Live interactive method, device, equipment, storage medium and computer program product
By introducing live broadcast of virtual games in the live broadcast of auto-chess games, including the battle and viewing areas, and allowing the anchor and the audience to control the virtual objects, the problem of low audience sense of inclusion is solved and the efficiency of human-computer interaction is improved.
Patent Information
- Application Number
- CN202111658272.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2021-12-06
- Filing Date
- 2021-12-31
- Publication Date
- 2025-04-22
- Estimated Expiration
- 2041-12-31
AI Technical Summary
During the live broadcast of auto-chess games, the audience cannot intuitively enhance the sense of game substitution, resulting in low human-computer interaction efficiency.
By displaying the live broadcast screen of the virtual game in the live broadcast interface, including the battle area and the viewing area, the anchor and the audience each control the virtual object, enhancing the audience's sense of substitution and interaction frequency.
It has increased the audience's sense of substitution and interest in the game during the live viewing of the game, and enhanced the frequency of human-computer interaction.
Smart Images

Figure CN114288654B_ABST
Abstract
Description
[0001] This application claims priority to the Chinese patent application with application number 202111476539.0 filed on December 6, 2021, and invention name “Live interactive method, device, equipment, storage medium and computer program product”, all contents of which are incorporated by reference into this application. Technical Field
[0002] The present application relates to the field of live broadcast programs, and in particular to a live broadcast interactive method, device, equipment, storage medium and computer program product. Background Art
[0003] Auto Chess is an emerging chess game. After the two opponents place their existing combat objects (usually called "chess pieces") on the board, the game application automatically controls the combat objects to fight and outputs the results of the battle.
[0004] During the live broadcast of Auto Chess-related games, viewers usually watch the game from a spectator's perspective after entering the live broadcast room. During the live broadcast, viewers can interact with the host of the game live broadcast by giving gifts or leaving messages, which will display corresponding gift effects or message effects on the live broadcast interface.
[0005] However, in the above method, the live broadcast audience only relies on live broadcast consumption behavior or leaving messages to enhance the presence of the live broadcast, which cannot directly enhance the game immersion of the live broadcast audience, thereby reducing the efficiency of human-computer interaction. Summary of the invention
[0006] The embodiments of the present application provide a live interactive method, device, equipment, storage medium and computer program product to improve the human-computer interaction efficiency. The technical solution is as follows:
[0007] In one aspect, a live interactive method is provided, the method comprising:
[0008] Receive a live broadcast room entry operation, where the live broadcast room entry operation is used to instruct the currently logged-in target account to enter the live broadcast room as a viewer to watch the live broadcast;
[0009] Based on the live broadcast room entry operation, a live broadcast screen of the virtual game is displayed, wherein the virtual scene of the virtual game includes a battle area and a spectator area, wherein the battle area is used to conduct the battle process of the virtual game;
[0010] Displaying a first virtual object corresponding to the anchor account in the battle area, wherein the first virtual object is controlled by the anchor account corresponding to the live broadcast room;
[0011] A second virtual object corresponding to the target account is displayed in the viewing area, and the second virtual object is controlled by the target account.
[0012] In another aspect, a live interactive device is provided, the device comprising:
[0013] A receiving module, used for receiving a live broadcast room entry operation, wherein the live broadcast room entry operation is used to instruct the currently logged-in target account to enter the live broadcast room as a viewer to watch the live broadcast;
[0014] A display module, configured to display a live broadcast screen of a virtual game based on the live broadcast room entry operation, wherein the virtual scene of the virtual game includes a battle area and a spectator area, wherein the battle area is used to perform the battle process of the virtual game;
[0015] The display module is further used to display a first virtual object corresponding to the anchor account in the battle area, where the first virtual object is controlled by the anchor account corresponding to the live broadcast room;
[0016] The display module is further used to display a second virtual object corresponding to the target account in the viewing area, where the second virtual object is controlled by the target account.
[0017] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement any live interactive method described in the embodiments of the present application.
[0018] On the other hand, a computer-readable storage medium is provided, in which at least one program code is stored, and the program code is loaded and executed by a processor to implement the live broadcast interactive method of a terminal device described in any of the embodiments of the present application.
[0019] On the other hand, a computer program product or a computer program is provided, the computer program product or the computer program comprising computer instructions, the computer instructions being stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the live interactive method described in any of the above embodiments.
[0020] The technical solution provided by this application includes at least the following beneficial effects:
[0021] After receiving the operation of entering the live broadcast room, the live broadcast screen of the virtual game is displayed in the current interface. In addition to displaying the first virtual object controlled by the anchor account in the battle area contained in the virtual scene of the virtual game, the virtual scene of the virtual game is also provided with a viewing area for displaying the second virtual object corresponding to the target account currently entering as a spectator. By jointly displaying the virtual objects controlled by the anchor and the spectator respectively, the spectator's sense of immersion in the current game is enhanced during the process of watching the live broadcast of the game, the spectator's interest in the game is increased, and the frequency of human-computer interaction is enhanced. BRIEF DESCRIPTION OF THE DRAWINGS
[0022] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0023] Figure 1 is a schematic diagram of a live broadcast interface provided by an exemplary embodiment of the present application;
[0024] Figure 2 It is a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application;
[0025] Figure 3 is a flow chart of a live interactive method provided by an exemplary embodiment of the present application;
[0026] Figure 4 is a flow chart of a live interactive method provided by another exemplary embodiment of the present application;
[0027] Figure 5 This is a schematic diagram of a viewing area display method provided by an exemplary embodiment of the present application;
[0028] Figure 6 is a flow chart of a live interactive method provided by another exemplary embodiment of the present application;
[0029] Figure 7 This is a text chat interaction diagram provided by an exemplary embodiment of the present application;
[0030] Figure 8 This is a schematic diagram of displaying a magic emoticon package provided by an exemplary embodiment of the present application;
[0031] Fig. 9 This is a schematic diagram of emoticon package interaction provided by an exemplary embodiment of the present application;
[0032] Fig.10 is a flow chart of a method for displaying a viewing area provided by another exemplary embodiment of the present application;
[0033] Fig.11 is a schematic diagram of displaying a first spectating area provided by an exemplary embodiment of the present application;
[0034] Fig.12 is a live interactive feedback flow chart provided by an exemplary embodiment of the present application;
[0035] Fig.13 is a structural diagram of a live interactive device provided by an exemplary embodiment of the present application;
[0036] Fig.14 is a structural diagram of a live interactive device provided by another exemplary embodiment of the present application;
[0037] Fig.15 It is a terminal structure block diagram provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0038] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below in conjunction with the accompanying drawings.
[0039] First, the nouns involved in the embodiments of the present application are briefly introduced:
[0040] Live broadcast: refers to the technology of collecting the data of the anchor through the device, converting it into a video stream that can be transmitted after a series of processing, such as: encoding and compressing the video, converting it into a video stream, and outputting it to the viewing terminal for playback. The live broadcast application provided in the embodiment of the present application refers to an application that provides a self-media platform, that is, after the user registers an account in the live broadcast application, he can initiate a live broadcast room with himself as the anchor. Among them, the initiation of the live broadcast room includes or does not include conditional restrictions. In some embodiments, the user account opens a live broadcast room for live broadcast by applying for qualifications. In other embodiments, the user account directly selects to start live broadcast in the user interface of the live broadcast application, and fills in the live broadcast room information to open the live broadcast room for live broadcast. In some embodiments, the user account can also be used as an audience account to watch the live video of the anchor account.
[0041] Virtual environment: is a virtual environment displayed (or provided) when an application is running on a terminal. The virtual environment can be a simulation of the real world, a semi-simulation and semi-fictitious environment, or a purely fictitious environment. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, and this application does not limit this. The following embodiments are illustrated by taking the virtual environment as a three-dimensional virtual environment.
[0042] Auto Chess: refers to a new type of multiplayer strategy game. In the Auto Chess game, users can match virtual objects (i.e. "chess pieces") to form a virtual object lineup and fight against the hostile virtual object lineup.
[0043] Chessboard: refers to the area in the game interface of the auto chess game used to prepare for and conduct battles, which can be any one of a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard and a three-dimensional virtual chessboard, and this application does not limit this.
[0044] The chessboard is divided into a battle area and a preparation area. The battle area includes a number of battle squares of the same size, which are used to place battle pieces during the battle process; the preparation area includes a number of preparation squares, which are used to place preparation pieces, which will not participate in the battle process but can be dragged and placed in the battle area during the preparation stage.
[0045] Regarding the arrangement of chess squares in the battle area, in a possible implementation, the battle area includes n (rows) × m (columns) battle chess squares, where n is an integer multiple of 2, and two adjacent rows of chess squares are aligned, or two adjacent rows of chess squares are staggered. In addition, the battle area is divided into two parts according to the rows, namely the own battle area and the enemy battle area, and in the preparation stage, the user can only place chess pieces in the own battle area.
[0046] Virtual objects: refers to movable objects in a virtual environment. The movable objects can be virtual chess pieces, virtual characters, virtual animals, cartoon characters, etc., such as people, animals, plants, oil drums, walls, stones, etc. displayed in a three-dimensional virtual environment. Optionally, the virtual objects are three-dimensional models created based on animation skeleton technology. Each virtual object has its own shape and volume in a three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment.
