CN114470784A - Game interaction method, game interaction device, readable storage medium and electronic equipment - Google Patents

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

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Publication number
CN114470784A
CN114470784A CN202210088912.3A CN202210088912A CN114470784A CN 114470784 A CN114470784 A CN 114470784A CN 202210088912 A CN202210088912 A CN 202210088912A CN 114470784 A CN114470784 A CN 114470784A
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game
account
target
game account
client
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张炫宜
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • G06F3/04847Interaction techniques to control parameter settings, e.g. interaction with sliders or dials

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • General Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The disclosure relates to the technical field of human-computer interaction, and provides a game interaction method and device, a computer storage medium and electronic equipment. Wherein, the method comprises the following steps: responding to a triggering operation of a first control in a game-play settlement interface aiming at a first game account in a first game client, and determining and displaying fighting information between the first game account and a second game account in the currently finished game-play; responding to the triggering operation of a second control associated with any fighting information at the first game client, and sending a first game challenge request to a second game client corresponding to a second account; when the second game client receives the first game challenge request, current initial game data of the first game account and the second game account are determined according to the target combat information, so that the first game account and the second game account conduct game fight based on the initial game data. The scheme can improve the interactivity in the game and improve the game experience of the user.

Description

Game interaction method, game interaction device, readable storage medium and electronic equipment
Technical Field
The present disclosure relates to the field of human-computer interaction technologies, and in particular, to a game interaction method, a game interaction apparatus, a computer-readable storage medium, and an electronic device.
Background
In multiplayer competitive games, relevant match information in a currently finished game match is typically presented to the player in a match settlement interface.
However, in the related art, the competition information displayed in the competition settlement interface is relatively single, and for each player, the individuation and the pertinence are lacked, so that the further game interaction among the players is not facilitated.
It is to be noted that the information disclosed in the above background section is only for enhancement of understanding of the background of the present disclosure, and thus may include information that does not constitute prior art known to those of ordinary skill in the art.
Disclosure of Invention
The present disclosure is directed to a game interaction method and apparatus, a computer-readable storage medium, and an electronic device, so as to at least improve to some extent the problem that the information displayed on the game settlement interface is single and is not favorable for further game interaction among players.
Additional features and advantages of the disclosure will be set forth in the detailed description which follows, or in part will be obvious from the description, or may be learned by practice of the disclosure.
According to a first aspect of the present disclosure, there is provided a game interaction method, comprising: in response to a triggering operation of a first control in a game-play settlement interface aiming at a first game account in a first game client, determining at least one piece of fighting information between the first game account and a second game account in currently finished game-play so as to display the fighting information on the first game client; in response to a trigger operation for a second control associated with target combat information in the first game client, sending a first game challenge request to a second game client corresponding to the second game account, wherein the target combat information comprises any one of the at least one piece of combat information; when the second game client receives the first game challenge request, respectively determining the current initial game data of the first game account and the second game account according to the target combat information, so that the first game account and the second game account replay game battles based on the current initial game data; wherein the first game account and the second game account are in different game lineups.
In an exemplary embodiment of the present disclosure, based on the foregoing scheme, the fighting information includes killing information when the first game character is killed by the second game character; the first game role is a virtual object controlled in the first game client through the first game account, and the second game role is a virtual object controlled in the second game client through the second game account.
In an exemplary embodiment of the present disclosure, based on the foregoing scheme, the fighting information is determined according to a target time; the target time comprises a first target time when a first game role is killed by a second game role in the current completed game, and/or a second target time when the virtual life value of the first game role is smaller than a first preset value in the battle process of the first game role and the second game role; the first game role is a virtual object controlled in the game through the first game account, and the second virtual game role is a virtual object controlled in the second game client through the second game account.
In an exemplary embodiment of the present disclosure, based on the foregoing scheme, the combat information is obtained by: aiming at least one target moment, determining a game video segment corresponding to a target time period in the game video data corresponding to the current finished game, so as to obtain combat information corresponding to the target moment; the target time period comprises a time period from the moment with the time difference with the target moment equal to a second preset value to the target moment.
In an exemplary embodiment of the present disclosure, based on the foregoing scheme, determining current initial game data of the first game account and the second game account respectively includes: according to target time corresponding to the target combat information, determining historical game time which is smaller than the target time and has a time difference with the target time equal to a third preset value; and respectively acquiring game data corresponding to the first game account and the second game account at the historical game time in the historical game data of the current game-play-over completed, so as to determine the current initial game data of the first game account and the second game account.
In an exemplary embodiment of the disclosure, based on the foregoing solution, the determining, in response to a triggering operation of a first control in a game settlement interface for a first game account in a first game client, battle information between the first game account and a second game account includes: in response to a triggering operation of a first control associated with a target second game account in a game settlement interface aiming at a first game account in a first game client, determining fighting information between the first game account and the target second game account; the target second game account is any game account which is in different game play with the first game account in the current completed game play.
In an exemplary embodiment of the disclosure, based on the foregoing scheme, the method further includes, in response to a triggering operation of a third control in a game play settlement interface for a first game account in a first game client, acquiring, in game video data of the currently finished game play, a killing video clip related to a first game play of the first game account; displaying the killing video clip in a first game client corresponding to the first game account; the killing video clip is determined according to the killing information related to the first game camp in the current completed game, the killing information comprises information when a game role corresponding to a game account in the second game camp is killed by a game role corresponding to a game account in the first game camp, and the second game camp and the first game camp are different game camps.
In an exemplary embodiment of the present disclosure, based on the foregoing scheme, the method further includes: responding to a triggering operation of a fourth control associated with a third game account in a game-play settlement interface aiming at a first game account in a first game client, and acquiring a target killing video clip related to the third game account in the game video data of the currently finished game-play; displaying the target killing video clip in a first game client corresponding to the first game account; the third game account includes any game account in a first game play in which the first game account is located, the target killing video clip is determined according to target killing information related to the third game account in the current completed game play, the target killing information includes information when a game role corresponding to any game account in a second game play is killed by a game role corresponding to the third game account, and the second game play and the first game play are different game plays.
In an exemplary embodiment of the present disclosure, based on the foregoing scheme, the method further includes: responding to a triggering operation of a fifth control associated with a target game account in a game-play settlement interface aiming at the first game account in a first game client, and sending a team formation request to the game client corresponding to the target game account; wherein the target game account includes a game account participating in the currently ended couple.
In an exemplary embodiment of the present disclosure, based on the foregoing scheme, the method further includes: responding to a triggering operation of a sixth control associated with a target second game account in a game play settlement interface aiming at the first game account in a first game client, and sending a second game challenge request to a game client corresponding to the target second game account so as to enable the first game account and the target second game account to carry out individual game play; and/or
Responding to a triggering operation of a seventh control associated with a target second game account in a game settlement interface of a first game client for the first game account, and sending a third game challenge request to the target second game account;
when the target second game account receives the third game challenge request, matching game teammates with the first game account and the target second game account at random respectively, so that the first game account and the target second game account can play a multiplayer game battle based on different game campaigns;
the target second game account is any game account in the current game play which is in different game play with the first game account.
In an exemplary embodiment of the present disclosure, based on the foregoing scheme, the method further includes: when the sixth control and the seventh control are included in the game play settlement interface of the first game account, in response to a trigger operation of an eighth control associated with the target second game account in the game play settlement interface of the first game account at the first game client, displaying the sixth control and the seventh control in the play settlement interface.
According to a second aspect of the present disclosure, there is provided a game interaction apparatus comprising: the historical combat information determining module is configured to respond to a triggering operation of a first control in a game-play settlement interface aiming at a first game account in a first game client, determine at least one piece of combat information between the first game account and a second game account in a currently finished game-play, and display the combat information on the first game client; a first game challenge sending module configured to send a first game challenge request to a second game client corresponding to the second game account in response to a trigger operation for a second control associated with target combat information in the first game client, wherein the target combat information includes any one of the at least one piece of combat information; the game fighting module is configured to respectively determine current initial game data of the first game account and the second game account according to the target fighting information when the second game client accepts the first game challenge request, so that the first game account and the second game account replay game fighting based on the current initial game data;
wherein the first game account and the second game account are in different game lineups.
