CN113398582A - Game fighting picture display method and device, computer equipment and storage medium - Google Patents
Game fighting picture display method and device, computer equipment and storage medium Download PDFInfo
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/843—Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
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Abstract
The embodiment of the application discloses a method and a device for showing a battle picture of a game, computer equipment and a storage medium; the method comprises the steps that for each of a plurality of alliance virtual characters participating in game battles, the distance between each alliance virtual character is obtained; dividing a plurality of the ally virtual characters participating in the game battle into at least one cooperation group according to a distance between each of the ally virtual characters; for each collaboration group, traversing the fighting pictures of each alliance virtual character in the collaboration group, and determining the fighting pictures as the collaboration group from the fighting pictures; and displaying the battle pictures of each cooperation group. The embodiment can enable the audience watching the multi-player competitive game to comprehensively know the competition progress through the plurality of battle pictures, thereby reducing the missing of the wonderful battle pictures.
Description
Technical Field
The application relates to the technical field of computers, in particular to a method and a device for displaying a fighting picture of a game, computer equipment and a storage medium.
Background
In the prior art, when live broadcast or rebroadcast of a multiplayer competitive game is carried out, a rebroadcast picture is often selected by the rebroadcast, and the rebroadcast artificially selects the picture, so that some wonderful battle pictures can be inevitably missed.
Disclosure of Invention
The embodiment of the application provides a method and a device for displaying a battle picture of a game, computer equipment and a storage medium, which can reduce the missing of a wonderful battle picture.
The embodiment of the application provides a method for displaying a battle picture of a game, which comprises the following steps: for each of a plurality of ally virtual characters participating in game battles, acquiring a distance between each of the ally virtual characters; dividing a plurality of the ally virtual characters participating in the game battle into at least one cooperation group according to a distance between each of the ally virtual characters; for each collaboration group, traversing the fighting pictures of each alliance virtual character in the collaboration group, and determining the fighting pictures as the collaboration group from the fighting pictures; and displaying the battle pictures of each cooperation group.
According to an aspect of the present application, an embodiment of the present application further provides a battle picture showing device for a game, the device including:
a distance acquisition module for acquiring a distance between each of the virtual allied characters participating in the game battle;
a grouping division module for dividing the plurality of the ally virtual characters participating in the game battle into at least one cooperation group according to a distance between each of the ally virtual characters;
a view picture selection module, configured to traverse, for each of the collaboration groups, a battle picture of each of the ally fictitious characters in the collaboration group, and determine, from the battle pictures, a battle picture to be the collaboration group;
and the visual angle picture display module is used for displaying the battle pictures of each cooperative group.
Optionally, the view screen selecting module is specifically configured to select, from the battle screens, a battle screen presenting the largest number of allied virtual characters as the battle screen of the collaboration group.
Optionally, the battle screen of the ally fictitious character includes any one of the following: a battle picture determined according to the visual angle direction of the allied virtual character; and an observer view angle picture determined by taking the ally virtual character as a center.
Optionally, the apparatus further comprises:
the alliance role judging submodule is used for judging whether a first alliance virtual role exists in a battle picture corresponding to a first collaboration group, and the first alliance virtual role belongs to the first collaboration group;
and the sub-module for displaying the battle images containing the first alliance virtual character in a split screen mode when the first alliance virtual character does not exist in the battle images corresponding to the first cooperation group.
Optionally, the apparatus further comprises:
and the picture selection submodule is used for selecting one battle picture from the battle pictures containing the same alliance virtual character for displaying when the alliance virtual characters contained in any two battle pictures in the plurality of displayed battle pictures are the same.
Optionally, the group dividing module is specifically configured to divide the ally virtual roles within the first preset length to the same cooperative group.
Optionally, in a specific embodiment, the apparatus further includes:
the step execution module is used for acquiring the distance between each alliance virtual character and other alliance virtual characters at preset time intervals or in real time for each alliance virtual character in the plurality of alliance virtual characters participating in game battles.
Optionally, the apparatus further comprises:
and the role removing module is used for removing the ally virtual role from the corresponding collaboration group when the distances between the ally virtual role and other ally virtual roles in the same collaboration group exceed a second preset length, wherein the ally virtual role removed from the collaboration group is marked as the first ally virtual role.
Optionally, the apparatus further comprises:
the distance judgment module is used for judging whether the distance between a second alliance virtual character and the first alliance virtual character is smaller than or equal to a first preset length or not in other alliance virtual characters;
and the role joining module is used for joining the first alliance virtual role into the cooperation group corresponding to the second alliance virtual role when the distance between the second alliance virtual role and the first alliance virtual role is less than or equal to a first preset length.
