Interaction method and apparatus, computer-readable storage medium, and computing device
By displaying the game interface within the live stream and controlling the movement of target objects on the game map, the poor user experience when watching non-interesting content in the live stream is solved, improving user interactivity and retention, enhancing user engagement and interactivity, and promoting user interaction with the game.
Patent Information
- Application Number
- CN202211305830.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-10-24
- Publication Date
- 2026-02-24
- Estimated Expiration
- 2042-10-24
AI Technical Summary
When users watch a live stream, they need to continuously watch content they are not interested in, resulting in a poor viewing experience and low retention rate.
An interactive method and apparatus are provided, in which a game interface is displayed in a live broadcast room, allowing users to enter the game interface by operating game icons, control the target object to move in the game map, and increase the number of times the game controls can be operated by completing tasks in the live broadcast room, while the game progress remains continuous when switching interfaces.
It improved the user's viewing experience in the live stream, enhanced user engagement and interactivity, increased user retention and game fun, improved user retention and game interactivity, enhanced user interactivity, promoted user interaction, enhanced user interactivity, promoted user interactivity, enhanced user interactivity, enhanced user interactivity, promoted user interactivity, enhanced user interactivity, promoted user interactivity, enhanced user interactivity, promoted user interactivity, promoted user interactivity, and boosted user enthusiasm for participation.
Smart Images

Figure CN115665432B_ABST
Abstract
Description
Technical Field
[0001] The embodiments of this disclosure relate to the field of human-computer interaction technology, and more specifically, the embodiments of this disclosure relate to an interaction method and apparatus, a computer-readable storage medium, and a computing device. Background Technology
[0002] This section is intended to provide background or context for the embodiments of this disclosure as set forth in the claims. The description herein is not intended to be a prior art simply because it is included in this section.
[0003] In recent years, with the continuous development of mobile internet technology, applications have made continuous progress in various aspects, including their types, quantity, and functions. For example, common social networking applications, shopping applications, and audio / video applications have all seen significant advancements. Most applications have live streaming capabilities, allowing users to showcase their talents, sell goods, enrich their lives, and conduct transactions conveniently, which has gained popularity among many users. Live streams often last for a long time, but users are not necessarily interested in all the content. In related technologies, users need to remain constantly watching the live stream to avoid missing important content, resulting in a poor user experience. Summary of the Invention
[0004] In this context, embodiments of the present disclosure are intended to provide an interactive method and apparatus, a computer-readable storage medium and a computing device to increase the enjoyment of users watching live streams in a live streaming room, thereby improving the user experience.
[0005] In a first aspect of this disclosure, an interaction method is provided, applied to a client, the method comprising:
[0006] In response to a user's operation on a game icon in the live stream, the game interface of the target game corresponding to the game icon is displayed, wherein the game interface has a first control and a game map, and the game map has multiple nodes;
[0007] In response to the user's operation on the first control, if the number of operable times of the first control is greater than 0, the number of moving nodes is generated and displayed, wherein the number of operable times of the first control is related to the target task in the live broadcast room;
[0008] Within the game map, control the target object to move forward by the specified number of nodes from the current node, where the current node is the node where the target object is currently located.
[0009] In one embodiment of this disclosure, the game map includes at least one pair of corresponding first special nodes and second special nodes among its multiple nodes;
[0010] After controlling the target object to move forward the specified number of nodes from the current node within the game map, the method further includes:
[0011] In response to the target object arriving at the first special node, the target object is controlled to move from the first special node to the corresponding second special node.
[0012] In one embodiment of this disclosure, the second special node is a node preceding the first special node; or, the second special node is a node following the first special node.
[0013] In one embodiment of this disclosure, there is a connection path between the first special node and the second special node;
[0014] The control of moving the target object from the first special node to the corresponding second special node includes:
[0015] The target object is controlled to move from the first special node to the corresponding second special node via the corresponding connection path.
[0016] In one embodiment of this disclosure, after controlling the target object to move forward the specified number of nodes from the current node within the game map, the method further includes:
[0017] Displays the user reward corresponding to the node reached by the target object.
[0018] In one embodiment of this disclosure, the method further includes:
[0019] In response to the user's operation of completing the target task in the live broadcast room, update the number of operable times of the first control.
[0020] In one embodiment of this disclosure, the method further includes:
[0021] When switching from the game interface to the live stream, save the current game progress of the target game;
[0022] When switching from the live stream to the game interface, restore the current game progress of the target game.
