Game resource display system, method, device, and medium
By establishing a binding relationship between the first terminal and the second terminal in the game resource display system, the game settings are automatically completed, which solves the problem of cumbersome manual settings in the game and improves the user experience and setting efficiency.
Patent Information
- Application Number
- CN202111162622.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-09-30
- Publication Date
- 2025-02-21
- Estimated Expiration
- 2041-09-30
AI Technical Summary
When users bind new game peripheral products in the game, they need to manually set the characters, picture quality, sound and display mode, etc., which are cumbersome and have low settings efficiency.
By establishing a communication connection between the first terminal and the second terminal, the tag data of the first terminal is sent to the second terminal, and the tag data and user information are sent to the server, a binding relationship is established, and the user setting data is automatically sent to the server. The second terminal completes the game settings.
The dynamic combination of the first terminal and game resources is realized, and the game settings are automatically completed, which improves the user experience and avoids the inefficiency of manual settings.
Smart Images

Figure CN113926183B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of data processing technology, and in particular to a game resource display system and method, device, and medium. Background Art
[0002] With the development of microelectronics technology, various chips are being placed in more and more products to realize intelligent functions, such as storage chips, communication chips, programmable logic processors, etc.
[0003] In the related art, taking gaming peripheral products as an example, near field communication (NFC) chips can be placed in gaming peripheral products as electronic tags for product listing and settlement. However, when users bind new gaming peripheral products in the game, they need to re-set the corresponding characters, image quality, sound, display mode, etc. in the game, which is cumbersome and inefficient. Therefore, a solution is needed. Summary of the invention
[0004] The present application provides a game resource display system and method, device, and medium to achieve dynamic combination of a first terminal and game resources, expand the display mode of game resources, and introduce user setting data to automatically complete game settings, avoid the problem of low game setting efficiency caused by manual settings by users, and improve user experience.
[0005] The embodiment of the present application provides a game resource display system, which includes a first terminal, a second terminal and a server, wherein
[0006] The first terminal is used to establish a communication connection with the second terminal; the tag data of the first terminal is sent to the second terminal through the communication connection;
[0007] The second terminal is used to obtain the label data through the communication connection; send the label data and the user information logged in to the second terminal to the server;
[0008] The server is used to establish a binding relationship between the first terminal and the user of the second terminal according to the tag data and the user information; and send game resource data matching the first terminal to the second terminal according to the binding relationship, wherein the game resource data includes user setting data;
[0009] The second terminal is also used to display corresponding game resources during the user's game process according to the received game resource data; and to set the game according to the user setting data.
[0010] The present application also provides a method for displaying game resources, including:
[0011] The first terminal establishes a communication connection with the second terminal;
[0012] The tag data of the first terminal is transmitted to the server through the second terminal, so that the server can establish a binding relationship between the users of the first terminal and the second terminal according to the tag data. The binding relationship is used to enable the second terminal to display game resources matching the first terminal during the user's game process. The game resources include user setting data, and the user setting data is used for the second terminal to set the game.
[0013] The embodiment of the present application further provides a game resource display device, comprising: a processor and a memory storing a computer program; the processor is used to execute the computer program to:
[0014] The second terminal establishes a communication connection;
[0015] The tag data stored in the game resource display device is transmitted to the server through the second terminal, so that the server can establish a binding relationship between the game resource display device and the user of the second terminal according to the tag data. The binding relationship is used to enable the second terminal to display game resources matching the game resource display device during the user's game process. The game resources include user setting data, and the user setting data is used for the second terminal to set the game.
[0016] An embodiment of the present application also provides a computer-readable storage medium storing a computer program. When the computer program is executed by a processor, the processor is enabled to implement each step in the above embodiment.
[0017] In an embodiment of the present application, a binding relationship between the first terminal and the user of the second terminal is established in the server through the tag data of the first terminal, and then, based on the binding relationship, the game resources corresponding to the first terminal are displayed during the user's game process, and the game is set according to the user setting data matched by the first terminal, thereby realizing the dynamic combination of the first terminal and the game resources. In this way, through the dynamic combination of the first terminal and the game resources, the display mode of the game resources is expanded in the game system, which can meet the needs of more abundant game resource display. At the same time, a personalized setting process matching the user setting data is introduced into the game, avoiding the problem of low setting efficiency caused by the user manually operating the setting process, and providing users with a more personalized game experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0018] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:
[0019] Figure 1 A schematic diagram of the structure of a game resource display system provided in an embodiment of the present application;
[0020] Figure 2a to Figure 2c A schematic diagram of a first terminal provided in an embodiment of the present application;
[0021] Figure 3 A schematic diagram of the structure of a first terminal provided in an embodiment of the present application;
[0022] Figure 4 A schematic diagram of the structure of a storage area provided in an embodiment of the present application;
[0023] Figure 5a to Figure 5d A schematic diagram of the interaction process of a game resource display system provided in an embodiment of the present application;
[0024] Figure 6 A flowchart of a method for displaying game resources provided in an embodiment of the present application;
[0025] Figure 7 A schematic diagram of the structure of a game resource display device provided in an embodiment of the present application;
[0026] Figure 8 A block diagram schematically shows a computer device / equipment / system for implementing the game resource display method; and
[0027] Fig. 9 The block diagram schematically shows a computer program product for implementing the game resource display method. DETAILED DESCRIPTION
[0028] In order to make the purpose, technical solution and advantages of the present application clearer, the technical solution of the present application will be clearly and completely described below in combination with the specific embodiments of the present application and the corresponding drawings. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without making creative work are within the scope of protection of the present application.
[0029] In view of the problem of chip resource waste in various existing peripheral products, the embodiments of the present application propose a game resource display system and method, device, and medium. The specific technical solution is introduced below in conjunction with the specific embodiments.
[0030] This embodiment provides a game resource display system, such as Figure 1 As shown, the game resource display system 100 at least includes: a first terminal 10, a second terminal 20, and a server device 30. In actual applications, the first terminal 10 can transmit data to the server 30 through the second terminal 20, and the data sent by the server 30 can also be written into the first terminal 10 through the second terminal 20.
[0031] In this embodiment, the first terminal 10 establishes a communication connection with the second terminal 20; the tag data of the first terminal 10 is sent to the second terminal 20 through the communication connection.
[0032] Among them, the first terminal 10 refers to a terminal device with data storage capability and communication capability, such as near field communication (NFC) peripherals, Bluetooth peripherals and other intelligent peripherals (or called intelligent peripheral devices). The embodiment of the present application does not limit the implementation form of the above-mentioned first terminal 10, as long as it can be used to send and receive data, it is applicable to the embodiment of the present application. For example, the implementation form of the first terminal 10 can be a card, doll, ornament, game peripheral model (such as a blind box model) with a built-in NFC module. Optionally, the first terminal 10 includes a game peripheral model carrying a communication chip, wherein the communication chip includes any one or more of a Bluetooth chip, an NFC chip, and a wifi chip.
