CN115243110A - Barrage display method and device, computer equipment and storage medium - Google Patents

Barrage display method and device, computer equipment and storage medium Download PDF

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Publication number
CN115243110A
CN115243110A CN202210713811.0A CN202210713811A CN115243110A CN 115243110 A CN115243110 A CN 115243110A CN 202210713811 A CN202210713811 A CN 202210713811A CN 115243110 A CN115243110 A CN 115243110A
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bullet screen
game
skill
determining
display
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Granted
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CN202210713811.0A
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Chinese (zh)
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CN115243110B (en
Inventor
莫筱羽
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Guangzhou Boguan Information Technology Co Ltd
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Guangzhou Boguan Information Technology Co Ltd
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4788Supplemental services, e.g. displaying phone caller identification, shopping application communicating with other users, e.g. chatting
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/431Generation of visual interfaces for content selection or interaction; Content or additional data rendering
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4781Games
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/80Generation or processing of content or additional data by content creator independently of the distribution process; Content per se
    • H04N21/81Monomedia components thereof
    • H04N21/8166Monomedia components thereof involving executable data, e.g. software
    • H04N21/8173End-user applications, e.g. Web browser, game

Abstract

The embodiment of the application discloses a bullet screen display method, a bullet screen display device, computer equipment and a storage medium; the method comprises the steps of obtaining game skill data; determining a bullet screen display mode according to the game skill data; and displaying the current bullet screen in the bullet screen display mode in the game picture displayed by the terminal. In the embodiment of the application, the game skill data is used as the basis to determine the corresponding bullet screen display mode, on one hand, the bullet screen display mode can be combined with the game skill which changes in real time to provide diversified bullet screen display modes, and on the other hand, the relevance between the bullet screen and the video content can be enhanced to increase the retention rate of users and reduce the idle consumption of servers.

Description

Barrage display method and device, computer equipment and storage medium
Technical Field
The application relates to the technical field of computers, in particular to a bullet screen display method and device, computer equipment and a storage medium.
Background
In recent years, with the development of network communication technology and multimedia technology, network video is more and more widely applied. The barrage is a comment mode of the network video, and refers to a comment which is directly displayed on the video by comment content sent by a user watching the video. The user can communicate and interact with other users through the release bullet screen. For example, a user may send a barrage in a game video for barrage interaction with the video content.
However, the conventional bullet screen display mode of game video is single, and the relevance between the bullet screen and video content is low.
Disclosure of Invention
The embodiment of the application provides a bullet screen display method and device, computer equipment and a storage medium, which can provide diversified bullet screen display modes according to game skill data and enhance the relevance of bullet screens and video contents.
The embodiment of the application provides a bullet screen display method, a terminal provides a graphical user interface, and a game picture is displayed on the graphical user interface, and the method comprises the following steps: acquiring game skill data; determining a bullet screen display mode according to the game skill data; and displaying the current bullet screen in the bullet screen display mode in the game picture displayed by the terminal.
The embodiment of the present application further provides a bullet screen display device, and a terminal provides a graphical user interface, where the graphical user interface displays game pictures, and the device includes: an acquisition unit configured to acquire game skill data; the determining unit is used for determining a bullet screen display mode according to the game skill data; a display unit for displaying the current barrage in the barrage display mode in the game picture displayed by the terminal
The embodiment of the application also provides computer equipment, which comprises a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute the steps of any bullet screen display method provided by the embodiment of the application.
The embodiment of the present application further provides a computer-readable storage medium, where multiple instructions are stored in the computer-readable storage medium, and the instructions are suitable for being loaded by a processor to perform steps in any bullet screen display method provided in the embodiment of the present application.
The game skill data can be acquired; determining a bullet screen display mode according to the game skill data; and displaying the current bullet screen in the bullet screen display mode in the game picture displayed by the terminal. In the application, the game skill data is used as the basis to determine the corresponding bullet screen display mode, on one hand, the bullet screen display mode can be combined with the game skill which changes in real time to provide diversified bullet screen display modes, and on the other hand, the correlation between the bullet screen and the video content can be enhanced to increase the retention rate of users and reduce the server idle consumption.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
Fig. 1a is a scene schematic diagram of a bullet screen display method provided in an embodiment of the present application;
fig. 1b is a schematic flowchart of a bullet screen display method provided in an embodiment of the present application;
FIG. 1c is a diagram of a game screen of a turn-based game according to an embodiment of the present application;
FIG. 1d is a schematic diagram of a game interface with an editing interface displayed thereon according to an embodiment of the present application;
FIG. 1e is a schematic view of a game interface with an editing interface displayed thereon according to an embodiment of the present application;
FIG. 1f is a schematic view of a game screen displaying a bullet screen at the periphery of a display area according to an embodiment of the present application;
fig. 2a is a schematic flowchart of a bullet screen display method according to another embodiment of the present application;
FIG. 2b is a schematic diagram of a game screen displaying a bullet screen of an original master according to an embodiment of the present application;
FIG. 2c is a schematic view of a game screen with water release skills according to an embodiment of the present application;
FIG. 2d is a schematic illustration of a game screen when releasing fire skills, as provided by an embodiment of the present application;
fig. 3 is a schematic structural diagram of a bullet screen display device provided in an embodiment of the present application;
fig. 4 is a schematic structural diagram of a computer device provided in an embodiment of the present application.
Detailed Description
The technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
Before explaining the embodiments of the present application in detail, some terms related to the embodiments of the present application will be explained.
Wherein, the game scene is as follows: is a game scene that is displayed (or provided) by an application program when the application program runs on a terminal. The game scene can be a simulation environment of a real world, can also be a semi-simulation semi-fictional virtual environment, and can also be a pure fictional virtual environment. The game scene may be any one of a two-dimensional game scene, a 2.5-dimensional game scene, or a three-dimensional game scene, and the dimension of the game scene is not limited in the embodiments of the present application. For example, a game scene may include sky, land, ocean, etc., the land may include environmental elements such as deserts, cities, etc., and a user may control virtual characters to move in the game scene.
The game role: refers to a character used to simulate a character or animal in a game scene. The game character can be a virtual character, a virtual animal, an animation character, etc., such as: characters and animals displayed in a game scene. The game character may be an avatar in the game scene that is virtual to represent the user. The game scene can comprise a plurality of game characters, and each game character has a shape and a volume in the game scene and occupies a part of space in the game scene. The activities of the game character may include: adjusting body posture, crawling, walking, running, riding, flying, jumping, aiming using a virtual sight, shooting, driving, picking up, attacking, throwing, and releasing skills, etc.
In some embodiments, the content displayed in the graphical user interface includes, at least in part, a game scene, wherein the game scene includes at least one game character.
In some embodiments, the game characters in the game scene include a Player-operated virtual Character (Player Character) and a Non-Player-operated virtual Character (NPC) that is a system preset control. In the present embodiment, the game character is a virtual character manipulated by a player.
In this embodiment, the game character may be a virtual character that the player controls by an operation on the client. Alternatively, the game character may be a virtual character that plays a game in a game scene. Optionally, the number of game characters participating in interaction in the game scene may be preset, or may be dynamically determined according to the number of clients participating in interaction.
A game interface: the method refers to an interface corresponding to an application program provided or displayed through a graphical user interface, wherein the interface comprises the graphical user interface for interaction of a user and a picture of a game scene. The game screen may refer to a screen including a game interface displayed by the terminal.
In some embodiments, game controls (e.g., skill controls, movement controls, character control controls, and function controls such as backpack controls, chat controls, system setting controls, etc.), indicators (e.g., direction indicators, character indicators, etc.), information presentation areas (e.g., number of clicks, time of play, etc.) may be included in the game interface.
The embodiment of the application provides a bullet screen display method and device, computer equipment and a storage medium.
The bullet screen display device can be specifically integrated in an electronic device, and the electronic device can be a terminal, a server and other devices. The terminal can be a mobile phone, a tablet Computer, an intelligent bluetooth device, a notebook Computer, or a Personal Computer (PC), and the like; the server may be a single server or a server cluster composed of a plurality of servers.
In some embodiments, the barrage display may be further integrated in a plurality of electronic devices, for example, the barrage display apparatus may be integrated in a plurality of servers, and the barrage display method of the present application is implemented by the plurality of servers.
