Game live broadcast control method, device, computer storage medium and electronic device
By building virtual scenes and controlling the movement of game elements, the problem of the separation of gameplay and live scenes in game live broadcast is solved, and the game live broadcast effect with high interactive and immersive experience is achieved.
Patent Information
- Application Number
- CN202111630501.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-12-28
- Publication Date
- 2025-04-25
- Estimated Expiration
- 2041-12-28
AI Technical Summary
In the existing game live broadcast technology, the user's game scenes and viewing live broadcast scenes are separated, and there is a lack of interaction between gameplay and live broadcast content, resulting in weak interaction and fun in the game live broadcast process.
By receiving instructions to enable the current gameplay, a virtual scene is constructed and the anchor image is rendered, the game elements are pre-generated, and the movement of the game elements is controlled based on the sensing data of the live viewer terminal, and the game event is triggered when the motion state parameters reach the preset conditions.
It realizes the interaction between gameplay scenes and live broadcast scenes, enhances the interactivity and fun of game live broadcasts, and allows users to obtain an immersive interactive experience.
Smart Images

Figure CN114307154B_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of Internet technology, and more specifically, to a game live broadcast control method, a game live broadcast control device, a computer storage medium, and an electronic device. Background Art
[0002] With the development of live broadcast technology, many people watch the anchor's game process through live broadcast, and live broadcast interaction is an important touchpoint in the live broadcast process and an important medium for establishing connections between anchors and users. In the current live broadcast interaction process, users can establish interactive connections with anchors by following anchors, sending barrages, etc. However, the user's game scene and the live broadcast scene are separated from each other, there is no interaction between the gameplay and the live broadcast content, and the game interaction experience in the live broadcast is weak.
[0003] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute the prior art known to ordinary technicians in the field. Summary of the invention
[0004] The purpose of the present disclosure is to provide a game live broadcast control method and device, a computer storage medium and an electronic device to achieve interaction between a gameplay scene and a live broadcast viewing scene, thereby improving the interactivity and fun of the game live broadcast process.
[0005] Other features and advantages of the present disclosure will become apparent from the following detailed description, or may be learned in part by the practice of the present disclosure.
[0006] According to one aspect of the present disclosure, a game live broadcast control method is provided, including: receiving an instruction to start a current game play, constructing a virtual scene corresponding to the current game, and rendering a collected anchor image in the virtual scene; pre-generating game elements required for the current game in the virtual scene according to the current game play; receiving sensor data from a live broadcast viewer terminal, and controlling the movement of the game elements in the virtual scene according to the sensor data; and triggering a game event corresponding to the game element when a motion state parameter of the game element reaches a preset condition.
[0007] In an exemplary embodiment of the present disclosure, the pre-generating game elements required for the current game in the virtual scene according to the current game play includes: generating a template based on the elements preset in the current game play, generating a first type of game element controlled by a preset gameplay logic and a second type of game element that moves according to the sensor data corresponding to the live audience terminal.
[0008] In an exemplary embodiment of the present disclosure, the first type of game element controlled by the preset gameplay logic has initial motion state parameters; the method also includes: during the movement of the first type of game element according to the initial motion state parameters, updating the position coordinates of the first type of game element in the virtual scene frame by frame; and transmitting the updated video stream back to the live audience terminal.
[0009] In an exemplary embodiment of the present disclosure, the sensor data includes a tilt angle of the live audience terminal relative to a preset reference; the movement of the second type of game elements in the virtual scene is controlled according to the received sensor data of the live audience terminal, including: according to the current game play, converting the tilt angle into the moving distance of the second type of game elements in each direction in the virtual scene; moving the spatial coordinates of the second type of game elements in the current video frame according to the moving distance, and transmitting the updated video stream back to the live audience terminal.
[0010] In an exemplary embodiment of the present disclosure, the sensor data includes a touch trajectory of a touch medium on an interface of a live audience terminal; the movement of a second type of game element in the virtual scene is controlled based on the received sensor data of the live audience terminal, including: according to the current game play, converting the coordinates of each touch point in the touch trajectory into moving coordinates of the second type of game element in the virtual scene; updating the spatial coordinates of the second type of game element in each video frame based on the moving coordinates, and transmitting the updated video stream back to the live audience terminal.
[0011] In an exemplary embodiment of the present disclosure, the method further includes: acquiring a moving speed of the touch point in the touch track, and using the moving speed as a moving speed of the second type of game element in the virtual scene.
[0012] In an exemplary embodiment of the present disclosure, the sensor data includes a parallel movement distance of the live broadcast audience terminal parallel to the side of the live broadcast audience terminal; the control of the movement of the second type of game elements in the virtual scene based on the received sensor data of the live broadcast audience terminal includes: according to the current game play, converting the parallel movement distance into a movement distance of the second type of game elements in the virtual scene along the horizontal direction or perpendicular to the horizontal direction in the virtual scene; moving the spatial coordinates of the second type of game elements in the current video frame according to the movement distance, and transmitting the updated video stream back to the live broadcast audience terminal.
[0013] In an exemplary embodiment of the present disclosure, when the motion state parameter of the game element reaches a preset condition, a game event corresponding to the game element is triggered, including: when the spatial coordinates of the first type of game element and the second type of game element in the virtual scene coincide, triggering the game event corresponding to the game element.
[0014] In an exemplary embodiment of the present disclosure, when the spatial coordinates of the first category game elements and the second category game elements in the virtual scene coincide, triggering a game event corresponding to the game element includes: determining a collision parameter based on at least one of the current movement speed and movement acceleration of each game element and the number of game elements whose spatial coordinates coincide when the spatial coordinates of the first category game elements and the second category game elements coincide; triggering different types of game events based on the collision parameters; wherein the collision parameters include at least a collision angle and a force.