According to a third aspect of the present disclosure, there is provided a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements the game interaction method as described in the first aspect of the embodiments above.
According to a fourth aspect of the embodiments of the present disclosure, there is provided an electronic apparatus including: a processor; and storage means for storing one or more programs which, when executed by the one or more processors, cause the one or more processors to implement the game interaction method as described in the first aspect of the embodiments above.
As can be seen from the foregoing technical solutions, the game interaction method, the game interaction apparatus, and the computer-readable storage medium and the electronic device for implementing the game interaction method in the exemplary embodiments of the present disclosure have at least the following advantages and positive effects:
in the technical solutions provided in some embodiments of the present disclosure, first, in response to a trigger operation of a first control in a game settlement interface for a first game account in a first game client, at least one piece of combat information between the first game account and a second game account in a currently finished game is determined, and the combat information is displayed at the first game client; secondly, responding to the triggering operation of a second control associated with any one piece of combat information in the first game client, and sending a first game challenge request to a second game client where the second game account is located; then, when the second game client receives the first game challenge request, current initial game data of the first game account and the second game account are determined according to combat information associated with the second control, so that the first game account and the second game account replay game battles based on the current initial game data. Compared with the related art, on one hand, in the disclosure, at least one piece of combat information associated with the first game account can be displayed through the triggering operation of the first control in the game match settlement interface, so that the richness and the accuracy of the information displayed by the game match settlement interface are improved; on the other hand, by triggering operation of a second control in the game-to-game settlement interface, a game challenge request can be directly sent to the second game account, so that the interactivity among players can be improved, and the game experience of the users can be enhanced.
It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the disclosure.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present disclosure and together with the description, serve to explain the principles of the disclosure. It is to be understood that the drawings in the following description are merely exemplary of the disclosure, and that other drawings may be derived from those drawings by one of ordinary skill in the art without the exercise of inventive faculty.
FIG. 1 is a system architecture diagram illustrating an exemplary application environment in which the game interaction method and game interaction apparatus of the present disclosure may be applied in an exemplary embodiment;
FIG. 2 illustrates a flow diagram of a game interaction method in an exemplary embodiment of the present disclosure;
FIG. 3 illustrates a diagram of a session settlement interface in an exemplary embodiment of the present disclosure;
FIG. 4 illustrates a graphical user interface in a first game client displaying combat information in an exemplary embodiment of the present disclosure;
FIG. 5 illustrates a schematic diagram of a graphical user interface displayed by a game client for a second game account in an exemplary embodiment of the present disclosure;
FIG. 6 illustrates a graphical user interface of a first game account reviewing target combat information in an exemplary embodiment of the present disclosure;
FIG. 7 illustrates a flowchart of a method of determining current initial game data for a first game account and a second game account in an exemplary embodiment of the disclosure;
FIG. 8 is a graphical user interface diagram illustrating an eighth control triggered in an exemplary embodiment of the present disclosure;
FIG. 9 shows a schematic diagram of another graphical user interface in an example embodiment of the present disclosure;
FIG. 10 is a schematic diagram of a game interaction device in an exemplary embodiment of the present disclosure;
FIG. 11 shows a schematic structural diagram of a computer-readable storage medium in an exemplary embodiment of the present disclosure;
fig. 12 shows a schematic structural diagram of an electronic device in an exemplary embodiment of the present disclosure.
Detailed Description
Example embodiments will now be described more fully with reference to the accompanying drawings. Example embodiments may, however, be embodied in many different forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concept of example embodiments to those skilled in the art. The described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a thorough understanding of embodiments of the disclosure. One skilled in the relevant art will recognize, however, that the subject matter of the present disclosure can be practiced without one or more of the specific details, or with other methods, components, devices, steps, and the like. In other instances, well-known technical solutions have not been shown or described in detail to avoid obscuring aspects of the present disclosure.
The terms "a," "an," "the," and "said" are used in this specification to denote the presence of one or more elements/components/parts/etc.; the terms "comprising" and "having" are intended to be inclusive and mean that there may be additional elements/components/etc. other than the listed elements/components/etc.; the terms "first" and "second", etc. are used merely as labels, and are not limiting on the number of their objects.
Furthermore, the drawings are merely schematic illustrations of the present disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and a repetitive description thereof will be omitted. Some of the block diagrams shown in the figures are functional entities and do not necessarily correspond to physically or logically separate entities.
In multiplayer competitive games, relevant match information in a currently finished game match is typically presented to the player in a match settlement interface.
However, in the related art, the competition information displayed in the competition settlement interface is relatively single, and for each player, the individuation and the pertinence are lacked, so that the further game interaction among the players is not facilitated.
In order to solve the above problem, the present disclosure proposes a game interaction method and apparatus, which may be applied in the system architecture of the exemplary application environment shown in fig. 1.
Referring to fig. 1, fig. 1 is a schematic diagram illustrating a system architecture of an exemplary application environment to which a game interaction method and a game interaction apparatus according to an embodiment of the present disclosure may be applied.
As shown in fig. 1, the system architecture 100 may include one or more of terminal devices 101, 102, 103, 104, a network 105, and a server 106. The network 105 serves as a medium for providing communication links between the terminal devices 101, 102, 103, 104 and the server 106. Network 105 may include various connection types, such as wired, wireless communication links, or fiber optic cables, to name a few. The terminal devices 101, 102, 103, 104 may be, but are not limited to, smart phones, tablet computers, notebook computers, desktop computers, and the like.
It should be understood that the number of terminal devices, networks, and servers in fig. 1 is merely illustrative. There may be any number of terminal devices, networks, and servers, as desired for implementation. For example, the server 106 may be an independent physical server, a server cluster or a distributed system formed by a plurality of physical servers, or a cloud server providing basic cloud computing services such as a cloud service, a cloud database, cloud computing, a cloud function, cloud storage, a network service, cloud communication, a middleware service, a domain name service, a security service, a CDN, a big data and artificial intelligence platform, and the like.
The game interaction method provided by the embodiment of the present disclosure may be executed in the server 106, and accordingly, the game interaction device is generally disposed in the server 106. Of course, the game interaction method provided by the embodiment of the present disclosure may also be executed in the client, for example, in the terminal device 101, 102, 103, or 104, and accordingly, the game interaction apparatus may also be disposed in the client. The interaction method provided by the embodiment of the present disclosure may also be executed by a server and a client together, and accordingly, a part of modules in the game interaction apparatus may be disposed in the server, and another part of modules may be disposed in the client, which is not limited by the present exemplary embodiment.
For example, the user may play a game match in the terminal device 101, 102, 103, or 104, where the game account registered in the terminal device 101 and the terminal device 102 is in one game play, and the game account registered in the terminal devices 103 and 104 is in another game play. Among them, the game player 1 participates in the game by the game account 1 registered in the terminal device 101.
The specific implementation manner of executing the interaction method of the present disclosure in the server may be that, in response to a trigger operation of the game account 1 logged in the terminal device 101 for the first control in the game-play settlement interface of the terminal device, the server 106 may obtain at least one piece of fighting information between the game account 1 in the currently-ended game-play and the game account 3 logged in the terminal device 103, and then send the fighting information to the terminal device 101 logged in by the game account 1, so that the terminal device 101 may display the fighting information; then, the server 106 may directly transmit a game match request to the game device 103 to which the game account 3 is registered, in response to a trigger operation in the terminal device 101 for a second control associated with any one of the fighting information. After the player corresponding to game account 3 accepts the match-up request through game device 103, server 106 may determine the current initial game data of game account 1 and game account 3 according to the combat information selected by game account 1, and create a game room for game account 1 and game account 3, so that game player 1 corresponding to game account 1 and game player 3 corresponding to game account 3 may perform one-to-one match-up in the game room based on the current initial game data.
