WO2022016750A1 - 推荐信息的处理方法、装置、设备及存储介质 - Google Patents

推荐信息的处理方法、装置、设备及存储介质 Download PDF

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Publication number
WO2022016750A1
WO2022016750A1 PCT/CN2020/129853 CN2020129853W WO2022016750A1 WO 2022016750 A1 WO2022016750 A1 WO 2022016750A1 CN 2020129853 W CN2020129853 W CN 2020129853W WO 2022016750 A1 WO2022016750 A1 WO 2022016750A1
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Prior art keywords
appreciation
game
game player
interface
player
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PCT/CN2020/129853
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English (en)
French (fr)
Inventor
张泽权
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to US18/001,720 priority Critical patent/US20230285865A1/en
Publication of WO2022016750A1 publication Critical patent/WO2022016750A1/zh
Anticipated expiration legal-status Critical
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/57Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player

Definitions

  • the embodiments of the present disclosure relate to the field of games, and in particular, to a method, apparatus, device, and storage medium for processing recommendation information.
  • the current multiplayer competitive games provide the appreciation function, that is, players can give praise to players who have made positive contributions to the game or performed well (including showing competitive style, team spirit, and excellent command, etc.) gaming experience.
  • the game interface displays various data of teammates in the game and provides a corresponding like function.
  • Players can use the like function to select a preset appreciation tag to express appreciation to teammates and players. information.
  • a first aspect of the embodiments of the present disclosure provides a method for processing recommendation information.
  • a graphical user interface is obtained by executing a game application and rendering on a display of a first terminal device, and the method includes:
  • a recommendation appreciation interface for at least one second game player is displayed on the graphical user interface, wherein the game interaction between the at least one second game player and the first game player corresponding to the first terminal device satisfies a predetermined set interactive conditions;
  • first praise information is sent to the second terminal device corresponding to the second game player.
  • the first appreciation information is appreciation evaluation information determined according to the game interaction.
  • the recommendation appreciation interface includes an appreciation control corresponding to each of the second game players
  • sending first appreciation information to a second terminal device corresponding to the second game player includes:
  • the first appreciation information is sent to the second terminal device corresponding to the second game player.
  • the method further includes:
  • the recommendation appreciation interface is switched to a global appreciation interface for all game players, wherein all game players include the second game player.
  • the method further includes:
  • the global appreciation interface provides at least one preset appreciation evaluation information
  • the second appreciation information is appreciation evaluation information determined according to a selected operation on the at least one preset appreciation evaluation information.
  • the preset interaction conditions include at least one of the following conditions:
  • the number of game interactions is greater than the preset number of times threshold, and the game interaction duration is greater than the preset time threshold.
  • the recommendation and appreciation interface further includes: at least one item of the second game player's name, avatar, interaction record, and appreciation label.
  • the first appreciation information is displayed on the appreciation control.
  • the recommending appreciation interface further includes a first control, where the first control is used to skip the appreciation operation for the second game player or submit the appreciation.
  • the recommendation appreciation interface further includes a second control, where the second control is used to display countdown information.
  • the method further includes:
  • the recommendation appreciation interface is switched to a global appreciation interface for all game players.
  • the preset interaction condition includes a preset interaction condition related to a game interaction type
  • the game interaction type includes at least one of the following: an assist type, a rescue type, a cooperative combat type, and an escort type.
  • the preset interaction conditions of the assist type include: the number of enemies destroyed together with the first game player is greater than the first number, or the number of times of assisting the first game player is greater than the first number of times;
  • the preset interaction conditions of the treatment type include: the total amount of life value given to the first game player is greater than the second amount, or the number of times of treating the first game player is greater than the second number of times;
  • the preset mutual assistance conditions of the cooperative combat type include: the number of times of fighting side by side with the first game player is greater than the third number of times;
  • the preset mutual assistance condition of the guard type includes: the total amount of helping the first game player to resist damage is greater than the third amount, or the number of times of helping the first game player to resist damage is greater than the fourth number of times.
  • the method further includes:
  • the second operation is used to request a preview of an interactive screen interacting with any one of the second game players;
  • the interactive screen is displayed on the recommendation appreciation interface or the global appreciation interface.
  • a second aspect of the embodiments of the present disclosure provides an apparatus for processing recommendation information, including:
  • a display module configured to display a recommendation appreciation interface for at least one second game player on the graphical user interface, wherein the relationship between the at least one second game player and the first game player corresponding to the first terminal device The game interaction meets the preset interaction conditions;
  • a sending module configured to send first praise information to a second terminal device corresponding to the second game player in response to a praise operation for the second game player in the recommendation praise interface.
  • a third aspect of the embodiments of the present disclosure provides an electronic device, including: a memory, a processor, and a display;
  • the memory is used to store computer programs and data
  • the processor is configured to invoke the computer program stored in the memory to execute the method for processing recommendation information according to any one of the first aspects of claims;
  • the display is used to render the data onto a graphical user interface.
  • a fourth aspect of the embodiments of the present disclosure provides a computer-readable storage medium on which a computer program is stored, the computer program being executed by a processor to implement the method for processing recommendation information according to any one of the first aspects .
  • FIG. 1 is a schematic diagram of a scenario of a method for processing recommendation information provided by an embodiment of the present disclosure
  • FIG. 2 is a schematic flowchart of a method for processing recommendation information according to an embodiment of the present disclosure
  • FIG. 3 is a schematic diagram of a recommendation appreciation interface provided by an embodiment of the present disclosure.
  • FIG. 4 is a schematic diagram of a recommendation appreciation interface provided by an embodiment of the present disclosure.
  • FIG. 5 is a schematic diagram of a recommendation appreciation interface provided by an embodiment of the present disclosure.
  • FIG. 6 is a schematic diagram of a recommendation appreciation interface provided by an embodiment of the present disclosure.
  • FIG. 7 is a schematic diagram of a recommendation appreciation interface provided by an embodiment of the present disclosure.
  • FIG. 8 is a schematic flowchart of a method for processing recommendation information according to an embodiment of the present disclosure
  • FIG. 9 is a schematic diagram of a global appreciation interface provided by an embodiment of the present disclosure.
  • FIG. 10 is a schematic diagram of a global appreciation interface provided by an embodiment of the present disclosure.
  • FIG. 11 is a schematic diagram of changes in player summary information in a global appreciation interface provided by an embodiment of the present disclosure.
  • FIG. 12 is a schematic flowchart of a method for processing recommendation information provided by an embodiment of the present disclosure
  • FIG. 13 is a schematic flowchart of a method for processing recommendation information according to an embodiment of the present disclosure
  • FIG. 14 is a schematic diagram of a recommendation appreciation interface provided by an embodiment of the present disclosure.
  • FIG. 15 is a schematic structural diagram of an apparatus for processing recommendation information according to an embodiment of the present disclosure.
  • FIG. 16 is a schematic diagram of a hardware structure of an electronic device according to an embodiment of the present disclosure.
  • the game server provides the appreciation function, after the game is over, players can spontaneously praise other players.
  • the Appreciation feature is designed to appreciate players with outstanding behavior, such as leading the team to victory, putting the team's interests above personal interests, winning with grace, and losing with attitude. Appreciation can be viewed in the player's career profile, team interface, and more, so that other players can learn about the player's specific situation.
  • Players who maintain a high Appreciation value can be rewarded periodically, while players who have negative behavior or have been banned multiple times lose all Appreciation Points. Accumulating Appreciation Points will help you gain the trust of more teammates in the game, and the higher the Appreciation Points, the more advantage you will have when looking for teams.
  • the embodiment of the present disclosure provides a method for processing recommendation information, the purpose of which is to recommend other players that can be appreciated for the players, and the other players recommended are related to
  • the player has a strong correlation, for example, the number of interactions between players is high, and the number of interactions can reflect the mutual assistance and consistency between players during the game.
  • Players view the recommendation information sent by the server on the graphical user interface of the terminal device, and select the player they want to appreciate from other recommended players. Since the recommendation information is obtained by the server according to the historical data of the game, the recommendation information reflects the real interactive data of the game. , players have a strong sense of identity, which can improve the appreciation rate among players.
  • FIG. 1 is a schematic diagram of a scenario of a method for processing recommendation information provided by an embodiment of the present disclosure.
  • the scenario includes multiple terminal devices (eg, terminal devices 11 , 12 , and 13 in FIG. 1 ) and a game server 14.
  • a plurality of terminal devices are respectively connected to the game server 14 in communication.
  • Each terminal device sends the operation information of different players in the same game scene to the game server. After the game is over, the game server determines the information of other players recommended to each player according to the historical operation information of each player, and sends the information to each player's terminal device. The recommendation information is sent, and the terminal device displays the recommendation information on the graphical user interface according to the recommendation information.
  • the player 1 connects to the game server 14 through the terminal device 11, and the terminal device 11 sends the operation information of the player 1 in the game to the game server 14, and the game server 14 records each The historical operation information of the player in this game and the interaction information of the cooperative operation with other players in the game.
  • the game server 14 can send recommendation information to the terminal device 11 of the player 1 according to the historical operation information of the player 1 in this game and the interaction information with other players, so as to recommend the player 1 to the player 1 in this game.
  • At least one other player whose number of interactions with player 1 in the current game is greater than the preset number of times threshold.
  • the terminal device 11 displays the recommendation information on the graphical user interface. It should be understood that the recommendation information corresponding to different players is different.
  • Each player can praise other players according to the recommended information displayed on the graphical user interface, so as to realize interactive praise among players.
  • FIG. 2 is a schematic flowchart of a method for processing recommendation information provided by an embodiment of the present disclosure. As shown in Figure 2, the processing method provided by this embodiment includes:
  • Step 110 Display a recommendation appreciation interface for at least one second game player on the graphical user interface.
  • the game interaction between at least one second game player and the first game player corresponding to the first terminal device satisfies a preset interaction condition.
  • the method for processing recommendation information provided in this embodiment can be applied to multiplayer competitive games, including multiplayer cooperative operations.
  • Multiplayer cooperative combat means that players are divided into two or more teams, and players on the same team cooperate with each other to complete team tasks until the end of the game.
  • the first game player is any one of multiple players in the same game scene. This player fights side by side with players on the same team to destroy the enemy. When necessary, it can help teammates to resist damage, or give teammates the health value of healing. , in the same way, the player can also accept help or health from teammates.