[0015] In an exemplary embodiment of the present disclosure, when the motion state parameters of the game element reach a preset condition, a game event corresponding to the game element is triggered, including: when the position coordinates of the first category game element and / or the second category game element coincide with the target limb position coordinates in the anchor face patch in the virtual scene, the game event corresponding to the game element is triggered.
[0016] In an exemplary embodiment of the present disclosure, triggering the game event corresponding to the game element includes: determining the type of the game event according to the type of the target limb.
[0017] In an exemplary embodiment of the present disclosure, the game event corresponding to the game element includes changing at least one of the motion state parameters, motion trajectory, shape, volume, color, special effects and game element type of the game element.
[0018] According to one aspect of the present disclosure, there is provided a game live broadcast control device, comprising: a virtual scene construction module, used to receive an instruction to start a current game play, construct a virtual scene corresponding to the current game, and render a collected anchor image in the virtual scene; a game element generation module, used to pre-generate game elements required for the current game in the virtual scene according to the current game play; a motion control module, used to receive sensor data from a live broadcast viewer terminal, and control the motion of the game elements in the virtual scene according to the sensor data; an event triggering module, used to trigger a game event corresponding to the game element when a motion state parameter of the game element reaches a preset condition.
[0019] According to one aspect of the present disclosure, a computer storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, any one of the game live broadcast control methods described above is implemented.
[0020] According to one aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute any one of the above-mentioned game live broadcast control methods by executing the executable instructions.
[0021] The game live broadcast control method in the exemplary embodiment of the present disclosure, after receiving the instruction to start the current game play, constructs a virtual scene corresponding to the current game, and renders the collected anchor image in the virtual scene; then generates the game elements required for the current game in the virtual scene, and after the game starts, controls the movement of the game elements in the virtual scene by acquiring the sensor data of the live broadcast audience terminal, and triggers the corresponding game event when the motion state parameters of the game elements reach the preset conditions. The present disclosure is based on a live broadcast room based on virtual broadcasting, which can construct a virtual scene corresponding to the current game play, render the collected anchor image in the virtual scene, and generate the game elements required for the current game in the virtual scene, enriching the game live broadcast form; controls the movement of the game elements in the virtual scene according to the sensor data corresponding to the live broadcast audience terminal, so that the play scene and the live broadcast scene interact and trigger game events, and can realize the interaction between the anchor terminal, the live broadcast audience terminal and the live broadcast game content based on the control of the game elements, enhance the interactivity of the game live broadcast, and enable users to obtain an immersive interactive experience.
[0022] It is to be understood that the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the present disclosure. BRIEF DESCRIPTION OF THE DRAWINGS
[0023] The above and other objects, features and advantages of the exemplary embodiments of the present disclosure will become readily understood by reading the detailed description below with reference to the accompanying drawings. In the accompanying drawings, several embodiments of the present disclosure are shown in an exemplary and non-limiting manner, in which:
[0024] Figure 1 A flowchart of a game live broadcast control method according to an exemplary embodiment of the present disclosure is shown;
[0025] Figure 2 A flowchart of adjusting the screen display state of a virtual scene according to the current play method according to an exemplary embodiment of the present disclosure is shown;
[0026] Figure 3 An example diagram showing conversion of coordinates of a touch point in a touch track into movement coordinates of a second game element in a virtual scene according to an exemplary embodiment of the present disclosure is shown;
[0027] Figure 4 A schematic diagram showing the structure of a game live broadcast control device according to an exemplary embodiment of the present disclosure is shown;
[0028] Figure 5 A schematic diagram showing a storage medium according to an exemplary embodiment of the present disclosure; and
[0029] Figure 6 A block diagram of an electronic device according to an exemplary embodiment of the present disclosure is shown.
[0030] In the drawings, the same or corresponding reference numerals represent the same or corresponding parts. DETAILED DESCRIPTION
[0031] The exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, the exemplary embodiments can be implemented in a variety of forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that the present disclosure will be more comprehensive and complete and the concepts of the exemplary embodiments will be fully conveyed to those skilled in the art. The same reference numerals in the figures represent the same or similar structures, and thus their detailed description will be omitted.
[0032] In addition, the described features, structures or characteristics may be combined in one or more embodiments in any suitable manner. In the following description, many specific details are provided to provide a full understanding of the embodiments of the present disclosure. However, those skilled in the art will appreciate that the technical solutions of the present disclosure may be practiced without one or more of the specific details, or other methods, components, devices, steps, etc. may be adopted. In other cases, known structures, methods, devices, implementations or operations are not shown or described in detail to avoid blurring the various aspects of the present disclosure.
[0033] The block diagrams shown in the accompanying drawings are merely functional entities and do not necessarily correspond to physically independent entities. That is, these functional entities may be implemented in software form, or these functional entities or parts of functional entities may be implemented in one or more software hardened modules, or these functional entities may be implemented in different networks and / or processor devices and / or microcontroller devices.
[0034] In the existing game live broadcast technology, it is difficult for user gameplay and other UGC (User-generated Content) to interact directly with the live video screen (live content), that is, the gameplay scene and the live viewing scene are separated from each other. For example, the movement of game elements controlled by users cannot be reflected in the live broadcast interface. During the game live broadcast, the interactivity between the anchor terminal, the live audience terminal and the live game content is low, making it difficult to truly achieve immersive interaction between gameplay and the live viewing scene.