[0047] In an embodiment of the present application, the above-mentioned virtual objects include different combat units in the auto chess game, or control objects that move freely during the game. Combat units such as: The virtual objects can be different chess pieces or different virtual characters. Users can buy, sell, upgrade, etc. virtual objects. The control objects can be different virtual characters. Users can control the main control object to move freely in the virtual game and obtain corresponding rewards generated by the game, such as: gold coin rewards, equipment rewards, game object rewards, etc.
[0048] Virtual game: refers to a game in which at least two virtual objects fight against each other in a virtual environment. In the embodiment of the present application, the virtual game is a game consisting of at least two rounds of fighting processes, that is, the virtual game includes multiple rounds of fighting processes.
[0049] Figure 1 A schematic diagram of a live broadcast interface provided by an exemplary embodiment of the present application is shown. Figure 1 As shown, the current interface shows a live broadcast screen 100 after the target account enters the live broadcast room as a viewer, wherein the live broadcast screen 100 displays a virtual game, and the virtual scene of the virtual game includes a battle area 101 and a viewing area 102 ( Figure 1 The left and right sides of the displayed battle area 101 are both viewing areas 102), the battle area 101 is used for virtual games, a first virtual object 103 is displayed in the battle area 101, and the first virtual object 103 is controlled by the anchor account corresponding to the live broadcast room, and a second virtual object 104 is displayed in the viewing area 102, and the second virtual object 104 is controlled by the target account (audience identity).
[0050] Figure 2 is a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application, such as Figure 2 As shown, the implementation environment includes a terminal 210 and a server 220 , wherein the terminal 210 and the server 220 are connected via a communication network 230 .
[0051] Among them, the terminal 210 is installed with the live broadcast application provided in the embodiment of the present application, the current live broadcast application is associated with the target application, the user uses the terminal 210 to run the live broadcast application, and the interface of the current terminal 210 displays the live broadcast screen corresponding to the running interface of the live broadcast application, and the live broadcast screen includes the running screen of the target application.
[0052] The target application is an application that supports a three-dimensional virtual environment. The application 222 may be any one of a virtual reality application, a three-dimensional map program, an auto chess game, a puzzle game, a third-person shooting game (TPS), a first-person shooting game (FPS), a multiplayer online tactical competitive game (MOBA), and a multiplayer gunfight survival game. The target application may be a stand-alone application, such as a stand-alone three-dimensional game program, or a network-connected application.
[0053] The server 220 is used to receive video stream data of the live video from the anchor terminal, and send the video stream data to the viewer terminal to play the live video.
[0054] In some embodiments, when the above-mentioned live video is implemented as a game live video, taking the auto chess game as an example, when the audience terminal receives the live room entry operation, the live screen of the virtual game is displayed on the interface of the current audience terminal, and the virtual game screen includes a viewing area and a game area, wherein a first virtual object is displayed in the game area, and the first virtual object is controlled by the anchor account corresponding to the live room, and a second virtual object is displayed in the viewing area, and the second virtual object is controlled by the target account corresponding to the audience terminal.
[0055] The terminal may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a vehicle-mounted terminal, a smart watch, etc., but is not limited thereto. The terminal and the server may be directly or indirectly connected via wired or wireless communication, and this application does not limit this.
[0056] It is worth noting that the above-mentioned servers can be independent physical servers, or they can be server clusters or distributed systems composed of multiple physical servers. They can also be cloud servers that provide basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDN), as well as big data and artificial intelligence platforms.
[0057] Among them, cloud technology refers to a hosting technology that unifies hardware, software, network and other resources in a wide area network or local area network to realize data computing, storage, processing and sharing. Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, application technology, etc. based on the cloud computing business model. It can form a resource pool, which is used on demand and flexible and convenient. Cloud computing technology will become an important support. The background services of the technical network system require a large amount of computing and storage resources, such as video websites, picture websites and more portal websites. With the high development and application of the Internet industry, in the future, each item may have its own identification mark, and all need to be transmitted to the background system for logical processing. Data of different levels will be processed separately. All kinds of industry data require strong system backing support, which can only be achieved through cloud computing.
[0058] In some embodiments, the above-mentioned server can also be implemented as a node in a blockchain system. Blockchain is a new application mode of computer technologies such as distributed data storage, peer-to-peer transmission, consensus mechanism, encryption algorithm, etc. Blockchain is essentially a decentralized database, a string of data blocks generated by cryptographic methods. Each data block contains a batch of network transaction information, which is used to verify the validity of its information (anti-counterfeiting) and generate the next block. Blockchain can include the underlying blockchain platform, the platform product service layer, and the application service layer.
[0059] Please refer to Figure 3 , which shows a flow chart of a live interactive method provided by an embodiment of the present application. In the embodiment of the present application, the method is applied to Figure 2 The terminal 210 is used as an example for explanation. Taking the auto chess game as an example, the method includes:
[0060] Step 301, receiving the live broadcast room entry operation.
[0061] Among them, the live broadcast room entry operation is used to instruct the currently logged in target account to enter the live broadcast room as a viewer to watch the live broadcast.
[0062] In some embodiments, the live broadcast room is an online virtual room opened by the anchor account. The live broadcast room generally includes the anchor account, administrator account and audience account. Among them, the administrator account is used to manage the live broadcast of the live broadcast room, including comment management, live broadcast screen management, live broadcast process management, etc., which are not limited here. The audience account refers to an account that watches the live broadcast screen in the live broadcast room as a viewer.
[0063] Optionally, the live broadcast room entry operation includes at least one of the following methods:
[0064] 1. The terminal runs a live broadcast application with a live broadcast viewing function, and displays a list of live broadcast rooms on the running interface of the live broadcast application. The list of live broadcast rooms includes at least one live broadcast room. The terminal receives a trigger operation for a designated live broadcast room and enters the candidate live broadcast room, wherein the trigger operation includes a click operation, a long press operation, a sliding operation, etc.;
[0065] 2. Get the invitation code of the designated live broadcast room. The current terminal displays the promotion interface of the designated live broadcast room. The promotion interface includes a trigger control. By triggering the trigger control, enter the invitation code corresponding to the designated live broadcast room and enter the designated live broadcast room;
[0066] 3. The terminal runs a designated application, and the designated application has a small program with a live broadcast viewing function. The small program is a small program that runs with the designated application as a host program. When a live broadcast information link is displayed in the designated application, the live broadcast room information corresponding to the link is displayed through the live broadcast information link. When a click operation on the live broadcast room information is received, the terminal jumps to the small program with a live broadcast viewing function and enters the live broadcast room;
[0067] 4. Obtain the specific identification code corresponding to the specified live broadcast room (barcode or QR code, etc., not limited here). The current terminal runs the target application with live broadcast viewing function, open the scanning function of the target application, scan the identification code of the specified live broadcast room, and the terminal interface jumps to the live broadcast room.
[0068] It is worth noting that the above-mentioned live broadcast room entry operation is only an illustrative example, and no limitation is imposed on the live broadcast room entry operation in the embodiments of the present application.
[0069] Illustratively, the content of live broadcast viewing includes real-time viewing of the broadcast content of the anchor account, or playback and viewing of the historical live content of the anchor account, which is not limited here.
[0070] Step 302, based on the live broadcast room entry operation, display the live broadcast screen of the virtual game.
[0071] The virtual scene of the virtual game includes a battle area and a spectator area, and the battle area is used for conducting the battle process of the virtual game.
[0072] In some embodiments, after the target account enters the live broadcast room as a viewer, the terminal interface displays the live broadcast screen of the live broadcast room, wherein the virtual game displayed on the live broadcast screen is the virtual game that the anchor account corresponding to the live broadcast room is currently participating in, that is, the anchor account is included in the virtual game. The live broadcast screen is displayed from the first-person perspective corresponding to the anchor account, or from the third-person perspective, or, if the virtual game also includes an enemy account, the live broadcast screen can be displayed from the perspective corresponding to the enemy account, which is not limited here, wherein, when at least two of the three display situations are realized, each display situation can be switched arbitrarily.
[0073] Optionally, the battle area includes a preparation area and a combat area, wherein the preparation area is located on one side or both sides of the battle area, or in an area extending outward from the combat area, or in a top corner of the combat area, and the virtual battle area includes at least one viewing area, which is not limited here.
[0074] Optionally, the viewing area is set by the designated application corresponding to the virtual game and the live broadcast application, that is, the anchor terminal is currently running the designated application, and its terminal interface displays the running interface of the designated application, that is, the virtual game screen. The virtual game already includes the viewing area, and the designated application is connected to the live broadcast application. During the joint operation of the live broadcast application and the designated application, the virtual game screen currently including the viewing area is projected onto the live broadcast room screen corresponding to the anchor account for real-time display; or, the viewing area is additionally set up by the live broadcast application for the virtual game, that is, when the designated application is connected and jointly operated with the live broadcast application, a live broadcast room corresponding to the anchor account is opened during the operation of the live broadcast application, and the designated application screen (that is, the virtual game screen) running on the anchor terminal is projected into the live broadcast room, and the virtual game displayed in the live broadcast room includes the viewing area, that is, when the virtual game is not projected into the live broadcast room for display, the virtual scene of the virtual game does not have a viewing area, which is not limited here.
