An interactive control method and device, computer equipment and storage medium
By deploying virtual objects in bullet screen interactive games and displaying skill effects when activation conditions are met, the problem of monotonous user interaction is solved, and the visual effects and interactive experience are improved.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- BEIJING ZITIAO NETWORK TECH CO LTD
- Filing Date
- 2023-05-31
- Publication Date
- 2026-05-01
AI Technical Summary
In bullet screen interactive games, the user interaction with the game is relatively monotonous, the control logic is limited, and the visual effects are poor.
By deploying a first virtual object and activating it when the game state information meets the activation conditions, an interactive method is provided. When the user-input barrage information meets the target activation state conditions, the target skill effect is displayed to enrich the interaction.
It enhances the richness of user interaction and visual appeal, and improves the feedback effect of interaction results.
Smart Images

Figure CN116614685B_ABST
Abstract
Description
An interactive control method, apparatus, computer device, and storage medium Technical Field
[0001] This disclosure relates to the field of computer technology, and more specifically, to an interactive control method, apparatus, computer device, and storage medium. Background Technology
[0002] Bullet screen interactive games are a type of game based in a live streaming room. The live streaming room can broadcast the game, and users in the live streaming room can interact with and control the game by sending different bullet screen messages. However, bullet screen messages themselves are in text form and have a relatively limited number of characters. Due to the limitations of bullet screen messages themselves, the control logic that the game can implement is relatively limited, and the game screen that can be displayed is also affected by the control commands, resulting in a relatively monotonous interaction between users and the game. Summary of the Invention
[0003] This disclosure provides at least one interactive control method, apparatus, computer device, and storage medium.
[0004] In a first aspect, embodiments of this disclosure provide an interactive control method, including:
[0005] The target game scene of the target game is displayed in the live broadcast room; the target game scene includes a first virtual object in an inactive state.
[0006] In response to the game state information of the target game satisfying the target activation condition among multiple activation conditions, the first virtual object is switched from the unactivated state to the target activated state; wherein, different types of activation conditions correspond to different activation states;
[0007] Receive barrage information input by users in the first camp, used to attack the first virtual object;
[0008] In response to the barrage information of the first faction satisfying the target skill acquisition conditions corresponding to the target activation state, the target skill effect corresponding to the target activation state and used to assist the first faction is displayed; wherein, the target skill effect is different for different activation states.
[0009] In one optional implementation, the target game scene further includes second virtual objects summoned by users from multiple factions through bullet screen information;
[0010] The target activation state includes a first activation state. The step of switching the first virtual object from the pending activation state to the target activation state in response to the game state information of the target game satisfying a target activation condition among multiple activation conditions includes:
[0011] In response to the total number of second virtual objects entering the target state in the target game exceeding the target number threshold, the first virtual object is switched from the pending activation state to the first activated state with the target damage skill.
[0012] In one optional implementation, the target game scene further includes protected objects from multiple factions;
[0013] The display of target skill effects corresponding to the target's activation state, used to assist the first faction, includes:
[0014] Display the target skill effect of the protected object of the second faction (excluding the first faction) being damaged by the target damage skill.
[0015] In one optional implementation, the target quantity threshold is determined according to the following steps:
[0016] Determine the historical number of times the first virtual object has been switched to the first active state in the current battle;
[0017] The target quantity threshold is determined based on the historical count; wherein the target quantity threshold increases as the historical count increases.
[0018] In one optional implementation, the target game scene further includes protected objects from multiple factions;
[0019] The target activation state includes a second activation state. The step of switching the first virtual object from the pending activation state to the target activation state in response to the game state information of the target game satisfying the target activation condition among multiple activation conditions includes:
[0020] In response to the fact that the health of the protected object of either faction is less than the target health threshold, the first virtual object is switched from the unactivated state to a second activated state with a health-boosting skill.
[0021] In one optional implementation, the step of displaying target skill effects corresponding to the target's activation state and used to assist the first faction includes:
[0022] Based on the current health of the first faction and the health increase value corresponding to the target skill effect, display the health increase information of the protected object of the first faction, and / or the information of the first faction adding a health shield;
[0023] Specifically, when the difference between the current health value and the total health value of the protected object in the first camp is less than the health value increase value, a health shield is added to the protected object in the first camp. The health shield is used to reduce health loss when attacked.
[0024] In one optional implementation, the target health threshold is determined according to the following steps:
[0025] Determine the historical number of times the first virtual object has been switched to the second active state in the current battle;
[0026] The target health threshold is determined based on the historical count; wherein the target health threshold decreases as the historical count increases.
[0027] In one optional implementation, after receiving the barrage information input by the user who joined the first camp for attacking the first virtual object, the method further includes:
[0028] The effect shows a third virtual object, generated based on the bullet screen information, attacking the first virtual object at a preset frequency.
[0029] The bullet screen information of the first faction satisfies the target skill acquisition conditions corresponding to the target's active state, including:
[0030] The number of times the first virtual object is attacked reaches the target attack threshold, and the number of times the first virtual object is attacked by each of the third virtual objects of the first faction is greater than the number of times it is attacked by each of the third virtual objects of any second faction other than the first faction; or,
[0031] The first virtual object's health is less than or equal to the target health threshold, and the damage dealt to the first virtual object by each third virtual object of the first faction is greater than the damage dealt to the first virtual object by any third virtual object of the second faction other than the first faction.