Optionally, the apparatus further comprises:
and the cooperation group dividing module is used for dividing the first alliance virtual role into a new cooperation group when the distance between the second alliance virtual role and the first alliance virtual role is not smaller than or equal to a first preset length.
Optionally, the apparatus further comprises:
and the battle dividing module is used for dividing all the allied virtual characters into at least one local battle according to the battle object information.
Optionally, the battle dividing module is specifically configured to, when a battle object of a plurality of alliance virtual characters is a same object in all alliance virtual characters, divide the plurality of alliance virtual characters into a same local battle.
Optionally, the battle dividing module is specifically configured to divide the plurality of alliance virtual characters into the same local battle when the separation distance between the battle objects of the plurality of alliance virtual characters is smaller than a third preset length in all the alliance virtual characters.
Embodiments of the present application further provide a computer device, which includes a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the steps of the method when executing the computer program.
Embodiments of the present application also provide a computer-readable storage medium, where a plurality of instructions are stored, where the instructions are suitable for being loaded by a processor to execute steps implementing the method described above.
According to the embodiment of the application, the distance between the virtual allied characters participating in the same local battle is acquired, and the collaborative grouping is divided according to the distance between the virtual allied characters. For each cooperation group, the battle pictures of the ally fictitious characters in the cooperation group can be traversed, and the battle picture with the most presented target objects is taken as the battle picture of the cooperation group. And after the battle pictures of each cooperation group are obtained, showing the plurality of battle pictures. The embodiment can enable the audience watching the multi-player competitive game to comprehensively know the competition progress through the plurality of battle pictures, thereby reducing the missing of the wonderful battle pictures.
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In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
FIG. 1 is a flow chart of a battle picture showing method of a game according to an embodiment of the present disclosure;
FIG. 2 is a flowchart illustrating a method for displaying a battle scene of a game according to an embodiment of the present disclosure;
FIG. 3 is a schematic structural diagram of a battle image display device of a game according to an embodiment of the present application;
fig. 4 is a schematic structural diagram of a computer device provided in an embodiment of the present application.
Detailed Description
The technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
The embodiment of the application provides a method and a device for showing a battle picture of a game, computer equipment and a storage medium.
The battle picture display device of the game can be specifically integrated in electronic equipment, and the electronic 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, 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 battle picture display device of the game may be integrated into a plurality of electronic devices, for example, the battle picture display device of the game may be integrated into a plurality of servers, and the plurality of servers implement the battle picture display method of the game of the present application.
In some embodiments, the server may also be implemented in the form of a terminal.
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 method for displaying a battle image of a game is provided, as shown in fig. 1, a specific flow of the edge processing method may be as follows 101 to 104:
101. for each of a plurality of ally virtual characters participating in game battles, a distance between each of the ally virtual characters is acquired.
The game battle is a battle in a game, the game comprises a virtual scene and a plurality of game allies positioned in the virtual scene, each game allie comprises a plurality of allied virtual characters, and the virtual scene is used for providing a game battle environment for the game allies. The battle can be a multi-field local battle in a virtual scene in the whole multi-player competitive game or the same local battle in the multi-field local battle. For convenience of description, the same local battle in the multiple local battles will be described hereinafter.
The local battle is a game battle in which at least one game player participates in the whole multi-player competitive game. The game battle can be the fight between a certain game player and a game player in a non-same camp, and can also be the fight between a certain game player and a monster in the game, wherein the monster is a type of neutral creature in the game.
The allied virtual character is a virtual game character belonging to the same camp and commonly confronted with a game player not in the same camp, the virtual game character can be controlled by the game player or Artificial Intelligence (AI), and the control method of the virtual game character should not be construed as limiting the application.
The distance between the virtual characters of the alliances can be the distance of the virtual characters of the alliances on the virtual battlefield of the multiplayer competitive game, the distance can be calculated by the electronic equipment according to the coordinates of the virtual characters of the alliances on the virtual battlefield, and the distance can also be calculated by the electronic equipment according to the distance of the schematic points of the virtual characters of the alliances on a small map of the multiplayer competitive game and a scale of the small map and the virtual battlefield. The method of calculating the distance should not be construed as limiting the application.
102. The plurality of league virtual characters participating in the game battle are divided into at least one cooperation group according to a distance between each league virtual character.
The collaboration group may include multiple federation avatars or may include one federation avatar. Different collaboration groups may be used to provide different perspective views for the current game battle.
Optionally, in a specific embodiment, the step 102 may include: and dividing the ally virtual roles with the distance within a first preset length into the same collaboration group.
The first preset length may be a preset specific length value, the specific value of the first preset length may be 50 or 75, and the specific value of the first preset length should not be construed as limiting the present application.