In some embodiments, the bullet screen display method may be executed on a terminal device or a server. The terminal device may be a local terminal device. When the bullet screen display method runs on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an optional embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud games. Taking a cloud game as an example, a cloud game refers to a game mode based on cloud computing. In the cloud game operation mode, the operation main body of the game application program and the game picture presentation main body are separated, the storage and the operation of the role control method are completed on a cloud game server, and the client equipment is used for receiving and sending data and presenting the game picture, for example, the client equipment can be display equipment with a data transmission function close to a user side, such as a terminal, a television, a computer, a handheld computer and the like; however, the terminal device performing role control is a cloud game server in the cloud. When a game is played, a user operates the client device to send an operation instruction, such as an operation instruction of touch operation, to the cloud game server, the cloud game server runs the game according to the operation instruction, encodes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes and outputs the game pictures through the client device.
In some embodiments, the server may also be implemented in the form of a terminal.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game application and is used for presenting a game screen. The local terminal device is used for interacting with a user through a graphical user interface, namely, a game application program is downloaded and installed and operated through the electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the user may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the user by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game screen and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen. The user can operate on the interface through an input device such as a touch screen, a mouse, a keyboard, or a handle.
For example, referring to fig. 1a, in some embodiments, a scene diagram of a bullet screen display method is provided, and the system may implement the bullet screen display method. In this scenario, a live client, a live server, and a game client or game server may be included.
The live client may be a device capable of implementing a live function, for example, a live platform, a browser, and other application programs that can be used for watching live are installed in the device. The live broadcast client side provides a live broadcast interface of the target game through a graphical user interface, and the live broadcast interface comprises game pictures of the game.
The live broadcast server is a server corresponding to the live broadcast client, and can receive information sent by the live broadcast client, and the information is processed and forwarded or directly forwarded to the game client or the game server; the live broadcast server can receive the information sent by the game client or the game server, and the information is processed and forwarded or directly forwarded to the live broadcast client.
The game client can be equipment loaded with a game application program, and the game is not limited and can be an athletic game, a role playing game and the like, such as a multi-player online competitive game, a first-person action game and the like; in the scheme, the game client can realize a fighting mode during electronic competition, and the game client can also be called as a fighting client.
The game server is a server corresponding to the target game and provides calculation or application service for the game client in the network.
For example, the live broadcast server may obtain game skill data from a game client or a game server, and determine a bullet screen display mode according to the game skill data. The live broadcast client can display the current barrage in the bullet screen display mode in the game picture displayed by the terminal.
The following are detailed below. It is understood that, in the specific implementation of the present application, the data related to the input operation information, operation instructions, historical barrage, user who issues barrage, attention of game anchor, etc. of the user are involved, when the following embodiments of the present application are applied to specific products or technologies, user permission or consent needs to be obtained, and the collection, use and processing of the related data need to comply with relevant laws and standards in relevant countries and regions.
In this embodiment, a bullet screen display method is provided, in which a terminal provides a graphical user interface, and a game picture is displayed on the graphical user interface, as shown in fig. 1b, a specific flow of the bullet screen display method may be as follows:
110. game skill data is acquired.
The game skill can refer to a mode of creating effects such as attack, defense and assistance through game behaviors in the game. Game skill data may refer to data relating to game skills and may include, but is not limited to, skill type, skill trigger time, skill start time, skill end time, skill release trajectory, game character information to release game skill, and the like. The game skill data may be data relating to game skills being performed at the present time, data relating to game skills to be performed, which may refer to game skills to be performed determined by current or historical operations of the player, or the like.
The embodiment of the application can be applied to live game play, non-live game video play and direct game play. For example, when the method is applied to playing of non-live game videos, the terminal can acquire the game videos from the video server, and the game pictures are pictures in the game videos. The user can execute the input operation of the bullet screen content through the terminal, the video server can generate the bullet screen content after acquiring the input operation information of the user, and can acquire game skill data corresponding to the game video to determine a bullet screen display mode of the bullet screen content and display the bullet screen in the game video in the bullet screen display mode. The method of the embodiment of the application can also be applied to the terminal, and the server can also be realized in the form of the terminal.
For example, when the method is directly applied to a game, the game server may obtain operation information on a game client, generate bullet screen content after obtaining input operation information of a user, obtain game skill data corresponding to a game video, determine a bullet screen display mode of the bullet screen content, display a bullet screen in the game picture in the bullet screen display mode, and transmit the game picture on which the bullet screen is displayed to the game client for display. For example, when CG animation of a game is displayed, a bullet screen may be displayed in a corresponding bullet screen display mode, or during a game battle, a bullet screen may be displayed in a corresponding bullet screen display mode.
For example, when the method is applied to game live broadcasting, the game server can acquire operation information on a game client, transmit a game picture to the live broadcasting server, and then send the game picture to the live broadcasting client in a live video streaming mode through the live broadcasting server.
When the method is applied to game live broadcast, the method of the embodiment of the present application may be executed by a live broadcast server, may also be executed by a game server, and may also be executed by different subjects. For example, the live broadcast server may obtain game skill data from the game server, after determining the bullet screen display mode, the live broadcast server may obtain bullet screen content of the current bullet screen, generate a bullet screen to be displayed according to the bullet screen display mode and the bullet screen content of the current bullet screen, send the bullet screen to be displayed to the live broadcast client, and display the bullet screen to be displayed by the live broadcast client. For another example, the game server may determine a bullet screen display mode according to the game skill data, send the bullet screen display mode to the live broadcast server, obtain the bullet screen content of the current bullet screen by the live broadcast server, generate a bullet screen to be displayed according to the bullet screen display mode and the bullet screen content of the current bullet screen, send the bullet screen to be displayed to the live broadcast client, and display the bullet screen to be displayed by the live broadcast client. The method of the embodiment of the application can also be applied to the terminal, and the server can also be realized in the form of the terminal.
In some implementations, the game server can be a cloud game server. For example, a game client runs in a cloud game server, a cloud game SDK is integrated in a live application installed in a live client, and when a game is played directly, the live application can start the game application by starting the cloud game SDK, that is, the game application is started in the live application. When a game is played, a game anchor can send an operation instruction to the cloud game server through a game application program on a live client, for example, the operation instruction aiming at game skills, and the game client can generate game skill data according to the operation instruction so as to control game characters to execute corresponding game skills and transmit sound effects, pictures and the like of the game to the live client in the form of video streams and audio streams. Live spectator can send barrage content to live server through the live application on the live client to live server generates the barrage that will show according to the barrage content, and sends to live client.
In some embodiments, when the method is applied to game live broadcast, corresponding game skill data can be generated through real-time trigger operation on game skills, so that the game skill data in the current game content can be acquired in real time, and the correlation between the barrage and the video content can be increased. Specifically, before acquiring the game skill data, the method may further include:
and generating game skill data in response to the trigger operation aiming at the preset game skill.
The preset game skill may refer to a game skill set according to a specific game setting. The trigger operation for the preset game skill may refer to an operation of generating an instruction for controlling the game character to perform the preset game skill. For example, a skill control in the game interface may be touched to control the game character to execute a game skill corresponding to the game control, and one skill control may correspond to one game skill. The trigger operation may include, but is not limited to, touch, drag, swipe, long-press, short-press, double-click, end-drag, etc., and the player can perform the trigger operation through an input device such as a touch screen, a mouse, a keyboard or a handle, etc., depending on the game operation method or the game specific setting. The player capable of executing the trigger operation may be a game anchor or an adversary player of the game anchor.
For example, the game anchor may click a skill control in the game interface through the game client to generate a control instruction, and the game client may transmit the control instruction to the game server to generate game skill data according to the control instruction.
In some embodiments, the embodiment of the application can be applied to turn-based game live broadcast, and as the player needs to set the combat information of the current turn before the current turn starts, all game skill data of the current turn can be acquired once after the player sets the combat information of the current turn, so that the efficiency of determining the bullet screen display modes corresponding to all game skills in the current turn is improved, and bullet screen display delay is avoided. Specifically, acquiring game skill data may include:
game skill data for the current round is generated in response to game play for the current round.
The turn-based game is a game for fighting according to a turn, and can comprise a plurality of turns, wherein players can operate the game by taking turns of the turns in the game during fighting, and can only turn to the turns (namely, the turns of the other party), namely, the players can set fighting information in the turns, and then the game server generates fighting content according to the set fighting information, and executes the fighting content until the fighting content is finished, and waits for the turns of the other party. In the own round, the own game character may release the skill to the enemy game character according to the battle contents, and as shown in fig. 1c, the own game character 2 may release the game skill a to the enemy game character a.
The current round may refer to a round to be executed at the current moment, and the player may set combat information of the current round through game operations.
The game operation may refer to an operation for setting the contents of battles in a round, among others. For example, a player may edit, through a game client, game characters, equipment information, and the like participating in a battle in a current round to determine battle information in the current round, and a game server may generate battle content in the current round according to the battle information set by the game client.
