Game picture display method and device, storage medium and electronic equipment

By displaying the queuing prompt logo on the game screen and allowing account sharing of game resources, the waiting time caused by the lack of game resources is solved, and the effect of shortening the waiting time for users to queue up.

CN119367778APending Publication Date: 2025-01-28TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202310938013.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-07-27
Publication Date
2025-01-28

AI Technical Summary

Technical Problem

In the case of insufficient game resources, users need to wait for other users to end the game and release the game resources before entering the game, resulting in a longer wait time for users.

Method used

By responding to the trigger operation of the target game, the queuing interface of the first account is displayed, and the display queuing prompt logo is superimposed on the target game screen. The first account is allowed to achieve the display operation of the game screen through the game resource shared by the second account to reduce the queue in line Waiting time.

Benefits of technology

Effectively reduced the waiting time of users' queues and solved the problem of waiting time caused by insufficient game resources.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a game picture display method and device, a storage medium and electronic equipment. The method comprises the steps that in response to a triggering operation on a target game, a queuing interface of a first account is displayed, and the queuing interface is used for displaying the queuing condition that the first account logs in the target game; in response to the target operation, a target game picture is displayed, a queuing prompt identifier is displayed on the target game picture in an overlapping mode, the target game picture is a game picture that the second account participates in the target game, and the queuing prompt identifier is used for updating and displaying the queuing condition that the first account logs in the target game. According to the invention, the technical problem that the waiting time of the user is relatively long in the related art is solved.
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Description

Technical Field

[0001] The present invention relates to the field of computers, and in particular to a method and device for displaying a game screen, a storage medium, and an electronic device. Background Art

[0002] With the development of technology, more and more users are beginning to use online games as a daily entertainment project. As a result, for game operators, the increasing number of game users places higher and higher requirements on the performance and load of the servers used to run games.

[0003] When a user requests game resources from the server to run the target game, if there is insufficient game resources, the user needs to wait for other users to finish the game and release the game resources before entering the game; or when the number of users is insufficient during user matching, resulting in the current user not matching with a suitable opponent user, the user also needs to wait before entering the game. In other words, when game resources are insufficient, the existing processing method will cause users to wait for a long time.

[0004] To address the above-mentioned problems, no effective solution has been proposed yet. Summary of the invention

[0005] The embodiments of the present invention provide a method and device for displaying a game screen, a storage medium, and an electronic device, so as to at least solve the technical problem that related technologies cause users to wait for a long time while waiting in a game queue.

[0006] According to one aspect of an embodiment of the present invention, a method for displaying a game screen is provided, comprising: in response to a trigger operation on a target game, displaying a queue interface of a first account, wherein the queue interface is used to display the queue status of the first account logging into the target game; in response to a target operation, displaying a target game screen, and superimposing a queue prompt logo on the target game screen, wherein the target game screen is a game screen of a second account participating in the target game, and the queue prompt logo is used to update and display the queue status of the first account logging into the target game.

[0007] According to another aspect of an embodiment of the present invention, a device for displaying a game screen is also provided, including: a first display unit, used to display a queuing interface of a first account in response to a triggering operation on a target game, wherein the queuing interface is used to display the queuing status of the first account logging into the target game; a second display unit, used to display a target game screen in response to a target operation, and superimpose a queuing prompt logo on the target game screen, wherein the target game screen is a game screen of the second account participating in the target game, and the queuing prompt logo is used to update and display the queuing status of the first account logging into the target game.

[0008] According to another aspect of an embodiment of the present invention, a computer-readable storage medium is provided, in which a computer program is stored, wherein the computer program is configured to execute the above-mentioned method for displaying a game screen when running.

[0009] According to another aspect of the embodiment of the present application, a computer program product or a computer program is provided, the computer program product or the computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the above game screen display method.

[0010] According to another aspect of an embodiment of the present invention, there is provided an electronic device, including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to execute the method for displaying a game screen through the computer program.

[0011] In the embodiment of the present invention, in response to the trigger operation of the target game, the queue interface of the first account is displayed, wherein the queue interface is used to display the queue status of the first account logging into the target game; in response to the target operation, the target game screen is displayed, and a queue prompt mark is superimposed on the target game screen, wherein the target game screen is the game screen of the second account participating in the target game, and the queue prompt mark is used to update and display the queue status of the first account logging into the target game. As a result, during the queuing process, the current account can realize the display operation of the relevant game screen through the game resources shared by the target account, shortening the queue waiting time of the current account, and solving the technical problem of the long game waiting time of users in the related technology. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] The drawings described herein are used to provide a further understanding of the present invention and constitute a part of this application. The exemplary embodiments of the present invention and their descriptions are used to explain the present invention and do not constitute an improper limitation of the present invention. In the drawings:

[0013] Figure 1 is a schematic diagram of a hardware environment of an optional method for displaying a game screen according to an embodiment of the present invention;

[0014] Figure 2 is a flow chart of an optional method for displaying a game screen according to an embodiment of the present invention;

[0015] Figure 3 is a schematic diagram of an optional method for displaying a game screen according to an embodiment of the present invention;

[0016] Figure 4 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present invention;

[0017] Figure 5 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present invention;

[0018] Figure 6 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present invention;

[0019] Figure 7 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present invention;

[0020] Figure 8 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present invention;

[0021] Fig. 9 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present invention;

[0022] Fig.10 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present invention;

[0023] Fig.11 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present invention;

[0024] Fig.12 is a flowchart of another optional method for displaying a game screen according to an embodiment of the present invention;

[0025] Fig.13 is a timing diagram of an optional method for displaying a game screen according to an embodiment of the present invention;

[0026] Fig.14 A schematic structural diagram of an optional target program running device according to an embodiment of the present invention;

[0027] Fig.15is a schematic structural diagram of another optional electronic device according to an embodiment of the present invention. DETAILED DESCRIPTION

[0028] In order to enable those skilled in the art to better understand the scheme of the present invention, the technical scheme in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work should fall within the scope of protection of the present invention.

[0029] It should be noted that the terms "first", "second", etc. in the specification and claims of the present invention and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchanged where appropriate, so that the embodiments of the present invention described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units that are clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0030] The following is a description of the terms used in this application:

[0031] Cloud computing refers to the delivery and use model of IT infrastructure, which means obtaining required resources through the network in an on-demand and easily scalable manner; in a broad sense, cloud computing refers to the delivery and use model of services, which means obtaining required services through the network in an on-demand and easily scalable manner. This service can be related to IT and software, the Internet, or other services. Cloud computing is the product of the development and integration of traditional computer and network technologies such as grid computing, distributed computing, parallel computing, utility computing, network storage technologies, virtualization, and load balancing. With the development of the Internet, real-time data streams, and the diversification of connected devices, as well as the promotion of search services, social networks, mobile commerce, and open collaboration, cloud computing has developed rapidly. Different from the previous parallel and distributed computing, the emergence of cloud computing will promote revolutionary changes in the entire Internet model and enterprise management model from a conceptual perspective.

[0032] Cloud gaming: A gaming mode in which the server is used to render the game screen, and the user client is only used for display.

[0033] According to one aspect of an embodiment of the present invention, a method for generating a virtual prop is provided. As an optional implementation, the method for generating a virtual prop can be applied to, but is not limited to, Figure 1 The virtual item generation system in the hardware environment shown in FIG. 1 may include but is not limited to a terminal device 102, a network 104, a server 106, a database 108, and a terminal device 110. The terminal device 102 and the terminal device 110 may run a target client (such as Figure 1 As shown, the target client is a cloud game application client as an example). The terminal device 102 and the terminal device 110 include a human-computer interaction screen, a processor and a memory. The human-computer interaction screen is used to display a virtual game scene (such as Figure 1The processor is used to generate an interaction instruction in response to the above-mentioned human-computer interaction operation, and send the interaction instruction to the server. The memory is used to store relevant attribute data, such as object attribute information of the controlled virtual object, and attribute information of the held virtual props, etc. The attribute information here may include but is not limited to information for identifying its identity and current location. Among them, a cloud game client logged in by a first account is running in the terminal device 102, and a cloud game client logged in by a second account is running in the terminal device 110. The virtual objects here can be controlled in the game to perform certain interactive events, such as attack events, defense events, skill casting events, etc.

[0034] The server 106 may be a server for running a game application. For example, the server 106 may be a cloud game server. The server 106 is responsible for rendering the game screen and sending the rendered game screen to the terminal device 102 and the client in the terminal device 110 for playback.

[0035] In addition, the server 106 includes a processing engine, which is used to perform storage or reading operations on the database 108. Specifically, the processing engine reads virtual scene information of each virtual object and operation information performed by each virtual object from the database 108.