In another exemplary embodiment, after the current game match ends, game server 106 may send the game data corresponding to the current match to terminal device 101, and terminal device 101 may locally cache the received game data. Based on this, a specific implementation manner of executing the interaction method of the present disclosure in the client may be that, after the game session is ended, the game player 1 triggers the first control associated with the game account 3 in the session settlement interface of the game account 1 displayed on the terminal device 101, and in response to the triggering operation, the terminal device 101 may determine at least one piece of fighting information between the game account 1 and the game account 3 in the session just ended in the local cache thereof, and display the fighting information in the display interface of the terminal device 101. Then, game player 1 may continue to trigger a second control associated with any one of the pieces of combat information displayed in the first client in terminal device 101, and terminal device 101 may continue to transmit the first game challenge request to a second game client corresponding to the second game account in response to the trigger operation. When the second game client accepts the first game challenge request, the terminal device 101 may determine, according to the fighting information associated with the second control triggered by the game player 1, current initial game data of the first game account and the second game account from the local cache, so that the first game account and the second game account perform game fighting again based on the current initial game data.
A specific implementation manner of the method for the game server and the client to jointly execute the game interaction of the present disclosure may be that, after the game session is ended, the game player 1 triggers a first control associated with the game account 3 in the session settlement interface of the game account 1 displayed on the terminal device 101, and in response to the triggering operation, the terminal device 101 may acquire at least one piece of fighting information between the game account 1 and the game account 3 in the session just ended from the game server 106, and display the acquired fighting information in the display interface of the terminal device 101. Then, game player 1 may continue to trigger a second control associated with any one of the pieces of combat information displayed in terminal device 101, and terminal device 101 may continue to transmit, in response to the triggering operation, the first game challenge request to the second game client corresponding to the second game account through the game server. When the second game client receives the first game challenge request, the game server may determine, according to the fighting information associated with the second control triggered by the game player 1, current initial game data of the first game account and the second game account, respectively, so that the first game account and the second game account replay a game match based on the current initial game data.
Those skilled in the art will readily appreciate that the above application scenarios are for example only, and the present exemplary embodiment is not limited thereto.
FIG. 2 shows a flow diagram of a game interaction method in an exemplary embodiment of the present disclosure. Referring to fig. 2, the method includes:
step S210, in response to a triggering operation of a first control in a game-play settlement interface aiming at a first game account in a first game client, determining at least one piece of fighting information between the first game account and a second game account in a currently finished game-play, and displaying the fighting information on the first game client;
step S220, in response to a trigger operation for a second control associated with target combat information in the first game client, sending a first game challenge request to a second game client corresponding to the second game account, where the target combat information includes any one of the at least one combat information;
step S230, when the second game client receives the first game challenge request, determining current initial game data of the first game account and the second game account according to the target combat information, so that the first game account and the second game account perform game engagement again based on the current initial game data;
wherein the first game account and the second game account are in different game lineups.
In the technical solution provided in the embodiment shown in fig. 2, first, in response to a trigger operation of a first control in a game-play settlement interface for a first game account in a first game client, at least one piece of fighting information between the first game account and a second game account in a currently finished game-play is determined, and the fighting information is displayed on the first game client corresponding to the first game account; secondly, responding to the triggering operation of a second control associated with any one piece of combat information in the first game client, and sending a first game challenge request to a second game client where the second game account is located; then, when the second game client receives the first game challenge request, current initial game data of the first game account and the second game account are determined according to combat information associated with the second control, so that the first game account and the second game account perform game battles based on the current initial game data. Compared with the related art, on one hand, in the disclosure, at least one piece of combat information associated with the first game account can be displayed through the triggering operation of the first control in the game match settlement interface, so that the richness and the accuracy of the information displayed on the game match settlement interface are improved; on the other hand, through the triggering operation of the second control in the game-to-game settlement interface, the game challenge request can be directly sent to the game client corresponding to the second game account, so that the interactivity among the players can be improved, and the game experience of the user can be enhanced.
The following detailed description of the various steps in the example shown in fig. 2:
in step S210, in response to a triggering operation of a first control in a play settlement interface for a first game account in a first game client, at least one piece of fighting information between the first game account and a second game account in a currently finished play is determined, and the fighting information is displayed on the first game client where the first game account is located.
The first game account and the second game account are game accounts in different game plays in the current completed game. The trigger operation for the first control may include a single-click operation, a double-click operation, and the like, and may also be any other form of operation, which is not particularly limited in this exemplary embodiment.
The game-play settlement interface is an interface displayed after game play is finished. The game settlement interface is used for displaying the current settlement information of the game which is finished at this time.
In one exemplary embodiment, the at least one combat information between the first game account and the second game account includes kill information for at least one first game character killed by the second game character. The killing information of the first game character killed by the second game character can comprise a killing video clip of the first game character killed by the second game character.
In another exemplary embodiment, at least one fighting message between the first game account and the second game account is determined according to the target moment; the target time comprises a first target time when a first game role is killed by a second game role in the current completed game, and/or a second target time when the virtual life value of the first game role is smaller than a first preset value in the battle process of the first game role and the second game role.
The first game role is a virtual object controlled in the first game client through the first game account, and the second game role is a virtual object controlled in the second game client through the second game account.
For example, the specific implementation manner of acquiring at least one piece of combat information between the first game account and the second game account based on the target time may be: aiming at least one target moment, determining a game video clip corresponding to a target time period in the game video data corresponding to the current finished game to obtain combat information corresponding to the target moment; the target time period comprises a time period from the moment with the time difference with the target moment equal to a second preset value to the target moment.
For example, the target time period may be understood as a time period from a time point which is less than the target time point and has a time difference with the target time point equal to the second preset value to the target time point. For example, in the current game that has ended, at 39 th, 49 th, and 120 th seconds after the game starts, respectively, a first game character corresponding to the first game account is killed by a second game character corresponding to the second game account, and at 150 th seconds after the game starts, the virtual life value of the first game character corresponding to the first game account is smaller than a first preset value, such as 10%, and at this time, the first game account and the second game account are fighting. Then the target time may include 39, 49, 120, and 150 seconds after the game begins. Taking the second preset value of 8 seconds as an example, a video clip 1 between 31 seconds and 39 seconds, a video clip 2 between 41 seconds and 49 seconds, a video clip 3 between 112 seconds and 120 seconds, and a video clip 4 between 142 seconds and 150 seconds can be respectively acquired. The at least one combat information between the first game account and the second game account may include video clip 1, video clip 2, video clip 3, and video clip 4.
In one exemplary embodiment, the second game account may include one or more game accounts that are in a different game play than the first game account in the currently concluded game play.
For example, a specific implementation manner of step S110 may be that, in response to a triggering operation of a first control in a game settlement interface for a first game account in a first game client, combat information between the first game account and one or more second game accounts in a second game formation is determined, and the determined combat information is displayed in the first game client corresponding to the first game account.
For example, in the current game play which is finished, the first game account is any game account in the first game play, the second game account is in the second game play, and the first game play and the second game play are different, when the second game accounts are multiple, the second game accounts may include all game accounts which hit and kill game characters corresponding to the first game account in the second game play and/or all game accounts which hit and fight against each other with the first game account in the second game play, so that the virtual life value of the first game account is smaller than that of the first preset value. Of course, the second game account may also include multiple target game accounts in the second game formation, for example, the second game account may include the MVP (Most Valuable Player) in the second game formation in the currently completed game and the game account that is in the second game formation in the currently completed game and has the Most number of times of hitting and killing the game character corresponding to the first game account.
