Interactive Method for Integrating Gift-Giving and Games in a Live Streaming Room, Computer Device, and Medium

By triggering the game corresponding to the preset game gift on the live broadcast room interface, controlling the game characters to perform the corresponding process during the game process, and giving gifts at the same time, the problem of single game mode in the live broadcast room is solved, improving user experience and anchor income.

CN116233559BActive Publication Date: 2025-08-05GUANGZHOU FANGGUI INFORMATION TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202211105223.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-09-09
Publication Date
2025-08-05
Estimated Expiration
2042-09-09

AI Technical Summary

Technical Problem

The existing live broadcast room game mode is single, and users' interest decreases during the game and cannot interact effectively with the anchor, resulting in a decrease in the number of users participating in the game.

Method used

Respond to the user's gift giving operation on the live broadcast room interface, trigger the game corresponding to the preset game gift, and control the game characters to perform the corresponding process during the game process, and at the same time give the host a preset game gift.

Benefits of technology

It enriches the game mode of the live broadcast room, improves the user's gaming experience, and increases the live broadcast revenue of the anchor.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This application discloses an interactive method, computer device, and medium for integrating gift giving and gaming in a live broadcast room. The method includes: in response to a user's gift-giving operation of giving a preset gameplay gift to the anchor while watching a live broadcast, triggering a game corresponding to the preset gameplay gift on the live broadcast room interface and displaying the corresponding game interface; during the game process, in response to the user's game operation on the game interface in a preset state, controlling the game character on the game interface to execute the corresponding game process, and simultaneously giving the preset gameplay gift to the anchor. In this way, this application can enrich the game mode of the live broadcast room game.
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Description

Technical Field

[0001] The present application relates to the field of live broadcast technology, and in particular to an interactive method, computer equipment, and medium for integrating gift-giving and gaming in a live broadcast room. Background Art

[0002] With the widespread adoption of smart devices and the advancement of communication technology, society has entered an era of intelligent connectivity. Network communication speeds are increasing, allowing people to conveniently browse the internet using their smart devices. The emergence of live streaming technology has enriched the use cases of smart devices, allowing people to watch or broadcast live broadcasts anytime, anywhere, thereby enriching people's lives.

[0003] With the rapid development of the live broadcast industry, the forms of live broadcast interaction have also become more diverse. In order to attract users to stay in the live broadcast room, live broadcast room games can be set up in the live broadcast room. However, the existing live broadcast room game mode is relatively simple, and only individual games are played, which reduces users' interest in the live broadcast room games. Summary of the Invention

[0004] The main technical problem solved by this application is to provide an interactive method, computer equipment and medium for integrating gift-giving and games in a live broadcast room, which can enrich the game modes of the live broadcast room games.

[0005] In order to solve the above technical problems, a technical solution adopted in this application is: to provide an interactive method for integrating gift giving and games in a live broadcast room, the method comprising: in response to the user's gift-giving operation of giving a preset gameplay gift to the anchor while watching the live broadcast, triggering the game corresponding to the preset gameplay gift on the live broadcast room interface and displaying the corresponding game interface; during the game process, in response to the game operation performed by the user on the game interface in a preset state, controlling the game character on the game interface to execute the corresponding game process, and at the same time giving the preset gameplay gift to the anchor.

[0006] In order to solve the above technical problems, another technical solution adopted in this application is: to provide a computer device, which includes a processor, a memory and a communication circuit; the memory and the communication circuit are coupled to the processor, the memory stores a computer program, and the processor can execute the computer program to realize the interactive method of integrating gift giving and games in the live broadcast room provided by this application as mentioned above.

[0007] In order to solve the above technical problems, the present application adopts another technical solution: providing a computer-readable storage medium, which stores a computer program, and the computer program can be executed by a processor to implement the interactive method of integrating gift giving and games in the live broadcast room provided by the present application as mentioned above.

[0008] The beneficial effects of the present application are as follows: different from the prior art, during the live broadcast process, the audience terminal responds to the user's gift-giving operation of giving a preset gameplay gift to the anchor while watching the live broadcast, triggers the game corresponding to the preset gameplay gift on the live broadcast room interface, and displays the corresponding game interface. During the game process, the audience terminal can respond to the game operation performed by the user on the game interface in the preset state, control the game character on the game interface to execute the corresponding game process, and at the same time give the preset gameplay gift to the anchor. Through the above scheme, it is possible to combine the user's game playing during the live broadcast and giving the preset gameplay gift to the anchor, thereby enriching the game mode of the live broadcast room game, and thus can improve the user's gaming experience while also increasing the anchor's income during the live broadcast. BRIEF DESCRIPTION OF THE DRAWINGS

[0009] Figure 1 This is a schematic diagram of the system composition of an embodiment of the live broadcast system of the present application;

[0010] Figure 2 This is a flow chart of an embodiment of the interactive method for integrating gift giving and gaming in a live broadcast room of the present application;

[0011] Figure 3 This is a timing diagram of an embodiment of the interactive method for integrating gift giving and gaming in a live broadcast room of the present application;

[0012] Figure 4 This is the first schematic diagram of the game interface of an embodiment of the interactive method for integrating gift giving and gaming in a live broadcast room of the present application;

[0013] Figure 5 This is a second schematic diagram of the game interface of an embodiment of the interactive method for integrating gift giving and gaming in a live broadcast room of the present application;

[0014] Figure 6 This is a schematic diagram of a gift panel in an embodiment of an interactive method for integrating gift giving and gaming in a live broadcast room of the present application;

[0015] Figure 7 This is a third schematic diagram of the game interface of an embodiment of the interactive method for integrating gift giving and gaming in a live broadcast room of the present application;

[0016] Figure 8 is a schematic diagram of the circuit structure of an embodiment of a computer device of the present application;

[0017] Figure 9 It is a circuit structure diagram of an embodiment of a computer-readable storage medium of the present application. DETAILED DESCRIPTION

[0018] The following will be combined with the drawings in the embodiments of this application to clearly and completely describe the technical solutions in the embodiments of this application. Obviously, the embodiments described are only part of the embodiments of this application, not all of the embodiments. Based on the embodiments in this application, all other embodiments obtained by ordinary technicians in this field without making creative efforts are within the scope of protection of this application.

