Game information prompting method and device, storage medium and electronic equipment
By acquiring distance information and events between game characters and generating prompts, the problem of live stream viewers not being able to intuitively perceive changes in the state of game characters is solved, thus improving the viewing experience of game live streams.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- GUANGZHOU BOGUAN TELECOMM TECH LTD
- Filing Date
- 2021-11-15
- Publication Date
- 2026-05-01
AI Technical Summary
In game live streams, viewers cannot intuitively understand the reasons for changes in the game character's status, resulting in a low perception of the game's competitive state.
By acquiring distance information between game characters and game events, prompts are generated and pushed to the live stream viewers, enhancing the prompt effect on the live stream screen.
It improves viewers' perception of the game's competitive state, enhances the viewing experience of game live streams, and ensures that the prompts are not overly complicated.
Smart Images

Figure CN114053718B_ABST
Abstract
Description
Game information prompting methods, devices, storage media and electronic devices Technical Field
[0001] This disclosure relates to the field of computer technology, and in particular to a game information prompting method, a game information prompting device, a computer-readable storage medium, and an electronic device. Background Technology
[0002] With the continuous development of computer technology, game live streaming has emerged and become a way for people to relax and have fun.
[0003] In game live streaming, the streamer usually pushes the game screen directly to the viewers. However, the viewers cannot intuitively understand the reasons for the changes in the game character's state in the game scene, which makes it difficult for them to perceive the competitive state of the game and results in a poor viewing experience.
[0004] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention
[0005] This disclosure provides a game information prompting method, a game information prompting device, a computer-readable storage medium, and an electronic device, thereby at least partially solving the problem in the related art of live streaming viewers having a low level of perception of the competitive state of the game.
[0006] Other features and advantages of this disclosure will become apparent from the following detailed description, or may be learned in part from practice of this disclosure.
[0007] According to a first aspect of this disclosure, a method for providing game information prompts is provided, which pushes a live stream to a live viewer via a live streamer's client. The live stream includes a game screen obtained from a game client. The live streamer's client communicates with both the game client and the live viewer's client. The method includes: acquiring distance information between a first game character sent by the game client and a second game character being chased by the first game character, the distance information being determined by the game client based on the position information of the first game character and the position information of the second game character; when the change state of the distance information meets a preset condition, acquiring a game event acting on the first game character or the second game character from the game client; generating a first prompt message in the live stream based on the distance information between the first game character and the second game character and the game event, and pushing the live stream containing the first prompt message to the live viewer's client.
[0008] In one exemplary embodiment of this disclosure, the method includes: the second game character being chased by the first game character is determined by the game client based on the field of vision of the first game character.
[0009] In one exemplary embodiment of this disclosure, the method includes: obtaining a triggering object corresponding to the game event from the game client; determining the display position of the first prompt information based on the triggering object, and generating the first prompt information at the display position.
[0010] In one exemplary embodiment of this disclosure, determining the display position of the first prompt information based on the triggering object further includes: identifying the position of the triggering object in the live broadcast screen, and determining the display position of the first prompt information based on the position of the triggering object in the live broadcast screen.
[0011] In one exemplary embodiment of this disclosure, determining the display position of the first prompt information based on the triggering object includes: obtaining the relative position of the triggering object in the game screen from the game client, wherein the relative position is obtained by the game client based on the position of the triggering object in the game scene; and determining the display position of the first prompt information based on the relative position of the triggering object in the game screen.
[0012] In one exemplary embodiment of this disclosure, the game event includes any one or more of the following: a game skill trigger event corresponding to the first game character or the second game character, or an interaction logic event corresponding to a specific static object in the game scene.
[0013] In one exemplary embodiment of this disclosure, the method further includes: obtaining a preset maximum chasing distance corresponding to the first game character from the game client, generating second prompt information in the live broadcast screen based on the distance information between the first game character and the second game character and the preset maximum chasing distance, and pushing the live broadcast screen containing the second prompt information to the live broadcast viewer.
