CN113542781B - Live broadcasting room game interaction method and related device - Google Patents
Live broadcasting room game interaction method and related device Download PDFInfo
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- CN113542781B CN113542781B CN202110673478.0A CN202110673478A CN113542781B CN 113542781 B CN113542781 B CN 113542781B CN 202110673478 A CN202110673478 A CN 202110673478A CN 113542781 B CN113542781 B CN 113542781B
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- 238000000034 method Methods 0.000 title claims abstract description 83
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Classifications
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/20—Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
- H04N21/21—Server components or server architectures
- H04N21/218—Source of audio or video content, e.g. local disk arrays
- H04N21/2187—Live feed
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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
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/335—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
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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
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing 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
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- A—HUMAN NECESSITIES
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- 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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- H—ELECTRICITY
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- H04N21/20—Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
- H04N21/23—Processing of content or additional data; Elementary server operations; Server middleware
- H04N21/239—Interfacing the upstream path of the transmission network, e.g. prioritizing client content requests
- H04N21/2393—Interfacing the upstream path of the transmission network, e.g. prioritizing client content requests involving handling client requests
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- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/43—Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
- H04N21/431—Generation of visual interfaces for content selection or interaction; Content or additional data rendering
- H04N21/4318—Generation of visual interfaces for content selection or interaction; Content or additional data rendering by altering the content in the rendering process, e.g. blanking, blurring or masking an image region
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- H04N21/437—Interfacing the upstream path of the transmission network, e.g. for transmitting client requests to a VOD server
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- H—ELECTRICITY
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- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/47—End-user applications
- H04N21/478—Supplemental services, e.g. displaying phone caller identification, shopping application
- H04N21/4781—Games
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- H—ELECTRICITY
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- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/47—End-user applications
- H04N21/478—Supplemental services, e.g. displaying phone caller identification, shopping application
- H04N21/4788—Supplemental services, e.g. displaying phone caller identification, shopping application communicating with other users, e.g. chatting
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features 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
- A63F2300/308—Details of the user interface
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/407—Data transfer via internet
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Signal Processing (AREA)
- Databases & Information Systems (AREA)
- Human Computer Interaction (AREA)
- General Engineering & Computer Science (AREA)
- Information Transfer Between Computers (AREA)
Abstract
The application discloses a live broadcasting room game interaction method and a related device, wherein the live broadcasting room game interaction method comprises the following steps: the client receives and displays a game live broadcast interface sent by the live broadcast terminal; receiving a screen control instruction input by a user at a game live interface; the method comprises the steps that a screen control instruction is sent to a live broadcast terminal, so that the live broadcast terminal updates a game live broadcast interface based on the screen control instruction, and the updated game live broadcast interface is distributed to a live broadcast audience terminal; wherein, live audience terminal includes the customer end. By the scheme, the game master can directly interact with the audience in the game; and the additional server cost, broadband cost and game copyright fee are not required to be increased; for users participating in game interaction in live audience, the participation threshold is lower; the method has the advantages that the method brings great convenience for small game manufacturers to popularize games and improve game interaction experience of live rooms.
Description
Technical Field
The application relates to the technical field of Internet, in particular to a live broadcasting room game interaction method and a related device.
Background
With the advent of the big data age, entertainment activities realized through the internet are also greatly enriched, for example, with the rapid development of the live broadcast industry, live broadcast has brought much convenience to people's daily life and work, and especially live game broadcast greatly enriches people's mental lives.
However, in existing live game play, the interaction experience of the presenter with the audience is relatively deficient with respect to the presenter at the show. The existing cloud game can be played by users without downloading game application programs, but the corresponding server cost, bandwidth cost, game copyright and the like are high in price and inconvenient to popularize, and the existing cloud game audience is few and cannot be directly used in live broadcast, and the threshold is high.
Another way to enable game interaction is: the host and audience enter the same game at the same time, and live broadcast the real-time game picture of the player participating in the game interaction in the host and audience in a game live broadcast mode. However, the threshold is also high for the player, requiring the player to have an account number for the corresponding game, and requiring the spectator and the host to be in the same game room.
At present, other live game modes mainly play games on a main broadcasting side, and the main broadcasting is played by the main broadcasting itself while live broadcasting so as to drive the atmosphere of a live broadcasting room, but the game interaction with spectators is not realized directly.
Disclosure of Invention
The technical problem to be solved mainly by the application is to provide a live broadcasting room game interaction method and a related device, so as to solve the problem that in the prior art, game live broadcasting cannot directly interact with a spectator; or, the cost of the server, the cost of the broadband and the copyright expense of the game required by the game interaction are higher; or, the problem that the participation threshold is higher is solved for users participating in game interaction in live audience.
To solve the above problems, a first aspect of the present application provides a live room game interaction method, where the method includes: the client receives and displays a game live broadcast interface sent by the live broadcast terminal; receiving a screen control instruction input by a user at a game live interface; the method comprises the steps that a screen control instruction is sent to a live broadcast terminal, so that the live broadcast terminal updates a game live broadcast interface based on the screen control instruction, and the updated game live broadcast interface is distributed to a live broadcast audience terminal; wherein, live audience terminal includes the customer end.
Before the client receives and displays the game live interface sent by the live terminal, the method further comprises the following steps: the client establishes low-delay communication connection with the live broadcast terminal; transmitting a screen control instruction to a live broadcast terminal, comprising: and sending the screen control instruction to the live broadcast terminal through low-delay communication.
The number of the clients is multiple, and before the clients receive and display the game live broadcast interface sent by the live broadcast end, the method further comprises the following steps: each client sends the corresponding identification name to the live broadcast terminal, so that the live broadcast terminal establishes a game interaction list according to each identification name; the client receives and displays a game live broadcast interface sent by the live broadcast terminal, and the method comprises the following steps: each client receives and displays a game live interface sent by the live terminal based on each identity identification name in the game interactive list.
Receiving a screen control instruction input by a user at a game live interface, wherein the screen control instruction comprises: each client receives different control authority instructions sent by the live broadcast terminal according to preset rules; each client receives a screen control instruction input by each user on the game live interface based on the control authority instruction corresponding to the client.
The control authority instruction received by each client corresponds to different control areas in the game live interface respectively.
The control authority instruction received by each client corresponds to different control time periods or control sequences respectively.