In some embodiments, as shown in fig. 1d, an editing interface may be displayed in the game interface of the game client, and the player may edit the own game character participating in the current round battle in the editing interface, for example, the number of the game characters participating in the battle may be increased or decreased, the battle position of the game character participating in the battle may be adjusted, and the like. For example, game characters editable by the game master include game characters 1 to 5, a maximum of 3 game characters battleable in the battle field in the current round, and the game master can battle by selecting a maximum of 3 game characters from the game characters 1 to 5 in the edited page and determining the battle position of each selected game character. For example, the game master can arrange the game characters 1 to 3 in the battle positions 1 to 3 in the game scene in this order. As shown in fig. 1e, the game host may further edit the character information of the selected game character in an editing interface, and the character information may include, but is not limited to, equipment, props, pets, and the like. Therefore, after the game anchor finishes editing in the editing page, the game server can automatically determine the fighting content of the current round according to the editing result of the game anchor and the game data of the opposite party, wherein the fighting content can comprise game skills to be released by the game characters 1 to 3, a release mode and the like, and therefore the game server can acquire the game skill data of the game skills to be released by the current round from the fighting content.
In some embodiments, in order to increase the correlation of the barrage with the video content, the acquired game skill data may be game skill data of all game characters displayed in the game screen. For example, a plurality of game characters are present on the game screen and the game skill data of these game characters can be acquired.
In some embodiments, in the live game, the live viewer can autonomously select to watch the live picture of the game anchor, that is, the live viewer can understand that the live viewer prefers the game anchor corresponding to the live picture selected by the live viewer, so that in order to meet the preference of the live viewer, the user viscosity is increased, the server idle consumption is reduced, and the acquired game skill data can be game skill data corresponding to the game anchor.
120. And determining a bullet screen display mode according to the game skill data.
The bullet screen display mode may refer to a presentation form of the bullet screen in the game screen, and may include, but is not limited to, a display background (a color or a shape of a base), a font size, a font style, a font color, a transparency, a display area size, whether to display an object mark, a display duration, a display position, and the like.
The bullet screen style of current game video is usually static configuration, and the style is single. The embodiment of the application determines the corresponding bullet screen display mode according to the game skill data, on one hand, the bullet screen display mode can be combined with the game skill which changes in real time, diversified bullet screen display modes are provided, and on the other hand, the relevance between the bullet screen and the video content can be enhanced, so that the retention rate of a user is increased, and the idle consumption of a server is reduced.
In some embodiments, in order to increase the relevance of the bullet screen to the video content, diversified bullet screen display modes are provided, and the visual style of the corresponding bullet screen can be determined according to the skill type of the game skill. Specifically, the game skill data may include a skill type, the bullet screen display mode may include a first visual style, and determining the bullet screen display mode according to the game skill data may include:
acquiring at least one visual style;
and determining the visual style corresponding to the skill type as a first visual style.
Wherein, skill type may refer to a type of game skill. It is to be understood that the skill types of the preset game skills may be set according to the game, for example, the game skills may be classified into a plurality of skill types such as a thunder system, a fire system, a water system, an ice system, a wind system, and a rock system according to the energy attribute, or names of the game skills may be directly used as the corresponding skill types, that is, game skills with different names belong to different skill types.
Wherein the visual style may refer to an appearance form of the bullet screen display. The visual style may include at least one of a display background, a font size, a font style, a font color, a transparency, and a display region size. The first visual style may refer to a visual style corresponding to a skill type.
In some embodiments, in order to increase the relevance of the bullet screen to the video content, diversified bullet screen display modes are provided, and the visual style of the corresponding bullet screen can be determined through the skill effect of game skills. Specifically, the game skill data may include a skill effect, the bullet screen display mode may include a second visual style, and determining the bullet screen display mode according to the game skill data may include:
acquiring at least one visual style;
and determining the visual style corresponding to the skill effect as a second visual style.
Wherein the skill effect may refer to an effect produced by game skill release. The skill effect may include an original effect or an additional effect. The original effect may refer to a skill effect that the game skill itself may produce, such as game character a may produce a wetness effect to attach a wetness state to an enemy when using game skill a to attack the enemy. The additional effect may refer to an effect other than the original effect generated when the game skill is released, for example, when the game character a attacks an enemy using the game skill a, a striking effect may be generated with a certain probability.
Wherein the second visual style may refer to a visual style corresponding to a skill effect.
In practical application, a corresponding visual style can be set in advance for each skill type or skill effect through the server, for example, a red display background can be set for a fire game skill, a font style can be set for a damp effect as a water mist character, and the like. Each visual style may also be marked with a skill type or a skill effect, and the marked visual style may be prestored in the server. When determining the bullet screen display mode, the server may determine the visual style marked as the same as the skill type or the skill effect as the first visual style or the second visual style. It should be noted that the server may set a corresponding visual style for some or all of the game skills or skill effects according to the game setting or application scenario.
It should be noted that, in practical applications, the bullet screen may include two parts, namely a bottom plate and bullet screen contents, the visual style may refer to an appearance form corresponding to the bottom plate, and the bullet screen contents may refer to bullet screen contents input by a user, and may include icons, symbols, characters, letters, numbers, and the like. When the bullet screen display mode is determined, the first visual style or the second visual style is determined to be that the corresponding bottom plate is selected, and after the user inputs bullet screen content, the server can input the bullet screen content into an editable area of the bottom plate to generate a bullet screen to be displayed.
In some implementations, to enhance the relevance of a barrage to video content, tagging information corresponding to game skill data may be displayed in the barrage. Specifically, the bullet screen display mode may include displaying a target mark, and determining the bullet screen display mode according to the game skill data may include:
obtaining at least one candidate mark;
candidate marks corresponding to the game skill data are determined as target marks.
The candidate mark may refer to mark information that can be added to the bullet screen content of the bullet screen, and may include, but is not limited to, icons, symbols, characters, letters, numbers, and the like. The candidate mark may be an element that is preset according to a game setting or an application scenario.
Wherein, displaying the target mark may refer to adding the target mark in the bullet screen so as to display the target mark when the bullet screen is displayed. For example, the target mark may be added to the bullet screen content of the bullet screen, or the target mark may be directly added to the bottom plate of the bullet screen.
In practical applications, a plurality of candidate marks may be set in advance by the server, and different candidate marks may correspond to different game types, for example, a flame icon, a wave icon, and a snow icon may be set for game skills of a fire system, a water system, and an ice system, respectively, so that when a skill type such as a fire system is included in the game skill data, a flame icon corresponding to the fire system may be used as the target mark. For example, when the game skill data includes information of a game character releasing game skill, for example, the game skill data includes information of a game character a, the avatar of the game character a may be used as a target marker.
In some embodiments, candidate marks corresponding to different game types and candidate marks corresponding to different game characters can be preset at the same time, so that target marks can be added according to the game types and target contents corresponding to the game characters at the same time, and the correlation between the barrage and the video content is further increased.
In some embodiments, to increase the relevance of a barrage to video content, a target marker may be inserted in the barrage content. Specifically, determining a bullet screen display mode according to the game skill data, and displaying current bullet screens in the bullet screen display mode in the game picture displayed by the terminal, may further include:
acquiring the bullet screen content of the current bullet screen;
determining content corresponding to the game skill data in the bullet screen content as target content;
and adding a target mark in the bullet screen content according to the position of the target content in the bullet screen content.
Wherein, the current bullet screen can refer to the bullet screen that will be displayed currently. It should be noted that, the process of determining the current bullet screen may be before step 120 or after step 120.
The target content may refer to content corresponding to the game skill data, for example, keywords such as skill types and game character names may be extracted from the bullet screen content, and the keywords are matched with corresponding keywords in the game skill data, and the matched keywords are determined as the target content.
For example, when a user watches a game video, a bullet screen related to game content in the video is generally sent to interact with other users, so that target content corresponding to game skills can be determined from the bullet screen content sent by the user, target marks are added, and the target content in the bullet screen content is associated with the game skill data. For example, when a game character a and a game character B in a game screen are fighting, if the game skill data includes the game character a, after acquiring the barrage content "ou" input by the user, the game character a is too much, "the game character a" in the barrage content may be determined as the target content, and the avatar of the game character a may be added in front of or behind the "game character a" to form a new barrage content "oude, (the avatar of the game character a) the game character a is too much" or "ou the game character a, (the avatar of the game character a) is too much". For another example, if the game skill data includes a fire system, after the bullet screen content "skill a is right after" input by the user is acquired, since the skill a is a fire system game skill, the "skill a" in the bullet screen content may be determined as the target content, and a flame icon may be added in front of or behind the "skill a". For another example, if the game skill data includes a pop effect, after the bullet screen content input by the user is acquired as "popped up again", the "pop" in the bullet screen content may be determined as the target content, and a pop icon may be added before or after the "pop".