[0032] In one optional implementation, after receiving the barrage information input by the user who joined the first camp for attacking the first virtual object, the method further includes:
[0033] The effect shows the user's existing fourth virtual object attacking the first virtual object;
[0034] Wherein, the existing fourth virtual object refers to the virtual object summoned by the user's historical input barrage information, and the historical input barrage information refers to the barrage information entered before the barrage information for attacking the first virtual object was entered; and, when the existing fourth virtual object attacks the first virtual object, it cannot attack other virtual objects.
[0035] Secondly, embodiments of this disclosure also provide an interactive control device, including:
[0036] The first display module is used to display the target game scene of the target game in the live broadcast room; the target game scene includes a first virtual object in an inactive state;
[0037] The switching module is used to switch the first virtual object from the pending activation state to the target activation state in response to the game state information of the target game satisfying the target activation condition among multiple activation conditions; wherein, different types of activation conditions correspond to different activation states;
[0038] The receiving module is used to receive barrage information input by users in the first camp, which is used to attack the first virtual object;
[0039] The second display module is used to respond to the first camp's barrage information satisfying the target skill acquisition conditions corresponding to the target activation state, and to display the target skill effects corresponding to the target activation state to assist the first camp; wherein, the target skill effects corresponding to different activation states are different.
[0040] In one optional implementation, the target game scene further includes second virtual objects summoned by users from multiple factions through bullet screen information;
[0041] The target activation state includes a first activation state, and the switching module is specifically used for:
[0042] In response to the total number of second virtual objects entering the target state in the target game exceeding the target number threshold, the first virtual object is switched from the pending activation state to the first activated state with the target damage skill.
[0043] In one optional implementation, the target game scene further includes protected objects from multiple factions;
[0044] The second display module is specifically used for:
[0045] Display the target skill effect of the protected object of the second faction (excluding the first faction) being damaged by the target damage skill.
[0046] In one optional implementation, the apparatus further includes a first determining module, configured to:
[0047] Determine the historical number of times the first virtual object has been switched to the first active state in the current battle;
[0048] The target quantity threshold is determined based on the historical count; wherein the target quantity threshold increases as the historical count increases.
[0049] In one optional implementation, the target game scene further includes protected objects from multiple factions;
[0050] The target activation state includes a second activation state, and the switching module is specifically used for:
[0051] In response to the fact that the health of the protected object of either faction is less than the target health threshold, the first virtual object is switched from the unactivated state to a second activated state with a health-boosting skill.
[0052] In one optional implementation, the second display module is specifically used for:
[0053] Based on the current health of the first faction and the health increase value corresponding to the target skill effect, display the health increase information of the protected object of the first faction, and / or the information of the first faction adding a health shield;
[0054] Specifically, when the difference between the current health value and the total health value of the protected object in the first camp is less than the health value increase value, a health shield is added to the protected object in the first camp. The health shield is used to reduce health loss when attacked.
[0055] In one optional implementation, the apparatus further includes a second determining module, configured to:
[0056] Determine the historical number of times the first virtual object has been switched to the second active state in the current battle;
[0057] The target health threshold is determined based on the historical count; wherein the target health threshold decreases as the historical count increases.
[0058] In one optional implementation, after receiving the barrage information input by the user who joined the first camp, used to attack the first virtual object, the second display module is further configured to:
[0059] The effect shows a third virtual object, generated based on the bullet screen information, attacking the first virtual object at a preset frequency.
[0060] The bullet screen information of the first faction satisfies the target skill acquisition conditions corresponding to the target's active state, including:
[0061] The number of times the first virtual object is attacked reaches the target attack threshold, and the number of times the first virtual object is attacked by each of the third virtual objects of the first faction is greater than the number of times it is attacked by each of the third virtual objects of any second faction other than the first faction; or,
[0062] The first virtual object's health is less than or equal to the target health threshold, and the damage dealt to the first virtual object by each third virtual object of the first faction is greater than the damage dealt to the first virtual object by any third virtual object of the second faction other than the first faction.
[0063] In one optional implementation, after receiving the barrage information input by the user who joined the first camp, used to attack the first virtual object, the second display module is further configured to:
[0064] The effect shows the user's existing fourth virtual object attacking the first virtual object;
[0065] Wherein, the existing fourth virtual object refers to the virtual object summoned by the user's historical input barrage information, and the historical input barrage information refers to the barrage information entered before the barrage information for attacking the first virtual object was entered; and, when the existing fourth virtual object attacks the first virtual object, it cannot attack other virtual objects.
[0066] Thirdly, embodiments of this disclosure also provide a computer device, including: a processor, a memory, and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the computer device is running, the processor communicates with the memory via the bus, and when the machine-readable instructions are executed by the processor, the steps of the first aspect above, or any optional implementation of the first aspect, are performed.
[0067] Fourthly, embodiments of this disclosure also provide a computer-readable storage medium storing a computer program that, when executed by a processor, performs the steps of the first aspect or any optional implementation thereof.
[0068] The interactive control method, apparatus, computer device, and storage medium provided in this disclosure deploy a first virtual object and activate it when the game state information meets the activation conditions, thereby providing users with a way to interact with the first virtual object, enriching the interaction between users and the game. Furthermore, when the barrage information input by the user meets the target skill acquisition conditions corresponding to the target activation state, the interaction results between the user and the game are fed back to the user by displaying the target skill effects corresponding to the target activation state and used to assist the first faction, thereby improving the visual expressiveness of the target game.