The method for transmitting the screen control instruction to the live broadcast terminal to enable the live broadcast terminal to update the game live broadcast interface based on the screen control instruction and distribute the updated game live broadcast interface to the live broadcast audience terminal comprises the following steps: and sending the screen control instruction to the live broadcast end so that the live broadcast end performs coordinate conversion on the screen control instruction, updating the game live broadcast interface based on the screen control instruction after coordinate conversion, and distributing the updated game live broadcast interface to the live broadcast audience end.
In order to solve the above problems, a second aspect of the present application provides a live room game interaction method, including: the live terminal runs a game live interface; the game live broadcast interface is sent and displayed on the client, so that the client receives a screen control instruction input by a user on the game live broadcast interface; receiving a screen control instruction sent by a client to update a game live interface based on the screen control instruction; distributing the updated game live interface to a live audience terminal; wherein, live audience terminal includes the customer end.
After the live broadcast terminal runs the game live broadcast interface, the game live broadcast interface is sent and displayed on the client, so that before the client receives a screen control instruction input by a user through the game live broadcast interface, the method further comprises the following steps: sending a game interaction request to a client so as to establish low-delay communication connection with the client when receiving an agreeing feedback signal sent by the client; or, receiving a game interaction request sent by a client, and establishing low-delay communication connection with the client; the method for transmitting and displaying the game live broadcast interface on the client side so that the client side receives the screen control instruction input by the user on the game live broadcast interface comprises the following steps: and sending and displaying the game live interface on the client through low-delay communication so that the client receives a screen control instruction input by a user on the game live interface.
The number of the clients is a plurality, after the live broadcast end runs the game live broadcast interface, the game live broadcast interface is sent and displayed on the client, so that the client further comprises: acquiring an identification name corresponding to each client so as to establish a game interaction list; sending and displaying the game live broadcast interface on the client so that the client performs a first screen control operation on the game live broadcast interface, and the method comprises the following steps: and sending and displaying the game live broadcast interface on the client corresponding to each identity identification name in the game interaction list, so that each client receives the screen control instruction input by each user on the game live broadcast interface.
The method for displaying the game live broadcast interface on the client corresponding to each identity identification name in the game interaction list, so that each client receives a screen control instruction input by each user on the game live broadcast interface, comprises the following steps: and sending and displaying the game live interface to the client corresponding to each identity identification name in the game interaction list, and respectively sending different control authority instructions to each client according to preset rules, so that each client receives the screen control instruction input by each user on the game live interface based on the control authority instruction corresponding to each client.
To solve the above problem, a third aspect of the present application provides an intelligent terminal, including: the acquisition module is used for receiving and displaying a game live broadcast interface sent by the live broadcast end and receiving a screen control instruction input by a user at the game live broadcast interface; and the processing module is used for sending the screen control instruction to the live broadcast terminal so that the live broadcast terminal updates the game live broadcast interface based on the screen control instruction and distributes the updated game live broadcast interface to the live broadcast audience terminal.
In order to solve the above problem, a fourth aspect of the present application provides an intelligent terminal, including: the game live broadcast running module is used for running a game live broadcast interface; the processing module is used for sending and displaying the game live broadcast interface on the client so that the client receives a screen control instruction input by a user on the game live broadcast interface and receives the screen control instruction sent by the client so as to update the game live broadcast interface based on the screen control instruction; and the recommendation module is used for distributing the updated game live broadcast interface to a live broadcast audience terminal.
In order to solve the above-mentioned problem, a fifth aspect of the present application provides an electronic device, including a memory and a processor coupled to each other, where the processor is configured to execute program instructions stored in the memory, so as to implement the live-room game interaction method as described in any one of the above.
In order to solve the above-mentioned problem, a sixth aspect of the present application provides a computer-readable storage medium having stored thereon program instructions that, when executed by a processor, implement the live-room game interaction method as described in any one of the above.
The beneficial effects of the invention are as follows: compared with the prior art, the live room game interaction method is characterized in that after a client receives and displays a game live interface transmitted by a live broadcast end, a screen control instruction input by a user can be received at the game live broadcast interface, so that the screen control instruction is transmitted to the live broadcast end, the live broadcast end updates the game live broadcast interface based on the screen control instruction, and the updated game live broadcast interface is distributed to a live broadcast audience end, wherein the client and the live broadcast end respectively correspond to a live broadcast audience and a game host which participate in game interaction, and therefore the game host can directly interact with the live broadcast audience; the game is only required to be run at the anchor end, and the additional increase of server cost, broadband cost and copyright cost of the game caused by the participation of spectators in game interaction is not required; for users participating in game interaction in live audience, the application program of the interactive game does not need to be downloaded and operated, so that the participation threshold of the live audience is lower; the method has the advantages that the method brings great convenience for small game manufacturers to popularize games and improve game interaction experience of live rooms.
Drawings
FIG. 1 is a flowchart of a first embodiment of a method for interaction in a live room game according to the present application;
FIG. 2 is a flow chart of an embodiment of S12 in FIG. 1;
FIG. 3 is a flow chart of a second embodiment of a method for live room game interaction according to the present application;
FIG. 4 is a flowchart of a third embodiment of a method for interaction in a live room game according to the present application;
FIG. 5 is a flowchart of a fourth embodiment of a live room game interaction method according to the present application;
FIG. 6 is a flowchart of an embodiment of S44 in FIG. 5;
FIG. 7 is a flowchart of a fifth embodiment of a live room game interaction method according to the present application;
FIG. 8 is a flowchart of a sixth embodiment of a live room game interaction method according to the present application;
FIG. 9 is a schematic diagram of a framework of an embodiment of a client of the present application;
FIG. 10 is a schematic diagram of a framework of an embodiment of a live end of the present application;
FIG. 11 is a schematic diagram of a framework of an embodiment of the electronic device of the present application;
FIG. 12 is a schematic diagram of a framework of one embodiment of the computer-readable storage medium of the present application.
Detailed Description
The following describes the embodiments of the present application in detail with reference to the drawings.
In the following description, for purposes of explanation and not limitation, specific details are set forth such as the particular system architecture, interfaces, techniques, etc., in order to provide a thorough understanding of the present application.
The terms "system" and "network" are often used interchangeably herein. The term "and/or" is herein merely an association relationship describing an associated object, meaning that there may be three relationships, e.g., a and/or B, may represent: a exists alone, A and B exist together, and B exists alone. In addition, the character "/" herein generally indicates that the front and rear associated objects are an "or" relationship. Further, "a plurality" herein means two or more than two.