[0023] In one embodiment of this disclosure, after controlling the target object to move forward the specified number of nodes from the current node within the game map, the method further includes:
[0024] In response to the target object reaching the finish line, the game completion screen is displayed.
[0025] In one embodiment of this disclosure, the game completion interface includes a second control;
[0026] After displaying the game completion screen, the method further includes:
[0027] In response to the user's operation on the second control, the game interface is displayed and the target game is restarted.
[0028] In one embodiment of this disclosure, the game interface also includes a third control;
[0029] The method further includes:
[0030] In response to the user's operation on the third control, a battle record leaderboard is displayed, wherein the battle record leaderboard is used to display the game records of each member in the live broadcast room.
[0031] In one embodiment of this disclosure, the method further includes:
[0032] The target object is generated in response to the object attributes entered by the user in the game interface.
[0033] In a second aspect of this disclosure, an interactive device is provided for use on a client, the device comprising:
[0034] The first display module is used to respond to the user's operation on the game icon in the live broadcast room and display the game interface of the target game corresponding to the game icon. The game interface has a first control and a game map, and the game map has multiple nodes.
[0035] The second display module is used to respond to the user's operation on the first control, and generate and display the number of moving nodes when the number of operable times of the first control is greater than 0, wherein the number of operable times of the first control is related to the target task in the live broadcast room;
[0036] A movement module is used to control a target object to move forward by the specified number of movement nodes from the current node within the game map, wherein the current node is the node where the target object is currently located.
[0037] In one embodiment of this disclosure, the game map includes at least one pair of corresponding first special nodes and second special nodes among its multiple nodes;
[0038] The device further includes a jump module for:
[0039] Within the game map, after controlling the target object to move forward the specified number of nodes from the current node, in response to the target object reaching the first special node, the target object is controlled to move from the first special node to the corresponding second special node.
[0040] In one embodiment of this disclosure, the second special node is a node preceding the first special node; or, the second special node is a node following the first special node.
[0041] In one embodiment of this disclosure, there is a connection path between the first special node and the second special node;
[0042] The jump module is used to control the target object to move from the first special node to the corresponding second special node, specifically for:
[0043] The target object is controlled to move from the first special node to the corresponding second special node via the corresponding connection path.
[0044] In one embodiment of this disclosure, the apparatus further includes a reward module for:
[0045] After controlling the target object to move forward the specified number of nodes from the current node within the game map, the user reward corresponding to the node reached by the target object is displayed.
[0046] In one embodiment of this disclosure, the apparatus further includes a task module for:
[0047] In response to the user's operation of completing the target task in the live broadcast room, update the number of operable times of the first control.
[0048] In one embodiment of this disclosure, the apparatus further includes a progress module for:
[0049] When switching from the game interface to the live stream, save the current game progress of the target game;
[0050] When switching from the live stream to the game interface, restore the current game progress of the target game.
[0051] In one embodiment of this disclosure, the apparatus further includes a completion module for:
[0052] After the target object moves forward the specified number of nodes from the current node within the game map, a game completion screen is displayed in response to the target object reaching the endpoint.
[0053] In one embodiment of this disclosure, the game completion interface includes a second control;
[0054] The device further includes a restart module for:
[0055] After the game completion screen is displayed, in response to the user's operation on the second control, the game interface is displayed and the target game is restarted.
[0056] In one embodiment of this disclosure, the game interface also includes a third control;
[0057] The device also includes a battle record module for:
[0058] In response to the user's operation on the third control, a battle record leaderboard is displayed, wherein the battle record leaderboard is used to display the game records of each member in the live broadcast room.
[0059] In one embodiment of this disclosure, the apparatus further includes an object module for:
[0060] The target object is generated in response to the object attributes entered by the user in the game interface.
[0061] In a third aspect of the present disclosure, a computer-readable storage medium is provided having a computer program stored thereon, which, when executed by a processor, implements the interaction method of any embodiment of the first aspect of the present disclosure.
[0062] In a fourth aspect of the present disclosure, a computing device is provided, the computing device including a memory and a processor, the memory being used to store computer instructions executable on the processor, and the processor being used to implement the interaction method of any embodiment of the first aspect of the present disclosure when executing the computer instructions.
