from the received audio data to a speaker, and convert the electrical signal into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 605 and converted into audio data, and the audio data is processed by the audio data output processor 601, and then sent to another server through the rf circuit 604, or output to the memory 602 for further processing. The audio circuit 605 may also include an earpiece jack to provide communication of peripheral headphones with the server.
The input unit 606 may be used to receive input numbers, character information, or user characteristic information (e.g., fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
Power supply 607 is used to power the various components of live client 600. Optionally, the power supply 607 may be logically connected to the processor 601 through a power management system, so as to implement functions of managing charging, discharging, and power consumption management through the power management system. The power supply 607 may also include any component including one or more dc or ac power sources, recharging systems, power failure detection circuitry, power converters or inverters, power status indicators, and the like.
Although not shown in fig. 6, the live client 600 may further include a camera, a sensor, a wireless fidelity module, a bluetooth module, and the like, which is not described herein again.
In the foregoing embodiments, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
As shown in fig. 7, fig. 7 is a schematic structural diagram of a game client according to an embodiment of the present application, where the game client 700 includes a processor 701 having one or more processing cores, a memory 702 having one or more computer-readable storage media, and a computer program stored in the memory 702 and capable of running on the processor. The processor 701 is electrically connected to the memory 702. Those skilled in the art will appreciate that the game client architecture shown in the figures does not constitute a limitation of game clients and may include more or fewer components than shown, or some components in combination, or a different arrangement of components.
The processor 701 is a control center of the game client 700, connects various parts of the entire game client 700 by using various interfaces and lines, and performs various functions and processes of the game client 700 by running or loading software programs and/or modules stored in the memory 702 and calling data stored in the memory 702, thereby performing overall monitoring of the game client 700.
In this embodiment, the processor 701 in the game client 700 loads instructions corresponding to processes of one or more application programs into the memory 702 according to the following steps, and the processor 701 executes the application program stored in the memory 702, thereby implementing various functions:
acquiring preference information, wherein the preference information is used for determining a virtual character which is preferred to be watched by a user in a virtual scene of a target game, and the virtual character is a player virtual character and/or a non-player virtual character in the virtual scene;
determining a target virtual role in the virtual scene according to the preference information;
acquiring the position of a target virtual character in a virtual scene;
determining the position of a target virtual character in a game live broadcast picture according to the position of the target virtual character in a virtual scene, wherein the game live broadcast picture is an image obtained by acquiring the virtual scene through a virtual lens;
and sending the position of the target virtual character in the game live broadcast picture so as to generate a watching prompt identifier corresponding to the target virtual character based on the position of the target virtual character in the game live broadcast picture, wherein the watching prompt identifier moves along with the movement of the target virtual character in the game live broadcast picture.
The above operations can be implemented in the foregoing embodiments, and are not described in detail herein.
Optionally, as shown in fig. 7, the game client 700 further includes: a touch display screen 703, a radio frequency circuit 704, an audio circuit 705, an input unit 706, and a power supply 707. The processor 701 is electrically connected to the touch display screen 703, the radio frequency circuit 704, the audio circuit 705, the input unit 706, and the power source 707. Those skilled in the art will appreciate that the game client architecture shown in FIG. 7 does not constitute a limitation of game clients, and may include more or fewer components than shown, or some components in combination, or a different arrangement of components.
The touch display screen 703 may be used to display a graphical user interface and receive operation instructions generated by a user acting on the graphical user interface. The touch display screen 703 may include a display panel and a touch panel. The display panel may be used, among other things, to display information entered by or provided to the user and various graphical user interfaces of the game client, which may be composed of graphics, text, icons, video, and any combination thereof. Alternatively, the Display panel may be configured in the form of a Liquid Crystal Display (LCD), an Organic Light-Emitting Diode (OLED), or the like. The touch panel may be used to collect touch operations of a user (for example, operations of the user on or near the touch panel by using a finger, a stylus pen, or any other suitable object or accessory) and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Alternatively, the touch panel may include two parts, a touch detection device and a touch controller. The touch detection device detects the touch direction of a user, detects a signal brought by touch operation and transmits the signal to the touch controller; the touch controller receives touch information from the touch sensing device, converts the touch information into touch point coordinates, sends the touch point coordinates to the processor 701, and can receive and execute commands sent by the processor 701. The touch panel may overlay the display panel, and when the touch panel detects a touch operation thereon or nearby, the touch panel may be transmitted to the processor 701 to determine the type of the touch event, and then the processor 701 may provide a corresponding visual output on the display panel according to the type of the touch event. In the embodiment of the present application, the touch panel and the display panel may be integrated into the touch display screen 703 to realize input and output functions. However, in some embodiments, the touch panel and the touch panel can be implemented as two separate components to perform the input and output functions. That is, the touch display screen 703 can also be used as a part of the input unit 706 to implement an input function.