[0035] Based on this, in an exemplary embodiment of the present disclosure, a game live broadcast control method is first provided. Figure 1 As shown, the game live broadcast control method includes the following steps:
[0036] Step S110: receiving an instruction to start the current game play, constructing a virtual scene corresponding to the current game, and rendering the collected anchor image in the virtual scene;
[0037] Step S120: pre-generating game elements required for the current game in the virtual scene according to the current game play;
[0038] Step S130, receiving sensor data from the live audience terminal, and controlling the movement of game elements in the virtual scene according to the sensor data;
[0039] Step S140, when the motion state parameter of the game element reaches a preset condition, triggering a game event corresponding to the game element.
[0040] According to the game live broadcast control method in the present example embodiment, based on the virtual live broadcast room, a virtual scene corresponding to the current game play can be constructed, and the collected anchor image can be rendered in the virtual scene, and the game elements required for the current game can be generated in the virtual scene, thereby enriching the game live broadcast format; the movement of game elements in the virtual scene is controlled according to the sensor data corresponding to the live broadcast audience terminal, so that interaction is generated between the gameplay scene and the live broadcast scene and game events are triggered, and based on the control of the game elements, the interaction between the anchor terminal, the live broadcast audience terminal and the live broadcast game content can be realized, thereby enhancing the interactivity of the game live broadcast and enabling users to obtain an immersive interactive experience.
[0041] In the exemplary embodiment of the present disclosure, the anchor terminal first performs a virtual broadcast, which can be completed through the virtual broadcast function provided by a special live broadcast platform, or the official virtual broadcast can be completed in an offline scene. After the virtual broadcast, it is in a virtual broadcast state, and the live broadcast audience enters the live broadcast room corresponding to the anchor in the virtual broadcast to watch the live broadcast. Among them, the virtual broadcast means that the anchor is in front of a green screen, and the background behind the anchor is a virtual scene rendered by a rendering engine, and the scene can be changed.
[0042] Combine the following Figure 1 The game live broadcast control method in the exemplary embodiment of the present disclosure is further explained.
[0043] In step S110, an instruction to start the current game play is received, a virtual scene corresponding to the current game is constructed, and the collected anchor image is rendered in the virtual scene.
[0044] In an exemplary embodiment of the present disclosure, the content displayed in the live broadcast interface includes a virtual scene with a host image rendered. After receiving an instruction to start the current game play, in an exemplary embodiment of the present disclosure, the construction of the virtual scene corresponding to the current game can be completed through the following steps:
[0045] First, the host video is collected and the video frames of the host video are cut out to obtain the host image; secondly, a virtual scene corresponding to the current gameplay is constructed through a game rendering engine (such as a rendering engine UE), and the host image is rendered in the virtual scene (such as pasting the host image on a patch in the virtual scene), that is, the virtual scene corresponding to the current gameplay displayed in the live broadcast interface is obtained, and the virtual broadcast is completed. Among them, the virtual camera set in the virtual scene can be used to shoot in the virtual scene, and the content shot is the virtual scene rendered with the host image corresponding to the current gameplay displayed in the live broadcast interface.
[0046] Through the exemplary embodiments of the present disclosure, the collected host image can be rendered in a virtual scene constructed based on the current gameplay, realizing the integration of the host image and the gameplay scene, and by displaying it in the live broadcast interface of the live broadcast viewer terminal, the immersive feeling of watching the live game broadcast is improved.
[0047] In some possible implementations, the instruction to start the current gameplay can be, for example, a touch operation performed by a user corresponding to the live audience terminal on the live audience terminal through a touch medium, such as a single click, double click, triple click, slide, and other operations performed by the user on the terminal interface. For another example, the instruction to start the current gameplay can be the live audience terminal producing preset UGC content, such as sending a preset password through a barrage. For another example, the instruction to start the current gameplay can also be the user corresponding to the live audience terminal rotating or shaking the terminal by manipulating the terminal. Of course, the instruction to start the current gameplay can also be determined based on the actual gameplay, and the present disclosure includes but is not limited to the above-mentioned received instruction to start the current gameplay.
[0048] In some possible implementations, after receiving an instruction to start the current gameplay, a gameplay trigger template in the current gameplay can be used to display a prompt message on the live broadcast interface to confirm again with the user corresponding to the live broadcast viewer terminal whether to perform the current gameplay, and after receiving the user's confirmation response information, a virtual scene is constructed according to the current gameplay. Based on this, mode switching caused by misoperation of the user corresponding to the live broadcast viewer terminal can be avoided.
[0049] In some possible implementations, the screen display state of the virtual scene may be adjusted, including but not limited to display direction (horizontal screen, vertical screen), screen size, ratio, and the like. Figure 2A flowchart of adjusting the screen display state of a virtual scene according to the current game play according to an exemplary embodiment of the present disclosure is shown. Figure 2 As shown, the process includes:
[0050] In step S210, the position and angle of the virtual camera in the virtual scene are adjusted according to the current game play to adjust the screen display state of the virtual scene.
[0051] In an exemplary embodiment of the present disclosure, the position and angle of the virtual camera in the virtual scene can be adjusted according to the current gameplay. For example, the position and angle of the virtual camera can be adjusted to adjust the shooting screen from the original horizontal version to the vertical version, and the display ratio and size of the virtual scene can be adjusted differently according to different gameplays, so that the virtual scene is adjusted to a screen display state that conforms to the current gameplay. For example, the full-screen state can be adjusted, so that the corresponding user control of the live audience terminal can be facilitated.