[0019] With the rapid development of the live streaming industry, interactive forms of live streaming have also become diverse. During a live broadcast, the host performs on the host terminal, and users can watch the host's performance on the viewer terminal and interact with the host through the viewer terminal. The host's live broadcast footage can be presented in a personal live broadcast room. To increase the fun of the live broadcast room, viewers can play games in the live broadcast room, thereby improving user retention in the live broadcast room.

[0020] After extensive research, the inventors discovered that existing livestream games, constrained by relatively simple and lengthy interactions and presentations, prevent users from interacting with the host during the game, such as giving virtual gifts to the host. This, in turn, reduces user interest in the livestream games and reduces the number of users participating in the games. To address these technical issues, this application proposes the following embodiments.

[0021] like Figure 1 As shown, the live broadcast system 1 described in the embodiment of the live broadcast system of the present application may include a server 10, a host terminal 20, and a viewer terminal 30. The host terminal 20 and the viewer terminal 30 may be electronic devices. Specifically, the host terminal 20 and the viewer terminal 30 are electronic devices installed with corresponding client programs, i.e., client terminals. The electronic devices may be mobile terminals, computers, servers, or other terminals. The mobile terminals may be mobile phones, laptop computers, tablet computers, smart wearable devices, etc., and the computers may be desktop computers, etc.

[0022] The server 10 can pull the live data stream from the anchor terminal 20, and can push the acquired live data stream to the audience terminal 30 after performing corresponding processing. After the audience terminal 30 obtains the live data stream, it can watch the live broadcast process of the anchor or guest. The mixing of the live data stream can occur on at least one of the server 10, the anchor terminal 20, and the audience terminal 30. Video or voice connection can be made between anchor terminals 20 and anchor terminals 20, and between anchor terminals 20 and audience terminals 30. During the live broadcast process, the anchor terminal 20 can push the live data stream including the video stream to the server 10, and then push the corresponding live data to each audience terminal 30 in the live broadcast room corresponding to the anchor terminal 20. The anchor terminal 20 and the audience terminal 30 can display the corresponding live screen in the live broadcast room. Specifically, server 10 can be, for example, a server cluster, which can not only be used to collect and push live data streams, but can also be further used to process business requests and related matters, such as storing and processing business-related data generated during the live broadcast process, such as processing virtual gift giving, virtual currency recharge and consumption, public screen information sending and receiving, authentication, microphone connection, and automatic identification of sensitive words / screens.

[0023] Of course, the anchor terminal 20 and the audience terminal 30 are relative. The terminal in the live broadcast process is the anchor terminal 20, and the terminal in the live broadcast process is the audience terminal 30.

[0024] like Figure 2 As shown, the embodiment of the interactive method for integrating gift-giving and gaming in the live broadcast room of the present application can be executed by the audience terminal 30. This embodiment may include the following steps: S100: In response to the gift-giving operation of the user to give a preset gameplay gift to the anchor while watching the live broadcast, the game corresponding to the preset gameplay gift is triggered on the live broadcast room interface, and the corresponding game interface is displayed. S200: During the game process, in response to the game operation performed by the user on the game interface in a preset state, the game character on the game interface is controlled to execute the corresponding game process, and at the same time, the preset gameplay gift is given to the anchor.

[0025] During the live broadcast, the audience terminal 30 responds to the user's gift-giving operation of giving a preset gameplay gift to the anchor while watching the live broadcast, triggers the game corresponding to the preset gameplay gift on the live broadcast room interface, and displays the corresponding game interface 2. During the game, the audience terminal 30 can respond to the user's game operation on the game interface 2 in the preset state, control the game character on the game interface 2 to execute the corresponding game process, and at the same time give the preset gameplay gift to the anchor. Through the above solution, it is possible to combine the user's game playing during the live broadcast and giving the preset gameplay gift to the anchor, thereby enriching the game mode of the live broadcast room game, and thus can improve the user's gaming experience while also increasing the anchor's income during the live broadcast.

[0026] The method described in this embodiment can be applied to the scenario where the audience plays the game in the live broadcast room interface through the audience terminal 30, such as Figure 3 As shown, the present embodiment is described in detail below with the viewer terminal 30 as the execution subject.

[0027] S100: In response to a gift-giving operation by a user of giving a preset gameplay gift to a host while watching a live broadcast, a game corresponding to the preset gameplay gift is triggered on the live broadcast room interface, and a corresponding game interface is displayed.

[0028] The preset gameplay gift may include a pre-set gift for triggering a game. Specifically, a user can give the anchor a preset gameplay gift to trigger the game corresponding to the preset gameplay gift, so that the corresponding game interface 2 can be displayed on the live broadcast room interface, and then the corresponding game can be played in the live broadcast room, thereby increasing the user's interest in watching the live broadcast.

[0029] In one implementation, S100 may include the following steps:

[0030] S110: In response to the user's gift-giving operation of giving a preset gameplay gift in the live broadcast room interface, a first gift-giving notification is sent to the server.

[0031] The gift giving operation of the user giving a preset gameplay gift in the live broadcast room interface may include the user clicking a gift button set on the live broadcast room interface. When the user clicks the gift button on the live broadcast room interface of the viewer terminal 30, the viewer terminal 30 may send a corresponding first gift giving notification to the server 10.

[0032] The first gift notification may be a notification sent by the viewer terminal 30 to the server 10. The viewer terminal 30 sends the first gift notification to the server 10 so that the server 10 can determine, based on the first gift notification, whether the user can give the preset gameplay gift to the host. Specifically, the server 10 can determine, based on the first gift notification, whether the user's current account balance is sufficient to pay for the preset gameplay gift, and whether the user's current status allows for gifting the host.

[0033] After the user gives a preset gameplay gift to the anchor in the live broadcast room interface, the audience terminal 30 can respond to the user's gift-giving operation of giving the preset gameplay gift and send a first gift-giving notification to the server 10, so that the server 10 can judge whether the user has successfully given the gift based on the first gift-giving notification, and then send feedback corresponding to the first gift-giving notification to the audience terminal 30, so that the audience terminal 30 can judge whether to trigger the game corresponding to the preset gameplay gift based on the feedback from the server 10.

[0034] S120: In response to the first gift delivery success notification sent by the server based on the first gift delivery notification, trigger the game to start, and display the game interface on the live broadcast room interface, wherein the game interface obscures at least a portion of the live broadcast room interface.