In the embodiment of the present application, a game application is executed by the processor 701 to generate a graphical user interface on the touch display screen 703, where a virtual scene on the graphical user interface includes at least one skill control area, and the skill control area includes at least one skill control. The touch display screen 703 is used for presenting a graphical user interface and receiving an operation instruction generated by a user acting on the graphical user interface.
The rf circuit 704 may be configured to transmit and receive rf signals to establish wireless communication with a network device or other game client via wireless communication, and transmit and receive signals with the network device or other game client.
Audio circuitry 705 may be used to provide an audio interface between the user and the game client or via speakers, microphones, etc. The audio circuit 705 may transmit the electrical signal converted from the received audio data to a speaker, and convert the electrical signal into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 705 and converted into audio data, and the audio data is processed by the audio data output processor 701 and then transmitted to, for example, another game client via the radio frequency circuit 704, or the audio data is output to the memory 702 for further processing. The audio circuitry 705 may also include an earbud jack to provide communication of peripheral headphones with the game client.
The input unit 706 may be used to receive input numbers, character information, or user characteristic information (e.g., fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
The power supply 707 is used to supply power to the various components of the game client 700. Optionally, the power supply 707 may be logically connected to the processor 701 through a power management system, so as to implement functions of managing charging, discharging, power consumption management, and the like through the power management system. The power supply 707 may also include any component of one or more dc or ac power sources, recharging systems, power failure detection circuitry, power converters or inverters, power status indicators, and the like.
Although not shown in fig. 7, the game client 700 may further include a camera, a sensor, a wireless fidelity module, a bluetooth module, etc., which are not described in detail herein.
In the foregoing embodiments, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to the related descriptions of other embodiments.
As can be seen from the above, the computer device provided in this embodiment may obtain the content that the user prefers to view in response to the trigger instruction for performing the viewing preference setting for the target game; the game client determines a target virtual character in a virtual scene of a target game according to the content watched by the user preference and determines the position of the target virtual character in a game live broadcast picture; and generating a corresponding watching prompt identifier based on the position of the target virtual character in the game live broadcast picture, wherein the identifier moves along with the movement of the target virtual character in the game live broadcast picture, so that the sight of the user can be locked on the target virtual character corresponding to the identifier. Therefore, the invention can accurately position the position of the virtual character in the live game picture, thereby enabling the user to watch the preferred content more clearly.
It will be understood by those skilled in the art that all or part of the steps of the methods of the above embodiments may be performed by instructions or by associated hardware controlled by the instructions, which may be stored in a computer readable storage medium and loaded and executed by a processor.
To this end, embodiments of the present application provide a computer-readable storage medium, in which a plurality of computer programs are stored, where the computer programs can be loaded by a processor to execute steps in any one of the live game methods provided in the embodiments of the present application. For example, the computer program may perform the steps of:
displaying a user operation interface;
responding to the trigger operation aiming at the user operation interface, and generating preference information, wherein the preference information is used for determining a virtual role which is preferred to be watched by a user in a virtual scene, and the virtual role is a controlled virtual role in the virtual scene;
sending preference information to a server so that the server can determine the target virtual character and the position of the target virtual character in a game live broadcast picture according to the preference information, wherein the game live broadcast picture is an image obtained by acquiring a virtual scene through a virtual lens;
receiving a game live broadcast picture and the position of a target virtual character in the game live broadcast picture;
and based on the position of the target virtual character in the game live broadcast picture, generating a watching prompt identifier corresponding to the target virtual character in the game live broadcast picture, wherein the watching prompt identifier corresponding to the target virtual character moves along with the movement of the target virtual character in the game live broadcast picture.
The above operations can be implemented in the foregoing embodiments, and are not described in detail herein.
Wherein the storage medium may include: read Only Memory (ROM), random Access Memory (RAM), magnetic or optical disks, and the like.
Since the computer program stored in the storage medium can execute the steps in any of the live game methods provided in the embodiments of the present application, beneficial effects that can be achieved by any of the live game methods provided in the embodiments of the present application can be achieved, which are detailed in the foregoing embodiments and will not be described herein again.
The game live broadcasting method, device, storage medium and computer device provided by the embodiments of the present application are introduced in detail above, and specific examples are applied herein to explain the principle and implementation of the present application, and the description of the embodiments above is only used to help understand the method and core ideas of the present application; meanwhile, for those skilled in the art, according to the idea of the present application, there may be variations in the specific embodiments and the application scope, and in summary, the content of the present specification should not be construed as a limitation to the present application.