Referring to fig. 1, fig. 1 is a flowchart of a first embodiment of a method for interaction in a live room game according to the present application. Specifically, the method may include the steps of:
s11: and the client receives and displays the game live interface sent by the live terminal.
With the rapid development of the live broadcast industry, live broadcast has brought much convenience to people's daily life and work. For a live game platform, how to realize interaction in a game interface between a host and a user who wants to participate in a game in a spectator increases ornamental value and participation degree, which is a key point affecting user experience, is also a key factor affecting user watching frequency and duration, and enthusiasm of participation in interaction, and greatly affects development of the live game platform. In this embodiment, the live broadcasting room game interaction method may be applied to terminal devices for live broadcasting, where live broadcasting in this application may be in various live broadcasting forms. In the live broadcasting of the game, a user can directly participate in the running game of the live broadcasting end when watching the live broadcasting, so as to interact with a game host in a game interface, and the game interface is updated in real time in the interaction process so as to be distributed to live broadcasting audiences.
It can be understood that the client is the terminal device corresponding to the live audience aiming at participating in game interaction, and the live end is the terminal device corresponding to the game host. When a corresponding live application program and a game interface are operated at a live broadcast end, the game live broadcast interface can be correspondingly generated, so that the game live broadcast interface can be further distributed to terminal equipment of live broadcast audiences participating in game interaction.
Optionally, the game interface may be a game service provided by a third party game platform, so that when the live interface is displayed, the game interface operates in the background, and when the live interface is switched to the game interface, the live interface may operate in the background, and at this time, the live game interface specifically corresponds to the game interface displayed on the live terminal screen; in other embodiments, the game interface may specifically be directly run in the live application program, without switching back and forth between the live interface and the game interface, for example, in a live scene of a show, the game interface may be directly run in the live application program, so as to directly display the game interface in the live interface, so as to jointly form a corresponding game live interface.
Specifically, the client receives the game live broadcast interface sent by the live broadcast end, and displays the game live broadcast interface on a screen of the client, namely, the screen of the client displays the interface and the game live broadcast interface which are correspondingly displayed on the screen of the live broadcast end at the moment, and the interface correspondingly displayed by the client and the live broadcast end keep synchronous.
Optionally, the client and the live broadcast end may be any reasonable intelligent terminal such as a computer, a tablet computer, a smart phone, a smart watch, and the like, which is not limited in this application.
S12: and receiving a screen control instruction input by a user at the game live interface.
Specifically, after the client side displays the game live interface sent by the live side, the screen control instruction input by the user can be received at the game live interface, for example, the user can directly click and/or type data on the game live interface displayed on the screen of the client side through a mouse and/or a keyboard so as to input the corresponding screen control instruction.
S13: and sending the screen control instruction to the live broadcast terminal, so that the live broadcast terminal updates the game live broadcast interface based on the screen control instruction, and distributing the updated game live broadcast interface to the live broadcast audience terminal.
Further, the client sends the screen control instruction input by the user to the live broadcast end, so as to further convert the screen control instruction into the screen control instruction corresponding to the live broadcast end, for example, a series of coordinate conversions are performed on the screen control instruction input by the user to convert the screen control instruction into the screen control instruction adapted to the live broadcast end.
It can be understood that the client can remotely control the live broadcast terminal by pulling the screen display interface on the live broadcast terminal.
The live broadcast terminal can update the game live broadcast interface based on the screen control instruction so as to further distribute the updated game live broadcast interface to the live broadcast audience terminal.
It can be understood that the live audience terminal corresponds to a terminal device corresponding to a live audience watching a live image, and specifically includes a client terminal participating in game interaction, and other live audience terminals not participating in game interaction but only selecting to watch.
According to the scheme, after the live game interface sent by the live game end is received and displayed on the client, the live game interface displayed on the client can receive the screen control instruction input by the user, so that the screen control instruction is sent to the live game end, the live game end can update the live game interface based on the screen control instruction, and the updated live game interface is distributed to the live game audience end, wherein the client and the live game end correspond to the live game audience and the game host playing in game interaction respectively, and therefore the game host can directly interact with the live game audience; the game is only required to be run at the anchor end, and the additional increase of server cost, broadband cost and copyright cost of the game caused by the participation of spectators in game interaction is not required; for users participating in game interaction in live audience, the application program of the interactive game does not need to be downloaded and operated, so that the participation threshold of the live audience is lower; the method has the advantages that the method brings great convenience for small game manufacturers to popularize games and improve game interaction experience of live rooms.
Referring to fig. 2 in combination, fig. 2 is a flow chart of an embodiment of S12 in fig. 1. In one embodiment, the method for interaction between live games in the living room further includes some more specific steps in addition to the steps S11-S13. Specifically, the step S12 may specifically further include the following steps:
s121: each client receives different control authority instructions sent by the live broadcast terminal according to a preset rule.
It can be understood that in a scenario, when the number of clients is plural, that is, when plural clients participate in the game interaction running on the live broadcast end, it can be known that the screen of each client is correspondingly pulled and displayed with the game live broadcast interface running on the live broadcast end, so that the input of the screen control command can be performed through the same game live broadcast interface respectively, and in order to avoid the conflict between the control command and the control priority caused by the synchronous operation of plural clients, the control authority of plural clients is also required to be managed.
Specifically, the live broadcast terminal can respectively and correspondingly send different control authority instructions to each client according to a preset rule, so that each client can send corresponding screen control instructions to the live broadcast terminal based on the received control authority instructions.
In an alternative embodiment, the control authority instructions received by each client respectively correspond to different control areas in the game live interface. It can be understood that each client can only input a valid screen control instruction to a corresponding area on the game live broadcast interface with control authority, and input a screen control instruction to other areas without control authority, the screen control instruction is determined to be invalid and cannot be sent to the live broadcast end, so that the control authority of different control areas can be correspondingly divided by a plurality of clients, and the conflict of control priorities caused when the plurality of clients synchronously send the screen control instruction to the same game live broadcast interface is avoided.
In an alternative embodiment, the control authority instruction received by each client corresponds to a different control period. It can be understood that each client can only send a screen control instruction to the live broadcast end in a control period with control authority, and cannot correspondingly generate or send a valid screen control instruction to the live broadcast end in other periods. For example, the control permission instructions correspondingly sent by the live broadcast end to the plurality of clients synchronously can be correspondingly sent by taking the sending time as the starting time, and each client can respectively perform any reasonable control duration of 30 minutes or 25 minutes and the like according to a certain sequence until one round of control duration is finished, and then any reasonable control duration of 30 minutes or 25 minutes and the like is redistributed, and each client can only perform the sending of the screen control instructions in the distributed control duration.