For example, a game character corresponding to the game account 2, a game character corresponding to the game account 3, and a game character corresponding to the game account 4 in the second game formation respectively hit and kill a game character corresponding to the first game account in the current completed game, and then, in response to a trigger operation of a first control in the game settlement interface for the first game account in the first game client, first fighting information between the first game account and the game account 2, second fighting information between the first game account and the game account 3, and third fighting information between the first game account and the game account 4 are determined, and the first fighting information, the second fighting information, and the third fighting information are displayed in the first client corresponding to the first game account. For another example, if the game account 5 in the second game formation is an MVP, and the game character corresponding to the game account 6 is a game account that kills the game character corresponding to the first game account the most times, then, in response to a trigger operation of a first control in the game-play settlement interface for the first game account in the first game client, fourth combat information between the first game account and the game account 5 and fifth combat information between the first game account and the game account 6 are determined, and the fourth combat information and the fifth combat information are displayed on the first client corresponding to the first game account.
When the number of the second game account is one, the second game account may include any game account in the second game formation, and may be customized according to a user requirement, for example, the second game account may be a game account with the largest number of times of hitting and killing a game character corresponding to the first game account in the second game formation, which is not particularly limited in this exemplary embodiment.
In another exemplary embodiment, each game account in the second game play may be configured with a first control associated with the game account. If in the current game play which is finished, a game role corresponding to a certain game account in the second game play kills the first game account and/or is in match with the first game account, so that the virtual life value of the game role corresponding to the first game account is smaller than a first preset value, the identification of the game account and a first control related to the game account can be displayed in a game play settlement interface of the first game account.
In yet another exemplary embodiment, a first control associated with one or more target game accounts in the second game formation may be configured, and an identifier of each target game account and the first control associated with the target game account may be displayed in a game play settlement interface of the first game account. For example, in the game play settlement interface of the first game account, the MVP in the second game play and the first control associated with the MVP and/or the identifier of the local death match of the first game account in the second game play (which may be understood as the game account with the largest number of times of hitting and killing the game character corresponding to the first game account in the currently finished game play) and the first control associated with the local death match are displayed.
As shown in fig. 3, the "local death match" in the game settlement interface and the "view" control 31 associated therewith, and the "enemy MVP" in the game settlement interface and the "view" control 32 associated therewith. Meanwhile, the number of times that the game character corresponding to the first game account is killed by the local death-to-head may also be displayed, for example, the character "killed by the local death-to-head" 6 times "below the local death-to-head" in fig. 3 represents that the game character corresponding to the first game account is killed by the local death-to-head 6 times, the number of times that the game character corresponding to the first game account is killed by the enemy MVP "may also be displayed, for example, the character" killed number of times 15 "in fig. 3 represents that the game character corresponding to the first game account is killed by the enemy MVP 15 times, and of course, the number of times of" killed times 15 times "below the enemy MVP" may also represent that the game character corresponding to the game account in which the first game account is killed by the enemy MVP in the completed game-to-play is 15 times. Where the "view" control 31 is the first control associated with the local death of the first game account and the "view" control 32 is the first control associated with the "enemy MVP".
For example, another specific implementation manner of step S210 may be: in response to a triggering operation of a first control associated with a target second game account in a game settlement interface aiming at a first game account in a first game client, determining fighting information between the first game account and the target second game account; the target second game account is any game account which is in different game play with the first game account in the current completed game play.
In an exemplary embodiment, the target second game account may be determined based on a selection of the first game account. Taking the game-play settlement interface shown in fig. 3 as an example, the target second game account may be "enemy MVP" or "local death match" in fig. 3, and when a game player who performs game login through the first game account wants to display at least one piece of fighting information between the game player and the local death match at the first game client, the "view" control 31 may be triggered. That is, when the "view" control 31 is triggered, the target second game account is naturally determined as the "dead-end-to-end" of the first game account in the current game pair, and then the fighting information between the first game account and the "dead-end-to-end" of the first game account can be displayed in the first game client corresponding to the first game account. As shown in fig. 4, 6 killing video clips of the first game account killed by the "death to the head" thereof are displayed, specifically, it indicates that the game character corresponding to the first game account is killed by the game character corresponding to the "death to the head" thereof 1 minute 55 seconds, 3 minutes 41 seconds, 7 minutes 10 seconds, 11 minutes 23 seconds, 17 minutes 15 seconds and 21 minutes 41 seconds after the game starts.
Next, in step S220, in response to a triggering operation for a second control associated with target combat information in the first game client, a first game challenge request is sent to a second game client where the second game account is located.
Wherein the target combat information comprises any one of the at least one combat information.
In an exemplary embodiment, while the first game client displays the combat information, a second control associated with each of the combat information may also be displayed. For example, a "challenge launch" control below each of the combat information as shown in fig. 4.
For example, when the first control in step S110 is a first control associated with any one of the target second game accounts, that is, when the first control is triggered and battle information between the first game account and the target second game account associated with the first control is displayed, the specific implementation manner of step S220 may be: and responding to the triggering operation of a second control associated with target combat information in the first client, and sending a first game challenge request to a second game client corresponding to the target second game account.
After the second game client receives the first game challenge request, information related to the first game challenge request may be displayed in the second game client.
For example, if a game player who is logged in via a first game account triggers the first control 31 associated with "local death match" in the interface shown in fig. 3, the first game account and the fighting information of the local death match in the current completed match can be displayed in fig. 4. When the first game account triggers a second control, namely the "challenge initiating" control 41, associated with the fighting information at the time of "1 minute 55 seconds" in the interface shown in fig. 4, a first game challenge request can be directly sent to the second game client where the "death-to-head game" is located. The second game client, upon receiving the first game challenge request, may display a graphical user interface as shown in fig. 5 to alert a game player of the second game client whether to accept the first game challenge request from the first game account.
For example, when the second game account in step S110 includes any game account in the second game play, that is, when a killing video clip when the first game account is killed by any second game account in the plurality of second game accounts in the second game play is displayed in response to the triggering operation for the first control, a specific implementation manner of step S220 may be: and in response to the triggering operation of the first game client for a second control associated with the target combat information, sending a first game challenge request to a second game client where a second game account in the target combat information is located.
For example, in step S110, when, in response to a triggering operation of a first control in a game settlement interface for a first game account at a first game client, battle information between the first game account and a second game account in a second game formation, where all the second game accounts hit the first game account, is displayed, if a game player who performs game login through the first game account triggers a second control associated with certain battle information, an identifier of the second game account except the first game account in the battle information may be determined first, and then a first game challenge request is sent to a second game client corresponding to the identifier of the second game account. The second game client may also display the information shown in fig. 5 in its display interface after receiving the first game challenge request.
In an exemplary embodiment, in step S110, in order to simultaneously display a plurality of pieces of combat information in the graphical user interface when the first game client displays the pieces of combat information, each piece of combat information is displayed in a reduced size, and each killing video clip is displayed in a reduced size as shown in fig. 4. Each of the reduced and displayed killing video clips may be in an automatic playing state all the time, or in a playing stop state as shown in fig. 4, and when the killing video clip is in the playing stop state, any image frame in the killing video clip may be used as a cover map of the killing video clip.
When a game player who performs game login through the first game account wants to review the fighting process at a killing moment, the game player can individually amplify and play the killing video clip by triggering the killing video clip corresponding to the killing moment. If game player 1 who logs in the game through the first game account selects the video clip when playing "1 minute 55 seconds" in fig. 4 in an enlarged manner, the interface shown in fig. 6 may be displayed in the first game client to individually play the killing video clip corresponding to "1 minute 55 seconds" in an enlarged manner.
When a certain killing video clip selected by the game player 1 is individually amplified and played, that is, the game player 1 is in the process of reviewing the killing video clip, the second control associated with the killing video clip may also be triggered to directly send the first game challenge request to the second game account in the killing video clip. As shown in fig. 6, the game player 1 may still trigger a second control, i.e., "initiate challenge" control 41, associated with the killing segment during the process of reviewing the killing video segment at a certain killing moment, so as to directly send the first game challenge request to the second game client corresponding to the second game account except the first game account in the killing video segment.
With continued reference to fig. 2, in step S230, when the second game account accepts the first game challenge request, according to the target combat information, initial game data of the first game account and the second game account is determined, so that the first game account and the second game account perform game battles based on the initial game data.