[0063] According to the interactive method and apparatus, computer-readable storage medium, and computing device of this disclosure, when a user watches a live stream, they can interact with game icons within the live stream. The client can respond to the user's interaction with the game icons by displaying the game interface of the target game corresponding to the game icon. Furthermore, in response to the user's interaction with the first control, if the operable count of the first control is greater than 0, a number of movement nodes is generated and displayed, and the target object is controlled to move forward by the specified number of movement nodes from the current node within the game map. Therefore, users can enjoy the audio and video content in the live stream while simultaneously playing the game, thus improving the user's live stream viewing experience, especially when the live stream is playing content the user is not interested in. Moreover, the operable count of the first control within the game is related to the target task within the live stream, thereby enhancing the effectiveness of the target task and increasing the user's enthusiasm for participating in the target task, thus promoting the interaction and synergy between the target task and the target game within the live stream. Attached Figure Description
[0064] The above and other objects, features, and advantages of this disclosure will become readily apparent from the following detailed description of exemplary embodiments, taken in conjunction with the accompanying drawings. Several embodiments of this disclosure are illustrated in the drawings by way of example and not limitation, in which:
[0065] Figure 1 The flowchart of an interaction method according to an embodiment of the present disclosure is illustrated schematically;
[0066] Figure 2 A schematic diagram of a game interface according to an embodiment of the present disclosure is shown;
[0067] Figure 3 A schematic diagram of the structure of an interactive device according to an embodiment of the present disclosure is shown.
[0068] Figure 4 A computer-readable storage medium according to an embodiment of the present disclosure is illustrated schematically;
[0069] Figure 5 A schematic diagram of the structure of a computing device according to an embodiment of the present disclosure is shown.
[0070] In the accompanying drawings, the same or corresponding reference numerals indicate the same or corresponding parts. Detailed Implementation
[0071] The principles and spirit of this disclosure will now be described with reference to several exemplary embodiments. It should be understood that these embodiments are given merely to enable those skilled in the art to better understand and implement this disclosure, and are not intended to limit the scope of this disclosure in any way. Rather, these embodiments are provided to make this disclosure more thorough and complete, and to fully convey the scope of this disclosure to those skilled in the art.
[0072] Those skilled in the art will recognize that embodiments of this disclosure can be implemented as a system, apparatus, device, method, or computer program product. Therefore, this disclosure can be specifically implemented in the following forms: entirely hardware, entirely software (including firmware, resident software, microcode, etc.), or a combination of hardware and software.
[0073] According to embodiments of this disclosure, an interactive method and apparatus, a computer-readable storage medium, and a computing device are proposed. It should be understood herein that any number of elements in the accompanying drawings is for illustrative purposes only and not as a limitation, and any naming is for distinction only and has no limiting meaning.
[0074] The principles and spirit of this disclosure will be explained in detail below with reference to several representative embodiments.
[0075] The inventors of this disclosure discovered that when users watch live content in a live streaming room, they need to continuously watch the live content, resulting in a poor viewing experience, especially when playing content that the user is not interested in. In other words, when watching a live stream in a particular room, users need to continuously and for extended periods watch large amounts of uninteresting or unrelated content in order to see content they are interested in or interested in, leading to a poor viewing experience. Alternatively, if content that the user is interested in or interested in is not played for a long time, the user may directly leave the live stream, resulting in a low user retention rate for the live stream.
[0076] Based on this, embodiments of this disclosure provide an interaction method that can be applied to the interaction between an application with live streaming functionality and a user. This method can increase the user's enjoyment and experience when watching live streams in the live streaming room, and improve the user retention rate of the live streaming room.
[0077] Figure 1 The flowchart of an interaction method according to an embodiment of the present disclosure is illustrated schematically, such as... Figure 1 As shown, the method may include steps S101 to S103.
[0078] This method can be applied to applications with live streaming capabilities, such as the client or server side of the aforementioned applications. Furthermore, when applied to the client side of an application, this method can be executed by an electronic device such as a terminal device or server with the aforementioned application installed. The terminal device can be a user equipment (UE), mobile device, user terminal, terminal, cellular phone, cordless phone, personal digital assistant (PDA) handheld device, computing device, in-vehicle device, wearable device, etc. When applied to the server side of an application, this method can be executed by a local server, cloud server, etc. This method can be implemented by a processor calling computer-readable instructions stored in memory.
[0079] In step S101, in response to the user's operation on the game identifier in the live broadcast room, the game interface of the target game corresponding to the game identifier is displayed, wherein the game interface has a first control and a game map, and the game map has multiple nodes.
[0080] The game icons within the live stream can be in the form of widgets, and their content can include images and / or text, allowing users to identify the corresponding target game based on the icon. User interactions with the game icons within the live stream can include clicking, long-pressing, etc.