In an alternative embodiment, the control authority instructions received by each client correspond to different control sequences, respectively. It can be understood that the control permission instructions correspondingly sent to the plurality of clients at the live broadcast end can be correspondingly that the plurality of clients can send the screen control instructions to the live broadcast end according to the set sequence, that is, when one client confirms that the screen control instruction is sent to the end, the next client is allowed to generate and send the effective screen control instruction.
S121: each client receives a screen control instruction input by each user on the game live interface based on the corresponding control authority instruction.
Further, after each client receives the control authority instruction sent by the live broadcast end, the corresponding screen control instruction can be sent to the live broadcast end in the area or time period with the control authority based on the specific control authority instruction received by the client; or sequentially sending corresponding screen control instructions to the live broadcast terminal according to a preset control sequence.
Further, in an embodiment, the step S13 may specifically further include: and sending the screen control instruction to the live broadcast end so that the live broadcast end performs coordinate conversion on the screen control instruction, updating the game live broadcast interface based on the screen control instruction after coordinate conversion, and distributing the updated game live broadcast interface to the live broadcast audience end.
It can be understood that the screen parameters corresponding to different intelligent terminals are also different, for example, the screens of different intelligent terminals generally have different lengths, widths, resolutions, and the like, so after a user receives a screen control instruction input by the user and sends the screen control instruction to the live broadcast terminal, the live broadcast terminal also needs to perform coordinate conversion on the screen control instruction so as to convert the screen control instruction into a screen control instruction adapted to the live broadcast terminal, and then the live broadcast interface of the game can be updated according to the screen control instruction, so that the updated live broadcast interface of the game is distributed to the audience terminal.
In an embodiment, taking a mobile phone with a client as a game player as an example, it is known that when a user participating in a game joins a game interaction, the aspect ratio of a live game picture of a live game end which is pulled by the user needs to be adjusted according to the aspect ratio of a mobile phone screen of the user, so as to be consistent with the aspect ratio of the client screen. The corresponding coordinate conversion procedure may specifically be as follows:
wherein originScreen H is the original height before the resolution of the system is changed; rawx and rawy are specific coordinates (x, y) of the viewing end screen event; mClientWidth mClientHeight is the width and height of the mobile phone at the viewing end; maxx and maxy are the width and height of the anchor; and if the client is a horizontal screen, the y coordinate of the client is required to be matched with the x coordinate of the live broadcast terminal.
It can be understood that when a game player pulls the game live broadcast interface sent by the direct broadcast end through the mobile phone so as to receive the screen control instruction sent by the game player through the game live broadcast interface and send the screen control instruction to the direct broadcast end, the direct broadcast end also needs to perform coordinate conversion on the screen control instruction in the same way as above so as to update the game live broadcast interface according to the screen control instruction after coordinate conversion.
Referring to fig. 3, fig. 3 is a flowchart illustrating a second embodiment of a method for interaction in a live room game according to the present application. The live room game interaction method of the present embodiment is a flowchart of a refinement embodiment of the live room game interaction method in fig. 1, and includes the following steps:
s21: the client establishes a low-delay communication connection with the live broadcast terminal.
It can be understood that, in order to ensure smooth progress in the process of game interaction with the live broadcast end through the client, especially in the process of interactive transmission of corresponding screen control instructions, the client can have better delay characteristics, and can also establish low-delay communication connection when in communication connection with the live broadcast end.
And different from the transmission of the screen control instruction, the live video stream specifically adopts WIFI (wireless communication) communication to transmit the live video stream, and the low-delay communication channel can be only used for the transmission of the subsequent screen control instruction. That is, when the client establishes a low-delay communication connection with the live broadcast end, the method further comprises: the client establishes WIFI communication connection with the live broadcast terminal, and communication connection channels corresponding to the WIFI communication and the low-delay communication are mutually independent, so that corresponding data information can be independently sent, and interference cannot be generated.
S22: and the client receives and displays the game live interface sent by the live terminal through low-delay communication.
Further, after the client establishes low-delay communication connection with the live broadcast terminal, the game live broadcast interface sent by the live broadcast terminal can be received through the low-delay communication channel, so that the game live broadcast interface is displayed on a screen of the client.
S23: and receiving a screen control instruction input by a user at the game live interface.
The S23 is the same as S12 in fig. 1, please refer to S12 and the related text descriptions thereof, and the detailed description is omitted herein.
S24: and transmitting a screen control instruction to the live broadcast terminal through low-delay communication, so that the live broadcast terminal updates the game live broadcast interface based on the screen control instruction, and distributing the updated game live broadcast interface to the live broadcast audience terminal.
Specifically, the client sends a screen control instruction input by a user through low-delay communication to the live broadcast end so as to further convert the screen control instruction into a screen control instruction corresponding to the live broadcast end. For example, a series of coordinate conversion is performed on a screen control instruction input by a user correspondingly, so that the screen control instruction is converted into a screen control instruction matched with a live broadcast end, the live broadcast end can update a game live broadcast interface based on the screen control instruction, and the updated game live broadcast interface is distributed to a live broadcast audience end through another communication channel, such as a WIFI communication channel. Wherein the live audience terminal comprises a client terminal.
Referring to fig. 4, fig. 4 is a flowchart illustrating a third embodiment of a method for interaction in a live room game according to the present application. The live room game interaction method of the present embodiment is a flowchart of a refinement embodiment of the live room game interaction method in fig. 1, and includes the following steps:
s31: and each client sends the corresponding identification name to the live broadcast terminal, so that the live broadcast terminal establishes a game interaction list according to each identification name.
In this embodiment, the number of clients is plural, that is, there are plural audience terminals participating in game interaction, and the live broadcast terminal needs to distribute the game live broadcast interface that it runs to each client. In order to be different from other audience terminals which do not participate in game interaction and facilitate synchronous distribution of a game live interface by a live terminal, a game interaction list can be established on the live interface of the live terminal according to the identification name of each client terminal.
The game interaction list is obtained by sending the corresponding identification name of each client to the live broadcast terminal and correspondingly establishing the identification name by the live broadcast terminal.
S32: each client receives and displays a game live interface sent by the live terminal based on each identity identification name in the game interactive list.