In an exemplary embodiment, the first game challenge request may be understood as a request for a renewed match initiated by the first game account to the second game account with respect to a target kill moment in the currently finished match. After the second game client corresponding to the second game account receives the first game challenge request, current initial game data of the first game account and the second game account can be respectively determined according to the target combat information, so that the first game account and the second game account can achieve the goal-killing instant re-combat in the current completed game based on the current initial game data.
For example, fig. 7 shows a flowchart of a method for determining current initial game data of a first game account and a second game account in an exemplary embodiment of the disclosure. As shown in fig. 7, the method may include steps S710 to S720. Wherein:
in step S710, according to the target time corresponding to the target combat information, a historical game time that is smaller than the target time and has a time difference with the target time equal to a third preset value is determined.
In an exemplary embodiment, the target time in step S710 may be understood as the first target time or the second target time in step S210 described above. When the target fighting information is determined according to the first target time, the target time corresponding to the target fighting information is the first target time corresponding to the target fighting information, and when the target fighting information is determined according to the second target time, the target time corresponding to the target fighting information is the second target time corresponding to the target fighting information. If the game player 1 who has logged in the game through the first game account selects the "1 minute 55 seconds" hitting and killing time in fig. 4 to challenge his local player, the target fighting information "1 minute 55 seconds" corresponds to the first target time and is the "1 minute 55 seconds" after the game starts.
For example, when determining the historical game time which is smaller than the target time and has a time difference with the target time equal to a third preset value, the third preset value may be customized according to a requirement, and the third preset value may be the same as or different from the second preset value, which is not particularly limited in this exemplary embodiment. For example, in the currently ended game, the historical play time corresponding to the previous 5 seconds or the previous 8 seconds of the target time may be determined, and the determined historical play time may be, for example, the target combat information of "1 minute 55 seconds", the 1 minute 50 seconds or 1 minute 47 seconds after the currently ended game is started.
In step S720, in the historical game data of the current game session, the game data of the first game account and the second game account at the historical game time are respectively obtained, so as to respectively determine the current initial game data of the first game account and the second game account.
In an exemplary embodiment, the game data corresponding to the historical time includes the virtual object controlled by the game account at the historical time, the position of the virtual object controlled by the game account in the game map, the virtual life value of the virtual object controlled by the game account, the skill state of the virtual object controlled by the game account, and the like, which reflect the game state or the game capability of the game account.
For example, the game data of the first game account at the historical game time and the game data of the second game account at the historical game time can be respectively obtained from the stored historical game data of the current game-play-over, and respectively serve as the current initial game data of the first game account and the current initial game data of the second game account, then restoring the game picture at the historical game time, the positions of the first game account and the second game account in the game map at the historical game time, the life values of the virtual objects controlled by the first game account and the second game account, the skill states of the virtual objects controlled by the first game account and the second game account, and the like, so that game player 1 corresponding to the first game account and game player 2 corresponding to the second game account can resume the play based on the current initial game data.
In an exemplary embodiment, the game interaction method of the present disclosure may further include: responding to a triggering operation of a third control in a game-play settlement interface aiming at a first game account in a first game client, and acquiring a killing video clip related to a first game play of the first game account in the game video data of the current finished game play; and displaying the killing video clip in a first game client side where the first game account is located.
The killing video clip is determined according to the killing information related to the first game camp in the current completed game play, the killing information comprises information when a game role corresponding to a game account in the second game camp is killed by a game role corresponding to a game account in the first game camp, and the second game camp and the first game camp are different game camps.
For example, the killing video segment related to the first game play in which the first game account is located may be determined according to a third target time and/or a fourth target time, where the third target time may include a time when the game role corresponding to the game account in the second game play is killed by the game role corresponding to the game account in the first game play, and the fourth target time may include a time when the game role corresponding to the game account in the second game play battles with the game role corresponding to the game account in the first game play, and a virtual life value of the game role corresponding to the game account in the second game play is smaller than the first preset value.
For example, the killing video segment associated with any game account in the first game play can be associated with the third control element, so that the killing video segment in the first game play can be displayed when the third control element is triggered in the game settlement interface of any game account in the first game play. For example, the first game lineup includes a game account 1, a game account 2, and a game account 3, and when the third control is triggered, in the current historical game data of the paired game, a first video clip when the game role corresponding to the game account 1 kills the game role corresponding to the game account in the second game lineup, a second video clip when the game role corresponding to the game account 2 kills the game role corresponding to the game account in the second game lineup, and a third video clip when the game role corresponding to the game account 3 kills the game role corresponding to the game account in the second game lineup may be obtained. Then, the first, second, and third click video clips are displayed.
In another exemplary embodiment, the game interaction method of the present disclosure may further include: responding to a triggering operation of a fourth control associated with a third game account in a game-play settlement interface aiming at a first game account in a first game client, and acquiring a target killing video clip related to the third game account in the game video data of the currently finished game-play; and displaying the target killing video clip in a first game client corresponding to the first game account.
The third game account includes any game account in a first game formation in which the first game account is located, the target killing video clip is determined according to target killing information related to the third game account in the current completed game play, the target killing information includes information when a game role corresponding to any game account in a second game formation is killed by a game role corresponding to the third game account, and the second game formation and the first game formation are different game formations.
For example, the killing video segment corresponding to each game account in the first game lineup may be respectively associated with a fourth control, so that when the fourth control corresponding to the game account is triggered in the game-play settlement interface of the first game account, the killing video segment of the game account may be displayed in the first game client corresponding to the first game account. For example, when the first game client triggers the fourth control associated with the game account 2 in the first game lineup, it may be displayed that the game character corresponding to the game account 2 kills the video segment of the game character corresponding to the game account in the second game lineup.
In yet another exemplary embodiment, the target third game account may be associated with a fourth control, a click-and-kill video clip related to the target third game account is acquired in response to a triggering operation of the fourth control associated with the target third game account in the game-play settlement interface for the first game account in the first game client, and the click-and-kill video clip is displayed on the first game client corresponding to the first game account.
For example, the game account or the MVP in the first game play that matches the first game account and kills the game character corresponding to the counterpart game account the most times may be associated with one fourth control. As shown in fig. 3, the "best partner" is associated with the "view" control 33 (i.e., a fourth control), and the "my MVP" is associated with the "view" control 34 (i.e., another fourth control) in fig. 3. In this way, in response to a triggering operation on the "view" control 33 in the game-play settlement interface for the first game account in the first game client, the first game account and the local best partner thereof are displayed to match and kill the killing video clip of the other party, and in response to a triggering operation on the "view" control 34 in the game-play settlement interface for the first game account in the first game client, the "MVP" in the first game play is displayed to kill the killing video clip of the other party.
Illustratively, the game interaction method of the present disclosure may further include: responding to a triggering operation of a fifth control related to a target game account in a game play settlement interface aiming at the first game account in a first game client, and sending a team formation request to a game client corresponding to the target game account; wherein the target game account includes a game account participating in the currently ended couple.
For example, a fifth control associated with each game account in the current game play may be configured for each game account in the current game play, the fifth controls associated with other accounts except the own account are displayed in the game play settlement interface corresponding to each game account, and when any game account is triggered in the game play settlement interface corresponding to the fifth control associated with the game account selected by the game account, a team formation request may be directly sent to the game client corresponding to the game account associated with the fifth control triggered by the game account under the name of the game account.
For example, referring to the game settlement interface for the first game account shown in fig. 3, the fifth control may be as shown in the "initiate team to TA" control 35 and the "initiate team to TA" control 36 in fig. 3. When a game player 1 logging in a game through a first game account triggers a "initiate team formation to TA" control 35 in a game play settlement interface shown in fig. 3, a team formation request can be directly sent to a game client corresponding to a "best partner in the field" in the first game play, which matches the first game account best in the first game play, on behalf of the first game account. When the local best partner agrees to form a team with the local best partner, the first game account and the corresponding 'local best partner' can directly enter the next game match in the relationship of teammates.