The collaborative grouping is divided according to the distance between the allied virtual roles, so that when the visual angle pictures are presented according to the collaborative grouping, the pictures can be presented from a plurality of visual angles in different directions, and the comprehensiveness of the picture presentation is improved.
For convenience of description, the number of the ally virtual characters participating in the same game battle is not assumed to be five: a. b, c, d, and e are examples for explanation. The distance between each two of a, b and c is within a first preset length, the distance between d and e is within the first preset length, and the distance between any one of a, b and c and any one of d and e exceeds the first preset length, then a, b and c can be divided into a cooperation group, and d and e can be divided into another cooperation group.
103. For each collaboration group, traversing the combat pictures of each alliance virtual character in the collaboration group, and determining the combat pictures as the collaboration group from the combat pictures.
Alternatively, the battle scene may include any one of the scenes: a battle picture determined according to the visual angle direction of the allied virtual character; and an observer view angle picture determined by taking the ally virtual character as a center.
That is, the battle screen may be presented in a first-person perspective, which may be the perspective of the allied virtual character; the battle scene may also be presented from the viewer perspective, which is determined centering on the ally virtual character. The specific viewing angle of the battle scene should not be construed as a limitation on the present application, provided that the battle scene can be clearly presented.
Optionally, the determining a battle picture as the collaborative grouping from the battle pictures includes: and selecting the fighting picture with the most target objects and recording the fighting picture as the fighting picture of the cooperation group.
The target object is a specific game object preset in a game scene, and may be, for example, a preset game building, a game prop, a monster or a virtual character. The virtual roles may be alliance virtual roles or non-alliance virtual roles. The target object may be a game object specified in advance by a player, or may be a game object specified in a game.
For example, the target object may optionally be a defense tower, i.e., the battle scene presenting the most defense towers is selected and recorded as the battle scene of the collaborative grouping.
The following description will be made by taking the target object as the league virtual character as an example, that is, "a battle screen showing the largest number of league virtual characters is selected from the battle screens and is used as the battle screen of the cooperation group":
for the cooperation groups comprising the allied virtual characters a, b and c, the electronic equipment can traverse the battle picture of a and obtain the number of the allied virtual characters in the battle picture of a; traversing the battle picture of b, and obtaining the number of the allied virtual characters in the battle picture of b; and traversing the battle picture of c and obtaining the number of the allied virtual characters in the battle picture of c.
After the number of the allied virtual characters in the battle images of a, b and c is obtained, the size of the number of the allied virtual characters is compared, and the battle image showing the largest number of the allied virtual characters in the battle images is used as the battle image of the cooperation group. If the number of the ally virtual characters in the battle screen b is not set to be the maximum, the battle screen b can be used as the battle screen of the cooperation group.
Alternatively, if there are a plurality of battle screens presenting the most target objects, one of the plurality of battle screens may be selected. For example, if the number of the ally avatars in the battle screens b and c is the largest, one of the battle screen b and the battle screen c may be selected.
Alternatively, if only one ally avatar is included in a certain collaboration group, the battle screen of the ally avatar may be directly used as the battle screen of the collaboration group.
104. And displaying the battle pictures of each cooperation group.
By means of step 103, a battle screen corresponding to each collaboration group can be obtained, and the obtained battle screens are displayed.
Alternatively, a plurality of battle pictures can be displayed in a screen in a split screen mode, the screen can be a screen of an offline match scene of the multiplayer competitive game, and can also be a screen of an electronic device held by the audience, and the audience can watch live broadcast of the multiplayer competitive game match through the held electronic device. Split screens may be a division of the screen into multiple different regions that display different battle images.
According to the embodiment of the application, the distance between the virtual characters of the allies participating in the same game battle is acquired, and the collaborative grouping is divided according to the distance between the virtual characters of the allies. For each cooperation group, the battle pictures of the ally fictitious characters in the cooperation group can be traversed, and the battle picture with the most presented target objects is taken as the battle picture of the cooperation group. And after the battle pictures of each cooperation group are obtained, showing the plurality of battle pictures. The embodiment can enable the audience watching the multi-player competitive game to comprehensively know the competition progress through the plurality of battle pictures, thereby reducing the missing of the wonderful battle pictures.
Optionally, in a specific implementation manner, an embodiment of the present application may further include the following steps: judging whether a first union virtual character exists in a battle picture corresponding to a first cooperation group, wherein the first union virtual character belongs to the first cooperation group; and when the first alliance virtual character does not exist in the fighting picture corresponding to the first cooperation group, displaying the fighting picture containing the first alliance virtual character in a split screen mode.
In the above embodiment, the league virtual character appearing on the fighting screen can be identified and judged in real time or periodically: it is determined whether any of the ally avatar belonging to the first collaboration group is still present on the screen. For ease of description, the first federation avatar is not assumed to be any of the federation avatars of the first collaboration group.
