Game live broadcast interactive processing method and device based on bullet screen and computing equipment

By generating physical barrage with collision volume in the game live broadcast room, the problem of limited barrage display time is solved, the audience's sense of participation and anchor interaction perception is enhanced, and the interaction methods in the game live broadcast room are enriched.

CN119316674APending Publication Date: 2025-01-14SHANGHAI HODE INFORMATION TECH CO LTD
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Patent Information

Application Number
CN202411420925.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-11
Publication Date
2025-01-14

AI Technical Summary

Technical Problem

In the game live broadcast room, the display time of the barrage is limited, which makes it difficult for the anchor to identify multiple barrages, and the participation and interactive experience are poor, and the anchor has a low perception of the audience's interactive barrage.

Method used

By obtaining the barrage sent by the audience in the game live broadcast room, triggering the corresponding game barrage command, so that the target game end can generate a physical barrage with collision volume, and judge whether it meets the entity based on the characters, semantics, characters and payment results of the barrage. Barrage triggers rules and triggers different game barrage instructions based on audience attributes to generate auxiliary or obstruct game characters.

Benefits of technology

It enhances the sense of participation and inclusion of live broadcast audiences, enhances the anchor's perception of the audience's interactive barrage, enriches the interaction methods of the game live broadcast room, and provides a brand new interactive experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a bullet screen-based game live broadcast interaction processing method and apparatus, and a computing device. The method comprises the steps of obtaining bullet screens sent by audience users in a game live broadcast room; triggering a game bullet screen instruction corresponding to the bullet screen; sending the game bullet screen instruction to a target game end running a game live broadcast in the game live broadcast room; the game bullet screen instruction is used for enabling the target game end to generate an entity bullet screen with a collision volume in the game. Through the mode, the bullet screen sent by the live broadcast audience in the game live broadcast room can trigger the corresponding entity bullet screen in the game, and the live broadcast audience can participate in the live broadcast game by sending the bullet screen in the game live broadcast room, so that the sense of participation and substitution of the live broadcast audience can be improved; and the perception of the anchor to the interactive bullet screen of the audience can be improved, the interaction modes of the game live broadcast room are enriched, and brand new interaction experience can be brought to the anchor and the audience.
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Description

Technical Field

[0001] The present application relates to the field of Internet technology, and specifically to a method, device, computing equipment, computer storage medium and computer program product for interactive processing of game live broadcast based on bullet screen. Background Art

[0002] Game live streaming is to collect the game screen running locally on the device and upload it to the live streaming website in real time for the audience to watch. This form of live streaming has rapidly emerged in recent years with the rapid development of Internet technology and network bandwidth, and has become a popular entertainment and social method. Live streaming platforms usually provide various interactive methods, allowing the anchor and the audience to exchange information, communicate emotions, and interact with each other in real time. Barrage is one of the commonly used interactive methods in the live streaming room.

[0003] In the related art, the barrage in the game live broadcast room is only used for display, and the barrage sent by the audience is scrolled and displayed in the live broadcast room interface. Therefore, the time the barrage is displayed in the interface is limited. When there are a large number of barrages, it is even more difficult to distinguish individual barrages. In addition, the host is immersed in operating the game. For various reasons, the barrage is easily ignored by the host, resulting in poor participation and interaction experience for the audience, and the host's perception of the audience's interactive barrage is also low. Summary of the invention

[0004] In view of the above problems, the present application is proposed to provide a barrage-based game live interactive processing method, device, computing device, computer storage medium and computer program product that overcome the above problems or at least partially solve the above problems.

[0005] According to one aspect of the present application, a game live broadcast interaction processing method based on bullet screen is provided, comprising:

[0006] Get the bullet comments sent by the audience in the game live broadcast room;

[0007] Trigger the game barrage command corresponding to the barrage;

[0008] The game barrage command is sent to the target game terminal running the game broadcasted by the game live broadcast room; wherein the game barrage command is used to enable the target game terminal to generate a physical barrage with a collision volume in the game.

[0009] Optionally, after obtaining the bullet comments sent by the audience user in the game live broadcast room, the method further includes:

[0010] Determine whether the entity bullet comment triggering rules are met based on the characters, semantics, number of characters and / or payment results contained in the bullet comment;

[0011] The game bullet screen instructions corresponding to triggering the bullet screen further include:

[0012] If the barrage meets the physical barrage triggering rules, the game barrage command corresponding to the barrage is triggered.

[0013] Optionally, the game bullet screen instruction corresponding to the triggering bullet screen further includes:

[0014] The audience attributes of the audience user are identified according to the barrage, and the game barrage command is triggered according to the identification result.

[0015] Optionally, triggering the game bullet screen instruction according to the recognition result further includes:

[0016] If the audience attribute of the audience user is the first attribute, a first game barrage instruction for generating a first entity barrage is triggered; wherein the target game character operated by the anchor user in the game live broadcast room is configured to ignore the collision volume of the first entity barrage.