[0014] In one exemplary embodiment of this disclosure, the preset condition includes: the change in distance between the first game character and the second game character exceeds a preset threshold within a preset time range.
[0015] According to a second aspect of this disclosure, a game information prompting device is provided, which pushes a live broadcast image to a live broadcast viewer via a live broadcast host terminal. The live broadcast image includes a game image obtained from a game client. The live broadcast host terminal is communicatively connected to the game client and the live broadcast viewer terminal. The device includes: a distance information acquisition module, used to acquire distance information between a first game character sent by the game client and a second game character being chased by the first game character, the distance information being determined by the game client based on the position information of the first game character and the position information of the second game character; a game event acquisition module, used to acquire a game event acting on the first game character or the second game character from the game client when the change state of the distance information meets a preset condition; and a prompt information generation module, used to generate a first prompt information in the live broadcast image based on the distance information between the first game character and the second game character and the game event, and push the live broadcast image containing the first prompt information to the live broadcast viewer terminal.
[0016] According to a third aspect of this disclosure, a computer-readable storage medium is provided having a computer program stored thereon, which, when executed by a processor, implements the above-described game information prompting method.
[0017] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the aforementioned game information prompting method by executing the executable instructions.
[0018] The technical solution disclosed herein has the following beneficial effects:
[0019] During the aforementioned game information prompting process, the distance information between the first game character and the second game character being chased by the first game character, sent by the game client, is obtained. This distance information is determined by the game client based on the position information of the first and second game characters. When the change in distance information meets preset conditions, a game event acting on either the first or second game character is obtained from the game client. Based on the distance information between the first and second game characters and the game event, a first prompt message is generated on the live stream screen, and the live stream screen containing the first prompt message is pushed to the live stream viewers. On one hand, through interaction with the game client, the live streamer obtains the distance information between the first and second game characters and the corresponding game events, and generates prompt messages. This allows live stream viewers to more intuitively understand the distance between game characters during a chase and competition in the game scene and the reasons for the changes in distance, improving the live stream viewers' perception of the game's competitive state and ensuring a better game live stream viewing experience. On the other hand, by setting preset conditions, the chasing and competition process of game characters can be filtered to obtain the more exciting competitive moments during the chase, and the distance information between game characters at this moment and the corresponding game events can be obtained. This makes it easier for live viewers to understand the process of chasing and competition in the game, and will not cause the prompts on the live broadcast interface to be too complicated.
[0020] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description
[0021] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.
[0022] Figure 1 shows the system architecture diagram of the operating environment of this exemplary embodiment;
[0023] Figure 2 shows a flowchart of a game information prompting method in this exemplary embodiment;
[0024] Figures 3A and 3B show example diagrams of a live streaming interface with prompting information in this exemplary embodiment;
[0025] Figure 4 shows a flowchart of determining the display position of the first prompt information in this exemplary embodiment;
[0026] Figure 5 shows a flowchart of determining the display position of the first prompt information according to the triggering object in this exemplary embodiment;
[0027] Figure 6 shows a structural block diagram of a game information prompting device in this exemplary embodiment;
[0028] Figure 7 illustrates an electronic device for implementing the above method in this exemplary embodiment. Detailed Implementation
[0029] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of the example embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more of the specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.
[0030] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.
[0031] In this article, "first," "second," etc., are labels for specific objects, rather than limiting the number or order of objects.
[0032] In related technologies, game live streaming typically presents game scenes containing game characters directly to viewers via the live stream client. However, viewers cannot intuitively understand the reasons behind changes in the game characters' states within the game scene. For example, in asymmetrical game live streams, when game characters are chasing and competing, it is difficult for viewers to perceive how the distance between the chaser and the chased increases or decreases, resulting in a poor viewing experience for the live stream audience.
[0033] In view of one or more of the above-mentioned problems, an exemplary embodiment of this disclosure provides a game information prompting method, which can be executed by a live broadcast host 120 and can be applied to the live broadcast of chase-and-competition games. For example, in the game "Dead by Daylight," a killer character chases and competes against four human characters.