If the first ally avatar does not exist in the battle screen, the battle screen cannot show the action of the first ally avatar, so that the battle screen of the first ally avatar can be displayed in a split screen manner, and the audience of the battle cannot miss the wonderful screen as much as possible.
Optionally, in a specific implementation manner, an embodiment of the present application may further include the following steps: and when the allied virtual characters contained in any two of the displayed plurality of battle pictures are the same, selecting one battle picture from the battle pictures containing the same allied virtual character for displaying.
In the above-described embodiment, when the same alliance avatar is included in any two battle screens, in order to avoid confusion of the audience due to redundancy of information, one of the battle screens including the same alliance avatar may be selected and displayed so that the battle screens are comprehensive and are not redundant.
Optionally, in a specific implementation manner, an embodiment of the present application may further include the following steps: for each of a plurality of alliance virtual characters participating in game battles, the distance between each alliance virtual character and other alliance virtual characters is acquired every preset time length or in real time.
In the above embodiment, the step 101 may be skipped at preset time intervals, and the loop process of the steps 101 to 104 is executed again, so as to periodically update the partition of the cooperative packet; the loop process of steps 101 to 104 may also be performed in real time. As a multiplayer competitive game progresses, the game player-controlled league virtual characters move around the virtual battlefield of the game battle. The collaboration groups also need to be updated as the distance between the allied avatars changes. The regular update or the real-time update of the cooperation group can be realized through the steps.
Optionally, in a specific implementation manner, an embodiment of the present application may further include the following steps:
and if the distances between the ally virtual character and other ally virtual characters of the same cooperation group exceed a second preset length, removing the ally virtual character from the corresponding cooperation group, wherein the ally virtual character removed from the cooperation group is marked as a first ally virtual character.
The second preset length is a preset length value, the second preset length may be greater than or equal to the first preset length, and on the premise that the second preset length is greater than or equal to the first preset length, the specific numerical value of the second preset length should not be understood as a limitation to the present application.
In the above embodiment, the distances between the allied virtual characters in the collaboration groups may be monitored in real time for each collaboration group, and if the distances between a certain allied virtual character and other allied virtual characters belonging to the same collaboration group exceed the second preset length, it is indicated that the allied virtual character has been far away from the collaboration group to which the allied virtual character belongs, and the battle screen of the collaboration group cannot cover the perspective screen of the allied virtual character.
The description is continued in the above example:
for the collaboration group including the ally virtual characters a, b, c, if the distance between a and b exceeds a second preset length and the distance between a and c also exceeds the second preset length, it indicates that a is far away from the collaboration group including the ally virtual characters a, b, c, and therefore, the electronic device may remove a from the collaboration group including the ally virtual characters a, b, c.
By monitoring the distance between the ally fictitious characters in the cooperative groups in real time and removing the first ally fictitious characters with the distance exceeding the second preset length, the representativeness of the battle picture of each cooperative group can be maintained.
After step 106, the method provided in the embodiment of the present application further includes:
judging whether the distance between a second alliance virtual character and the first alliance virtual character is smaller than or equal to a first preset length in other alliance virtual characters or not;
and if so, adding the first alliance virtual role into the cooperation group corresponding to the second alliance virtual role.
If not, the first alliance virtual role is divided into a new collaboration group.
In the above embodiment, after the first alliance virtual character is removed from the initially belonging collaboration group, it is determined whether a second alliance virtual character exists among the other alliance virtual characters, and the distance between the second alliance virtual character and the first alliance virtual character is not more than the first preset length. If the first alliance virtual role exists, the first alliance virtual role can be added into the cooperation group to which the second alliance virtual role belongs when the first alliance virtual role moves to the distance range of another cooperation group; if not, the first alliance virtual character is moved to a position which is not close to any current collaboration group and can be presented as a brand new view angle screen, and the first alliance virtual character can be divided into new collaboration groups.
The description is continued in the above example:
after a is removed from the collaborative group including the alliance virtual roles a, b and c, the electronic device may compare the respective distances of a, d and e, and if the distance between a and d is not greater than a first preset length, or the distance between a and e is not greater than the first preset length, it indicates that a has moved to the collaborative group to which d and e belong, and a may be added to the collaborative group. At this time, five alliance virtual roles a, b, c, d and e are divided into one collaboration group b and c and another collaboration group a, d and e.
If the distance between a and d and the distance between a and e both exceed the first preset length, which indicates that a moves to a position which is not close to any current cooperative group, then a alone can be used as a new cooperative group. At this time, five alliance virtual roles a, b, c, d and e are divided into b and c one cooperation group, d and e another cooperation group, and a further cooperation group.