[0017] Optionally, triggering the game bullet screen instruction according to the recognition result further includes:

[0018] If the audience attribute of the audience user is the second attribute, a second game barrage instruction for generating a second entity barrage is triggered; wherein the target game end triggers a corresponding collision interaction effect in response to a collision event between the target game character and the second entity barrage.

[0019] Optionally, the target game terminal clears the second entity barrage in response to a collision event between the first entity barrage and the second entity barrage.

[0020] Optionally, the method further comprises:

[0021] Configure entity barrage triggering rules according to the host user's rule configuration request.

[0022] According to another aspect of the present application, a game live broadcast interactive processing device based on bullet screen is provided, comprising:

[0023] The acquisition module is used to obtain the bullet comments sent by the audience users in the game live broadcast room;

[0024] A trigger module, used to trigger the game barrage command corresponding to the barrage;

[0025] The sending module is used to send game barrage instructions to the target game terminal running the game broadcasted by the game live broadcast room; wherein the game barrage instructions are used to enable the target game terminal to generate a physical barrage with a collision volume in the game.

[0026] Optionally, the device further comprises:

[0027] A judgment module, used to judge whether the entity barrage triggering rules are met according to the characters, semantics, number of characters and / or payment results contained in the barrage;

[0028] The trigger module is further used to: if the barrage meets the entity barrage triggering rules, trigger the game barrage instructions corresponding to the barrage.

[0029] Optionally, the trigger module is further configured to:

[0030] The audience attributes of the audience user are identified according to the barrage, and the game barrage command is triggered according to the identification result.

[0031] Optionally, the trigger module is further configured to:

[0032] If the audience attribute of the audience user is the first attribute, a first game barrage instruction for generating a first entity barrage is triggered; wherein the target game character operated by the anchor user in the game live broadcast room is configured to ignore the collision volume of the first entity barrage.

[0033] Optionally, the trigger module is further configured to:

[0034] If the audience attribute of the audience user is the second attribute, a second game barrage instruction for generating a second entity barrage is triggered; wherein the target game end triggers a corresponding collision interaction effect in response to a collision event between the target game character and the second entity barrage.

[0035] Optionally, the target game terminal clears the second entity barrage in response to a collision event between the first entity barrage and the second entity barrage.

[0036] Optionally, the device further comprises:

[0037] The configuration module is used to configure entity barrage triggering rules according to the rule configuration request of the anchor user.

[0038] According to another aspect of the present application, there is provided a computing device, comprising: a processor, a memory, a communication interface and a communication bus, wherein the processor, the memory and the communication interface communicate with each other via the communication bus;

[0039] The memory is used to store at least one executable instruction, and the executable instruction enables the processor to perform operations corresponding to the above-mentioned game live broadcast interactive processing method based on barrage.

[0040] According to another aspect of the present application, a computer storage medium is provided, wherein at least one executable instruction is stored in the storage medium, and the executable instruction enables a processor to perform operations corresponding to the above-mentioned game live broadcast interactive processing method based on barrage.

[0041] According to another aspect of the present application, a computer program product is provided, comprising at least one executable instruction, wherein the executable instruction enables a processor to perform operations corresponding to the above-mentioned game live interactive processing method based on barrage.

[0042] According to the game live interactive processing method, device, computing device, computer storage medium and computer program product based on barrage provided by the embodiments of the present application, the barrage sent by the audience user in the game live broadcast room is obtained; the game barrage instruction corresponding to the barrage is triggered; the game barrage instruction is sent to the target game terminal running the game broadcasted by the game live broadcast room; the game barrage instruction is used to enable the target game terminal to generate a physical barrage with a collision volume in the game. Through the above method, the barrage sent by the live audience in the game live broadcast room can trigger the corresponding physical barrage in the game, and the live audience can participate in the game being broadcasted by sending barrage in the game live broadcast room, which can enhance the participation and sense of involvement of the live audience, and can also enhance the host's perception of the audience's interactive barrage, enriching the interactive mode of the game live broadcast room, and can bring a new interactive experience to the host and the audience.

[0043] The above description is only an overview of the technical solution of the present application. In order to more clearly understand the technical means of the present application, it can be implemented in accordance with the contents of the specification. In order to make the above and other purposes, features and advantages of the present application more obvious and easy to understand, the specific implementation methods of the present application are listed below. BRIEF DESCRIPTION OF THE DRAWINGS

[0044] Various other advantages and benefits will become apparent to those of ordinary skill in the art by reading the detailed description of the preferred embodiments below. The accompanying drawings are only for the purpose of illustrating the preferred embodiments and are not to be considered as limiting the present application. Also, the same reference symbols are used throughout the accompanying drawings to represent the same components. In the accompanying drawings:

[0045] Figure 1 A flowchart of a game live broadcast interactive processing method based on bullet screen provided in an embodiment of the present application is shown;