[0035] The first gift delivery success notification may be a notification sent by the server 10 to the viewer terminal 30. Specifically, after the server 10 receives the first gift delivery notification sent by the viewer terminal 30 and determines based on the first gift delivery notification that the user has successfully delivered the preset gameplay gift, it may send the first gift delivery success notification to the viewer terminal 30.

[0036] After receiving the first gift delivery success notification sent by the server 10, the viewer terminal 30 can respond to the first gift delivery success notification, trigger the game to start, and display the game interface 2 on the live broadcast room interface. Specifically, during the process of displaying the game interface 2 on the live broadcast room interface, the game interface 2 can cover at least a portion of the live broadcast room interface.

[0037] In one implementation, how to trigger the game start and display the game interface 2 on the live broadcast room interface may refer to the following steps included in S120:

[0038] S121: The startup data corresponding to the first gift delivery success notification is transmitted to the script layer corresponding to the game H5 page used to implement the game through the JS interface, so as to start the game H5 page through the script layer, and display the game interface presented by the game H5 page on the upper layer of the live broadcast room interface.

[0039] After receiving the first gift delivery success notification sent by the server 10, the audience terminal 30 can transmit the startup data corresponding to the first gift delivery success notification to the script layer corresponding to the game H5 page used to implement the game through the JS interface, so as to start the game H5 page through the script layer, and display the game interface 2 presented by the game H5 page on the upper layer of the live broadcast room interface. Specifically, in the process of transmitting the startup data corresponding to the first gift delivery success notification to the script layer corresponding to the game H5 page used to implement the game through the JS interface, the JS interface can be first registered in the script layer so that the startup data can be transmitted to the game H5 page through the JS interface, and then transmitted to the corresponding script layer through the game H5 page. Similarly, the same method can be used to transmit other data generated by the audience terminal 30 to the script layer corresponding to the game H5 page. The transmission direction is that the audience terminal 30 transmits data to the game H5 page through the JS interface, and the game H5 page then transmits it to the script layer through the JS interface, and can be transmitted in the opposite direction according to the above direction.

[0040] In one implementation, how to trigger a game corresponding to a preset gameplay gift on the live broadcast room interface and display the corresponding game interface 2 may be referred to the following steps included in S100:

[0041] S130: triggering the game start on the live broadcast room interface, and displaying a game interface with preset buttons, and configuring a matching preset total energy value according to the type of preset gameplay gift that has been given.

[0042] The preset button 3 can be used for the user to perform game operations on the game interface 2.

[0043] The preset total energy value can be configured according to the type of preset gameplay gift that has been given after the game is triggered to start. Specifically, the preset total energy value can be used for consumption by the user during the game.

[0044] After the audience terminal 30 triggers the corresponding game start on the live broadcast room interface based on the gift giving operation of the user giving the preset gameplay gift, the game interface 2 with the preset button 3 can be displayed on the live broadcast room interface. The user can click the preset button 3 to consume the preset total energy value to play the game. For example, Figure 4 As shown, if the game triggered by the user's gift of a preset gameplay is a flying game, after the game is triggered to start, a preset button 3 can be displayed on the game interface 2. At this time, "Start Game" can be displayed on the preset button 3, and the user can start the game by clicking the preset button 3.

[0045] S200: During the game, in response to the game operation performed by the user on the game interface in a preset state, the game character on the game interface is controlled to execute the corresponding game process, and at the same time, a preset gameplay gift is given to the anchor.

[0046] The preset state may include the game state that the user is in when playing the game corresponding to the preset gameplay gift.

[0047] While a user is playing a game through the viewer terminal 30, the viewer terminal 30 can respond to the user's game operations on the preset game interface 2, control the game character on the game interface 2 to execute the corresponding game process, and simultaneously present a preset gameplay gift to the host. In other words, while the user is playing the game, while controlling the game character to execute the corresponding game process, they can also present a preset gameplay gift to the host. This solution can combine gaming with the presentation of preset gameplay gifts, enriching the game modes of the live broadcast room game while increasing the host's live broadcast revenue.

[0048] In one implementation, the following steps may be included before S200:

[0049] S210: In response to the game operation performed by the user on the game interface, the game character on the game interface is controlled to execute the corresponding game process and consume energy value in the preset total energy value that matches the type of the preset gameplay gift.

[0050] The audience terminal 30 can control the game character in the game interface 2 to execute the corresponding game process in response to the game operation performed by the user on the game interface 2, and consume energy from the preset total energy value that matches the type of the preset gameplay gift. For example, if the game triggered by the user giving the preset gameplay gift is a flying game, the audience terminal 30 can control the game character, such as a bear or bird, to fly in response to the game operation performed by the user on the game interface 2, and energy from the preset total energy value can be consumed in the process of controlling the game character to fly.

[0051] In one implementation, how to respond to a game operation performed by a user on the game interface 2, control the game character on the game interface 2 to execute a corresponding game process, and consume energy from a preset total energy value corresponding to a preset gameplay gift, may be as follows:

[0052] S211: In response to each click of a preset button by the user, the game character is controlled to perform a game action and consume a preset energy value in the preset total energy value.

[0053] During the user's game, the audience terminal 30 can respond to the user's operation of clicking the preset button 3 each time to control the game character to perform a game action and consume a preset energy value in the preset total energy value. Figure 5 As shown, if the game triggered by the user giving a preset gameplay gift is a flight game, after the user clicks preset button 3 for the first time to start the game, the "Start Game" on preset button 3 can be replaced with "Click to Fly". In this case, each click of preset button 3 will control the game character to fly once. If the preset total energy value is 100, each click of preset button 3 to control the game character to fly will consume 5 energy points.

[0054] In one implementation, obstacles may be further displayed on the game interface 2. Regarding how to control the game character on the game interface 2 to execute the corresponding game process and consume energy from a preset total energy value that matches the type of the preset gameplay gift, reference may be made to the following steps included in S210:

[0055] S212: When controlling the game character to execute the corresponding game process, detecting whether the game character collides with an obstacle in the game interface.

[0056] S213: If yes, the game is determined to have failed, and the user is prompted in the game interface whether he needs to be resurrected.