[0069] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0070] To more clearly illustrate the technical solutions of the embodiments of this disclosure, the accompanying drawings used in the embodiments will be briefly described below. These drawings are incorporated in and constitute a part of this specification. They illustrate embodiments conforming to this disclosure and, together with the specification, serve to explain the technical solutions of this disclosure. It should be understood that the following drawings only show some embodiments of this disclosure and should not be considered as limiting the scope. Those skilled in the art can obtain other related drawings based on these drawings without creative effort.
[0071] Figure 1 shows a flowchart of an interactive control method provided in an embodiment of this disclosure;
[0072] Figure 2 shows one of the schematic diagrams of the user interface provided in the embodiments of this disclosure;
[0073] Figure 3 shows a second schematic diagram of the user interface provided in an embodiment of this disclosure;
[0074] Figure 4 shows a third schematic diagram of the user interface provided in the embodiments of this disclosure;
[0075] Figure 5 shows a fourth schematic diagram of the user interface provided in an embodiment of this disclosure;
[0076] Figure 6 shows a fifth schematic diagram of the user interface provided in an embodiment of this disclosure;
[0077] Figure 7 shows a sixth schematic diagram of the user interface provided in an embodiment of this disclosure;
[0078] Figure 8 shows a schematic diagram of an interactive control device provided in an embodiment of the present disclosure;
[0079] Figure 9 shows a schematic diagram of a computer device provided in an embodiment of the present disclosure. Detailed Implementation
[0080] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this disclosure, and not all of them. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely represents selected embodiments of this disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of protection of this disclosure.
[0081] Currently, in bullet hell games, the types and number of interactions that users can have with the game are relatively limited, and the visuals that the game can display are also affected by the limited interaction, resulting in poor visual effects.
[0082] Based on this, this disclosure provides an interactive control method. By deploying a first virtual object and activating it when the game state information meets the activation conditions, the method provides users with a way to interact with the first virtual object, enriching the interaction between users and the game. Furthermore, when the barrage information input by the user meets the target skill acquisition conditions corresponding to the target activation state, the method displays the target skill effects corresponding to the target activation state and used to assist the first faction, thus feeding back the user's interaction results with the game and improving the visual presentation of the target game.
[0083] The deficiencies of the above solutions and the proposed solutions are the result of the inventors' practical experience and careful research. Therefore, the discovery process of the above problems and the solutions proposed in this disclosure below should be considered as the inventors' contributions to this disclosure.
[0084] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures.
[0085] It is understood that before using the technical solutions disclosed in the various embodiments of this disclosure, users should be informed of the types, scope of use, and usage scenarios of the personal information involved in this disclosure in an appropriate manner in accordance with relevant laws and regulations, and user authorization should be obtained.
[0086] To facilitate understanding of this embodiment, a detailed description of an interactive control method disclosed in this disclosure will be provided first. The executing entity of the interactive control method provided in this disclosure is generally a computer device with a certain computing capability.
[0087] The interactive control method provided in this disclosure embodiment will be described below using a terminal device as the execution subject as an example.
[0088] Referring to Figure 1, which is a flowchart of an interactive control method provided in an embodiment of this disclosure, the method includes S101 to S104, wherein:
[0089] S101. Display the target game scene of the target game in the live broadcast room; the target game scene includes a first virtual object in an inactive state.
[0090] In this step, the live streaming room can broadcast the target game. After the terminal device accesses the live streaming room, the target game scene of the target game can be displayed in the live streaming room according to the live streaming content. There can be at least two factions playing the game in the target game scene. Users can join the corresponding faction in the live streaming room, or they can choose to join the faction they want to join from multiple factions.
[0091] In the target game scenario, the aforementioned multiple factions can compete. Users can send bullet screen messages through their terminal devices. Different bullet screen messages can correspond to different control commands. For example, users can input offensive bullet screen messages to control the corresponding faction to launch an attack. For instance, bullet screen messages containing offensive keywords such as "attack," "deploy troops," or "join" can cause the corresponding faction to generate virtual objects for attack. Bullet screen messages containing auxiliary keywords such as "assist," "enhance," or "bless" can release auxiliary skills on the virtual objects for attack.
[0092] The first virtual object can be a neutral object in the target game, such as a neutral virtual building, virtual item, or virtual character. The initial state of the first virtual object can be an inactive state. The first virtual object in the inactive state will not interfere with other virtual objects.
[0093] S102. In response to the game state information of the target game satisfying the target activation condition among multiple activation conditions, the first virtual object is switched from the unactivated state to the target activated state; wherein, different types of activation conditions correspond to different activation states.
[0094] The aforementioned first virtual object can be set to multiple activation states. Different types of activation conditions correspond to different activation states. For example, the activation states of the first virtual object can include attack state and defense state. In attack state, the activation condition of the first virtual object can be an attack-type condition, such as defeating a certain number of virtual objects or defeating specific virtual objects of other factions. In defense state, the activation condition can be a defense-type condition, such as the health of the protected object of the faction being reduced to a preset health value.