  • the graphical user interface of the first terminal device corresponding to the first game player displays a recommendation appreciation interface for the second game player. Specifically, it can be determined that the game interaction with the first game player in this game meets the preset requirements according to the historical records of the first game player in this game by acquiring the historical records of the first game player in this game. At least one second game player of the interactive condition.
  • the history record of the first game player in this game includes the history operation record of the first game player in this game and the interaction record with other players.
  • the historical operation record includes the shooting operation, skill release operation, etc. of the first game player in the game scene.
  • the interaction records with other players include the records of the first game player giving or accepting the life value of other players, the records of the first game player fighting side by side with other players, the records of the first game player and other players destroying enemies together, and the records of other players being the first player.
  • the preset interaction condition includes at least one of the following conditions:
  • the number of game interactions is greater than the preset number of times threshold, and the game interaction duration is greater than the preset time threshold.
  • the second game player is a player whose number of game interactions with the first game player is greater than a preset number of thresholds.
  • the second game player is a player whose game interaction time with the first game player is greater than a preset time threshold.
  • the second game player is a player whose number of game interactions with the first game player is greater than a preset number of times threshold, and whose game interaction time with the first game player is greater than a preset time threshold.
  • the above-mentioned preset interaction conditions include preset interaction conditions related to game interaction types. Different game interaction types have different preset interaction conditions.
  • the game interaction type includes at least one of the following: an assist type, a rescue type, a cooperative combat type, and an escort type.
  • the preset interaction conditions of the assist type include: the number of enemies eliminated together with the first game player is greater than the first number, or the number of times of assisting the first game player is greater than the first number of times.
  • the preset interaction conditions of the rescue type include: the total amount of life value given to the first game player is greater than the second amount, or the number of times to rescue the first game player is greater than the second number of times.
  • the preset interaction conditions of the cooperative combat type include: the number of times of fighting side by side with the first game player is greater than the third number of times.
  • the preset interaction conditions of the guard type include: the total amount of helping the first game player to resist damage is greater than the third amount, or the number of times of helping the first game player to resist damage is greater than the fourth number of times.
  • the first appreciation information matches the game interaction type. For example, when the number of enemies that the first game player and the second game player destroy together in the game exceeds a preset number, the first appreciation information sent may be "happy cooperation". In this way, the first game player can be adaptively provided with appropriate first praise information according to the game interaction type, so that the content of the first praise information sent can more accurately reflect the teammate's contribution in the game, and improve the mutual understanding of the game between players. Appreciate the recognition and positivity.
  • the recommendation praise interface includes a praise control corresponding to each second game player.
  • the recommendation appreciation interface further includes at least one item of the second game player's name, avatar, interaction record, and appreciation tag.
  • the interaction record refers to the interaction record between the first game player and the second game player, such as the number of enemies that the first game player and the second game player destroy together, and the total amount of life that the second game player gives the first game player. , the number of times the second game player fought side by side with the first game player, the number of times the second game player helped the first game player to resist damage, and so on.
  • the appreciation label is used to indicate the appreciation evaluation information for the second game player, and the appreciation label includes a preset appreciation label or a custom appreciation label.
  • custom appreciation tags can meet the personalized needs of different players.
  • Exemplary, appreciation tags include “thank you”, “e-sports spirit”, “happy cooperation”, “great god”, “turn the tide”, “get along well”, and the like.
  • Step 120 In response to the praise operation for the second game player in the recommendation praise interface, send the first praise information to the second terminal device corresponding to the second game player.
  • the first appreciation information is the appreciation evaluation information determined according to the game interaction, and the first appreciation information sent to the second game player may include the above-mentioned appreciation tags, such as “thank you”, “e-sports spirit”, “happy cooperation”, “Great God”, “Turn the tide”, “Get along well” and so on.
  • the recommendation appreciation interface that is, the like operation
  • the first game interaction between the first game player and the second game player in this game that is, the interaction record
  • the first appreciation information is appreciation evaluation information corresponding to the game interaction situation.
  • appreciation evaluation information such as "thank you” is sent to the second terminal device.
  • the appreciation control in response to the appreciation operation acting on the appreciation control, the appreciation control is displayed with an appreciation label (the label may be a preset label determined according to the game interaction record between players), and the second game player corresponding to the second game player is sent to the second game player.
  • the terminal sends the first appreciation information including the appreciation tag.
  • FIG. 3 is a schematic diagram of a recommendation and appreciation interface provided by an embodiment of the present disclosure.
  • the recommendation and appreciation interface 301 recommends three second game players to the first game player, namely Player 1, Player 2, and Player 2. 3.
  • the player's name, the interaction record with the first game player, and the appreciation control 302 are displayed under each player's avatar.
  • the first game player can learn the interaction record between each recommended player and the first game player according to the recommendation appreciation interface 301. For example, the amount of blood that player 1 treats to the first game player is 4000, and player 2 helps the first game player assist and destroy the enemy. 15.
  • Player 3 helps the first game player resist 5000 damage.
  • the first game player selects a player to be appreciated according to the above interaction record, and can select a player to be appreciated by clicking the appreciation control 302, and can select one or more players.
  • FIG. 4 is a schematic diagram of a recommended appreciation interface provided by an embodiment of the present disclosure.
  • the recommended appreciation interface 401 displays the avatar of the recommended second game player, The name, the interaction record with the first game player, and the appreciation control 402.
  • the appreciation control 402 displays an appreciation label.
  • the appreciation label corresponding to player 1 is "thankful”
  • the appreciation label corresponding to player 2 is "happy cooperation”
  • player 3 corresponds to The appreciation tag is "Esports Spirit”.
  • Different interaction records may correspond to different appreciation tags, and the corresponding relationship between the two may be preset by the game server.
  • the interaction record is a record of giving the first game player life value, the corresponding appreciation label is "thankful”, the interaction record is a record of destroying the enemy together with the first game player, and the corresponding appreciation label is "happy cooperation”,
  • the interaction record is the record of resisting damage for the first game player, and the corresponding appreciation label is "e-sports spirit”.
  • no appreciation label is displayed on the appreciation control, and the recommendation appreciation interface provides at least one preset appreciation evaluation information.
  • the first game player can retrieve preset appreciation evaluation information by clicking or long-pressing the appreciation control on the recommendation appreciation interface.
  • an appreciation label selection window is displayed above the appreciation control, and the appreciation label selection window includes a plurality of appreciation labels that can be selected by the first game player, or Custom Appreciation Tags.
  • FIG. 5 is a schematic diagram of a recommendation appreciation interface provided by an embodiment of the present disclosure.
  • an appreciation tab window 303 is displayed on the upper layer of the recommended appreciation interface 301, and the appreciation label is displayed.
  • the window 303 includes a plurality of appreciation labels for the first game player to select, such as "Thanksgiving”, “Happy Cooperation”, “E-sports Spirit”, “Turn the Tide”, “Great God”, “Get Along Well”, or custom appreciation labels .
  • the system can be preset according to the specific game content, which is not limited in this embodiment.
  • the first game player can select a suitable appreciation label or a custom appreciation label for the second game player through the appreciation label window, so as to realize the player's independent selection of the appreciation label and improve the flexibility of the player's appreciation operation.
  • the embodiment of the present disclosure does not display any display form of the above-mentioned appreciation tab window, which may be a circle as shown in FIG.
  • the recommending appreciation interface may further include a first control, where the first control is used by the first game player to directly skip the appreciation operation for the second game player or submit the appreciation.
  • FIG. 6 is a schematic diagram of a recommendation appreciation interface provided by an embodiment of the present disclosure.
  • the recommendation appreciation interface 301 further includes a first control 304 .
  • the praise submission may be completed by clicking on the first control 304 .
  • the first game player does not want to appreciate the player recommended on the recommendation and appreciation interface 301 , and can directly jump to the next GUI by clicking the first control 304 .
  • the recommendation appreciation interface may further include a second control for displaying countdown information.
  • FIG. 7 is a schematic diagram of a recommended appreciation interface provided by an embodiment of the present disclosure.
  • the recommended appreciation interface 301 further includes a second control 305.
  • the second control 305 is used to display countdown information. Go to the next GUI.
  • a preset time such as 10s
  • the first game player can appreciate one or more second game players within the preset time, and if the preset time exceeds, the interface will automatically switch to the next graphic User Interface.
  • the praise for these players may be submitted when the interface is switched, and a message is sent to the terminal device corresponding to these players. Appreciate the information.
  • a graphical user interface of the first terminal device of the first game player displays a recommendation appreciation interface for at least one second game player, wherein at least one second game player The game interaction between the player and the first game player satisfies the preset interaction condition, and in response to the praise operation for the second game player in the recommendation praise interface, the first praise information is sent to the second terminal device corresponding to the second game player.
  • the above method directly recommends to the first game player at least one second game player with high interaction with the player that can be appreciated, and displays it on the interface, it is convenient for the first game player to choose, and the second game player can learn about himself Whether it is appreciated, this can improve the appreciation rate among players, enhance game interactivity, and improve players' gaming experience.
  • the above embodiment shows a method for processing recommendation information, recommending other players with high interactivity for the player after the game ends, and at least one of the names, avatars, interaction records, and appreciation tags of other players can be displayed on the graphical user interface. , which is convenient for players to appreciate. However, since the game server only recommends the player with the highest interaction record with the player, the player with the second or third highest interaction record may not be recommended, and the player cannot recommend the second or third highest interaction record on the above GUI. Players appreciate it.
  • the embodiments of the present disclosure also provide a method for processing recommendation information.
  • a global appreciation interface including all players is provided for the player, so that the player can use the interface for other users who have not been recommended.
  • Players make supplementary appreciation.
  • FIG. 8 is a schematic flowchart of a method for processing recommendation information according to an embodiment of the present disclosure. As shown in FIG. 8 , the processing method provided by this embodiment includes:
  • Step 210 Display a recommendation appreciation interface for at least one second game player on the graphical user interface.
  • the game interaction between at least one second game player and the first game player corresponding to the first terminal device satisfies a preset interaction condition.
  • Step 220 In response to the praise operation for the second game player in the recommendation praise interface, send the first praise information to the second terminal device corresponding to the second game player.
  • Steps 210 and 220 in this embodiment are the same as steps 110 to 120 in the foregoing embodiment.
  • steps 110 to 120 in the foregoing embodiment.
  • steps 210 and 220 in this embodiment are the same as steps 110 to 120 in the foregoing embodiment.