Illustratively, the game interaction method of the present disclosure may further include: and responding to a triggering operation of a sixth control related to a target second game account in a game play settlement interface aiming at the first game account in the first game client, and sending a second game challenge request to the game client corresponding to the target second game account so as to enable the first game account and the target second game account to carry out individual game play.
For example, when the game play information of any second game account in the second game play is displayed in the game play settlement interface of any game account in the first game play, a sixth control associated with the second game account may be configured for the second game account, so that when the game player 1 logging in the game through the first game account triggers the sixth control associated with the second game account in the first game client, the second game challenge request may be directly sent to the game client corresponding to the second game account, and when the second game account receives the second game challenge request, the first game account and the second game account may directly start to perform a new individual game play of the game play, that is, the game player 1 plays the game against 1, and the game player and the second game account may reselect a game character corresponding to the individual play.
Illustratively, the game interaction method of the present disclosure may further include: responding to a triggering operation of a seventh control associated with a target second game account in a game-play settlement interface aiming at the first game account in a first game client, and sending a third game challenge request to a second game client corresponding to the target second game account; when a second game client corresponding to the target second game account receives the third game challenge request, matching game teammates with the first game account and the target second game account at random respectively, so that the first game account and the target second game account perform multiplayer game fighting based on different game stands; the target second game account is any game account in the current game play which is in different game play with the first game account.
Wherein the game teammates matched with the first account or the target second game account may include other game accounts or game robots.
For example, when the game-play information of any second game account in the second game play is displayed in the game-play settlement interface of any game account in the first game play, a seventh control associated with the second game account may be configured and displayed for the second game account. In this way, when the game player 1 corresponding to the first game account triggers the seventh control associated with the second game account, the third game challenge request may be directly sent to the second game client corresponding to the second game account, and when the second game account accepts the third game challenge request, the same number of game teammates may be respectively matched for the first game account and the second game account at random, so that the first game account and the second game account directly play a multiplayer game in another game based on different game plays.
Illustratively, the game interaction method of the present disclosure may further include: when the sixth control and the seventh control are included in the game match settlement interface of the first game account, responding to the triggering operation of an eighth control related to the target second game account, and displaying the sixth control and the seventh control in the match settlement interface.
For example, when the game-play information of any second game account in the second game play is displayed in the game-play settlement interface of any game account in the first game play, an eighth control associated with the second game account may be configured and displayed for the second game account, and meanwhile, two sub-controls, namely the sixth control and the seventh control, are configured for the eighth control. When the game player 1 corresponding to the first game account triggers the eighth control in the game-play settlement interface, the sixth control and the seventh control are displayed simultaneously. And then, the game player 1 corresponding to the first game account continues to select whether to trigger the sixth control or the seventh control, and different game interactions are performed according to different selections of the game player 1 corresponding to the first game account.
For example, the eighth control may include the "direct launch challenge" control 37 associated with "death to death" and the "direct launch challenge" control 38 associated with "enemy MVP" in fig. 3. In response to a triggering operation for the "directly initiate challenge" control 37 in the hands-on settlement interface shown in fig. 3, a "1V 1" control and a "multi-player PK" control may be simultaneously displayed as shown in fig. 8, wherein the "1V 1" control may be understood as the sixth control described above, and the "multi-player PK" control may be understood as the seventh control described above.
Taking the example that the game player 1 corresponding to the first game account continuously selects the trigger "1V 1" control in the interface shown in fig. 8, a second game challenge request may be sent to the second game client corresponding to the "local death match" of the first game account. After receiving the second game challenge request, the second game client displays relevant information of the second game challenge request on its client, as shown in fig. 9, so as to remind a game player playing a game by logging in a game account of the second game client whether to accept the 1V1 challenge from the first game account. When the game player corresponding to the game account of the second game client is logged in to accept the game, the first game account and the second game account can directly carry out single game fight. When the game player of the second game client rejects, a prompt message of 'your 1V1 challenge' request is rejected by the other party can be sent to the first game client where the first game account is located.
It should be noted that, in this disclosure, the first game client corresponding to the first game account may include a game client to which the first game account logs in, and the meaning of the game client corresponding to any other game account is also the same, which is not described herein again, and the game player corresponding to the game account may be understood as a player who participates in the game play by logging in the game account.
According to the game interaction method provided by the disclosure, on one hand, a game player can review or check the killing video clips in the game directly through the game settlement interface, so that the player can quickly and intuitively know the key information of the game; on the other hand, if the game player is not good at or regrets a certain killing moment, re-challenge can be directly initiated aiming at the killing moment, so that the interaction among the players is increased. For example, after the game is finished, the player can still effectively analyze the game and can fight against regretted or unadvantaged places based on the original game data, and the game after-war experience of the game player is improved. On the other hand, various challenge modes are provided for game players in the game-play settlement interface, so that the players can initiate challenges in a targeted manner, battlefield regrets are made up, and diversified game experiences are realized.
Those skilled in the art will appreciate that all or part of the steps implementing the above embodiments are implemented as computer programs executed by a CPU. The computer program, when executed by the CPU, performs the functions defined by the method provided by the present invention. The program may be stored in a computer readable storage medium, which may be a read-only memory, a magnetic or optical disk, or the like.
Furthermore, it should be noted that the above-mentioned figures are only schematic illustrations of the processes involved in the method according to exemplary embodiments of the invention, and are not intended to be limiting. It will be readily understood that the processes shown in the above figures are not intended to indicate or limit the chronological order of the processes. In addition, it is also readily understood that these processes may be performed synchronously or asynchronously, e.g., in multiple modules.
Fig. 10 shows a schematic structural diagram of a game interaction device in an exemplary embodiment of the present disclosure. Referring to fig. 10, the game interaction apparatus 1000 may include: a historical combat information determination module 1010, a first game challenge transmission module 1020, and a game fight module 1030. Wherein:
a historical combat information determining module 1010 configured to determine, in response to a trigger operation of a first control in a game settlement interface for a first game account in a first game client, at least one piece of combat information between the first game account and a second game account in a currently finished game, so as to display the combat information on the first game client;
a first game challenge sending module 1020 configured to send a first game challenge request to a second game client corresponding to the second game account in response to a trigger operation for a second control associated with target combat information in the first game client, where the target combat information includes any one of the at least one combat information;
a game fighting module 1030, configured to determine, according to the target combat information, current initial game data of the first game account and the second game account when the second game client accepts the first game challenge request, so that the first game account and the second game account perform game fighting again based on the current initial game data;
wherein the first game account and the second game account are in different game lineups.
In some exemplary embodiments of the present disclosure, based on the foregoing examples, the fighting information includes killing information when the first game character is killed by the second game character; the first game role is a virtual object controlled in the first game client through the first game account, and the second game role is a virtual object controlled in the second game client through the second game account.
In some exemplary embodiments of the present disclosure, based on the foregoing embodiments, the fighting information is determined according to a target time; the target time comprises a first target time when a first game role is killed by a second game role in the current completed game, and/or a second target time when the virtual life value of the first game role is smaller than a first preset value in the battle process of the first game role and the second game role; the first game role is a virtual object controlled in the first game client through the first game account, and the second game role is a virtual object controlled in the second game client through the second game account.
In some exemplary embodiments of the present disclosure, based on the foregoing embodiments, the combat information is obtained by: aiming at least one target moment, determining a game video segment corresponding to a target time period in the game video data corresponding to the current finished game, so as to obtain combat information corresponding to the target moment; the target time period comprises a time period from the moment with the time difference with the target moment equal to a second preset value to the target moment.
In some exemplary embodiments of the present disclosure, based on the foregoing embodiments, the game fighting module 1030 described above may be further specifically configured to: according to target time corresponding to the target combat information, determining historical game time which is smaller than the target time and has a time difference with the target time equal to a third preset value; and respectively acquiring game data corresponding to the first game account and the second game account at the historical game time in the historical game data of the current game which is finished, so as to determine the current initial game data of the first game account and the second game account.