[0075] Optionally, the viewing area is located on one side or both sides of the combat area, or in an area extending outward from the combat area, or in a top corner of the combat area. The virtual combat area includes at least one viewing area, which is not limited here.
[0076] Schematically, the battle area in the virtual scene is used to display the virtual game process currently being conducted by the anchor account, or to display the preparation screen for the virtual game that the anchor account is about to conduct, or to display the playback record of the historical virtual game of the anchor account.
[0077] In an illustrative manner, the viewing area in the virtual scene is used to display the audience accounts that are currently watching the live broadcast in the live broadcast room, wherein the display method includes at least one of the following methods:
[0078] 1. Display the account name of the audience who is watching the live broadcast in the viewing area;
[0079] 2. Display the account name card corresponding to the viewer account currently watching the live broadcast in the viewing area. The account name card includes the account name, account profile information, and the live broadcast consumption behavior of the account corresponding to the live broadcast room, such as "contribution value", "ranking value", "gift giving record", etc.;
[0080] 3. Each viewer account corresponds to a designated virtual object, and the virtual object corresponding to the viewer account currently watching the live broadcast is displayed in the viewing area, wherein the designated virtual object is pre-set by the server for each viewer account, that is, the designated virtual object corresponding to each viewer account is fixed and cannot be changed. Alternatively, a list of virtual objects is displayed after the viewer account enters the live broadcast room, and the user can randomly select a virtual object as the designated virtual object corresponding to the current viewer account. Alternatively, the user can generate a designated virtual object through personalized creation, including by pinching the face, etc., which is not limited here.
[0081] It is worth noting that the above-mentioned display method of the viewing area is only an illustrative example, and the specific display method of the viewing area is not limited in any way in the embodiments of the present application.
[0082] The following steps 3031 to 3032 are two steps displayed in parallel.
[0083] Step 3031: Display a first virtual object corresponding to the anchor account in the battle area.
[0084] Among them, the first virtual object is controlled by the anchor account corresponding to the live broadcast room.
[0085] In some embodiments, the first virtual object is controlled by the anchor account corresponding to the current live broadcast room, and is used to indicate the identity information corresponding to the anchor account, that is, the first virtual object represents the identity of the anchor player of the live broadcast room.
[0086] Illustratively, the first virtual object can be controlled by the current anchor account to move freely in the combat area and the preparation area in the battle area, or the anchor account can control the first virtual object to pick up the game rewards displayed in the combat area after the virtual game ends, such as gold coin rewards, equipment and material rewards, etc., or the anchor account can control the first virtual object to conduct interactive content such as chatting, performing actions, etc. in the current battle area, where the interactive content includes interaction with the opponent's player account, or interaction with the audience account in the viewing area, which is not limited here.
[0087] In some embodiments, the battle area also includes a display of a game virtual object, and the game virtual object is used to automatically perform battle behavior according to the object attributes when participating in the virtual game. The virtual game is a game consisting of at least two rounds of battle processes. In an embodiment of the present application, the above-mentioned virtual game is a game in an auto chess game, and the above-mentioned virtual object refers to a combat unit in an auto chess game. Optionally, the game virtual object corresponds to an object level. Taking the auto chess game as an example, the object level corresponding to the game virtual object can be synthesized by a specified number of game virtual objects of the same level to achieve level promotion, such as: two game virtual objects with a level of one star can be synthesized into a game virtual object with a level of two stars, thereby improving the corresponding combat attributes (such as mana, life value, attack power, etc.) of the game virtual object. Optionally, the game virtual object can automatically upgrade the level, such as: when the virtual battle area contains a specified number of game virtual objects of the same level, and meets the level promotion requirements, the game virtual object is automatically synthesized; or, the level promotion of the game virtual object is realized by manual promotion, that is, the user chooses to synthesize the game virtual object that meets the level promotion requirements.
[0088] Indicatively, the virtual objects in the game include candidate objects in the preparation area and combat objects in the combat area. When multiple candidate objects are included, the anchor user can independently select the preparation object to move to the combat area as the combat object, or the server automatically selects the preparation object to move to the combat area as the combat object. When the virtual game starts, the main control virtual object is located in the viewing area. During the virtual game, the combat objects in the combat area automatically fight in virtual combat. It is worth noting that the first virtual object can move freely in the combat area, the preparation area or the viewing area.
[0089] Optionally, each game account participating in the virtual game (including the anchor account) has a corresponding personalized battle area. When a single round of virtual game starts, the battle area displayed on the current interface is the battle area owned by the anchor account, or the battle area owned by the enemy player, without limitation.
[0090] Step 3032: Display the second virtual object corresponding to the target account in the viewing area.
[0091] The second virtual object is controlled by the target account.
[0092] In some embodiments, the second virtual object is controlled by the target account and is a virtual object used to indicate the audience identity of the target account. The second virtual object can move freely in the viewing area or be located at a designated viewing position in the viewing area, which is not limited here.
[0093] Optionally, the display mode of the second virtual object in the viewing area includes at least one of the following modes:
[0094] 1. Displaying a character image corresponding to the second virtual object in the viewing area in the form of a sticker;
[0095] 2. Displaying the skeletal animation corresponding to the second virtual object in the viewing area in an animated form;
[0096] 3. While displaying the second virtual object, the identity identifier corresponding to the target account, such as the account nickname, is displayed in the surrounding area of the second virtual object.
[0097] It is worth noting that the above-mentioned display method of the second virtual object is only an illustrative example, and the specific display method of the second virtual object is not limited in any way in the embodiment of the present application.
[0098] Schematically, the viewing area also includes at least one virtual object corresponding to a viewer account, which is used to indicate the identity information corresponding to the viewer account and is controlled by the viewer account. The virtual object can move freely in the viewing area or be located at a designated viewing position in the viewing area, which is not limited here.
[0099] Optionally, the target account can perform various interactions in the viewing area by controlling the second virtual object, including sending chat content to other accounts, generating personalized emoticons, performing personalized actions with virtual objects corresponding to other accounts, etc., which are not limited here. Among them, other accounts include audience accounts other than the target (that is, "virtual objects corresponding to other accounts" are virtual objects corresponding to the audience accounts) or anchor accounts (that is, "virtual objects corresponding to other accounts" are first virtual objects corresponding to the anchor account), which are not limited here.
[0100] Illustratively, the first virtual object and the second virtual object are virtual objects of the same type, or virtual objects of different types, which is not limited here.
[0101] In some embodiments, the second virtual object corresponding to the target account can be personalized by the target account and its appearance can be switched in the viewing area.
[0102] In summary, the embodiment of the present application provides a live interactive method, which displays the live screen of the virtual game in the current interface after receiving the operation of entering the live broadcast room, wherein, in addition to displaying the first virtual object controlled by the anchor account in the battle area contained in the virtual scene of the virtual game, the virtual scene of the virtual game is also provided with a viewing area for displaying the second virtual object corresponding to the target account currently entering as a spectator. By jointly displaying the virtual objects controlled by the anchor and the spectator respectively, the spectator's sense of immersion in the current game is enhanced during the process of watching the live broadcast of the game, the spectator's interest in the game is improved, and the frequency of human-computer interaction is enhanced.
[0103] In an optional embodiment, through the spectating trigger operation, the second virtual object corresponding to the target account is displayed in the spectating area. For example, please refer to Figure 4 , which shows a flowchart of a live interactive method provided by an exemplary embodiment of the present application. In the embodiment of the present application, the method is applied to Figure 2 The terminal 210 is used as an example for explanation. Taking the auto chess game as an example, the method includes:
[0104] Step 401, receiving the live broadcast room entry operation.
[0105] Among them, the live broadcast room entry operation is used to instruct the currently logged in target account to enter the live broadcast room as a viewer to watch the live broadcast.
[0106] The description of the live broadcast room entry operation in step 401 has been described in detail in the above step 301 and will not be repeated here.
[0107] Step 402, based on the live broadcast room entry operation, display the live broadcast screen of the virtual game.
[0108] The virtual scene of the virtual game includes a battle area and a spectator area, and the battle area is used for conducting the battle process of the virtual game.
[0109] The description of the live broadcast screen of the virtual game in step 402 has been described in detail in the above step 302 and will not be repeated here.
[0110] Step 4031: Display a first virtual object corresponding to the anchor account in the battle area.
[0111] Among them, the first virtual object is controlled by the anchor account corresponding to the live broadcast room.
[0112] The description of the first virtual object in step 4031 has been described in detail in the above step 3031 and will not be repeated here.
[0113] Step 4041, receiving a spectator trigger operation.
[0114] The spectating trigger operation is used to instruct to move the second virtual object corresponding to the target account to the spectating area.
[0115] Illustratively, when the target account enters the current live broadcast room, the current interface displays the live broadcast screen corresponding to the live broadcast room, the terminal receives a viewing trigger operation, and displays the second virtual object corresponding to the target account in the corresponding viewing area in the virtual scene.
[0116] Optionally, before the terminal receives the spectator trigger operation, the target account is in the live broadcast room as a viewer to watch the live broadcast, or the target account has not yet been in the live broadcast room as a viewer to watch the live broadcast, and the current interface only displays the live broadcast screen browsing interface of the current live broadcast room, which is not limited here.