[0033] In practical applications, Figure 2a Taking the blind box model shown as an example, it is assumed that the first terminal 10 is implemented as the first terminal shown in Figure 2a. The first terminal includes a vibration movement, a chip, a battery compartment, a switch for controlling the state of the built-in communication module, and a corresponding indicator light. Specifically, when the switch is turned on to put the Bluetooth chip in a working state, the indicator light is on, and the first terminal has the ability to send and receive Bluetooth signals and the ability to store data; when the switch is closed to put the Bluetooth chip in a dormant state, the indicator light is off, and the first terminal does not have the above capabilities. Optionally, an automatic dormancy time can also be set to save energy consumption of the first terminal. In practical applications, further, when the first terminal is in a dormant state, it can be implemented as an electronic tag device with read-only and write-protection capabilities. That is, the first terminal in this state can be implemented as an electronic tag device, such as an NFC tag device, in which the data information stored in the read-only area (such as tag information) can be used, and the data information cannot be written. While in a working state, the first terminal can be implemented as an intelligent device with the ability to send and receive Bluetooth signals and data storage capabilities (including data reading and writing capabilities). Optionally, the switch can also be used to control the WiFi chip in the first terminal to work or not work.
[0034] Continuing with the above example, in the first terminal, the vibration mechanism, chip, and battery compartment can be set in the base of the first terminal. The specific setting method is as follows: Figure 2bAs shown. The vibration movement can be used to achieve a vibration effect triggered by a set operation. For example, the set operation can be an operation of establishing a communication connection after the blind box model is scanned by the second terminal 20, or it can be a data transmission operation, or it can be other types of operations, which are not limited in this application. Among them, the vibration movement has a certain physical structure, including a vibration device and a chip. Taking into account the practicality of the blind box model, if the thickness of the vibration movement exceeds the battery compartment, it can be considered to replace the vibration device model. The packaging method of the first terminal can be as follows Figure 2c In this manner, the size of the first terminal packaging box may be determined by the communication module built into the first terminal. For example, if an NFC chip is provided in the first terminal, then the size of the packaging box is greater than the maximum scanning distance of the NFC chip.
[0035] In addition, compared with the model carrying an electronic tag in the related art, the first terminal 10 of the present application adds a power supply module, a data storage module and multiple communication modules, so as to meet the business needs in different scenarios. In fact, the first terminal 10 in the present application has a stronger signal receiving and sending capability and data storage capability to support business needs in various scenarios. The specific functions of the first terminal 10 can be found in the following embodiments.
[0036] See also Figure 3 The schematic diagram of the structure of the first terminal 10 shown in the figure, optionally, the first terminal 10 includes one or more chips such as a transmitting and receiving antenna module (such as a Bluetooth transceiver or other low-power signal transceiver), an ID tag (including the tag information in this embodiment), a control module (such as a CPU, etc.), a data storage module (such as an EEPROM), and a vibration module, a power supply module, etc. Figure 3 In the embodiment, the operating voltage of the transmitting and receiving antenna module is 1.8 to 3.6V. In order to increase the service life of the transmitting and receiving antenna module, the transmitting and receiving distance of the transmitting and receiving antenna module can be set within 6 meters, and the transmitting and receiving frequency of the transmitting and receiving antenna module can be reduced. An ID tag refers to an electronic tag of a terminal device, such as an RFID tag or an NFC tag, which allows the first terminal 10 to be scanned by other terminals without power supply. An ultra-low power consumption CPU can be selected for the CPU to realize the display and transmission of game resources. EEPROM can be used to store data, such as tag information.
[0037] In this embodiment, the first terminal 10 provides a new storage method. Specifically, the first terminal 10 can read and write data information stored in the EEPROM. The information storage method in the EEPROM is as follows: Figure 4 As shown. Figure 4The information storage area in the EEPROM can be divided into three areas, including a special data area, an information writing area, and an other person's tag information area. Among them, the special data area is used to store security information and device status information, and can be controlled by basic instructions in the CPU. The information writing area is an area in the EEPROM dedicated to writing information received by the communication module. The other person's tag information area is an area for writing tag information of other first terminals 10, specifically, it is used to interact with other first terminals 10 and record the other party's electronic tag information. In actual applications, optionally, the special data area is an EEPROM directly under the CPU, and the size of the storage area can be around 1K. The information storage area includes but is not limited to the following information:
[0038] Personal credential code: a unique account code generated by the account server after the first terminal 10 is bound to the account server. The first terminal 10 is matched with the account server, and different first terminals 10 that are bound to the same account will all get the same personal credential code.
[0039] Erase protection code: It cannot be written. It is the information set in the chip before leaving the factory. When executing the write or erase command, the code will be modified and erased only after verification that it is correct.
[0040] Encrypted data code: It is non-writable and is information set when the chip leaves the factory. It is used to verify whether the instruction sent from the second terminal 20 is sent by the server 30. This data can generate different data codes according to different series or batches.
[0041] Others' electronic tag address: It is a physical address that records the blank in the current EEPROM and can record other's electronic tags (ie, electronic tags of other first terminals). Each time an electronic tag is written, the address will be updated and the length of the tag will be added.
[0042] Whether the account has been bound: When binding with the account server for the first time, it will be written after the binding is successful. After that, it will only be read and will not be written again, and it will not accept the account binding instruction again.
[0043] Antenna switch status: when the first terminal 10 is turned on by the switch, it is automatically set to on. If it is in the on state, the first terminal 10 will send requests at a certain frequency.
[0044] Whether to send your own electronic tag: If a device receives the request, and the antenna status and this status are turned on, and the bound account status is bound, it will automatically send its own electronic tag to the receiving device (such as other first terminals). The default is off, which can be turned on in the application of the second terminal 20.
[0045] Whether to record other people's electronic tags: If a terminal is accepted and the electronic tag of the terminal (such as other first terminals) is received, if this state is closed, it will not be received and written. It is closed by default and can be turned on in the application of the second terminal 20.
[0046] Whether the application information can be written: If a terminal is accepted and a request to write information is received, if this state is closed, it will not be received and written. It is closed by default and can be turned on in the application of the second terminal 20.
[0047] Whether other people's electronic tag information has space: when other people's electronic tag information has no space, this state will be set to closed, and electronic tags of other terminals will no longer be accepted. Only after all other electronic tag information of the second terminal 20 is erased, will it be set to open again.
[0048] Is there any space left for the electronic tag you have sent: Same as other people's electronic tags.
[0049] It is worth noting that the above information can be stored in the information storage area to assist in implementing the various steps in the context embodiment.
[0050] The second terminal 20 refers to a terminal device with corresponding data transmission capabilities, such as a smart bracelet, a smart phone, a smart speaker, a laptop computer, a game console, etc. The embodiment of the present application does not limit the implementation form of the above-mentioned second terminal 20, as long as each step on the second terminal 20 side can be implemented, it is applicable to the embodiment of the present application.