  • Step 230 In response to the first operation acting on the recommendation appreciation interface, switch the recommendation appreciation interface to a global appreciation interface for all game players.
  • All game players may be all teammate players included in the game match, including the second game player (ie, other recommended players) in the above-mentioned embodiment.
  • the global appreciation interface includes appreciation controls corresponding to each player.
  • the first operation may be a click operation.
  • the response to the click operation on the first control in the recommendation and appreciation interface includes the following two situations:
  • the first game player praises at least one second game player by clicking the praise control corresponding to at least one second game player on the recommendation praise interface, and then submits the praise by clicking the first control.
  • the first game player directly clicks the first control on the recommendation appreciation interface to skip the player who appreciates the recommendation.
  • the first game player's recommendation appreciation interface is controlled to switch to the global appreciation interface, and the first game player can also select a player to be appreciated on the global appreciation interface.
  • the summary information of each player in this game may be displayed on the global appreciation interface of this embodiment.
  • summary information of other players other than the first game player may also be displayed on the global appreciation interface.
  • an appreciation control can be set at the end of the summary information of the first game player, that is, to provide a function that the player appreciates for himself.
  • an appreciation control may not be set at the end of the summary information of the first game player, that is, the first game player cannot appreciate himself, but can only appreciate other players, which is not limited in this embodiment.
  • the summary information of each player includes at least one item of the player's avatar, name, and game record.
  • the game record includes the number of enemies eliminated by the player in this game, the number of assists, the number of times the teammates resisted damage, the amount of HP supplemented for the teammates, and the like. It should be understood that the game records corresponding to different game contents are different, and this is only an example, and the embodiment of the present disclosure does not impose any limitation on the game records.
  • FIG. 9 is a schematic diagram of a global appreciation interface provided by an embodiment of the present disclosure.
  • the summary information of all players of the first team is displayed in the left display area of the global appreciation interface 501
  • all players of the second team The summary information is displayed on the right display area of the global appreciation interface 501 .
  • a praise control 502 is set at the end of the summary information of each player, that is, each player corresponds to a praise control respectively.
  • the summary information of each player includes the player's avatar, name, and game record 503 .
  • Figure 9 shows 3 game records of each player. Taking player 1 as an example, the 3 game records of player 1 are respectively displayed: Player 1 has eliminated 10 enemies in this game, and the number of assists is 5, which is Teammates replenish a total of 4000 HP.
  • the processing method further includes:
  • Step 240 In response to the appreciation operation for the target game player in the global appreciation interface, send second appreciation information to the third terminal device corresponding to the target game player.
  • the target game player is at least one game player among all game players.
  • the second appreciation information is the appreciation evaluation information determined according to the game interaction, which is similar to the first appreciation information in the above-mentioned embodiment. For details, please refer to the description of step 120 .
  • the target game player may be a player other than the first game player and the second game player selected by the first game player on the recommendation appreciation interface.
  • the second appreciation information is appreciation evaluation information determined according to a selected operation on at least one preset appreciation evaluation information, and the second appreciation information includes an appreciation label.
  • an appreciation label selection window is displayed on the upper layer of the global appreciation interface, and the appreciation label selection window includes a plurality of appreciation labels or custom appreciations that can be selected by the first game player. Label area.
  • the appreciation label selected by the first game player is displayed on the global appreciation interface.
  • Figures 10 and 11 show the interface changes when players perform corresponding operations on the global appreciation interface.
  • FIG. 10 is a schematic diagram of a global praise interface provided by an embodiment of the present disclosure.
  • the first game player selects and clicks the praise corresponding to a certain player (player 1 in FIG. 10 ) on the global praise interface 501
  • the upper layer of the control current interface displays the appreciation label selection window 504
  • the appreciation label selection window 504 includes a plurality of appreciation labels or custom appreciation labels that can be selected by the first game player .
  • FIG. 11 is a schematic diagram of changes in player summary information in the global appreciation interface provided by an embodiment of the present disclosure.
  • the first game player long-presses a certain player (player 6 in FIG. 10 ) on the global appreciation interface 501 corresponding to the appreciation control, in response to the operation of the first game player long pressing the appreciation control, the upper layer of the current interface is controlled to display the appreciation label selection window, the first game player keeps pressing and moves to a certain appreciation label in the appreciation label selection window, Release the finger or the mouse to successfully appreciate the other party with the praise tag, and the praise tag marked by the first game player will be displayed at the end of the player's summary information.
  • the first game player can supplement and appreciate other players in the game through the global appreciation interface shown in the above embodiment, which solves the problem that the player cannot appreciate other players except the recommended player. Since the global appreciation interface displays the game record of each player in the game, it is convenient for the player to know the game data of each player, which can improve the appreciation rate among players.
  • FIG. 12 is a schematic flowchart of a method for processing recommendation information according to an embodiment of the present disclosure. As shown in FIG. 12 , the processing method provided by this embodiment includes:
  • Step 310 Display a recommendation appreciation interface for at least one second game player on the graphical user interface. The game interaction between at least one second game player and the first game player corresponding to the first terminal device satisfies a preset interaction condition.
  • Step 320 In response to the praise operation for the second game player in the recommendation praise interface, send the first praise information to the second terminal device corresponding to the second game player.
  • Steps 310 and 320 in this embodiment are the same as steps 110 to 120 in the foregoing embodiment.
  • steps 110 to 120 in the foregoing embodiment.
  • steps 310 and 320 in this embodiment are the same as steps 110 to 120 in the foregoing embodiment.
  • Step 330 After the countdown is over, switch the recommended appreciation interface to a global appreciation interface for all game players.
  • the global appreciation interface displays the summary information of each player in this game, and the global appreciation interface includes the appreciation controls corresponding to each player.
  • This embodiment switches the GUI based on the timer (preset operation time for the player to perform the praise operation on the recommendation praise interface). It should be noted that, if the timer times out, no matter whether the first game player chooses to appreciate the recommended at least one second game player, the GUI will jump.
  • the praise is submitted before the interface is switched. If the first game player does not make a selection in the recommended appreciation interface, it will directly switch to the global appreciation interface. The first game player can select any player in this game on the global appreciation interface.
  • FIG. 13 is a schematic flowchart of a method for processing recommendation information provided by an embodiment of the present disclosure. As shown in FIG. 13 , on the basis of the foregoing embodiments, the method for processing recommendation information may further include the following steps:
  • Step 410 In response to the second operation acting on the recommendation praise interface or the global praise interface, the second operation is used for requesting to preview the interactive screen interacting with any second game player.
  • the second operation in this embodiment may include any one of the following: a long-press operation, a slide operation, a double-click operation, etc., which is not limited in this embodiment.
  • the second operation acting on the recommendation appreciation interface or the global appreciation interface includes: a sliding operation of sliding the mouse pointer to the avatar of the second game player or the avatar of the target game player.
  • Step 420 Display an interactive picture on the recommendation appreciation interface or the global appreciation interface.
  • the first game player can view the name, avatar, interaction record, and appreciation tag of any recommended second game player on the recommendation and appreciation interface, and can also view any game player on the global appreciation interface.
  • the name, avatar, interaction record, and appreciation label of the first game player can request a preview of the first game player and the clicked player by clicking the name, avatar, interaction record or appreciation label of any game player on the recommendation appreciation interface or the global appreciation interface.
  • the interactive screen may be the screen when the first game player and the clicked player jointly destroy the enemy, or the screen where the clicked player gives the first game player life value, or the first game player and the clicked player side by side
  • the battle picture may also be a picture in which the clicked player helps the first game player to resist damage.
  • the interactive screen may also be other types of interactive game screens, which are not limited in this embodiment of the present disclosure.
  • the interactive screen in the embodiment of the present disclosure can help the first game player review some of the game interactive screens in this game, so that the first game player can recall the contributions of teammates and players in the game according to the interactive screen, so as to select the player to be appreciated, Increase the appreciation rate among players.
  • the recommendation appreciation interface or the global appreciation interface may further include an add friend control.
  • FIG. 14 is a schematic diagram of a recommendation and appreciation interface provided by an embodiment of the present disclosure.
  • the recommendation and appreciation interface 301 recommends three players to the first game player, namely Player 1, Player 2, and Player 3. Each Below the player's avatar, the player's name, the interaction record with the first game player, the appreciation control 302 and the add friend control 306 are respectively displayed.
  • the recommendation and appreciation interface provided in this embodiment is convenient for the first game player to send friend requests to other players while appreciating other players, thereby increasing the interaction between players. Adding a friend control in the global appreciation interface is similar to the recommending appreciation interface, which will not be repeated here, and the form of the control is shown in FIG. 14 .
  • FIG. 15 is a schematic structural diagram of an apparatus for processing recommendation information provided by an embodiment of the present disclosure.
  • the apparatus 600 for processing recommendation information in this embodiment includes a display module 601 and a sending module 602 .
  • a display module 601 configured to display a recommendation appreciation interface for at least one second game player on the graphical user interface, wherein the at least one second game player and the first game player corresponding to the first terminal device The game interaction between them satisfies the preset interaction conditions;
  • the sending module 602 is configured to send first praise information to the second terminal device corresponding to the second game player in response to the praise operation for the second game player in the recommendation praise interface.
  • the first appreciation information is appreciation evaluation information determined according to the game interaction.
  • the recommendation appreciation interface includes an appreciation control corresponding to each of the second game players
  • the sending module 602 is specifically configured to:
  • the first appreciation information is sent to the second terminal device corresponding to the second game player.
  • the display module 601 is further used for:
  • the recommendation appreciation interface is switched to a global appreciation interface for all game players, wherein all game players include the second game player.
  • the sending module 602 is further configured to:
  • the global appreciation interface provides at least one preset appreciation evaluation information
  • the second appreciation information is appreciation evaluation information determined according to a selected operation on the at least one preset appreciation evaluation information.
  • the preset interaction conditions include at least one of the following conditions:
  • the number of game interactions is greater than the preset number of times threshold, and the game interaction duration is greater than the preset time threshold.
  • the recommendation and appreciation interface further includes: at least one item of the second game player's name, avatar, interaction record, and appreciation label.
  • the first appreciation information is displayed on the appreciation control.
  • the recommending appreciation interface further includes a first control, where the first control is used to skip the appreciation operation for the second game player or submit the appreciation.
  • the recommendation appreciation interface further includes a second control, where the second control is used to display countdown information.