Claims (19)

1. A game live broadcasting method is characterized in that a live broadcasting interface of a target game is provided through a graphical user interface, the live broadcasting interface comprises a game live broadcasting picture of the target game, and the game live broadcasting method comprises the following steps:
responding to a trigger instruction for performing viewing preference setting on the target game, and generating preference information, wherein the preference information carries attention content, the preference information is used for determining a virtual character which is preferred to be viewed by a user in a virtual scene of the target game, and the virtual character is a player virtual character and/or a non-player virtual character in the virtual scene;
sending the preference information to a game client or a game server of the target game so that the game client or the game server can select virtual roles from the virtual scene according to the attention content to obtain a virtual role candidate set, and sequencing the virtual roles in the virtual role candidate set to obtain a sequenced virtual role candidate set; determining a target virtual role according to the sorted virtual role candidate set; determining the position of the target virtual character in a game live broadcast picture, wherein the game live broadcast picture is an image obtained by acquiring the virtual scene through a virtual lens;
receiving the position of the target virtual character in the game live broadcast picture;
generating a map;
and generating a watching prompt identifier corresponding to the target virtual character in the game live broadcast picture based on the map and the position of the target virtual character in the game live broadcast picture, wherein the watching prompt identifier moves along with the movement of the target virtual character in the game live broadcast picture.
2. A live game method according to claim 1, wherein the generating preference information in response to a trigger instruction for viewing preference setting for the target game comprises:
displaying more than two selection controls for representing virtual roles and/or attention content in response to a triggering instruction for viewing preference setting for the target game;
in response to the selection operation of the more than two selection controls, determining the virtual roles and/or the attention content which are preferred to be watched by the user according to the selected selection controls;
and generating preference information carrying the virtual roles which the user prefers to watch and/or the attention content.
3. A live game method as claimed in claim 1, wherein the viewing cues are identified as box-shaped structures, the target virtual character being located within the box-shaped structures.
4. The live gaming method of claim 1, wherein the viewing cue indicator is highlighted or otherwise displayed in a predetermined color.
5. A game live method as recited in claim 1, wherein the method further comprises:
receiving scaling information of a virtual lens corresponding to the game live broadcast picture;
the generating of the watching prompt identifier corresponding to the target virtual character in the game live broadcast picture based on the map and the position of the target virtual character in the game live broadcast picture comprises:
determining the size of a watching prompt mark corresponding to the target virtual role according to a preset size and the scaling information of the virtual lens, wherein the preset size is the size of the chartlet;
and generating a watching prompt identifier corresponding to the target virtual character in the game live broadcast picture based on the size of the watching prompt identifier corresponding to the target virtual character and the position of the target virtual character in the game live broadcast picture.
6. A live game method as claimed in claim 5, wherein the method further comprises:
determining the number of other virtual roles in the preset range of the target virtual role;
and adjusting the size of the watching prompt mark according to the number.
7. A game live method according to claim 2, wherein the attention content comprises at least one of: decoherence, protection, export, and control.
8. A game live broadcast method is characterized by being suitable for a game client or a game server, wherein the game client carries a target game, and the game server is a server corresponding to the target game and comprises the following steps:
acquiring preference information, wherein the preference information carries attention content, the preference information is used for determining a virtual character which is preferred to be watched by a user in a virtual scene of the target game, and the virtual character is a player virtual character and/or a non-player virtual character in the virtual scene;
selecting a virtual role from the virtual scene according to the attention content to obtain a virtual role candidate set;
sorting the virtual roles in the virtual role candidate set to obtain a sorted virtual role candidate set;
determining a target virtual role according to the sorted virtual role candidate set;
acquiring the position of the target virtual role in the virtual scene;
determining the position of the target virtual character in a game live broadcast picture according to the position of the target virtual character in the virtual scene, wherein the game live broadcast picture is an image obtained by acquiring the virtual scene through a virtual lens;
and sending the position of the target virtual character in a game live broadcast picture so that a live broadcast client generates a map, and generating a watching prompt identifier corresponding to the target virtual character based on the map and the position of the target virtual character in the game live broadcast picture, wherein the watching prompt identifier moves along with the movement of the target virtual character in the game live broadcast picture.
9. A live game method as claimed in claim 8, wherein said selecting a virtual character from said virtual scene according to said content of interest to obtain a virtual character candidate set comprises:
acquiring a skill attribute set according to the attention content, wherein the skill attribute set comprises a plurality of skill attributes;
acquiring the skill attribute of each virtual role in the virtual scene;
and when the skill attribute of the virtual character belongs to the skill attribute in the skill attribute set, adding the virtual character into a virtual character candidate set.
10. The live game playing method of claim 8, wherein the step of sorting the virtual characters in the virtual character candidate set to obtain a sorted virtual character candidate set comprises:
ordering the virtual roles in the virtual role candidate set according to at least one of the following attributes: and obtaining the sequenced virtual character candidate set by the life value attribute, the physical defense capability attribute and the moving speed attribute.