[0052] In step S220, an adjustment completion instruction is sent to the live broadcast viewer terminal.
[0053] In an exemplary embodiment of the present disclosure, the adjustment completion instruction is used to instruct the live broadcast viewer terminal to update the receiving component of the live broadcast interface according to the current game play.
[0054] Specifically, after adjusting the screen display status of the virtual scene, an adjustment completion instruction is sent to the live broadcast viewer terminal, instructing the live broadcast viewer terminal to update the original live broadcast interface components, including but not limited to hiding functional components or controls that are not needed under the current gameplay, adding target functional components or controls required for the current gameplay, etc., thereby achieving complete immersive interaction through the live broadcast interface.
[0055] In step S120, game elements required for the current game are pre-generated in the virtual scene according to the current game play.
[0056] In an exemplary embodiment of the present disclosure, the game elements include first-class game elements controlled by preset gameplay logic, such as models with different initial motion speeds in the game, model props with special gain function effects or status effects (such as bombs, magic model props), etc. The first-class game elements usually have initial motion state parameters in the game, wherein the initial motion state parameters of the first-class game elements are not limited to initial position coordinates, motion speed, and gravity vector direction, etc. The present disclosure includes updating the position coordinates of the first-class game elements in the virtual scene frame by frame during the movement of the first-class game elements according to the initial motion state parameters, and transmitting the updated video stream back to the live audience terminal.
[0057] In an exemplary embodiment of the present disclosure, the game elements also include a second type of game elements that move according to sensor data corresponding to the live viewer terminal, such as model props in the game that can be controlled by the user corresponding to the live viewer terminal, such as mechanisms, virtual characters, etc.
[0058] An exemplary embodiment of the present disclosure can pre-generate the first and second game elements required for the current game in a virtual scene according to the current game play, convert the content in the game play into interactive game elements in a virtual live broadcast room, use the game elements as display content in the virtual scene, and use the host, game elements and virtual scene as display content of the game live broadcast interface at the same time, so as to realize the interaction between the game play scene and the game live broadcast scene and increase the interactive experience of the game live broadcast.
[0059] In step S130, sensor data from the live broadcast viewer terminal is received, and the movement of the game elements in the virtual scene is controlled according to the sensor data.
[0060] In an exemplary embodiment of the present disclosure, after the current game is triggered, the sensor data of the live broadcast viewer terminal can be obtained, and the movement of the second type of game elements in the virtual scene can be controlled according to the sensor data of the live broadcast viewer terminal.
[0061] In some possible implementations, the sensing data includes a tilt angle of the live viewer terminal relative to a preset reference, where the tilt angle includes but is not limited to a tilt angle, an azimuth angle, and a rotation angle. Corresponding preset references can be pre-set for different types of tilt angles, and the preset reference is determined based on the initial position of the live viewer terminal. For example, the preset reference can be the initial position of the central axis of the live viewer terminal. Of course, the present disclosure can also determine the preset reference in other ways, and any reference that can be used to determine the tilt angle of the live viewer terminal can be used, and the present disclosure does not make any special limitations on this.
[0062] Further, the tilt angle can be processed according to the current game play to convert the tilt angle into the moving distance of the second type of game element in each direction in the virtual scene, and then the spatial coordinates of the second type of game element in the current video frame are moved according to the moving distance, and the updated video is transmitted back to the user terminal, so as to realize the operation of the game element in the virtual scene through the user terminal. Optionally, a mapping relationship between the tilt angle of the live audience end relative to a preset reference and the three-dimensional spatial coordinates of the second type of game element in the virtual scene can be established to convert the tilt angle into the moving distance of the second type of game element in each direction in the virtual scene according to the mapping relationship. Optionally, a corresponding relationship between the tilt angle and the moving distance value of the game element in the virtual scene can be established in advance to convert the tilt angle into the moving distance of the second type of game element in each direction in the virtual scene according to the query corresponding relationship. Of course, the present disclosure includes but is not limited to the above-mentioned method of converting the tilt angle into the moving distance of the second type of game element in the virtual scene.
[0063] The following uses the doll catching game as an example to explain how to convert the tilt angle of the live audience terminal into the moving distance of the second type of game elements in each direction in the virtual scene.
[0064] First, the rules of the doll catching game are introduced: the user uses the mobile live broadcast viewer terminal to use the receiving container located at the bottom of the mobile live broadcast viewer terminal interface to receive as many dolls as possible within a unit time, and at the same time needs to avoid other model props such as bombs that cause the game to fail, so as to get a higher score. Among them, the falling dolls and props such as bombs that cause the game to fail are the first type of game elements described in the present disclosure, and the receiving container where the user receives the dolls is the second type of game element described in the present disclosure.
[0065] Furthermore, after obtaining the tilt angle of the live broadcast viewer terminal relative to a preset reference, the tilt angle is processed to obtain a scalar value parallel to the controllable receiving container; then, according to the current game play, the scalar value is mapped with the horizontal movement distance of the receiving container in the virtual scene. After the mapping is completed, the spatial coordinates of the receiving container in the current video frame are moved according to the movement distance, and finally the updated video stream is transmitted back to the live broadcast viewer terminal, so that the live broadcast viewer terminal controls the receiving container in the virtual scene.