[0057] Obstacles can be included in the pre-configured game interface 2 in the game editor. For example, if the game triggered by the user giving a preset gameplay gift is a flying game, the obstacle could be a pillar pool. In response to the user's game operations on the game interface 2, the audience terminal 30 can control the game character in the game interface 2 to execute the corresponding game. This can detect whether the game character collides with an obstacle in the game interface 2. If the game character collides with an obstacle, the game can be determined to be a failure, and the user can be prompted in the game interface 2 whether to revive.

[0058] Specifically, when detecting whether the game character collides with an obstacle in the game interface 2, collision components can be added to the game character and the obstacle in the game editor. Then, the game character's collision component can be obtained in the script layer, and a monitoring event can be added to the collision component. If a collision event occurs, the monitoring function can be notified. The colliding object can be screened in the monitoring function. If the colliding object is an obstacle, the game can be determined to have failed. If the colliding object is a prop other than an obstacle, the game can be considered not to have failed.

[0059] After the audience terminal 30 determines that the game fails based on whether the game character collides with an obstacle in the game interface 2, the user can be prompted in the game interface 2 whether to revive. Specifically, the user can be prompted in the form of a pop-up window in the game interface 2 whether to revive.

[0060] S214: In response to the user confirming the need for resurrection, a preset gameplay gift is presented to the anchor, and the game is reset on the basis of retaining the historical game score, so as to restart the game on the basis of continuing the historical game score.

[0061] In the process of controlling the game character to execute the corresponding game, the game character collides with an obstacle and causes the game to fail. After the user is prompted in the game interface 2 whether he needs to be resurrected, the audience terminal 30 can respond to the user's confirmation of the need for resurrection, give the host a preset gameplay gift, and reset the game on the basis of retaining the historical game score, so as to restart the game on the basis of continuing the historical game score. Specifically, in the process of giving the host a preset gameplay gift for resurrection, the number of preset gameplay gifts required can be associated with the user's current game score. For example, if the game triggered by the user giving the preset gameplay gift is a flight game, the game score can be the distance the user controls the game character to fly. When the user collides with an obstacle at a flight distance of 100m, causing the game to fail, 10 preset gameplay gifts need to be given to be able to be resurrected. When the user collides with an obstacle at a flight distance of 200m, causing the game to fail, 20 preset gameplay gifts need to be given to be able to be resurrected.

[0062] In one implementation, how to reset the game based on retaining the historical game scores, so as to restart the game based on the historical game scores, may refer to the following steps included in S214:

[0063] S2141: During the game resetting process, local data corresponding to historical game scores are cached using the local storage of the game H5 page used to implement the game, so as to retain the historical game scores.

[0064] When giving a preset gameplay gift to the anchor to revive and reset the game, the local storage of the game H5 page can be used to cache the local data corresponding to the historical game score, so that the user can retain the historical game score and continue the game after resurrection.

[0065] In one implementation, the game interface 2 may further display obstacles and additional objects other than obstacles. Regarding how to control the game character in the game interface 2 to execute the corresponding game process and consume energy from a preset total energy value that matches the type of the preset gameplay gift, reference may be made to the following steps included in S210:

[0066] S215: When controlling the game character to execute the corresponding game process, determining whether the game character collides with an additional object in the game interface.

[0067] S216: If yes, then further add the score that matches the additional item to the current game score.

[0068] The attachments may be included in the game interface 2 pre-built in the game editor. For example, if the game triggered by the user giving a preset gameplay gift is a flying game, the attachments may be stars. In response to the game operation performed by the user on the game interface 2, the audience terminal 30 controls the game character on the game interface 2 to execute the corresponding game process. This can be done by detecting whether the game character collides with the attachments in the game interface 2. If the game character collides with the attachments, the score that matches the attachments can be further added to the current game score. For how to detect the collision between the game character and the attachments, please refer to the collision between the game character and the obstacle, which will not be described in detail here.

[0069] In one implementation, the game operation may include using a protective shield item. Regarding how to respond to the game operation performed by the user on the game interface 2 and control the game character on the game interface 2 to execute the corresponding game process, reference may be made to the following steps included in S210:

[0070] S217: In response to the user's operation of using the protective shield prop on the game interface, stop detecting the collision between the game character and the obstacle within the effective time length triggered by the operation of using the protective shield prop, or configure the game character to be immune to the collision with the obstacle.

[0071] The protective shield props can be included in the game interface 2 pre-built in the game editor. Specifically, the user's operation of using the protective shield props on the game interface 2 may include controlling the game character to collide with the protective shield props, and then the detection of the collision between the game character and the obstacle can be stopped within the effective time length triggered by the operation of using the protective shield props, or the game character can be configured to be immune to the collision with the obstacle. For how to detect the collision between the game character and the protective shield props, reference can be made to the collision between the game character and the obstacle, which will not be repeated here. For example, if the game triggered by the user giving a preset gameplay gift is a flying game, when the user controls the game character to collide with the protective shield props, it will not be determined as a game failure when the game character collides with the pillar pool.

[0072] In one implementation, the user's operation of using the protective shield props on the game interface 2 may also include triggering the user to give a corresponding number of preset gameplay gifts. Specifically, when the user gives the anchor a preset gameplay gift to trigger the corresponding game during the live broadcast, such as Figure 6 As shown, the number of preset gameplay gifts given can be selected, and the props that can be triggered corresponding to the number of different preset gameplay gifts can be displayed on the gift panel 4. For example, if the game triggered by the user giving the preset gameplay gifts is a flight game, when the number of preset gameplay gifts given by the user is between 520-1313, the use of the protective shield prop can be triggered. When the user enters the game interface 2 and clicks the preset button 3 to start the game, the protective shield prop can be automatically triggered, thereby immunizing against collisions with the pillar pool within the effective duration of the protective shield prop of 0.5s.

[0073] In one implementation, the game operation may further include the use of magnetic props. For how to respond to the game operation performed by the user on the game interface 2 and control the game character on the game interface 2 to execute the corresponding game process, reference may be made to the following steps included in S210:

[0074] S218: In response to the user's operation of using the magnetic prop on the game interface, the attachments within the preset screen range centered on the game character are adsorbed onto the game character within the effective duration triggered by the operation of using the magnetic prop, so that the attachments collide with the game character.