The above-described subdivided cooperation groups can perform the selection of the fighting picture of each cooperation group according to step 103, so that the real-time update of the fighting picture as the game progresses can be realized.
Optionally, before step 101, the method provided in this embodiment of the present application may further include: and dividing all the allied virtual characters into at least one local battle according to the battle object information.
The battle object refers to an object which battles with the franchise virtual character, and the battle object may be a non-franchise virtual character or a wild virtual character. The specific type of object being combated should not be construed as limiting the application.
In the above-described embodiment, the bureaus in which the allied virtual characters are located may be divided according to the battle object information.
In one embodiment, the step of dividing all the franchise virtual characters into at least one local battle according to the battle object information may be: if the battle objects of a plurality of alliance virtual characters are the same object in all alliance virtual characters, the alliance virtual characters are divided into the same local battle.
In the above-described embodiment, the partial match may be divided according to whether or not the match objects of the alliance virtual characters are the same object. If the battle objects of a plurality of alliance virtual characters exist in all alliance virtual characters are the same object, the plurality of alliance virtual characters are in the battle for fighting the same object, so the plurality of alliance virtual characters are divided into the same local battle.
In another embodiment, the step of dividing all the alliance virtual characters into at least one local battle according to the battle object information may be: if the separation distance between the battle objects of a plurality of alliance virtual characters is smaller than a third preset length in all the alliance virtual characters, the alliance virtual characters are divided into the same local battle.
The third preset length may be a preset length value, and the specific numerical value should not be construed as limiting the application.
If the battle objects of the plurality of alliance virtual characters are not the same object but the distance between the battle objects is less than the third preset length, the battle objects are in the same local battle, so the plurality of alliance virtual characters can be divided into the same local battle.
As can be seen from the above, in the embodiments of the present application, all the allied virtual characters can be divided into at least one local battle according to the battle object information. The league avatars may then be divided into at least one collaboration group for each local battle according to the distance between the plurality of league avatars participating in the local battle. And then for each cooperation group, determining the fighting pictures of the cooperation groups according to the number of target objects presented by the fighting pictures of the allied virtual characters, displaying the fighting pictures of each cooperation group, monitoring the distance between the allied virtual characters in each cooperation group in real time in the process of game progress, removing and adding the allied virtual characters in the cooperation groups and establishing a new cooperation group according to the distance between the allied virtual characters, and updating the fighting pictures of the new cooperation group in real time, so that audiences watching the game competition can know the competition progress in all aspects through a plurality of fighting pictures, and the missing of wonderful competition pictures can be reduced.
The method described in the above embodiments is further described in detail below.
In this embodiment, the method of the embodiment of the present application will be described in detail by taking an example in which the ally virtual character is a player character teammate.
As shown in fig. 2, a specific flow of a method for displaying a battle image of a game is as follows:
201. and dividing all game character teammates into at least one local battle according to the battle object information.
202. And for a plurality of game character teammates participating in the same local battle, acquiring the distance between each game character team.
203. And dividing at least one game role teammate with the distance within a first preset length into the same cooperation group, thereby determining at least one cooperation group.
204. For each cooperation group, traversing the fighting pictures of game character teammates in the cooperation group, and selecting the fighting picture presenting the most game character teammates as the fighting picture of the cooperation group.
205. And displaying a plurality of the fighting pictures in a split screen mode.
206. Monitoring in real time the distance between game character teammates in each of the collaboration groups.
207. And if the distances between one game character team member and other game character team members in the same cooperation group exceed a second preset length, removing the game character team member from the corresponding cooperation group, wherein the game character team member removed from the cooperation group is marked as a first game character team member.
208. Judging whether the distance between a second game role team member and the first game role team member is smaller than or equal to a first preset length or not in other game role team members participating in the same local battle, if so, executing a step 209, and then jumping to a step 204; if not, go to step 210 and then jump to step 204.
209. And adding the first game role teammate into the cooperation group corresponding to the second game role teammate.
210. Dividing the first game character teammate into a new collaborative grouping.
As can be seen from the above, according to the information of the object to be combated, the embodiments of the present application can divide all game character teammates into at least one local match. The game character teammates may then be divided into at least one cooperative grouping for each local play according to the distance between the plurality of game character teammates participating in the local play. Then, for each cooperation group, the fighting pictures of the cooperation group are determined according to the number of game character teammates presented by the fighting pictures of the game character teammates, and the fighting pictures of each cooperation group are displayed. In the process of game playing, the distance between game role teammates in each cooperation group can be monitored in real time, the game role teammates in the cooperation groups can be removed and added according to the distance between the game role teammates, a new cooperation group is established, and the fighting pictures of the new cooperation group are updated in real time, so that spectators watching game competition can know the competition progress comprehensively through a plurality of fighting pictures, and the wonderful competition pictures can not be missed due to running of game roles.