[0081] There can be one or more game icons in the live stream room, each icon corresponding to a specific game. Users can open the game interface of the corresponding game by clicking on any game icon. In other words, this step can respond to user actions on any game icon in the live stream room, displaying the game interface of the game corresponding to that icon.
[0082] Please refer to the appendix. Figure 2 The diagram illustrates the game interface 200, which includes a first control 201 and a game map 202. The game map has multiple nodes (nodes 1 to 12 in the diagram), connected sequentially to form the game map. The game interface also includes a target object 203, which is located on a node in the game map (e.g., node 1 in the diagram). This target object can move within the game map 202 while the user is playing, moving across nodes. Essentially, at the start of the game, the target object 203 is at the starting point of the game map 202, the first node. During the game, the target object 203 can move along the game map 202 until it reaches the end point, the last node, completing the game. The first control 201 is a button for the user to participate in the game. That is, the user can participate in the game by operating the first control 201 to control the target object 203 to move in the game map 202. For example, the first control 201 can generate and display the number of moving nodes when the user operates it. For example, as shown in the figure, the first control 201 can have an image of dice.
[0083] The target object can be a virtual avatar, such as a virtual character or animal. Users can interact with the target object to access its settings interface (which can be a floating window within the game interface). Users can input object attributes in this interface, and the client will then generate the target object in response to these attributes. Object attributes can include object type (human, animal, etc.), gender, clothing, hairstyle, and accessories. In other words, the game can generate target objects based on user preferences. For example, if a user likes a particular cartoon character, the target object can be that cartoon character, increasing the game's fun and enhancing the user's gaming experience.
[0084] Please continue to refer to the appendix. Figure 2 The game interface 200 may also include a third control 204, which serves as a button for the user to open the leaderboard. That is, the user can open the leaderboard by operating the third control 204. In other words, the client can respond to the user's operation on the third control 204 and display the leaderboard, which displays the game stats of each member in the live stream.
[0085] For example, a client can send a battle stats request message to the server. Upon receiving the message, the server will return the battle stats of each member in the live stream to the client. These stats can be in the form of a leaderboard, which the client can then display. The server can retrieve the battle stats of each member in the live stream in real time or at a set frequency and generate a leaderboard accordingly. This leaderboard fosters competition among members, enhancing the game's fun and increasing interaction opportunities.
[0086] Understandably, as shown in the attached document Figure 2 As shown, the game interface 200 can be a pop-up window at the bottom of the live stream 100. This means that displaying the game interface 200 does not interrupt the audio and video playback within the live stream 100; it simply obscures part or all of the live stream content. Users can hide the game interface by clicking the hide button within the game interface or on the uncovered portion of the live stream, thus revealing the full content of the live stream. Therefore, users can play the game while simultaneously watching the live stream, allowing them to play games when the live stream is playing content they are not interested in or not paying attention to, and watch the live stream when it is playing content they are interested in or interested in, increasing the flexibility and enjoyment of watching the live stream.
[0087] Based on the aforementioned display and hiding of the game interface, the client can save the current game progress of the target game when switching from the game interface to the live stream (i.e., hiding the game interface); and restore the current game progress of the target game when switching from the live stream to the game interface (i.e., opening the game interface). This allows users to maintain their game progress while switching interfaces, improving the continuity of each game session, enhancing both the gaming experience and the flexibility of switching between the live stream and the game interface.
[0088] In step S102, in response to the user's operation on the first control, if the number of operable times of the first control is greater than 0, the number of moving nodes is generated and displayed, wherein the number of operable times of the first control is related to the target task in the live broadcast room.
[0089] The target task can be tasks such as sending gifts or making purchases within the live stream. The first control may display a prompt indicating the current number of operable actions, such as "X actions remaining." The operable count of the first control is related to the target task within the live stream; that is, the number of times the target task is participated in and the content of the participation determine the operable count of the first control. For example, users can increase the operable count of the first control by completing the target task. For instance, the client can update the operable count of the first control in response to the user completing the target task within the live stream. Alternatively, the client can send a task completion instruction to the server in response to the user completing the target task within the live stream. After receiving the task completion instruction, the server determines the number of actions to increase based on the instruction content, increases the number of actions based on permissions and the user's current operable count as a target number of actions, and returns the target number of actions to the client. The client can then update the operable count of the first control based on the target number of actions.
[0090] Understandably, to highlight the correlation between the number of times the first control can be operated and the target task, the user can be notified of the change in the number of operable controls when they complete the target task; alternatively, in-game notifications can be displayed within the game interface, such as... Figure 2 The message 205 shown reads, "Giving a gift / purchasing an item will earn you one chance to roll the dice."