[0051] In this embodiment, the tag data of the first terminal 10 includes, but is not limited to: identification information of the first terminal 10, game information to which the first terminal 10 belongs. For example, the game information to which the first terminal 10 belongs includes: at least one of the character identification to which the first terminal 10 belongs, character skill information, character appearance information, character development information, and identification of the series of game characters to which the first terminal 10 belongs. Taking the NFC chip carried in the first terminal 10 as an example, the tag data of the first terminal 10 can be implemented as NFC tag data. In fact, a unique corresponding electronic tag can be configured for the first terminal 10, and the electronic tag includes the game character corresponding to the first terminal 10, the game number to which it belongs, and the identification of the Bluetooth module and / or wireless module. That is, the electronic tag contains the model name, series name, unique number of the communication chip, etc.
[0052] Then, the second terminal 20 obtains the tag data of the first terminal 10 through the communication connection. The second terminal 20 sends the tag data and the user information logged in to the second terminal 20 to the server 30. Thus, the server 30 establishes a binding relationship between the first terminal 10 and the user of the second terminal 20 according to the tag data of the first terminal 10 and the user information logged in to the second terminal 20. According to the binding relationship, the game resource data matching the first terminal 10 is sent to the second terminal 20. Among them, the game resource data includes user setting data. Finally, the second terminal 20 displays the corresponding game resources during the user's game process according to the received game resource data, and sets the game according to the user setting data.
[0053] It is understandable that the second terminal 20 for displaying game resources can be any terminal logged in by the user, such as a mobile phone, a tablet computer, a game console, etc. In fact, the second terminal 20 for displaying game resources and the second terminal 20 participating in the binding relationship establishment process can be the same terminal or different terminals.
[0054] Among them, the server device 30, for example, includes an independent server, a server cluster, a cloud server or other forms of equipment. In practical applications, the server device 30 includes but is not limited to an account server and / or an application server. The account server can be used as a unified user account interface, responsible for user authentication and device authentication. Specifically, in the implementation of this application, the account server can be used to establish a binding relationship between the user and the first terminal 10, store the binding relationship, manage the user status, manage the terminal device status, and communicate with the second terminal 20 and the application server. For example, the database of the account server is used to record the account information of each game account and the binding relationship with the tag information of the first terminal 10. Optionally, the tag information of the first terminal 10 can also be pre-stored in the account server, and the second terminal 20 scans the first terminal 10 and then initiates the binding relationship establishment process, so that the pre-stored tag information is bound to the user of the second terminal 20. The application server is a game server, which is used to implement game-related logic.
[0055] The account server can be connected to one or more games, and different games have different corresponding application servers. The account server can send the tag information bound to a certain user to the application server, and the application server generates the corresponding game resource data and feeds it back to the game terminal (i.e., the second terminal 20). In fact, for a game, the account server is a unified entry server, and the application server is the specific server of each service.
[0056] In the above or following embodiments, optionally, when the server sends game resource data matching the first terminal 10 to the second terminal 20 according to the binding relationship, it is used to: determine whether the triggering conditions of the game resources are met according to the binding relationship; if the triggering conditions of the game resources are met, generate game resource data matching the first terminal 10 and send the game resource data to the second terminal 20.
[0057] In this embodiment, the triggering conditions of the game resources include any one or a combination of the following:
[0058] Condition 1: The game logged in by the user is set with incentive resources that match the first terminal 10. Among them, incentive resources include any one or more of game activities, game copies, weapons and equipment, props, and skins. For example, it is determined whether the game logged in by the user is set with game activities that match the first terminal 10, such as limited-time activities, lottery activities, and novice login activities. For example, it is determined whether the game logged in by the user is set with a game copy that matches the game character represented by the first terminal 10.
[0059] Condition 2: There is an unknown user matching the newly added tag information in the game logged in by the user, and the newly added tag information is the non-local tag information matched by the first terminal 10. In this embodiment, the first terminals 10 can perform user pairing, and each records the tag information (i.e., the newly added tag information) of the paired unknown user. When the user bound to the first terminal 10 logs in to the second terminal 20, the unknown user tag information recorded in the first terminal 10 is transmitted to the server 30 through the second terminal 20, or directly transmitted from the first terminal 10 to the server 30, to determine whether there is an unknown user in the game logged in by the user.
[0060] In this embodiment, unknown users refer to other users who have not established a clear relationship with the current user. For example, users who have not added a friend relationship, or users who may know each other. Specifically, if there are unknown users in the game logged in by the user, in this case, push information for recommending unknown users can be generated, and the push information can be sent to the user who logs in to the second terminal. In practical applications, the push information includes one or a combination of the following: battle invitation information, team invitation information, friend recommendation information, and chat information. For example, through the battle invitation information, the user bound to the first terminal and the unknown user matched with the first terminal enter the same game scene to fight, thereby providing the user with a new battle entry method. Specifically, the battle invitation information is sent to the second terminal logged in by the unknown user, so that the second terminal asks the unknown user whether to accept the battle invitation. In this way, after the second terminal receives the battle invitation information, and the unknown user accepts the battle invitation, the user information participating in the battle, the battle field identification, and the battle entry method are obtained from the battle invitation information, and the corresponding game scene is displayed in the second terminal according to the above user information, battle field identification, and battle entry method. For example, through the team invitation information, the user bound to the first terminal and the unknown user matched with the first terminal join the same team, thereby triggering the team game copy, thereby providing the user with a new copy entry method. Specifically, the team invitation information is sent to the second terminal logged in by the unknown user, so that the second terminal can ask the unknown user whether to accept the team invitation. In this way, after the second terminal receives the team invitation information and the unknown user accepts the team invitation, the user information and team formation method of the second terminal are obtained from the team invitation information, and the team request is generated according to the user information and team formation method of the second terminal, and sent to the server, so that the server can establish a team relationship between the users participating in the team. Therefore, by pushing information, the social method in the game system can be enriched and the player experience can be improved.
[0061] Condition three: The user behavior data corresponding to the binding relationship reaches a preset threshold. User behavior data can be collected from the user's smart wearable device (such as a smart bracelet, smart watch) or portable device (such as a mobile phone). Among them, user behavior data includes any one or more of user motion data, user audio data, location data, environmental data, and operation data. In this embodiment, user behavior data refers to data used to represent user behavior characteristics. User motion data is, for example, walking data, running data, and fitness data. Taking walking data as an example, walking data refers to data when the user is walking. Walking data can be collected and processed by various sensors. Specifically, the number of steps of the user is collected by a gravity sensor and an acceleration sensor, the user's heart rate is calculated by an optical heart rate sensor, and the user's walking distance and location are obtained by a positioning system. The above-mentioned collection method is only an example and is not limited by this application.
[0062] Optionally, when the types of user behavior data are different, the game resource data sent to the second terminal may also be different. For example, after obtaining the user's motion data, game resources that affect the movement of virtual objects (such as virtual characters, virtual pets) in the game may be sent to the second terminal. For example, after obtaining the user's heartbeat data, game resources that affect the beating frequency of virtual objects (such as virtual characters, virtual pets) in the game may be sent to the second terminal. For another example, after obtaining the user's environmental data, game resource data that affects the environment in which virtual objects (such as virtual characters, virtual pets) in the game are located may be sent to the second terminal, which will not be repeated.