  • the display module 601 is further used for:
  • the recommendation appreciation interface is switched to a global appreciation interface for all game players.
  • the preset interaction condition includes a preset interaction condition related to a game interaction type
  • the game interaction type includes at least one of the following: an assist type, a rescue type, a cooperative combat type, and an escort type.
  • the preset interaction conditions of the assist type include: the number of enemies destroyed together with the first game player is greater than the first number, or the number of times of assisting the first game player is greater than the first number of times;
  • the preset interaction conditions of the treatment type include: the total amount of life value given to the first game player is greater than the second amount, or the number of times of treating the first game player is greater than the second number of times;
  • the preset mutual assistance conditions of the cooperative combat type include: the number of times of fighting side by side with the first game player is greater than the third number of times;
  • the preset mutual assistance condition of the guard type includes: the total amount of helping the first game player to resist damage is greater than the third amount, or the number of times of helping the first game player to resist damage is greater than the fourth number of times.
  • the display module 601 is further used for:
  • the second operation is used to request a preview of an interactive screen interacting with any one of the second game players;
  • the interactive screen is displayed on the recommendation appreciation interface or the global appreciation interface.
  • the device for processing recommendation information provided in this embodiment can be used to execute the technical solutions of the above method embodiments, and the implementation principles and technical effects thereof are similar, and details are not described herein again.
  • FIG. 16 is a schematic diagram of a hardware structure of an electronic device according to an embodiment of the present disclosure.
  • the electronic device 700 provided in this embodiment includes:
  • Memory 701 Memory 701 , processor 702 and display 703 .
  • the memory 701 is used to store computer programs and data
  • the processor 702 is configured to invoke the computer program stored in the memory 701 to execute the technical solution in any of the foregoing method embodiments;
  • Display 703 is used to render data onto a graphical user interface.
  • the memory 701 may be independent or integrated with the processor 702 .
  • the electronic device 700 further includes: a bus 704 for connecting the memory 701 and the processor 702 .
  • Embodiments of the present disclosure further provide a computer-readable storage medium, on which a computer program is stored, and the computer program is executed by the processor 702 to implement the various steps in the above method embodiments.
  • An embodiment of the present disclosure further provides a chip, including: a processing module and a communication interface, where the processing module can execute each step in the foregoing method embodiments.
  • the chip also includes a storage module (eg, memory), the storage module is used for storing instructions, the processing module is used for executing the instructions stored in the storage module, and the execution of the instructions stored in the storage module causes the processing module to execute the aforementioned method implementation. the steps in the example.
  • a storage module eg, memory
  • the storage module is used for storing instructions
  • the processing module is used for executing the instructions stored in the storage module
  • the execution of the instructions stored in the storage module causes the processing module to execute the aforementioned method implementation. the steps in the example.
  • processor may be a central processing unit (English: Central Processing Unit, referred to as: CPU), or other general-purpose processors, digital signal processors (English: Digital Signal Processor, referred to as: DSP), application-specific integrated circuits (English: Application Specific Integrated Circuit, referred to as: ASIC) and so on.
  • a general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps in combination with the method of the present disclosure can be directly embodied as executed by a hardware processor, or executed by a combination of hardware and software modules in the processor.
  • the memory may include high-speed RAM memory, and may also include non-volatile storage NVM, such as at least one magnetic disk memory, and may also be a U disk, a removable hard disk, a read-only memory, a magnetic disk or an optical disk, and the like.