[0046] Figure 2 A flowchart of a game live broadcast interactive processing method based on bullet screen provided by another embodiment of the present application is shown;

[0047] Figure 3 A schematic diagram of a game live broadcast room interface is shown;

[0048] Figure 4 A schematic diagram of another game live broadcast room interface is shown;

[0049] Figure 5 A schematic diagram of another game live broadcast room interface is shown;

[0050] Figure 6 Another embodiment of the present invention provides a method for interactively processing live game broadcasts based on bullet screens;

[0051] Figure 7A functional structure diagram of a game live broadcast interactive processing device based on bullet screen provided in an embodiment of the present application is shown;

[0052] Figure 8 A schematic diagram of the structure of a computing device provided in an embodiment of the present application is shown. DETAILED DESCRIPTION

[0053] The exemplary embodiments of the present application will be described in more detail below with reference to the accompanying drawings. Although the exemplary embodiments of the present application are shown in the accompanying drawings, it should be understood that the present application can be implemented in various forms and should not be limited by the embodiments set forth herein. On the contrary, these embodiments are provided in order to enable a more thorough understanding of the present application and to fully convey the scope of the present application to those skilled in the art.

[0054] First, the terms involved in one or more embodiments of the present application are explained.

[0055] Live broadcast room: refers to a virtual room or channel on a network platform that users can access through the Internet, allowing the host to share video, audio and interact with the audience in real time through the Internet.

[0056] Game live streaming: The host collects the game screen running on the device and uploads it to the live streaming platform in real time for the audience to watch.

[0057] Live interaction: refers to the process of real-time information exchange, emotional communication and behavioral interaction between the anchor and the audience through various interactive functions provided by the live broadcast platform. This interaction is not limited to traditional communication methods such as text, voice and video, but also includes various forms of interaction such as bullet screen, likes, comments, gift sending and lucky draw.

[0058] Live broadcast barrage: It is a form of instant commentary that appears in live videos. It allows viewers to send text comments while watching the live broadcast. These comments will appear on the screen in a scrolling form, like bullets flying across the screen, hence the name "barrage".

[0059] Eye-catching message: namely SuperChat (SC for short), viewers pay a fee and use SC to generate an eye-catching banner in a prominent position in the live broadcast room, and the banner will stay for a corresponding period of time according to the paid price.

[0060] Figure 1 The flowchart of the game live interactive processing method based on bullet screen provided by an embodiment of the present application is shown. Figure 1 As shown, the method comprises the following steps:

[0061] Step S110, obtaining the bullet comments sent by the audience users in the game live broadcast room.

[0062] The audience users send barrages through the barrage interaction entrance in the game live broadcast room interface, and obtain the barrages sent by the audience users through the barrage interaction entrance.

[0063] Step S120, triggering the game barrage instruction corresponding to the barrage.

[0064] Game barrage instructions are used to generate physical barrages with collision volumes in the games broadcast live in the game live broadcast room. The characters displayed by the physical barrages are exactly the same as the characters contained in the barrages sent by the audience users. The physical barrages can be dynamically moving or stationary, and the physical barrages can physically interact with the game environment.

[0065] Collision volume is a concept used in the game. It refers to the impenetrable space occupied by various units in the game (such as heroes, buildings, non-hero units, and some special obstacles such as native trees, trees generated by skills, etc.) when trying to overlap. The collision volume is the reason why two units squeeze each other when trying to overlap, and it determines the minimum distance between units. When neither is in a phase state, this distance is equal to the sum of the collision volumes of the two units. The existence of the collision volume means that the unit may be blocked by other units or obstacles when finding the path, which manifests as the unit being stuck or detoured. At the same time, it is also an important basis for judging whether the damage and effect are effective when skills interact.

[0066] Step S130, sending the game bullet screen instruction to the target game terminal running the game broadcasted by the game broadcasting room, wherein the game bullet screen instruction is used to enable the target game terminal to generate a physical bullet screen with a collision volume in the game.

[0067] The game contains multiple units with collision volumes. When units collide with each other, preset collision interaction effects will be triggered, such as triggering specific animations, playing sound effects, changing game logic, changing game rules, changing game interface, changing game character status, etc. Based on this, by generating physical barrages with collision volumes in the game, physical barrages, as units in the game, will also trigger corresponding collision interaction effects when colliding with other units. It can be seen that live broadcast viewers can participate in the live broadcast of the game by sending barrages in the game live broadcast room, which can increase the exposure of the barrages sent by the audience. The triggered physical barrages will also affect the host's game experience, allowing the host to more truly feel the interactive barrages from the audience in an intuitive way.