[0117] In some embodiments, a spectator trigger control is displayed, and the spectator trigger control is used to trigger the spectator function; when the spectator trigger control is in a touchable state, a trigger operation on the spectator trigger control is received as a spectator trigger operation.
[0118] Illustratively, a viewing trigger control is displayed on the live broadcast interface of the live broadcast room, and the target user performs a trigger operation on it, including a click operation, a long press operation, a sliding operation, a terminal motion control operation (such as "shake"), etc., to trigger the viewing function of the live broadcast room. The viewing function is used for the target account to watch the live broadcast in the live broadcast room as a viewer, and at the same time, a second virtual object corresponding to the target account is displayed in the viewing area in the virtual scene.
[0119] Optionally, the spectator trigger control includes a touchable state and a non-touchable state. The touchable state means that the target account can display a second virtual object corresponding to the target account in the viewing area after triggering the spectator trigger control. The non-touchable state includes that the target account cannot display the corresponding second virtual object in the viewing area and can only watch the live broadcast in the live broadcast room as a spectator.
[0120] The display mode of the non-touchable state includes at least one of the following modes:
[0121] 1. The live broadcast room is preset to display virtual objects corresponding to a specified number of viewer accounts. When the number of virtual objects displayed in the viewing area reaches the specified number, the viewing trigger control will be displayed in an untouchable state;
[0122] 2. The live broadcast room presets a specified time threshold, that is, within the specified time threshold, the spectator trigger control is displayed in a touchable state, and when the specified time threshold is exceeded, the spectator trigger control is displayed in a non-touchable state;
[0123] 3. The live broadcast room sets viewing conditions. When the target account does not meet the viewing conditions, the viewing trigger control will be displayed in an untouchable state. The viewing conditions include the consumption level of the target account in the corresponding live broadcast room, or the length of time it pays attention to, etc., which are not limited here.
[0124] It is worth noting that the above-mentioned display method of the non-touchable state is only an illustrative example and is not limited to this in the embodiments of the present application.
[0125] Optionally, the preset requirements in the above live broadcast room are pre-configured by the live broadcast application, or set by the anchor account itself, and are not limited here.
[0126] In some embodiments, the viewing area includes a first viewing area and a second viewing area. The first viewing area is provided with a corresponding first viewing condition, and the second viewing area is provided with a corresponding second viewing condition. For example, please refer to Figure 5 , which shows a schematic diagram of a viewing area display method provided by an exemplary embodiment of the present application, such as Figure 5 As shown, the terminal displays a live screen 500 of a virtual game, which includes a battle area and a viewing area, wherein the viewing area is divided into a first viewing area 501 and a second viewing area 502. The live screen 500 displays a first viewing trigger control 503 corresponding to the first viewing area 501, and displays a second viewing trigger control 504 corresponding to the second viewing area 502, wherein the first viewing trigger control 503 is pre-configured with a first viewing condition, and the second viewing trigger control 504 is pre-configured with a second viewing condition. When the target account meets the first viewing condition, the touchable state of the first viewing trigger control 503 is displayed, and when the target account does not meet the first viewing condition but meets the second viewing condition, the touchable state of the second viewing trigger control 504 is displayed.
[0127] Illustratively, the first viewing condition of the first viewing area is set by the anchor account or pre-set by the live broadcast application. The first viewing condition is used to indicate the account authority of the target account. When the account authority of the target account meets the first viewing condition, the touchable state of the first viewing trigger control is displayed.
[0128] Indicatively, the target account permissions preset in the first spectating condition include at least one of the following:
[0129] 1. The first viewing condition includes the identity attributes of the target account, such as fan status, special invited audience, etc. That is, when the target account has the fan status of the anchor account, the target account meets the first viewing condition, or, if the live broadcast room has a special invitation code, after the target account enters the live broadcast room and enters the special invitation code, the target account meets the first viewing condition;
[0130] 2. The first spectator condition includes the establishment of a membership system, including setting the membership level attribute of the target account, that is, the anchor account pre-sets the membership level threshold. When the target account purchases a membership or completes a response membership task, its corresponding membership level reaches the membership level threshold, and the target account meets the first spectator condition;
[0131] 3. The first viewing condition includes the live broadcast consumption record of the target account. The host account pre-sets the consumption threshold. That is, when the consumption value corresponding to the live broadcast consumption record of the target account in the live broadcast room or the corresponding host account reaches the consumption threshold, the target account meets the first viewing condition;
[0132] 4. The first viewing condition includes the historical interaction records between the target account and the anchor account. The anchor account has a preset interaction threshold. That is, when the historical interaction volume between the target account and the anchor account reaches the interaction threshold, the target account meets the first viewing condition. Among them, the interaction records include "ranking", "contribution value", etc.
[0133] It is worth noting that the above-mentioned target account permissions preset for the first spectating condition are only illustrative examples and are not limited in any way in the embodiments of the present application.
[0134] Indicatively, during the application process, the audience account that meets the first viewing condition can be called a "member account".
[0135] Indicatively, the second viewing condition is set by the anchor account or by the live broadcast application, which is not limited here. The second viewing condition is used to indicate the viewing round of the target account, that is, when the second viewing trigger control is currently in a touchable state, the audience triggers the second viewing trigger control in a competitive manner. When the number of audience accounts that trigger the control reaches a preset trigger threshold, the second viewing trigger control is displayed in an untouchable state. Therefore, the audience accounts that complete the trigger operation on the second viewing trigger control have a specified trigger order, that is, the viewing round. During operation, audience accounts that only match the second viewing condition (and mismatch the first viewing condition) can be called "ordinary accounts."
[0136] Step 4042: Based on the spectating trigger operation, a second virtual object corresponding to the target account is displayed in the spectating area.
[0137] In some embodiments, a candidate viewing position located in the viewing area is displayed, and the candidate viewing position is used to accommodate a virtual object corresponding to the audience account; when the candidate viewing position is in an empty seat state, a second virtual object corresponding to the target account is displayed at the candidate viewing position based on a viewing trigger operation, and the empty seat state is used to indicate that the candidate viewing position is in a state that can accommodate the virtual object.
[0138] Optionally, the viewing area includes at least one candidate viewing position, and each candidate viewing position is used to display a virtual object corresponding to a viewer account, wherein each candidate viewing position displays virtual objects corresponding to one or more viewer accounts, which is not limited here.
[0139] Optionally, the display method of the candidate viewing position in the viewing area includes at least one of the following methods:
[0140] 1. The candidate viewing positions are arranged in a fixed manner in the viewing area, that is, each candidate viewing position is located at a fixed position in the viewing area and cannot be changed or transformed;
[0141] 2. The candidate viewing positions are randomly distributed in the viewing area. That is, the positions of the candidate viewing positions in the viewing area are randomly arranged. After each round of the game, the candidate viewing positions are reset and randomly displayed again;
[0142] 3. The position of the candidate viewing position in the viewing area is set by the anchor account, that is, the anchor account can personalize the candidate viewing position in the live broadcast room;
[0143] 4. The position of the candidate viewing position in the viewing area is set by the viewer account, that is, when the candidate viewing position displays the virtual object corresponding to the viewer account, the viewer account can set a designated position in the viewing area to display the candidate viewing position.
[0144] It is worth noting that the above-mentioned display method of the candidate viewing positions is only an illustrative example, and the specific display method of the candidate viewing positions is not limited in any way in the embodiments of the present application.
[0145] Optionally, after receiving the viewing trigger operation, the terminal displays the second virtual object of the target account at the candidate viewing position according to the triggering order of the viewer account, or the target account can select the candidate viewing position as the designated position to display the second virtual object of the target account.
[0146] In schematic form, the accommodation status of the candidate viewing position indicates the display status of the virtual object corresponding to the candidate viewing position. The candidate viewing position includes an empty seat status and an occupied seat status, wherein the empty seat status means that the current candidate viewing position does not display any virtual object corresponding to the viewer account. The occupied seat status means that the candidate viewing position is set to display a fixed number of virtual objects, and the number of virtual objects corresponding to the viewer account displayed by the current candidate viewing position has reached the fixed number, then the candidate viewing position is in the occupied seat status.
[0147] Optionally, the capacity and number of candidate viewing positions are fixed, or can be set by the anchor account, and are not limited here.
[0148] Indicatively, each candidate viewing position in the viewing area corresponds to a viewing trigger control. When the designated candidate viewing position is in an empty seat state, the viewing trigger control corresponding to the designated candidate viewing position displays a touchable state. When the designated candidate viewing position is in an occupied seat state, the corresponding viewing trigger control displays a non-touchable state. Alternatively, the viewing area corresponds to a viewing trigger control. When there is a candidate viewing position in the viewing area that is in an empty seat state, the viewing trigger control displays a touchable state. When all candidate viewing positions in the viewing area are in an occupied seat state, the viewing trigger control displays a non-touchable state. This is not limited here. That is, when the candidate viewing position is in an occupied seat state, the viewing trigger control is displayed in a non-touchable state. The occupied seat state is used to indicate that the candidate viewing position is in a state of accommodating virtual objects.
[0149] Indicatively, the empty and occupied status of candidate viewing positions can be configured by the anchor account, that is, the anchor account has the right to "kick out the audience". When the virtual object corresponding to the audience account is displayed in the viewing area, the anchor account can restrict it so that the virtual object corresponding to the audience account cannot be displayed in the viewing area.