[0063] The triggering conditions of the game resources are not limited in this embodiment. Therefore, the game resource data matching the first terminal 10 can be generated through the triggering conditions of the game resources, and the game resource data can be sent to the second terminal 20.
[0064] In actual applications, the game resources displayed by the second terminal 20 according to the received game resource data include any one or combination of the following: game activities, game copies, weapons and equipment, props, appearance components, unknown user push information, and user behavior reward information. For example, the unknown user push information can be battle information with the unknown user who is paired. The battle information refers to the information of fighting with the unknown user in the game. After receiving the battle information, the second terminal 20 can display the unknown user's identification and the battle information. For example, the user behavior reward information can be the user's walking points. Thus, the dynamic combination of game resources and the first terminal 10 can not only avoid the waste of chip resources of the first terminal 10, but also expand the way of obtaining game resources through the first terminal 10, meet more abundant game needs, and improve user experience.
[0065] In addition, optionally, the second terminal 20 can also obtain user personalized parameters from the server 30 and send the user personalized parameters to the first terminal 10. Thus, when the user bound to the first terminal 10 logs in to the game, the user personalized parameters are called from the first terminal 10, and the game is set accordingly. Among them, the user personalized parameters include but are not limited to: the face pinching parameters of the game character corresponding to NFC, the user brightness setting, the sound setting, and the setting parameters of the game controls such as the joystick and the roulette wheel. Thus, the user personalized parameters can be accumulated through the first terminal 10, and the user's operating habits and personalized settings can be learned based on the accumulated user personalized parameters to improve the user experience.
[0066] For example, when setting the game accordingly based on the user's personalized parameters, the game character model can be designed based on the face-pinching parameters of the game character corresponding to NFC to obtain the shape of the game character that meets the user's preferences. For example, the brightness of the game interface can be set based on the user's brightness parameters. The volume of the game background music and prompt sound can be adjusted based on the sound parameters set by the user. I will not go into details one by one.
[0067] In the above or following embodiments, optionally, the first terminal 10 is also used to obtain user information and / or newly added label information from other terminals, so that when it is determined that the user information and / or newly added label information of other terminals meets the storage conditions, the user information and / or newly added label information of other terminals is stored.
[0068] The user information of other terminals includes but is not limited to tag information bound to users of other terminals and user personalized parameters of other terminals. The newly added tag information may be tag information of other terminals paired with the first terminal 10, through which the users bound to other terminals can be queried in the server 30, thereby providing a basis for pairing unknown users.
[0069] Further optionally, the second terminal 20 is also used to control the storage state of the first terminal 10, and the storage state includes an open state and a closed state. For the first terminal 10 in the open state, the second terminal 20 controls the type of information that can be written to the first terminal 10 and / or the type of status sent to other terminals.
[0070] Furthermore, the first terminal 10 is also used to send the user information and / or the newly added tag information of other terminals to the server 30 through the second terminal 20. Alternatively, the user information and / or the newly added tag information of other terminals is sent to the server 30. In this way, the server 30 is also used to store the user information and / or the newly added tag information of other terminals in the user account corresponding to the user of the second terminal 20 according to the binding relationship.
[0071] In this embodiment, the writable information types include user information of other terminals and / or newly added tag information. For example, user information of other terminals can be used to dynamically build a virtual scene environment in the game. The user information of other terminals may include: personalized parameters set by other terminals. For example, face pinching parameters of game characters corresponding to NFC set by users of other terminals, user brightness settings, sound settings, and setting parameters for game controls such as joysticks and roulette wheels. Based on the user information of other terminals, a game mode that meets the needs of users of other terminals can be constructed in a virtual scene environment.
[0072] For example, the newly added user information can be used for stranger social interaction in games. In practical applications, optionally, the status type sent to other terminals includes any one of the cooperative status, confrontation status, and custom status attached when sending tag information to other terminals. The cooperative status can be attached when sending an electronic tag to indicate the cooperative attitude of the first terminal 10, that is, to accept pairing requests from other devices.
[0073] The confrontation state can be attached when sending an electronic tag to indicate the confrontation attitude of the first terminal 10, that is, the pairing request of other devices cannot be accepted. When the first terminal 10 sends an electronic tag to the second terminal 20, it can simultaneously indicate to the first terminal 20 that it is currently in a cooperative state or a confrontation state. For example, when a plurality of first terminals are included in the game scene, the second terminal 20 can record the electronic tags and corresponding states of the plurality of first terminals. Among them, the state of a part of the first terminals is a cooperative state, and the state of another part of the first terminals is a confrontation state. For a part of the first terminals in a cooperative state, the second terminal 20 can further interact with the first terminal in the game (for example, teaming up, adding friends, checking each other's information, or making an appointment for the next team game). For another part of the first terminals in a confrontation state, the second terminal 20 cannot learn the information of the players in the confrontation state in the game to ensure the privacy needs of these players in the confrontation state or the need to be silent and not disturbed.
[0074] The custom state can be attached when sending the electronic tag to indicate the attitude of the first terminal 10, that is, whether to accept the pairing request of other devices. The cooperative state, confrontation state, and custom state can be set in the account management of the first terminal 10. For example, the above attitude is set on the last 2 bits of the first terminal 10 and sent to other terminals when interacting with other terminals. In fact, the above state can be stored in the state table of the first terminal 10, which contains multiple states, each of which is a 1-bit Boolean value. The above attitude can be read by the CPU in real time during the execution of various functions, with a total of 1 byte (8 bits).
[0075] In this embodiment, the interaction strategies between the first terminal 10 and other terminals can be enriched through user information and newly added user information, further expanding the game play and improving the experience of the game process.
[0076] In the above or following embodiments, optionally, the tag information of the first terminal 10 is an electronic tag as an example to introduce the following functions of the game resource display system. In practical applications, one or more of the following functions can be used to implement the steps provided in the above or following embodiments.
[0077] Function 1: Electronic label verification function
[0078] In this embodiment, see Figure 5a Schematic diagram of the interaction process of a game resource display system shown in FIG. Specifically, the second terminal 20 initiates a verification function for the first terminal 10. If it is detected that the first terminal 10 enters the signal receiving range of the second terminal 20, the second terminal 20 reads the electronic tag of the first terminal 10 and sends the electronic tag to the account server for verification to determine whether the electronic tag is stored in the database of the account server. If the electronic tag is not stored in the database, the second terminal 20 is prompted that there is no such electronic tag. If the electronic tag is stored in the database, it is further determined whether a binding relationship corresponding to the electronic tag is stored. If a binding relationship corresponding to the electronic tag is stored in the database, it means that the electronic tag has been bound to the user. At this time, the data binding relationship and the corresponding user information can be fed back to the second terminal 20, and the second terminal 20 is prompted that the electronic tag has been bound. If the binding relationship corresponding to the electronic tag is not stored in the database, it means that the electronic tag is not bound to the user. At this time, the second terminal 20 can be prompted that the electronic tag is not bound, and the subsequent binding process is triggered.