[0068] In summary, according to the game live broadcast interactive processing method based on barrage provided by this embodiment, the barrage sent by the audience user in the game live broadcast room is obtained; the game barrage instruction corresponding to the barrage is triggered; the game barrage instruction is sent to the target game terminal running the game broadcasted by the game live broadcast room; the game barrage instruction is used to enable the target game terminal to generate a physical barrage with a collision volume in the game. Through the above method, the barrage sent by the live broadcast audience in the game live broadcast room can trigger the corresponding physical barrage in the game, and the live broadcast audience can participate in the game being broadcasted by sending barrage in the game live broadcast room, which can enhance the participation and sense of involvement of the live broadcast audience, and can also enhance the host's perception of the audience's interactive barrage, enriching the interactive mode of the game live broadcast room, and can bring a new interactive experience to the host and the audience.

[0069] Figure 2 A flowchart of a method for interactively processing a game live broadcast based on bullet screen provided by another embodiment of the present application is shown. Figure 2 As shown, the method comprises the following steps:

[0070] Step S210, obtaining the bullet comments sent by the audience users in the game live broadcast room.

[0071] The audience users send barrages through the barrage interaction entrance in the game live broadcast room interface, and obtain the barrages sent by the audience users through the barrage interaction entrance.

[0072] Step S220, judging whether the entity barrage triggering rules are met based on the characters, semantics, number of characters and / or payment results contained in the barrage.

[0073] If yes, go to step S230; if no, go to step S250.

[0074] In the method of the embodiment of the present application, one or more dimensions of entity barrage triggering rules can be set. Specifically, if the barrage sent by the audience user contains specific characters, it complies with the entity barrage triggering rules of the character dimension, for example, the preset characters are "protect the anchor", "protect hero A", "down with the anchor"; if the semantics of the barrage indicates that the audience user belongs to a certain game operator or a supporter of the game character, it complies with the entity barrage triggering rules of the semantic dimension, if the semantics of the barrage indicates that the audience user belongs to a neutral party, it does not comply with the entity barrage triggering rules of the semantic dimension; if the number of characters in the barrage sent by the audience user exceeds the preset number, it complies with the entity barrage triggering rules of the character number dimension; if the audience user successfully sends a striking message by paying, it complies with the entity barrage triggering rules of the payment result dimension, wherein the striking message is displayed in the game live broadcast room in the form of a striking banner, and the anchor user may still ignore the striking message, and triggering the corresponding physical barrage in the game will affect the game status and more easily attract the attention of the anchor user.

[0075] In an optional manner, according to the rule configuration request of the anchor user, the entity barrage triggering rule is configured, so that the anchor user can customize the entity barrage triggering rule according to the needs. Furthermore, the entity barrage triggering rule is displayed in the game live broadcast room, so that the audience can send barrages that meet the triggering rules as needed.

[0076] Step S230, identifying the audience attributes of the audience user according to the barrage, and triggering the game barrage command according to the identification result.

[0077] If the barrage meets the entity barrage triggering rules, it is determined that the corresponding entity barrage can be triggered, and the game barrage command is triggered according to the audience attributes of the audience user.

[0078] The audience attributes of the audience users represent the attitudes or emotions of the audience users toward the anchor user and the target game character operated by the anchor user. Specifically, the semantics of the bullet comments can be analyzed from the perspective of whether the audience users support the anchor user or the target game character operated by the anchor user, and then the audience attributes of the audience users can be determined. The bullet comment instructions triggered by the audience attributes are used to generate physical bullet comments that assist or hinder the target game character. The anchor user can feel the emotional feedback of the audience users more vividly, thereby improving the interactive experience of the audience users.

[0079] Specifically, if the audience attribute of the audience user is the first attribute, a first game barrage instruction for generating a first entity barrage is triggered; wherein the target game character operated by the anchor user in the game live broadcast room is configured to ignore the collision volume of the first entity barrage. The first attribute is specifically a defender attribute. If the audience user supports the anchor user or the target game character operated by the anchor user according to the barrage analysis, it is determined that the audience attribute is a defender attribute, and the target game character operated by the anchor user is configured to ignore the collision volume of the first entity barrage, that is, the first entity barrage will not cause damage to the target game character or hinder the target game character from moving forward.

[0080] In addition, a competitive game includes multiple opposing game characters. If the first entity barrage collides with the game character opposing the target game character, a collision interaction effect is triggered, that is, the first entity barrage can assist the target game character in fighting against other game characters.

[0081] In an optional manner, the first entity bullet screen moves in a first direction in the game, and the first direction may be a fixed direction or a dynamically changing direction. Further, the first direction is determined according to the moving direction of the target game character, that is, the first entity bullet screen follows the target game character supported by the audience user, and visually, the first entity bullet screen can also achieve the effect of following and assisting the target game character.

[0082] In an optional manner, the target game character is configured to ignore the collision volume of the first entity barrage, and the specific implementation method is: when the distance between the target game character and the first entity barrage is less than or equal to a preset distance threshold, the collision volume of the first entity barrage is disabled; when the distance between the target game character and the first entity barrage is greater than the preset distance threshold, the collision volume of the first entity barrage is restored; wherein the preset distance threshold is greater than the minimum distance between the target game character and the first entity barrage, and when both the target game character and the first entity barrage are in normal state, when the distance between the two is less than or equal to the minimum distance, it is determined that the target game character collides with the first entity barrage.