[0066] In some possible implementations, the sensing data may include a touch track of the touch medium on the live audience terminal interface, including but not limited to a sliding track, a click position, etc. of a user's finger on the live audience terminal interface. After acquiring the touch track of the touch medium on the live audience terminal interface, according to the current game play, the coordinates of each point in the touch track are converted into the moving coordinates of the second type of game element in the virtual scene, thereby updating the spatial coordinates of the second type of game element in each video frame according to the moving coordinates, and transmitting the updated video stream back to the live audience terminal.
[0067] Figure 3 A schematic diagram of converting the coordinates of a touch point in a touch track into the movement coordinates of a second game element in a virtual scene according to an exemplary embodiment of the present disclosure is shown. Figure 3 As shown, the user's touch medium (such as a finger) moves from position A to B in the live audience terminal interface, passing through touch points C and D in the middle. According to the current game play, the coordinates of touch points A and B are converted into the moving coordinates of the initial position a and the ending position b of the second type of game element in the virtual scene, and the coordinates of touch points C and D are converted into the moving coordinates c and d of the second type of game element in the virtual scene. Finally, the spatial coordinates of the second type of game element in each video are updated according to the moving coordinates a, b, c, d and in the touch order, and the updated video stream is transmitted back to the live audience terminal, so that the second type of game element is displayed in the live interface of the live audience terminal. Move from position a to position b, thereby realizing the control of the second type of game element in the virtual scene by the live audience terminal.
[0068] It should be noted that when the touch track is the click position of the user's finger on the live audience terminal interface, you can refer to Figure 3 In the described example, after obtaining the user's touch medium moving from position A to B in the live audience terminal interface, the coordinates of touch points A and B are converted into the moving coordinates of the initial position a and the ending position b of the second type of game element in the virtual scene. Without considering the moving path of how the second type of game element moves from the initial position a to the ending position b, the spatial coordinates of the second type of game element in the video frame are updated according to the moving coordinates a and b, and the updated video stream is transmitted back to the live audience terminal, so that the second type of game element can also be displayed in the live interface of the live audience terminal. Move from position a to position b. In addition, in the above example, the user's touch medium moves from position A to B in the live audience terminal interface, and the number of touch points passed in the middle is taken as 2. The present disclosure can also obtain other numbers of touch points according to actual needs. The present disclosure does not specifically limit the number of touch points in the touch trajectory.
[0069] Through this exemplary embodiment, the touch trajectory of the touch medium on the live broadcast viewer terminal can be converted into the movement trajectory of the second type of game element in the virtual scene, thereby realizing the interaction between the gameplay scene and the live broadcast viewing scene, improving the interactivity between the live broadcast viewer users, the anchor and the game elements, and enhancing the live broadcast interactive experience.
[0070] In some possible implementations, the moving speed of the touch point in the touch track can also be obtained, and the moving speed is used as the moving speed of the second type of game element in the virtual scene. Based on this, the user's touch operation on the live audience terminal interface can be highly matched with the movement track and timing of the second type of game element in the virtual scene, thereby improving the game interaction experience.
[0071] In some possible implementations, the sensing data includes the parallel movement distance of the live viewer terminal parallel to the side of the live viewer terminal, that is, the user can control the movement of the second type of game element in the virtual scene through the parallel live viewer terminal. According to the current game play, the parallel movement distance can be converted into the movement distance of the second type of game element in the virtual scene along the horizontal direction or perpendicular to the horizontal direction in the virtual scene, and the spatial coordinates of the second type of game element in the current video frame can be moved according to the movement distance, and the updated video stream can be transmitted back to the live viewer terminal.
[0072] For example, when the user moves the live broadcast audience terminal along the side parallel to the bottom side of the live broadcast audience terminal, that is, along the horizontal direction, the parallel movement distance is M, then the parallel movement distance M is converted into the distance m of the second type of game element in the virtual scene moving along the horizontal direction in the virtual scene; for another example, when the user moves the live broadcast audience terminal along the side perpendicular to the bottom side of the live broadcast audience terminal, that is, along the horizontal direction perpendicular to the horizontal direction, the parallel movement distance N is converted into the movement distance of the second type of game element in the virtual scene along the horizontal direction perpendicular to the virtual scene. Based on this, the movement of the second type of game element in the virtual scene can be controlled by translating the live broadcast audience terminal.
[0073] Furthermore, in some possible implementations, when the sensing data includes the parallel movement distance of the live audience terminal parallel to the side of the live audience terminal, the sensing data also includes the gravity value of the user terminal. The gravity value can be converted into the acceleration of the second type of game element in the virtual scene moving in a direction perpendicular to the horizontal direction according to the current game play. Taking the doll catching game as an example, if the user terminal moves the live audience terminal in a direction perpendicular to the horizontal direction, the receiving container moves in the virtual scene in a direction perpendicular to the horizontal direction of the virtual scene, wherein the movement acceleration is determined according to the gravity value of the live audience terminal. Based on this, the motion state parameters of the second type of game elements in the virtual scene can be adjusted according to the different gravity values of the live audience terminal to enrich the gameplay and improve the fun.
[0074] In step S140, when the motion state parameter of the game element reaches a preset condition, a game event corresponding to the game element is triggered.
[0075] In an exemplary embodiment of the present disclosure, the preset conditions are determined according to different current game play methods, and a corresponding game event can be triggered when the motion state parameters of the game elements reach the preset conditions.
[0076] In some possible implementations, when the spatial coordinates of the first type of game element and the second type of game element in the virtual scene coincide, a game event corresponding to the game element is triggered. That is, in the virtual scene, the first type of game element and the second type of game element have a "collision". In this case, the following process can be used to handle the collision:
[0077] First, based on the current gameplay, and according to at least one of the current movement speed, movement acceleration and the number of game elements whose spatial coordinates coincide with those of the first and second game elements, collision parameters are determined; wherein the collision parameters include but are not limited to collision angle and force.