[0075] Magnetic props can be included in the game interface 2 that is pre-built in the game editor. Specifically, the user's operation of using magnetic props on the game interface 2 may include controlling the game character to collide with the magnetic props, and then, within the effective duration triggered by the operation of using magnetic props, the attachments within the preset screen range centered on the game character can be adsorbed onto the game character, so that the attachments collide with the game character. For how to detect the collision between the game character and the magnetic props, reference can be made to the collision between the game character and the obstacle, which will not be repeated here. For example, if the game triggered by the user giving a preset gameplay gift is a flying game, when the user controls the game character to collide with the magnetic props, the attachments within the preset screen range centered on the game character, such as stars, will be adsorbed onto the game character, so that the attachments collide with the game character.

[0076] In one implementation, the operation of using magnetic props performed by the user on the game interface 2 may also include triggering by the user giving a corresponding number of preset gameplay gifts. The way in which the magnetic props are triggered by the user giving a corresponding number of preset gameplay gifts is the same as the way in which the protective cover props are triggered by the user giving a corresponding number of preset gameplay gifts, and will not be repeated here. For example, if the game triggered by the user giving a preset gameplay gift is a flying game, when the number of preset gameplay gifts given by the user is between 66-519, the operation of using magnetic props can be triggered. When the user enters the game interface 2 and clicks the preset button 3 to start the game, the magnetic props can be automatically triggered, and then the attachments within the preset screen range centered on the game character are adsorbed onto the game character within the effective duration of the magnetic props of 3s, so that the attachments collide with the game character.

[0077] In one implementation, how to adsorb the additional objects within a preset screen range centered on the game character onto the game character within the effective duration triggered by the operation of using the magnetic prop can be referred to the following steps included in S218:

[0078] S2181: Calculate the vertical pixel distance and horizontal pixel distance between the center point of the game character and the center point of each attachment in the game interface within the effective duration triggered by the operation of using the magnetic prop.

[0079] S2182: Calculate the screen distance between the center point of the game character and the center point of the attachment using the vertical pixel distance and the horizontal pixel distance.

[0080] S2183: Determine whether the image distance is within a preset image range.

[0081] S2184: If so, the additional object located within the preset screen range is moved toward the center point of the game character to collide with the game character.

[0082] After triggering the magnetic item, the viewer terminal 30 can calculate the vertical and horizontal pixel distances between the center point of the game character and the center point of each accessory within the effective duration of the magnetic item trigger. The vertical and horizontal pixel distances are then used to calculate the on-screen distance between the center point of the game character and the center point of each accessory. A determination is made as to whether the calculated on-screen distance is within a preset on-screen range. If so, the accessory within the preset on-screen range can be moved toward the center point of the game character to cause a collision with the game character, and the score corresponding to the accessory can be added to the current game score. For example, if the game triggered by the user giving a preset gameplay gift is a flying game, within the 3-second effective duration of the magnetic item trigger, all stars within a circle formed with a radius of 250 vector units, centered on the game character, can be moved toward the center point of the game character to cause a collision with the game character, and the score corresponding to the star can be added to the current game score.

[0083] In one implementation, game operations may also include the combined use of protective shield props and magnetic props. When a user controls a game character, if the character collides with both a protective shield prop and a magnetic prop simultaneously, collides with a magnetic prop within the effective duration of the protective shield prop, or collides with a protective shield prop within the effective duration of the magnetic prop, the combined use of the protective shield prop and the magnetic prop will be triggered. For more information on the combined effects, please refer to the instructions for using the protective shield prop and the magnetic prop, which will not be further elaborated here.

[0084] In one implementation, the operation of using a mixture of protective shield props and magnetic props can also include triggering through the user giving a corresponding number of preset gameplay gifts. The way in which the user gives a corresponding number of preset gameplay gifts to trigger the mixed props of protective shield props and magnetic props is the same as the way in which the user gives a corresponding number of preset gameplay gifts to trigger the protective shield props, and will not be repeated here. For example, if the game triggered by the user giving a preset gameplay gift is a flying game, when the number of preset gameplay gifts given by the user is 1314, the operation of using a mixture of protective shield props and magnetic props can be triggered. When the user enters the game interface 2 and clicks the preset button 3 to start the game, the mixed props of protective shield props and magnetic props can be automatically triggered, and then the additional objects within the preset screen range centered on the game character are adsorbed onto the game character, and the game character is immune to collisions with obstacles once. After the protective shield props fail, the 0.5s immunity effect can be generated again.

[0085] In one implementation, regarding how to respond to a game operation performed by a user on the game interface 2 in a preset state, control the game character on the game interface 2 to execute the corresponding game process, and simultaneously present a preset gameplay gift to the anchor, reference may be made to the following steps included in S200:

[0086] S220: In response to the game operation performed by the user on the game interface in the preset state, the gift-giving operation data is transmitted through the script layer through the JS interface to the live broadcast client corresponding to the live broadcast room interface, so as to send a second gift-giving notification of giving the preset gameplay gift to the server via the live broadcast client.

[0087] During the process of the user playing the game, the audience terminal 30 can respond to the game operation performed by the user on the game interface 2 in the preset state, and transmit the gift operation data through the script layer to the live broadcast client corresponding to the live broadcast room interface through the JS interface, so as to send a second gift notification of giving a preset gameplay gift to the server 10 via the live broadcast client. Specifically, the gift operation data may include data corresponding to the gift operation generated by the game operation performed by the user on the game interface 2 in the preset state. Since the game can be combined with the gift giving of preset gameplay during the game process, the game operation performed by the user on the game interface 2 in the preset state can be a gift operation. The gift operation data is transmitted to the live broadcast client corresponding to the live broadcast room interface through the JS interface through the script layer, that is, the gift operation data is transmitted to the audience terminal 30 corresponding to the gift operation through the JS interface, and then the second gift notification of giving a preset gameplay gift can be sent to the server 10 via the audience terminal 30, so that the server 10 can determine whether the user can give the preset gameplay gift to the anchor based on the second gift notification.

[0088] S230: In response to the second gift delivery success notification sent by the server based on the second gift delivery notification, the game data corresponding to the second gift delivery success notification is transmitted to the script layer through the JS interface, so that the script layer uses the game data to perform corresponding game configuration.

[0089] The second gift delivery success notification may be a notification sent by the server 10 to the corresponding viewer terminal 30 based on the second gift delivery notification. Specifically, after the server 10 receives the second gift delivery notification sent by the viewer terminal 30 and determines based on the second gift delivery notification that the user has successfully delivered the preset gameplay gift, it may send the second gift delivery success notification to the viewer terminal 30.