[0083] In addition, if the audience attribute of the audience user is the second attribute, a second game barrage instruction for generating a second entity barrage is triggered; wherein the target game terminal triggers a corresponding collision interaction effect in response to a collision event between the target game character and the second entity barrage. The second attribute is specifically an attacking party attribute. If the audience user is an opponent of the anchor user or the target game character operated by the anchor user according to the barrage analysis, the audience attribute is determined to be an attacking party attribute. For example, if the barrage contains text such as "Down with the anchor", "Support hero B (a game character that opposes the target game character)", it can be determined that the audience user is opposed to the anchor user and the target game character operated by the anchor user.

[0084] The collision interaction effect between the target game character and the second entity bullet screen can specifically be an effect of interfering with the progress or state of the target game character, such as reducing the health of the target game character, blocking the target game character from moving forward, etc., as well as eliminating the second entity bullet screen. That is, if the audience user objects to the anchor user or the target game character operated by the anchor user, the triggered second game bullet screen instruction is used to generate the second entity bullet screen, which can interfere with and block the target game character.

[0085] In an optional manner, the game character opposing the target game character is configured to ignore the collision volume of the second entity bullet screen, that is, the second entity bullet screen will not hinder the game character opposing the target game character.

[0086] In an optional manner, the second entity bullet screen moves in a second direction in the game, and the second direction may be a fixed direction or a dynamically changing direction. Furthermore, the second direction is opposite to the moving direction of the target game character, and visually, the second entity bullet screen can also form an effect of obstructing the target game character.

[0087] Since different audience users may have different attitudes and emotions towards the anchor user or the target game character operated by the anchor user, and these audience users send barrages at the same time, there will be a first entity barrage and a second entity barrage in the game at the same time, and a collision will occur between the first entity barrage and the second entity barrage. The target game end responds to the collision event between the first entity barrage and the second entity barrage, and clears the second entity barrage. Of course, the first entity barrage can also be cleared. That is, the first entity barrage can not only directly pass through the target game character, but also destroy the second entity barrage that hinders the target game character. In the above manner, the audience user sends a barrage that meets the requirements, and physical subtitles can be generated in the live game to assist the anchor user or hinder the anchor user.

[0088] Figure 3 A schematic diagram of a game live broadcast room interface is shown, in which a real-time game screen is displayed. The audience user triggers multiple physical barrages in the game by sending barrages. The anchor user operates the target game character 31, and the arrow indicates the moving direction of the target game character 31. Physical barrages 321, 322, and 323 are all first physical barrages, and physical barrages 331, 332, and 333 are all second physical barrages. In the game, each physical barrage moves in its own direction. The moving direction of the first physical barrage is consistent with the moving direction of the target game character 31, and the moving direction of the second physical barrage is opposite to the moving direction of the target game character 31. Figure 4 A schematic diagram of another game live broadcast room interface is shown. Since the target game character 31 ignores the collision volume of the physical barrage 323, the target game character 31 and the physical barrage 323 can overlap, and the target game character 31 and the physical barrage 333 are about to collide. Figure 5 A schematic diagram of another game live broadcast room interface is shown, combined with Figure 4 and Figure 5 , the entity barrage 322 and the entity barrage 331 both disappear after the collision, the entity barrage 333 disappears after the target game character 31 collides with the entity barrage 333, and the entity barrage 323 continues to pass through the target game character 31.

[0089] Step S240, sending the game barrage command to the target game terminal running the game broadcasted in the game live broadcast room.

[0090] The game barrage commands are sent to the target game terminal, which parses and processes them and adds corresponding physical barrages to the game. At the same time, the game screen will be uploaded to the game live broadcast room in real time. Audience users can not only see the barrages they sent, but also see how the barrages they sent affect the game.

[0091] In an optional way, the game live broadcast room is bound to the game terminal by binding the live broadcast room ID submitted by the user and the game account ID. Based on this, the target game terminal for forwarding the game barrage command can be quickly determined. Furthermore, global identity information can be generated based on the live broadcast room ID and game account ID submitted by the user. The global identity information is common to the game system and the live broadcast system, so as to achieve a one-to-one correspondence between identities.

[0092] In an optional manner, the specific implementation method of triggering the game barrage command corresponding to the barrage is: in the live broadcast server, by calling the target plug-in connected to the game to trigger the game barrage command corresponding to the barrage, the target plug-in can be connected to any game, so as to facilitate each game to realize the interactive function based on the live broadcast barrage. Further, the live broadcast server sends the game barrage command to the forwarding mechanism, and the game barrage command is sent to the target game terminal through the forwarding mechanism. The forwarding mechanism serves as an intermediate bridge between the live broadcast server and the game terminal, and is responsible for processing the data exchange between the live broadcast server and the game terminal.