[0079] This function can be used to verify whether the electronic tag has established a binding relationship with the user, thereby providing a basis for other services through the binding relationship status of the electronic tag.
[0080] For example, in a second-hand transaction, it is possible to verify whether the electronic tag of the first terminal 10 has been bound to other users. If it has not been bound to other users, the subsequent transaction process can be entered. If it has been bound to other users, the original user can be prompted to unbind the electronic tag and trigger the update of the binding relationship between the electronic tag and the user, so as to avoid the first terminal 10 obtained in the second-hand transaction from being unable to provide corresponding services to the new user.
[0081] Function 2: Binding function
[0082] In this embodiment, the input parameters of this function include the user's personal credentials and encrypted data (such as the electronic tag, personal credentials, the first N bits of the encrypted data, etc.). The output parameters include the encrypted data (such as the electronic tag, the last M bits of the encrypted data, etc.). This function is mainly used to bind an electronic tag to a user account.
[0083] In this embodiment, see Figure 5bA schematic diagram of the interaction process of a game resource display system shown in the figure. Specifically, the second terminal 20 prompts the first terminal 10 and initiates a pairing process with the first terminal 10. After the second terminal 20 completes the pairing with the first terminal 10, it feeds back its own binding relationship status to the second terminal 20. If the second terminal 20 has not established a binding relationship with the user, in this case, the user's personal credentials can be written in the first terminal 10, and the electronic tag can be encrypted and returned to the second terminal 20. The user's personal credentials are used to provide verification services for the data transmission process between the first terminal 10 and the server 30 when not bound, thereby assisting in completing the binding process. Then, verify whether the encrypted data is correct. If correct, further determine whether it has been bound. If it has been bound, directly return the content in the output parameter. Figure 5b , steps 1 to 4 are as follows:
[0084] Step 1: If the first terminal 10 is in working state, the second terminal 20 will scan the terminal and display it. If there are multiple terminals at this time, a list will be displayed, and the name of the first terminal 10 that has been bound to the machine will be excluded. Optionally, the name of the first terminal 10 will have a series name, a model name, and a unique number. In the binding function interface of the second terminal 20, it will be prompted that the transceiver range of the second terminal 20 is 5 meters. Please confirm that there is an unbound terminal device turned on within the 5-meter range. Therefore, the first terminal 10 in the transceiver range is selected to complete the pairing.
[0085] Step 2: The server 30 first performs an electronic tag verification, that is, whether there is such a tag in the database. If not, it returns a prompt. If there is an electronic tag, it checks whether the electronic tag has been bound. Specifically, the binding relationship status of the electronic tag includes:
[0086] Status 1: There is a record of the user ID, and the status is 1. This status indicates that the electronic tag has been bound and the binding is successful.
[0087] Status 2: There is a record of the user ID, and the status is 0: This indicates that a problem occurred when executing step 2. Continue to step 2.
[0088] Status 3: No record of user ID, and status is empty: It means that step 2 has not been executed, user ID is recorded, and status is set to 0. The generated user personal credentials and encrypted information are sent to the second terminal 20, and the second terminal 20 replies that the message has been received. If no reply is received due to network reasons, the server 30 will send this message to the second terminal 20 at intervals, or resend the message to the second terminal 20 when the second terminal 20 sends a binding application or a list application. If there is a binding verification message about this tag at this time, a binding failure message will be returned.
[0089] Step 3: bac binding instruction. The specific implementation of the bac instruction can be found in the related technology and will not be expanded here.
[0090] Step 4: After receiving the return value from step 3, the account server directly receives this message and sets the binding status to status 1 to complete the binding.
[0091] This function can be used to establish a binding relationship between an electronic tag and a user, thereby providing a basis for other services through the binding relationship status of the electronic tag.
[0092] Function 3: receiving and writing command function
[0093] In this embodiment, the input parameters of the function include the write information and the write method to be written in the user information area. These information can be encrypted to obtain encrypted data, such as encrypting the electronic tag, write information, user personal credentials, erasure code, and write method. The output parameter can be a flag bit, such as 1 and 0.
[0094] In this embodiment, see Figure 5c A schematic diagram of the interaction process of a game resource display system shown in FIG. Specifically, after the second terminal 20 receives the user information write instruction, it initiates the information write application process. In the write application process, it is necessary to first determine whether the parameter format of the write information is correct and whether the first terminal 10 and the user corresponding to the write information are bound. If the parameter format is correct and the first terminal 10 is in a bound state, in this case, the write information can be encrypted, and further determined according to the write method to determine whether there is enough storage space in the first terminal 10 for writing data information. If so, the write information is written into the EPPROM of the first terminal 10 according to the write method. In actual applications, the write methods include direct write and append write. Among them, direct write is to erase the existing data information and write new data information; append write is to write new data information after the existing data information. Figure 5c , steps 1 to 2 are as follows:
[0095] Step 1: The server 30 receives the request from the second terminal 20 and first verifies whether the electronic tag has been bound. If it has not been bound or the binding status is incorrect, it returns to the corresponding second terminal 20 to re-bind. If it has been bound, the electronic tag, written information, and erase protection code can be encrypted in this case, and the encrypted information is returned to the second terminal 20.
[0096] Step 2: receiving the user information writing instruction sent by the second terminal 20, executing the writing step, and returning the obtained execution result to the second terminal 20, so that the second terminal 20 can display it in the relevant interface.
[0097] In addition, similar to the above, in this embodiment, a function of writing other people's electronic tags is also provided. Specifically, the first terminal 10 is in scanning mode, and the scanning interval is about 2s. If the first terminal 10 receives a broadcast signal from other terminal devices, the parameter format is correct, and its own whether to record other people's electronic tags is 1, the binding state is 1, and the electronic tag information whether there is still space state is 1. Further verify whether the received other people's user personal credentials (i.e., other people's tag information) are consistent with the user's personal credentials stored by itself. If they are inconsistent, the other people's electronic tag information, custom state 1, and custom state 2 are queried from the starting position to check whether there is the same content in the EEPROM. If so, return 1, write it to the address of the EEPROM pointed to by the other people's electronic tag address, and add the corresponding length to the electronic tag address (such as the length of the other people's electronic tag is 2 bits), and further determine whether there is space for the electronic tag address plus the corresponding length. If so, return 1. If not, first set the electronic tag information whether there is still space state to 0, and then set whether to record other people's electronic tags to 0.
[0098] Optionally, the Clr instruction can also provide a function of erasing all other electronic tags. Specifically, the instruction can be used to read all other electronic tag information in the EEPROM and clear all tag information. In addition, the flag bits of whether there is space for the sent electronic tag and whether there is space for other electronic tag information are set to 1.