It should be noted that, if there is no target content in the bullet screen content of the current bullet screen, a target mark may be added to the start position or the end position of the bullet screen content of the current bullet screen, or the target mark may not be added.
In some embodiments, in order to increase the efficiency of adding the target mark into the bullet screen and reduce the load of the server, the target mark can be directly inserted into a corresponding editable area in the bottom plate of the bullet screen. Specifically, a first editable area and a second editable area may be set on the bottom plate of the bullet screen, where the first editable area may be used to input bullet screen content, and the second editable area may be used to insert a target mark. If there are more than one target mark, there may be more than one second editable area.
In some embodiments, in order to provide diversified bullet screen display modes, different display time lengths can be set for different bullet screens. Specifically, the bullet screen display mode may include a first display duration and a second display duration, and determining the bullet screen display mode according to the game skill data may include:
determining a current bullet screen corresponding to the game skill data as a first bullet screen, and determining the current bullet screen except the first bullet screen as a second bullet screen;
and determining a first display time length and a second display time length, wherein the first display time length is the display time length of the first bullet screen in the game picture, and the second display time length is the display time length of the second bullet screen in the game picture.
The display duration may refer to a duration of the current bullet screen displayed in the game screen.
For example, before step 120, a current bullet screen may be determined, and then the current bullet screen is divided into a first bullet screen and a second bullet screen according to the degree of association between the game skill data and the bullet screen content of the current bullet screen, a determination that the degree of association is high may be the first bullet screen, and a determination that the degree of association is low may be the second bullet screen, and if the game skill data includes a fire, the current bullet screen including information related to the fire skill a is determined as the first bullet screen, other current bullet screens are determined as the second bullet screen, and different display durations are configured for the first bullet screen and the second bullet screen.
In some embodiments, the first display duration is greater than the second display duration. So that the duration of the bullet screen with high correlation degree with the game skill data is displayed in the game picture is longer, and the correlation between the bullet screen content and the video content is increased.
In some embodiments, the display duration from large to small can be set for the current barrage according to the association degree with the game skill data from high to low, and the higher the association degree is, the longer the display duration is. For example, if the game skill data includes a skill type (fire system) and game character information (game character a) for releasing the game skill, it may be considered that the association degree between the current bullet screen a of the bullet screen content including both the fire system and the game character a and the game skill data is the highest, the association degree between the current bullet screen B of the bullet screen content not including the fire system and the game character a and the game skill data is the lowest, and the association degree between the current bullet screen C of any one of the fire system and the game character a and the game skill data is only included in the bullet screen content, so that it may be determined that the display duration of the current bullet screen a > the display duration of the current bullet screen B > the display duration of the current bullet screen C.
In some embodiments, in order to increase the correlation between the bullet screen and the video content, the display position of the bullet screen in the game screen can be determined according to the release track of the skill. Specifically, the game skill data may include a skill release trajectory, the bullet screen display mode may include a target display position, and determining the bullet screen display mode according to the game skill data may include:
determining a display area of a skill release track in a game picture;
and determining the target display position according to the display area.
Wherein the release trajectory of the skill may include a skill exposure area, which may include, but is not limited to, an area type or a linear type. The area type skill action area indicating the game skill may be an area on the global game map, and the area may be a circle, a square, a sector, or the like centered on a specific position in a game scene selected by a game character or a player. The linear type represents a skill action area of the game skill, and may be an area between two straight lines drawn according to the game object, and the length of the straight line is not limited, and may be, for example, infinite; the distance between the straight lines is also not limited and can be from zero to infinite wide.
The target display position may refer to a position where a bullet screen is displayed in the game screen. The target display position may be a display position associated with the display area, for example, a center position or an edge position of the display area, or an arbitrary position within the display area.
For example, the release trajectory of the skill may include position information of the skill action area in a world coordinate system (game scene coordinate system), the position information of the skill action area in the world coordinate system may be converted into position information in a game interface coordinate system (coordinate system for drawing the GUI interface), and the converted position information is a display area of the release trajectory of the skill in the game screen. Since the bullet screen moves from the starting direction to the ending direction of the bullet screen track along the preset direction in the game picture, the bullet screen track can be arranged at the periphery of the display area, and the boundary of the display area is used as the starting direction or the ending direction of the bullet screen track, so that as shown in fig. 1f, when the game character a releases the game skill a, the bullet screen can be generated around the skill action area of the game skill a, so as to increase the correlation between the bullet screen and the video content, and the bullet screen can be displayed at the periphery of the display area to avoid blocking the release effect of the skill.
130. And displaying the current bullet screen in a bullet screen display mode in a game picture displayed by the terminal.
The terminal can be a live client or a video client. The video client is a terminal device capable of realizing a video playing function, and the video client is a device corresponding to the video server.
After the bullet screen display mode is determined, the bullet screen content of the current bullet screen can be obtained, and the bullet screen content of the current bullet screen is displayed in the bullet screen display mode. For example, the current bullet screen may be displayed in a first visual style, a second visual style, a display target mark, a first display duration, a second display duration, or a target display position. It should be noted that, when the bullet screen display mode includes multiple modes, the current bullet screen may be displayed based on one or more of the multiple modes. For example, the current barrage with the visual style being the first visual style may be displayed at the target display position, the target mark may be added to the content of the barrage, and the current barrage with the target mark added is displayed in the second visual style, and the first barrage and the second barrage with the visual style being the first visual style may be displayed in the first display duration and the second display duration, respectively, and so on.
In some embodiments, during the playing of the game video, there are usually a large number of bullet screens, and in order to improve the efficiency of displaying the current bullet screen and reduce the load of the server, the current bullet screen to be displayed may be determined according to preset conditions. Specifically, in the game screen displayed by the terminal, before displaying the current barrage in a barrage display manner, the method may further include:
and determining the bullet screen meeting the preset conditions as the current bullet screen.
The preset condition may be a condition preset according to skill duration, a historical bullet screen, bullet screen content, or a user publishing the bullet screen, for determining the current bullet screen. For example, the number of times of the historical bullet screens issued by the user may be counted, and the latest bullet screen issued by the user, of which the number of times of issuing the historical bullet screens is greater than a preset threshold value, is taken as the current bullet screen. For another example, a bullet screen with the text content length of the bullet screen content being greater than the preset length can be used as the current bullet screen. For another example, in a live game, a bullet screen released by a live audience who pays attention to the anchor of the game may be used as the current bullet screen.
In some embodiments, since game skills generally last for a short period of time, in order to increase the association of the bullet screen with the game content, a bullet screen with a display time satisfying the skill duration may be determined as the current bullet screen. Specifically, the preset conditions include that the display time of the bullet screen meets the skill duration, and the bullet screen meeting the preset conditions is determined as the current bullet screen, including:
acquiring the display time of the bullet screen;
and if the display time of the bullet screen meets the skill duration, determining the bullet screen as the current bullet screen.
Where skill duration may refer to the time from the beginning of the release of the game skill to the end.
The display time may refer to the time displayed in the game screen by the bullet screen. If the bullet screen is displayed in the game picture before the game skill begins, the display time of the bullet screen can be directly acquired to be t to t + m, wherein t is the display time of the bullet screen, and m is the display duration of the bullet screen in the game picture. If the bullet screen is displayed in the game picture after the game skill begins, the display time of the bullet screen can be predicted according to the generation time t1 of the bullet screen, for example, the display time can be t1 to t1+ n, n is the time length from the generation of the bullet screen to the display, and n can be preset according to experience or scenes.
For example, the bullet screen with the display time within the skill duration or the intersection of the display time and the skill duration may be determined as the current bullet screen. If the current bullet screen is displayed before the game skill starts, the display mode of the current bullet screen can be directly adjusted to the bullet screen display mode corresponding to the game skill when the game skill starts.
In some embodiments, the display time may also be the generation time of the bullet screen. For example, after generating the bullet screen content of the bullet screen, the server may add the bullet screen content to the master immediately and send the bullet screen content to the game screen of the terminal for display, so that the generation time of the bullet screen may be used as the display time, if the generation time of the bullet screen is within the time period of the skill duration, the bullet screen may be determined as the current bullet screen, and if the generation time of the bullet screen is not within the time period of the skill duration, the bullet screen is not determined as the current bullet screen.
In some embodiments, the skill duration can be directly determined according to the skill start time and the skill end time carried in the game skill data, so that the efficiency of determining the skill duration is improved, and the load of a server is reduced. Specifically, the game skill data includes a skill start time and a skill end time, the preset condition includes that the display time of the bullet screen satisfies the skill duration, and the determining method of the skill duration may include:
and determining skill duration according to the skill starting time and the skill ending time.