[0095] Each activation state of the first virtual object can correspond to an activation condition of a certain type. There can be multiple activation conditions of this type. In practical applications, the first virtual object can be switched to the target activation state corresponding to any one of the multiple activation conditions, or the first virtual object can be switched to the target activation state only when multiple or all activation conditions are met.
[0096] When the first virtual object is in an inactive state, progress information can be displayed near the first virtual object. This progress information can be used to characterize the progress of achieving the activation conditions.
[0097] Referring to Figure 2, which is a schematic diagram of one of the user interfaces provided in this embodiment of the present disclosure. The user interface shown in Figure 2 displays a target game scene. The first virtual object 21 in the target game scene is a virtual building, such as a virtual altar. A charging progress bar 22 is displayed near the first virtual object 21 to represent the progress of achieving the activation condition. In this embodiment, the activation condition can be "the total number of virtual objects defeated by each faction reaches 500". In Figure 2, the current total number of virtual objects defeated by each faction is 250, so the charging progress bar 22 indicates a charging progress of 50%.
[0098] Since there can be multiple activation conditions corresponding to the first virtual object, and there can be multiple activation conditions of different types, the above progress information can also represent multiple activation conditions. Different progress information can be set for different activation conditions. The progress information can be displayed in rotation, or only the progress information with the highest progress can be displayed.
[0099] In one possible implementation, the target activation state may include a first activation state, and the target game scene may further include second virtual objects summoned by users from multiple factions through bullet screen information. The target activation conditions corresponding to the first activation state may include:
[0100] The total number of second virtual objects entering the target state in the target game exceeds the target number threshold.
[0101] Once the target activation condition is met, the first virtual object can be switched from the pending activation state to the first activated state with the target damage skill.
[0102] The target state can be a defeated state, such as the second virtual object's health being reduced to 0, the second virtual object losing its combat ability, or the second virtual object entering a stopped state.
[0103] When the total number of second virtual objects in each faction that have entered the target state in the target game exceeds the target number threshold, that is, when the total number of second virtual objects in each faction that have been defeated exceeds the target number threshold, the first virtual object can be triggered to enter the first active state. In the first active state, the first virtual object can have the target damage skill. At this time, each faction can compete for control of the first virtual object. The faction that gains control can control the first virtual object to release the target damage skill.
[0104] The target quantity threshold can be changed. For example, the historical number of times the first virtual object has been switched to the first active state in the current battle can be determined first, and the target quantity threshold can be determined based on the historical number of times. The target quantity threshold increases as the historical number of times increases.
[0105] For example, if the first virtual object has not yet been switched to the first active state, the target number threshold can be the initial threshold, such as 500. When the first virtual object has been switched to the first active state once in history, a certain number can be added to the initial threshold. For example, the historical number can be used as a weight, and the product of the historical number and the preset increase can be added to the initial threshold to determine the target number threshold for seeding.
[0106] In one possible implementation, the target activation state may include a second activation state, and the target game scene may include protected objects of multiple factions. The protected objects may be virtual buildings, virtual characters, etc., such as the faction's main base, the faction's leader, etc.
[0107] The target activation conditions corresponding to the second activation state can include:
[0108] The health of the protected object in either faction is less than the target health threshold.
[0109] When the activation conditions are met, the first virtual object can be switched from an unactivated state to a second activated state with a skill that increases health.
[0110] The aforementioned target health threshold can also change as the number of times the second active state is triggered increases. For example, when determining the target health threshold, the number of times the first virtual object has been switched to the second active state in the current battle can be determined first, and the target health threshold can be determined based on this number of times. The target health threshold decreases as the number of times the first virtual object has been switched to the second active state increases. For instance, when the first virtual object has not yet been switched to the second active state, the target health threshold can be 50%. When the number of times the first virtual object has been switched to the second active state is 1, the target health threshold can be set to 25%.
[0111] S103, Receive barrage information input by the user of the first camp for attacking the first virtual object.
[0112] After the first virtual object is switched to the target active state, users from each faction can input barrage information to attack the first virtual object. The faction corresponding to the user of the current terminal device can be the first faction, and the terminal device can accept the barrage information input by the user to attack the first virtual object.
[0113] The barrage information used to attack the first virtual object may include preset keywords, such as "altar", "contest", "neutral", etc. When the barrage information contains any preset keyword, it can be identified as barrage information used to attack the first virtual object.
[0114] Upon receiving the aforementioned bullet screen information, the terminal device can display an effect where a third virtual object, generated based on the bullet screen information, attacks the first virtual object at a preset frequency. This third virtual object can be generated based on the bullet screen information used to attack the first virtual object.
[0115] In one possible implementation, after receiving the barrage information input by the user of the first camp for attacking the first virtual object, instead of generating a new third virtual object, the user's existing fourth virtual object can be controlled to attack the first virtual object, and the special effects of the user's existing fourth virtual object attacking the first virtual object can be displayed.
[0116] The aforementioned fourth virtual object refers to the virtual object summoned by the user's historically input barrage information. The historically input barrage information refers to the barrage information entered before the barrage information used to attack the first virtual object was entered. Furthermore, when the fourth virtual object attacks the first virtual object, it cannot attack other virtual objects.
[0117] The aforementioned second, third, and fourth virtual objects can be combat units in the target game and can attack virtual objects from other factions.