[0034] The system architecture and application scenarios of the operating environment of this exemplary embodiment are illustrated below with reference to Figure 1.
[0035] Referring to Figure 1, the system architecture 100 may include: a game client 110, a live streamer client 120, and a live stream viewer client 130. The game client 110 may be an electronic device capable of running a game program, displaying game footage in a graphical user interface, and sending the game footage to the live streamer client 120. The live streamer client 120 may be various electronic devices with displays, including but not limited to desktop computers, laptops, smartphones, and tablets, and can push the game footage obtained from the game client 110 to the live stream viewer client 130 for live streaming. The live stream viewer client 130 may also be various electronic devices with displays, including but not limited to desktop computers, laptops, smartphones, and tablets, and viewers can watch the live stream footage pushed by the live streamer client 120 through this client. The network connecting the game client 110, the live streamer client 120, and the live stream viewer client 130 may include various connection types, such as wired, wireless communication links, or fiber optic cables.
[0036] It should be noted that the game client 110 and the live streamer client 120 can be different terminal electronic devices as shown in the system architecture. The game client 110 and the live streamer client 120 can also be the same terminal electronic device, that is, a certain terminal electronic device serves as both the game client 110 and the live streamer client 120.
[0037] The game information prompting method of this exemplary embodiment will be described in detail below with reference to Figure 2.
[0038] Figure 2 illustrates a game information prompting method in this exemplary embodiment. The method pushes a live stream image to a live stream viewer's terminal via a live streamer's terminal. The live stream image includes a game screen obtained from a game client. The live streamer's terminal communicates with both the game client and the live stream viewer's terminal. Specifically, the method includes the following steps S210 to S230:
[0039] Step S210: Obtain the distance information between the first game character and the second game character being chased by the first game character sent by the game client. This distance information is determined by the game client based on the position information of the first game character and the position information of the second game character.
[0040] Step S220: When the change in distance information meets the preset conditions, obtain the game event acting on the first game character or the second game character from the game client;
[0041] Step S230: Based on the distance information between the first game character and the second game character and the game events, generate a first prompt message in the live broadcast screen and push the live broadcast screen containing the first prompt message to the live broadcast viewers.
[0042] During the aforementioned game information prompts, on the one hand, through interaction with the game client, the live streamer obtains the distance information between the first and second game characters, as well as corresponding game events, and generates prompts. This allows viewers to more intuitively understand the distance between game characters during chases and competitions in the game scene and the reasons for changes in distance, enhancing their perception of the game's competitive state and ensuring a better viewing experience. On the other hand, by setting preset conditions, the chase and competition process of the game characters can be filtered to obtain the most exciting moments, acquiring the distance information between the game characters at those moments and the corresponding game events. This ensures that viewers can easily understand the chase and competition process without making the prompts on the live stream interface overly complex.
[0043] It should be noted that the game characters mentioned in this disclosure include both the first game character and the second game character, referring to controllable dynamic objects within the game scene. These dynamic objects can be virtual characters, virtual animals, anime characters, etc., and are characters controlled by the player through input devices, or non-player characters (NPCs) placed within the game scene. Game streamers can control their game characters to move within the game scene, such as running, jumping, and crawling, and can also control them to use skills and game items provided by the application to compete with other game characters.
[0044] The game scene mentioned in this disclosure refers to a virtual scene displayed (or provided) when an application runs on a terminal or server. This game scene is a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be either a two-dimensional or three-dimensional virtual scene. The game scene can be a game world or terrain scene where players control game characters to engage in chases and competitions. Game scenes can include elements such as mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, vehicles, canyon-style mountains, routes, rivers, classrooms, desks and chairs, and podiums.
[0045] The following section provides a detailed explanation of each step in Figure 2.
[0046] Step S210: Obtain the distance information between the first game character and the second game character being chased by the first game character sent by the game client. This distance information is determined by the game client based on the position information of the first game character and the position information of the second game character.