In order to better implement the method, the embodiment of the present application further provides a battle picture display device for a game, where the battle picture display device for a game may be specifically integrated in an electronic device, and the electronic 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, 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, as shown in fig. 3, the battle screen display device of the game may include:
a distance acquisition module 310 configured to acquire, for each of a plurality of alliance virtual characters participating in game battles, a distance between each of the alliance virtual characters;
a grouping division module 320 for dividing the plurality of the ally virtual characters participating in the game battle into at least one cooperation group according to a distance between each of the ally virtual characters;
a view picture selection module 330, configured to, for each of the collaboration groups, traverse a battle picture of each of the ally avatar in the collaboration group, and determine a battle picture as the collaboration group from the battle pictures;
and the view picture display module 340 is configured to display the battle picture of each collaboration group.
Optionally, the view screen selecting module 330 is specifically configured to select, from the battle screens, a battle screen presenting the largest number of allied virtual characters as the battle screen of the collaboration group.
Optionally, the battle screen of the ally fictitious character includes any one of the following: a battle picture determined according to the visual angle direction of the allied virtual character; and an observer view angle picture determined by taking the ally virtual character as a center.
Optionally, the apparatus further comprises: the alliance role judging submodule is used for judging whether a first alliance virtual role exists in a battle picture corresponding to a first collaboration group, and the first alliance virtual role belongs to the first collaboration group; and the sub-module for displaying the battle images containing the first alliance virtual character in a split screen mode when the first alliance virtual character does not exist in the battle images corresponding to the first cooperation group.
Optionally, the apparatus further comprises: and the picture selection submodule is used for selecting one battle picture from the battle pictures containing the same alliance virtual character for displaying when the alliance virtual characters contained in any two battle pictures in the plurality of displayed battle pictures are the same.
Optionally, the grouping division module 320 is specifically configured to divide the ally virtual roles within the first preset length to the same collaborative grouping.
Optionally, the view screen selecting module 330 is specifically configured to select a screen of a fighting view at which the target object is most displayed, and record the screen as the battle screen.
Optionally, in a specific embodiment, the apparatus further includes:
the step execution module is used for acquiring the distance between each alliance virtual character and other alliance virtual characters at preset time intervals or in real time for each alliance virtual character in the plurality of alliance virtual characters participating in game battles.
Optionally, the apparatus further comprises:
and the role removing module is used for removing the ally virtual role from the corresponding collaboration group when the distances between the ally virtual role and other ally virtual roles in the same collaboration group exceed a second preset length, wherein the ally virtual role removed from the collaboration group is marked as the first ally virtual role.
Optionally, the apparatus further comprises:
the distance judgment module is used for judging whether the distance between a second alliance virtual character and the first alliance virtual character is smaller than or equal to a first preset length or not in other alliance virtual characters;
and the role joining module is used for joining the first alliance virtual role into the cooperation group corresponding to the second alliance virtual role when the distance between the second alliance virtual role and the first alliance virtual role is less than or equal to a first preset length.
Optionally, the apparatus further comprises:
and the cooperation group dividing module is used for dividing the first alliance virtual role into a new cooperation group when the distance between the second alliance virtual role and the first alliance virtual role is not smaller than or equal to a first preset length.
Optionally, the apparatus further comprises:
and the battle dividing module is used for dividing all the allied virtual characters into at least one local battle according to the battle object information.
Optionally, the battle dividing module is specifically configured to, when a battle object of a plurality of alliance virtual characters is a same object in all alliance virtual characters, divide the plurality of alliance virtual characters into a same local battle.
Optionally, the battle dividing module is specifically configured to divide the plurality of alliance virtual characters into the same local battle when the separation distance between the battle objects of the plurality of alliance virtual characters is smaller than a third preset length in all the alliance virtual characters.
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.
Therefore, the embodiment of the application can improve the watching experience of the spectators watching the game competition, so that the spectators can comprehensively know the competition progress through a plurality of battle pictures, and the wonderful competition pictures can not be missed due to running of game roles.
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. 4, fig. 4 is a schematic structural diagram of a computer device 400 according to an embodiment of the present application, where the computer device 400 includes a processor 401 having one or more processing cores, a memory 402 having one or more computer-readable storage media, and a computer program stored in the memory 402 and running on the processor. The processor 401 is electrically connected to the memory 402. Those skilled in the art will appreciate that the computer device configurations illustrated in the figures are not meant to be limiting of computer devices and may include more or fewer components than those illustrated, or some components may be combined, or a different arrangement of components.