[0036] Assumptions Figure 1 In the example, a first account is logged into the terminal device 102, and a second account is logged into the terminal device 110. The specific process of this embodiment is as follows: the terminal device 102 executes step S102, and in response to the triggering operation of the target game, displays the queue interface of the first account, wherein the queue interface is used to display the queue status of the first account logging into the target game; then, as in step S104, the terminal device 102 network 104 sends a display request to the server 106;

[0037] The server 106 executes steps S106 and S108 to confirm the waiting response status of the first account, and sends a sharing status request to the second account logged in on the terminal device 110 through the network 104; the terminal device 110 executes step S110 to send a confirmation indication to the server 106 through the network 104; then, the server 106 executes step S112 to send the target game screen to the terminal device 102 through the network 104; the terminal device 102 executes steps S114 and S116, and in response to the target operation, displays the target game screen, and superimposes a queue prompt mark on the target game screen, wherein the target game screen is the game screen of the second account participating in the target game, and the queue prompt mark is used to update and display the queue status of the first account logging in to the target game; in response to the control operation, the game object in the target game screen is controlled. It can be understood that in the process of the first account controlling the game object, the process of the first account controlling the above-mentioned game object in the second game screen is synchronously displayed in the display interface of the second account logged in on the terminal device 110.

[0038] Optionally, in this embodiment, the specific type of the terminal device may include but is not limited to at least one of the following: mobile phones (such as Android phones, iOS phones, etc.), laptops, tablet computers, PDAs, MIDs (Mobile Internet Devices), PADs, desktop computers, televisions, etc. The target client may be a client that supports providing shooting game tasks, such as a video client, an instant messaging client, a browser client, an educational client, etc. The network may include but is not limited to: a wired network, a wireless network, wherein the wired network includes: a local area network, a metropolitan area network and a wide area network, and the wireless network includes: Bluetooth, WIFI and other networks that implement wireless communication.

[0039] The above-mentioned server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The terminal can be a smart phone, tablet computer, laptop computer, desktop computer, smart speaker, smart watch, etc., but is not limited to this. The terminal and the server can be directly or indirectly connected by wired or wireless communication, and this application does not limit this.

[0040] Optionally, in this embodiment, the above-mentioned method for displaying the game screen can be applied to, but not limited to, a cloud game application scenario. The above-mentioned cloud game can be a game terminal application (Application, referred to as APP) that completes a predetermined confrontation game task in a virtual scene, such as a virtual confrontation game application in a multiplayer online tactical competitive game (Multiplayer Online BattleArena, referred to as MOBA) application; the above-mentioned confrontation game task can be, but not limited to, a game task completed by the current player through the generation of virtual props through human-computer interaction, the virtual object in the virtual scene and the virtual object controlled by other players through confrontation interaction; the above-mentioned method for generating virtual props can also be applied to a terminal application of a massively multiplayer online role-playing game (Multiplayer Online Role-Playing Game, referred to as MMORPG), in which the current player can complete the social game task in the game through role-playing, from the first perspective of the virtual object, for example, completing the game task together with other virtual objects. The social game task here can be, but not limited to, running in an application (such as a non-independent game APP) in the form of a plug-in or applet, or running in an application (such as an independent game APP) in a game engine. The types of the above-mentioned game applications may include but are not limited to at least one of the following: two-dimensional (2D) game applications, three-dimensional (3D) game applications, virtual reality (VR) game applications, augmented reality (AR) game applications, and mixed reality (MR) game applications. The above is only an example, and this embodiment does not impose any limitation on this.

[0041] In an embodiment of the present invention, a display request of a first account is obtained in response to a trigger operation on a target game, wherein the display request is used to obtain a first game screen of a first game match corresponding to the first account; when the response information corresponding to the display request indicates that the first account is in a waiting response state, a second game screen of a second game match corresponding to a second account is obtained, wherein the second account is the object account that authorizes the first account to control the game object in the second game screen; the second game screen is displayed, and in response to the control operation, the game object in the second game screen is controlled, wherein during the process of the first account controlling the game object, the process of the first account controlling the game object in the second game screen is synchronously displayed in the display interface of the second account. Thus, during the queuing process, the first account can realize the display operation of the relevant game screen through the game resources shared by the second account, which reduces the queuing waiting time of the first account and solves the technical problem of the long waiting time for the game of the user in the related technology.

[0042] The above is only an example and is not limited in this embodiment.

[0043] As an optional implementation, Figure 2 As shown, the above-mentioned method for displaying a game screen can be applied to a terminal device. Specifically, the above-mentioned implementation may include the following steps:

[0044] S202, in response to a triggering operation on a target game, displaying a queue interface of a first account, wherein the queue interface is used to display a queue status of the first account logging into the target game;

[0045] S204, in response to the target operation, displaying the target game screen, and superimposing a queue prompt mark on the above target game screen, wherein the above target game screen is a game screen of the second account participating in the above target game, and the above queue prompt mark is used to update and display the above queue status of the above first account logging into the above target game.

[0046] It should be noted that, in this embodiment, the above-mentioned target game can be a cloud game, that is, the above-mentioned target game can be run in the server, and the server sends the game screen obtained by running the game in the server to directly display the game screen in the terminal.

[0047] It is understandable that in the above step S202, when the target game is a cloud game, the operation of the target game needs to occupy certain server resources to run the game instance of the target game in the server; and when the server resources are limited and there are many users of the game, there will be insufficient server resources. Some accounts cannot obtain the corresponding server resources, so they need to be in a "queue state", that is, wait for other accounts to end the game and release server resources before they can run the game corresponding to the first account on the server; in another case, when the target game is a multiplayer game that requires multiple accounts to participate at the same time, and when the number of accounts currently in the matching state is small, the first account needs to wait for enough other accounts to enter the game before entering the game. In both cases, the first account needs to be in a "queue state". In the above step S202, the queue status of the first account logging into the target game can be displayed through the queue interface.

[0048] Optionally, the above-mentioned queuing situation may include but is not limited to the current queuing position of the first account, the estimated waiting time of the first account and other information related to the queuing status.

[0049] The game type of the target game may include but is not limited to a game for completing a predetermined confrontation, such as a multiplayer online tactical competitive game. The target game may also be a massively multiplayer online role-playing game, in which the current player can complete social game tasks in the game from the first-person perspective of a virtual object through role-playing, for example, completing game tasks together with other virtual objects; in a preferred manner, the target game may also be a stand-alone game, that is, the user can complete various game tasks in the game alone through role-playing. In this embodiment, the game type of the target game is not limited.

[0050] Furthermore, in the above step S204, when the first account is in a state of waiting for a response, that is, when the server currently has limited resources and cannot return the game screen of the game match requested by the first account, the target game screen of the target game match of the second account can be obtained. In an optional manner, when the second account is authorized, the target game screen can be displayed on the current interface, and the game object of the target game screen can be controlled by control operations to perform game tasks.

[0051] In an optional implementation, in the above step S204, in response to the target operation, displaying the target game screen includes at least one of the following:

[0052] Method 1: in response to a triggering operation on a screen request control displayed in the queuing interface, displaying the target game screen, wherein the screen request control is used to request a reference account to share a game screen of the reference account participating in the target game;

[0053] Method 2: In response to a confirmation operation on the screen sharing prompt information displayed in the queuing interface, the target game screen is displayed, wherein the screen sharing prompt information is used to indicate that the second account has authorized the first account to obtain the target game screen and control the game object in the target game screen.

[0054] It is understandable that in the above implementation, the method for obtaining the target game screen may include at least two methods. In the first method, the game screen shared by other accounts may be obtained by triggering the screen request control in the queue interface; in the second method, when other accounts actively share, the screen sharing prompt information may be displayed in the queue interface, and the target game screen may be obtained by confirming the screen sharing prompt information. In another method, a screen acquisition request may be sent by triggering the screen request control in the queue interface, and when the second account authorizes the permission, the screen sharing prompt information may be displayed in the interface, and the target game screen may be obtained and displayed by confirming the screen sharing prompt information.

[0055] In an optional implementation, the above-mentioned superimposing and displaying the queue reminder mark on the target game screen includes:

[0056] S1, when the first account is currently in a queue state, obtaining a current queue state parameter of the first account, wherein the current queue state parameter includes a current queue position of the first account and / or an estimated waiting time of the first account; and displaying the queue state parameter in a queue prompt box superimposed on a target game screen;

[0057] S2, when the first account ends the queue state, a queue end prompt message is displayed in a queue prompt box superimposed on the target game screen.

[0058] It is understood that in this embodiment, the queue prompt mark can be used to be superimposed on the target game screen and prompt the queue status of the first account. The specific form of the queue prompt mark can be a floating prompt box displayed in the upper right corner of the game screen to prompt the real-time queue status.