It can be understood that each identity identification name recorded in the live broadcast terminal corresponds to a client terminal participating in game interaction, and the live broadcast terminal can synchronously group the running game live broadcast interface to each intelligent terminal in the game interaction list based on the game interaction list, so that when each client terminal receives the game live broadcast interface, the live broadcast interface can be displayed on the screen of each client terminal.
S33: and receiving a screen control instruction input by a user at the game live interface.
S34: and sending the screen control instruction to the live broadcast terminal, so that the live broadcast terminal updates the game live broadcast interface based on the screen control instruction, and distributing the updated game live broadcast interface to the live broadcast audience terminal.
The S33 and S34 are the same as S12 and S13 in fig. 1, and specific reference is made to S12 and S13 and the related text descriptions thereof, which are not repeated here.
Referring to fig. 5, fig. 5 is a flowchart illustrating a fourth embodiment of a method for interaction in a live room game according to the present application. The embodiment comprises the following steps:
s41: and the live terminal runs a game live interface.
It can be understood that the live terminal corresponds to an intelligent terminal of a game host of the game interaction in the live room, wherein corresponding live broadcast and game application programs are operated on the live terminal so as to display a corresponding game live broadcast interface on a screen of the live terminal.
Optionally, the game interface may be a game service provided by a third party game platform, so that when the live interface is displayed, the game interface operates in the background, and when the live interface is switched to the game interface, the live interface may operate in the background, and at this time, the live game interface specifically corresponds to the game interface displayed on the live terminal screen; in other embodiments, the game interface may specifically be directly run in the live application program, without switching back and forth between the live interface and the game interface, that is, the game interface is directly displayed in the live interface, so as to jointly form a corresponding game live interface.
S42: and sending and displaying the game live broadcast interface on the client so that the client receives the screen control instruction input by the user on the game live broadcast interface.
It can be understood that the client is a terminal device corresponding to a live audience aiming at playing interaction, so that when the live end displays a corresponding playing live interface, the playing live interface is further distributed to the terminal device of the live audience participating in the playing interaction, namely, the client, the playing live interface can be displayed on a screen of the client, and a screen control instruction input by a user can be received by the playing live interface displayed on the screen of the client. That is, the user may directly click and/or data enter a game live interface displayed on the screen of the client through a mouse and/or a keyboard to input corresponding screen control instructions thereto.
S43: and receiving a screen control instruction sent by the client so as to update the game live interface based on the screen control instruction.
Further, the live broadcast end receives the screen control instruction sent by the client end, so that the screen control instruction is further converted into a screen control instruction adapted to the live broadcast end, for example, a series of coordinate conversions are performed on the screen control instruction correspondingly input by the user, so that the screen control instruction is converted into the screen control instruction adapted to the live broadcast end, and therefore the game live broadcast interface can be updated according to the screen control instruction.
S44: and distributing the updated game live interface to a live audience terminal.
And further, the live broadcast terminal distributes the updated game live broadcast interface to the live broadcast audience terminal.
It can be understood that the live audience terminal corresponds to a terminal device corresponding to a live audience watching a live image, and specifically includes a client terminal participating in game interaction, and other live audience terminals not participating in game interaction but only selecting to watch.
Further, in an embodiment, the step S43 may specifically further include: and receiving a screen control instruction sent by the client, and performing coordinate conversion on the screen control instruction so as to update the game live broadcast interface based on the screen control instruction after the coordinate conversion.
It can be understood that the screen parameters corresponding to different intelligent terminals are also different, for example, the screens of different intelligent terminals generally have different lengths, widths, resolutions, and the like, so after a user receives a screen control instruction input by the user and sends the screen control instruction to the live broadcast terminal, the live broadcast terminal also needs to perform coordinate conversion on the screen control instruction so as to convert the screen control instruction into a screen control instruction adapted to the live broadcast terminal, and then the live broadcast interface of the game can be updated according to the screen control instruction, so that the updated live broadcast interface of the game is distributed to the audience terminal.
In an embodiment, taking a mobile phone with a client as a game player as an example, it is known that when a user participating in a game joins a game interaction, the aspect ratio of a live game picture of a live game end which is pulled by the user needs to be adjusted according to the aspect ratio of a mobile phone screen of the user, so as to be consistent with the aspect ratio of the client screen. The corresponding coordinate conversion procedure may specifically be as follows:
wherein originScreen H is the original height before the resolution of the system is changed; rawx and rawy are specific coordinates (x, y) of the viewing end screen event; mClientWidth mClientHeight is the width and height of the mobile phone at the viewing end; maxx and maxy are the width and height of the anchor; and if the client is a horizontal screen, the y coordinate of the client is required to be matched with the x coordinate of the live broadcast terminal.
It can be understood that when a game player pulls the game live broadcast interface sent by the direct broadcast end through the mobile phone so as to receive the screen control instruction sent by the game player at the game live broadcast interface and send the screen control instruction to the direct broadcast end, the direct broadcast end also needs to perform coordinate conversion on the screen control instruction in the same way as above so as to update the game live broadcast interface according to the screen control instruction after coordinate conversion.
Referring to fig. 6 in combination, fig. 6 is a flowchart of an embodiment of S44 in fig. 5. In one embodiment, the live room game interaction method of the present application further includes some more specific steps in addition to the steps S41-S44 described above. Specifically, the step S44 may specifically further include the following steps:
s441: and acquiring a video image shot by the camera so as to synthesize the video image and the updated game live interface into a live video image.
Specifically, the live broadcast end can also acquire a video image shot by the camera, for example, acquire a body posture image of a host, so that the video image and an updated game live broadcast interface can be further synthesized into a live broadcast video image.
Optionally, the video image is specifically displayed in a form of a small frame at the lower right corner or the lower left corner of the updated game live broadcast interface so as to cover the game live broadcast interface in a smaller area, and the video image also includes audio information, so that the interestingness in the live broadcast process can be increased, and the user experience is improved.
S442: and distributing the live video images to a live audience terminal.
Further, the live broadcast terminal distributes the corresponding synthesized live video images to the live broadcast audience terminal, so that the live broadcast audience can watch the live video images through the screen of the live broadcast audience terminal.
Referring to fig. 7, fig. 7 is a flowchart of a fifth embodiment of a game interaction method in a live room of the present application. The live room game interaction method of the present embodiment is a flowchart of a refinement embodiment of the live room game interaction method in fig. 5, and includes the following steps:
s51: and the live terminal runs a game live interface.
In the embodiment, S51 is the same as S41 in fig. 5, please refer to S41 and the related text descriptions thereof, and the detailed description is omitted herein.