[0093] In an optional manner, the game bullet screen instruction carries the global identity information of the anchor user, and the forwarding mechanism stores the correspondence between the global identity information and the game terminal. When the forwarding mechanism receives a request to start the game live broadcast room, it stores the correspondence between the global identity information of the user carried in the request to start the broadcast and the game terminal corresponding to the user. The request to start the game live broadcast room can be initiated by the game terminal. Accordingly, when the forwarding mechanism receives a request to close the game, it disconnects from the game terminal.

[0094] In an optional manner, the live broadcast server encapsulates the game bullet screen instructions according to a preset protocol and sends them to the forwarding mechanism. The forwarding mechanism verifies the encapsulation protocol of the game bullet screen instructions and sends the game bullet screen instructions to the target game terminal after the verification. The encapsulation protocol can adopt an efficient data forwarding protocol. In this way, the integrity, accuracy and security of the instructions during transmission are ensured.

[0095] In addition, before receiving the game closing request, if the connection with the target game terminal is detected to be disconnected, the connection with the target game terminal will be rebuilt; if the game barrage command to the target game terminal fails, the game barrage command will be resent to the target game terminal. By reconnecting and resending after disconnection and loss, it is ensured that the game barrage command can be reliably delivered to the target game terminal.

[0096] Step S250, presenting the barrage in the game live broadcast room interface.

[0097] If the barrage sent by the audience does not comply with the physical barrage triggering rules, the barrage will be displayed in the game live room interface according to the regular live room barrage display rules.

[0098] In summary, the game live broadcast interactive processing method based on barrage provided by this embodiment breaks the communication barriers between traditional games and live broadcast rooms and the communication barriers between viewers and anchors, and realizes a new barrage interaction mode, so that the barrage sent by viewers in the live broadcast room can trigger the same physical subtitles with collision volume in the game being broadcast by the anchor; further, the attributes of the audience are identified according to the barrage, and different game barrage instructions are triggered according to the identification results, which can further enhance the audience's sense of game participation; further, when the audience supports the anchor user or his game character by sending barrage, a game subtitle for assisting the anchor user is generated. When the audience opposes the host user or his game character by sending barrage, a physical barrage is generated to hinder the host user's game character, so that the host user can truly feel the emotional feedback of the audience users, and the emotional barrage sent by the audience can also be converted into physical barrage with corresponding functions; further, it can distinguish between ordinary barrage and special barrage, and only special barrage can trigger physical barrage in the game, which improves the interaction threshold of operating the game through barrage, avoids excessive interference with the game, and ensures the experience of the host and the audience; further, it can support the host to customize the trigger rules of physical barrage.

[0099] Figure 6 Another embodiment of the present invention provides a method for interactively processing live game broadcasts based on bullet screens. Figure 6 As shown, the method comprises the following steps:

[0100] Step S610, the audience sends bullet comments in the game live broadcast room;

[0101] If the bullet screen does not meet the physical bullet screen triggering rules, execute step S620; if the bullet screen meets the physical bullet screen triggering rules, execute step S630.

[0102] Step S620, the barrage is directly displayed in the game live broadcast room.

[0103] Step S630, triggering the game barrage command;

[0104] Step S640, the game terminal receives the game bullet screen instruction;

[0105] Step S650, the game terminal generates a physical bullet screen with a collision volume, and controls the movement of the physical bullet screen;

[0106] Step S660: If the game character collides with the entity bullet screen, a collision interaction effect is triggered.

[0107] Figure 7 The functional structure diagram of the game live interactive processing device based on bullet screen provided in the embodiment of the present application is shown as follows: Figure 7 As shown, the device comprises:

[0108] The acquisition module 71 is used to acquire the bullet comments sent by the audience users in the game live broadcast room;

[0109] A trigger module 72, used to trigger the game bullet screen instruction corresponding to the bullet screen;

[0110] The sending module 73 is used to send the game barrage instruction to the target game terminal running the game broadcasted by the game live broadcast room; wherein the game barrage instruction is used to enable the target game terminal to generate a physical barrage with a collision volume in the game.

[0111] In an optional manner, the device further comprises:

[0112] A judgment module, used to judge whether the entity barrage triggering rules are met according to the characters, semantics, number of characters and / or payment results contained in the barrage;

[0113] The trigger module 72 is further used to: if the bullet screen meets the physical bullet screen triggering rules, trigger the game bullet screen command corresponding to the bullet screen.

[0114] In an optional manner, the trigger module 72 is further configured to:

[0115] The audience attributes of the audience user are identified according to the barrage, and the game barrage command is triggered according to the identification result.

[0116] In an optional manner, the trigger module 72 is further configured to:

[0117] If the audience attribute of the audience user is the first attribute, triggering a first game barrage instruction for generating a first entity barrage;

[0118] Among them, the target game character operated by the anchor user in the game live broadcast room is configured to ignore the collision volume of the first entity barrage.