[0091] Optionally, in this step, the client can respond to the user's operation on the first control by performing a pre-validation on the number of times the first control can be operated, that is, verifying whether the number of times the first control can be operated is greater than 0. If the number of times the first control can be operated is 0, the user will be prompted that they do not have game permissions. If the number of times the first control can be operated is greater than 0, a random number (e.g., a number randomly generated between 1 and 6) will be generated as the number of moving nodes.
[0092] Optionally, in this step, the client can respond to the user's operation on the first control by sending a game participation command to the server. After receiving the game participation command, the server can perform a pre-verification of the user's number of operable actions, that is, verify whether the number of operable actions is greater than 0. If the number of operable actions is 0, a prompt message is returned to the server to inform the user that they do not have game permissions. If the number of operable actions is greater than 0, a random number is generated (for example, a number randomly generated between 1 and 6) and returned to the client as the number of movement nodes so that the client can display the number of movement nodes.
[0093] The client can display the number of moved nodes in the first control within the game interface. For example, if the first control contains an image of dice, an animation of rolling dice can be played after the first control is operated (used to randomly generate numbers by the client or server). After the animation finishes playing, the number of moved nodes can be displayed in the form of dice, thereby enhancing the game's fun and the visual appeal of the number generation.
[0094] In step S103, the target object is controlled to move forward by the number of nodes from the current node within the game map, wherein the current node is the node where the target object is currently located.
[0095] Optionally, in this step, the client can generate a movement path for the target object based on the number of moving nodes and the current node, and control the target object to move according to the movement path. For example, if the current node is the 4th node and the number of moving nodes is 3, the client can generate a movement path from the 4th node, through the 5th and 6th nodes, to the 7th node.
[0096] Optionally, in step S102, when the client sends the game participation command to the server, it also sends the current node at the same time. In this step, the server can generate the movement path of the target object based on the number of movement nodes it generates and the current node it receives, and return the movement path to the client so that the client can control the target object to move according to the movement path.
[0097] In one possible embodiment, the game map includes at least one pair of corresponding first special nodes and second special nodes among its multiple nodes. A connecting path exists between the first special node and the corresponding second special node, and the second special node can be a node preceding or following the first special node. The first special node and the second special node can be adjacent or non-adjacent. If the first special node and the second special node are adjacent, a connecting path exists between them; if the first special node and the second special node are non-adjacent, the connecting path between them is a jump path between nodes. The connecting path between the first special node and the second special node can be set as a path with animation effects, thereby increasing user interest and visual appeal. For example, please refer to the appendix. Figure 2 The connection path between node 11 and node 5 can be configured as a snake, with the first special node (node 11) as the head and the second special node (node 5) as the tail. In this case, the second special node can be any node preceding the first special node. Please refer to the appendix. Figure 2 The connection path between node 3 and node 8 can also be set as a ladder, with the first special node (i.e. node 3) as the tail of the ladder and the second special node (i.e. node 8) as the head of the ladder. In this case, the second special node can be a node after the first special node.
[0098] It is understandable that in the game map, among multiple pairs of special nodes, there can be a situation where all the second special nodes are nodes following the corresponding first special node, or a situation where all the second special nodes are nodes preceding the corresponding first special node, or a situation where some second special nodes are nodes preceding the corresponding first special node and some second special nodes are nodes following the corresponding first special node.
[0099] Based on the aforementioned special node pairs in the game map, after controlling the target object to move forward the specified number of nodes from its current node within the game map, it can also be controlled to move from the first special node to the corresponding second special node in response to the target object reaching the first special node. That is, the target object can be controlled to move from the first special node to the corresponding second special node via the corresponding connection path. For example, in the appendix... Figure 2 In the game map 202 shown, when the target object 203 moves forward a certain number of nodes and reaches the first special node at the head of the snake (i.e., node 11), it moves backward from the head to the second special node at the tail of the snake (i.e., node 5). At this time, the client can display an animation effect of the target object 203 being swallowed by the snake. When the target object 203 moves forward a certain number of nodes and reaches the first special node at the tail of the ladder (i.e., node 3), it moves forward from the tail of the ladder to the second special node at the head of the ladder (i.e., node 8). At this time, the client can display an animation effect of the target object 203 climbing the ladder, thereby increasing the fun.