[0078] Optionally, the correspondence between different motion speed intervals, motion acceleration intervals and collision strength is pre-set in the current game play, so that after obtaining these data for each game element, the collision strength is determined based on the correspondence. For example, the greater the speed at the time of "collision", the greater the collision strength. For example, when the speed is the same during "collision", the greater the acceleration, the greater the corresponding collision strength. In addition, the collision strength can be further optimized according to the number of game elements with overlapping spatial coordinates. For example, if the number of game elements with "collision" increases, the collision strength is further increased.
[0079] By determining the collision parameters based on at least one of the current movement speed, movement acceleration and the number of game elements whose spatial coordinates coincide with those of the first and second game elements when the spatial coordinates coincide with each other, different game events can be triggered based on the different collision parameters of the game elements when game events occur, thereby enriching the types of game events triggered by the game and enriching the live game play.
[0080] Furthermore, different types of game events can be triggered according to the collision parameters. For example, different collision strengths and angles may cause different explosions of game elements. Based on this, multiple types of game events can be triggered according to different collision parameters, which will avoid the boredom caused by the frequent occurrence of certain game events, increase the diversity of game interactions, and improve user experience.
[0081] In some possible implementations, when the position coordinates of the first type of game element coincide with the position coordinates of the target limb in the host's face patch in the virtual scene, a game event corresponding to the game element is triggered.
[0082] The target limb position coordinates in the virtual scene are pre-set in the current gameplay, that is, after the current game is triggered, the target limb position coordinates of the game host in the virtual scene are detected in real time. When the first type of game element coincides with the target limb position coordinates, the game event corresponding to the game element is triggered. For example, when it is detected that the first type of game element coincides with the key point of the head of the live broadcast in the virtual scene (that is, the target limb position coordinates), the game event corresponding to the first type of game element is triggered.
[0083] Optionally, the type of game event can be determined according to the type of target limb, that is, the same first-category game element can trigger different types of game events when the position coordinates of different types of target limbs coincide. For example, the same bomb element can trigger an explosion with heart-shaped elements surrounding it when it coincides with the head coordinate position; while it can trigger an explosion with crying expressions surrounding it when it coincides with the shoulder coordinate position. Of course, these are only exemplary and can be set according to specific game play. This disclosure does not make any special restrictions on this. Based on this, the live broadcast play can also be enriched to improve the interactive game experience.
[0084] It should be noted that the game events corresponding to the game elements include but are not limited to changing the motion state parameters (such as speed, acceleration, etc.), motion trajectory, shape, volume, color, special effects and game element types of the game elements. For example, in the doll-catching game, when the first type of game element "collides" with the anchor's head, the motion trajectory of the first type of game element changes, and the motion speed increases, and the element volume becomes smaller; when the bomb is caught by the receiving container (coordinates coincide), the bomb in the virtual scene changes to an explosion special effect, and the receiving container is replaced by a broken model, etc. The present disclosure sets different triggering game events according to different game play methods, and does not make special restrictions on this.
[0085] In an exemplary embodiment of the present disclosure, after the current game ends, the game result can be displayed on the live audience terminal (for example, a reward pop-up window, etc.) to prompt the user that the game interaction is over.
[0086] In addition, in an exemplary embodiment of the present disclosure, after receiving the end game instruction sent by the live broadcast viewer terminal, the virtual scene is restored to the normal mode and all game elements are hidden. Correspondingly, the live broadcast interface of the live broadcast viewer terminal is also restored to the normal state (the same as the existing live broadcast interface).
[0087] The live broadcast room disclosed in the present invention is based on virtual broadcasting, which can construct a virtual scene corresponding to the current game play, render the collected anchor image in the virtual scene, and generate game elements required for the current game in the virtual scene, thereby enriching the game live broadcast form; the movement of game elements in the virtual scene is controlled according to the sensor data corresponding to the live broadcast audience terminal, so that interaction is generated between the play scene and the live broadcast scene and game events are triggered, and based on the control of the game elements, interaction between the anchor terminal, the live broadcast audience terminal and the live broadcast game content can be realized, thereby enhancing the game live broadcast interaction and enabling users to obtain an immersive interactive experience.
[0088] In an exemplary embodiment of the present disclosure, a game live broadcast control device is also provided. Figure 4 As shown, the game live broadcast control device 400 may include a virtual scene construction module 410, a game element generation module 420, a motion control module 430 and an event triggering module 440. Specifically,
[0089] A virtual scene construction module 410 is used to receive an instruction to start the current game play, construct a virtual scene corresponding to the current game, and render the collected anchor image in the virtual scene;
[0090] A game element generation module 420 is used to pre-generate game elements required for the current game in the virtual scene according to the current game play;
[0091] The motion control module 430 is used to receive sensor data from the live audience terminal and control the motion of the game elements in the virtual scene according to the sensor data;
[0092] The event triggering module 440 is used to trigger a game event corresponding to the game element when the motion state parameter of the game element reaches a preset condition.
[0093] Since the various functional modules of the game live broadcast control device of the exemplary embodiment of the present disclosure are the same as those in the inventive embodiment of the above-mentioned game live broadcast control method, they will not be described in detail here.
[0094] It should be noted that although several modules or units of the game live broadcast control device are mentioned in the above detailed description, this division is not mandatory. In fact, according to the embodiment of the present disclosure, the features and functions of two or more modules or units described above can be concretized in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be concretized.