[0059] In an optional manner, before the target game screen is displayed, the queue interface can be displayed in a dynamic form as the queue prompt logo. For example, the switching process from the queue interface to the queue prompt logo can be realized through a dynamic display process, specifically, the queue interface can be dynamically reduced and moved to the upper right corner of the display interface to change to the display style of the queue prompt logo.

[0060] In an optional implementation, in response to the target operation, displaying the target game screen includes:

[0061] S1, obtaining a target game screen shared by a second account, wherein the second account is a target account that authorizes the first account to control a game object in the target game screen;

[0062] S2, displaying the target game screen, and controlling the game object in the target game screen in response to the control operation of the first account, wherein, during the process of the first account controlling the game object, the process of the first account controlling the game object in the target game screen is synchronously displayed in the display interface of the second account.

[0063] It should be noted that the second account may be the object account that authorizes the first account to control the game object in the target game screen. That is to say, in an optional implementation, when the server confirms that the first account is in a waiting state, the server may send a sharing request to multiple object accounts that are controlling the target game, and when there is an acceptor among the multiple object accounts, the second account may be determined from the multiple object accounts.

[0064] In one optional manner, the above-mentioned multiple object accounts may be object accounts that are occupying server resources to run the target game; in another optional manner, the above-mentioned multiple object accounts may also be object accounts that have a friend relationship with the first account and are occupying server resources to run the target game; in yet another optional manner, the above-mentioned multiple object accounts may also be object accounts whose shared points are greater than or equal to the target point threshold and are occupying server resources to run the target game, wherein the above-mentioned shared points are points allocated to the above-mentioned object accounts after using the above-mentioned sharing function or sharing the display rights of the game screen with others; in yet another optional manner, the multiple object accounts may also be object accounts in "hang-up state", indicating that although the object account has logged into the game and occupied server resources, it is in a state of not controlling the game object for a long time, and the control right of the game object of the object account can be transferred to the first account with the authorization of the object account; in this embodiment, the confirmation method of the above-mentioned multiple object accounts is not limited.

[0065] The above-mentioned shared points are described in detail below. In an optional implementation, each time the object account is in a waiting response state and obtains the control of the game screen and game objects shared by other accounts, a first value of shared points can be accumulated for the object account; each time the object account shares the control of the game screen and game objects for other accounts, a second value of shared points can be accumulated for the object account; through the accumulation of the above-mentioned shared points, the enthusiasm of the above-mentioned object account to participate in the sharing operation of the game screen and game object control can be indicated, and then the second account can be preferentially determined from the object accounts whose shared points are greater than or equal to the target points threshold.

[0066] Furthermore, in the above implementation, when the first account obtains the control right of the game screen and the game object shared by the second account, the target game screen can be displayed on the current interface, and the game object in the target game screen can be controlled, for example, the game object can be controlled to move, attack, defend, collect materials, etc. In this implementation, the control method of controlling the above game objects is not limited.

[0067] It is understandable that, while the first account is controlling the game object in the target game screen, the interface of the second account may display the process of the first account controlling the game object.

[0068] The following combination Figures 3 to 6 A specific method for displaying a game screen is described.

[0069] like Figure 3 As shown, when the first account enters the target game platform, the game lobby 302 corresponding to the target game platform can be displayed. An account identifier 301 indicating the first account is displayed in the game lobby 302. Assuming that the first account selects the target game 303 from the multiple games displayed in the current game lobby 302, a display request of the first account can be sent to the server, and the display request is used to request to obtain the first game screen of the first game match corresponding to the first account. The game server matched with the target game 303 can detect the remaining server resources that can be allocated to the first account.

[0070] When the remaining server resources are insufficient, the queue interface will display the following Figure 4 As shown, the response information 401 is displayed in the interface to indicate that the first account is in a queue state. The response information displays the remaining waiting prompt information "estimated waiting time 10 minutes" and the cancel control "cancel queue" to exit the waiting response state of the first account.

[0071] It is understandable that in response to the target operation of the first account, and when the second account authorizes the first account to control the game object in the target game screen, in an optional manner, the current interface of the first account is displayed as follows: Figure 5 As shown in Figure (a) in the figure. The target game screen 501 corresponding to the second account is displayed, and the game object 502 originally controlled by the second account is displayed in the target game screen 501, and multiple game operation controls are displayed, including a movement control 503 for controlling the movement of the game object 502, and an attack control 504 for controlling the game object 502 to perform an attack operation. It can be understood that in response to the control operation of the first account, the game object 502 in the target game screen 501 can be controlled to perform various operations. In addition, a queue prompt logo 505 can be superimposed on the upper left corner of the target game screen 501 to indicate that the first account is still in the queue and is expected to wait for 10 minutes; in another optional method, the current interface of the first account is displayed as follows Figure 5 As shown in Figure (b), a prompt message 506 is displayed in the target game screen to indicate that the game object in the current screen is under the control of the first account; in addition, a queue prompt icon 507 is superimposed in the upper left corner of the target game screen to indicate that the first account is still in the queue and is expected to wait for 10 minutes.

[0072] Correspondingly, the current display interface of the second account can be as follows Figure 6 As shown, the game object controlled by the first account is displayed in the target game screen 601. At the same time, a prompt message 602 is displayed in the screen to indicate that the control right of the current game object belongs to the first account, and the second account can only be in a viewing state and cannot control the game object in the screen.

[0073] In the above implementation, in response to the trigger operation of the target game, the queue interface of the first account is displayed, wherein the queue interface is used to display the queue status of the first account logging into the target game; in response to the target operation, the target game screen is displayed, and a queue prompt mark is superimposed on the target game screen, wherein the target game screen is the game screen of the second account participating in the target game, and the queue prompt mark is used to update and display the queue status of the first account logging into the target game; in response to the control operation, the game object in the target game screen is controlled, wherein, in the process of the first account controlling the game object, the process of the first account controlling the game object in the target game screen is synchronously displayed in the display interface of the second account. Thus, during the queuing process, the first account can realize the display operation of the relevant game screen through the game resources shared by the second account, which reduces the queuing waiting time of the first account and solves the technical problem of the long waiting time for the game of the user in the related technology.

[0074] In an optional embodiment, after the target game screen is displayed and the game object in the target game screen is controlled in response to the control operation, the method further includes:

[0075] S1, when the target game screen corresponds to the target game match control exchange condition, displaying first exchange prompt information, wherein the first exchange prompt information is used to indicate that the game object in the target game screen is controlled by the second account;

[0076] S2, keep displaying the target game screen, wherein the target game screen synchronously displays the process of the second account controlling the game object.

[0077] It can be understood that in this embodiment, after the target game screen is displayed in the interface of the first account and the game object is controlled through the target game screen, the control of the game object can be returned to the second account if certain control exchange conditions are met.

[0078] In this embodiment, the first exchange prompt information can be used to indicate that the current control over the game object is returned to the second account. At the same time, when the control over the game object is returned to the second account, the current game screen of the first account can be set to a "watching" state, that is, the game object cannot be controlled.

[0079] Optionally, when the second game game meets the control exchange condition, before displaying the control exchange prompt information, the method further includes at least one of the following:

[0080] Method 1: In response to the control time of the game object controlled by the first account being greater than or equal to the exchange time threshold, determining that the target game game meets the control exchange condition;

[0081] Method 2: In response to the first account triggering a control exchange request, and the second account accepting the control exchange request, determining that the target game game meets the control exchange condition;

[0082] Method 3: In response to the second account triggering a control exchange request, and the first account accepting the control exchange request, it is determined that the target game game meets the control exchange condition;

[0083] Method 4: In response to the object state of the game object controlled by the first account being in the target object state, determining that the target game game satisfies the control exchange condition.

[0084] It can be understood that, in this embodiment, a variety of optional ways of determining the control exchange conditions are provided.

[0085] In the first method described above, whether the second game game meets the control exchange condition can be determined based on the control time of the first account controlling the second account. For example, the above exchange time threshold is set to 1 minute, that is, when the first account controls the game object for 1 minute, the control of the game object will be returned to the second account;

[0086] In the second method described above, whether the second game game meets the control exchange condition can be determined based on the control exchange request triggered by the first account. For example, a control exchange request control is set in the second game interface, and in response to the first account triggering the control exchange request control, if the second account accepts the request, it is determined that the control exchange condition is met, that is, the control right of the game object is returned to the second account;

[0087] In the third method described above, whether the second game game meets the control exchange condition can be determined based on the control exchange request triggered by the second account. For example, a control exchange request control is set in the second game interface displayed in the interface of the second account, and in response to the second account triggering the control exchange request control, if the first account accepts the request, it is determined that the control exchange condition is met, that is, the control right of the game object is returned to the second account;

[0088] In the fourth method described above, whether the second game game meets the control exchange condition can be determined based on the object state of the game object controlled by the first account. For example, when the game object controlled by the first account is in a "death state", it is determined that the control exchange condition is met, that is, the control of the game object is returned to the second account; for another example, when the game object controlled by the first account is in a "lack of physical strength state" (i.e., the physical strength is lower than the target threshold), it is determined that the control exchange condition is met.