S52: and sending a game interaction request to the client so as to establish low-delay communication connection with the client when receiving the consent feedback signal sent by the client.
It can be understood that, in order to ensure smooth progress in the process of game interaction with the live broadcast end through the client, especially in the process of interactive transmission of corresponding screen control instructions, the client can have better delay characteristics, and can also establish low-delay communication connection when in communication connection with the live broadcast end.
Specifically, the live broadcast end sends a game interaction request to the client, so that when the client agrees to the game interaction request and sends an agreeing feedback signal to the live broadcast end, the live broadcast end can establish low-delay communication connection with the client.
In another embodiment, the game interaction request may be further provided by the client, and the game interaction request is sent to the live broadcast end, so that when the live broadcast end receives the game interaction request, a low-latency communication connection is established with the client.
And different from the transmission of the screen control instruction, the live video stream specifically adopts WIFI (wireless communication) communication to transmit the live video stream, and the low-delay communication channel can be only used for the transmission of the subsequent screen control instruction. That is, when the client establishes a low-delay communication connection with the live broadcast end, the method further comprises: the client establishes WIFI communication connection with the live broadcast terminal, and communication connection channels corresponding to the WIFI communication and the low-delay communication are mutually independent, so that corresponding data information can be independently sent, and interference cannot be generated.
S53: and sending and displaying the game live interface on the client through low-delay communication so that the client receives a screen control instruction input by a user on the game live interface.
Further, after the low-delay communication connection is established between the live broadcast terminal and the client, the game live broadcast interface can be sent and displayed on the screen of the client through the low-delay communication channel, so that the client can receive the screen control instruction input by the user through the game live broadcast interface displayed on the screen.
S54: and receiving a screen control instruction sent by the client through low-delay communication so as to update the game live interface based on the screen control instruction.
Still further, the live broadcast terminal receives a screen control instruction sent by the client terminal through low-delay communication, so that the game live broadcast interface can be updated based on the screen control instruction.
S55: and distributing the updated game live interface to a live audience terminal.
The S55 is the same as S44 in fig. 1, and the detailed description of S44 and related text is omitted herein.
Referring to fig. 8, fig. 8 is a flowchart of a sixth embodiment of a live room game interaction method according to the present application. The live room game interaction method of the present embodiment is a flowchart of a refinement embodiment of the live room game interaction method in fig. 5, and includes the following steps:
s61: and the live terminal runs a game live interface.
In the embodiment, S61 is the same as S41 in fig. 5, please refer to S41 and the related text descriptions thereof, and the detailed description is omitted herein.
S62: and acquiring the identification name corresponding to each client so as to establish a game interaction list.
In this embodiment, the number of clients is plural, that is, there are plural spectators participating in game interaction, that is, the live broadcast end needs to distribute the game live broadcast interface that it runs to plural clients. In order to be different from other audience terminals which do not participate in game interaction and facilitate synchronous distribution of a game live interface by a live terminal, the live terminal can also acquire the identification name corresponding to each client terminal so as to establish a game interaction list on the live interface according to the identification name of each client terminal.
S63: and sending and displaying the game live broadcast interface on the client corresponding to each identity identification name in the game interaction list, so that each client receives the screen control instruction input by each user on the game live broadcast interface.
It can be understood that each identity identification name recorded in the live broadcast end corresponds to a client end participating in game interaction, so that the live broadcast end can synchronously group the running game live broadcast interface to each client end in the game interaction list based on the game interaction list, when each client end receives the game live broadcast interface, the game live broadcast interface can be displayed on the screen of each client end, and the game live broadcast interface displayed on the screen of each client end receives a screen control instruction corresponding to each user.
S64: and receiving a screen control instruction sent by the client through low-delay communication so as to update the game live interface based on the screen control instruction.
S65: and distributing the updated game live interface to a live audience terminal.
The S64 and S65 are the same as S43 and S44 in fig. 1, and specific reference is made to S43 and S44 and related text descriptions thereof, which are not repeated herein.
Further, in an embodiment, the step S63 may specifically further include: and sending and displaying the game live broadcast interface to the client corresponding to each identity identification name in the game interaction list, and respectively sending different control authority instructions to each client according to preset rules, so that each client receives the screen control instructions input by each user on the game live broadcast interface based on the corresponding control authority instructions.
It can be understood that in a scenario, when the number of clients is plural, that is, when plural clients participate in the game interaction running on the live broadcast end, it can be known that the screen of each client is correspondingly pulled and displayed with the game live broadcast interface running on the live broadcast end, so that the input of the screen control command can be performed through the same game live broadcast interface respectively, and in order to avoid the conflict between the control command and the control priority caused by the synchronous operation of plural clients, the control authority of plural clients is also required to be managed.
Specifically, the live broadcast terminal sends and displays the game live broadcast interface to the client corresponding to each identity identification name in the game interaction list, so that different control permission instructions can be respectively sent to each client according to preset rules, and each client can respectively receive screen control instructions input by each user on the game live broadcast interface based on the received control permission instructions.
In an alternative embodiment, the control authority instructions received by each client respectively correspond to different control areas in the game live interface. It can be understood that each client can only input a valid screen control instruction to a corresponding area on the game live broadcast interface with control authority, and input a screen control instruction to other areas without control authority, the screen control instruction is determined to be invalid and cannot be sent to the live broadcast end, so that the control authority of different control areas can be correspondingly divided by a plurality of clients, and the conflict of control priorities caused when the plurality of clients synchronously send the screen control instruction to the same game live broadcast interface is avoided.
In an alternative embodiment, the control authority instruction received by each client corresponds to a different control period. It can be understood that each client can only send a screen control instruction to the live broadcast end in a control period with control authority, and cannot correspondingly generate or send a valid screen control instruction to the live broadcast end in other periods. For example, the control permission instructions correspondingly sent by the live broadcast end to the plurality of clients synchronously can be correspondingly sent by taking the sending time as the starting time, and each client can respectively perform any reasonable control duration of 30 minutes or 25 minutes and the like according to a certain sequence until one round of control duration is finished, and then any reasonable control duration of 30 minutes or 25 minutes and the like is redistributed, and each client can only perform the sending of the screen control instructions in the distributed control duration.
In an alternative embodiment, the control authority instructions received by each client correspond to different control sequences, respectively. It can be understood that the control permission instructions correspondingly sent to the plurality of clients at the live broadcast end can be correspondingly that the plurality of clients can send the screen control instructions to the live broadcast end according to the set sequence, that is, when one client confirms that the screen control instruction is sent to the end, the next client is allowed to generate and send the effective screen control instruction.