[0095] In addition, in the exemplary embodiment of the present disclosure, a computer storage medium capable of implementing the above method is also provided. A program product capable of implementing the above method of this specification is stored thereon. In some possible embodiments, various aspects of the present disclosure may also be implemented in the form of a program product, which includes a program code, and when the program product is run on a terminal device, the program code is used to enable the terminal device to perform the steps according to various exemplary embodiments of the present disclosure described in the above "Exemplary Method" section of this specification.
[0096] refer to Figure 5 As shown, a program product 500 for implementing the above method according to an exemplary embodiment of the present disclosure is described, which can adopt a portable compact disk read-only memory (CD-ROM) and include program code, and can be run on a terminal device, such as a personal computer. However, the program product of the present disclosure is not limited thereto. In this document, a readable storage medium can be any tangible medium containing or storing a program, which can be used by or in combination with an instruction execution system, an apparatus or a device.
[0097] The program product may use any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or device, or any combination of the above. More specific examples (non-exhaustive list) of readable storage media include: an electrical connection with one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above.
[0098] Computer readable signal media may include data signals propagated in baseband or as part of a carrier wave, in which readable program code is carried. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above. Readable signal media may also be any readable medium other than a readable storage medium, which may send, propagate, or transmit a program for use by or in conjunction with an instruction execution system, apparatus, or device.
[0099] The program code embodied on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wired, optical cable, RF, etc., or any suitable combination of the foregoing.
[0100] Program code for performing the operations of the present disclosure may be written in any combination of one or more programming languages, including object-oriented programming languages such as Java, C++, etc., and conventional procedural programming languages such as "C" or similar programming languages. The program code may be executed entirely on the user computing device, partially on the user device, as a separate software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving a remote computing device, the remote computing device may be connected to the user computing device through any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., through the Internet using an Internet service provider).
[0101] In addition, in an exemplary embodiment of the present disclosure, an electronic device capable of implementing the above method is also provided. It will be appreciated by those skilled in the art that various aspects of the present disclosure may be implemented as a system, method, or program product. Therefore, various aspects of the present disclosure may be specifically implemented in the following forms, namely: a complete hardware embodiment, a complete software embodiment (including firmware, microcode, etc.), or an embodiment combining hardware and software aspects, which may be collectively referred to herein as a "circuit", "module", or "system".
[0102] Refer to the following Figure 6 hereinafter describes an electronic device 600 according to such an embodiment of the present disclosure. Figure 6 The electronic device 600 shown is merely an example and should not bring any limitation to the functions and scope of use of the embodiments of the present disclosure.
[0103] like Figure 6 As shown, the electronic device 600 is in the form of a general computing device. The components of the electronic device 600 may include but are not limited to: at least one processing unit 610, at least one storage unit 620, a bus 630 connecting different system components (including the storage unit 620 and the processing unit 610), and a display unit 640.
[0104] The storage unit stores program codes, which can be executed by the processing unit 610, so that the processing unit 610 executes the steps according to various exemplary embodiments of the present disclosure described in the above “Exemplary Method” section of this specification.
[0105] The storage unit 620 may include a readable medium in the form of a volatile storage unit, such as a random access memory unit (RAM) 621 and / or a cache memory unit 622 , and may further include a read-only memory unit (ROM) 623 .
[0106] The storage unit 620 may also include a program / utility 624 having a set (at least one) of program modules 625, such program modules 625 including but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination may include an implementation of a network environment.
[0107] Bus 630 may represent one or more of several types of bus structures, including a memory unit bus or memory unit controller, a peripheral bus, an accelerated graphics port, a processing unit, or a local bus using any of a variety of bus architectures.
[0108] The electronic device 600 may also communicate with one or more external devices 700 (e.g., keyboards, pointing devices, Bluetooth devices, etc.), may also communicate with one or more devices that enable a user to interact with the electronic device 600, and / or communicate with any device that enables the electronic device 600 to communicate with one or more other computing devices (e.g., routers, modems, etc.). Such communication may be performed via an input / output (I / O) interface 650. Furthermore, the electronic device 600 may also communicate with one or more networks (e.g., local area networks (LANs), wide area networks (WANs), and / or public networks, such as the Internet) via a network adapter 660. As shown, the network adapter 660 communicates with other modules of the electronic device 600 via a bus 630. It should be understood that, although not shown in the figure, other hardware and / or software modules may be used in conjunction with the electronic device 600, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, etc.
[0109] Through the description of the above embodiments, it is easy for those skilled in the art to understand that the example embodiments described here can be implemented by software, or by software combined with necessary hardware. Therefore, the technical solution according to the embodiment of the present disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, and includes several instructions to enable a computing device (which can be a personal computer, a server, a terminal device, or a network device, etc.) to execute the method according to the embodiment of the present disclosure.
[0110] In addition, the above-mentioned figures are only schematic illustrations of the processes included in the method according to the exemplary embodiments of the present disclosure, and are not intended to be limiting. It is easy to understand that the processes shown in the above-mentioned figures do not indicate or limit the time sequence of these processes. In addition, it is also easy to understand that these processes can be performed synchronously or asynchronously, for example, in multiple modules.
[0111] Those skilled in the art will readily appreciate other embodiments of the present disclosure after considering the specification and practicing the invention disclosed herein. The present disclosure is intended to cover any variations, uses, or adaptations of the present disclosure that follow the general principles of the present disclosure and include common knowledge or customary technical means in the art that are not disclosed in the present disclosure. The description and examples are to be considered exemplary only, and the true scope and spirit of the present disclosure are indicated by the claims.