Wherein, the skill starting time can refer to the moment when the game skill starts to release, and the skill ending time can refer to the moment when the game skill ends to release. In this way, the time period between the skill start time and the skill end time may be determined as the skill duration.
In some embodiments, since the game screen is sent to the client side by the server in the form of a video stream for display, it is obvious that the transmission data amount of the game screen is much larger than that of the bullet screen, and the game screen is more susceptible to network and the like, which easily causes a delay in the transmission of the game screen, and therefore, in order to increase the matching degree of the current bullet screen and the game skill in the time dimension, the skill duration determined according to the skill start time and the skill end time may be adjusted by a preset time error value. For example, the skill duration is a to B, a is the skill start time, B is the skill end time, and the skill duration may be adjusted to a + c to B + c by the preset time error value c.
In some embodiments, to increase the degree of matching of the current bullet screen to the game skill in the time dimension, the game screen transmitted by the server may be marked to determine the skill duration from the game screen. Specifically, the game skill data includes a skill start time and a skill end time, the game screen has multiple frames, the preset condition includes that the display time of the bullet screen satisfies the skill duration, and in the game screen displayed by the terminal, before displaying the current bullet screen in a bullet screen display mode, the method further includes:
determining a frame corresponding to a skill start time as a start frame and a frame corresponding to the skill start time as an end frame when generating a game screen;
the skill duration determination method comprises the following steps:
acquiring the playing time of a starting frame and acquiring the playing time of an ending frame;
and determining the skill duration according to the playing time of the starting frame and the playing time of the acquired ending frame.
The game server may be configured to generate the game screen based on the game data by setting a frame of the game screen generated at the skill start time as a start frame and a frame of the game screen generated at the skill end time as an end frame. For example, frames generated by a skill start time and a skill end time may be labeled as a start frame and an end frame, respectively. When the live client receives a game screen for starting playing the game video, the playing time of the start frame and the playing time of the end frame can be predicted according to the timestamp t of the current playing frame of the game screen, the interval frame number a and the frame rate b (frame/second), for example, the playing time of the start frame can be t + (a 1/b), where a1 represents the number of frames from the current frame to the start frame, and the playing time of the end frame can be t + (a 2/b), where a2 represents the number of frames from the current frame to the end frame, and the time period between the playing time of the start frame and the playing time of the end frame is taken as the skill duration.
The bullet screen display scheme provided by the embodiment of the application can be applied to various game scenes. For example, taking a multiplayer competitive game as an example, game skill data is acquired; determining a bullet screen display mode according to game skill data; and displaying the current bullet screen in a bullet screen display mode in the game picture displayed by the terminal. According to the scheme provided by the embodiment of the application, the corresponding bullet screen display mode can be determined by taking game skill data as a basis, on one hand, the bullet screen display mode can be combined with the game skill which changes in real time, diversified bullet screen display modes are provided, and on the other hand, the correlation between the bullet screen and video content can be enhanced, so that the retention rate of a user is increased, and the idle consumption of a server is reduced.
The method provided by the embodiment of the application can also combine the display mode of the bullet screen with the characteristics of real-time change in the game scene, such as skill type, skill trigger time, skill start time, skill end time, skill release track, game role information for releasing game skill and the like, so that the display background, font size, font style, font color, transparency, display area size, whether to display a target mark, display duration, display position and the like of the bullet screen are changed, the interactivity of a user and video content is enhanced, the viscosity of the user is increased, and the idle consumption of a server is reduced.
The method described in the above embodiments is further detailed below.
In this embodiment, the method of the embodiment of the present application will be described in detail by taking the case of live broadcast of a turn-based game as an example.
As shown in fig. 2a, a bullet screen display method specifically includes the following processes:
210. the game host or other players execute game operation aiming at the current round through the first terminal, generate operation information and send the operation information to the game server through the first terminal.
Other players may refer to players who are in combat with the round-play game, may be teammates or enemies of the game anchor. The first terminal may refer to a terminal operated by a game anchor or another player, and if the first terminal is a terminal operated by a game anchor, the first terminal may be a live client. For example, the current round may be a current round of a game anchor, the game anchor may drag its own game character 1 to game character 3 to the battle positions 1 to 3 in the game scene through the first terminal, and the first terminal may generate corresponding operation information according to the drag operation of the game anchor and transmit the operation information to the game server.
220. And generating game skill data of the current round according to the operation information through the game server, and sending the game skill data to the live broadcast server.
The game side (game server) can open an SDK interface to a live broadcast platform (live broadcast server) so as to output data information of turn system start, skill type, skill start time and skill end time in a live broadcast video stream to the live broadcast platform in real time through the SDK interface.
For example, the game server may generate the battle contents of the current round according to the received operation information, and may generate the game skill data of the current round from the battle contents of the current round. For example, in the current round, the game characters of the opponent are game characters 1 to 3, the game characters of the opponent are game characters 4 to 6, and the combat data may include, but is not limited to, the attack starting sequence of the game characters 1 to 6, the game skills respectively released by the game characters 1 to 6, the time of the released game skills, the attack targets of the released game skills, the injury effects caused by the attack targets, and the like. The game server may transmit game skill data of the game characters 1 to 6 in the battle data of the current round to the live broadcast server.
Since in the round-based game, the current round can be started after the player performs the game operation for the current round. After the turn begins, the enemy player can not influence the game process, including operations such as skill change and quit, and the like, and also means that all game events are fixedly traceable after the current turn begins, including when the skill appears, how long the game lasts and the like. So after the current round is started, it is possible to know what the skill of the game character is, the time to start releasing the skill, and the time to end the skill in the whole round. Therefore, the data can be transmitted to the live broadcast platform, and the live broadcast platform and the bullet screen are subjected to linkage operation to control the effect of the bullet screen in real time.
For example, the game skill data may include a skill start time, a skill end time, a skill type, and the like, the live broadcast server of the live broadcast platform may process the received game skill data, the skill start time and the skill end time may control the trigger time of the visual style of the corresponding skill type of the bullet screen in the current live broadcast room, and the skill type may determine the corresponding visual style.
230. And the live broadcast audience executes the barrage content input operation through the second terminal to generate input operation information, and the input operation information is sent to the live broadcast server through the second terminal.
The second terminal may be a live client operating for a live viewer. In the game live broadcasting process, live broadcasting audiences can input barrage content through the second terminal, and the second terminal can send the input information of the live broadcasting audiences to the live broadcasting server. The input operation information may be the content of the bullet screen or the instruction information generated by the input operation.
240. And determining the content of the bullet screen according to the input operation information and determining the display time of the bullet screen through the live broadcast server.
For example, after acquiring instruction information generated by an input operation, the live broadcast server may generate the barrage content according to the instruction information of the input operation, and use the time for generating the barrage content as the display time of the barrage. The live broadcast server can also determine the time of receiving the input operation information as the display time of the bullet screen.
250. And determining the bullet screen with the display time meeting the skill duration as the current bullet screen through the live broadcast server.
The live broadcast server may determine a bullet screen of which the display time is within the skill duration as the current bullet screen by taking a time period from the skill start time to the skill end time of the game skill in the game skill data of the current round as the skill duration.
For example, in general, there are a plurality of game skills in the current round, and at this time, a skill duration corresponding to each game skill may be determined for each game skill, and for each game skill, a bullet screen whose display time intersects with the skill duration corresponding to the game skill may be determined as the current bullet screen corresponding to the game skill.
260. And determining the bullet screen display mode of the current bullet screen through the live broadcast server according to the game skill data.
For determining the bullet screen display mode of the current bullet screen according to the game skill data, reference may be made to the foregoing embodiment, which is not described herein again. For example, as shown in fig. 2c, take the game skill "water-romance-jinshan" as an example: the game skill is a water system skill as known from the game side (game skill data transmitted from the game server), the color of the bullet screen master can be controlled to be a blue system by the live broadcast server, and a water flower type figure can be adopted as a decoration on the master picture.
270. Through the live broadcast server, the bullet screen to be displayed is generated according to the bullet screen display mode, and the bullet screen to be displayed is sent to the second terminal.
The live broadcast platform (live broadcast server) can perform real-time display and hidden control on the front-end styles (bullet screen display modes) of the bullet screen, such as color, display background, font color and the like. For example, after the bullet screen display mode of the current bullet screen is determined, the visual style of the bottom plate, whether the target mark is displayed, the display duration, the display position and the like can be determined according to the bullet screen display mode, and the bullet screen content of the current bullet screen can be filled in the corresponding bullet screen bottom plate to obtain the bullet screen to be displayed. The bullet screen to be displayed and the display duration, the display position and the like of the bullet screen to be displayed can be sent to the second terminal.