[0089] It should be noted that the above methods for determining whether the control exchange conditions are met are only examples. In practical applications, the method for determining the control exchange conditions may be any combination of the above methods, and the above method for determining the conditions is not limited herein.

[0090] Through the above-mentioned implementation mode of the present application, when the control exchange condition is met in the second game match, the first exchange prompt information is displayed, wherein the first exchange prompt information is used to indicate that the game object in the target game screen is controlled by the second account; S2, keep displaying the target game screen, wherein the process of the second account controlling the game object is synchronously displayed in the target game screen, and when certain conditions are met, the control of the game object can be returned to the target object, and the screen of the first account can be set to a viewing state, thereby realizing that the second account and the first account control the game in turn during the sharing period, thereby improving the utilization rate of server resources.

[0091] In an optional implementation, after the target game screen is kept displayed, the method further includes:

[0092] S1, when the target game game meets the control exchange condition, displaying second exchange prompt information, wherein the second exchange prompt information is used to indicate that the game object in the target game screen is controlled by the first account;

[0093] S2, in response to the control operation, controlling the game object in the target game screen, wherein the process of controlling the game object is synchronously displayed in the display interface of the second account.

[0094] It is understandable that, in this embodiment, after the control right of the game object is returned to the second account, the control right of the game object can be reallocated to the first account if the control exchange condition is met.

[0095] Optionally, in this embodiment, the above-mentioned control exchange conditions may include at least one of the following: Method 1, in response to the control time of the first account controlling the game object being greater than or equal to the exchange time threshold, determining that the second game game meets the control exchange condition; Method 2, in response to the first account triggering a control exchange request, and the second account accepting the control exchange request, determining that the second game game meets the control exchange condition; Method 3, in response to the second account triggering a control exchange request, and the first account accepting the control exchange request, determining that the second game game meets the control exchange condition; Method 4, in response to the object state of the game object controlled by the first account being in the target object state, determining that the second game game meets the control exchange condition.

[0096] In a preferred embodiment, the control exchange condition can be determined as a time condition, that is, a fixed duration is set as the above-mentioned exchange duration threshold to control the above-mentioned second account and the first account to control the game objects in the above-mentioned game screen in turn.

[0097] The fixed time period may be determined by a fixed time period, or by a time period determined according to an estimated waiting time of the first account, or by a time period determined according to a game type of the target game.

[0098] For example, if the estimated waiting time of the first account is 10 minutes, the time interval of the above-mentioned rotation control can be determined to be one tenth of the above-mentioned waiting time, that is, 1 minute. In other words, the above-mentioned second account and the first account can control the game object in turn for 1 minute.

[0099] For another example, when the estimated waiting time of the first account is 20 minutes, the time interval of the above rotation can be determined to be one tenth of the above waiting time, that is, 2 minutes. In other words, the above second account and the first account can control the game object in turn for 2 minutes.

[0100] In the method of determining the duration according to the game type of the above-mentioned target game, when the above-mentioned target game is a stand-alone game, a longer time interval can be configured for the above-mentioned time interval for taking turns to control; when the above-mentioned target game is a multiplayer game, a shorter time interval can be configured for the above-mentioned time interval for taking turns to control.

[0101] In this embodiment, during the process of the second account and the first account taking turns to control, a countdown of the remaining time of the current round can be displayed on the game screen.

[0102] Through the above-mentioned implementation mode of the present application, after the target game screen is kept displayed, when the second game game meets the control exchange condition, the second exchange prompt information can be displayed, wherein the second exchange prompt information is used to indicate that the game object in the target game screen is controlled by the first account; S2, in response to the control operation, the game object in the target game screen is controlled, wherein the process of controlling the game object is synchronously displayed in the display interface of the second account, thereby realizing the second account and the first account to control the game object in turn.

[0103] In an optional embodiment, in response to the target operation, the target game screen is displayed, and a queue prompt mark is superimposed on the target game screen, further comprising:

[0104] S1, when the first account ends the waiting response state, in response to a triggering operation on a queue prompt mark, obtaining a first game screen of a first game match corresponding to the first account;

[0105] S2, displaying a first game screen, and controlling a game object in the first game screen in response to a control operation.

[0106] It can be understood that in this embodiment, when the first account ends the waiting response state, that is, when the server resources that can be used to run the first game game corresponding to the first account are obtained, the sharing operation of the game object control right can be exited, and the first game game corresponding to the first account can be entered, and the game screen of the first game game can be displayed.

[0107] The following combination Figure 7 , Figure 8 An implementation method is described below. Figure 7As shown in Figure (a) of FIG. 1 , when the first account ends the waiting response state, that is, when the server allocates server resources for the first account to run the first game match, a prompt message 701 “Exit sharing mode, enter the game directly” can be displayed on the current interface, indicating that the first account has ended sharing and the control right is returned to the second account. Then the interface is as follows Figure 7 As shown in FIG. 7( b ), a first game screen 702 of a first game match is entered, and a game object 703 in the first game screen 702 is controlled through a first account.

[0108] Correspondingly, in the current interface of the second account, the following is displayed first: Figure 8 As shown in Figure (a) in FIG. 1 , when the first account ends the waiting response state, that is, when the server allocates server resources for the first account to run the first game, a prompt message 801 "User A has exited, control is returned" can be displayed in the interface of the second account, indicating that the first account has ended sharing and returned the control to the second account. Then the interface of the second account is as follows Figure 8 As shown in Figure (b) in the figure, the target game screen 802 of the second game is displayed, and the game object in the target game screen 802 is controlled by the second account.

[0109] Through the above-mentioned implementation mode of the present application, when the first account ends the waiting response state, the first game screen of the first game game corresponding to the first account is obtained; the first game screen is displayed, and in response to the control operation, the game object in the first game screen is controlled, so that when the first account ends the waiting, the control right of the second account is restored, the game waiting of the second account is avoided, and the utilization rate of the game server resources is improved.

[0110] In an optional implementation, when the first account ends queuing, in response to a triggering operation on a queuing prompt mark, obtaining a first game screen of a first game match corresponding to the first account further includes:

[0111] S1, obtaining a first operation parameter corresponding to a process in which the first account controls a game object in a target game screen during a queuing period of the first account, wherein the first operation parameter is used to indicate an operation performance of the first account controlling the game object in the target game screen;

[0112] S2, obtaining a second operation parameter corresponding to a process in which the second account controls a game object in a target game screen during a queuing period of the first account, wherein the second operation parameter is used to indicate an operation performance of the second account controlling the game object in the target game screen;

[0113] S3, allocating virtual reward resources to the first account and the second account according to the first operation parameter and the second operation parameter respectively.

[0114] It can be understood that in this embodiment, when the first account and the second account end sharing, the server can collect statistics on the operating performance of the first account and the second account during the sharing period, and allocate virtual reward resources to them based on their respective operating performances.

[0115] It should be noted that the above operation parameters may include but are not limited to virtual defeat parameters, virtual assist parameters, virtual death parameters, virtual damage parameters, etc. generated by the game object in the game task. In this embodiment, the specific types of the above operation parameters are not limited.

[0116] It is understandable that the above virtual reward resources may include but are not limited to virtual gold coin resources, virtual prop resources, virtual skill resources, virtual game time resources, etc. In a preferred embodiment, free game play time may be allocated to the first account and the second account based on their respective operation performances.

[0117] In an optional implementation, based on the comparison of the above operation parameters, the target account with a higher operation level can be determined as the target account to be rewarded according to the operation parameters, and a certain virtual reward resource can be allocated to it; in another optional implementation, based on the comparison of the above operation parameters, the virtual reward resources for each of the two target accounts can be determined according to the ratio between the operation parameters. In this implementation, the allocation method of the above reward resources is not limited.

[0118] like Fig. 9 As shown, assuming that the second account and the first account share the game, the second account has a higher score (for example, defeats more virtual hostile objects), when the first account ends the sharing, the interface may display the following Fig. 9 As shown, prompt information 901 "Because you shared the cloud game and scored higher, you have obtained 1 hour of idle time" is displayed, indicating that the server has counted the scores of the two users in the sharing stage, and will give idle time to the second account after the user exits the game based on the scores, indicating that the second account can experience the above target game for free during the idle time period (for example, between 8:00-18:00).

[0119] Optionally, when allocating virtual reward resources to the first account and the second account respectively according to the first operation parameter and the second operation parameter, it also includes: determining the cumulative operation parameters of the game object in the target game screen according to the first operation parameter and the second operation parameter.