[0090] After receiving the second gift delivery success notification sent by the server 10, the audience terminal 30 can transmit the game data corresponding to the second gift delivery success notification to the script layer through the JS interface, so as to use the game data to perform corresponding game configuration through the script layer.

[0091] In one implementation, the preset state includes a value of unconsumed remaining energy in a preset total energy value being less than or equal to a preset energy threshold. Regarding how to respond to a user's game operation on the game interface 2 in the preset state, control the game character on the game interface 2 to execute the corresponding game process, and simultaneously present the host with a preset gameplay gift, reference may also be made to the following steps included in S200:

[0092] S240: Determine whether the remaining energy value is less than or equal to a preset energy threshold.

[0093] The audience terminal 30 responds to the game operation performed by the user on the game interface 2 in the preset state, controls the game character on the game interface 2 to execute the corresponding game process, and at the same time, before giving the preset gameplay gift to the anchor, it is necessary to first determine whether the current game interface 2 is in the preset state. Since the preset state may include the remaining energy value that has not been consumed in the preset total energy value being less than or equal to the preset energy threshold, it can be determined by judging whether the current remaining energy value is less than or equal to the preset energy threshold. Specifically, the preset energy threshold can be less than or equal to the energy value consumed by controlling the game character to perform a game action. For example, if the preset energy threshold is 0, it can be determined whether the current game interface 2 is in the preset state by judging whether the current remaining energy value is equal to 0.

[0094] S250: If yes, determine that the game interface is in a preset state, and configure the preset button to trigger the gifting operation and the game operation at the same time.

[0095] If the remaining energy value is less than or equal to the preset energy threshold, it can be determined that the game interface 2 is in the preset state. At this time, the preset button 3 can be configured to simultaneously trigger the gifting operation and the game operation. Specifically, since in the preset state, the remaining energy value is less than or equal to the energy value consumed by controlling the game character to perform a game action, that is, in the preset state, the user does not have enough energy to continue to control the game character. By configuring the preset button 3 to be able to trigger the gifting operation and the game operation at the same time, the user can give the anchor a preset gameplay gift by clicking the preset button 3, and then replenish the remaining energy value to the preset total energy value, so that the user can continue to play the game without causing the game to be paused, thereby ensuring the smoothness of the user's gaming experience.

[0096] In one implementation, how to configure the preset button 3 to trigger both the gifting operation and the game operation may be referred to the following steps included in S250:

[0097] S251: Switch the preset button from the first configuration state to the second configuration state.

[0098] The preset button 3 can be configured to trigger only game operations and display operation prompts related to the game operations in the first configuration state. Figure 5 As shown, if the game triggered by the user giving a preset gameplay gift is a flying game, after the user clicks the preset button 3 for the first time to start the game, the "Start Game" on the preset button 3 can be replaced by displaying game-related operation prompts, such as "Click to Fly". At this time, the preset button 3 is in the first configuration state and is only used to control the game character to fly.

[0099] The preset button 3 can be configured to trigger the gift giving operation and the game operation at the same time in the second configuration state, and display the gift giving prompt related to the gift giving operation. Figure 7 As shown, if the game triggered by the user giving a preset gameplay gift is a flight game, when the preset button 3 is in the preset state on the game interface 2, the game interface 2 can display a gift-giving prompt related to the gift-giving operation, such as "Energy is running out. Give another gift to fully recharge." The "Click to fly" on the preset button 3 can be replaced with a gift-giving prompt related to the gift-giving operation, such as "Give a gift to recharge." In this case, the preset button 3 is in the second configuration state, which can trigger the gift-giving operation and also control the flight of the game character.

[0100] By switching the state of the preset button 3, it is possible to control the game character and the sending of preset gameplay gifts with just one button during the game, which helps to simplify the interaction of the entire gameplay, greatly reduce the user's learning cost, and improve the user's experience.

[0101] S260: In response to the user clicking a preset button when the game interface is in a preset state, a game operation is triggered to control the game character to execute the corresponding game process, and at the same time a gift sending operation is triggered to send a preset gameplay gift to the anchor.

[0102] The audience terminal 30 can respond to the user clicking the preset button 3 when the game interface 2 is in the preset state, trigger the game operation to control the game character to execute the corresponding game process, and at the same time trigger the gift operation to give the host a preset gameplay gift. Specifically, when the game interface 2 is in the preset state, if the user clicks the preset button 3, the preset gameplay gift can be given to the host, and the remaining energy value is replenished to the preset total energy value so that the user can continue to control the game character to play the game. For example, if the game triggered by the user giving the preset gameplay gift is a flying game, when the remaining energy value is 0, the game interface 2 is in the preset state, and the user can give the host a preset gameplay gift by clicking the preset button 3. At this time, the user's remaining energy value will be replenished to the preset total energy value of 100, so that the user can continue to play the game.

[0103] In one implementation, when the user is in the preset state and clicks the preset button 3 to trigger the gift-giving operation to give the host a preset gameplay gift, the user can give the same number of preset gameplay gifts as the number of preset gameplay gifts that the user first gave to the host to trigger the game, and after the corresponding number of preset gameplay gifts, the prop use operation corresponding to the number of preset gameplay gifts can be triggered again. For example, if the user gives 520 preset gameplay gifts to the host when the game is first triggered to start, when the user's remaining energy value is 0, the user clicks the preset button 3, then the user can give 520 preset gameplay gifts to the host again, and at the same time trigger the corresponding protective cover prop use operation. After the user gives the preset gameplay gift in the preset state, the remaining energy value can be replenished to the preset total energy value, and the user can continue to play the game.

[0104] In one implementation, in response to the user clicking the preset button 3 when the game interface 2 is in the preset state, the audience terminal 30 triggers the game operation to control the game character to perform the corresponding game process, and at the same time triggers the gift operation to give the anchor a preset gameplay gift. After that, the preset button 3 can switch from the second configuration state to the first configuration state to continue controlling the game character to play the game.

[0105] like Figure 8 As shown, the computer device 100 described in the computer device embodiment of the present application may also be an electronic device, which may be the aforementioned viewer terminal 30. Taking the computer device 100 as an electronic device as an example, the computer device 100 may include a processor 110, a memory 120, and a communication circuit. The memory 120 and the communication circuit are coupled to the processor 110.