  • NVM non-volatile storage
  • the bus may be an Industry Standard Architecture (ISA) bus, a Peripheral Component (PCI) bus, or an Extended Industry Standard Architecture (EISA) bus, or the like.
  • ISA Industry Standard Architecture
  • PCI Peripheral Component
  • EISA Extended Industry Standard Architecture
  • the bus can be divided into address bus, data bus, control bus and so on.
  • the buses in the drawings of the present disclosure are not limited to only one bus or one type of bus.
  • the above-mentioned storage medium may be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read only memory (EEPROM), erasable Except programmable read only memory (EPROM), programmable read only memory (PROM), read only memory (ROM), magnetic memory, flash memory, magnetic disk or optical disk.
  • SRAM static random access memory
  • EEPROM electrically erasable programmable read only memory
  • EPROM erasable except programmable read only memory
  • PROM programmable read only memory
  • ROM read only memory
  • magnetic memory flash memory
  • flash memory magnetic disk or optical disk.
  • a storage medium can be any available medium that can be accessed by a general purpose or special purpose computer.
  • An exemplary storage medium is coupled to the processor, such that the processor can read information from, and write information to, the storage medium.
  • the storage medium can also be an integral part of the processor.
  • the processor and the storage medium may be located in application specific integrated circuits (Application Specific Integrated Circuits, ASIC for short).
  • ASIC Application Specific Integrated Circuits
  • the processor and storage medium may also exist in the electronic device as discrete components.

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Abstract

一种推荐信息的处理方法、装置、设备及存储介质,该方法包括:在图形用户界面上显示针对至少一个第二游戏玩家的推荐赞赏界面(110),至少一个第二游戏玩家与第一终端设备对应的第一游戏玩家之间的游戏互动满足预设互动条件,响应针对推荐赞赏界面中第二游戏玩家的赞赏操作,向第二游戏玩家对应的第二终端设备发送第一赞赏信息(120)。提高了玩家之间的赞赏率,增强了游戏互动性。

Description

推荐信息的处理方法、装置、设备及存储介质
本申请要求于2020年07月22日提交的申请号为202010711321.8、名称为“推荐信息的处理方法、装置、设备及存储介质”的中国专利申请的优先权,该中国专利申请的全部内容通过引用全部并入全文。
技术领域
本公开实施例涉及游戏领域,尤其涉及一种推荐信息的处理方法、装置、设备及存储介质。
背景技术
目前的多人竞技游戏提供赞赏功能,即玩家可以对比赛有积极贡献或者表现出色(包括展现竞技风范、团队精神和出色指挥等)的玩家给予赞赏,赞赏他人的同时也能为玩家获得额外的游戏经验。
赞赏他人通常是一种“无私的奉献”,能同时收到其他玩家赞赏的概率不大。相关技术中,在每局比赛结束后,游戏界面显示游戏对局中队友的各项数据并且提供了对应的点赞功能,玩家可使用该点赞功能选择预设的赞赏标签为队友玩家发出赞赏信息。
然而,大部分情况下,玩家都是凭感觉赞赏其他玩家,例如仅赞赏技能好或者相互认识的玩家。如此一来,使得玩家发出的赞赏信息无法客观反映队友玩家在游戏中的表现,并且仅点赞部分玩家也会造成游戏赞赏分布不均,玩家之间相互赞赏率低,影响玩家的游戏体验。
发明内容
本公开实施例的第一方面提供一种推荐信息的处理方法,通过执行游戏应用并在第一终端设备的显示器上渲染得到图形用户界面,所述方法包括:
在所述图形用户界面上显示针对至少一个第二游戏玩家的推荐赞赏界面,其中,所述至少一个第二游戏玩家与所述第一终端设备对应的第一游戏玩家之间的游戏互动满足预设互动条件;
响应针对所述推荐赞赏界面中所述第二游戏玩家的赞赏操作,向所述第二游戏玩家对应的第二终端设备发送第一赞赏信息。
可选地,所述第一赞赏信息为根据所述游戏互动确定的赞赏评价信息。
可选地,所述推荐赞赏界面包括与每个所述第二游戏玩家对应的赞赏控件;
在一种可能的实施方式中,所述响应针对所述推荐赞赏界面中所述第二游戏玩家的赞赏操作,向所述第二游戏玩家对应的第二终端设备发送第一赞赏信息,包括:
响应作用于所述赞赏控件的赞赏操作,向所述第二游戏玩家对应的第二终端设备发送所述第一赞赏信息。
在一种可能的实施方式中,所述方法还包括:
响应作用于所述推荐赞赏界面的第一操作,将所述推荐赞赏界面切换为针对全部游戏玩家的全局赞赏界面,其中,所述全部游戏玩家涵盖所述第二游戏玩家。
在一种可能的实施方式中,所述方法还包括:
响应针对所述全局赞赏界面中目标游戏玩家的赞赏操作,向所述目标游戏玩家对应的第三终端设备发送第二赞赏信息,其中,所述目标游戏玩家为所述全部游戏玩家中的至少一个游戏玩家。
可选地,所述全局赞赏界面提供至少一个预设赞赏评价信息,所述第二赞赏信息为根据针对所述至少一个预设赞赏评价信息的选定操作而确定的赞赏评价信息。
可选地,所述预设互动条件包括以下条件的至少一项:
游戏互动次数大于预设次数阈值,游戏互动时长大于预设时间阈值。
可选地,所述推荐赞赏界面还包括:所述第二游戏玩家的名称,头像,互动记录,赞赏标签的至少一项。
可选地,所述赞赏控件上显示所述第一赞赏信息。
可选地,所述推荐赞赏界面还包括第一控件,所述第一控件用于跳过对所述第二游戏玩家的赞赏操作或者提交赞赏。
可选地,所述推荐赞赏界面还包括第二控件,所述第二控件用于显示倒计时信息。
在一种可能的实施方式中,所述方法还包括:
在倒计时结束后,将所述推荐赞赏界面切换为针对全部游戏玩家的全局赞赏界面。
可选地,所述预设互动条件包括与游戏互动类型相关的预设互动条件,所述游戏互动类型包括以下至少一项:助攻类型、救治类型、协同作战类型以及护卫类型。
可选地,所述助攻类型的预设互动条件包括:与所述第一游戏玩家共同消灭敌人的数量大于第一数量,或者,助攻所述第一游戏玩家的次数大于第一次数;
所述救治类型的预设互动条件包括:给予所述第一游戏玩家生命值总量大于第二数量,或者,救治所述第一游戏玩家的次数大于第二次数;
所述协同作战类型的预设互助条件包括:与所述第一游戏玩家并肩作战次数大于第三次数;
所述护卫类型的预设互助条件包括:帮助所述第一游戏玩家抵挡伤害的总量大于第三数量,或者,帮助所述第一游戏玩家抵挡伤害的次数大于第四次数。
在一种可能的实施方式中,所述方法还包括:
响应作用于所述推荐赞赏界面或全局赞赏界面的第二操作,所述第二操作用于请求预览与任意一个所述第二游戏玩家交互的互动画面;
在所述推荐赞赏界面或者所述全局赞赏界面上显示所述互动画面。
本公开实施例的第二方面提供一种推荐信息的处理装置,包括:
显示模块,用于在所述图形用户界面上显示针对至少一个第二游戏玩家的推荐赞赏界面,其中,所述至少一个第二游戏玩家与所述第一终端设备对应的第一游戏玩家之间的游戏互动满足预设互动条件;
发送模块,用于响应针对所述推荐赞赏界面中所述第二游戏玩家的赞赏操作,向所述第二游戏玩家对应的第二终端设备发送第一赞赏信息。
本公开实施例的第三方面提供一种电子设备,包括:存储器、处理器以及显示器;
所述存储器用于存储计算机程序和数据;
所述处理器用于调用所述存储器存储的计算机程序,以执行权利要求第一方面中任一项所述的推荐信息的处理方法;
所述显示器用于将所述数据渲染到图形用户界面上。
本公开实施例的第四方面提供一种计算机可读存储介质,其上存储有计算机程序,所述计算机程序被处理器执行以实现如第一方面中任一项所述的推荐信息的处理方法。
附图说明
图1为本公开实施例提供的推荐信息的处理方法的一种场景示意图;
图2为本公开实施例提供的一种推荐信息的处理方法的流程示意图;
图3为本公开实施例提供的一种推荐赞赏界面的示意图;
图4为本公开实施例提供的一种推荐赞赏界面的示意图;
图5为本公开实施例提供的一种推荐赞赏界面的示意图;
图6为本公开实施例提供的一种推荐赞赏界面的示意图;
图7为本公开实施例提供的一种推荐赞赏界面的示意图;
图8为本公开实施例提供的一种推荐信息的处理方法的流程示意图;
图9为本公开实施例提供的一种全局赞赏界面的示意图;
图10为本公开实施例提供的一种全局赞赏界面的示意图;
图11为本公开实施例提供的全局赞赏界面中玩家汇总信息的变化示意图;
图12为本公开实施例提供的一种推荐信息的处理方法的流程示意图;
图13为本公开实施例提供的一种推荐信息的处理方法的流程示意图;
图14为本公开实施例提供的一种推荐赞赏界面的示意图;
图15为本公开实施例提供的一种推荐信息的处理装置的结构示意图;
图16为本公开实施例提供的一种电子设备的硬件结构示意图。
具体实施方式
为使本公开实施例的目的、技术方案和优点更加清楚,下面将结合本公开实施例中的附图,对本公开实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例是本公开一部分实施例,而不是全部的实施例。基于本公开中的实施例,本领域普通技术人员 在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本公开保护的范围。