[0047] Both the first and second playable characters are located in the game environment, and they belong to different factions. The first playable character acts as the pursuer, and the second playable character acts as the pursued. The first playable character wins by chasing and attacking the second playable character. Taking "Dead by Daylight" as an example, the first playable character can be the killer, and the second playable character can be a survivor.
[0048] The first location information refers to the location of the first game character within the game scene. The second location information refers to the location of the second game character within the game scene. Furthermore, the positions of both the first and second game characters can be monitored in real-time to obtain their real-time location information.
[0049] The distance information between the first and second game characters can be either the straight-line distance between them or the distance of the pursuit path taken by the first game character. When the first game character can be pursued by multiple paths, the pursuit path can be determined by the game client based on the first and second game characters' initial position information and through pathfinding to find the optimal pursuit path.
[0050] In one alternative implementation, the second game character being chased by the first game character can be determined by the game client based on the field of vision of the first game character.
[0051] The field of view here refers to the game scene area covered by the preset angle range corresponding to the current orientation of the first game character and the preset distance range corresponding to the first game character; the preset angle range and preset distance range can be set by the game developers based on experience.
[0052] The second game character being chased by the first game character is within the first game character's field of vision, meaning the second game character is located within the aforementioned game scene area. This can also be understood as the first game character being able to see the second game character within its current facing direction and observable distance.
[0053] In the above process, the second game character that is closest to the first game character within the first game character's field of vision can be used as the first game character's pursuit target, making the game character's behavior logic more in line with the player's habits.
[0054] Step S220: When the change in distance information meets the preset conditions, obtain the game event that acts on the first game character or the second game character from the game client.
[0055] The change in distance information can be the amount of distance change between the first game character and the second game character per unit of time.
[0056] The preset conditions may include the distance change between the first game character and the second game character exceeding a preset threshold within a preset time range.
[0057] A game event refers to an event that occurs when the distance between a first game character and a second game character meets a preset condition, potentially affecting the movement speed of the game characters. Game events can include any one or more of the following: game skill trigger events corresponding to the first or second game character, and interaction logic events corresponding to specific static objects in the game scene.
[0058] It should be noted that the game skill trigger events here refer to game skill trigger events that affect the movement speed of the first or second game character. For example, the first game character triggers a speed-up skill that affects itself, or a speed-down skill that affects the second game character; the second game character triggers a speed-up skill that affects itself, or a speed-down skill that affects the first game character.
[0059] Specific static objects in a game scene refer to pre-configured virtual objects contained within the virtual scene. These specific static objects can be elements such as terrain, buildings, vegetation, and rivers within the game scene. They are not directly controlled by the player but can respond to the interaction logic of the game characters in the scene. Interaction logic events can be, for example, a game character passing by or entering a specific building.
[0060] As the first and second game characters engage in a chase, the distance between them may increase, remain constant, or decrease. A significant change in distance indicates a more intense chase. Therefore, by setting preset conditions, relatively exciting moments during the chase can be selected, revealing the game events affecting either the first or second character at those moments. This helps live viewers understand the reasons for sudden changes in distance between the two characters, enhancing their gaming experience.
[0061] Step S230: Based on the distance information between the first game character and the second game character and the game events, generate a first prompt message in the live broadcast screen and push the live broadcast screen containing the first prompt message to the live broadcast viewers.
[0062] The first prompt information refers to information including the distance between the first and second game characters and game events that affect the movement speed of the game characters. This information is used to inform the live stream viewers of the distance between the first and second game characters and the game events that affect the movement speed of the game characters, so that the live stream viewers can understand the game situation more intuitively, thereby enhancing the live stream viewers' gaming experience.
[0063] As shown in Figure 3A, the live streaming interface 300 includes a first game character 301, a second game character 302, and a prompt icon 303. The first game character 301 is the pursuer, the second game character 302 is the pursued, and the prompt icon 303 corresponds to the first prompt message. This prompt icon 303 contains the game event "quick vault" and the distance information "1.2m" between the first game character 301 and the second game character 302.