[0106] The memory 120 is used to store computer programs and can be RAM (Read-Only Memory), ROM (Random Access Memory), or other types of storage devices. Specifically, the memory may include one or more computer-readable storage media, which may be non-transitory. The memory may also include high-speed random access memory, and non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory is used to store at least one program code.

[0107] The processor 110 is used to control the operation of the computer device 100. The processor 110 may also be referred to as a CPU (Central Processing Unit). The processor 110 may be an integrated circuit chip having signal processing capabilities. The processor 110 may also be a general-purpose processor, a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic device, a discrete gate or transistor logic device, or a discrete hardware component. A general-purpose processor may be a microprocessor, or the processor 110 may be any conventional processor.

[0108] The processor 110 is used to execute the computer program stored in the memory 120 to implement the interactive method of the live broadcast room integrating gift-giving and games described in the embodiment of the interactive method of the live broadcast room integrating gift-giving and games of the present application.

[0109] In some embodiments, the computer device 100 may further include a peripheral device interface 130 and at least one peripheral device. The processor 110, memory 120, and peripheral device interface 130 may be connected via a bus or signal lines. Each peripheral device may be connected to the peripheral device interface 130 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include at least one of a radio frequency circuit 140, a display screen 150, an audio circuit 160, and a power supply 170.

[0110] The peripheral device interface 130 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 110 and the memory 120. In some embodiments, the processor 110, the memory 120, and the peripheral device interface 130 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 110, the memory 120, and the peripheral device interface 130 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0111] The communication circuit may include, for example, a radio frequency circuit 140. The radio frequency circuit 140 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 140 communicates with communication networks and other communication devices via electromagnetic signals. The radio frequency circuit 140 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the radio frequency circuit 140 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. The radio frequency circuit 140 may communicate with other terminals via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the radio frequency circuit 140 may also include circuits related to NFC (Near Field Communication), which is not limited in this application. Of course, for electronic devices such as PCs, the communication circuit may not include the radio frequency circuit 140, and network communication may be achieved through a network card circuit and a network cable interface circuit.

[0112] The display screen 150 is used to display a user interface (UI). This UI may include graphics, text, icons, videos, or any combination thereof. When the display screen 150 is a touch screen display, it is also capable of collecting touch signals on or above the surface of the display screen 150. These touch signals can be input as control signals to the processor 110 for processing. In this case, the display screen 150 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 150, located on the front panel of the computer device 100; in other embodiments, there may be at least two display screens 150, located on different surfaces of the computer device 100 or in a foldable design; in still other embodiments, the display screen 150 may be a flexible display, located on a curved or foldable surface of the computer device 100. Furthermore, the display screen 150 may be configured as a non-rectangular, irregular shape, also known as a special-shaped screen. The display screen 150 may be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0113] The audio circuit 160 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals to be input into the processor 110 for processing, or to be input into the radio frequency circuit 140 to achieve voice communication. For the purpose of stereo acquisition or noise reduction, there can be multiple microphones, which are respectively arranged in different parts of the computer device 100. The microphone can also be an array microphone or an omnidirectional acquisition microphone. The speaker is used to convert the electrical signal from the processor 110 or the radio frequency circuit 140 into sound waves. The speaker can be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 160 may also include a headphone jack.

[0114] Power supply 170 is used to power various components in computer device 100. Power supply 170 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 170 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is charged via a wired line, while a wireless rechargeable battery is charged via a wireless coil. The rechargeable battery can also support fast charging technology.

[0115] In the several embodiments provided in this application, it should be understood that the disclosed computer device 100 and the interactive method of integrating gift giving and games in the live broadcast room can be implemented in other ways. For example, the various embodiments of the computer device 100 described above are merely schematic. For example, the division of modules or units is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be an indirect coupling or communication connection through some interfaces, devices or units, which can be electrical, mechanical or other forms.

[0116] Units described as separate components may or may not be physically separate, and components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.

[0117] In addition, the functional units in the various embodiments of the present application may be integrated into a single processing unit, or each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or software functional units.

[0118] See Figure 9 , if the above-mentioned integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium 200. Based on this understanding, the technical solution of the present application is essentially or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions / computer programs for enabling a computer device (which can be a personal computer, server, or network device, etc.) or a processor to perform all or part of the steps of the various embodiments of the present invention. The aforementioned storage medium includes various media such as a USB flash drive, a mobile hard disk, a read-only memory, a random access memory, a magnetic disk or an optical disk, as well as electronic devices such as computers, mobile phones, laptops, tablet computers, cameras, etc. having the above-mentioned storage medium.

[0119] The description of the execution process of the program data in the computer-readable storage medium can be made with reference to the above-mentioned embodiment of the interactive method for integrating gift-giving and games in the live broadcast room of the present application, which will not be repeated here.

[0120] The above description is merely an embodiment of the present application and does not limit the patent scope of the present application. Any equivalent structure or equivalent process transformation made using the contents of the present application specification and drawings, or directly or indirectly applied in other related technical fields, are also included in the patent protection scope of the present application.

Claims

1. A live broadcast room interactive method integrating gift giving and games, characterized in that: include: In response to a gift giving operation of a user giving a preset gameplay gift in the live broadcast room interface, a first gift giving notification is sent to a server, wherein the first gift giving notification is used to enable the server to determine whether the user can give the preset gameplay gift; In response to a first gift delivery success notification sent by the server in response to the first gift delivery notification, triggering the game to start, and displaying the game interface on the live broadcast room interface, wherein the game interface obscures at least a portion of the live broadcast room interface; During the game, in response to the game operations performed by the user on the game interface in a preset state, the game character on the game interface is controlled to execute the corresponding game process, and at the same time, the preset gameplay gift is presented to the anchor, wherein the game interface in the preset state includes a preset button that can simultaneously control the game operation and trigger the presentation of the preset gameplay gift, and the game operation includes operating the preset button.

2. The method according to claim 1, characterized in that The triggering of the game startup and displaying the game interface on the live broadcast room interface includes: The startup data corresponding to the first gift delivery success notification is transmitted to the script layer corresponding to the game H5 page used to implement the game through the JS interface, so as to start the game H5 page through the script layer, and display the game interface presented by the game H5 page on the upper layer of the live broadcast room interface.