[0119] In an optional manner, the trigger module 72 is further configured to:

[0120] If the audience attribute of the audience user is the second attribute, triggering a second game barrage instruction for generating a second entity barrage;

[0121] Among them, the target game end triggers a corresponding collision interaction effect in response to a collision event between the target game character and the second entity barrage.

[0122] In an optional manner, the target game terminal clears the second entity barrage in response to a collision event between the first entity barrage and the second entity barrage.

[0123] In an optional manner, the device further comprises:

[0124] The configuration module is used to configure entity barrage triggering rules according to the rule configuration request of the anchor user.

[0125] To sum up, according to the game live broadcast interactive processing device based on barrage provided by this embodiment, the barrage sent by the live broadcast audience in the game live broadcast room can trigger the corresponding physical barrage in the game. The live broadcast audience can participate in the live broadcast game by sending barrage in the game live broadcast room, which can enhance the sense of participation and substitution of the live broadcast audience, and can also enhance the host's perception of the audience's interactive barrage, enriching the interactive mode of the game live broadcast room, and can bring a new interactive experience to the host and the audience.

[0126] An embodiment of the present application provides a non-volatile computer storage medium, which stores at least one executable instruction or computer program, which enables a processor to perform operations corresponding to the game live broadcast interactive processing method based on barrage in any of the above-mentioned method embodiments.

[0127] An embodiment of the present application provides a computer program product, which includes at least one executable instruction or computer program, which enables a processor to perform operations corresponding to the game live broadcast interactive processing method based on barrage in any of the above-mentioned method embodiments.

[0128] Figure 8 A schematic diagram of the structure of a computing device provided in an embodiment of the present application is shown, and the specific embodiment of the present application does not limit the specific implementation of the computing device.

[0129] like Figure 8 As shown, the computing device may include: a processor 802 , a communication interface 804 , a memory 806 , and a communication bus 808 .

[0130] The processor 802, the communication interface 804, and the memory 806 communicate with each other via the communication bus 808. The communication interface 804 is used to communicate with other devices such as a client or other server network elements. The processor 802 is used to execute the program 810, which can specifically execute the relevant steps in the embodiment of the game live interactive processing method based on bullet screen for computing devices.

[0131] Specifically, the program 810 may include program codes, which include computer operation instructions.

[0132] The processor 802 may be a central processing unit (CPU), or an application-specific integrated circuit (ASIC), or one or more integrated circuits configured to implement the embodiments of the present application. The one or more processors included in the computing device may be processors of the same type, such as one or more CPUs; or may be processors of different types, such as one or more CPUs and one or more ASICs.

[0133] The memory 806 is used to store the program 810. The memory 806 may include a high-speed RAM memory, and may also include a non-volatile memory (non-volatile memory), such as at least one disk memory.

[0134] Program 810 can be specifically used to enable processor 802 to execute the game live interactive processing method based on bullet screen in any of the above method embodiments. The specific implementation of each step in program 810 can refer to the corresponding description in the corresponding steps and units in the game live interactive processing embodiment based on bullet screen, which will not be repeated here. Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working process of the above-described devices and modules can refer to the corresponding process description in the aforementioned method embodiment, which will not be repeated here.

[0135] The algorithm or display provided here are not inherently related to any specific computer, virtual system or other equipment. Various general systems can also be used together with the teaching based on this. According to the above description, it is obvious to construct the structure required for this type of system. In addition, the present application embodiment is not directed to any specific programming language yet. It should be understood that various programming languages ​​can be utilized to realize the content of the present application described here, and the above description of specific languages ​​is to disclose the best mode of implementation of the present application.

[0136] In the description provided herein, a large number of specific details are described. However, it is understood that the embodiments of the present application can be practiced without these specific details. In some instances, well-known methods, structures and techniques are not shown in detail so as not to obscure the understanding of this description.

[0137] Similarly, it should be understood that in order to streamline the present application and aid in understanding one or more of the various inventive aspects, in the above description of the exemplary embodiments of the present application, the various features of the embodiments of the present application are sometimes grouped together into a single embodiment, figure, or description thereof. However, the disclosed method should not be interpreted as reflecting the following intention: the claimed application requires more features than the features explicitly recited in each claim. More specifically, as reflected in the claims, the inventive aspects lie in less than all the features of the single embodiment disclosed above. Therefore, the claims that follow the specific embodiment are hereby expressly incorporated into the specific embodiment, with each claim itself serving as a separate embodiment of the present application.

[0138] Those skilled in the art will appreciate that the modules in the devices in the embodiments may be adaptively changed and arranged in one or more devices different from the embodiments. The modules or units or components in the embodiments may be combined into one module or unit or component, and in addition they may be divided into a plurality of submodules or subunits or subcomponents. Except that at least some of such features and / or processes or units are mutually exclusive, all features disclosed in this specification (including the accompanying claims, abstracts and drawings) and all processes or units of any method or device disclosed in this manner may be combined in any combination. Unless otherwise expressly stated, each feature disclosed in this specification (including the accompanying claims, abstracts and drawings) may be replaced by an alternative feature providing the same, equivalent or similar purpose.