[0120] It can be understood that in this embodiment, the cumulative value of the operating parameters corresponding to the second account and the first account can be referred to as the cumulative operating parameters of the above-mentioned game object. In other words, during the sharing period, the virtual experience points, virtual growth points, and virtual defeat numbers obtained by the game object will be accumulated and all counted as the cumulative operating parameters of the game object of the second account.

[0121] In an optional implementation, after the first game screen is displayed and the game object in the first game screen is controlled in response to the control operation, the method further includes:

[0122] S1, when the third account is in a state of waiting for a response, displaying first sharing prompt information sent by the server, wherein the first sharing prompt information is used to prompt that the control right of the first game screen and the game object in the first game screen is configured as a shared state;

[0123] S2, in response to a confirmation operation on the first sharing prompt information, authorizing the third account to obtain the first game screen, and authorizing the third account to control the game object in the first game screen;

[0124] S3, synchronously displaying the process of the third account controlling the game object in the first game screen in the current display interface.

[0125] It is understandable that when the first account is in the first game screen of the first game match, assuming that there is currently a third account in a waiting state, the server can send a first sharing prompt message to the first account to inquire whether the first account is willing to share the video control right. If the first account confirms to share, the control right of the current game video and game object can be transferred to the third account.

[0126] Specifically, Fig.10 As shown, in the first game screen 1001 of the first account, a prompt message 1002 is displayed "Are you willing to share the current game video and control rights to get more free time", and then in response to the first account triggering the control "Agree", the current game screen is shared with the third account, and the control rights of the game objects in the game screen are also transferred to the third account.

[0127] Then, the interface of the first account may be displayed as follows Figure 6 As shown, the prompt message 602 indicates that the first account is currently in viewing status.

[0128] Through the above-mentioned implementation mode of the present application, when the third account is in a state of waiting for a response, the first sharing prompt information sent by the server is displayed, wherein the first sharing prompt information is used to prompt that the control right of the first game screen and the game object in the first game screen is configured as a shared state; in response to the confirmation operation of the first sharing prompt information, the third account is authorized to obtain the first game screen, and the third account is authorized to control the game object in the first game screen; the process of the third account controlling the game object in the first game screen is synchronously displayed in the current display interface, so that when the first account is in a state of displaying the game screen, in response to the confirmation operation of the first sharing prompt information of the server, the first game screen of the current game account can be shared with the third account, and the control right of the game object in the first game screen can be shared with the third account, thereby reducing the queuing waiting time of the object account and solving the technical problem of long game waiting time of users in related technologies.

[0129] In an optional implementation, after the above process of synchronously displaying the game object of the third account controlling the first game screen in the current display interface, it also includes:

[0130] S1, when the third account ends the queuing state, displaying the end sharing prompt information sent by the server, wherein the end sharing prompt information is used to indicate that the control right of the first game screen and the game object in the first game screen ends the sharing state;

[0131] S2, in response to the control operation, controlling the game object in the first game screen.

[0132] It is understandable that when the third account ends the waiting response state, the end sharing prompt information sent by the server is displayed, thereby prompting the third account to end the waiting, and no longer obtain the first game screen, and no longer control the game object in the first game screen.

[0133] In an optional implementation, after the above process of synchronously displaying the game object of the third account controlling the first game screen in the current display interface, it also includes:

[0134] S1, when the fourth account is in a queue state, displaying the second sharing prompt information sent by the server;

[0135] S2, in response to a confirmation operation on the second sharing prompt information, authorizing the fourth account to obtain the first game screen, and authorizing the fourth account to control the game object in the first game screen;

[0136] S3-1, when the first game screen in the control state is displayed in the current interface, in response to the control operation, the game object in the first game screen is controlled, wherein the display interfaces of the fourth account and the third account respectively display the process of the first account controlling the game object in the first game screen;

[0137] S3-2, when the first game screen in the viewing state is displayed in the current interface, a process of the third account or the fourth account controlling the game object is displayed in the first game screen.

[0138] It can be understood that in this embodiment, when the game screen and game object of the first account are already in a shared state, the server can continue to inquire whether the first account receives the newly added shared account. When the first account receives the newly added shared account, multiple accounts can share the same game screen and control over the same game object.

[0139] In an optional manner, when multiple accounts share the same game screen and control over the same game object, the multiple accounts may obtain and display the game screen at the same time, but may obtain control over the game object in turns.

[0140] For example, account A is the first account, and the third account is account B. When account A has shared the game screen and the control of the game object with account B, assuming that account C is also in a waiting state, the server asks account A whether to accept the sharing of account C. When account A accepts the sharing, account A, account B, and account C can be added to the sharing of the first game screen. The above account A, account B, and account C can take turns to control the game object in the first game screen according to the control duration of 1 minute. It can be understood that only the object account in the control state can control the game object in the screen, and other accounts can only be in a viewing state.

[0141] Optionally, in the case where the first account provides multiple accounts with a shared game screen and shared control rights over game objects, more virtual reward resources may be allocated to the first account after the sharing ends.

[0142] Through the above-mentioned implementation mode of the present application, when the fourth account is in a state of waiting for a response, the second sharing prompt information sent by the server is displayed; in response to the confirmation operation of the second sharing prompt information, the fourth account is authorized to obtain the first game screen, and the fourth account is authorized to control the game object in the first game screen; when the first game screen in the control state is displayed in the current interface, in response to the control operation, the game object in the first game screen is controlled, wherein the display interfaces of the fourth account and the third account respectively display the process of the first account controlling the game object in the first game screen; when the first game screen in the viewing state is displayed in the current interface, the process of the third account or the fourth account controlling the game object is displayed in the first game screen, thereby realizing that multiple accounts take turns to control the same game screen and game object, further reducing the queuing waiting time of the first account, and solving the technical problem of long game waiting time for users in the related technology.

[0143] In an optional embodiment, the above-mentioned displaying the target game screen and controlling the game object in the target game screen in response to the control operation further includes at least one of the following:

[0144] Method 1: Display the bullet message sent by the second account on the target game screen;

[0145] Method 2: Display the virtual gift resources sent by the second account in the target game screen;

[0146] Method three: in response to a triggering operation of sending a voice message to the second account, playing the voice message.

[0147] It can be understood that in this embodiment, in the process of sharing the game screen and the control right of the game object between the first account and the second account, a variety of optional interaction methods are also provided.

[0148] In the first method described above, when the first account is in control, the bullet screen information sent by the second account can be displayed by sliding in the target game screen, thereby realizing the interaction between the first account and the second account. Fig.11 As shown, when the first account controls the game object in the game screen, the barrage message 1101 "Second account: So awesome" sent by the second account can be displayed in the game screen, thereby realizing the interaction between the accounts in the shared state. It can be understood that when there are multiple object accounts in the shared state, the barrage messages sent by multiple accounts can be displayed in the game interface of the first account;

[0149] In the second method described above, when the first account is in control, in response to the virtual gift resource sent by the second account, a gift image corresponding to the virtual gift resource can be slid and displayed in the target game screen, thereby realizing the interaction between the first account and the second account;

[0150] In the third method mentioned above, when the first account is in control state, it can receive the voice message sent by the second account, and in response to the triggering operation of the voice message, play the voice message sent by the second account, thereby realizing the interaction between the first account and the second account.

[0151] It is understandable that the above-mentioned interaction methods can be combined with each other, and this embodiment does not limit the combination method between the above-mentioned interaction methods.

[0152] Through the above-mentioned implementation mode of the present application, the barrage information sent by the second account is displayed in the target game screen; and / or, the virtual gift resources sent by the second account are displayed in the target game screen; and / or, in response to the triggering operation of the voice information sent to the second account, the voice information is played, thereby realizing the interaction between the second account and the first account in the shared state.

[0153] In an optional implementation, after the target game screen is displayed in response to the target operation, at least one of the following is further included:

[0154] Method 1: in response to a selection operation on a target gift resource, sending the target gift resource to the second account;

[0155] Method 2: in response to a triggering operation on a friend adding request, sending a friend adding request to the second account, wherein the friend adding request is used to establish a friend account relationship between the first account and the second account;

[0156] Method three: in response to a triggering operation on a session establishment control, a session window is established between the first account and the second account.

[0157] It can be understood that, in this embodiment, after the first account and the second account share the game screen and the control right of the game object, a variety of optional interaction methods are provided.

[0158] In the first method mentioned above, a target gift resource can be selected from multiple gift resources and sent to a second account that provides shared control of shared screens and game objects; in the second method mentioned above, a friend adding request can be sent to the second account that provides shared control of shared screens and game objects in response to a triggering operation on a friend adding request to establish a friend account relationship between the second account and the first account; in the third method mentioned above, a session window can be established with the second account that provides shared control of shared screens and game objects in response to a triggering operation on a session establishing request to further interact with the second account through the session window.