3. The method according to claim 2, characterized in that The step of responding to a game operation performed by a user on the game interface in a preset state, controlling a game character on the game interface to execute a corresponding game process, and simultaneously presenting the preset gameplay gift to the anchor, includes: In response to a game operation performed by a user on the game interface in a preset state, the script layer transmits the gift-giving operation data to the live broadcast client corresponding to the live broadcast room interface via a JS interface, so as to send a second gift-giving notification of giving the preset gameplay gift to the server via the live broadcast client; In response to the second gift delivery success notification sent by the server based on the second gift delivery notification, the game data corresponding to the second gift delivery success notification is transmitted to the script layer through the JS interface, so that the script layer uses the game data to perform corresponding game configuration.

4. The method according to any one of claims 1 to 3, characterized in that Before responding to the game operation performed by the user on the game interface in a preset state, controlling the game character on the game interface to execute the corresponding game process, and simultaneously presenting the preset gameplay gift to the anchor, the method includes: In response to the game operation performed by the user on the game interface, the game character of the game interface is controlled to execute the corresponding game process and consume the energy value in the preset total energy value that matches the type of the preset gameplay gift.

5. The method according to claim 4, characterized in that The game corresponding to the preset gameplay gift is triggered on the live broadcast room interface, and the corresponding game interface is displayed, including: Triggering the game start on the live broadcast room interface, displaying the game interface with preset buttons, and configuring the matching preset total energy value according to the type of the preset gameplay gift that has been given; The step of controlling the game character on the game interface to execute a corresponding game process in response to a game operation performed by the user on the game interface and consuming an energy value in a preset total energy value corresponding to the preset gameplay gift includes: In response to each click of the preset button by the user, the game character is controlled to perform a game action and consume a preset energy value in the preset total energy value.

6. The method according to claim 5, characterized in that The preset state includes that the remaining energy value not consumed in the preset total energy value is less than or equal to a preset energy threshold; The method of responding to a game operation performed by a user on the game interface in a preset state, controlling a game character on the game interface to execute a corresponding game process, and simultaneously presenting the preset gameplay gift to the anchor, includes: Determining whether the remaining energy value is less than or equal to the preset energy threshold; If so, it is determined that the game interface is in the preset state, and the preset button is configured to trigger the gift-giving operation and the game operation at the same time; In response to the user clicking the preset button when the game interface is in the preset state, the game operation is triggered to control the game character to execute the corresponding game process, and at the same time the gift-giving operation is triggered to give the preset gameplay gift to the anchor.

7. The method according to claim 6, characterized in that The configuring of the preset button to simultaneously trigger the gift giving operation and the game operation includes: Switch the preset button from a first configuration state to a second configuration state; wherein, in the first configuration state, the preset button is configured to trigger only the game operation and display operation prompts related to the game operation; in the second configuration state, the preset button is configured to be able to trigger the gift-giving operation and the game operation at the same time, and display gift-giving prompts related to the gift-giving operation.

8. The method according to claim 4, characterized in that Obstacles are further displayed on the game interface; The game character controlling the game interface executes a corresponding game process and consumes energy value in a preset total energy value that matches the preset gameplay gift, including: When controlling the game character to execute the corresponding game process, detecting whether the game character collides with the obstacle in the game interface; If yes, the game is determined to be a failure, and the user is prompted in the game interface whether to revive; In response to the user confirming the need for resurrection, the preset gameplay gift is presented to the anchor, and the game is reset on the basis of retaining the historical game score, so as to restart the game based on the continuation of the historical game score.

9. The method according to claim 8, characterized in that The resetting of the game on the basis of retaining the historical game scores so as to restart the game on the basis of continuing the historical game scores comprises: During the process of resetting the game, the local data corresponding to the historical game scores is cached using the local storage of the game H5 page used to implement the game, so that the historical game scores can be retained.

10. The method according to claim 8, characterized in that The game operation includes the use of protective shield props; The step of controlling the game character on the game interface to execute a corresponding game process in response to a game operation performed by the user on the game interface includes: In response to the user's operation of using the protective cover prop on the game interface, the detection of the collision between the game character and the obstacle is stopped within the effective time triggered by the operation of using the protective cover prop, or the game character is configured to be immune to the collision with the obstacle.

11. The method according to claim 4, characterized in that The game interface further displays obstacles and additional objects different from obstacles; The step of controlling the game character on the game interface to execute a corresponding game process in response to a game operation performed by the user on the game interface and consuming a preset total energy value that matches the preset gameplay gift includes: When controlling the game character to execute the corresponding game process, determining whether the game character collides with the additional object in the game interface; If so, the score that matches the additional item is further added to the current game score.

12. The method according to claim 11, characterized in that The game operation includes the operation of using magnetic props; The step of controlling the game character on the game interface to execute a corresponding game process in response to a game operation performed by the user on the game interface includes: In response to the user's operation of using the magnetic prop on the game interface, the attachment within a preset screen range centered on the game character is adsorbed onto the game character within the effective time triggered by the operation of using the magnetic prop, so that the attachment collides with the game character.

13. The method according to claim 12, characterized in that The method of adsorbing the additional objects within a preset screen range centered on the game character onto the game character within the effective duration triggered by the operation of using the magnetic prop includes: Calculating the vertical pixel distance and the horizontal pixel distance between the center point of the game character and the center point of each of the attachments in the game interface within the effective duration triggered by the operation of using the magnetic prop; Calculating the screen distance between the center point of the game character and the center point of the attachment using the vertical pixel distance and the horizontal pixel distance; Determining whether the picture distance is within the preset picture range; If so, the additional object located within the preset screen range is moved toward the center point of the game character to collide with the game character.

14. A computer device, characterized in that: It includes a processor, a memory and a communication circuit; the memory and the communication circuit are coupled to the processor, the memory stores a computer program, and the processor can execute the computer program to implement the interactive method of integrating gift giving and games in a live broadcast room as described in any one of claims 1-13.

15. A computer-readable storage medium, characterized in that A computer program is stored, and the computer program can be executed by a processor to implement the interactive method of integrating gift giving and games in a live broadcast room as described in any one of claims 1-13.

Citation Information

Patent Citations

  • Video live broadcast method and device, and storage medium

    CN110740340A