[0118] S104. In response to the barrage information of the first camp satisfying the target skill acquisition conditions corresponding to the target activation state, display the target skill effect corresponding to the target activation state to assist the first camp; wherein, the target skill effect is different for different activation states.
[0119] In this step, if the barrage information of the first camp meets the acquisition conditions of the target skill corresponding to the target activation state, it can be determined that the first camp has obtained control of the first virtual object. The first camp can release the target skill corresponding to the target activation state and display the target skill effect corresponding to the target activation state. The target skill effect can assist the first camp, and the assistance effect can be determined according to the target activation state.
[0120] For example, the conditions for acquiring a target skill may include:
[0121] The number of times the first virtual object is attacked reaches the target's attack threshold, and the number of times the first virtual object is attacked by each of the third virtual objects of the first faction is greater than the number of times it is attacked by each of the third virtual objects of any second faction other than the first faction; or,
[0122] The first virtual object's health is less than or equal to the target's health threshold, and the damage dealt to the first virtual object by each third virtual object of the first faction is greater than the damage dealt to the first virtual object by any third virtual object of the second faction other than the first faction.
[0123] The number of times the first virtual object is attacked can refer to the sum of the number of attacks on the first virtual object by virtual objects from each faction.
[0124] During the attack on the first virtual object by the third or fourth virtual object, progress information can be displayed to indicate the progress of the barrage information relative to the target's activation state.
[0125] Referring to Figures 3, 4, and 5, which are respectively schematic diagrams of the user interface provided in the embodiments of this disclosure, schematic diagram 3, and schematic diagram 4.
[0126] In Figure 3, the first virtual object 31 is in the first active state. The target skill corresponding to the first virtual object 31 can be a skill that uses lightning to attack. Lightning effects 32 and progress information 33 can be displayed near the first virtual object 31. The progress information can represent the remaining health of the first virtual object 31, or the progress of the number of times the first virtual object has been attacked relative to the target's hit threshold.
[0127] The first virtual object 41 shown in Figures 4 and 5 is in a second active state. Its corresponding target skill can be a skill that restores health to a protected object. A healing effect 42 and progress information 43 corresponding to the second active state can be displayed near the second virtual object 41. The color of the healing effect 42 can change according to the control percentage of each faction over the first virtual object 41, and the color of the healing effect 42 can match the faction with the highest control percentage. This control percentage can be the ratio between the number of attacks the faction makes on the first virtual object and the target's hit threshold, or the ratio between the damage dealt by the faction to the first virtual object and the target's health threshold. The progress information 43 in Figures 4 and 5 indicates the completion rate of the target activation conditions. The healing effect 42 can gradually change from a virtual state to a physical state as the progress information increases. The color of the healing effect 42 in Figure 4 corresponds to the first faction, and the color of the healing effect 42 in Figure 5 corresponds to the second faction.
[0128] When the barrage information of the first camp meets the acquisition conditions of the target skill corresponding to the target's activation state, the target skill effect corresponding to the target's activation state and used to assist the first camp can be displayed.
[0129] For example, if the first virtual object is in a first active state, the target skill effect of the protected object of the second faction (excluding the first faction) being damaged by the target damage skill can be displayed. If the first virtual object is in a second active state, the health increase information of the protected object of the first faction and / or the information of the first faction gaining a health shield can be displayed based on the current health of the first faction and the health increase value corresponding to the target skill effect.
[0130] Specifically, when the difference between the current health value of the protected object in the first camp and its total health value is less than the health value increase value, a health shield is added to the protected object in the first camp. The health value is used to reduce the health value loss when attacked.
[0131] Referring to Figures 6 and 7, which are respectively schematic diagrams of the user interface provided in the embodiments of this disclosure, namely, the fifth and sixth schematic diagrams of the user interface provided in the embodiments of this disclosure. Figure 6 shows the target skill effect of a protected object of the second faction (excluding the first faction) being damaged by a target damage skill; Figure 7 shows the target skill effect of a protected object of the first faction being healed by a target skill, increasing its health.
[0132] The interactive control method provided in this embodiment deploys a first virtual object and activates it when the game state information meets the activation conditions, thereby providing users with a way to interact with the first virtual object, enriching the interaction between users and the game. Furthermore, when the barrage information input by the user meets the target skill acquisition conditions corresponding to the target activation state, the method displays the target skill effects corresponding to the target activation state and used to assist the first faction, thus feeding back the user's interaction results with the game and improving the visual presentation of the target game.
[0133] Those skilled in the art will understand that, in the above-described method of the specific implementation, the order in which each step is written does not imply a strict execution order and does not constitute any limitation on the implementation process. The specific execution order of each step should be determined by its function and possible internal logic.
[0134] Based on the same inventive concept, this disclosure also provides an interactive control device corresponding to the interactive control method. Since the principle of the device in this disclosure for solving the problem is similar to the interactive control method described above in this disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.
[0135] Referring to Figure 8, which is a schematic diagram of an interactive control device provided in an embodiment of this disclosure, the device includes:
[0136] The first display module 810 is used to display the target game scene of the target game in the live broadcast room; the target game scene includes a first virtual object in an inactive state;
[0137] The switching module 820 is used to switch the first virtual object from the pending activation state to the target activation state in response to the game state information of the target game satisfying the target activation condition among multiple activation conditions; wherein, different types of activation conditions correspond to different activation states.