本公开的说明书和权利要求书及上述附图中的术语“第一”、“第二”、“第三”“第四”等(如果存在)是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本公开的实施例例如能够以除了在这里图示或描述的那些以外的顺序实施。
此外,本文中使用的术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。
目前,游戏服务器提供赞赏功能,在游戏结束后,玩家可以自发对其他玩家进行赞赏。赞赏功能的设计初衷是赞赏具有出色行为的玩家,例如带领团队走向胜利、将团队利益放在个人利益至上、获胜有风度、战败有态度的玩家。赞赏情况可以在玩家的生涯概况、组队界面以及更多地方查看到,方便其他玩家获知该玩家的具体情况。保持高度赞赏值的玩家可以周期性地得到奖励,而有消极行为或者被多次封禁的玩家会损失所有的赞赏值。积累赞赏值有助于在比赛中获得更多队友的信赖,赞赏值越高在寻找队伍时会更有优势。
大多数情况下,玩家在比赛结束后,都是凭感觉赞赏其他玩家,很少会有确切的理由,大部分时候仅赞赏技能好或者相互认识的玩家,使得玩家发出的赞赏信息无法客观反映队友玩家在游戏中的表现,因此并不能达到上述设计初衷。在实际游戏过程中,玩家能收到的赞赏也比较有限,这可能是由于赞赏分布不均,或者赞赏操作过于复杂导致。
为了提高玩家之间的赞赏率以及赞赏信息的客观性,实现良性评判,本公开实施例提供一种推荐信息的处理方法,其目的在于为玩家推荐可供赞赏的其他玩家,推荐的其他玩家与该玩家具有强关联性,例如玩家之间的互动次数较高,互动次数可以体现游戏过程中玩家间的互助性和一致性。玩家在终端设备的图形用户界面上查看服务器发送的推荐信息,从推荐的其他玩家中选择想要赞赏的玩家,由于推荐信息是服务器根据游戏历史数据统计得到的,推荐信息体现游戏真实的交互数据,玩家认同感强,可提高玩家之间的赞赏率。
图1为本公开实施例提供的推荐信息的处理方法的一种场景示意图,如图1所示,该场景包括多个终端设备(例如图1中的终端设备11、12、13)以及游戏服务器14,多个终端设备分别与游戏服务器14通信连接。
各个终端设备将不同玩家在同一游戏场景的操作信息发送至游戏服务器,在游戏结束后,游戏服务器根据各个玩家的历史操作信息,确定向各个玩家推荐的其他玩家的信息,向各个玩家的终端设备发送推荐信息,终端设备根据推荐信息在图形用户界面上展示推荐信息。
以终端设备11为例,如图1所示,玩家1通过终端设备11连接游戏服务器14,终端设备11将玩家1在游戏中的操作信息发送至游戏服务器14,游戏服务器14中记录了每一个玩家在本次游戏中的历史操作信息以及与其他玩家在游戏对局中相互配合操作的 交互信息。当本次游戏结束时,游戏服务器14可根据玩家1在本次游戏中的历史操作信息以及与其他玩家的交互信息,向玩家1的终端设备11发送推荐信息,用于向玩家1推荐在本次游戏中与玩家1互动次数大于预设次数阈值的至少一个其他玩家。终端设备11在图形用户界面上显示该推荐信息。应理解,不同玩家对应的推荐信息不同。各个玩家可根据图形用户界面上显示的推荐信息,对其他玩家进行赞赏,实现玩家之间的交互性赞赏。
需要指出的是,上述场景仅作为一种示例,游戏服务器的上述执行动作还可以由终端设备执行,对此本公开实施例不作任何限制。
下面采用几个具体实施例对本公开提供的技术方案进行详细说明。需要说明的是,下面几个具体实施例可以相互结合,对于相同或相似的内容,在不同的实施例中不再进行重复说明。
图2为本公开实施例提供的一种推荐信息的处理方法的流程示意图。如图2所示,本实施例提供的处理方法包括:
步骤110、在图形用户界面上显示针对至少一个第二游戏玩家的推荐赞赏界面。其中,至少一个第二游戏玩家与第一终端设备对应的第一游戏玩家之间的游戏互动满足预设互动条件。
本实施例提供的推荐信息的处理方法可应用于多人竞技类游戏,包括多人合作作战。多人合作作战即将玩家分为两队或多队,同队玩家之间相互协作,共同完成团队任务,直至游戏结束。第一游戏玩家为同一游戏场景中的多个玩家中的任意一个,该玩家与同队玩家并肩作战,共同消灭敌人,在必要时可以帮助队友玩家抵挡伤害,或者,给予队友玩家治疗的生命值,同样的,该玩家也可以接受队友玩家给予的帮助或生命值。
在本实施例中,游戏结束后,第一游戏玩家对应的第一终端设备的图形用户界面显示针对第二游戏玩家的推荐赞赏界面。具体的,可通过获取第一游戏玩家在本次游戏中的历史记录,根据第一游戏玩家在本次游戏中的历史记录,确定在本次游戏中与第一游戏玩家的游戏互动满足预设互动条件的至少一个第二游戏玩家。
第一游戏玩家在本次游戏中的历史记录包括第一游戏玩家在本次游戏中的历史操作记录以及与其他玩家的互动记录。其中,历史操作记录包括第一游戏玩家在游戏场景中的射击操作、技能释放操作等。与其他玩家的互动记录包括第一游戏玩家给予或接受其他玩家生命值的记录、第一游戏玩家与其他玩家并肩作战的记录、第一游戏玩家与其他玩家共同消灭敌人的记录、其他玩家为第一游戏玩家抵挡伤害的记录、第一游戏玩家为其他玩家抵挡伤害的记录、第一游戏玩家与其他玩家之间的聊天记录、第一游戏玩家与其他玩家互发表情的记录等。
在本公开实施例中,预设互动条件包括以下条件的至少一项:
游戏互动次数大于预设次数阈值,游戏互动时长大于预设时间阈值。
作为一种示例,第二游戏玩家为与第一游戏玩家的游戏互动次数大于预设次数阈值的玩家。作为一种示例,第二游戏玩家为与第一游戏玩家的游戏互动时间大于预设时间阈值 的玩家。作为一种示例,第二游戏玩家为与第一游戏玩家的游戏互动次数大于预设次数阈值,且与第一游戏玩家的游戏互动时间大于预设时间阈值的玩家。
可选地,在一些实施例中,上述预设互动条件包括与游戏互动类型相关的预设互动条件。不同游戏互动类型的预设互动条件不同。
作为一种示例,游戏互动类型包括以下至少一项:助攻类型、救治类型、协同作战类型、护卫类型。其中,助攻类型的预设互动条件包括:与第一游戏玩家共同消灭敌人的数量大于第一数量,或者,助攻第一游戏玩家的次数大于第一次数。救治类型的预设互动条件包括:给予第一游戏玩家生命值总量大于第二数量,或者,救治第一游戏玩家的次数大于第二次数。协同作战类型的预设互动条件包括:与第一游戏玩家并肩作战次数大于第三次数。护卫类型的预设互动条件包括:帮助第一游戏玩家抵挡伤害的总量大于第三数量,或者,帮助第一游戏玩家抵挡伤害的次数大于第四次数。
在一种可选的实施例中,第一赞赏信息与游戏互动类型相匹配。例如,第一游戏玩家与第二游戏玩家在游戏中共同消灭敌人的数量超过预设数量值时,则发送的第一赞赏信息可以是“合作愉快”。这样,可以自适应根据游戏互动类型为第一游戏玩家提供合适的第一赞赏信息,使得发送的第一赞赏信息的内容可以更加准确体现出队友在游戏中的贡献,提升了玩家之间对于游戏赞赏的认可度和积极性。
在本公开实施例中,推荐赞赏界面包括与每个第二游戏玩家对应的赞赏控件。可选地,在一些实施例中,推荐赞赏界面还包括第二游戏玩家的名称,头像,互动记录,赞赏标签的至少一项。
其中,互动记录是指第一游戏玩家与第二游戏玩家之间的互动记录,例如第一游戏玩家与第二游戏玩家共同消灭敌人的数量,第二游戏玩家给予第一游戏玩家生命值总量,第二游戏玩家与第一游戏玩家并肩作战次数,第二游戏玩家帮助第一游戏玩家抵挡伤害的次数等。
其中,赞赏标签用于指示对第二游戏玩家的赞赏评价信息,赞赏标签包括预设的赞赏标签或自定义赞赏标签。其中,自定义赞赏标签可满足不同玩家的个性化需求。示例性的,赞赏标签包括“感谢”、“电竞精神”、“合作愉快”、“大神”、“力挽狂澜”、“相处不错”等。
步骤120、响应针对推荐赞赏界面中第二游戏玩家的赞赏操作,向第二游戏玩家对应的第二终端设备发送第一赞赏信息。
其中,第一赞赏信息为根据游戏互动确定的赞赏评价信息,发送给第二游戏玩家的第一赞赏信息中可以包括上述赞赏标签,例如“感谢”、“电竞精神”、“合作愉快”、“大神”、“力挽狂澜”、“相处不错”等。
作为一种示例,响应第一游戏玩家针对推荐赞赏界面中第二游戏玩家的赞赏操作,即点赞操作,根据第一游戏玩家和第二游戏玩家在本次游戏中的游戏互动情况(即互动记录),向被赞赏的第二游戏玩家对应的第二终端设备发送相应的第一赞赏信息,该第一赞赏信息 是与游戏互动情况对应的赞赏评价信息。例如,根据第二游戏玩家给予第一游戏玩家生命值的记录,向第二终端设备发送“感激”等赞赏评价信息。
作为另一示例,响应作用于赞赏控件的赞赏操作,该赞赏控件上显示有赞赏标签(该标签可以是根据玩家之间游戏互动记录确定的预设标签),向第二游戏玩家对应的第二终端发送包括该赞赏标签的第一赞赏信息。
图3为本公开实施例提供的一种推荐赞赏界面的示意图,如图3所示,推荐赞赏界面301向第一游戏玩家推荐了3个第二游戏玩家,分别为玩家1、玩家2、玩家3,各个玩家头像下方分别展示玩家的名称、与第一游戏玩家的互动记录以及赞赏控件302。第一游戏玩家可根据推荐赞赏界面301获知推荐的每一个玩家与第一游戏玩家的互动记录,例如玩家1给第一游戏玩家治疗的血量为4000,玩家2帮助第一游戏玩家助攻消灭敌人15,玩家3帮第一游戏玩家抵挡伤害5000。第一游戏玩家根据上述互动记录选择想要赞赏的玩家,可通过点击赞赏控件302选择想要赞赏的玩家,可以选择一个或多个玩家。
可选地,在一些实施例中,在赞赏控件上显示赞赏标签,这里的赞赏标签为预设的赞赏标签,通常是与互动记录一一对应的。图4为本公开实施例提供的一种推荐赞赏界面的示意图,在图3所示推荐赞赏界面的基础上,如图4所示,推荐赞赏界面401上展示推荐的第二游戏玩家的头像、名称、与第一游戏玩家的互动记录以及赞赏控件402,赞赏控件402上显示赞赏标签,例如玩家1对应的赞赏标签为“感激”,玩家2对应的赞赏标签为“合作愉快”,玩家3对应的赞赏标签为“电竞精神”。
不同的互动记录可以对应不同的赞赏标签,两者的对应关系可以是游戏服务器预先设定的。示例性的,互动记录为给予第一游戏玩家生命值的记录,对应的赞赏标签为“感激”,互动记录为与第一游戏玩家共同消灭敌人的记录,对应的赞赏标签为“合作愉快”,互动记录为为第一游戏玩家抵挡伤害的记录,对应的赞赏标签为“电竞精神”。
可选地,作为一种示例,赞赏控件上没有显示赞赏标签,推荐赞赏界面提供至少一个预设赞赏评价信息。具体的,第一游戏玩家可通过点击或者长按推荐赞赏界面上的赞赏控件调取预设赞赏评价信息。作为一种示例,响应第一游戏玩家针对赞赏控件的点击或长按操作,在该赞赏控件的上方展示赞赏标签选择窗口,赞赏标签选择窗口包括多个可供第一游戏玩家选择的赞赏标签或者自定义赞赏标签。
图5为本公开实施例提供的一种推荐赞赏界面的示意图,如图5所示,响应于第一游戏玩家点击赞赏控件的操作,在推荐赞赏界面301的上层显示赞赏标签窗口303,赞赏标签窗口303包括多个可供第一游戏玩家选择的赞赏标签,例如“感激”、“合作愉快”、“电竞精神”、“力挽狂澜”、“大神”、“相处不错”,或者自定义赞赏标签。对于赞赏标签,可根据具体游戏内容进行系统预设,本实施例对此不作任何限制。
上述示例中,第一游戏玩家可通过赞赏标签窗口为第二游戏玩家选择合适的赞赏标签或者自定义赞赏标签,实现玩家对赞赏标签的自主选择,提高玩家进行赞赏操作的灵活性。
需要说明的是,本公开实施例对上述赞赏标签窗口的展示形态不作任何显示,可以是 图5所示的圆形,还可以是其他形态,例如矩形列表、下拉框等等。