280. And displaying the bullet screen to be displayed in the game picture displayed by the second terminal.
For example, when receiving the bullet screen to be displayed, the second terminal may display the bullet screen to be displayed according to the display duration, the display position, and the like of the bullet screen to be displayed.
It should be noted that, when there are a plurality of game skills in the game skill data, the sequence of the release of the plurality of game skills may be obtained according to the battle data, and according to the sequence, the bullet screen display mode of the current bullet screen corresponding to the first released game skill is determined first according to the first released game skill, a bullet screen to be displayed is generated and displayed in the game screen of the second terminal, if the second game skill starts to be released, the bullet screen to be displayed is generated and displayed in the game screen of the second terminal according to the bullet screen display mode of the current bullet screen corresponding to the second released game skill, and so on until the last game skill of the current turn starts to be released. For example, as shown in fig. 2b, before releasing skills, the bullet screens in the game screen are all original masters. As shown in fig. 2c, when the water system skill is released on the game screen, all of the bullet screens on the game screen are blue-colored shades from the skill start time to the skill end time of the water system skill (bullet screen display method corresponding to the water system skill), and as shown in fig. 2d, when the fire system skill is released on the game screen after the water system skill is ended, all of the bullet screens on the game screen are red-colored shades from the skill start time to the skill end time of the fire system skill (bullet screen display method corresponding to the fire system skill). If the fire skill is released before the water skill is finished, the bullet screen base plate in the game picture is immediately switched to the red base plate corresponding to the fire skill.
For another example, if multiple game skills are released simultaneously, the bullet screen display mode of the current bullet screen can be determined according to the damage value caused by the release of multiple game skills and the game skill with the highest damage value.
As can be seen from the above, the embodiment of the application can control the display mode and the display duration of the bullet screen in the live broadcast in real time through skill data such as the skill type and the skill release duration in the game. Can combine the display mode of barrage with the real-time change's in the scene of playing element, combine like the injury of style, the skill output of the different skill kinds of fish to change the display mode of barrage, bring the experience of being personally on the scene for the live audience, thereby make and live the platform experience inseparabler with the content, in order to increase user retention rate, reduce server air-consumption.
In order to better implement the method, an embodiment of the present application further provides a bullet screen display device, where the bullet screen display device may be specifically integrated in an electronic device, and the electronic device may be a terminal, a server, or other devices. The terminal can be a mobile phone, a tablet computer, an intelligent Bluetooth device, a notebook computer, a personal computer and other devices; the server may be a single server or a server cluster composed of a plurality of servers.
For example, in the present embodiment, the method of the present application will be described in detail by taking an example in which the bullet screen display device is specifically integrated in the electronic device.
For example, as shown in fig. 3, the terminal provides a graphical user interface on which a game screen is displayed, and the apparatus may include an acquisition unit 310, a determination unit 320, and a display unit 330, as follows:
acquisition unit 310
For obtaining game skill data.
In some embodiments, the obtaining unit 310 may specifically be configured to:
game skill data for the current round is generated in response to game play for the current round.
In some embodiments, the obtaining unit 310 may be further specifically configured to:
generating game skill data in response to a trigger operation for a preset game skill.
(II) determination unit 320
And determining the bullet screen display mode according to the game skill data.
In some embodiments, the game skill data includes a skill type, the bullet screen display mode includes a first visual style, and the determining unit 320 may be specifically configured to:
acquiring at least one visual style;
the visual style corresponding to the skill type is determined to be a first visual style.
In some embodiments, the game skill data may include a skill effect, the bullet screen display mode may include a second visual style, and the determining unit 320 may be specifically configured to:
acquiring at least one visual style;
and determining the visual style corresponding to the skill effect as a second visual style.
In some embodiments, the bullet screen display mode includes a display target mark, and the determining unit 320 may be specifically configured to:
obtaining at least one candidate mark;
candidate marks corresponding to the game skill data are determined as target marks.
In some embodiments, the determining unit 320 may be further configured to:
acquiring the bullet screen content of the current bullet screen;
determining the content corresponding to the game skill data in the bullet screen content as target content;
and adding a target mark in the bullet screen content according to the position of the target content in the bullet screen content.
In some embodiments, the barrage display manner includes a first display duration and a second display duration, and the determining unit 320 may be specifically configured to:
determining a current bullet screen corresponding to the game skill data as a first bullet screen, and determining the current bullet screen except the first bullet screen as a second bullet screen;
and determining a first display time length and a second display time length, wherein the first display time length is the display time length of the first bullet screen in the game picture, and the second display time length is the display time length of the second bullet screen in the game picture.
In some embodiments, the first display duration is greater than the second display duration.
In some embodiments, the game skill data includes a release trajectory of the skill, the bullet screen display mode includes a target display position, and the determining unit 320 may be specifically configured to:
determining a display area of a skill release track in a game picture;
and determining the target display position according to the display area.
In some embodiments, the determining unit 320 may be further configured to:
and determining the bullet screen meeting the preset conditions as the current bullet screen.
In some embodiments, the preset condition includes that the display time of the bullet screen satisfies the skill duration, and determining the bullet screen satisfying the preset condition as the current bullet screen includes:
acquiring the display time of the bullet screen;
and if the display time of the bullet screen meets the skill duration, determining the bullet screen as the current bullet screen.
In some embodiments, the game skill data includes a skill start time and a skill end time, the preset condition includes that the display time of the bullet screen satisfies the skill duration, and the determining unit 320 may further be configured to:
and determining skill duration according to the skill starting time and the skill ending time.
In some embodiments, the game skill data includes a skill start time and a skill end time, the game screen has a plurality of frames, the preset condition includes that the display time of the bullet screen satisfies the skill duration, and the determining unit 320 is further configured to:
when generating a game screen, determining a frame corresponding to a skill start time as a start frame and determining a frame corresponding to the skill start time as an end frame;
in some embodiments, the determining unit 320 may be further configured to:
acquiring the playing time of a starting frame and the playing time of an ending frame;
and determining the skill duration according to the playing time of the starting frame and the playing time of the acquired ending frame.
(III) display unit 330
And the method is used for displaying the current bullet screen in a bullet screen display mode in the game picture displayed by the terminal.
In specific implementation, the above units may be implemented as independent entities, or may be combined arbitrarily, and implemented as the same or several entities, and specific implementations of the above units may refer to the foregoing method embodiment, which is not described herein again.
As can be seen from the above, the bullet screen display device of the present embodiment includes an obtaining unit, a determining unit, and a display unit, where the obtaining unit is configured to obtain game skill data; the determining unit is used for determining a bullet screen display mode according to the game skill data; and the display unit is used for displaying the current bullet screen in a bullet screen display mode in the game picture displayed by the terminal.
Therefore, according to the method and the device, the corresponding bullet screen display mode is determined according to the game skill data, on one hand, the bullet screen display mode can be combined with the game skill which changes in real time, diversified bullet screen display modes are provided, and on the other hand, the relevance between the bullet screen and video content can be enhanced, so that the user retention rate is increased, and the server idle consumption is reduced.
Correspondingly, the embodiment of the present application further provides a computer device, where the computer device may be a terminal or a server, and the terminal may be a terminal device such as a smart phone, a tablet computer, a notebook computer, a touch screen, a game machine, a Personal computer, and a Personal Digital Assistant (PDA).
As shown in fig. 4, fig. 4 is a schematic structural diagram of a computer device 400 according to an embodiment of the present application, where the computer device 400 includes a processor 410 having one or more processing cores, a memory 420 having one or more computer-readable storage media, and a computer program stored in the memory 420 and running on the processor. The processor 410 is electrically connected to the memory 420. Those skilled in the art will appreciate that the computer device configurations illustrated in the figures are not meant to be limiting of computer devices and may include more or fewer components than those illustrated, or some components may be combined, or a different arrangement of components.
The processor 410 is a control center of the computer device 400, connects various parts of the entire computer device 400 using various interfaces and lines, performs various functions of the computer device 400 and processes data by running or loading software programs and/or modules stored in the memory 420 and calling data stored in the memory 420, thereby integrally monitoring the computer device 400.
In this embodiment, the processor 410 in the computer device 400 loads instructions corresponding to processes of one or more applications into the memory 420, and the processor 410 executes the applications stored in the memory 420 according to the following steps, so as to implement various functions:
acquiring game skill data;
determining a bullet screen display mode according to the game skill data;
and displaying the current bullet screen in a bullet screen display mode in a game picture displayed by the terminal.
In some embodiments, the game skill data includes a skill type, the bullet screen display mode includes a first visual style, and determining the bullet screen display mode according to the game skill data includes:
acquiring at least one visual style;
the visual style corresponding to the skill type is determined to be a first visual style.