[0064] It should be noted that the prompt icon 303 corresponding to the first prompt information in Figure 3A is only an exemplary illustration and can be set according to the actual situation. This disclosure does not impose any special limitations on it.
[0065] In an optional implementation, the display position of the first prompt information can be determined by the steps shown in FIG4, specifically including the following steps S410 to S420:
[0066] Step S410: Obtain the triggering object corresponding to the game event from the game client;
[0067] Step S420: Determine the display position of the first prompt message based on the triggering object, and generate the first prompt message at that display position.
[0068] The triggering object for a game event can be determined by the game client. The triggering object can be a first game character, a second game character, or a specific static object within the game scene mentioned above. When the game event is a skill-triggered event, the game character to which the skill belongs is the triggering object. For example, if the first game character triggers a slowing skill that affects the second game character, then the first game character is the triggering object of the slowing game event, and the second game character is the target of the slowing game event. When the game event is an interactive logic event corresponding to a specific static object within the game scene, that specific static object can be used as the triggering object. For example, when a game character passes by or enters a specific building, that specific building can be used as the triggering object.
[0069] In the steps shown in Figure 4, the display position of the first prompt information is determined according to the triggering object, so that the first prompt information is displayed near the triggering object, so that the live broadcast audience can intuitively understand the triggering object and its triggering position of the game event, thereby enhancing the game perception experience of the live broadcast audience.
[0070] In one alternative implementation, the above-mentioned determination of the display position of the first prompt information based on the triggering object can be achieved by: identifying the position of the triggering object in the live broadcast screen, and determining the display position of the first prompt information based on the position of the triggering object in the live broadcast screen.
[0071] The live streamer can perform image recognition on the live stream screen based on the obtained trigger object, locate the position of the trigger object in the live stream screen, and use it as the display position of the first prompt information, so that the first prompt information is presented more intuitively.
[0072] In an optional implementation, the determination of the display position of the first prompt information based on the triggering object can also be achieved through the steps shown in Figure 5, specifically including the following steps S510 to S520:
[0073] Step S510: Obtain the relative position of the triggering object in the game screen from the game client. The relative position is obtained by the game client based on the position of the triggering object in the game scene.
[0074] Step S520: Determine the display position of the first prompt message based on the relative position of the triggering object in the game screen.
[0075] The position of the triggering object in the game scene can be its three-dimensional coordinates. The relative position of the triggering object within the game screen refers to its two-dimensional coordinates on the displayed game screen. The game client can convert the three-dimensional coordinates of the triggering object in the game scene into two-dimensional coordinates on the game screen, thus obtaining the relative position of the triggering object. Based on this relative position, the display location of the first prompt message can be determined relatively easily and quickly, allowing for a more intuitive presentation of the first prompt message.
[0076] In one optional implementation, a preset maximum chasing distance corresponding to the first game character can be obtained from the game client, and a second prompt message can be generated in the live broadcast screen based on the distance information between the first game character and the second game character and the preset maximum chasing distance, and the live broadcast screen containing the second prompt message can be pushed to the live broadcast audience.
[0077] The preset maximum pursuit distance refers to the maximum distance between the first game character and the second game character when the first game character enters a pursuit state. For example, the maximum observable distance within the first game character's field of vision can be used as the preset maximum pursuit distance. During gameplay, if the game client detects that the distance between the second and first game characters exceeds the preset maximum pursuit distance, it can cause the first game character to stop pursuing the second game character.
[0078] The second prompt information can show the positional relationship between the first and second game characters, as well as the distance between these two game characters and the preset maximum pursuit distance. As shown in prompt label 304 in Figure 3B, this label corresponds to the second prompt information. Circle 1 in prompt label 304 represents the portrait of the first game character 301, circle 2 represents the portrait of the second game character 302, and the "+1.2m" below the portrait of the second game character 302 represents the distance between the first and second game characters. The horizontal bar in the prompt label represents the aforementioned preset maximum pursuit distance. The position of the portrait of the first game character 301 is not fixed and can move left and right on the horizontal bar according to the real-time distance between the first and second game characters.