[0159] It is understandable that the above-mentioned interaction methods can be combined with each other, and this embodiment does not limit the combination method between the above-mentioned interaction methods.

[0160] Through the above-mentioned implementation mode of the present application, in response to the selection operation of the target gift resource, the target gift resource is sent to the second account; and / or, in response to the triggering operation of the friend adding request, the friend adding request is sent to the second account, wherein the friend adding request is used to establish a friend account relationship between the first account and the second account; and / or, in response to the triggering operation of the session establishing control, a session window between the first account and the second account is established, thereby realizing the interaction between the first account and the second account. On the one hand, it can enhance the enthusiasm of the second account to participate in the sharing of the screen and control rights, and on the other hand, it can further reduce the negative impact of the waiting time on the target account, thereby enhancing the user experience.

[0161] The following combination Fig.12 A specific implementation process of this application is described.

[0162] As in step S1202, user A starts the cloud game;

[0163] Then, S1204 is executed, and the server detects whether the current resources are sufficient. If the resources are sufficient, as in step S1204-1, user A directly enters the game. If the resources are insufficient, as in step S1206, the server detects the user who is currently playing the cloud game and selects a user B from them.

[0164] Then, as in S1208, the client of user B receives a message from the server, and the bullet screen asks user B whether he is willing to temporarily share the display rights of his game screen, so that he will have the opportunity to obtain more time;

[0165] Specifically, user A starts a cloud game on the cloud game client, and the cloud game server detects whether the current resources are sufficient. If the resources are sufficient, a server is allocated to user A and the cloud game is started. User A can see the real-time screen of the game on the cloud game client and play the game normally. If the current server resources are insufficient, the cloud game background detects other users who are currently playing the game, selects one of them, and sends a pop-up window to the user, asking if the user is willing to share his game video and control rights, so that he will have the opportunity to get more game time.

[0166] As in S1210, if user B agrees, the server forwards the video of user B to user A at the same time, and informs user A that the game is currently in sharing mode; as in S1212, if user B refuses, the server searches for other users who are playing the game until a user who agrees is found;

[0167] Specifically, if user B chooses to agree, the server notifies user A's cloud gaming client and forwards B's cloud gaming video to user A, informing user A that he is currently in a cloud gaming sharing mode and will have the opportunity to get more cloud gaming time; if user B chooses to refuse, the server continues to ask other users until a user who agrees is found. If no user is found, user A remains in the queue and is displayed as being in the queue on the client interface.

[0168] Next, as in S1214, the cloud clients of A and B respectively start a timer, allowing the user to gain control of the game every 15 seconds; S1216, user A and user B respectively operate the cloud game in turn within these 15 seconds, and at the same time, the server records the score rates of A and B within this time range;

[0169] Specifically, the cloud game clients of A and B respectively start a timer to obtain the right to operate the current game video every 15 seconds. That is, in the current 15 seconds, if A obtains the right to operate, then B can only watch; if B obtains the right to operate, then A can only watch. The two users take turns to obtain the right to operate the game; during the time period when A and B share the game video, the server will record the scores of the current users A and B.

[0170] Then, as in S1218, during the operation, if other users release the server resources, A automatically obtains the server resources and starts to experience the game normally; S1220, user B is informed that the current shared game mode has been exited, and he has regained full control of the game, and the clients of users A and B end the timer;

[0171] That is to say, if other users release server resources during this period, the server will inform A that he can exit the shared game mode and directly enter his own exclusive cloud game without sharing the cloud game anymore. At the same time, the server will inform B that user A has exited the cloud game sharing mode and user B can regain full control of his own cloud game. After that, both user A and user B can directly play the normal cloud game.

[0172] Finally, as in S1222, the server counts the score rates of users A and B during this period, and the user with the higher score rate is given a certain amount of free time, and the user is notified through a pop-up window;

[0173] That is to say, the server will determine the score rates of A and B during the above-mentioned shared game. The one with the higher score will be able to obtain the game idle time given by the server, and after the user exits the game, the server will inform the user in the form of a pop-up window that he has obtained more game time by sharing the game.

[0174] When other users C enter the same game later, the above process can be directly reused. Through the above process, the probability of users entering the cloud game queue can be reduced, and the effect of starting and playing can be achieved.

[0175] It is understandable that in the cloud gaming scenario, due to the relatively limited server resources, when the number of users is large, queuing is inevitable. This phenomenon will greatly damage the user's gaming experience and cause user loss. Through cloud gaming video sharing, when server resources are limited, users can avoid queuing by sharing among different users, and users can compete with each other. Those with higher scores will receive more rewards. On the one hand, it can reduce the user churn rate caused by the need to queue. On the other hand, it can increase the user's gaming interest through competition, stimulate the user's desire for challenge, and indirectly increase the user's usage time.

[0176] The following combination Fig.13 The specific implementation timing process of the above-mentioned implementation method of the present application is described.

[0177] S1302, the first account sends a game login request to the middle platform server; after receiving the login request, the middle platform server executes step S1304 according to the occupancy of the cloud server and returns the queue status;

[0178] Next, as in step S1306, a queue interface is displayed in the interface of the first account according to the queue status;

[0179] Then the middle platform server executes S1308 to send the game sharing prompt information to the second account; it can be understood that before receiving the game sharing prompt information, the second account can participate in the game task through interaction with the first cloud game server, and the first cloud game server returns the target game screen to the second account;

[0180] The second account executes S1310 and returns confirmation sharing information, that is, confirming to share the game screen and game control rights with the first account;

[0181] The middle server executes S1312 to send a sharing prompt message to the first account, that is, to prompt the second account that the game screen and game control rights have been shared;

[0182] The first account executes S1314 to confirm acceptance of sharing;

[0183] When the first account confirms to accept the sharing, the first cloud game server executes S1316 to synchronously send the target game screen to the first account and the second account;

[0184] During the period when the first account controls the game object of the target game, the first account executes S1318 and returns control information to control the game object through the control information; during the period when the second account controls the game object of the target game, the second account executes S1320 and returns control information to realize taking turns to control the game object;

[0185] When the middle-end server detects that there is currently an idle cloud game server, S1322 is executed to prompt that the queue is finished;

[0186] Next, the game process requested by the first account is run through the idle second cloud game server, and S1324 is executed to send the first game screen to the first account;

[0187] The first account executes S1326 and returns control information to control the game object in the first game screen.

[0188] In the above embodiment of the present invention, a display request of the first account is obtained in response to a trigger operation on the target game, wherein the display request is used to obtain the first game screen of the first game match corresponding to the first account; when the response information corresponding to the display request indicates that the first account is in a waiting response state, the target game screen of the second game match corresponding to the second account is obtained, wherein the second account is the object account that authorizes the first account to control the game object in the target game screen; the target game screen is displayed, and in response to the control operation, the game object in the target game screen is controlled, wherein, during the process of the first account controlling the game object, the process of the first account controlling the game object in the target game screen is synchronously displayed in the display interface of the second account. Thus, during the queuing process, the first account can realize the display operation of the relevant game screen through the game resources shared by the second account, which reduces the queuing waiting time of the first account and solves the technical problem of the long waiting time of the user in the related technology.

[0189] It should be noted that, for the above-mentioned method embodiments, for the sake of simplicity, they are all described as a series of action combinations, but those skilled in the art should know that the present invention is not limited by the described action sequence, because according to the present invention, certain steps can be performed in other sequences or simultaneously. Secondly, those skilled in the art should also know that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the present invention.

[0190] According to another aspect of an embodiment of the present invention, a device for displaying a game screen for implementing the above-mentioned method for displaying a game screen is also provided. Fig.14 As shown, the device comprises:

[0191] The first display unit 1402 is used to display a queue interface of the first account in response to a trigger operation on the target game, wherein the queue interface is used to display the queue status of the first account logging into the target game;

[0192] The second display unit 1404 is used to display the target game screen in response to the target operation, and to superimpose a queue prompt mark on the target game screen, wherein the target game screen is a game screen of the second account participating in the target game, and the queue prompt mark is used to update and display the queue status of the first account logging into the target game.

[0193] Optionally, the second display unit 1404 is further used to: obtain a target game screen shared by a second account, wherein the second account is an object account that authorizes the first account to control a game object in the target game screen; display the target game screen, and control the game object in the target game screen in response to a control operation of the first account, wherein, during the process of the first account controlling the game object, the process of the first account controlling the game object in the target game screen is synchronously displayed in the display interface of the second account.