[0150] In some embodiments, in response to the target account matching the first viewing condition, the second virtual object is displayed in the first viewing area. In response to the target account mismatching the first viewing condition, the second virtual object is displayed in the second viewing area.
[0151] For illustration, please refer to Figure 5 ,like Figure 5 As shown, the first viewing area 501 includes a first candidate viewing position 505. When the candidate viewing position 505 is in an empty seat state and the account authority of the current target account meets the first viewing condition, the first viewing trigger control 503 corresponding to the first viewing area 501 is displayed in a touchable state. When the terminal receives a trigger operation on the first viewing trigger control 503, the second virtual object 506 corresponding to the target account is displayed in the candidate viewing area. The second viewing area 502 includes a second candidate viewing position 507. When there is a second candidate viewing position 507 in an empty seat state, the second viewing trigger control 504 is displayed in a touchable state. When all second candidate viewing positions 505 are in an occupied state, the second viewing trigger control 504 is displayed in a non-touchable state ( Figure 5), therefore, when the target account does not match the first viewing condition, but the second viewing trigger control 504 is in a touchable state, it is necessary to rely on a competitive manner to preemptively trigger the second viewing trigger control 504, so as to generate a viewing round corresponding to the triggering sequence, and display the corresponding second virtual object 506 at the second candidate viewing position 507, that is, in response to the target account mismatching the first viewing condition and matching the second viewing condition, the second virtual object is displayed in the second viewing area, that is, when the target account that does not match the first viewing condition can trigger the second viewing trigger control displayed in a touchable state in a competitive manner, so as to match the second viewing condition, and display the second virtual object corresponding to the target account in the second viewing area.
[0152] It is worth noting that when the target account meets the first viewing condition and both the first viewing trigger control and the second viewing trigger control are in a touchable state, the target account can trigger the first viewing trigger control, or trigger the second viewing trigger control, to display the second virtual object in the first viewing area or the second area, without limitation here; when the target account does not meet the first viewing condition and the second candidate viewing position is vacant, only the second viewing trigger control is in a touchable state, and the target account can trigger the second viewing trigger control. A successful trigger indicates that the target account meets the second viewing condition, to display the second virtual object in the second viewing area.
[0153] In summary, the embodiment of the present application provides a live interactive method, which displays the live screen of the virtual game in the current interface after receiving the operation of entering the live broadcast room, wherein, in addition to displaying the first virtual object controlled by the anchor account in the battle area contained in the virtual scene of the virtual game, the virtual scene of the virtual game is also provided with a viewing area for displaying the second virtual object corresponding to the target account currently entering as a spectator. By jointly displaying the virtual objects controlled by the anchor and the spectator respectively, the spectator's sense of immersion in the current game is enhanced during the process of watching the live broadcast of the game, the spectator's interest in the game is improved, and the frequency of human-computer interaction is enhanced.
[0154] In this embodiment, the viewing area is divided into a first viewing area with a first viewing condition and a second viewing area with a second viewing condition, thereby increasing the presence of viewers who meet the first viewing condition in the live broadcast. At the same time, obtaining the second candidate viewing position in the second viewing area in a competitive form can stimulate the audience's interest in the live broadcast, increase the audience's interest in game live broadcast, and enhance the frequency of human-computer interaction.
[0155] In an optional embodiment, after the second virtual object of the target account is displayed in the viewing area, the target account can perform various interactions in the live broadcast room through the second virtual object. For example, please refer to Figure 6, which shows a flow chart of a live interactive method provided by an exemplary embodiment of the present application. In the embodiment of the present application, the method is applied to step 3032 as an example for explanation:
[0156] Step 601: receiving an interactive content triggering operation.
[0157] Among them, the interactive content trigger operation is used to trigger the live interaction between the target account and the anchor account in the live broadcast room.
[0158] In some embodiments, the live interaction between the target account and the anchor account in the live broadcast room includes live broadcast room chat interaction or virtual object action performance, wherein the chat interaction includes text chat or voice chat or sending emoticons, and the virtual object action performance includes the second virtual object corresponding to the target account performing an action alone, or the second virtual object performing an action with the first virtual object corresponding to the anchor account, or the second virtual object performing an action with virtual objects corresponding to other audience accounts in the live broadcast room, or the virtual game also includes an enemy virtual object corresponding to the enemy player account, and the second virtual object performs an action with the enemy virtual object, and the enemy player account is a player account that performs a virtual game with the anchor account, or the second virtual object arbitrarily specifies at least one virtual object displayed in the live broadcast room (including at least one of the above virtual objects) to jointly complete the action performance. The following four interaction methods are described in detail with examples, including text chat interaction, sending emoticons, performing actions, and sending magic emoticons (that is, at least two virtual objects are required to complete the action performance), which is not limited here.
[0159] First, live broadcast interaction includes text chat interaction.
[0160] In some embodiments, a chat content input operation is received as an interactive content triggering operation.
[0161] Optionally, the target account can be input through text as the input chat content, or input voice, and the terminal converts the input voice into corresponding text content as the input chat content, which is not limited to this.
[0162] For illustration, please refer to Figure 7 , which shows a text chat interaction diagram provided by an exemplary embodiment of the present application, such as Figure 7 As shown, a live broadcast screen 700 is currently displayed, in which a chat content display box 701 is displayed. The chat content display box 701 includes a chat content input box 702 and a chat content sending control 703. The target account can input a custom text "Support the anchor" in the chat content input box 702 and click the chat content sending control 703 as a chat content input operation.
[0163] Second, live interaction includes performing the first target action.
[0164] In some embodiments, a first candidate action list is displayed, the first candidate action list including a first target action; a first action selection operation in the first candidate action list is received, the first action selection operation is used to select the first target action in the first candidate action list.
[0165] Schematically, the current live broadcast screen displays a first candidate action list, wherein the first candidate action list includes at least one pre-set first candidate action, and the terminal receives a trigger operation for the specified first candidate action as a first action selection operation, and determines that the specified first candidate action is the first target action.
[0166] Third, live broadcast interaction includes sending magic emoticons.
[0167] In some embodiments, a second candidate action list is displayed, the second candidate action list includes a second target action; a second action selection operation in the second candidate action list is received, and the second action selection operation is used to select the second target action in the second candidate action list.
[0168] For illustration, please refer to Figure 8 , which shows a schematic diagram of displaying a magic expression package provided by an exemplary embodiment, such as Figure 8 As shown, the interface of the live broadcast screen 800 includes an emoticon package trigger control 801. After the emoticon package trigger control 801 is triggered, the magic emoticon package trigger control 802 included in the emoticon package interface is triggered, and the current interface displays a magic emoticon package list 803, wherein the magic emoticon package list 803 includes at least one target magic emoticon package 804 (one magic emoticon package corresponds to one specified action). By selecting the target magic emoticon package 804 and clicking it, it is determined that the sending object corresponding to the target magic emoticon package 804 is the enemy virtual object 805 corresponding to the enemy player account.
[0169] Fourth, live broadcast interaction includes sending emoticons.
[0170] For illustration, please refer to Fig. 9 , which shows a schematic diagram of expression package interaction provided by an exemplary embodiment of the present application, such as Fig. 9As shown, the interface of the live broadcast screen 900 includes an emoticon package trigger control 901. After the emoticon package trigger control 901 is triggered, the candidate emoticon package trigger control 902 included in the emoticon package interface is triggered, and the current interface displays a candidate emoticon package list 903, wherein the candidate emoticon package list 903 includes at least one target emoticon package 904. By selecting the target emoticon package 904 and clicking it, an interactive content trigger operation is performed.
[0171] Step 602: In response to an interactive content triggering operation, display interactive content between the first virtual object and the second virtual object.
[0172] Four different interactive contents are displayed corresponding to the four interactive modes in step 601 .
[0173] First, interactive content includes chat interactive content.
[0174] In some embodiments, the chat interaction content corresponding to the chat content input operation is determined; and the chat interaction content is displayed in a surrounding area of the second virtual object.
[0175] Optionally, after the chat interaction content is determined, the chat interaction content is displayed in the form of scrolling text in the surrounding area of the second virtual object, or the chat interaction content is fixedly displayed and switched to the next chat interaction content after the next chat interaction content is determined, or the chat interaction content is cancelled after being displayed for a period of time, which is not limited here.
[0176] Indicatively, Figure 7 As shown, the input text "Support the host" in the chat content input box 702 is determined as the input chat interaction content 704, and based on clicking the chat content sending control 703, the chat interaction content 704 "Support the host" is displayed in the chat content display box 701, and at the same time, the interaction box 706 corresponding to "Support the host" is displayed in the surrounding area of the second virtual object 705 corresponding to the target account.
[0177] Second, the interactive content includes the first target action.
[0178] In some embodiments, in response to the first action selection operation, the second virtual object is displayed to perform the first target action.
[0179] Illustratively, after the first target action is triggered, the second virtual object performing the animation effect corresponding to the first target action is displayed in the live broadcast screen. For example, when the first target action is "spinning in circles", after the triggering operation of the first target action is completed, the second virtual object corresponding to the target account begins to complete the "spinning in circles" action and displays its animation effect. Optionally, the process of the second virtual object performing the first target action is continuously displayed in the live broadcast screen, that is, its animation effect is repeatedly played, or the process of the second virtual object performing the first target action is only displayed once in the live broadcast screen.