[0100] Understandably, to enable the target object to move sequentially through nodes, the client uses the Tiled game map editor to divide each node location in the game map based on the visually provided map. It then marks the corresponding second special node and connecting path at the first special node (the end of the ladder and the head of the snake), thus obtaining the specific route information of the game map. To ensure smooth transitions between adjacent nodes, the client also uses the Tween.js algorithm to plan the transition routes. Furthermore, to reduce additional performance overhead on the interface, the movement of the target object, as well as the actions of being swallowed by the snake and climbing the ladder, are all handled using CSS animations.
[0101] In another possible embodiment, all or some nodes within the game map have corresponding user rewards. Therefore, after controlling the target object to move forward the specified number of nodes from the current node within the game map, the user reward corresponding to the node reached by the target object can be displayed if the node has a user reward. The user reward can be a fixed reward or a lottery-style reward. If it is a lottery-style reward, a lottery interface can be displayed first, and the user can complete the lottery operation within this interface, after which the user reward is randomly determined and displayed, thereby increasing the sense of surprise.
[0102] In another possible embodiment, after controlling the target object to move forward the number of nodes from the current node within the game map, a game completion screen can also be displayed in response to the target object reaching the endpoint.
[0103] The game completion screen can display a message indicating that the game is complete, such as "You have successfully completed the game," thus notifying the user that they have finished playing.
[0104] The game completion interface can also include level completion rewards, which can be more valuable than the rewards corresponding to the nodes in the previous embodiment. Moreover, the rewards can be items, tokens, etc., which can stimulate users' interest in the game by increasing their game rewards.
[0105] The game completion screen may also include a second control, which is a button for the user to restart a game (i.e., play another game). The user can restart the game by interacting with the second control. In other words, after displaying the game completion screen, the client can respond to the user's interaction with the second control, display the game interface, and restart the target game.
[0106] According to the interaction method of this disclosure, when a user watches a live stream, they can interact with game icons within the live stream. The client can respond to the user's interaction with the game icons by displaying the game interface of the target game corresponding to the game icon. Furthermore, in response to the user's interaction with the first control, if the operable count of the first control is greater than 0, a number of movement nodes is generated and displayed, and the target object is moved forward by the specified number of movement nodes from its current node within the game map. Therefore, users can enjoy the audio and video content in the live stream while simultaneously playing the game, thus improving the user's live stream viewing experience, especially when the live stream is playing content the user is not interested in. Moreover, the operable count of the first control within the game is related to the target task within the live stream, thereby enhancing the effectiveness of the target task and increasing the user's enthusiasm for participating in it, thus promoting the connection and synergy between the target task and the target game within the live stream.
[0107] In a second aspect of this disclosure, an interactive device is provided for use on a client, as detailed in the appendix. Figure 3 The device includes:
[0108] The first display module 301 is used to respond to the user's operation on the game icon in the live broadcast room and display the game interface of the target game corresponding to the game icon, wherein the game interface has a first control and a game map, and the game map has multiple nodes;
[0109] The second display module 302 is used to respond to the user's operation on the first control, and generate and display the number of moving nodes when the number of operable times of the first control is greater than 0, wherein the number of operable times of the first control is related to the target task in the live broadcast room;
[0110] The movement module 303 is used to control a target object to move forward by the number of movement nodes from the current node within the game map, wherein the current node is the node where the target object is currently located.
[0111] In some embodiments of this disclosure, the game map includes at least one pair of corresponding first special nodes and second special nodes among its multiple nodes;
[0112] The device further includes a jump module for:
[0113] Within the game map, after controlling the target object to move forward the specified number of nodes from the current node, in response to the target object reaching the first special node, the target object is controlled to move from the first special node to the corresponding second special node.
[0114] In some embodiments of this disclosure, the second special node is a node preceding the first special node; or, the second special node is a node following the first special node.
[0115] In some embodiments of this disclosure, there is a connection path between the first special node and the second special node;
[0116] The jump module is used to control the target object to move from the first special node to the corresponding second special node, specifically for:
[0117] The target object is controlled to move from the first special node to the corresponding second special node via the corresponding connection path.
[0118] In some embodiments of this disclosure, the apparatus further includes a reward module for:
[0119] After controlling the target object to move forward the specified number of nodes from the current node within the game map, the user reward corresponding to the node reached by the target object is displayed.
[0120] In some embodiments of this disclosure, the apparatus further includes a task module for:
[0121] In response to the user's operation of completing the target task in the live broadcast room, update the number of operable times of the first control.
[0122] In some embodiments of this disclosure, the apparatus further includes a progress module for:
[0123] When switching from the game interface to the live stream, save the current game progress of the target game;
[0124] When switching from the live stream to the game interface, restore the current game progress of the target game.