[0079] It should be noted that the prompt identifier 304 corresponding to the second prompt information in Figure 3B is only an exemplary illustration and can be set according to the actual situation. This disclosure does not impose any special limitations on it.
[0080] Furthermore, when the game client detects that the first game character launches a skill attack during tracking, it can also send the attack range of that skill to the live streamer's client. The live streamer's client generates a second prompt based on the skill's attack range, the distance between the first and second game characters, and the preset maximum pursuit distance, as shown in Figure 3B. The distance between the skill line in prompt identifier 304 and the avatar 1 can be used to represent the attack range of the first game character's skill.
[0081] In the above process, by generating a second prompt, the live stream viewers can more intuitively understand the chasing and competitive state between the first and second game characters, thereby enhancing their perception of the chasing and competitive state and improving the viewing experience of the game live stream.
[0082] Furthermore, when the aforementioned game information prompting method is applied to game live streaming scenarios, the game client, the live streamer's client, and the live stream viewer's client can interact in the following ways:
[0083] The game client continuously monitors the distance between the first game character and the second game character being chased, and sends this information to the live streamer. Upon receiving this distance information, the live streamer determines if the change in distance information meets preset conditions. If the conditions are met, the live streamer sends a request to the game client to retrieve information about the game event affecting the first or second game character and its triggering object. The game client then sends the corresponding game event and its triggering object to the live streamer. The live streamer generates a first notification based on the distance between the first and second game characters and the received game event. The live streamer determines the display position of the first notification in the live stream based on the location of the triggering object and displays it at that position, pushing the live stream containing the first notification to the viewers.
[0084] In addition, the live streamer also obtains the preset maximum pursuit distance corresponding to the first game character from the game client, generates a second prompt message in the live stream based on the distance information between the first game character and the second game character and the preset maximum pursuit distance, and pushes the live stream containing the second prompt message to the live stream viewers in real time.
[0085] Exemplary embodiments of this disclosure also provide a game information prompting device, which pushes a live broadcast image to a live broadcast viewer's terminal via a live broadcast host terminal. The live broadcast image includes a game image obtained from a game client. The live broadcast host terminal communicates with both the game client and the live broadcast viewer's terminal. As shown in FIG6, the game information prompting device 600 may include:
[0086] The distance information acquisition module 610 is used to acquire the distance information between the first game character and the second game character being chased by the first game character, which is sent by the game client. This distance information is determined by the game client based on the position information of the first game character and the position information of the second game character.
[0087] The game event acquisition module 620 is used to acquire game events acting on the first game character or the second game character from the game client when the change in distance information meets preset conditions.
[0088] The prompt information generation module 630 is used to generate a first prompt information in the live broadcast screen based on the distance information between the first game character and the second game character and game events, and push the live broadcast screen containing the first prompt information to the live broadcast audience.
[0089] In one alternative implementation, the second game character being chased by the first game character in the game information prompting device 600 is determined by the game client based on the field of vision of the first game character.
[0090] In one optional implementation, the game information prompting device 600 further includes: a trigger object acquisition module, used to acquire the trigger object corresponding to the game event from the game client; and a display position determination module, used to determine the display position of the first prompt information according to the trigger object, so as to generate the first prompt information at the display position.
[0091] In one optional implementation, the display position determination module can be configured to: identify the position of the triggering object in the live broadcast screen, and determine the display position of the first prompt information based on the position of the triggering object in the live broadcast screen.
[0092] In one alternative implementation, the display position determination module can also be configured to obtain the relative position of the trigger object in the game screen from the game client, the relative position being obtained by the game client based on the position of the trigger object in the game scene; and determine the display position of the first prompt information based on the relative position of the trigger object in the game screen.