11. A game live method according to claim 8, wherein the target virtual character is a manipulable virtual character.
12. The game live method of claim 8, further comprising:
determining a visual field range of the virtual lens when the virtual scene is acquired;
determining scaling information of the virtual lens according to the visual field range of the virtual lens when the virtual scene is collected;
and sending the scaling information of the virtual lens.
13. A live game method as claimed in claim 12, wherein the determining of the extent of the virtual shot in view of the time the virtual scene was captured further comprises:
determining a mapping relation between a live game picture and the virtual scene according to the visual field range of the virtual lens when the virtual scene is collected;
the determining the position of the target virtual character in a game live broadcast picture according to the position of the target virtual character in the virtual scene comprises the following steps:
and determining the position of the target virtual character in the game live broadcast picture according to the position of the target virtual character in the virtual scene and the mapping relation.
14. A live game method as claimed in claim 8, wherein the determining of the extent of the virtual shot in view of the time the virtual scene was captured further comprises:
when the position of the target virtual character in the virtual scene is out of the visual field range of the virtual lens, the visual field range of the virtual lens is adjusted according to the position of the target virtual character in the virtual scene.
15. The live game method of claim 8, wherein the virtual scene includes a self virtual character and an enemy virtual character, and the obtaining the preference information includes:
acquiring the position of each virtual role in the virtual scene;
determining the number of own virtual characters and the number of enemy virtual characters in a target area of the virtual scene according to the positions of the virtual characters;
and when the number of own virtual characters and the number of enemy virtual characters in the target area are both larger than or equal to a preset number threshold, acquiring preference information.
16. A game live broadcasting device is characterized in that a live broadcasting interface of a target game is provided through a graphical user interface, the live broadcasting interface comprises a game live broadcasting picture of the target game, and the game live broadcasting device comprises:
a response unit, configured to generate preference information in response to a trigger instruction for performing viewing preference setting on the target game, where the preference information carries a content of interest, and the preference information is used to determine a virtual character that a user prefers to view in a virtual scene of the target game, where the virtual character is a player virtual character and/or a non-player virtual character in the virtual scene;
a sending unit, configured to send the preference information to a game client or a game server of the target game, so that the game client or the game server selects a virtual character from the virtual scene according to the attention content to obtain a virtual character candidate set, and sorts virtual characters in the virtual character candidate set to obtain a sorted virtual character candidate set; determining a target virtual role according to the sorted virtual role candidate set; determining the position of the target virtual character in a game live broadcast picture, wherein the game live broadcast picture is an image obtained by acquiring the virtual scene through a virtual lens;
the receiving unit is used for receiving the position of the target virtual character in the game live broadcast picture;
a generating unit for generating a map;
and the generating unit is further used for generating a watching prompt identifier corresponding to the target virtual character in the game live broadcast picture based on the map and the position of the target virtual character in the game live broadcast picture, wherein the watching prompt identifier moves along with the movement of the target virtual character in the game live broadcast picture.
17. A live game broadcasting device mounted on a game client or a game server, the game client mounting a target game, and the game server being a server corresponding to the target game, comprising:
the target game system comprises an acquisition unit, a processing unit and a display unit, wherein the acquisition unit is used for acquiring preference information, the preference information carries attention content, the preference information is used for determining a virtual character which is preferred to be watched by a user in a virtual scene of the target game, and the virtual character is a player virtual character and/or a non-player virtual character in the virtual scene;
the role determination unit is used for selecting virtual roles from the virtual scene according to the attention content to obtain a virtual role candidate set, and sequencing the virtual roles in the virtual role candidate set to obtain a sequenced virtual role candidate set; determining a target virtual role according to the sorted virtual role candidate set;
the processing unit is used for acquiring the position of the target virtual role in the virtual scene;
the position determining unit is used for determining the position of the target virtual character in a game live broadcast picture according to the position of the target virtual character in the virtual scene, wherein the game live broadcast picture is an image obtained by acquiring the virtual scene through a virtual lens;
and the sending unit is used for sending the position of the target virtual character in a game live broadcast picture so that a live broadcast client generates a map, and generating a watching prompt identifier corresponding to the target virtual character on the basis of the map and the position of the target virtual character in the game live broadcast picture, wherein the watching prompt identifier moves along with the movement of the target virtual character in the game live broadcast picture.
18. A computer device comprising a processor and a memory, the memory storing a plurality of instructions; the processor loads instructions from the memory to perform the steps in a live game method as claimed in any one of claims 1 to 15.
19. A computer readable storage medium storing instructions adapted to be loaded by a processor to perform the steps of the live game playing method according to any one of claims 1 to 15.
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