Referring to fig. 9, fig. 9 is a schematic diagram of a framework of an embodiment of a client of the present application. The client 71 includes: the acquisition module 711 is used for receiving and displaying a game live broadcast interface sent by a live broadcast end, and receiving a screen control instruction input by a user at the game live broadcast interface; and the processing module 712 is configured to send a screen control instruction to the live broadcast terminal, so that the live broadcast terminal updates the game live broadcast interface based on the screen control instruction, and distributes the updated game live broadcast interface to the live broadcast audience terminal.
In the above scheme, after the client 71 receives and displays the live game interface sent by the live game end, the live game end can receive the screen control instruction input by the user on the live game interface, so as to send the screen control instruction to the live game end, so that the live game end updates the live game interface based on the screen control instruction, and distributes the updated live game interface to the live game audience end, wherein the client 71 and the live game end respectively correspond to the live game audience and the game host playing in game interaction, so that the game host can directly interact with the live game audience; the game is only required to be run at the anchor end, and the additional increase of server cost, broadband cost and copyright cost of the game caused by the participation of spectators in game interaction is not required; for users participating in game interaction in live audience, the application program of the interactive game does not need to be downloaded and operated, so that the participation threshold of the live audience is lower; the method has the advantages that the method brings great convenience for small game manufacturers to popularize games and improve game interaction experience of live rooms.
Further, in some embodiments, the client 71 further comprises a communication module (not shown) for establishing a low latency communication connection with the live peer. The processing module 712 may be specifically configured to send the screen control instruction to the live side through low latency communication.
In some embodiments, the number of clients 71 is a plurality; the processing module 712 of each client 71 may be specifically configured to send the corresponding identification name to the live broadcast terminal, so that the live broadcast terminal establishes a game interaction list according to each identification name; the acquisition module 711 of each client 71 may be specifically configured to receive and display a live game interface sent by the live client based on each identification name in the game interaction list.
Further, the acquisition module 711 of each client 71 may be further specifically configured to: each client 71 receives different control authority instructions sent by the live broadcast end according to preset rules, and receives screen control instructions input by each user at the game live broadcast interface based on the corresponding control authority instructions.
In one embodiment, the control authority instructions received by each client 71 correspond to different control regions in the game live interface, respectively.
In an embodiment, the control authority command received by each client 71 corresponds to a different control period or control sequence, respectively.
In some embodiments, the processing module 712 may be specifically configured to: and sending the screen control instruction to the live broadcast end so that the live broadcast end performs coordinate conversion on the screen control instruction, updating the game live broadcast interface based on the screen control instruction after coordinate conversion, and distributing the updated game live broadcast interface to the live broadcast audience end.
Referring to fig. 10, fig. 10 is a schematic diagram of a frame of an embodiment of a live end of the present application. The live terminal 81 includes: a game live broadcast running module 811 for running a game live broadcast interface; the processing module 812 is configured to send and display the game live broadcast interface to the client, so that the client receives a screen control instruction input by a user at the game live broadcast interface, and receives the screen control instruction sent by the client, so as to update the game live broadcast interface based on the screen control instruction; and the recommendation module 813 is used for distributing the updated game live interface to the live audience terminal.
Further, in some embodiments, the live broadcast end 81 further includes a communication module (not shown) configured to send a game interaction request to the client, so as to establish a low-latency communication connection with the client when receiving an consent feedback signal sent by the client; or receiving a game interaction request sent by the client and establishing low-delay communication connection with the client. The processing module 812 may be specifically configured to send and display the game live interface to the client through low-latency communication, so that the client receives the screen control instruction input by the user at the game live interface.
In some embodiments, the number of live terminals 81 is plural, and the processing module 812 may specifically be configured to: and acquiring the identification name corresponding to each client to establish a game interaction list, and sending and displaying the game live broadcast interface to the clients corresponding to each identification name in the game interaction list so that each client receives the screen control instruction input by each user on the game live broadcast interface respectively.
Further, the processing module 812 may be specifically further configured to: and sending and displaying the game live interface to the client corresponding to each identity identification name in the game interaction list, and respectively sending different control authority instructions to each client according to preset rules, so that each client receives the screen control instruction input by each user on the game live interface based on the control authority instruction corresponding to each client.
In an embodiment, the control authority instruction corresponding to each client corresponds to different control areas in the game live interface.
In an embodiment, the control authority instruction corresponding to each client corresponds to a different control period or control sequence.
In some embodiments, the processing module 812 may be specifically configured to: and receiving a screen control instruction sent by the client, and performing coordinate conversion on the screen control instruction so as to update the game live broadcast interface based on the screen control instruction after the coordinate conversion.
Further, in some embodiments, the live broadcast terminal 81 further includes an acquiring module (not shown) configured to acquire a video image captured by the camera, so as to combine the video image with the updated live game interface into a live video image. The recommendation module 813 may be used to distribute live video images to live viewers.
Referring to fig. 11, fig. 11 is a schematic diagram of a frame of an embodiment of an electronic device of the present application. The electronic device 91 comprises a memory 911 and a processor 912 coupled to each other, the processor 912 being adapted to execute program data stored in the memory 911 for implementing the steps of any of the live house game interaction method embodiments described above. In one particular implementation scenario, electronic device 91 may include, but is not limited to: microcomputer, server.
In particular, the processor 912 is operative to control itself and the memory 911 to implement the steps of any of the information recommendation method embodiments described above. The processor 912 may also be referred to as a CPU (Central Processing Unit ). The processor 912 may be an integrated circuit chip having signal processing capabilities. The processor 912 may also be a general purpose processor, a digital signal processor (Digital Signal Processor, DSP), an application specific integrated circuit (Application Specific Integrated Circuit, ASIC), a Field programmable gate array (Field-Programmable Gate Array, FPGA) or other programmable logic device, discrete gate or transistor logic device, discrete hardware components. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. In addition, the processor 912 may be commonly implemented by an integrated circuit chip.
Referring to fig. 8, fig. 8 is a schematic diagram illustrating an embodiment of a computer readable storage medium according to the present application. The computer readable storage medium 101 stores program data 1011 capable of being executed by a processor, the program data 1011 for implementing the steps of any of the live house game interaction method embodiments described above.