The processor 401 is a control center of the computer device 400, connects the respective parts of the entire computer device 400 using various interfaces and lines, performs various functions of the computer device 400 and processes data by running or loading software programs and/or modules stored in the memory 402 and calling data stored in the memory 402, thereby monitoring the computer device 400 as a whole.
In the embodiment of the present application, the processor 401 in the computer device 400 loads instructions corresponding to processes of one or more application programs into the memory 402 according to the following steps, and the processor 401 runs the application programs stored in the memory 402, thereby implementing various functions: for each of a plurality of ally virtual characters participating in game battles, acquiring a distance between each of the ally virtual characters; dividing a plurality of the ally virtual characters participating in the game battle into at least one cooperation group according to a distance between each of the ally virtual characters; for each collaboration group, traversing the fighting pictures of each alliance virtual character in the collaboration group, and determining the fighting pictures as the collaboration group from the fighting pictures; and displaying the battle pictures of each cooperation group.
The above operations can be implemented in the foregoing embodiments, and are not described in detail herein.
Optionally, as shown in fig. 4, the computer device 400 further includes: touch-sensitive display screen 403, radio frequency circuit 404, audio circuit 405, input unit 406 and power 407. The processor 401 is electrically connected to the touch display screen 403, the radio frequency circuit 404, the audio circuit 405, the input unit 406, and the power source 407. Those skilled in the art will appreciate that the computer device configuration illustrated in FIG. 4 does not constitute a limitation of computer devices, and may include more or fewer components than those illustrated, or some components may be combined, or a different arrangement of components.
The touch display screen 403 may 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 403 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 a user and various graphical user interfaces of the computer device, 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 401, and can receive and execute commands sent by the processor 401. The touch panel may overlay the display panel, and when the touch panel detects a touch operation thereon or nearby, the touch panel may transmit the touch operation to the processor 401 to determine the type of the touch event, and then the processor 401 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 403 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 403 may also be used as a part of the input unit 406 to implement an input function.
The rf circuit 404 may be used for transceiving rf signals to establish wireless communication with a network device or other computer device via wireless communication, and for transceiving signals with the network device or other computer device.
The audio circuit 405 may be used to provide an audio interface between a user and a computer device through speakers, microphones. The audio circuit 405 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 405 and converted into audio data, which is then processed by the audio data output processor 401, and then sent to, for example, another computer device via the radio frequency circuit 404, or output to the memory 402 for further processing. The audio circuit 405 may also include an earbud jack to provide communication of a peripheral headset with the computer device.
The input unit 406 may be used to receive input numbers, character information, or user characteristic information (e.g., fingerprint, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
The power supply 407 is used to power the various components of the computer device 400. Optionally, the power source 407 may be logically connected to the processor 401 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 407 may also include one or more dc or ac power sources, recharging systems, power failure detection circuitry, power converters or inverters, power status indicators, or any other component.
Although not shown in fig. 4, the computer device 400 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 related descriptions of other embodiments.
Therefore, the computer equipment provided by the embodiment can improve the watching experience of the spectators watching the game competition, so that the spectators can comprehensively know the competition progress through a plurality of battle pictures, and the wonderful competition pictures can not be missed due to running of game characters.
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, an embodiment of the present application provides a computer-readable storage medium, in which a plurality of computer programs are stored, and the computer programs can be loaded by a processor to execute the steps in the battle picture display method of any game provided in the embodiment of the present application. For example, the computer program may perform the steps of: for each of a plurality of ally virtual characters participating in game battles, acquiring a distance between each of the ally virtual characters; dividing a plurality of the ally virtual characters participating in the game battle into at least one cooperation group according to a distance between each of the ally virtual characters; for each collaboration group, traversing the fighting pictures of each alliance virtual character in the collaboration group, and determining the fighting pictures as the collaboration group from the fighting pictures; and displaying the battle pictures of each cooperation group.
The above operations can be implemented in the foregoing embodiments, and are not described in detail herein.
Wherein the computer-readable 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 computer-readable storage medium can execute the steps in the method for displaying the fighting picture of any game provided in the embodiment of the present application, the beneficial effects that can be achieved by the method for displaying the fighting picture of any game provided in the embodiment of the present application can be achieved, which are detailed in the foregoing embodiments and will not be described herein again.