[0180] Third, the interactive content includes the second target action corresponding to the magic emoticon package.
[0181] In some embodiments, in response to the second action selection operation, the second virtual object and the first virtual object are displayed to jointly perform the second target action.
[0182] Optionally, the process in which the second virtual object and the first virtual object jointly perform the second target action is continuously displayed in the live broadcast screen, or the process in which the second virtual object and the first virtual object jointly perform the second target action is only displayed once.
[0183] Optionally, the second virtual object can also perform the second target action together with the enemy virtual object corresponding to the enemy player account in the virtual game, or perform the second target action together with the virtual objects corresponding to other audience accounts in the viewing area, which is not limited here.
[0184] For illustration, please refer to Figure 8 After completing the click operation on the target magic emoticon package 804, and determining the enemy virtual object 805 corresponding to the enemy player account as the second target action corresponding to the target magic emoticon package, for example, if the target magic emoticon package 804 is "hug", the second virtual object 806 and the enemy virtual object 805 jointly complete the "hug" action and display it in the live broadcast screen (the "hug" action display process is not shown).
[0185] It is worth noting that the second target action is pre-set with triggering requirements, including buffer time, or consumption of virtual resources. The buffer time means that after the second target action is triggered, the second target action cannot be triggered again within the buffer time. The consumption of virtual resources means that the second target action needs to be purchased through the purchase channel in the live broadcast application using the virtual resources corresponding to the live broadcast application before it can be triggered.
[0186] Fourth, the interactive content includes target emoticons.
[0187] Indicatively, Fig. 9As shown, based on the target emoticon package 904 selected by the interactive content triggering operation, an image corresponding to the target emoticon package 904 is displayed within the surrounding area of the second virtual object 905 .
[0188] Indicatively, Fig. 9 As shown, the target emoticon package 904 is pre-set with a trigger requirement, that is, when the target account selects the target emoticon package 904 for display, the target emoticon package 904 cannot be clicked again within the buffer time, and the buffer icon 906 is displayed at the position corresponding to the target emoticon package 904. When the buffer time is reached, the buffer icon 906 disappears, and the target emoticon package 904 can be triggered again ( Fig. 9 not shown).
[0189] In summary, the embodiment of the present application provides a live interactive method, which displays the live screen of the virtual game in the current interface after receiving the operation of entering the live broadcast room, wherein, in addition to displaying the first virtual object controlled by the anchor account in the battle area contained in the virtual scene of the virtual game, the virtual scene of the virtual game is also provided with a viewing area for displaying the second virtual object corresponding to the target account currently entering as a spectator. By jointly displaying the virtual objects controlled by the anchor and the spectator respectively, the spectator's sense of immersion in the current game is enhanced during the process of watching the live broadcast of the game, the spectator's interest in the game is improved, and the frequency of human-computer interaction is enhanced.
[0190] In this embodiment, the audience in the live broadcast room can engage in various forms of interaction during the live broadcast, including interactive chatting, action performances, etc., which can enhance the audience's sense of involvement in the live broadcast, enhance the interactivity between the audience and the anchor, and increase the frequency of human-computer interaction.
[0191] In an alternative embodiment, please refer to Fig.10 , which shows a flowchart of a method for displaying a viewing area provided by an exemplary embodiment of the present application, such as Fig.10 As shown, the method comprises the following steps:
[0192] 1001, the target account enters the live broadcast room.
[0193] The terminal receives the live broadcast room entry operation, allowing the target account to enter the live broadcast room as a viewer. The current terminal displays the live broadcast screen of the live broadcast room, which is the screen of the virtual game.
[0194] 1002. A second virtual object corresponding to the target account is displayed in the first viewing area.
[0195] After the target account enters the live broadcast room, it is determined whether the target account's account authority can trigger the first viewing area based on the first viewing condition pre-set by the anchor account for the live broadcast room. If the target account meets the first viewing condition and the first candidate viewing position in the first viewing area shows an empty seat status, the touchable status of the first viewing trigger control corresponding to the first viewing area is displayed. The user clicks on the first viewing trigger control, and the first candidate viewing position in the first viewing area displays the second virtual object corresponding to the target account. Otherwise, the non-touchable status of the first viewing trigger control is displayed.
[0196] 1003. A second virtual object corresponding to the target account is displayed in a second viewing area.
[0197] When the target account does not match the first viewing condition, it is necessary to determine whether there is a second candidate viewing position in the second viewing area that displays an empty seat status. When there is a second candidate viewing position that displays an empty seat status, the terminal displays the touchable state of the second viewing trigger control corresponding to the second viewing area. The user clicks the second viewing trigger control in a competitive manner within the time range of the touchable state display. A successful click indicates that the current target account meets the second viewing condition, and the second candidate viewing position in the second viewing area displays the second virtual object corresponding to the target account.
[0198] 1004. The second virtual object corresponding to the target account cannot be displayed.
[0199] When the target account does not match the first viewing condition and all second candidate viewing positions in the second viewing area are displayed as occupied, it means that the target account currently does not match the second viewing condition, and the second viewing trigger control displays an untouchable state, so the second virtual object corresponding to the target account cannot be displayed in the second viewing area.
[0200] In some embodiments, in addition to the anchor account corresponding to the current live broadcast screen, the enemy player account is also the anchor account in the current virtual game, that is, the current virtual game includes two anchor accounts, and only the first viewing area is displayed in the current virtual scene. For example, please refer to Fig.11 , which shows a schematic diagram of displaying a first spectating area provided by an exemplary embodiment of the present application, such as Fig.11 Therefore, the current live broadcast screen 1100 includes a first virtual object 1101 corresponding to the first anchor account and an enemy virtual object 1102 corresponding to the second anchor account, the first anchor account is the anchor account corresponding to the current live broadcast room, and the second anchor account is the enemy player account in the virtual game in the current live broadcast room. The current virtual scene displays a first viewing area 1103 corresponding to the first anchor account, and displays an enemy viewing area 1104 corresponding to the second anchor account, wherein the enemy viewing area 1104 is configured with its corresponding designated viewing conditions.
[0201] In summary, the embodiment of the present application provides a live interactive method, which displays the live screen of the virtual game in the current interface after receiving the operation of entering the live broadcast room, wherein, in addition to displaying the first virtual object controlled by the anchor account in the battle area contained in the virtual scene of the virtual game, the virtual scene of the virtual game is also provided with a viewing area for displaying the second virtual object corresponding to the target account currently entering as a spectator. By jointly displaying the virtual objects controlled by the anchor and the spectator respectively, the spectator's sense of immersion in the current game is enhanced during the process of watching the live broadcast of the game, the spectator's interest in the game is improved, and the frequency of human-computer interaction is enhanced.
[0202] In an alternative embodiment, please refer to Fig.12 , which shows a live interactive feedback flow chart provided by an exemplary embodiment of the present application, such as Fig.12 As shown, the method comprises the following steps:
[0203] 1201, sending the interactive content to the virtual game.
[0204] When the second virtual object corresponding to the target account is displayed in the viewing area (the first viewing area or the second viewing area), the terminal receives the interactive content triggering operation corresponding to the target account, including triggering interactive chat, sending emoticons, sending magic emoticons or action performances, etc. It is determined whether the interactive content triggering operation is successfully triggered. If the triggering is successful, the interactive content is sent to the virtual game, that is, the interactive content between the target account and the anchor account is displayed during the virtual game.
[0205] Indicatively, Fig.11 As shown, when there are a first anchor account and a second anchor account in the virtual game, the second virtual object 1105 corresponding to the target account can choose the interactive chat mode, display the interactive chat content 1106, or select the first virtual object 1101 or the enemy virtual object 1102 to send a magic emoticon package ( Fig.11 At the same time, the virtual object 1107 corresponding to the audience account in the enemy viewing area can also select the first virtual object 1101 or the enemy virtual object 1102 to send a magic emoticon package, which is not limited here.
[0206] 1202, recording the process including the interactive content into the live broadcast screen.
[0207] While displaying the interactive content between the target account and the anchor account in the virtual game, the screen corresponding to the virtual game with the interactive content is simultaneously transmitted to the live broadcast screen corresponding to the current live broadcast room. If the transmission is successful, the current live broadcast screen will synchronously play the current virtual game screen in real time.
[0208] 1203, prompts the sending failure and the reason for the failure.
[0209] If the interactive content fails to be sent, a reminder of the interactive content sending failure will be displayed on the terminal, which includes the reasons for the failure, including poor video quality, poor network signal, etc.
[0210] In summary, the embodiment of the present application provides a live interactive method, which displays the live screen of the virtual game in the current interface after receiving the operation of entering the live broadcast room, wherein, in addition to displaying the first virtual object controlled by the anchor account in the battle area contained in the virtual scene of the virtual game, the virtual scene of the virtual game is also provided with a viewing area for displaying the second virtual object corresponding to the target account currently entering as a spectator. By jointly displaying the virtual objects controlled by the anchor and the spectator respectively, the spectator's sense of immersion in the current game is enhanced during the process of watching the live broadcast of the game, the spectator's interest in the game is improved, and the frequency of human-computer interaction is enhanced.