In the several embodiments provided in the present application, it should be understood that the disclosed methods and apparatuses may be implemented in other manners. For example, the apparatus embodiments described above are merely illustrative, e.g., the division of modules or units is merely a logical functional division, and there may be additional divisions of actual implementation, e.g., units or components may be combined or integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be an indirect coupling or communication connection via some interfaces, devices or units, which may be in electrical, mechanical, or other forms.
The elements illustrated as separate elements may or may not be physically separate, and elements shown as elements may or may not be physical elements, may be located in one place, or may be distributed over network elements. Some or all of the units may be selected according to actual needs to achieve the purpose of the embodiment.
In addition, each functional unit in each embodiment of the present application may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit. The integrated units may be implemented in hardware or in software functional units.
The integrated units, if implemented in the form of software functional units and sold or used as stand-alone products, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application may be embodied essentially or in part or all or part of the technical solution contributing to the prior art or in the form of a software product stored in a storage medium, including several instructions to cause a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor (processor) to perform all or part of the steps of the methods of the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
Claims (11)
1. A method of live room game interaction, the method comprising:
each client establishes mutually independent low-delay communication connection and wireless communication connection with the live broadcast terminal;
each client sends the corresponding identification name to the live broadcast terminal, so that the live broadcast terminal establishes a game interaction list according to each identification name; wherein the number of the clients is a plurality of clients;
each client receives and displays a game live broadcast interface sent by the live broadcast terminal based on each identification name in the game interaction list; the game live broadcast interface comprises a game interface and a live broadcast interface;
receiving a screen control instruction input by a user at the game live interface;
the screen control instruction is sent to the live broadcast end through the low-delay communication, so that the live broadcast end updates the game live broadcast interface based on the screen control instruction, and the updated game live broadcast interface is distributed to a live broadcast audience end through the wireless communication; the live audience terminal comprises the client terminal participating in game interaction and a viewing terminal not participating in game interaction.
2. The method for interaction between live games according to claim 1, wherein said receiving a user input screen control command at said live game interface comprises:
each client receives different control authority instructions sent by the live broadcast terminal according to preset rules;
and each client receives the screen control instruction input by each user on the game live interface based on the control authority instruction corresponding to the client.
3. The method of claim 2, wherein the method further comprises the steps of,
the control authority instructions received by each client correspond to different control areas in the game live interface respectively.
4. The method of claim 2, wherein the method further comprises the steps of,
the control authority instruction received by each client corresponds to different control time periods or control sequences respectively.
5. The method of claim 1, wherein the sending the screen control instruction to the live side to cause the live side to update the game live interface based on the screen control instruction, and distributing the updated game live interface to a live audience side comprises:
And sending the screen control instruction to the live broadcast end, so that the live broadcast end performs coordinate conversion on the screen control instruction, updates the game live broadcast interface based on the screen control instruction after coordinate conversion, and distributes the updated game live broadcast interface to the live broadcast audience end.
6. A method of live room game interaction, the method comprising:
the live terminal runs a game live interface;
sending a game interaction request to a client so as to establish mutually independent low-delay communication connection and wireless communication connection with the client when receiving an agreeing feedback signal sent by the client; or, receiving a game interaction request sent by a client, and establishing the low-delay communication connection and the wireless communication connection which are mutually independent with the client;
acquiring an identification name corresponding to each client so as to establish a game interaction list; wherein the number of the clients is a plurality of clients;
transmitting and displaying the game live broadcast interface to the client corresponding to each identification name in the game interaction list through the low-delay communication, so that each client receives a screen control instruction input by each user at the game live broadcast interface; the game live broadcast interface comprises a game interface and a live broadcast interface;
Receiving the screen control instruction sent by the client through the low-delay communication to update the game live interface based on the screen control instruction;
distributing the updated game live interface to a live audience terminal through the wireless communication; the live audience terminal comprises the client terminal participating in game interaction and a viewing terminal not participating in game interaction.
7. The method of claim 6, wherein the sending and displaying the game live interface to the client corresponding to each identification name in the game interaction list, so that each client receives the screen control instruction input by each user at the game live interface, respectively, includes:
and sending and displaying the game live interface to the client corresponding to each identity identification name in the game interaction list, and respectively sending different control authority instructions to each client according to preset rules so that each client receives the screen control instructions input by each user on the game live interface based on the control authority instructions corresponding to the client.
8. An intelligent terminal, characterized by comprising:
the communication module is used for establishing mutually independent low-delay communication connection and wireless communication connection with the live broadcast end;
the acquisition module is used for sending the corresponding identification name to the live broadcast terminal so that the live broadcast terminal establishes a game interaction list according to the identification name, receives and displays a game live broadcast interface sent by the live broadcast terminal based on each identification name in the game interaction list, and receives a screen control instruction input by a user at the game live broadcast interface; the game live broadcast interface comprises a game interface and a live broadcast interface;
the processing module is used for sending the screen control instruction to the live broadcast end through the low-delay communication so that the live broadcast end updates the game live broadcast interface based on the screen control instruction and distributes the updated game live broadcast interface to a live broadcast audience end through the wireless communication; the live audience terminal comprises the intelligent terminal which participates in game interaction and a viewing terminal which does not participate in game interaction.
9. An intelligent terminal, characterized by comprising:
the communication module is used for sending a game interaction request to the client so as to establish mutually independent low-delay communication connection and wireless communication connection with the client when receiving an agreeing feedback signal sent by the client; or, receiving a game interaction request sent by a client, and establishing the low-delay communication connection and the wireless communication connection which are mutually independent with the client;
The game live broadcast running module is used for running a game live broadcast interface;
the processing module is used for acquiring the identification name corresponding to each client to establish a game interaction list, transmitting and displaying the game live broadcast interface to the client corresponding to each identification name in the game interaction list through the low-delay communication, so that each client receives a screen control instruction input by each user at the game live broadcast interface respectively, and receives the screen control instruction transmitted by the client through the low-delay communication to update the game live broadcast interface based on the screen control instruction; the number of the clients is a plurality of, and the game live broadcast interface comprises a game interface and a live broadcast interface;
and the recommendation module is used for distributing the updated game live interface to a live audience terminal through the wireless communication.
10. An electronic device comprising a memory and a processor coupled to each other, the processor configured to execute program instructions stored in the memory to implement the live room game interaction method of any of claims 1-5 or 6-7.
11. A computer readable storage medium having stored thereon program instructions, which when executed by a processor, implement the live room game interaction method of any of claims 1-5 or 6-7.
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