[0139] In addition, those skilled in the art will appreciate that, although some embodiments herein include certain features included in other embodiments but not other features, the combination of features of different embodiments is meant to be within the scope of the present application and form different embodiments. For example, in the claims, any one of the claimed embodiments may be used in any combination.

[0140] The various component embodiments of the present application can be implemented in hardware, or in software modules running on one or more processors, or in a combination thereof. It should be understood by those skilled in the art that a microprocessor or digital signal processor (DSP) can be used in practice to implement some or all functions of some or all components according to the embodiments of the present application. The application can also be implemented as a device or apparatus program (e.g., computer program and computer program product) for executing a part or all of the methods described herein. Such a program implementing the present application can be stored on a computer-readable medium, or can have the form of one or more signals. Such a signal can be downloaded from an Internet website, or provided on a carrier signal, or provided in any other form.

[0141] It should be noted that the above embodiments illustrate the present application rather than limit the present application, and that those skilled in the art may design alternative embodiments without departing from the scope of the appended claims. In the claims, any reference symbol between brackets shall not be constructed as a limitation on the claims. The word "comprising" does not exclude the presence of elements or steps not listed in the claims. The word "one" or "an" preceding an element does not exclude the presence of multiple such elements. The present application may be implemented by means of hardware including several different elements and by means of a suitably programmed computer. In a unit claim that lists several devices, several of these devices may be embodied by the same hardware item. The use of the words first, second, and third, etc. does not indicate any order. These words may be interpreted as names. The steps in the above embodiments, unless otherwise specified, should not be understood as limitations on the order of execution.

Claims

1. A game live broadcast interactive processing method based on bullet screen, comprising: Get the bullet comments sent by the audience in the game live broadcast room; Triggering the game bullet screen command corresponding to the bullet screen; The game barrage instruction is sent to a target game terminal running the game broadcasted in the game live broadcast room; wherein the game barrage instruction is used to enable the target game terminal to generate a physical barrage with a collision volume in the game.

2. The method according to claim 1, wherein: After obtaining the bullet comments sent by the audience user in the game live broadcast room, the method further includes: Determining whether the entity barrage triggering rules are met based on the characters, semantics, number of characters and / or payment results contained in the barrage; The game bullet screen instruction corresponding to the triggering bullet screen further includes: If the bullet screen meets the entity bullet screen triggering rule, the game bullet screen instruction corresponding to the bullet screen is triggered.

3. The method according to claim 1 or 2, wherein: The game bullet screen instruction corresponding to the triggering bullet screen further includes: The audience attributes of the audience user are identified according to the barrage, and a game barrage instruction is triggered according to the identification result.

4. The method according to claim 3, wherein: The triggering of the game bullet screen instruction according to the recognition result further includes: If the audience attribute of the audience user is the first attribute, triggering a first game barrage instruction for generating a first entity barrage; Among them, the target game character operated by the anchor user in the game live broadcast room is configured to ignore the collision volume of the first entity barrage.

5. The method according to claim 4, wherein: The triggering of the game bullet screen instruction according to the recognition result further includes: If the audience attribute of the audience user is the second attribute, triggering a second game barrage instruction for generating a second entity barrage; Among them, the target game end triggers a corresponding collision interaction effect in response to a collision event between the target game character and the second entity barrage.

6. The method according to claim 5, wherein: The target game terminal clears the second physical barrage in response to a collision event between the first physical barrage and the second physical barrage.

7. The method according to claim 2, wherein: The method further comprises: According to the rule configuration request of the anchor user, the entity barrage triggering rule is configured.

8. A game live interactive processing device based on bullet screen, comprising: The acquisition module is used to obtain the bullet comments sent by the audience users in the game live broadcast room; A trigger module, used to trigger the game bullet screen command corresponding to the bullet screen; A sending module is used to send the game barrage instruction to a target game terminal running the game broadcasted in the game live broadcast room; wherein, the game barrage instruction is used to enable the target game terminal to generate a physical barrage with a collision volume in the game.

9. A computing device comprising: A processor, a memory, a communication interface and a communication bus, wherein the processor, the memory and the communication interface communicate with each other via the communication bus; The memory is used to store at least one executable instruction, and the executable instruction enables the processor to perform operations corresponding to the game live broadcast interactive processing method based on barrage as described in any one of claims 1-7.

10. A computer storage medium, wherein at least one executable instruction is stored in the storage medium, and the executable instruction enables a processor to execute operations corresponding to the game live broadcast interactive processing method based on barrage as described in any one of claims 1-7.

11. A computer program product, comprising at least one executable instruction, wherein the executable instruction enables a processor to perform operations corresponding to the game live broadcast interactive processing method based on barrage as described in any one of claims 1-7.