[0125] In some embodiments of this disclosure, the apparatus further includes a completion module for:
[0126] After the target object moves forward the specified number of nodes from the current node within the game map, a game completion screen is displayed in response to the target object reaching the endpoint.
[0127] In some embodiments of this disclosure, the game completion interface includes a second control;
[0128] The device further includes a restart module for:
[0129] After the game completion screen is displayed, in response to the user's operation on the second control, the game interface is displayed and the target game is restarted.
[0130] In some embodiments of this disclosure, the game interface also includes a third control;
[0131] The device also includes a battle record module for:
[0132] In response to the user's operation on the third control, a battle record leaderboard is displayed, wherein the battle record leaderboard is used to display the game records of each member in the live broadcast room.
[0133] In some embodiments of this disclosure, the apparatus further includes an object module for:
[0134] The target object is generated in response to the object attributes entered by the user in the game interface.
[0135] This disclosure also provides a computer-readable storage medium. For example... Figure 4As shown, the storage medium stores a computer program 401, which, when executed by a processor, can perform the interactive method of any embodiment of this disclosure.
[0136] This disclosure also provides a computing device, which may include a memory and a processor. The memory is used to store computer instructions that can be executed on the processor, and the processor is used to implement the interactive method of any embodiment of this disclosure when executing the computer instructions.
[0137] Figure 5 An example of the structure of this computing device is given, such as Figure 5 As shown, the computing device 50 may include, but is not limited to, a processor 51, a memory 52, and a bus 53 connecting different system components (including the memory 52 and the processor 51).
[0138] The memory 52 stores computer instructions that can be executed by the processor 51, enabling the processor 51 to perform the interactive methods of any embodiment of this disclosure. The memory 52 may include a random access memory (RAM) 521, a cache memory 522, and / or a read-only memory (ROM) 523. The memory 52 may also include a program tool 525 having a set of program modules 524, including but not limited to: an operating system, one or more application programs, other program modules, and program data. One or more combinations of these program modules may include an implementation of a network environment.
[0139] Bus 53 may include, for example, a data bus, an address bus, and a control bus. The computing device 50 can also communicate with external devices 55 via I / O interface 54, such as a keyboard or a Bluetooth device. The computing device 50 can also communicate with one or more networks via network adapter 56, such as a local area network (LAN), a wide area network (WAN), or a public network. Figure 5 As shown, the network adapter 56 can also communicate with other modules of the computing device 50 via the bus 53.
[0140] Furthermore, although the operations of the methods disclosed herein are described in a specific order in the accompanying drawings, this does not require or imply that these operations must be performed in that specific order, or that all of the operations shown must be performed to achieve the desired result. Additionally or alternatively, certain steps may be omitted, multiple steps may be combined into one step, and / or one step may be broken down into multiple steps.
[0141] While the spirit and principles of this disclosure have been described with reference to several specific embodiments, it should be understood that this disclosure is not limited to the disclosed specific embodiments, and the division of aspects does not imply that features in these aspects cannot be combined for benefit; such division is merely for convenience of expression. This disclosure is intended to cover various modifications and equivalent arrangements included within the spirit and scope of the appended claims.
Claims
1. An interaction method, characterized in that, Applied to a client, the method includes: In response to a user's operation on a game icon in the live stream, the game interface of the target game corresponding to the game icon is displayed, wherein the game interface has a first control and a game map, and the game map has multiple nodes; In response to the user's operation on the first control, if the number of operable times of the first control is greater than 0, the number of moving nodes is generated and displayed, wherein the number of operable times of the first control is determined by the number of times the user participates in the target task in the live broadcast room and / or the content of the participation; Within the game map, control the target object to move forward by the specified number of nodes from the current node, where the current node is the node where the target object is currently located.
2. The interaction method according to claim 1, characterized in that, The game map includes at least one pair of corresponding first special nodes and second special nodes among its multiple nodes; After controlling the target object to move forward the specified number of nodes from the current node within the game map, the method further includes: In response to the target object arriving at the first special node, the target object is controlled to move from the first special node to the corresponding second special node.
3. The interaction method according to claim 2, characterized in that, The second special node is a node preceding the first special node; or, the second special node is a node following the first special node.
4. The interaction method according to claim 2, characterized in that, There is a connection path between the first special node and the second special node; The control of moving the target object from the first special node to the corresponding second special node includes: The target object is controlled to move from the first special node to the corresponding second special node via the corresponding connection path.