[0138] The receiving module 830 is used to receive barrage information input by users in the first camp, which is used to attack the first virtual object;
[0139] The second display module 840 is used to respond to the first camp's barrage information satisfying the target skill acquisition conditions corresponding to the target activation state, and to display the target skill effects corresponding to the target activation state to assist the first camp; wherein, the target skill effects corresponding to different activation states are different.
[0140] In one optional implementation, the target game scene further includes second virtual objects summoned by users from multiple factions through bullet screen information;
[0141] The target activation state includes a first activation state, and the switching module 820 is specifically used for:
[0142] In response to the total number of second virtual objects entering the target state in the target game exceeding the target number threshold, the first virtual object is switched from the pending activation state to the first activated state with the target damage skill.
[0143] In one optional implementation, the target game scene further includes protected objects from multiple factions;
[0144] The second display module 840 is specifically used for:
[0145] Display the target skill effect of the protected object of the second faction (excluding the first faction) being damaged by the target damage skill.
[0146] In one optional implementation, the apparatus further includes a first determining module, configured to:
[0147] Determine the historical number of times the first virtual object has been switched to the first active state in the current battle;
[0148] The target quantity threshold is determined based on the historical count; wherein the target quantity threshold increases as the historical count increases.
[0149] In one optional implementation, the target game scene further includes protected objects from multiple factions;
[0150] The target activation state includes a second activation state, and the switching module 820 is specifically used for:
[0151] In response to the fact that the health of the protected object of either faction is less than the target health threshold, the first virtual object is switched from the unactivated state to a second activated state with a health-boosting skill.
[0152] In one optional implementation, the second display module 840 is specifically used for:
[0153] Based on the current health of the first faction and the health increase value corresponding to the target skill effect, display the health increase information of the protected object of the first faction, and / or the information of the first faction adding a health shield;
[0154] Specifically, when the difference between the current health value and the total health value of the protected object in the first camp is less than the health value increase value, a health shield is added to the protected object in the first camp. The health shield is used to reduce health loss when attacked.
[0155] In one optional implementation, the apparatus further includes a second determining module, configured to:
[0156] Determine the historical number of times the first virtual object has been switched to the second active state in the current battle;
[0157] The target health threshold is determined based on the historical count; wherein the target health threshold decreases as the historical count increases.
[0158] In one optional implementation, after receiving the barrage information input by the user who joined the first camp, used to attack the first virtual object, the second display module 840 is further configured to:
[0159] The effect shows a third virtual object, generated based on the bullet screen information, attacking the first virtual object at a preset frequency.
[0160] The bullet screen information of the first faction satisfies the target skill acquisition conditions corresponding to the target's active state, including:
[0161] The number of times the first virtual object is attacked reaches the target attack threshold, and the number of times the first virtual object is attacked by each of the third virtual objects of the first faction is greater than the number of times it is attacked by each of the third virtual objects of any second faction other than the first faction; or,
[0162] The first virtual object's health is less than or equal to the target health threshold, and the damage dealt to the first virtual object by each third virtual object of the first faction is greater than the damage dealt to the first virtual object by any third virtual object of the second faction other than the first faction.
[0163] In one optional implementation, after receiving the barrage information input by the user who joined the first camp, used to attack the first virtual object, the second display module 840 is further configured to:
[0164] The effect shows the user's existing fourth virtual object attacking the first virtual object;
[0165] Wherein, the existing fourth virtual object refers to the virtual object summoned by the user's historical input barrage information, and the historical input barrage information refers to the barrage information entered before the barrage information for attacking the first virtual object was entered; and, when the existing fourth virtual object attacks the first virtual object, it cannot attack other virtual objects.
[0166] The processing flow of each module in the device and the interaction flow between each module can be referred to the relevant descriptions in the above method embodiments, and will not be detailed here.
[0167] Based on the same technical concept, this disclosure also provides a computer device. Referring to FIG9, which is a schematic diagram of the structure of the computer device 900 provided in this disclosure, it includes a processor 901, a memory 902, and a bus 903. The memory 902 is used to store execution instructions and includes main memory 9021 and external memory 9022; the main memory 9021, also called internal memory, is used to temporarily store the computational data in the processor 901, as well as data exchanged with external memory 9022 such as a hard disk. The processor 901 exchanges data with the external memory 9022 through the main memory 9021. When the computer device 900 is running, the processor 901 and the memory 902 communicate through the bus 903, causing the processor 901 to execute the following instructions:
[0168] The target game scene of the target game is displayed in the live broadcast room; the target game scene includes a first virtual object in an inactive state.
[0169] In response to the game state information of the target game satisfying the target activation condition among multiple activation conditions, the first virtual object is switched from the unactivated state to the target activated state; wherein, different types of activation conditions correspond to different activation states;
[0170] Receive barrage information input by users in the first camp, used to attack the first virtual object;
[0171] In response to the barrage information of the first faction satisfying the target skill acquisition conditions corresponding to the target activation state, the target skill effect corresponding to the target activation state and used to assist the first faction is displayed; wherein, the target skill effect is different for different activation states.
[0172] In one optional implementation, the instructions executed by the processor 901 further include a second virtual object summoned by users of multiple factions through bullet screen information in the target game scene;
[0173] The target activation state includes a first activation state. The step of switching the first virtual object from the pending activation state to the target activation state in response to the game state information of the target game satisfying a target activation condition among multiple activation conditions includes:
[0174] In response to the total number of second virtual objects entering the target state in the target game exceeding the target number threshold, the first virtual object is switched from the pending activation state to the first activated state with the target damage skill.