[0211] This solution increases the willingness of viewers to log in to the game and participate in the in-game live broadcast function by adding live broadcast room functions that combine the characteristics of the Auto Chess game. This solves the problem that most Auto Chess game players are lost to the live broadcast platform and only watch the game live without participating in the game. In addition, behaviors such as grabbing the viewing position and sending emoticons can bring a stronger sense of participation to the live broadcast audience and enhance their experience of watching the live broadcast.
[0212] Fig.13 A block diagram of a live interactive device provided by an embodiment of the present application is shown. The device has the function of implementing the above method example, and the function can be implemented by hardware or by hardware executing corresponding software. The device may include:
[0213] The receiving module 1310 is used to receive a live broadcast room entry operation, where the live broadcast room entry operation is used to instruct the currently logged-in target account to enter the live broadcast room as a viewer to watch the live broadcast;
[0214] The display module 1320 is used to display the live broadcast screen of the virtual game based on the live broadcast room entry operation, wherein the virtual scene of the virtual game includes a battle area and a spectator area, wherein the battle area is used to perform the battle process of the virtual game;
[0215] The display module 1320 is further configured to display a first virtual object corresponding to the anchor account in the battle area, wherein the first virtual object is controlled by the anchor account corresponding to the live broadcast room;
[0216] The display module 1320 is further configured to display a second virtual object corresponding to the target account in the viewing area, where the second virtual object is controlled by the target account.
[0217] In an optional embodiment, if Fig.14 As shown, the display module 1320 includes:
[0218] The receiving unit 1321 is used to receive a spectator trigger operation, where the spectator trigger operation is used to instruct to move the second virtual object corresponding to the target account to the spectator area;
[0219] The display unit 1322 is configured to display the second virtual object corresponding to the target account in the viewing area based on the viewing trigger operation.
[0220] In an optional embodiment, the display unit 1322 is further used to display a candidate viewing position located in the viewing area, and the candidate viewing position is used to accommodate a virtual object corresponding to the audience; when the candidate viewing position is in an empty seat state, the second virtual object corresponding to the target account is displayed at the candidate viewing position based on the viewing trigger operation, and the empty seat state is used to indicate that the candidate viewing position is in a state that can accommodate the virtual object.
[0221] In an optional embodiment, the receiving unit 1321 is also used to display a spectator trigger control, where the spectator trigger control is used to trigger a spectator function; when the spectator trigger control is in a touchable state, a trigger operation on the spectator trigger control is received as the spectator trigger operation.
[0222] In an optional embodiment, the display unit 1322 is further used to display the viewing trigger control in a non-touchable state when the candidate viewing position is in an occupied state, and the occupied state is used to indicate that the candidate viewing position is in a state of accommodating virtual objects.
[0223] In an optional embodiment, the receiving module 1310 is further used to receive an interactive content triggering operation, where the interactive content triggering operation is used to trigger a live broadcast interaction between the target account and the anchor account in the live broadcast room;
[0224] The display module 1320 is further configured to display the interactive content between the first virtual object and the second virtual object in response to the interactive content triggering operation.
[0225] In an optional embodiment, the receiving module 1310 is further configured to receive a chat content input operation as the interactive content triggering operation;
[0226] The display module 1320 is further used to determine the chat interaction content corresponding to the chat content input operation; and display the chat interaction content in the surrounding area of the second virtual object.
[0227] In an optional embodiment, the receiving module 1310 is further used to display a first candidate action list, wherein the first candidate action list includes a first target action; receive a first action selection operation in the first candidate action list, wherein the first action selection operation is used to select the first target action in the first candidate action list;
[0228] The display module 1320 is further configured to display the second virtual object performing the first target action in response to the first action selection operation.
[0229] In an optional embodiment, the receiving module 1310 is further used to display a second candidate action list, where the second candidate action list includes a second target action; receive a second action selection operation in the second candidate action list, where the second action selection operation is used to select the second target action in the second candidate action list;
[0230] The display module 1320 is further configured to display, in response to the second action selection operation, that the second virtual object and the first virtual object jointly perform the second target action.
[0231] In an optional embodiment, the viewing area includes a first viewing area and a second viewing area;
[0232] The display module 1320 is further used to display the second virtual object in the first viewing area in response to the target account matching the first viewing condition, where the first viewing condition is used to indicate the account authority of the target account; and to display the second virtual object in the second viewing area in response to the target account mismatching the first viewing condition.
[0233] In an optional embodiment, the display module 1320 is further used to display the second virtual object in the second viewing area in response to the target account mismatching the first viewing condition and matching the second viewing condition, wherein the second viewing condition is used to indicate the viewing round of the target account.
[0234] In summary, the embodiment of the present application provides a live interactive device, which displays the live screen of the virtual game in the current interface after receiving the operation of entering the live broadcast room, wherein, in addition to displaying the first virtual object controlled by the anchor account in the battle area contained in the virtual scene of the virtual game, the virtual scene of the virtual game is also provided with a viewing area for displaying the second virtual object corresponding to the target account currently entering as a spectator. By jointly displaying the virtual objects controlled by the anchor and the spectator respectively, the spectator's sense of immersion in the current game is enhanced during the process of watching the live broadcast of the game, the spectator's interest in the game is improved, and the frequency of human-computer interaction is enhanced.
[0235] It should be noted that the live interactive display device provided in the above embodiment is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the live interactive device and the live interactive method embodiment provided in the above embodiment belong to the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0236] Fig.15 The structure block diagram of a terminal 1500 provided by an exemplary embodiment of the present application is shown. The terminal 1500 may be: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, Moving Picture Experts Group Audio Layer 3), an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, a laptop computer or a desktop computer. The terminal 1500 may also be called a user device, a portable terminal, a laptop terminal, a desktop terminal or other names.
[0237] Typically, the terminal 1500 includes a processor 1501 and a memory 1502 .
[0238] The processor 1501 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1501 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1501 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1501 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1501 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0239] The memory 1502 may include one or more computer-readable storage media, which may be non-transitory. The memory 1502 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1502 is used to store at least one instruction, which is used to be executed by the processor 1501 to implement the live interactive method provided in the method embodiment of the present application.
[0240] In some embodiments, the terminal 1500 may also optionally include: a peripheral device interface 1503 and at least one peripheral device. The processor 1501, the memory 1502 and the peripheral device interface 1503 may be connected via a bus or a signal line. Each peripheral device may be connected to the peripheral device interface 1503 via a bus, a signal line or a circuit board. Specifically, the peripheral device includes: at least one of a radio frequency circuit 1504, a display screen 1505, a camera assembly 1506, an audio circuit 1507 and a power supply 1508.
[0241] The peripheral device interface 1503 may be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 1501 and the memory 1502. In some embodiments, the processor 1501, the memory 1502, and the peripheral device interface 1503 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1501, the memory 1502, and the peripheral device interface 1503 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.
[0242] The radio frequency circuit 1504 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1504 communicates with the communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1504 converts the electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1504 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The radio frequency circuit 1504 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, a metropolitan area network, an intranet, various generations of mobile communication networks (2G, 3G, 4G and 5G), a wireless local area network and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1504 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.
[0243] The display screen 1505 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1505 is a touch display screen, the display screen 1505 also has the ability to collect touch signals on the surface or above the surface of the display screen 1505. The touch signal can be input to the processor 1501 as a control signal for processing. At this time, the display screen 1505 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, the display screen 1505 can be one, and the front panel of the terminal 1500 is set; in other embodiments, the display screen 1505 can be at least two, which are respectively set on different surfaces of the terminal 1500 or are folded; in some other embodiments, the display screen 1505 can be a flexible display screen, which is set on the curved surface or folded surface of the terminal 1500. Even, the display screen 1505 can also be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 1505 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0244] The camera assembly 1506 is used to capture images or videos. Optionally, the camera assembly 1506 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal, and the rear camera is arranged on the back of the terminal. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize the panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 1506 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
[0245] The audio circuit 1507 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals and input them into the processor 1501 for processing, or input them into the radio frequency circuit 1504 to achieve voice communication. For the purpose of stereo acquisition or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the terminal 1500. The microphone may also be an array microphone or an omnidirectional acquisition microphone. The speaker is used to convert the electrical signal from the processor 1501 or the radio frequency circuit 1504 into sound waves. The speaker may be a traditional film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 1507 may also include a headphone jack.
[0246] The power supply 1508 is used to power various components in the terminal 1500. The power supply 1508 can be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When the power supply 1508 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0247] In some embodiments, the terminal 1500 further includes one or more sensors 1510 . The one or more sensors 1510 include, but are not limited to, an acceleration sensor 1511 , a gyroscope sensor 1512 , a pressure sensor 1513 , an optical sensor 1514 , and a proximity sensor 1515 .
[0248] The acceleration sensor 1511 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established by the terminal 1500. For example, the acceleration sensor 1511 can be used to detect the components of gravity acceleration on the three coordinate axes. The processor 1501 can control the touch display screen 1505 to display the user interface in a horizontal view or a vertical view according to the gravity acceleration signal collected by the acceleration sensor 1511. The acceleration sensor 1511 can also be used for collecting game or user motion data.