[0093] In one optional implementation, the game events in the game information prompting device 600 include any one or more of the following: game skill triggering events corresponding to the first game character or the second game character, and interactive logic events corresponding to specific static objects in the game scene.
[0094] In one optional implementation, the game information prompting device 600 further includes a prompting information generation submodule, which is used to obtain the preset maximum chasing distance corresponding to the first game character from the game client, generate a second prompting information in the live broadcast screen based on the distance information between the first game character and the second game character and the preset maximum chasing distance, and push the live broadcast screen containing the second prompting information to the live broadcast audience terminal.
[0095] In one optional implementation, the preset conditions in the game information prompting device 600 may include: the change in distance between the first game character and the second game character exceeds a preset threshold within a preset time range.
[0096] The specific details of each part of the game information prompting device 600 have been described in detail in the method section of the implementation. For any undisclosed details, please refer to the implementation of the method section, and therefore will not be repeated here.
[0097] Exemplary embodiments of this disclosure also provide a computer-readable storage medium having a program product stored thereon capable of implementing the game information prompting method described above in this specification. In some possible embodiments, various aspects of this disclosure may also be implemented as a program product including program code that, when run on an electronic device, causes the electronic device to perform the steps described in the "Exemplary Methods" section of this specification according to the various exemplary embodiments of this disclosure. This program product may be a portable compact disc read-only memory (CD-ROM) including program code and may run on an electronic device, such as a personal computer. However, the program product of this disclosure is not limited thereto. In this document, the readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.
[0098] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of readable storage media (a non-exhaustive list) include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.
[0099] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.
[0100] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.
[0101] Program code for performing the operations of this disclosure can be written in any combination of one or more programming languages, including object-oriented programming languages such as Java and C++, and conventional procedural programming languages such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's computing device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing devices can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or can be connected to an external computing device (e.g., via the Internet using an Internet service provider).
[0102] Exemplary embodiments of this disclosure also provide an electronic device capable of implementing the above-described game information prompting method. The electronic device 700 according to such an exemplary embodiment of this disclosure will now be described with reference to FIG7. The electronic device 700 shown in FIG7 is merely an example and should not be construed as limiting the functionality and scope of the embodiments of this disclosure.
[0103] As shown in Figure 7, the electronic device 700 can be represented as a general-purpose computing device. The components of the electronic device 700 may include, but are not limited to: at least one processing unit 710, at least one storage unit 720, a bus 730 connecting different system components (including the storage unit 720 and the processing unit 710), and a display unit 740.
[0104] The storage unit 720 stores program code that can be executed by the processing unit 710, causing the processing unit 710 to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of this disclosure. For example, the processing unit 710 can perform any one or more method steps from Figures 2, 4, and 5.
[0105] Storage unit 720 may include readable media in the form of volatile storage units, such as random access memory (RAM) 721 and / or cache memory 722, and may further include read-only memory (ROM) 723.
[0106] The storage unit 720 may also include a program / utility 724 having a set (at least one) of program modules 725, including but not limited to: an operating system, one or more application programs, other program modules, and program data, each or some combination of these examples may include an implementation of a network environment.
[0107] Bus 730 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local bus using any of the various bus structures.
[0108] Electronic device 700 can also communicate with one or more external devices 800 (e.g., keyboard, pointing device, Bluetooth device, etc.), and with one or more devices that enable a user to interact with electronic device 700, and / or with any device that enables electronic device 700 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via input / output (I / O) interface 750. Furthermore, electronic device 700 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 760. As shown, network adapter 760 communicates with other modules of electronic device 700 via bus 730. It should be understood that, although not shown in the figures, other hardware and / or software modules can be used in conjunction with electronic device 700, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0109] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the method according to the exemplary embodiments of this disclosure.
[0110] Furthermore, the above figures are merely illustrative representations of the processes included in the methods according to exemplary embodiments of this disclosure, and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal order of these processes. Additionally, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.