[0099] Function 4: Read and send command function
[0100] In this embodiment, the Sfr instruction is used to send the stored electronic tag to other first terminals 10. The parameters used in the instruction include: electronic tag, user personal credentials, and custom state parameters. For an introduction to the custom state, see the above embodiment.
[0101] Specifically, it is assumed that the first terminal 10 has a built-in Bluetooth module and uses the general discoverable mode in the Bluetooth broadcast mode to send data. First, check whether there is still space in the sent electronic tag in the status table of the first terminal 10. If it is 1, check whether to send its own electronic tag; if it is determined to send, further check whether the electronic tag sent by other first terminals 10 when connected is stored in the sent electronic tag. If not, send its own electronic tag, user personal credentials, and custom status parameters to the other first terminal 10. When the other first terminal 10 returns a confirmation value, record the other first terminal 10 in the sent electronic tag. If there is no free space, set the flag bit of whether there is still space in the sent electronic tag to 0.
[0102] In addition, the user information of the user can be sent to other first terminals 10 through the Sin instruction. The specific implementation method is similar to the above functions 2 and 3, and will not be expanded here.
[0103] Function 5: State management function
[0104] In this embodiment, the state management function can also be implemented through the Ste instruction. The input parameters of this function include but are not limited to the configurable state of all terminals and encrypted data (such as configurable state, erasure protection code, etc.).
[0105] In this embodiment, see Figure 5d Schematic diagram of the interaction process of a game resource display system shown in FIG. Specifically, the second terminal 20 initiates a state management process. In the state management process, firstly, all the first terminals 10 bound to the user and their respective states are queried from the server 30, and the corresponding state list is fed back to the second terminal 20. The state list is displayed in the second terminal 20. If it is detected that the user modifies the state of a first terminal 10 in the state list of the second terminal 20, the first terminal 10 is prompted to enter the working mode and move it to the signal receiving range of the second terminal 20. Thus, the second terminal 20 writes the electronic tag, the modified state of the first terminal 10, the encryption information, etc. into the first terminal 10 through the ste instruction. Based on the return value of the write step, the second terminal 20 feeds back to the server 30 whether the write process is successful, and synchronously updates the state list of the second terminal 20 again to complete the state update of the first terminal 10.
[0106] Function 6: Terminal connection command function
[0107] This function is similar to the Bluetooth device pairing method in related technologies. It uses the master-slave mode to match and transmit Bluetooth data to ensure the security of Bluetooth data. The specific process is not expanded here.
[0108] In fact, the above six functions are just examples, and they can be expanded according to specific scenarios in actual applications. They will not be expanded here.
[0109] Optionally, the game to be set in the second terminal includes at least one game installed in the second terminal; and the user setting data comes from at least one game logged in by the user bound to the first terminal.
[0110] Further optionally, the user setting data includes first setting data of the user bound to the first terminal in the first game. When the second terminal sets the game according to the user setting data, it is specifically used to: according to the received first setting data, set the second game logged in by the user bound to the first terminal in the second terminal.
[0111] Figure 6A flowchart of a method for displaying game resources provided in an embodiment of the present application is shown in FIG. Figure 6 As shown, the method includes:
[0112] S1. A first terminal establishes a communication connection with a second terminal;
[0113] S2. Transmitting the tag data of the first terminal to the server through the second terminal, so that the server can establish a binding relationship between the first terminal and the user of the second terminal according to the tag data, and the binding relationship is used to enable the second terminal to display game resources matching the first terminal during the user's game process, and the game resources include user setting data, and the user setting data is used for the second terminal to set the game.
[0114] Optionally, the triggering condition for triggering the game resource to be displayed in the second terminal includes any one or a combination of the following:
[0115] The game logged in by the user is provided with incentive resources matching the first terminal, and the incentive resources include any one or more of game activities, game copies, weapons and equipment, props, and skins;
[0116] There is an unknown user matching the newly added tag information in the game logged in by the user, and the newly added tag information is the non-local tag information matched by the first terminal;
[0117] The user behavior data corresponding to the binding relationship reaches a preset threshold, and the user behavior data includes any one or more of user motion data, user audio data, location data, environmental data, and operation data.
[0118] Optionally, the game resources include any one or a combination of the following: game activities, game copies, weapons and equipment, props, appearance components, unknown user push information, and user behavior reward information.
[0119] Optionally, the first terminal is also used to obtain user information and / or newly added tag information from other terminals; when it is determined that the user information and / or newly added tag information of other terminals meets the storage conditions, the user information and / or newly added tag information of other terminals is stored.
[0120] Optionally, the first terminal is also used to store writable information types and / or status types sent to other terminals when in the turned-on state. The writable information types include user information and / or newly added label information of other terminals. The status types sent to other terminals include any one of a cooperative status, a confrontational status, and a custom status attached to the newly added label information when sending label information to other terminals.
[0121] Optionally, the first terminal is further configured to send the user information and / or newly added tag information of other terminals to the server through the second terminal; or send the user information and / or newly added tag information of other terminals to the server. The server is further configured to store the user information and / or newly added tag information of other terminals in the user account corresponding to the user of the second terminal according to the binding relationship.
[0122] Optionally, the first terminal includes a gaming peripheral model carrying a communication chip, and the communication chip includes any one or more of a Bluetooth chip, an NFC chip, and a Wi-Fi chip.
[0123] It is understandable that the specific implementation of each of the above steps can be referred to the context embodiment, which will not be repeated here. Among them, the relevant functions of the first terminal can refer to the first terminal 10, the relevant functions of the second terminal can refer to the second terminal 20, and the relevant functions of the server can refer to the server 30.
[0124] In the embodiment of the present application, a binding relationship between the first terminal and the user of the second terminal is established in the server through the tag data of the first terminal, and based on the binding relationship, the game resources with the first terminal are displayed during the user's game process, thereby realizing a dynamic combination of the first terminal and the game resources. In this way, not only can the chip resources of the first terminal be wasted, but also the acquisition method of the game resources can be expanded through the first terminal to meet more diverse game needs and improve the user experience.
[0125] It should be noted that the execution subject of each step of the method provided in the above embodiment can be the same device, or the method can also be executed by different devices.
[0126] In addition, in some of the processes described in the above embodiments and the accompanying drawings, multiple operations that appear in a specific order are included, but it should be clearly understood that these operations may not be executed in the order in which they appear in this article or executed in parallel, and the sequence numbers of the operations, such as S1, S2, etc., are only used to distinguish between different operations, and the sequence numbers themselves do not represent any execution order. In addition, these processes may include more or fewer operations, and these operations may be executed in sequence or in parallel. It should be noted that the descriptions of "first", "second", etc. in this article are used to distinguish different messages, devices, modules, etc., do not represent the order of precedence, and do not limit "first" and "second" to different types.
[0127] The present application also provides a game resource display device. Figure 7 It is a schematic diagram of the structure of an embodiment of the present application, such as Figure 7 As shown, the game resource display device includes: a processor 71 and a memory 72 storing a computer program; wherein the processor 71 and the memory 72 can be one or more.