在一些实施例中,推荐赞赏界面还可以包括第一控件,第一控件用于第一游戏玩家直接跳过对第二游戏玩家的赞赏操作或者提交赞赏。
图6为本公开实施例提供的一种推荐赞赏界面的示意图,如图6所示,推荐赞赏界面301还包括第一控件304。作为一种示例,第一游戏玩家选择赞赏一个或多个玩家后,可通过点击第一控件304,完成赞赏提交。作为另一种示例,第一游戏玩家不想赞赏推荐赞赏界面301上推荐的玩家,可以通过点击第一控件304,直接跳转至下一图形用户界面。
在一些实施例中,推荐赞赏界面还可以包括第二控件,第二控件用于显示倒计时信息。
图7为本公开实施例提供的一种推荐赞赏界面的示意图,如图7所示,推荐赞赏界面301还包括第二控件305,第二控件305用于显示倒计时信息,在倒计时结束后,跳转至下一图形用户界面。作为一种示例,可根据预设时间,例如10s,第一游戏玩家可在预设时间内对一个或多个第二游戏玩家进行赞赏,如果超过预设时间,界面将自动切换至下一图形用户界面。
需要说明的是,如果倒计时结束之前,第一游戏玩家已在推荐赞赏界面301上选择了一个或多个玩家,在界面切换时可提交对这些玩家的赞赏,并向这些玩家对应的终端设备发送赞赏信息。
本公开实施例提供的推荐信息的处理方法,在游戏结束后,第一游戏玩家的第一终端设备的图形用户界面上显示针对至少一个第二游戏玩家的推荐赞赏界面,其中至少一个第二游戏玩家与第一游戏玩家之间的游戏互动满足预设互动条件,响应针对推荐赞赏界面中对第二游戏玩家的赞赏操作,向第二游戏玩家对应的第二终端设备发送第一赞赏信息。由于上述方法直接向第一游戏玩家推荐可供赞赏的与该玩家互动性高的至少一个第二游戏玩家,并在界面上展示,方便第一游戏玩家进行选择,同时第二游戏玩家可以获知自己是否被赞赏,这样可以提高玩家之间的赞赏率,增强游戏互动性,提高玩家的游戏体验。
上述实施例示出了一种推荐信息的处理方法,在游戏结束后为玩家推荐与其互动性高的其他玩家,图形用户界面上可以显示其他玩家的名称、头像、互动记录、赞赏标签的至少一项,方便玩家进行赞赏。然而,由于游戏服务器仅推荐与玩家互动记录最高的玩家,互动记录屈居第二或第三的玩家可能并不在推荐之列,玩家在上述图形用户界面上无法对互动记录屈居第二或第三的玩家进行赞赏。
针对上述问题,本公开实施例还提供一种推荐信息的处理方法,在上述实施例的基础上,为玩家提供包括所有玩家的全局赞赏界面,以便玩家可以在该界面上对没有被推荐的其他玩家进行补充赞赏。
下面结合附图8和附图12对推荐信息的处理方法进行详细说明。
图8为本公开实施例提供的一种推荐信息的处理方法的流程示意图。如图8所示,本实施例提供的处理方法包括:
步骤210、在图形用户界面上显示针对至少一个第二游戏玩家的推荐赞赏界面。其中, 至少一个第二游戏玩家与第一终端设备对应的第一游戏玩家之间的游戏互动满足预设互动条件。
步骤220、响应针对推荐赞赏界面中第二游戏玩家的赞赏操作,向第二游戏玩家对应的第二终端设备发送第一赞赏信息。
本实施例的步骤210和步骤220与上述实施例的步骤110至步骤120相同,具体可参见上述实施例,此处不再赘述。
步骤230、响应作用于推荐赞赏界面的第一操作,将所述推荐赞赏界面切换为针对全部游戏玩家的全局赞赏界面。
其中,全局赞赏界面上显示在本次游戏中每一个玩家的汇总信息。全部游戏玩家可以是游戏对局中包含的所有队友玩家,涵盖上述实施例的第二游戏玩家(即推荐的其他玩家)。
可选地,全局赞赏界面包括每一个玩家对应的赞赏控件。
作为一种示例,第一操作可以为点击操作。具体的,响应作用于推荐赞赏界面中第一控件的点击操作,包括如下两种情况:
第一种情况,第一游戏玩家在推荐赞赏界面上通过点击至少一个第二游戏玩家对应的赞赏控件,对至少一个第二游戏玩家进行赞赏,再通过点击第一控件提交赞赏。第二种情况,第一游戏玩家在推荐赞赏界面上直接点击第一控件跳过赞赏推荐的玩家。
响应作用于第一控件的点击操作,控制第一游戏玩家的推荐赞赏界面切换至全局赞赏界面,第一游戏玩家还可以在全局赞赏界面上选择需要赞赏的玩家。
本实施例的全局赞赏界面上可以显示在本次游戏中每一个玩家的汇总信息,包括第一游戏玩家自身的汇总信息。可选地,全局赞赏界面上还可以显示除第一游戏玩家之外的其他玩家的汇总信息。
如果全局赞赏界面上可以显示在本次游戏中所有玩家的汇总信息,在一些实施例中,第一游戏玩家的汇总信息末尾可以设置赞赏控件,即提供玩家为自己赞赏的功能。当然,第一游戏玩家的汇总信息末尾也可以不设置赞赏控件,即第一游戏玩家不能赞赏自己,只能赞赏其他玩家,对此本实施例不作任何限制。
本实施例中,每一个玩家的汇总信息包括玩家的头像、名称、游戏记录的至少一项。示例性的,游戏记录包括玩家在本次游戏中共消灭的敌人数量、助攻次数、为队友抵挡伤害的次数、为队友补充的血量等。应理解,不同游戏内容对应的游戏记录不同,这里仅作为一种示例,本公开实施例对游戏记录不作任何限制。
图9为本公开实施例提供的一种全局赞赏界面的示意图。该示例中假设游戏中将所有玩家分为两队,如图9所示,将第一队伍的所有玩家的汇总信息展示在全局赞赏界面501的左侧显示区域,将第二队伍的所有玩家的汇总信息展示在全局赞赏界面501的右侧显示区域。各个玩家的汇总信息末尾设置有赞赏控件502,即每一个玩家分别对应一个赞赏控件。其中,各个玩家的汇总信息包括玩家的头像、名称以及游戏记录503。作为一种示例,图9示出各玩家的3项游戏记录,以玩家1为例,玩家1的3项游戏记录分别展示了:玩 家1在本次游戏中共消灭敌人10,助攻次数5,为队友补充血量总数4000。
在一些实施例中,在步骤230之后,处理方法还包括:
步骤240、响应针对全局赞赏界面中目标游戏玩家的赞赏操作,向目标游戏玩家对应的第三终端设备发送第二赞赏信息。其中,目标游戏玩家为全部游戏玩家中的至少一个游戏玩家。第二赞赏信息为根据游戏互动确定的赞赏评价信息,与上述实施例的第一赞赏信息类似,具体可参见步骤120的记载。
在一些实施例中,目标游戏玩家可以是除了第一游戏玩家以及第一游戏玩家在推荐赞赏界面上选择的第二游戏玩家之外的其他玩家。
在一些实施例中,第二赞赏信息为根据针对至少一个预设赞赏评价信息的选定操作而确定的赞赏评价信息,第二赞赏信息包括赞赏标签。具体的,响应作用于全局赞赏界面上的赞赏控件的点击操作,在全局赞赏界面的上层显示赞赏标签选择窗口,赞赏标签选择窗口包括多个可供第一游戏玩家选择的赞赏标签或者自定义赞赏标签区域。进一步的,响应作用于赞赏标签或自定义赞赏标签区域的赞赏操作,在全局赞赏界面上显示第一游戏玩家选定的赞赏标签。
附图10、11展示了玩家在全局赞赏界面上进行相应操作的界面变化情况。
图10为本公开实施例提供的一种全局赞赏界面的示意图,如图10所示,第一游戏玩家在全局赞赏界面501上选择点击某一玩家(如图10中的玩家1)对应的赞赏控件后,响应于第一游戏玩家点击赞赏控件的操作,控制当前界面的上层显示赞赏标签选择窗口504,赞赏标签选择窗口504包括多个可供第一游戏玩家选择的赞赏标签或者自定义赞赏标签。
图11为本公开实施例提供的全局赞赏界面中玩家汇总信息的变化示意图,如图11所示,第一游戏玩家在全局赞赏界面501长按某一玩家(如图10中的玩家6)对应的赞赏控件,响应于第一游戏玩家长按赞赏控件的操作,控制当前界面的上层显示赞赏标签选择窗口,第一游戏玩家保持长按并移动至赞赏标签选择窗口中的某一项赞赏标签,松开手指或鼠标即可成功以此赞赏标签赞赏对方,此时在该玩家的汇总信息末尾处显示第一游戏玩家标记的赞赏标签。
第一游戏玩家可通过上述实施例所示的全局赞赏界面,对游戏中其他玩家进行补充赞赏,解决了玩家无法对推荐玩家之外的其他玩家进行赞赏的问题。由于全局赞赏界面显示了每一个玩家在游戏中的游戏记录,便于玩家获知每一位玩家的游戏数据,可提高玩家之间的赞赏率。
图12为本公开实施例提供的一种推荐信息的处理方法的流程示意图。如图12所示,本实施例提供的处理方法包括:
步骤310、在图形用户界面上显示针对至少一个第二游戏玩家的推荐赞赏界面。其中,至少一个第二游戏玩家与第一终端设备对应的第一游戏玩家之间的游戏互动满足预设互动条件。
步骤320、响应针对推荐赞赏界面中第二游戏玩家的赞赏操作,向第二游戏玩家对应的第二终端设备发送第一赞赏信息。
本实施例的步骤310和步骤320与上述实施例的步骤110至步骤120相同,具体可参见上述实施例,此处不再赘述。
步骤330、在倒计时结束后,将推荐赞赏界面切换为针对全部游戏玩家的全局赞赏界面。全局赞赏界面上显示在本次游戏中每一个玩家的汇总信息,全局赞赏界面包括每一个玩家对应的赞赏控件。
本实施例是基于定时器(预设玩家在推荐赞赏界面进行赞赏操作的操作时间),进行图形用户界面的切换。需要说明的是,若定时器超时,不论第一游戏玩家是否选择赞赏推荐的至少一个第二游戏玩家,图形用户界面均会发生跳转。
如果第一游戏玩家已经在推荐赞赏界面选择了一个或多个第二游戏玩家进行赞赏,则在界面切换之前,提交赞赏。如果第一游戏玩家在推荐赞赏界面没有进行选择,则直接切换至全局赞赏界面。第一游戏玩家可以在全局赞赏界面上选择本次游戏中的任意一个玩家。
图13为本公开实施例提供的一种推荐信息的处理方法的流程示意图。如图13所示,在上述各实施例的基础上,推荐信息的处理方法还可以包括如下步骤:
步骤410、响应作用于推荐赞赏界面或全局赞赏界面的第二操作,第二操作用于请求预览与任意一个第二游戏玩家交互的互动画面。
本实施例的第二操作可以包括以下任意一种:长按操作、滑动操作、双击操作等,对此本实施例不作任何限制。
在一种可选的实施例中,作用于推荐赞赏界面或全局赞赏界面的第二操作,包括:将鼠标指针滑动至第二游戏玩家的头像或目标游戏玩家的头像的滑动操作。
步骤420、在推荐赞赏界面或者全局赞赏界面上显示互动画面。
在本公开实施例中,第一游戏玩家可以在推荐赞赏界面上查看到推荐的任意一个第二游戏玩家的名称、头像、互动记录、赞赏标签,还可以在全局赞赏界面上查看任意一个游戏玩家的名称、头像、互动记录、赞赏标签,第一游戏玩家可以通过点击推荐赞赏界面或全局赞赏界面上任意游戏玩家的名称、头像、互动记录或者赞赏标签,请求预览第一游戏玩家与被点击玩家游戏交互的互动画面。
具体的,互动画面可以是第一游戏玩家与被点击玩家共同消灭敌人时的画面,还可以是被点击玩家给予第一游戏玩家生命值的画面,还可以是第一游戏玩家与被点击玩家并肩作战的画面,还可以是被点击玩家帮助第一游戏玩家抵挡伤害的画面。当然,互动画面还可以是其他游戏互动类型的画面,对此本公开实施例不作任何限制。
本公开实施例中的互动画面可以帮助第一游戏玩家回顾本次游戏中的部分游戏互动画面,以便第一游戏玩家根据互动画面回忆起队友玩家在游戏中的贡献,从而选择需要赞赏的玩家,提高玩家之间的赞赏率。
可选地,在一些实施例中,推荐赞赏界面或全局赞赏界面上还可以包括添加好友控件。 图14为本公开实施例提供的一种推荐赞赏界面的示意图,如图14所示,推荐赞赏界面301向第一游戏玩家推荐了3个玩家,分别为玩家1、玩家2、玩家3,各个玩家头像下方分别展示玩家的名称、与第一游戏玩家的互动记录、赞赏控件302以及添加好友控件306。本实施例提供的推荐赞赏界面,方便第一游戏玩家在赞赏其他玩家的同时,向其他玩家发送好友请求,增加玩家之间的互动性。全局赞赏界面中添加好友控件与推荐赞赏界面类似,此处不再赘述,控件形态参见附图14。
图15为本公开实施例提供的一种推荐信息的处理装置的结构示意图,如图15所示,本实施例的推荐信息的处理装置600,包括:显示模块601和发送模块602。