In some embodiments, the game skill data includes a skill effect, the bullet screen display mode includes a second visual style, and determining the bullet screen display mode according to the game skill data may include:
acquiring at least one visual style;
and determining the visual style corresponding to the skill effect as a second visual style.
In some embodiments, the bullet screen display mode comprises displaying a target mark, and determining the bullet screen display mode according to the game skill data comprises:
acquiring at least one candidate mark;
candidate marks corresponding to the game skill data are determined as target marks.
In some embodiments, determining a bullet screen display mode according to the game skill data, and displaying current bullet screens in the bullet screen display mode in the game picture displayed by the terminal, further includes:
acquiring the bullet screen content of the current bullet screen;
determining the content corresponding to the game skill data in the bullet screen content as target content;
and adding a target mark in the bullet screen content according to the position of the target content in the bullet screen content.
In some embodiments, the bullet screen display mode includes a first display duration and a second display duration, and determining the bullet screen display mode according to the game skill data includes:
determining a current bullet screen corresponding to the game skill data as a first bullet screen, and determining the current bullet screen except the first bullet screen as a second bullet screen;
and determining a first display time length and a second display time length, wherein the first display time length is the display time length of the first bullet screen in the game picture, and the second display time length is the display time length of the second bullet screen in the game picture.
In some embodiments, the first display duration is greater than the second display duration.
In some embodiments, the game skill data includes a release trajectory of the skill, the bullet screen display mode includes a target display position, and the determining the bullet screen display mode according to the game skill data includes:
determining a display area of a skill release track in a game picture;
and determining the target display position according to the display area.
In some embodiments, before displaying the current barrage in a barrage display manner in the game screen displayed by the terminal, the method further includes:
and determining the bullet screen meeting the preset conditions as the current bullet screen.
In some embodiments, the preset condition includes that the display time of the bullet screen meets the skill duration, and determining the bullet screen meeting the preset condition as the current bullet screen includes:
acquiring the display time of the bullet screen;
and if the display time of the bullet screen meets the skill duration, determining the bullet screen as the current bullet screen.
In some embodiments, the game skill data includes a skill start time and a skill end time, the preset condition includes that the display time of the bullet screen satisfies a skill duration, and the determination method of the skill duration includes:
and determining skill duration according to the skill starting time and the skill ending time.
In some embodiments, the game skill data includes a skill start time and a skill end time, the game screen has multiple frames, the preset condition includes that the display time of the bullet screen satisfies the skill duration, and before the current bullet screen is displayed in a bullet screen display manner in the game screen displayed by the terminal, the method further includes:
when generating a game screen, determining a frame corresponding to a skill start time as a start frame and determining a frame corresponding to the skill start time as an end frame;
the skill duration determination method comprises the following steps:
acquiring the playing time of a starting frame and acquiring the playing time of an ending frame;
and determining the skill duration according to the playing time of the starting frame and the playing time of the acquired ending frame.
In some embodiments, before obtaining the game skill data, the method further comprises:
and generating game skill data in response to the trigger operation aiming at the preset game skill.
In some embodiments, obtaining game skill data comprises:
game skill data for the current round is generated in response to game play for the current round.
The above operations can be implemented in the foregoing embodiments, and are not described in detail herein.
Optionally, as shown in fig. 4, the computer device 400 further includes: touch display 430, radio frequency circuit 440, audio circuit 450, input unit 460 and power supply 470. The processor 410 is electrically connected to the touch display 430, the radio frequency circuit 440, the audio circuit 450, the input unit 460 and the power supply 470, respectively. Those skilled in the art will appreciate that the computer device configuration illustrated in FIG. 4 does not constitute a limitation of the computer device, and may include more or fewer components than illustrated, or some components may be combined, or a different arrangement of components.
The touch display 430 can be used for displaying a graphical user interface and receiving operation instructions generated by a user acting on the graphical user interface. The touch display screen 430 may include a display panel and a touch panel. The display panel may be used, among other things, to display information entered by or provided to a user and various graphical user interfaces of the computer device, which may be made up of graphics, content, icons, video, and any combination thereof. Alternatively, the Display panel may be configured in the form of a Liquid Crystal Display (LCD), an Organic Light-Emitting Diode (OLED), or the like. The touch panel may be used to collect touch operations of a user on or near the touch panel (for example, operations of the user on or near the touch panel using any suitable object or accessory such as a finger, a stylus pen, and the like), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Alternatively, the touch panel may include two parts, a touch detection device and a touch controller. The touch detection device detects the touch direction of a user, detects a signal brought by touch operation and transmits the signal to the touch controller; the touch controller receives touch information from the touch sensing device, converts the touch information into touch point coordinates, and sends the touch point coordinates to the processor 410, and can receive and execute commands sent by the processor 410. The touch panel may overlay the display panel, and when the touch panel detects a touch operation thereon or nearby, the touch panel transmits the touch operation to the processor 410 to determine the type of the touch event, and then the processor 410 provides a corresponding visual output on the display panel according to the type of the touch event. In the embodiment of the present application, the touch panel and the display panel may be integrated into the touch display screen 430 to implement input and output functions. However, in some embodiments, the touch panel and the display panel may be implemented as two separate components to perform the input and output functions. That is, the touch display 430 may also be used as a part of the input unit 460 to implement an input function.
In the embodiment of the present application, a game application is executed by the processor 410 to generate a graphical user interface on the touch display 430, where a virtual scene on the graphical user interface includes at least one skill control area, and the skill control area includes at least one skill control. The touch display screen 430 is used for presenting a graphical user interface and receiving an operation instruction generated by a user acting on the graphical user interface.
The rf circuit 440 may be used for transceiving rf signals to establish wireless communication with a network device or other computer device via wireless communication, and for transceiving signals with the network device or other computer device.
The audio circuit 450 may be used to provide an audio interface between a user and a computer device through a speaker, microphone. The audio circuit 450 may transmit the electrical signal converted from the received audio data to a speaker, and convert the electrical signal into a sound signal for output; on the other hand, the microphone converts the collected sound signals into electrical signals, which are received by the audio circuit 450 and converted into audio data, which are then processed by the output processor 410, and then sent to another computer device, for example, via the rf circuit 440, or output to the memory 420 for further processing. Audio circuitry 450 may also include an earbud jack to provide communication of peripheral headphones with the computer device.
The input unit 460 may be used to receive input numbers, character information, or user characteristic information (e.g., fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
The power supply 470 is used to power the various components of the computer device 400. Optionally, the power supply 470 may be logically connected to the processor 410 through a power management system, so as to implement functions of managing charging, discharging, power consumption management, and the like through the power management system. The power supply 470 may also include any component of one or more dc or ac power sources, recharging systems, power failure detection circuitry, power converters or inverters, power status indicators, and the like.
Although not shown in fig. 4, the computer device 400 may further include a camera, a sensor, a wireless fidelity module, a bluetooth module, etc., which are not described in detail herein.
In the foregoing embodiments, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
As can be seen from the above, the computer device provided in this embodiment may determine the corresponding bullet screen display mode based on the game skill data, on one hand, combine the bullet screen display mode with the game skill that changes in real time to provide a diversified bullet screen display mode, and on the other hand, enhance the correlation between the bullet screen and the video content to increase the user retention rate and reduce the server idle consumption.
It will be understood by those skilled in the art that all or part of the steps of the methods of the above embodiments may be performed by instructions or by associated hardware controlled by the instructions, which may be stored in a computer readable storage medium and loaded and executed by a processor.
To this end, embodiments of the present application provide a computer-readable storage medium, in which a plurality of computer programs are stored, where the computer programs can be loaded by a processor to execute the steps in any one of the bullet screen display methods provided in the embodiments of the present application. For example, the computer program may perform the steps of:
acquiring game skill data;
determining a bullet screen display mode according to game skill data;
and displaying the current bullet screen in a bullet screen display mode in the game picture displayed by the terminal.
In some embodiments, the game skill data includes a skill type, the bullet screen display mode includes a first visual style, and determining the bullet screen display mode according to the game skill data includes:
acquiring at least one visual style;
the visual style corresponding to the skill type is determined to be a first visual style.
In some embodiments, the game skill data includes a skill effect, the bullet screen display mode includes a second visual style, and determining the bullet screen display mode according to the game skill data may include:
acquiring at least one visual style;
and determining the visual style corresponding to the skill effect as a second visual style.
In some embodiments, the bullet screen display mode comprises displaying a target mark, and determining the bullet screen display mode according to the game skill data comprises:
obtaining at least one candidate mark;
candidate marks corresponding to the game skill data are determined as target marks.