[0249] The gyro sensor 1512 can detect the body direction and rotation angle of the terminal 1500, and the gyro sensor 1515 can cooperate with the acceleration sensor 1511 to collect the user's 3D actions on the terminal 1500. The processor 1501 can implement the following functions based on the data collected by the gyro sensor 1512: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0250] The pressure sensor 1513 can be set on the side frame of the terminal 1500 and / or the lower layer of the touch display screen 1505. When the pressure sensor 1513 is set on the side frame of the terminal 1500, it can detect the user's holding signal of the terminal 1500, and the processor 1501 performs left and right hand recognition or shortcut operation according to the holding signal collected by the pressure sensor 1513. When the pressure sensor 1513 is set on the lower layer of the touch display screen 1505, the processor 1501 controls the operability controls on the UI interface according to the user's pressure operation on the touch display screen 1505. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0251] The optical sensor 1514 is used to collect the ambient light intensity. In one embodiment, the processor 1501 can control the display brightness of the touch display screen 1505 according to the ambient light intensity collected by the optical sensor 1514. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1505 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 1505 is reduced. In another embodiment, the processor 1501 can also dynamically adjust the shooting parameters of the camera assembly 1506 according to the ambient light intensity collected by the optical sensor 1514.
[0252] The proximity sensor 1515, also called a distance sensor, is usually arranged on the front panel of the terminal 1500. The proximity sensor 1515 is used to collect the distance between the user and the front of the terminal 1500. In one embodiment, when the proximity sensor 1515 detects that the distance between the user and the front of the terminal 1500 is gradually decreasing, the processor 1501 controls the touch display screen 1505 to switch from the screen-on state to the screen-off state; when the proximity sensor 1515 detects that the distance between the user and the front of the terminal 1500 is gradually increasing, the processor 1501 controls the touch display screen 1505 to switch from the screen-off state to the screen-on state.
[0253] Those skilled in the art will understand that Fig.15 The structure shown in the figure does not constitute a limitation on the terminal 1500, and the terminal 1500 may include more or less components than those shown in the figure, or combine some components, or adopt a different component arrangement.
[0254] A person of ordinary skill in the art can understand that all or part of the steps in the various methods of the above embodiments can be completed by instructing the relevant hardware through a program, and the program can be stored in a computer-readable storage medium, which can be a computer-readable storage medium contained in the memory in the above embodiments; or it can be a computer-readable storage medium that exists independently and is not assembled in the terminal. The computer-readable storage medium stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, the at least one program, the code set or the instruction set are loaded and executed by the processor to implement the live interactive method described in any of the above embodiments.
[0255] Optionally, the computer readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a solid state drive (SSD), or an optical disk. Among them, the random access memory may include a resistance random access memory (ReRAM) and a dynamic random access memory (DRAM). The serial numbers of the above embodiments of the present application are only for description and do not represent the advantages and disadvantages of the embodiments.
[0256] A person skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware or by instructing related hardware through a program, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.
[0257] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.
Claims
1. A live interactive method, characterized in that: The method comprises: Receive a live broadcast room entry operation, where the live broadcast room entry operation is used to instruct the currently logged-in target account to enter the live broadcast room as a viewer to watch the live broadcast; Based on the live room entry operation, a live broadcast screen of a virtual game is displayed, wherein the virtual scene of the virtual game includes a battle area and a viewing area, wherein the battle area is used to conduct the battle process of the virtual game, and the viewing area includes a first viewing area and a second viewing area, wherein the first viewing area is provided with a first viewing condition, and the first viewing condition is used to indicate the account authority of the target account, and the second viewing area is provided with a second viewing condition, and the second viewing condition is used to indicate the viewing round of the target account; Displaying a first virtual object corresponding to the anchor account in the battle area, wherein the first virtual object is controlled by the anchor account corresponding to the live broadcast room; When the target account meets the first spectating condition, a first spectating trigger control in a touchable state is displayed; in response to a triggering operation on the first spectating trigger control, a second virtual object corresponding to the target account is displayed in the first spectating area, and the second virtual object is controlled by the target account; When the target account meets the second viewing condition, a second viewing trigger control in a touchable state is displayed, wherein the triggering order corresponding to the audience accounts that complete the triggering operation on the second viewing trigger control is used as the viewing round; in response to the triggering operation of the second viewing trigger control implemented in a competitive form, the second virtual object corresponding to the target account is displayed in the second viewing area.
2. The method according to claim 1, characterized in that The displaying the second virtual object corresponding to the target account in the first viewing area includes: Display candidate viewing positions in the first viewing area, where the candidate viewing positions are used to accommodate virtual objects corresponding to viewers; In the case where the candidate viewing position is in an empty seat state, displaying the second virtual object corresponding to the target account at the candidate viewing position based on a trigger operation on the first viewing trigger control, wherein the empty seat state is used to indicate that the candidate viewing position is in a state where it can accommodate a virtual object; The displaying the second virtual object corresponding to the target account in the second viewing area includes: Display candidate viewing positions in the second viewing area, where the candidate viewing positions are used to accommodate virtual objects corresponding to the audience; When the candidate viewing position is in an empty seat state, the second virtual object corresponding to the target account is displayed at the candidate viewing position based on a trigger operation on the second viewing trigger control, and the empty seat state is used to indicate that the candidate viewing position is in a state where it can accommodate a virtual object.
3. The method according to claim 2, characterized in that The method further comprises: When the candidate viewing position in the first viewing area is in an occupied state, displaying the first viewing trigger control in a non-touchable state, wherein the occupied state is used to indicate that the candidate viewing position is in a state of accommodating a virtual object; When the candidate viewing position in the second viewing area is in an occupied state, the second viewing trigger control is displayed in a non-touchable state.
4. The method according to any one of claims 1 to 3, characterized in that: The method further comprises: Receiving an interactive content triggering operation, where the interactive content triggering operation is used to trigger a live broadcast interaction between the target account and the anchor account in the live broadcast room; In response to the interactive content triggering operation, the interactive content between the first virtual object and the second virtual object is displayed.
5. The method according to claim 4, characterized in that The receiving interactive content triggering operation includes: Receiving a chat content input operation as the interactive content triggering operation; The step of displaying the interactive content between the first virtual object and the second virtual object in response to the interactive content triggering operation includes: Determine the chat interaction content corresponding to the chat content input operation; and display the chat interaction content in a surrounding area of the second virtual object.
6. The method according to claim 4, characterized in that The receiving interactive content triggering operation includes: Displaying a first candidate action list, wherein the first candidate action list includes a first target action; receiving a first action selection operation in the first candidate action list, where the first action selection operation is used to select the first target action in the first candidate action list; The step of displaying the interactive content between the first virtual object and the second virtual object in response to the interactive content triggering operation includes: In response to the first action selection operation, the second virtual object is displayed to perform the first target action.
7. The method according to claim 4, characterized in that The receiving interactive content triggering operation includes: displaying a second candidate action list, wherein the second candidate action list includes a second target action; receiving a second action selection operation in the second candidate action list, where the second action selection operation is used to select the second target action in the second candidate action list; The step of displaying the interactive content between the first virtual object and the second virtual object in response to the interactive content triggering operation includes: In response to the second action selection operation, the second virtual object and the first virtual object are displayed to jointly perform the second target action.
8. The method according to any one of claims 1 to 3, characterized in that: When the target account meets the second spectating condition, displaying a second spectating trigger control in a touchable state includes: In response to the target account not matching the first spectating condition, displaying the second spectating trigger control in a touchable state.
9. The method according to claim 8, characterized in that In response to the target account not matching the first spectating condition, displaying the second spectating trigger control in a touchable state includes: In response to the target account not matching the first spectating condition but matching the second spectating condition, displaying the second spectating trigger control in a touchable state.
10. A live interactive device, characterized in that: The device comprises: A receiving module, used to receive a live broadcast room entry operation, wherein the live broadcast room entry operation is used to instruct the currently logged-in target account to enter the live broadcast room as a viewer to watch the live broadcast; A display module, configured to display a live broadcast screen of a virtual game based on an operation of entering the live broadcast room, wherein the virtual scene of the virtual game includes a battle area and a viewing area, wherein the battle area is used to conduct a battle process of the virtual game, and the viewing area includes a first viewing area and a second viewing area, wherein the first viewing area is provided with a corresponding first viewing condition, and the first viewing condition is used to indicate an account authority of the target account, and the second viewing area is provided with a corresponding second viewing condition, and the second viewing condition is used to indicate a viewing round of the target account; The display module is further used to display a first virtual object corresponding to the anchor account in the battle area, where the first virtual object is controlled by the anchor account corresponding to the live broadcast room; The display module is further configured to display a first spectating trigger control in a touchable state when the target account meets the first spectating condition; and display a second virtual object corresponding to the target account in the first spectating area in response to a triggering operation on the first spectating trigger control; The display module is further used to display a second spectator trigger control in a touchable state when the target account meets the second spectator condition; and display the second virtual object corresponding to the target account in the second spectator area in response to a trigger operation on the second spectator trigger control implemented in a competitive form.
11. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement the live interactive method as described in any one of claims 1 to 9.
12. A computer-readable storage medium, characterized in that: The storage medium stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement the live interactive method as described in any one of claims 1 to 9.
13. A computer program product, characterized in that It includes a computer program or an instruction, which, when executed by a processor, implements the live interactive method as described in any one of claims 1 to 9.
Citation Information
Patent Citations
Live broadcast information processing method, electronic equipment and storage medium
CN113457171A