[0175] In one optional implementation, the instructions executed by the processor 901 further include multiple protected objects of different factions in the target game scene;
[0176] The display of target skill effects corresponding to the target's activation state, used to assist the first faction, includes:
[0177] Display the target skill effect of the protected object of the second faction (excluding the first faction) being damaged by the target damage skill.
[0178] In one optional implementation, the instructions executed by the processor 901 further include:
[0179] Determine the historical number of times the first virtual object has been switched to the first active state in the current battle;
[0180] The target quantity threshold is determined based on the historical count; wherein the target quantity threshold increases as the historical count increases.
[0181] In one optional implementation, the instructions executed by the processor 901 further include multiple protected objects of different factions in the target game scene;
[0182] The target activation state includes a second activation state. The step of switching the first virtual object from the pending activation state to the target activation state in response to the game state information of the target game satisfying the target activation condition among multiple activation conditions includes:
[0183] In response to the fact that the health of the protected object of either faction is less than the target health threshold, the first virtual object is switched from the unactivated state to a second activated state with a health-boosting skill.
[0184] In one optional implementation, the instructions executed by processor 901, wherein displaying target skill effects corresponding to the target activation state and used to assist the first faction, includes:
[0185] Based on the current health of the first faction and the health increase value corresponding to the target skill effect, display the health increase information of the protected object of the first faction, and / or the information of the first faction adding a health shield;
[0186] Specifically, when the difference between the current health value and the total health value of the protected object in the first camp is less than the health value increase value, a health shield is added to the protected object in the first camp. The health shield is used to reduce health loss when attacked.
[0187] In one optional implementation, the instructions executed by the processor 901 further include:
[0188] Determine the historical number of times the first virtual object has been switched to the second active state in the current battle;
[0189] The target health threshold is determined based on the historical count; wherein the target health threshold decreases as the historical count increases.
[0190] In one optional implementation, after receiving the barrage information input by the user who joined the first camp for attacking the first virtual object, the instructions executed by the processor 901 further include:
[0191] The effect shows a third virtual object, generated based on the bullet screen information, attacking the first virtual object at a preset frequency.
[0192] The bullet screen information of the first faction satisfies the target skill acquisition conditions corresponding to the target's active state, including:
[0193] The number of times the first virtual object is attacked reaches the target attack threshold, and the number of times the first virtual object is attacked by each of the third virtual objects of the first faction is greater than the number of times it is attacked by each of the third virtual objects of any second faction other than the first faction; or,
[0194] The first virtual object's health is less than or equal to the target health threshold, and the damage dealt to the first virtual object by each third virtual object of the first faction is greater than the damage dealt to the first virtual object by any third virtual object of the second faction other than the first faction.
[0195] In one optional implementation, after receiving the barrage information input by the user who joined the first camp for attacking the first virtual object, the instructions executed by the processor 901 further include:
[0196] The effect shows the user's existing fourth virtual object attacking the first virtual object;
[0197] Wherein, the existing fourth virtual object refers to the virtual object summoned by the user's historical input barrage information, and the historical input barrage information refers to the barrage information entered before the barrage information for attacking the first virtual object was entered; and, when the existing fourth virtual object attacks the first virtual object, it cannot attack other virtual objects.
[0198] This disclosure also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the interactive control method described in the above-described method embodiments. The storage medium may be a volatile or non-volatile computer-readable storage medium.
[0199] This disclosure also provides a computer program product carrying program code. The program code includes instructions that can be used to execute the steps of the interactive control method described in the above method embodiments. For details, please refer to the above method embodiments, which will not be repeated here.
[0200] The aforementioned computer program product can be implemented through hardware, software, or a combination thereof. In one optional embodiment, the computer program product is specifically embodied in a computer storage medium; in another optional embodiment, the computer program product is specifically embodied in a software product, such as a software development kit (SDK), etc.
[0201] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems and devices described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here. In the several embodiments provided in this disclosure, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of units is only a logical functional division; in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Another point is that the displayed or discussed mutual coupling or direct coupling or communication connection may be through some communication interfaces; the indirect coupling or communication connection of devices or units may be electrical, mechanical, or other forms.
[0202] The units described as separate components may or may not be physically separate. The 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 the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0203] In addition, the functional units in the various embodiments of this disclosure can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0204] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0205] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. An interactive control method, characterized in that, include: The live stream showcases a target game scene of a target game; the target game scene includes a first virtual object in a pending activation state, wherein the first virtual object is deployed within the target game scene; in response to the target game state information satisfying a target activation condition among multiple activation conditions, the first virtual object is switched from the pending activation state to the target activation state; wherein different types of activation conditions correspond to different activation states; the live stream receives barrage information input by users of a first faction for attacking the first virtual object; in response to the barrage information of the first faction satisfying the target skill acquisition condition corresponding to the target activation state, the live stream displays target skill effects corresponding to the target activation state for assisting the first faction; wherein different activation states correspond to different target skill effects; the target game scene also includes second virtual objects summoned by users of multiple factions through barrage information and protected objects of multiple factions; the target activation condition includes the second virtual object entering the target state in the target game. The method further includes, after receiving the barrage information input by the user who joined the first camp for attacking the first virtual object, displaying a special effect of a third virtual object generated based on the barrage information attacking the first virtual object at a preset frequency; the barrage information of the first camp satisfies the target skill acquisition conditions corresponding to the target activation state, including: the number of times the first virtual object is attacked reaches the target hit threshold, and the number of times the first virtual object is attacked by each third virtual object of the first camp is greater than the number of times it is attacked by each third virtual object of any second camp other than the first camp; or, the health value of the first virtual object is less than or equal to the target health threshold, and the damage value caused by each third virtual object of the first camp to the first virtual object is greater than the damage value caused by each third virtual object of any second camp other than the first camp to the first virtual object.