显示模块601,用于在所述图形用户界面上显示针对至少一个第二游戏玩家的推荐赞赏界面,其中,所述至少一个第二游戏玩家与所述第一终端设备对应的第一游戏玩家之间的游戏互动满足预设互动条件;
发送模块602,用于响应针对所述推荐赞赏界面中所述第二游戏玩家的赞赏操作,向所述第二游戏玩家对应的第二终端设备发送第一赞赏信息。
可选地,所述第一赞赏信息为根据所述游戏互动确定的赞赏评价信息。
可选地,所述推荐赞赏界面包括与每个所述第二游戏玩家对应的赞赏控件;
在一种可能的实施方式中,发送模块602,具体用于:
响应作用于所述赞赏控件的赞赏操作,向所述第二游戏玩家对应的第二终端设备发送所述第一赞赏信息。
在一种可能的实施方式中,显示模块601,还用于:
响应作用于所述推荐赞赏界面的第一操作,将所述推荐赞赏界面切换为针对全部游戏玩家的全局赞赏界面,其中,所述全部游戏玩家涵盖所述第二游戏玩家。
在一种可能的实施方式中,发送模块602,还用于:
响应针对所述全局赞赏界面中目标游戏玩家的赞赏操作,向所述目标游戏玩家对应的第三终端设备发送第二赞赏信息,其中,所述目标游戏玩家为所述全部游戏玩家中的至少一个游戏玩家。
可选地,所述全局赞赏界面提供至少一个预设赞赏评价信息,所述第二赞赏信息为根据针对所述至少一个预设赞赏评价信息的选定操作而确定的赞赏评价信息。
可选地,所述预设互动条件包括以下条件的至少一项:
游戏互动次数大于预设次数阈值,游戏互动时长大于预设时间阈值。
可选地,所述推荐赞赏界面还包括:所述第二游戏玩家的名称,头像,互动记录,赞赏标签的至少一项。
可选地,所述赞赏控件上显示所述第一赞赏信息。
可选地,所述推荐赞赏界面还包括第一控件,所述第一控件用于跳过对所述第二游戏玩家的赞赏操作或者提交赞赏。
可选地,所述推荐赞赏界面还包括第二控件,所述第二控件用于显示倒计时信息。
在一种可能的实施方式中,显示模块601,还用于:
在倒计时结束后,将所述推荐赞赏界面切换为针对全部游戏玩家的全局赞赏界面。
可选地,所述预设互动条件包括与游戏互动类型相关的预设互动条件,所述游戏互动类型包括以下至少一项:助攻类型、救治类型、协同作战类型以及护卫类型。
可选地,所述助攻类型的预设互动条件包括:与所述第一游戏玩家共同消灭敌人的数量大于第一数量,或者,助攻所述第一游戏玩家的次数大于第一次数;
所述救治类型的预设互动条件包括:给予所述第一游戏玩家生命值总量大于第二数量,或者,救治所述第一游戏玩家的次数大于第二次数;
所述协同作战类型的预设互助条件包括:与所述第一游戏玩家并肩作战次数大于第三次数;
所述护卫类型的预设互助条件包括:帮助所述第一游戏玩家抵挡伤害的总量大于第三数量,或者,帮助所述第一游戏玩家抵挡伤害的次数大于第四次数。
在一种可能的实施方式中,显示模块601,还用于:
响应作用于所述推荐赞赏界面或全局赞赏界面的第二操作,所述第二操作用于请求预览与任意一个所述第二游戏玩家交互的互动画面;
在所述推荐赞赏界面或者所述全局赞赏界面上显示所述互动画面。
本实施例提供的推荐信息的处理装置,可以用于执行上述各方法实施例的技术方案,其实现原理和技术效果类似,此处不再赘述。
图16为本公开实施例提供的一种电子设备的硬件结构示意图。如图16所示,本实施例提供的电子设备700,包括:
存储器701、处理器702以及显示器703。
其中,存储器701用于存储计算机程序和数据;
处理器702用于调用存储器701存储的计算机程序,以执行如前述任一项方法实施例中的技术方案;
显示器703用于将数据渲染到图形用户界面上。
可选地,存储器701既可以是独立的,也可以跟处理器702集成在一起。
当存储器701是独立于处理器702之外的器件时,电子设备700还包括:总线704,用于连接存储器701和处理器702。
本公开实施例还提供一种计算机可读存储介质,其上存储有计算机程序,计算机程序被处理器702执行以实现如上方法实施例中的各个步骤。
本公开实施例还提供了一种芯片,包括:处理模块与通信接口,该处理模块能执行前述方法实施例中的各个步骤。
进一步地,该芯片还包括存储模块(如,存储器),存储模块用于存储指令,处理模块用于执行存储模块存储的指令,并且对存储模块中存储的指令的执行使得处理模块执行前述方法实施例中的各个步骤。
应理解,上述处理器可以是中央处理单元(英文:Central Processing Unit,简称:CPU),还可以是其他通用处理器、数字信号处理器(英文:Digital Signal Processor,简称:DSP)、专用集成电路(英文:Application Specific Integrated Circuit,简称:ASIC)等。通用处理器可以是微处理器或者该处理器也可以是任何常规的处理器等。结合本公开的方法的步骤可以直接体现为硬件处理器执行完成,或者用处理器中的硬件及软件模块组合执行完成。
存储器可能包含高速RAM存储器,也可能还包括非易失性存储NVM,例如至少一个磁盘存储器,还可以为U盘、移动硬盘、只读存储器、磁盘或光盘等。
总线可以是工业标准体系结构(Industry Standard Architecture,ISA)总线、外部设备互连(Peripheral Component,PCI)总线或扩展工业标准体系结构(Extended Industry Standard Architecture,EISA)总线等。总线可以分为地址总线、数据总线、控制总线等。为便于表示,本公开附图中的总线并不限定仅有一根总线或一种类型的总线。
上述存储介质可以是由任何类型的易失性或非易失性存储设备或者它们的组合实现,如静态随机存取存储器(SRAM),电可擦除可编程只读存储器(EEPROM),可擦除可编程只读存储器(EPROM),可编程只读存储器(PROM),只读存储器(ROM),磁存储器,快闪存储器,磁盘或光盘。存储介质可以是通用或专用计算机能够存取的任何可用介质。
一种示例性的存储介质耦合至处理器,从而使处理器能够从该存储介质读取信息,且可向该存储介质写入信息。当然,存储介质也可以是处理器的组成部分。处理器和存储介质可以位于专用集成电路(Application Specific Integrated Circuits,简称:ASIC)中。当然,处理器和存储介质也可以作为分立组件存在于电子设备中。
最后应说明的是:以上各实施例仅用以说明本公开的技术方案,而非对其限制;尽管参照前述各实施例对本公开进行了详细的说明,本领域的普通技术人员应当理解:其依然可以对前述各实施例所记载的技术方案进行修改,或者对其中部分或者全部技术特征进行等同替换;而这些修改或者替换,并不使相应技术方案的本质脱离本公开各实施例技术方案的范围。

Claims (18)

  1. 一种推荐信息的处理方法,通过执行游戏应用并在第一终端设备的显示器上渲染得到图形用户界面,所述方法包括:
    在所述图形用户界面上显示针对至少一个第二游戏玩家的推荐赞赏界面,其中,所述至少一个第二游戏玩家与所述第一终端设备对应的第一游戏玩家之间的游戏互动满足预设互动条件;
    响应针对所述推荐赞赏界面中所述第二游戏玩家的赞赏操作,向所述第二游戏玩家对应的第二终端设备发送第一赞赏信息。
  2. 根据权利要求1所述的方法,其中,所述第一赞赏信息为根据所述游戏互动确定的赞赏评价信息。
  3. 根据权利要求1所述的方法,其中,所述推荐赞赏界面包括与每个所述第二游戏玩家对应的赞赏控件;所述响应针对所述推荐赞赏界面中所述第二游戏玩家的赞赏操作,向所述第二游戏玩家对应的第二终端设备发送第一赞赏信息,包括:
    响应作用于所述赞赏控件的赞赏操作,向所述第二游戏玩家对应的第二终端设备发送所述第一赞赏信息。
  4. 根据权利要求1所述的方法,其中,所述方法还包括:
    响应作用于所述推荐赞赏界面的第一操作,将所述推荐赞赏界面切换为针对全部游戏玩家的全局赞赏界面,其中,所述全部游戏玩家涵盖所述第二游戏玩家。
  5. 根据权利要求4所述的方法,其中,所述方法还包括:
    响应针对所述全局赞赏界面中目标游戏玩家的赞赏操作,向所述目标游戏玩家对应的第三终端设备发送第二赞赏信息,其中,所述目标游戏玩家为所述全部游戏玩家中的至少一个游戏玩家。
  6. 根据权利要求5所述的方法,其中,所述全局赞赏界面提供至少一个预设赞赏评价信息,所述第二赞赏信息为根据针对所述至少一个预设赞赏评价信息的选定操作而确定的赞赏评价信息。
  7. 根据权利要求1所述的方法,其中,所述预设互动条件包括以下条件的至少一项:
    游戏互动次数大于预设次数阈值,游戏互动时长大于预设时间阈值。
  8. 根据权利要求1所述的方法,其中,所述推荐赞赏界面还包括:所述第二游戏玩家的名称,头像,互动记录,赞赏标签的至少一项。
  9. 根据权利要求3所述的方法,其中,所述赞赏控件上显示所述第一赞赏信息。
  10. 根据权利要求1所述的方法,其中,所述推荐赞赏界面还包括第一控件,所述第一控件用于跳过对所述第二游戏玩家的赞赏操作或者提交赞赏。
  11. 根据权利要求1所述的方法,其中,所述推荐赞赏界面还包括第二控件,所述第二控件用于显示倒计时信息。
  12. 根据权利要求11所述的方法,其中,所述方法还包括:
    在倒计时结束后,将所述推荐赞赏界面切换为针对全部游戏玩家的全局赞赏界面。
  13. 根据权利要求1-12中任一项所述的方法,其中,所述预设互动条件包括与游戏互动类型相关的预设互动条件,所述游戏互动类型包括以下至少一项:助攻类型、救治类型、协同作战类型以及护卫类型。
  14. 根据权利要求13所述的方法,其中,所述助攻类型的预设互动条件包括:与所述第一游戏玩家共同消灭敌人的数量大于第一数量,或者,助攻所述第一游戏玩家的次数大于第一次数;
    所述救治类型的预设互动条件包括:给予所述第一游戏玩家生命值总量大于第二数量,或者,救治所述第一游戏玩家的次数大于第二次数;
    所述协同作战类型的预设互助条件包括:与所述第一游戏玩家并肩作战次数大于第三次数;
    所述护卫类型的预设互助条件包括:帮助所述第一游戏玩家抵挡伤害的总量大于第三数量,或者,帮助所述第一游戏玩家抵挡伤害的次数大于第四次数。
  15. 根据权利要求1-12中任一项所述的方法,其中,所述方法还包括:
    响应作用于所述推荐赞赏界面或全局赞赏界面的第二操作,所述第二操作用于请求预览与任意一个所述第二游戏玩家交互的互动画面;
    在所述推荐赞赏界面或者所述全局赞赏界面上显示所述互动画面。
  16. 一种推荐信息的处理装置,包括:
    显示模块,用于在图形用户界面上显示针对至少一个第二游戏玩家的推荐赞赏界面,其中,所述至少一个第二游戏玩家与第一终端设备对应的第一游戏玩家之间的游戏互动满足预设互动条件;
    发送模块,用于响应针对所述推荐赞赏界面中所述第二游戏玩家的赞赏操作,向所述第二游戏玩家对应的第二终端设备发送第一赞赏信息。
  17. 一种电子设备,包括:存储器、处理器以及显示器;
    所述存储器用于存储计算机程序和数据;
    所述处理器用于调用所述存储器存储的计算机程序,以执行权利要求1-15中任一项所述的推荐信息的处理方法;
    所述显示器用于将所述数据渲染到图形用户界面上。
  18. 一种计算机可读存储介质,其上存储有计算机程序,所述计算机程序被处理器执行以实现如权利要求1-15中任一项所述的推荐信息的处理方法。
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