5. The interaction method according to claim 1, characterized in that, After controlling the target object to move forward the specified number of nodes from the current node within the game map, the method further includes: Displays the user reward corresponding to the node reached by the target object.
6. The interaction method according to claim 1, characterized in that, The method further includes: In response to the user's operation of completing the target task in the live broadcast room, update the number of operable times of the first control.
7. The interaction method according to claim 1 or 6, characterized in that, The method further includes: When switching from the game interface to the live stream, save the current game progress of the target game; When switching from the live stream to the game interface, restore the current game progress of the target game.
8. The interaction method according to claim 1, characterized in that, After controlling the target object to move forward the specified number of nodes from the current node within the game map, the method further includes: In response to the target object reaching the finish line, the game completion screen is displayed.
9. The interaction method according to claim 8, characterized in that, The game completion interface includes a second control. After displaying the game completion screen, the method further includes: In response to the user's operation on the second control, the game interface is displayed and the target game is restarted.
10. The interaction method according to claim 1, characterized in that, The game interface also includes a third control; The method further includes: In response to the user's operation on the third control, a battle record leaderboard is displayed, wherein the battle record leaderboard is used to display the game records of each member in the live broadcast room.
11. The interaction method according to claim 1, characterized in that, The method further includes: The target object is generated in response to the object attributes entered by the user in the game interface.
12. An interactive device, characterized in that, Applied to a client, the device includes: The first display module is used to respond to the user's operation on the game icon in the live broadcast room and display the game interface of the target game corresponding to the game icon. The game interface has a first control and a game map, and the game map has multiple nodes. The second display module is used to respond to the user's operation on the first control, and generate and display the number of moving nodes when the number of operable times of the first control is greater than 0, wherein the number of operable times of the first control is determined by the number of times the user participates in the target task in the live broadcast room and / or the content of the participation. A movement module is used to control a target object to move forward by the specified number of movement nodes from the current node within the game map, wherein the current node is the node where the target object is currently located.
13. The interactive device according to claim 12, characterized in that, The game map includes at least one pair of corresponding first special nodes and second special nodes among its multiple nodes; The device further includes a jump module for: Within the game map, after controlling the target object to move forward the specified number of nodes from the current node, in response to the target object reaching the first special node, the target object is controlled to move from the first special node to the corresponding second special node.
14. The interactive device according to claim 13, characterized in that, The second special node is a node preceding the first special node; or, the second special node is a node following the first special node.
15. The interactive device according to claim 13, characterized in that, There is a connection path between the first special node and the second special node; The jump module is used to control the target object to move from the first special node to the corresponding second special node, specifically for: The target object is controlled to move from the first special node to the corresponding second special node via the corresponding connection path.
16. The interactive device according to claim 12, characterized in that, The device also includes a reward module for: After controlling the target object to move forward the specified number of nodes from the current node within the game map, the user reward corresponding to the node reached by the target object is displayed.
17. The interactive device according to claim 12, characterized in that, The device further includes a task module for: In response to the user's operation of completing the target task in the live broadcast room, update the number of operable times of the first control.
18. The interactive device according to claim 12 or 17, characterized in that, The device further includes a progress module for: When switching from the game interface to the live stream, save the current game progress of the target game; When switching from the live stream to the game interface, restore the current game progress of the target game.
19. The interactive device according to claim 12, characterized in that, The device further includes a completion module for: After the target object moves forward the specified number of nodes from the current node within the game map, a game completion screen is displayed in response to the target object reaching the endpoint.
20. The interactive device according to claim 19, characterized in that, The game completion interface includes a second control. The device further includes a restart module for: After the game completion screen is displayed, in response to the user's operation on the second control, the game interface is displayed and the target game is restarted.
21. The interactive device according to claim 12, characterized in that, The game interface also includes a third control; The device also includes a battle record module for: In response to the user's operation on the third control, a battle record leaderboard is displayed, wherein the battle record leaderboard is used to display the game records of each member in the live broadcast room.
22. The interactive device according to claim 12, characterized in that, The device further includes an object module for: The target object is generated in response to the object attributes entered by the user in the game interface.
23. A computer-readable storage medium, characterized in that, It stores a computer program that, when executed by a processor, implements the method described in any one of claims 1 to 11.
24. A computing device, characterized in that, The computing device includes a memory and a processor, the memory being used to store computer instructions that can be executed on the processor, and the processor being used to implement the method of any one of claims 1 to 11 when executing the computer instructions.
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