[0128] The memory 72 is mainly used to store computer programs, which can be executed by the processor 71, so that the processor 71 controls the game resource display device to realize corresponding functions, complete corresponding actions or tasks. In addition to storing computer programs, the memory 72 can also be configured to store various other data to support operations on the game resource display device. Examples of such data include instructions for any application or method used to operate on the game resource display device.
[0129] The memory 72 can 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 programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic storage, flash memory, magnetic disk or optical disk.
[0130] In the embodiment of the present application, the implementation form of the processor 71 is not limited, for example, it can be but not limited to a CPU, a GPU or an MCU. The processor 71 can be regarded as a control system of the game resource display device, which can be used to execute the computer program stored in the memory 72 to control the game resource display device to realize corresponding functions and complete corresponding actions or tasks. It is worth noting that, depending on the implementation form of the game resource display device and the different scenarios in which it is located, the functions to be realized, the actions or tasks to be completed will be different; accordingly, the computer programs stored in the memory 72 will also be different, and the processor 71 can control the game resource display device to realize different functions and complete different actions or tasks by executing different computer programs.
[0131] In some optional embodiments, such as Figure 7 As shown, the game resource display device may also include: a communication component 73, a display 77, an audio component 75, a power supply component 76 and other components. Figure 7 Only some components are shown schematically, which does not mean that the game resource display device only includes Figure 7 As shown in the components, the game resource display device may further include other components according to different application requirements, which may depend on the product form of the game resource display device.
[0132] In the embodiment of the present application, when the processor 71 executes the computer program in the memory 72, it is used to: establish a communication connection with the second terminal; transmit the tag data stored in the game resource display device to the server through the second terminal, so that the server can establish a binding relationship between the game resource display device and the user of the second terminal according to the tag data, and the binding relationship is used to enable the second terminal to display game resources matching the game resource display device during the user's game process, and the game resources include user setting data, and the user setting data is used for the second terminal to set up the game.
[0133] In some optional embodiments, the triggering condition for triggering the game resource displayed in the second terminal includes any one or a combination of the following:
[0134] The game logged in by the user is provided with incentive resources matching the game resource display device, and the incentive resources include any one or more of game activities, game copies, weapons and equipment, props, and skins;
[0135] There is an unknown user matching the newly added tag information in the game logged in by the user, and the newly added tag information is the non-local tag information matched by the game resource display device;
[0136] The user behavior data corresponding to the binding relationship reaches a preset threshold, and the user behavior data includes any one or more of user motion data, user audio data, location data, environmental data, and operation data.
[0137] In some optional embodiments, the game resources include any one or a combination of the following: game activities, game copies, weapons and equipment, props, appearance components, unknown user push information, and user behavior reward information.
[0138] In some optional embodiments, the processor 71 is also used to obtain user information and / or newly added tag information from other terminals; when it is determined that the user information and / or the newly added tag information of the other terminals meet the storage conditions, the user information and / or the newly added tag information of the other terminals is stored.
[0139] In some optional embodiments, the processor 71 is also used to store writable information types and / or status types sent to other terminals in the turned-on state, wherein the writable information types include user information of the other terminals and / or the newly added label information, and the label processing strategy includes any one of a cooperative status, a confrontational status, and a custom status attached when sending label information to other terminals.
[0140] In some optional embodiments, the processor 71 is further configured to send the user information of the other terminal and / or the newly added tag information to the server through the second terminal; or send the user information of the other terminal and / or the newly added tag information to the server. The server is further configured to store the user information of the other terminal and / or the newly added tag information in a user account corresponding to the user of the second terminal according to the binding relationship.
[0141] In some optional embodiments, the game resource display device includes a game peripheral model carrying a communication chip, and the communication chip includes any one or more of a Bluetooth chip, a near field communication NFC chip, and a wifi chip. Accordingly, the embodiment of the present application also provides a computer-readable storage medium storing a computer program, which can implement the steps that can be performed by the game resource display device in the above method embodiment when the computer program is executed.
[0142] Above Figure 7 The communication component in is configured to facilitate wired or wireless communication between the device where the communication component is located and other devices. The device where the communication component is located can access a wireless network based on a communication standard, such as WiFi, 2G, 3G, 4G / LTE, 5G and other mobile communication networks, or a combination thereof. In an exemplary embodiment, the communication component receives a broadcast signal or broadcast-related information from an external broadcast management system via a broadcast channel. In an exemplary embodiment, the communication component also includes a near field communication (NFC) module to facilitate short-range communication. For example, the NFC module can be implemented based on radio frequency identification (RFID) technology, infrared data association (IrDA) technology, ultra-wideband (UWB) technology, Bluetooth (BT) technology and other technologies.
[0143] Above Figure 7 The display in the embodiment includes a screen, which may include a liquid crystal display (LCD) and a touch panel (TP). If the screen includes a touch panel, the screen may be implemented as a touch screen to receive input signals from a user. The touch panel includes one or more touch sensors to sense touch, slide, and gestures on the touch panel. The touch sensor may not only sense the boundary of a touch or slide action, but also detect the duration and pressure associated with the touch or slide operation.
[0144] Above Figure 7 The power supply component in the device provides power to various components of the device where the power supply component is located. The power supply component may include a power management system, one or more power supplies, and other components associated with generating, managing, and distributing power to the device where the power supply component is located.
[0145] Above Figure 7The audio component in can be configured to output and / or input audio signals. For example, the audio component includes a microphone (MIC), and when the device where the audio component is located is in an operating mode, such as a call mode, a recording mode, and a speech recognition mode, the microphone is configured to receive an external audio signal. The received audio signal can be further stored in a memory or sent via a communication component. In some embodiments, the audio component also includes a speaker for outputting an audio signal.
[0146] The device embodiments described above are merely illustrative, wherein the modules described as separate components may or may not be physically separated. Some or all of the modules may be selected according to actual needs to achieve the purpose of the present embodiment. Those of ordinary skill in the art may understand and implement the present invention without creative effort.
[0147] As needed, the systems, methods and devices of the embodiments of the present invention can be implemented as pure software (such as a software program written in Java), as pure hardware (such as a dedicated ASIC chip or FPGA chip), or as a system that combines software and hardware (such as a firmware system that stores fixed code or a system with a general-purpose memory and processor).
[0148] Another aspect of the present invention is a computer-readable medium having computer-readable instructions stored thereon, which, when executed, can implement the game resource display method of each embodiment of the present invention.
[0149] The various component embodiments of the present invention can be implemented in hardware, or in software modules running on one or more processors, or in a combination thereof. It should be understood by those skilled in the art that a microprocessor or digital signal processor (DSP) can be used in practice to implement some or all functions of some or all components in the game resource display device according to an embodiment of the present invention. The present invention can also be implemented as a program / instruction (e.g., a computer program / instruction and a computer program product) for executing a part or all of the methods described herein or a device. Such a program / instruction implementing the present invention can be stored on a computer-readable medium, or can exist in the form of one or more signals, which can be downloaded from an Internet website, or provided on a carrier signal, or provided in any other form.