[0111] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0112] Those skilled in the art will understand that various aspects of this disclosure can be implemented as systems, methods, or program products. Therefore, various aspects of this disclosure can be embodied in entirely hardware implementations, entirely software implementations (including firmware, microcode, etc.), or implementations combining hardware and software aspects, collectively referred to herein as “circuit,” “module,” or “system.” Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.
[0113] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is defined only by the appended claims.
Claims
1. A method for providing game information, characterized in that, The method involves pushing a live stream from a live streamer's client to a live stream viewer's client. The live stream includes game footage obtained from a game client. The live streamer's client communicates with both the game client and the live stream viewer's client. The method includes: acquiring distance information between a first game character sent by the game client and a second game character being chased by the first game character. The distance information is determined by the game client based on the position information of the first game character and the position information of the second game character. The second game character is within the field of vision of the first game character. When the change in the distance information meets a preset condition, a game event acting on the first game character or the second game character is acquired from the game client. Based on the distance information between the first game character and the second game character and the game event, a first prompt message is generated in the live stream, and the live stream containing the first prompt message is pushed to the live stream viewer's client. The preset condition includes: the change in distance between the first game character and the second game character exceeds a preset threshold within a preset time range.
2. The method according to claim 1, characterized in that, The second game character being chased by the first game character is determined by the game client based on the field of vision of the first game character.
3. The method according to claim 1, characterized in that, The method includes: obtaining the triggering object corresponding to the game event from the game client; determining the display position of the first prompt information according to the triggering object, and generating the first prompt information at the display position.
4. The method according to claim 3, characterized in that, The step of determining the display position of the first prompt information based on the triggering object further includes: identifying the position of the triggering object in the live broadcast screen, and determining the display position of the first prompt information based on the position of the triggering object in the live broadcast screen.
5. The method according to claim 3, characterized in that, Determining the display position of the first prompt information based on the triggering object includes: obtaining the relative position of the triggering object in the game screen from the game client, wherein the relative position is obtained by the game client based on the position of the triggering object in the game scene; and determining the display position of the first prompt information based on the relative position of the triggering object in the game screen.
6. The method according to claim 1, characterized in that, The game events include any one or more of the following: game skill trigger events corresponding to the first game character or the second game character, and interactive logic events corresponding to specific static objects in the game scene.
7. The method according to claim 1, characterized in that, The method further includes: obtaining a preset maximum chasing distance corresponding to the first game character from the game client, generating a second prompt message in the live broadcast screen based on the distance information between the first game character and the second game character and the preset maximum chasing distance, and pushing the live broadcast screen containing the second prompt message to the live broadcast viewer.
8. A game information prompting device, characterized in that, The device pushes live video feeds from a live streamer's client to a live stream viewer's client. The live video feed includes game footage obtained from a game client. The live streamer's client communicates with both the game client and the live stream viewer's client. The device includes: a distance information acquisition module, used to acquire distance information between a first game character sent by the game client and a second game character being chased by the first game character. The distance information is determined by the game client based on the position information of the first game character and the position information of the second game character. The second game character is within the field of view of the first game character. A game event acquisition module, used to acquire game events acting on the first game character or the second game character from the game client when the change in the distance information meets preset conditions. A prompt information generation module, used to generate a first prompt information in the live video feed based on the distance information between the first game character and the second game character and the game event, and push the live video feed containing the first prompt information to the live stream viewer's client. The preset conditions include: the change in distance between the first game character and the second game character exceeds a preset threshold within a preset time range.
9. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the method described in any one of claims 1 to 7.
10. An electronic device, characterized in that, include: processor; And a memory for storing executable instructions of the processor; wherein the processor is configured to perform the method of any one of claims 1 to 7 by executing the executable instructions.
Citation Information
Patent Citations
Game live broadcast control method and device, computer storage medium and electronic equipment
CN111131851A
Game live streaming processing method and device, medium and electronic equipment
CN113347457A
Information prompting method and device in game, electronic equipment and storage medium
CN113426119A