[0194] Optionally, the second display unit 1404 is further used to perform at least one of the following: in response to a trigger operation on a screen request control displayed in the queuing interface, display a target game screen, wherein the screen request control is used to request a reference account to share a game screen of the reference account participating in the target game; in response to a confirmation operation on a screen sharing prompt information displayed in the queuing interface, display the target game screen, wherein the screen sharing prompt information is used to indicate that the second account has authorized the first account to obtain the target game screen and control the game objects in the target game screen.

[0195] Optionally, the display device of the above-mentioned game screen is also used to: when the first account is currently in a queue state, obtain current queue state parameters of the first account, wherein the current queue state parameters include the current queue position of the first account, and / or the estimated waiting time of the first account; display the queue state parameters in a queue prompt box superimposed on the target game screen; when the first account ends the queue state, display the queue end prompt information in the queue prompt box superimposed on the target game screen.

[0196] Optionally, the display device of the above-mentioned game screen is also used to: when the target game match corresponding to the target game screen satisfies the control exchange condition, display a first exchange prompt information, wherein the first exchange prompt information is used to indicate that the game object in the target game screen is controlled by the second account; keep displaying the target game screen, wherein the process of the second account controlling the game object is synchronously displayed in the target game screen.

[0197] Optionally, the above-mentioned display device of the game screen is also used for at least one of the following: in response to the control time of the game object controlled by the first account being greater than or equal to the exchange time threshold, determining that the target game game meets the control exchange condition; in response to the first account control triggering a control exchange request, and the second account accepting the control exchange request, determining that the target game game meets the control exchange condition; in response to the second account control triggering a control exchange request, and the first account accepting the control exchange request, determining that the target game game meets the control exchange condition; in response to the game object controlled by the first account being in a killed state, determining that the target game game meets the control exchange condition.

[0198] Optionally, the above-mentioned game control device is also used to: display a second exchange prompt information when the target game match meets the control exchange conditions, wherein the second exchange prompt information is used to indicate that the game object in the target game screen is controlled by the first account; in response to the control operation, control the game object in the target game screen, wherein the process of controlling the game object is synchronously displayed in the display interface of the second account.

[0199] Optionally, the above-mentioned game screen display device is also used to: when the first account ends the queue state, in response to the triggering operation of the queue prompt logo, obtain the first game screen of the first game match corresponding to the first account; display the first game screen, and in response to the control operation, control the game object in the first game screen.

[0200] Optionally, the above-mentioned game screen display device is also used to: obtain a first operation parameter corresponding to the process of the first account controlling the game object in the target game screen during the queuing period of the first account, wherein the first operation parameter is used to indicate the operation performance of the first account controlling the game object in the target game screen; obtain a second operation parameter corresponding to the process of the second account controlling the game object in the target game screen during the queuing period of the first account, while the first account is in the waiting response stage, wherein the second operation parameter is used to indicate the operation performance of the second account controlling the game object in the target game screen; allocate virtual reward resources to the first account and the second account respectively according to the first operation parameter and the second operation parameter.

[0201] Optionally, the above-mentioned game screen display device is also used to determine the cumulative operation parameters of the game object in the target game screen according to the first operation parameter and the second operation parameter.

[0202] Optionally, the display device of the above-mentioned game screen is also used to: when the third account is in a state of waiting for a response, display a first sharing prompt message sent by the server, wherein the first sharing prompt message is used to prompt that the control right of the first game screen and the game object in the first game screen is configured as a shared state; in response to a confirmation operation on the first sharing prompt message, authorize the third account to obtain the first game screen, and authorize the third account to control the game object in the first game screen; and synchronously display the process of the third account controlling the game object in the first game screen in the current display interface.

[0203] Optionally, the display device of the above-mentioned game screen is also used to: when the third account ends the queuing state, display the end sharing prompt information sent by the server, wherein the end sharing prompt information is used to indicate that the control right of the first game screen and the game object in the first game screen has ended the sharing state; in response to the control operation, control the game object in the first game screen.

[0204] Optionally, the above-mentioned game screen display device is also used to: when the fourth account is in a queue state, display the second shared prompt information sent by the server; in response to the confirmation operation of the second shared prompt information, authorize the fourth account to obtain the first game screen, and authorize the fourth account to control the game object in the first game screen; when the first game screen in the control state is displayed in the current interface, in response to the control operation, control the game object in the first game screen, wherein the display interfaces of the fourth account and the third account respectively display the process of the first account controlling the game object in the first game screen; when the first game screen in the viewing state is displayed in the current interface, the process of the third account or the fourth account controlling the game object is displayed in the first game screen.

[0205] Optionally, the above-mentioned game screen display device is also used for at least one of the following: displaying the barrage information sent by the second account in the target game screen; displaying the virtual gift resources sent by the second account in the target game screen; playing the voice information in response to the trigger operation of the voice information sent to the second account.

[0206] Optionally, the display device of the above-mentioned game screen is also used for at least one of the following: in response to a selection operation of a target gift resource, sending a target gift resource to a second account; in response to a trigger operation of a friend adding request, sending a friend adding request to the second account, wherein the friend adding request is used to establish a friend account relationship between the first account and the second account; in response to a trigger operation of a session establishing control, establishing a session window between the first account and the second account.

[0207] Optionally, in this embodiment, the embodiments to be implemented by the above-mentioned various unit modules can refer to the above-mentioned various method embodiments, which will not be repeated here.

[0208] According to another aspect of the embodiment of the present invention, an electronic device for implementing the above-mentioned game screen display method is also provided. The electronic device may be Fig.15 The terminal device or server shown in the figure. This embodiment is described by taking the electronic device as a terminal device as an example. Fig.15 As shown, the electronic device includes a memory 1502 and a processor 1504. The memory 1502 stores a computer program, and the processor 1504 is configured to execute the steps in any of the above method embodiments through the computer program.

[0209] Optionally, in this embodiment, the electronic device may be located in at least one network device among a plurality of network devices of a computer network.

[0210] Optionally, in this embodiment, the processor may be configured to perform the following steps through a computer program:

[0211] S1, in response to a triggering operation on a target game, displaying a queue interface of a first account, wherein the queue interface is used to display a queue status of the first account logging into the target game;

[0212] S2, in response to the target operation, displaying the target game screen, and superimposing a queue prompt mark on the target game screen, wherein the target game screen is a game screen of the second account participating in the target game, and the queue prompt mark is used to update and display the queue status of the first account logging into the target game.

[0213] Alternatively, a person skilled in the art may understand that: Fig.15 The structure shown is for illustration only, and the electronic device may also be a vehicle-mounted terminal, a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, a mobile Internet device (Mobile Internet Devices, MID), a PAD, and other terminal devices. Fig.15 The structure of the electronic device is not limited. Fig.15 More or fewer components (such as network interfaces, etc.) as shown in, or with Fig.15 Different configurations are shown.

[0214] Among them, the memory 1502 can be used to store software programs and modules, such as the program instructions / modules corresponding to the method and device for displaying the game screen in the embodiment of the present invention. The processor 1504 executes various functional applications and data processing by running the software programs and modules stored in the memory 1502, that is, realizing the above-mentioned method for displaying the game screen. The memory 1502 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 1502 may further include a memory remotely arranged relative to the processor 1504, and these remote memories may be connected to the terminal via a network. Examples of the above-mentioned networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof. Among them, the memory 1502 can be specifically, but not limited to, used to store file information such as target logical files. As an example, such as Fig.15 As shown, the memory 1502 may include but is not limited to the first display unit 1402 and the second display unit 1404 in the display device for the game screen. In addition, other module units in the display device for the game screen may also be included but are not limited to, which will not be repeated in this example.

[0215] Optionally, the transmission device 1506 is used to receive or send data via a network. Specific examples of the above-mentioned network may include a wired network and a wireless network. In one example, the transmission device 1506 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers via a network cable so as to communicate with the Internet or a local area network. In one example, the transmission device 1506 is a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0216] In addition, the electronic device further includes: a display 1508, and a connection bus 1510, which is used to connect various module components in the electronic device.

[0217] In other embodiments, the terminal device or server may be a node in a distributed system, wherein the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting the multiple nodes through network communication. Among them, a peer-to-peer network may be formed between the nodes, and any form of computing device, such as a server, terminal or other electronic device, may become a node in the blockchain system by joining the peer-to-peer network.

[0218] According to one aspect of the present application, a computer program product is provided, the computer program product comprising a computer program / instruction, the computer program / instruction comprising a program code for executing the method shown in the flow chart. In such an embodiment, the computer program can be downloaded and installed from a network through a communication part, and / or installed from a removable medium. When the computer program is executed by a central processing unit, various functions provided by the embodiments of the present application are executed.

[0219] The serial numbers of the above embodiments of the present invention are only for description and do not represent the advantages or disadvantages of the embodiments.

[0220] According to one aspect of the present application, a computer-readable storage medium is provided, and a processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the above-mentioned method for displaying the game screen.