[0150] Computer readable media include permanent and non-permanent, removable and non-removable media that can be implemented by any method or technology to store information. Information can be computer readable instructions, data structures, modules of programs or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, compact disk read-only memory (CD-ROM), digital versatile disk (DVD) or other optical storage, magnetic cassettes, magnetic disk storage, quantum memory, graphene-based storage media or other magnetic storage devices or any other non-transmission media that can be used to store information that can be accessed by a computing device.
[0151] Figure 8 A computer device / equipment / system that can implement the game resource display method according to the present invention is schematically shown, and the computer device / equipment / system includes a processor 810 and a computer-readable medium in the form of a memory 820. The memory 820 is an example of a computer-readable medium, which has a storage space 830 for storing a computer program / instruction 831. When the computer program / instruction 831 is executed by the processor 810, each step in the game resource display method described above can be implemented.
[0152] Fig. 9 A block diagram of a computer program product for implementing the method according to the present invention is schematically shown. The computer program product comprises a computer program / instruction 910, when the computer program / instruction 910 is executed by a computer such as Figure 8 When executed by a processor such as the processor 810 shown, each step of the game resource display method described above can be implemented.
[0153] The above describes a specific embodiment of the specification, which is included in the scope of the appended claims together with other embodiments. In some cases, the actions or steps recorded in the claims can be performed in an order different from that in the embodiments and still achieve the desired results. In addition, the process depicted in the drawings does not necessarily follow the specific order or continuous order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also feasible or advantageous.
[0154] It should also be noted that the terms "include", "comprises" or any other variations thereof are intended to cover non-exclusive inclusion, so that a process, method, commodity or device including a series of elements includes not only those elements, but also other elements not explicitly listed, or also includes elements inherent to such process, method, commodity or device. In the absence of more restrictions, the elements defined by the sentence "comprises a ..." do not exclude the existence of other identical elements in the process, method, commodity or device including the elements.
[0155] It should be understood that the above-described embodiments are only for the purpose of illustrating the present invention and are not intended to limit the present invention. Without departing from the basic spirit and characteristics of the present invention, those skilled in the art may also implement the present invention in other ways. The scope of the present invention shall be subject to the appended claims, and any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of one or more embodiments of this specification shall be included therein.
Claims
1. A game resource display system, characterized in that: The system includes a first terminal, a second terminal and a server, wherein The first terminal is used to establish a communication connection with the second terminal; and send the tag data of the first terminal to the second terminal through the communication connection; The second terminal is used to obtain the tag data through the communication connection; Sending the tag data and information of a user logged into the second terminal to the server; The server is configured to establish a binding relationship between the first terminal and the user of the second terminal according to the tag data and the user information; send game resource data matching the first terminal to the second terminal according to the binding relationship, wherein the game resource data includes user setting data; wherein the user setting data includes: first setting data of the user bound to the first terminal in the first game; The second terminal is also used to display corresponding game resources during the user's game process according to the received game resource data; set the game according to the user setting data, including: setting the second game logged in to the second terminal according to the game that the user has logged in.
2. The system according to claim 1, characterized in that When the server sends the game resource data matching the first terminal to the second terminal according to the binding relationship, it is used to: Determining whether the triggering condition of the game resource is met according to the binding relationship; If the triggering condition of the game resource is met, the game resource data matching the first terminal is generated, and the game resource data is sent to the second terminal.
3. The system according to claim 2, characterized in that The triggering conditions of the game resources include any one or a combination of the following: The game logged in by the user is provided with incentive resources matching the first terminal, the incentive resources including any one or more of game activities, game copies, weapons and equipment, props, and skins; There is an unknown user matching the newly added tag information in the game logged in by the user, and the newly added tag information is the non-local tag information matched by the first terminal; The user behavior data corresponding to the binding relationship reaches a preset threshold, and the user behavior data includes any one or more of user motion data, user audio data, location data, environmental data, and operation data.
4. The system according to claim 2, characterized in that The game resources include any one or a combination of the following: game activities, game copies, weapons and equipment, props, appearance components, unknown user push information, and user behavior reward information.
5. The system according to claim 1, characterized in that The first terminal is also used to obtain user information and / or newly added label information from other terminals; when it is determined that the user information and / or the newly added label information of the other terminals meet the storage conditions, the user information and / or the newly added label information of the other terminals are stored.
6. The system according to claim 5, characterized in that The second terminal is further used to control the storage state of the first terminal, wherein the storage state includes an on state and a off state; The second terminal is also used to control the writable information type of the first terminal and / or the status type sent to other terminals for the first terminal in the turned-on state, wherein the writable information type includes the user information of the other terminals and / or the newly added label information, and the status type sent to other terminals includes any one of the cooperative status, confrontation status, and custom status attached when sending label information to other terminals.
7. The system according to claim 5, characterized in that The first terminal is further configured to send the user information of the other terminal and / or the newly added label information to the server through the second terminal; or send the user information of the other terminal and / or the newly added label information to the server; The server is further configured to store the user information of the other terminal and / or the newly added tag information in a user account corresponding to the user of the second terminal according to the binding relationship.
8. The system according to claim 1, characterized in that The first terminal includes a gaming peripheral model carrying a communication chip, and the communication chip includes any one or more of a Bluetooth chip, a near field communication NFC chip, and a wifi chip.
9. The system according to claim 1, characterized in that The game to be set in the second terminal includes at least one game installed in the second terminal; The user setting data comes from at least one game that the user bound to the first terminal has logged into.
10. The system according to claim 9, characterized in that The user setting data includes first setting data of a user bound to the first terminal in a first game; When the second terminal sets the game according to the user setting data, it is specifically used to: According to the received first setting data, settings are performed for a second game logged in by a user bound to the first terminal in the second terminal.
11. A method for displaying game resources, characterized in that: include: The first terminal establishes a communication connection with the second terminal; The tag data of the first terminal is transmitted to the server through the second terminal, so that the server can establish a binding relationship between the users of the first terminal and the second terminal according to the tag data, and the binding relationship is used to enable the second terminal to display game resources matching the first terminal during the user's game process, and the game resources include user setting data, and the user setting data is used for the second terminal to set the game; wherein the user setting data includes: the first setting data of the user bound to the first terminal in the first game.
12. A game resource display device, characterized in that: The invention comprises a processor and a memory storing a computer program; the processor is used to execute the computer program to: Establishing a communication connection with a second terminal; The tag data stored in the game resource display device is transmitted to the server through the second terminal, so that the server can establish a binding relationship between the game resource display device and the user of the second terminal according to the tag data, and the binding relationship is used to enable the second terminal to display game resources matching the game resource display device during the user's game process, and the game resources include user setting data, and the user setting data is used for the second terminal to set the game; wherein, the user setting data includes: the first setting data of the user bound to the first terminal in the first game.
13. A computer-readable storage medium storing a computer program, characterized in that: When the computer program is executed, the steps in the system according to any one of claims 1 to 10 can be implemented.
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