2. The method according to claim 1, characterized in that, The target activation state includes a first activation state. In response to the game state information of the target game satisfying the target activation condition among multiple activation conditions, the first virtual object is switched from the pending activation state to the target activation state, including: in response to the total number of second virtual objects entering the target state in the target game exceeding the target number threshold, the first virtual object is switched from the pending activation state to the first activation state with the target damage skill.
3. The method according to claim 2, characterized in that, The target game scene also includes protected objects from multiple factions; the display of target skill effects corresponding to the target's active state and used to assist the first faction includes: displaying target skill effects of the protected objects of the second faction (excluding the first faction) being damaged by the target's damage skill.
4. The method according to claim 2 or 3, characterized in that, The target quantity threshold is determined according to the following steps: determining the historical number of times the first virtual object has been switched to the first active state in the current battle; determining the target quantity threshold based on the historical number of times; wherein the target quantity threshold increases as the historical number of times increases.
5. The method according to claim 1, characterized in that, The target activation state includes a second activation state. In response to the game state information of the target game satisfying the target activation condition among multiple activation conditions, the first virtual object is switched from the pending activation state to the target activation state, including: in response to the fact that the health value of the protected object of any faction is less than the target health value threshold, the first virtual object is switched from the pending activation state to a second activation state with a skill that increases health value.
6. The method according to claim 5, characterized in that, The display of target skill effects corresponding to the target's active state, used to assist the first faction, includes: displaying the health boost information of the protected object of the first faction based on the first faction's current health and the health boost value corresponding to the target skill effect, and / or the information of the first faction adding a health shield; wherein, when the difference between the current health of the protected object of the first faction and its total health is less than the health boost value, the health shield is added to the protected object of the first faction, and the health shield is used to reduce health loss when attacked.
7. The method according to claim 5 or 6, characterized in that, The target health threshold is determined according to the following steps: determining the number of times the first virtual object has been switched to the second active state in the current battle; determining the target health threshold based on the number of times; wherein the target health threshold decreases as the number of times decreases.
8. The method according to claim 1, characterized in that, After receiving the barrage information input by the user who joined the first camp, which is used to attack the first virtual object, the method further includes: displaying a special effect of the user's existing fourth virtual object attacking the first virtual object; wherein, the existing fourth virtual object refers to the virtual object summoned by the barrage information previously input by the user, and the previously input barrage information refers to the barrage information input before inputting the barrage information used to attack the first virtual object; and, the existing fourth virtual object cannot attack other virtual objects when attacking the first virtual object.
9. An interactive control device, characterized in that, include: A first display module is used to display a target game scene of the target game within the live stream; the target game scene includes a first virtual object in a pending activation state, wherein the first virtual object is deployed within the target game scene; a switching module is used to switch the first virtual object from the pending activation state to the target activation state in response to the target game state information satisfying a target activation condition among multiple activation conditions; wherein different types of activation conditions correspond to different activation states; a receiving module is used to receive barrage information input by users of the first faction for attacking the first virtual object; a second display module is used to display target skill effects corresponding to the target activation state for assisting the first faction in response to the barrage information of the first faction satisfying the target skill acquisition condition corresponding to the target activation state; wherein different activation states correspond to different target skill effects; wherein the target game scene also includes second virtual objects summoned by users of multiple factions through barrage information and protected objects of multiple factions, the target activation... The conditions include: the total number of second virtual objects entering the target state in the target game exceeds the target number threshold, and the health value of the protected object of any faction is less than the target health value threshold; after receiving the barrage information input by the user who joined the first faction for attacking the first virtual object, displaying the special effect of a third virtual object generated based on the barrage information attacking the first virtual object at a preset frequency; the barrage information of the first faction satisfies the target skill acquisition conditions corresponding to the target activation state, including: the number of times the first virtual object is attacked reaches the target hit threshold, and the number of times the first virtual object is attacked by each third virtual object of the first faction is greater than the number of times it is attacked by each third virtual object of any second faction other than the first faction; or, the health value of the first virtual object is less than or equal to the target health value threshold, and the damage value caused by each third virtual object of the first faction to the first virtual object is greater than the damage value caused by each third virtual object of any second faction other than the first faction to the first virtual object.
10. A computer device, characterized in that, include: The computer device includes a processor, a memory, and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the computer device is running, the processor communicates with the memory via the bus, and the machine-readable instructions, when executed by the processor, perform the steps of the interactive control method as described in any one of claims 1 to 8.
11. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the interactive control method as described in any one of claims 1 to 8.
Citation Information
Patent Citations
Method and device for controlling game operation skill by utilizing pop-up screen
CN105797373A