The method, the apparatus, the computer-readable storage medium, and the computer device for displaying the battle images of the game provided in the embodiments of the present application are described in detail above, and specific examples are applied herein to explain the principles and embodiments of the present application, and the description of the embodiments above is only used to help understanding the method and the 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 (17)
1. A method for displaying a fighting picture of a game, wherein the game comprises a virtual scene and a plurality of game allies positioned in the virtual scene, each game allie comprises a plurality of allied virtual characters, the virtual scene is used for providing a game fighting environment for the game allies, and the method comprises the following steps:
for each of a plurality of ally virtual characters participating in game battles, acquiring a distance between each of the ally virtual characters;
dividing a plurality of the ally virtual characters participating in the game battle into at least one cooperation group according to a distance between each of the ally virtual characters;
for each collaboration group, traversing the fighting pictures of each alliance virtual character in the collaboration group, and determining the fighting pictures as the collaboration group from the fighting pictures;
and displaying the battle pictures of each cooperation group.
2. The method of claim 1, wherein the determining the battle view from the battle views as the collaborative grouping comprises:
and selecting a fighting picture presenting the largest number of allied virtual characters or target objects from the fighting pictures as the fighting pictures of the cooperation groups.
3. The method of claim 1, wherein the battle screen of the ally avatar comprises any one of:
a battle picture determined according to the visual angle direction of the allied virtual character;
and an observer view angle picture determined by taking the ally virtual character as a center.
4. The method of claim 1, further comprising:
judging whether a first union virtual character exists in a battle picture corresponding to a first cooperation group, wherein the first union virtual character belongs to the first cooperation group;
and when the first alliance virtual character does not exist in the fighting picture corresponding to the first cooperation group, displaying the fighting picture containing the first alliance virtual character in a split screen mode.
5. The method of claim 1, further comprising:
and when the allied virtual characters contained in any two of the displayed plurality of battle pictures are the same, selecting one battle picture from the battle pictures containing the same allied virtual character for displaying.
6. The method of claim 1, wherein the dividing of the plurality of league avatars participating in the game battle into at least one collaborative group according to the distance between each of the league avatars comprises:
and dividing the ally virtual roles with the distance within a first preset length into the same collaboration group.
7. The method of claim 1, wherein the method further comprises:
for each of a plurality of alliance virtual characters participating in game battles, the distance between each alliance virtual character and other alliance virtual characters is acquired every preset time length or in real time.
8. The method of claim 1, wherein the method further comprises:
and if the distances between the first alliance virtual character and other alliance virtual characters of the same cooperation group exceed a second preset length, removing the first alliance virtual character from the corresponding cooperation group.
9. The method of claim 8, wherein after the removing the first federated virtual role from the corresponding collaboration group, the method further comprises:
judging whether the distance between a second alliance virtual character and the first alliance virtual character is smaller than or equal to a first preset length in other alliance virtual characters or not;
and if so, adding the first alliance virtual role into the cooperation group corresponding to the second alliance virtual role.
10. The method of claim 9, wherein the method further comprises:
and if the distance between the second alliance virtual role and the first alliance virtual role is not smaller than or equal to a first preset length, dividing the first alliance virtual role into a new cooperation group.
11. The method of claim 1, wherein the game battle is a local battle in a whole game.
12. The method of claim 11, wherein before the obtaining, for each of a plurality of ally avatar participating in game battle, a distance between each of the ally avatar, the method further comprises:
dividing all the allied virtual characters into at least one local battle according to the battle object information;
the acquiring, for each of a plurality of ally virtual characters participating in game battles, a distance between each of the ally virtual characters, includes:
for each of a plurality of alliance virtual characters participating in the same local battle, obtaining the distance between each alliance virtual character.
13. The method of claim 12, wherein the dividing of all the ally virtual characters into at least one local match according to the match object information comprises:
if the battle objects of a plurality of alliance virtual characters are the same object in all alliance virtual characters, the alliance virtual characters are divided into the same local battle.
14. The method of claim 12, wherein the dividing of all the ally virtual characters into at least one local match according to the match object information comprises:
if the separation distance between the battle objects of a plurality of alliance virtual characters is smaller than a third preset length in all the alliance virtual characters, the alliance virtual characters are divided into the same local battle.
15. A battle picture display device for a game, the device comprising:
a distance acquisition module for acquiring a distance between each of the virtual allied characters participating in the game battle;
a grouping division module for dividing the plurality of the ally virtual characters participating in the game battle into at least one cooperation group according to a distance between each of the ally virtual characters;
the visual angle picture selection module is used for traversing the fighting pictures of all the ally connected virtual characters in the cooperation groups for each cooperation group and determining the fighting pictures as the cooperation groups from the fighting pictures;
and the visual angle picture display module is used for displaying the battle pictures of each cooperative group.
16. A computer device comprising a processor and a memory, the memory storing a plurality of instructions; the processor loads instructions from the memory to execute the steps of the battle picture showing method of the game according to any one of claims 1 to 14.
17. A computer-readable storage medium storing instructions adapted to be loaded by a processor to perform the steps of the method for displaying a battle scene in a game according to any one of claims 1 to 14.
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