[0112] It should be understood that the present disclosure is not limited to the exact structures that have been described above and shown in the drawings, and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.
Claims
1. A game live broadcast control method, characterized in that: include: Receiving an instruction to start the current game play, constructing a virtual scene corresponding to the current game, and obtaining an anchor image by cutting out the video frames of the collected anchor video, so as to render the anchor image in the virtual scene; Pre-generating game elements required for the current game in the virtual scene according to the current game play, wherein, according to a preset element generation template in the current game play, a first type of game element controlled by a preset play logic and a second type of game element that moves according to sensor data corresponding to a live audience terminal are generated; Receiving sensor data from a live audience terminal, and controlling the movement of game elements in the virtual scene according to the sensor data; When the motion state parameter of the game element reaches a preset condition, triggering a game event corresponding to the game element; Wherein, when the motion state parameter of the game element reaches a preset condition, triggering a game event corresponding to the game element includes: When the position coordinates of the first category of game elements and / or the second category of game elements coincide with the position coordinates of the target limb in the anchor patch in the virtual scene, the type of game event is determined according to the type of the target limb, and a game event of the corresponding type is triggered.
2. The method according to claim 1, characterized in that The first type of game element controlled by the preset gameplay logic has initial motion state parameters; the method further includes: During the movement of the first-type game element according to the initial motion state parameter, updating the position coordinates of the first-type game element in the virtual scene frame by frame; The updated video stream is transmitted back to the live audience terminal.
3. The method according to claim 1, characterized in that The sensing data includes the tilt angle of the live audience terminal relative to a preset reference; Controlling the movement of the second type of game elements in the virtual scene according to the received sensor data of the live audience terminal includes: According to the current game play, converting the tilt angle into a moving distance of the second type of game element in each direction in the virtual scene; The spatial coordinates of the second-type game elements in the current video frame are moved according to the moving distance, and the updated video stream is transmitted back to the live audience terminal.
4. The method according to claim 1, characterized in that: The sensing data includes the touch track of the touch medium on the live audience terminal interface; Controlling the movement of the second type of game elements in the virtual scene according to the received sensor data of the live audience terminal includes: According to the current game play, converting the coordinates of each touch point in the touch track into movement coordinates of the second type of game element in the virtual scene; The spatial coordinates of the second-type game elements in each video frame are updated according to the movement coordinates, and the updated video stream is transmitted back to the live audience terminal.
5. The method according to claim 4, characterized in that The method further comprises: The moving speed of the touch point in the touch track is obtained, and the moving speed is used as the moving speed of the second type of game element in the virtual scene.
6. The method according to claim 1, characterized in that The sensing data includes a parallel movement distance of the live broadcast viewer terminal parallel to the side of the live broadcast viewer terminal; The controlling the movement of the second type of game elements in the virtual scene according to the received sensor data of the live audience terminal includes: According to the current game play, converting the parallel movement distance into a movement distance of the second type of game element in the virtual scene along a horizontal direction in the virtual scene or perpendicular to the horizontal direction; The spatial coordinates of the second-type game elements in the current video frame are moved according to the moving distance, and the updated video stream is transmitted back to the live audience terminal.
7. The method according to claim 1, characterized in that When the motion state parameter of the game element reaches a preset condition, triggering a game event corresponding to the game element includes: When the spatial coordinates of the first-category game element and the second-category game element in the virtual scene coincide with each other, a game event corresponding to the game element is triggered.
8. The method according to claim 7, characterized in that When the spatial coordinates of the first-type game element and the second-type game element in the virtual scene coincide with each other, triggering a game event corresponding to the game element comprises: Determine a collision parameter according to at least one of the current movement speed and movement acceleration of each game element and the number of game elements whose spatial coordinates coincide when the spatial coordinates of the first-category game elements and the second-category game elements coincide; Trigger different types of game events according to the collision parameters; Wherein, the collision parameters at least include collision angle and force.
9. The method according to any one of claims 1 to 8, characterized in that: The game event corresponding to the game element includes changing at least one of the motion state parameters, motion trajectory, shape, volume, color, special effects and game element type of the game element.
10. A game live broadcast control device, characterized in that: The device comprises: A virtual scene construction module is used to receive an instruction to start the current game play, construct a virtual scene corresponding to the current game, and obtain an anchor image by cutting out the video frames of the collected anchor video, so as to render the anchor image in the virtual scene; A game element generation module, used to pre-generate game elements required for the current game in the virtual scene according to the current game play, wherein, according to the element generation template preset in the current game play, a first type of game element controlled by a preset play logic and a second type of game element that moves according to sensor data corresponding to a live audience terminal are generated; A motion control module, used to receive sensor data from a live audience terminal and control the motion of game elements in the virtual scene according to the sensor data; An event triggering module, used to trigger a game event corresponding to the game element when the motion state parameter of the game element reaches a preset condition; Wherein, the event triggering module is configured to execute: When the position coordinates of the first category of game elements and / or the second category of game elements coincide with the position coordinates of the target limb in the anchor patch in the virtual scene, the type of game event is determined according to the type of the target limb, and the game event of that type is triggered.
11. A storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, implements the game live broadcast control method according to any one of claims 1 to 9.
12. An electronic device, characterized in that: include: processor; as well as A memory, configured to store executable instructions of the processor; Wherein, the processor is configured to execute the game live broadcast control method described in any one of claims 1 to 9 by executing the executable instructions.
Citation Information
Patent Citations
Game-based collision detection method, game interaction method and live broadcast system
CN110505493A