In some exemplary embodiments of the present disclosure, based on the foregoing embodiments, the above-mentioned historical combat information determination module 1010 may be specifically configured to: in response to a triggering operation of a first control associated with a target second game account in a game settlement interface of a first game client aiming at the first game account, determining fighting information between the first game account and the target second game account; the target second game account is any game account which is in different game play with the first game account in the current completed game play.
In some exemplary embodiments of the present disclosure, based on the foregoing embodiments, the game interaction apparatus 1000 may further include a killing video clip display module, which may be specifically configured to: responding to a triggering operation of a third control in a game-play settlement interface aiming at a first game account in a first game client, and acquiring a killing video clip related to a first game play of the first game account in the game video data of the current finished game play; displaying the killing video clip in a first game client corresponding to the first game account; the killing video clip is determined according to the killing information related to the first game camp in the current completed game, the killing information comprises information when a game role corresponding to a game account in the second game camp is killed by a game role corresponding to a game account in the first game camp, and the second game camp and the first game camp are different game camps.
In some exemplary embodiments of the present disclosure, based on the foregoing embodiments, the game interaction device 1000 described above may further include a target-killing video clip display module, which may be configured to:
responding to a triggering operation of a fourth control associated with a third game account in a game-play settlement interface aiming at a first game account in a first game client, and acquiring a target killing video clip related to the third game account in the game video data of the currently finished game-play;
displaying the target killing video clip in a first game client corresponding to the first game account;
the third game account includes any game account in a first game play in which the first game account is located, the target killing video clip is determined according to target killing information related to the third game account in the current completed game play, the target killing information includes information when a game role corresponding to any game account in a second game play is killed by a game role corresponding to the third game account, and the second game play and the first game play are different game plays.
In some exemplary embodiments of the present disclosure, based on the foregoing embodiments, the game interaction apparatus 1000 described above may further include a team formation request module configured to: responding to a triggering operation of a fifth control associated with a target game account in a game-play settlement interface aiming at the first game account in a first game client, and sending a team formation request to the game client corresponding to the target game account; wherein the target game account includes a game account participating in the currently ended couple.
In some exemplary embodiments of the present disclosure, based on the foregoing embodiments, the game interaction device 1000 may further include a single game match module and/or a multiplayer game match module, wherein:
the individual game fighting module is configured to respond to a triggering operation of a sixth control associated with a target second game account in a game-play settlement interface aiming at the first game account in a first game client, and send a second game challenge request to a game client corresponding to the target second game account so as to enable the first game account and the target second game account to carry out individual game fighting; and/or
The multiplayer game fighting module is configured to respond to the triggering operation of a seventh control associated with a target second game account in a game play settlement interface aiming at the first game account in a first game client, and send a third game challenge request to the game client corresponding to the target second game account; when a game client corresponding to the target second game account receives the third game challenge request, matching game teammates with the first game account and the target second game account at random respectively, so that the first game account and the target second game account can play a multiplayer game battle based on different game battles; the target second game account is any game account in the current game play which is in different game play with the first game account.
In some exemplary embodiments of the present disclosure, based on the foregoing embodiments, the game interaction apparatus 1000 described above may further include a control display module configured to: when the sixth control and the seventh control are included in the game play settlement interface of the first game account, in response to a trigger operation of an eighth control associated with the target second game account in the play settlement interface of the first game account in the first game client, displaying the sixth control and the seventh control in the play settlement interface.
The specific details of each unit in the game interaction device have been described in detail in the corresponding game interaction method, and therefore, the details are not described herein again.
It should be noted that although in the above detailed description several modules or units of the device for action execution are mentioned, such a division is not mandatory. Indeed, the features and functionality of two or more modules or units described above may be embodied in one module or unit, according to embodiments of the present disclosure. Conversely, the features and functions of one module or unit described above may be further divided into embodiments by a plurality of modules or units.
Moreover, although the steps of the methods of the present disclosure are depicted in the drawings in a particular order, this does not require or imply that the steps must be performed in this particular order, or that all of the depicted steps must be performed, to achieve desirable results. Additionally or alternatively, certain steps may be omitted, multiple steps combined into one step execution, and/or one step broken down into multiple step executions, etc.
Through the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein may be implemented by software, or by software in combination with necessary hardware. Therefore, the technical solution according to the embodiments of the present disclosure may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (which may be a CD-ROM, a usb disk, a removable hard disk, etc.) or on a network, and includes several instructions to enable a computing device (which may be a personal computer, a server, a mobile terminal, or a network device, etc.) to execute the method according to the embodiments of the present disclosure.
In an exemplary embodiment of the present disclosure, there is also provided a computer storage medium capable of implementing the above method. On which a program product capable of implementing the above-described method of the present specification is stored. In some possible embodiments, various aspects of the disclosure may also be implemented in the form of a program product comprising program code for causing a terminal device to perform the steps according to various exemplary embodiments of the disclosure described in the "exemplary methods" section above of this specification, when the program product is run on the terminal device.
Referring to fig. 11, a program product 1100 for implementing the above method according to an embodiment of the present disclosure is described, which may employ a portable compact disc read only memory (CD-ROM) and include program code, and may be run on a terminal device, such as a personal computer. However, the program product of the present disclosure is not limited thereto, and in this document, a readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
The program product may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the foregoing. More specific examples (a non-exhaustive list) of the readable storage medium include: an electrical connection having one or more wires, a portable disk, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
A computer readable signal medium may include a propagated data signal with readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated data signal may take many forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A readable signal medium may also be any readable medium that is not a readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
Program code for carrying out operations for the present disclosure may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, C + + or the like and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computing device, partly on the user's device, as a stand-alone software package, partly on the user's computing device and partly on a remote computing device, or entirely on the remote computing device or server. In the case of a remote computing device, the remote computing device may be connected to the user computing device through any kind of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or may be connected to an external computing device (e.g., through the internet using an internet service provider).
In addition, in an exemplary embodiment of the present disclosure, an electronic device capable of implementing the above method is also provided.
As will be appreciated by one skilled in the art, aspects of the present disclosure may be embodied as a system, method or program product. Accordingly, various aspects of the present disclosure may be embodied in the form of: an entirely hardware embodiment, an entirely software embodiment (including firmware, microcode, etc.) or an embodiment combining hardware and software aspects that may all generally be referred to herein as a "circuit," module "or" system.
An electronic device 1200 according to this embodiment of the disclosure is described below with reference to fig. 12. The electronic device 1200 shown in fig. 12 is only an example and should not bring any limitation to the functions and the scope of use of the embodiments of the present disclosure.
As shown in fig. 12, the electronic device 1200 is embodied in the form of a general purpose computing device. The components of the electronic device 1200 may include, but are not limited to: the at least one processing unit 1210, the at least one memory unit 1220, a bus 1230 connecting various system components (including the memory unit 1220 and the processing unit 1210), and a display unit 1240.
Wherein the storage unit stores program code that is executable by the processing unit 1210 to cause the processing unit 1210 to perform steps according to various exemplary embodiments of the present disclosure described in the above section "exemplary methods" of this specification. For example, the processing unit 1210 may perform the various steps as shown in fig. 2.
The storage unit 1220 may include a readable medium in the form of a volatile memory unit, such as a random access memory unit (RAM)12201 and/or a cache memory unit 12202, and may further include a read only memory unit (ROM) 12203.
Storage unit 1220 may also include a program/utility 12204 having a set (at least one) of program modules 12205, such program modules 12205 including, but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which, or some combination thereof, may comprise an implementation of a network environment.
Bus 1230 may be one or more of several types of bus structures, including a memory unit bus or memory unit controller, a peripheral bus, an accelerated graphics port, a processing unit, or a local bus using any of a variety of bus architectures.