In some embodiments, determining a bullet screen display mode according to the game skill data, and displaying current bullet screens in the bullet screen display mode in the game picture displayed by the terminal, further includes:
acquiring the bullet screen content of the current bullet screen;
determining the content corresponding to the game skill data in the bullet screen content as target content;
and adding a target mark in the bullet screen content according to the position of the target content in the bullet screen content.
In some embodiments, the bullet screen display mode includes a first display duration and a second display duration, and the determining the bullet screen display mode according to the game skill data includes:
determining the current barrage corresponding to the game skill data as a first barrage, and determining the current barrage except the first barrage as a second barrage;
and determining a first display time length and a second display time length, wherein the first display time length is the display time length of the first bullet screen in the game picture, and the second display time length is the display time length of the second bullet screen in the game picture.
In some embodiments, the first display duration is greater than the second display duration.
In some embodiments, the game skill data includes a release trajectory of the skill, the bullet screen display mode includes a target display position, and the determining the bullet screen display mode according to the game skill data includes:
determining a display area of a skill release track in a game picture;
and determining the target display position according to the display area.
In some embodiments, before displaying the current barrage in a barrage display manner in the game screen displayed by the terminal, the method further includes:
and determining the bullet screen meeting the preset conditions as the current bullet screen.
In some embodiments, the preset condition includes that the display time of the bullet screen meets the skill duration, and determining the bullet screen meeting the preset condition as the current bullet screen includes:
acquiring the display time of the bullet screen;
and if the display time of the bullet screen meets the skill duration, determining the bullet screen as the current bullet screen.
In some embodiments, the game skill data includes a skill start time and a skill end time, the preset condition includes that the display time of the bullet screen satisfies a skill duration, and the determination method of the skill duration includes:
and determining skill duration according to the skill starting time and the skill ending time.
In some embodiments, the game skill data includes a skill start time and a skill end time, the game screen has multiple frames, the preset condition includes that the display time of the bullet screen satisfies the skill duration, and before the current bullet screen is displayed in a bullet screen display manner in the game screen displayed by the terminal, the method further includes:
when generating a game screen, determining a frame corresponding to a skill start time as a start frame and determining a frame corresponding to the skill start time as an end frame;
the skill duration determination method comprises the following steps:
acquiring the playing time of a starting frame and the playing time of an ending frame;
and determining the skill duration according to the playing time of the starting frame and the playing time of the acquired ending frame.
In some embodiments, before obtaining the game skill data, the method further comprises:
and generating game skill data in response to the trigger operation aiming at the preset game skill.
In some embodiments, obtaining game skill data comprises:
game skill data for the current round is generated in response to game play for the current round.
The above operations can be implemented in the foregoing embodiments, and are not described in detail herein.
Wherein the storage medium may include: read Only Memory (ROM), random Access Memory (RAM), magnetic or optical disks, and the like.
As can be seen from the above, the computer-readable storage medium provided in this embodiment may determine a corresponding bullet screen display mode based on the game skill data, on one hand, the bullet screen display mode may be combined with the game skill that changes in real time to provide a diversified bullet screen display mode, and on the other hand, the correlation between the bullet screen and the video content may be enhanced to increase the user retention rate and reduce the server idle consumption.
Since the computer program stored in the storage medium can execute the steps in any bullet screen display method provided in the embodiments of the present application, the beneficial effects that can be achieved by any bullet screen display method provided in the embodiments of the present application can be achieved, which are detailed in the foregoing embodiments and will not be described herein again.
The bullet screen display method, the bullet screen display device, the computer equipment and the storage medium provided by the embodiments of the present application are described in detail above, and a specific example is applied in the present application to explain the principle and the implementation of the present application, and the description of the above embodiments is only used to help understanding the method and the core idea of the present application; meanwhile, for those skilled in the art, according to the idea of the present application, there may be variations in the specific embodiments and the application scope, and in summary, the content of the present specification should not be construed as a limitation to the present application.

Claims (17)

1. A bullet screen display method is characterized in that a terminal provides a graphical user interface, and a game picture is displayed on the graphical user interface, and the method comprises the following steps:
acquiring game skill data;
determining a bullet screen display mode according to the game skill data;
and displaying the current bullet screen in the bullet screen display mode in the game picture displayed by the terminal.
2. The bullet screen display method of claim 1 wherein said game skill data includes a skill type, said bullet screen display mode includes a first visual style, said determining a bullet screen display mode based on said game skill data comprises:
acquiring at least one visual style;
determining the visual style corresponding to the skill type as the first visual style.
3. The bullet screen display method of claim 1, wherein the game skill data comprises a skill effect, the bullet screen display mode comprises a second visual style, and the determining the bullet screen display mode according to the game skill data comprises:
acquiring at least one visual style;
determining the visual style corresponding to the skill effect as the second visual style.
4. The bullet screen display method of claim 1, wherein said bullet screen display mode comprises displaying target marks, and said determining a bullet screen display mode according to said game skill data comprises:
obtaining at least one candidate mark;
determining the candidate mark corresponding to the game skill data as the target mark.
5. The bullet screen display method according to claim 4, wherein said determining bullet screen display modes according to said game skill data, and said displaying current bullet screens in said bullet screen display modes in said game screen displayed on said terminal, further comprises:
acquiring the bullet screen content of the current bullet screen;
determining content corresponding to the game skill data in the bullet screen content as target content;
and adding the target mark in the bullet screen content according to the position of the target content in the bullet screen content.
6. The bullet screen display method according to claim 1, wherein the bullet screen display mode comprises a first display duration and a second display duration, and the determining the bullet screen display mode according to the game skill data comprises:
determining the current bullet screen corresponding to the game skill data as a first bullet screen, and determining the current bullet screen except the first bullet screen as a second bullet screen;
and determining the first display duration and the second display duration, wherein the first display duration is the display duration of the first bullet screen in the game picture, and the second display duration is the display duration of the second bullet screen in the game picture.
7. The bullet screen display method of claim 6 wherein the first display duration is greater than the second display duration.
8. The bullet screen display method of claim 1, wherein the game skill data comprises a release track of a skill, the bullet screen display mode comprises a target display position, and determining the bullet screen display mode according to the game skill data comprises:
determining a display area of the skill release track in the game screen;
and determining the target display position according to the display area.
9. The bullet screen display method according to claim 1, wherein before displaying the current bullet screen in the bullet screen display mode in the game screen displayed by the terminal, further comprising:
and determining the bullet screen meeting the preset conditions as the current bullet screen.
10. The bullet screen display method according to claim 9, wherein the preset condition includes that the display time of the bullet screen satisfies a skill duration, and the determining the bullet screen satisfying the preset condition as the current bullet screen comprises:
acquiring the display time of the bullet screen;
and if the display time of the bullet screen meets the skill duration, determining the bullet screen as the current bullet screen.
11. The bullet screen display method according to claim 9, wherein the game skill data includes a skill start time and a skill end time, the preset condition includes that the display time of the bullet screen satisfies a skill duration, and the determination method of the skill duration includes:
and determining the skill duration according to the skill starting time and the skill ending time.
12. The bullet screen display method according to claim 9, wherein said game skill data includes a skill start time and a skill end time, said game screen has a plurality of frames, said preset condition includes that the display time of said bullet screen satisfies the skill duration, and said method further comprises, before displaying a current bullet screen in said bullet screen display manner in said game screen displayed by said terminal:
determining the frame corresponding to the skill start time as a start frame and the frame corresponding to the skill start time as an end frame when the game screen is generated;
the skill duration determination method comprises the following steps:
acquiring the playing time of the starting frame and the playing time of the ending frame;
and determining the skill duration according to the playing time of the starting frame and the playing time of the ending frame.
13. The bullet screen display method of claim 1 wherein said obtaining game skill data further comprises, prior to:
and generating the game skill data in response to a trigger operation aiming at preset game skill.
14. The bullet screen display method of claim 1 wherein said obtaining game skill data comprises:
generating the game skill data for a current round in response to a game operation for the current round.
15. A bullet screen display device, characterized in that a terminal provides a graphical user interface on which a game screen is displayed, the device comprising:
an acquisition unit configured to acquire game skill data;
the determining unit is used for determining a bullet screen display mode according to the game skill data;
and the display unit is used for displaying the current bullet screen in the bullet screen display mode in the game picture displayed by the terminal.
16. A computer device comprising a processor and a memory, the memory storing a plurality of instructions; the processor loads instructions from the memory to perform the steps of the bullet screen display method according to any one of claims 1 to 14.
17. A computer readable storage medium storing instructions adapted to be loaded by a processor to perform the steps of the bullet screen display method according to any one of claims 1 to 14.
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