The electronic device 1200 may also communicate with one or more external devices 1300 (e.g., keyboard, pointing device, bluetooth device, etc.), with one or more devices that enable a user to interact with the electronic device 1200, and/or with any devices (e.g., router, modem, etc.) that enable the electronic device 1200 to communicate with one or more other computing devices. Such communication may occur via input/output (I/O) interfaces 1250. Also, the electronic device 1200 may communicate with one or more networks (e.g., a Local Area Network (LAN), a Wide Area Network (WAN), and/or a public network such as the Internet) via the network adapter 1260. As shown, the network adapter 1260 communicates with the other modules of the electronic device 1200 via the bus 1230. It should be appreciated that although not shown, other hardware and/or software modules may be used in conjunction with the electronic device 1200, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, among others.
Through the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein may be implemented by software, or by software in combination with necessary hardware. Therefore, the technical solution according to the embodiments of the present disclosure may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (which may be a CD-ROM, a usb disk, a removable hard disk, etc.) or on a network, and includes several instructions to enable a computing device (which may be a personal computer, a server, a terminal device, or a network device, etc.) to execute the method according to the embodiments of the present disclosure.
Furthermore, the above-described figures are merely schematic illustrations of processes included in methods according to exemplary embodiments of the present disclosure, and are not intended to be limiting. It will be readily understood that the processes shown in the above figures are not intended to indicate or limit the chronological order of the processes. In addition, it is also readily understood that these processes may be performed synchronously or asynchronously, e.g., in multiple modules.
Other embodiments of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the disclosure disclosed herein. This application is intended to cover any variations, uses, or adaptations of the disclosure following, in general, the principles of the disclosure and including such departures from the present disclosure as come within known or customary practice within the art to which the disclosure pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.

Claims (14)

1. A game interaction method, comprising:
in response to a triggering operation of a first control in a game settlement interface aiming at a first game account in a first game client, determining at least one piece of fighting information between the first game account and a second game account in a currently finished game, so as to display the fighting information in the first game client;
in response to a trigger operation for a second control associated with target combat information in the first game client, sending a first game challenge request to a second game client corresponding to the second game account, wherein the target combat information comprises any one of the at least one piece of combat information;
when the second game client receives the first game challenge request, respectively determining the current initial game data of the first game account and the second game account according to the target combat information, so that the first game account and the second game account replay game battles based on the current initial game data;
wherein the first game account and the second game account are in different game lineups.
2. The game interaction method according to claim 1, wherein the combat information includes killing information when the first game character is killed by the second game character; the first game role is a virtual object controlled in the first game client through the first game account, and the second game role is a virtual object controlled in the second game client through the second game account.
3. The game interaction method of claim 1, wherein the combat information is determined based on a target time; the target time comprises a first target time when a first game role is killed by a second game role in the current completed game, and/or a second target time when the virtual life value of the first game role is smaller than a first preset value in the battle process of the first game role and the second game role;
the first game role is a virtual object controlled in the first game client through the first game account, and the second game role is a virtual object controlled in the second game client through the second game account.
4. A game interaction method as claimed in claim 3, wherein the combat information is obtained by:
aiming at least one target moment, determining a game video segment corresponding to a target time period in the game video data corresponding to the current finished game, so as to obtain combat information corresponding to the target moment;
the target time period comprises a time period from the moment with the time difference with the target moment equal to a second preset value to the target moment.
5. The game interaction method of claim 3, wherein the determining the current initial game data of the first game account and the second game account according to the target combat information comprises:
according to target time corresponding to the target combat information, determining historical game time which is smaller than the target time and has a time difference with the target time equal to a third preset value;
and in the historical game data of the current game match, respectively acquiring the game data corresponding to the first game account and the second game account at the historical game moment so as to respectively determine the current initial game data of the first game account and the second game account.
6. The game interaction method of claim 1, wherein the determining combat information between the first game account and the second game account in response to a triggering operation of a first control in a game play settlement interface of the first game client for the first game account comprises:
in response to a triggering operation of a first control associated with a target second game account in a game settlement interface of a first game client aiming at the first game account, determining fighting information between the first game account and the target second game account;
the target second game account is any game account which is in different game play with the first game account in the current completed game play.
7. A game interaction method as recited in claim 1, further comprising:
responding to a triggering operation of a third control in a game-play settlement interface aiming at a first game account in a first game client, and acquiring a killing video clip related to a first game play of the first game account in the game video data of the current finished game play;
displaying the killing video clip in a first game client corresponding to the first game account;
the killing video clip is determined according to the killing information related to the first game camp in the current completed game, the killing information comprises information when a game role corresponding to a game account in the second game camp is killed by a game role corresponding to a game account in the first game camp, and the second game camp and the first game camp are different game camps.
8. A game interaction method as recited in claim 1, further comprising:
responding to a triggering operation of a fourth control associated with a third game account in a game-play settlement interface aiming at a first game account in a first game client, and acquiring a target killing video clip related to the third game account in the game video data of the currently finished game-play;
displaying the target killing video clip in a first game client corresponding to the first game account;
the third game account includes any game account in a first game play in which the first game account is located, the target killing video clip is determined according to target killing information related to the third game account in the current completed game play, the target killing information includes information when a game role corresponding to any game account in a second game play is killed by a game role corresponding to the third game account, and the second game play and the first game play are different game plays.
9. A game interaction method as recited in claim 1, further comprising:
responding to a triggering operation of a fifth control associated with a target game account in a game-play settlement interface aiming at the first game account in a first game client, and sending a team formation request to the game client corresponding to the target game account;
wherein the target game account includes a game account participating in the currently ended couple.
10. A game interaction method as recited in claim 1, further comprising:
responding to a triggering operation of a sixth control related to a target second game account in a game-play settlement interface of a first game client for the first game account, and sending a second game challenge request to a game client corresponding to the target second game account so as to enable the first game account and the target second game account to carry out individual game play; and/or
Responding to a triggering operation of a seventh control associated with a target second game account in a game-play settlement interface of the first game client aiming at the first game account, and sending a third game challenge request to a game client corresponding to the target second game account;
when the game client corresponding to the target second game account receives the third game challenge request, matching game teammates for the first game account and the target second game account players respectively at random, so that the first game account and the target second game account carry out multiplayer game battles based on different game battles;
the target second game account is any game account which is in different game play with the first game account in the current completed game play.
11. A game interaction method as recited in claim 10, further comprising:
when the sixth control and the seventh control are included in the game play settlement interface of the first game account, in response to a trigger operation of an eighth control associated with the target second game account in the play settlement interface of the first game account aimed at by the first game client, the sixth control and the seventh control are displayed in the play settlement interface.
12. A game interaction apparatus, comprising:
the historical combat information determining module is configured to respond to a triggering operation of a first control in a game-play settlement interface aiming at a first game account in a first game client, determine at least one piece of combat information between the first game account and a second game account in a currently finished game-play, and display the combat information on the first game client;
a first game challenge sending module configured to send a first game challenge request to a second game client corresponding to the second game account in response to a trigger operation for a second control associated with target combat information in the first game client, wherein the target combat information includes any one of the at least one piece of combat information;
the game fighting module is configured to respectively determine current initial game data of the first game account and the second game account according to the target fighting information when the second game client accepts the first game challenge request, so that the first game account and the second game account replay game fighting based on the current initial game data;
wherein the first game account and the second game account are in different game lineups.
13. A computer-readable storage medium, on which a computer program is stored, which, when executed by a processor, implements a game interaction method as claimed in any one of claims 1 to 11.
14. An electronic device, comprising:
one or more processors;
storage means for storing one or more programs which, when executed by the one or more processors, cause the one or more processors to implement a game interaction method as claimed in any one of claims 1 to 11.
CN202210088912.3A 2022-01-25 2022-01-25 Game interaction method, game interaction device, readable storage medium and electronic equipment Pending CN114470784A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2024113142A1 (en) * 2022-11-29 2024-06-06 上海莉莉丝科技股份有限公司 Task processing method, device and system, and medium and program product

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2024113142A1 (en) * 2022-11-29 2024-06-06 上海莉莉丝科技股份有限公司 Task processing method, device and system, and medium and program product

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