[0221] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:

[0222] S1, in response to a triggering operation on a target game, displaying a queue interface of a first account, wherein the queue interface is used to display a queue status of the first account logging into the target game;

[0223] S2, in response to the target operation, displaying the target game screen, and superimposing a queue prompt mark on the target game screen, wherein the target game screen is a game screen of the second account participating in the target game, and the queue prompt mark is used to update and display the queue status of the first account logging into the target game.

[0224] Optionally, in this embodiment, a person of ordinary skill in the art may understand that all or part of the steps in the various methods of the above embodiments may be completed by instructing hardware related to the terminal device through a program, and the program may be stored in a computer-readable storage medium, and the storage medium may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a disk or an optical disk, etc.

[0225] If the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above computer-readable storage medium. Based on such understanding, the technical solution of the present invention is essentially or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling one or more computer devices (which can be personal computers, servers or network devices, etc.) to perform all or part of the steps of the above methods of various embodiments of the present invention.

[0226] In the above embodiments of the present invention, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0227] In the several embodiments provided in the present application, it should be understood that the disclosed client can be implemented in other ways. Among them, the device embodiments described above are only schematic. For example, the division of the above units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.

[0228] The units described above as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0229] In addition, each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.

[0230] The above is only a preferred embodiment of the present invention. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principle of the present invention. These improvements and modifications should also be regarded as the scope of protection of the present invention.

Claims

1. A method for displaying a game screen, characterized in that: include: In response to a trigger operation on a target game, displaying a queue interface of the first account, wherein the queue interface is used to display a queue status of the first account logging into the target game; In response to the target operation, the target game screen is displayed, and a queue prompt logo is superimposed on the target game screen, wherein the target game screen is a game screen of the second account participating in the target game, and the queue prompt logo is used to update and display the queue status of the first account logging into the target game.

2. The method according to claim 1, characterized in that In response to the target operation, displaying the target game screen includes: Acquire the target game screen shared by the second account, wherein the second account is the target account that authorizes the first account to control the game object in the target game screen; The target game screen is displayed, and in response to the control operation of the first account, the game object in the target game screen is controlled, wherein, during the process of the first account controlling the game object, the process of the first account controlling the game object in the target game screen is synchronously displayed in the display interface of the second account.

3. The method according to claim 2, characterized in that In response to the target operation, displaying the target game screen includes at least one of the following: In response to a triggering operation on a screen request control displayed in the queuing interface, displaying the target game screen, wherein the screen request control is used to request a reference account to share a game screen of the reference account participating in the target game; In response to a confirmation operation on the screen sharing prompt information displayed in the queuing interface, the target game screen is displayed, wherein the screen sharing prompt information is used to indicate that the second account has authorized the first account to obtain the target game screen and control the game object in the target game screen.

4. The method according to claim 2, characterized in that: The superimposing and displaying the queue prompt mark on the target game screen includes: When the first account is currently in a queue state, obtaining current queue state parameters of the first account, wherein the current queue state parameters include the current queue position of the first account and / or the estimated waiting time of the first account; and displaying the queue state parameters in a queue prompt box superimposed on the target game screen; When the first account ends the queue state, a queue end prompt message is displayed in a queue prompt box superimposed on the target game screen.

5. The method according to claim 2, characterized in that: After displaying the target game screen and controlling the game object in the target game screen in response to a control operation, the method further includes: When the target game match corresponding to the target game screen meets the control exchange condition, displaying first exchange prompt information, wherein the first exchange prompt information is used to indicate that the game object in the target game screen is controlled by the second account; The target game screen is kept displayed, wherein the target game screen synchronously displays the process of the second account controlling the game object.

6. The method according to claim 5, characterized in that When the target game game meets the control exchange condition, before displaying the control exchange prompt information, the method further includes at least one of the following: In response to the control time of the first account controlling the game object being greater than or equal to the exchange time threshold, determining that the target game match meets the control exchange condition; In response to the first account triggering a control exchange request and the second account accepting the control exchange request, determining that the target game match meets a control exchange condition; In response to the second account triggering a control exchange request, and the first account accepting the control exchange request, determining that the target game game meets a control exchange condition; In response to the object state of the game object controlled by the first account being in a second object state, it is determined that the target game match satisfies a control exchange condition.

7. The method according to claim 5, characterized in that After the target game screen is kept displayed, the method further includes: When the target game game meets the control exchange condition, displaying second exchange prompt information, wherein the second exchange prompt information is used to indicate that the game object in the target game screen is controlled by the first account; In response to the control operation, the game object in the target game screen is controlled, wherein the process of controlling the game object is synchronously displayed in the display interface of the second account.

8. The method according to claim 1, characterized in that After the target game screen is displayed in response to the target operation, and a queue prompt mark is superimposed on the target game screen, the method further includes: When the first account ends the queue state, in response to a triggering operation on the queue prompt mark, obtaining a first game screen of a first game match corresponding to the first account; The first game screen is displayed, and in response to a control operation, a game object in the first game screen is controlled.

9. The method according to claim 8, characterized in that When the first account ends queuing, in response to a triggering operation on the queuing prompt mark, obtaining a first game screen of a first game match corresponding to the first account, the method further includes: Acquire a first operation parameter corresponding to a process in which the first account controls the game object in the target game screen during the queuing period of the first account, wherein the first operation parameter is used to indicate an operation performance of the first account controlling the game object in the target game screen; Acquire a second operation parameter corresponding to a process in which the second account controls the game object in the target game screen during the queuing period of the first account, wherein the second operation parameter is used to indicate an operation performance of the second account controlling the game object in the target game screen; Virtual reward resources are allocated to the first account and the second account according to the first operating parameter and the second operating parameter respectively.

10. The method according to claim 9, characterized in that When allocating virtual reward resources to the first account and the second account respectively according to the first operation parameter and the second operation parameter, the method further includes: The accumulated operation parameter of the game object in the target game screen is determined according to the first operation parameter and the second operation parameter.

11. The method according to claim 8, characterized in that After displaying the first game screen and controlling the game object in the first game screen in response to a control operation, the method further includes: When the third account is in the queue state, displaying first sharing prompt information sent by the server, wherein the first sharing prompt information is used to prompt that the control right of the first game screen and the game object in the first game screen is configured as a shared state; In response to a confirmation operation on the first sharing prompt information, authorizing the third account to obtain the first game screen, and authorizing the third account to control the game object in the first game screen; The process of the third account controlling the game object in the first game screen is synchronously displayed in the current display interface.

12. The method according to claim 11, characterized in that After the process of synchronously displaying the third account controlling the game object in the first game screen in the current display interface, the method further includes: When the third account ends the queuing state, displaying the sharing end prompt information sent by the server, wherein the sharing end prompt information is used to indicate that the control right of the first game screen and the game object in the first game screen ends the sharing state; In response to a control operation, the game object in the first game screen is controlled.

13. The method according to claim 11, characterized in that After the process of synchronously displaying the game object of the first game screen controlled by the third account in the current display interface, the method further includes: When the fourth account is in the queue state, displaying the second sharing prompt information sent by the server; In response to a confirmation operation on the second sharing prompt information, authorizing the fourth account to obtain the first game screen, and authorizing the fourth account to control the game object in the first game screen; When the first game screen in the control state is displayed in the current interface, in response to the control operation, the game object in the first game screen is controlled, wherein the display interfaces of the third account and the fourth account respectively display the process of the first account controlling the game object in the first game screen; When the first game screen in the viewing state is displayed in the current interface, the process of the third account or the fourth account controlling the game object is displayed in the first game screen.

14. The method according to claim 1, characterized in that When the target game screen is displayed in response to the target operation, at least one of the following is also included: Displaying the bullet message sent by the second account in the target game screen; Displaying the virtual gift resources sent by the second account in the target game screen; In response to a triggering operation of sending a voice message to the second account, the voice message is played.

15. The method according to claim 1, characterized in that After the target game screen is displayed in response to the target operation, the method further includes at least one of the following: In response to a selection operation on a target gift resource, sending the target gift resource to the second account; In response to a triggering operation on a friend adding request, sending the friend adding request to the second account, wherein the friend adding request is used to establish a friend account relationship between the first account and the second account; In response to a triggering operation on a session establishment control, a session window is established between the first account and the second account.

16. A device for displaying a game screen, characterized in that: include: A first display unit, configured to display a queue interface of a first account in response to a trigger operation on a target game, wherein the queue interface is configured to display a queue status of the first account logging into the target game; The second display unit is used to display a target game screen in response to a target operation, and to superimpose a queue prompt mark on the target game screen, wherein the target game screen is a game screen of the second account participating in the target game, and the queue prompt mark is used to update and display the queue status of the first account logging into the target game.

17. A computer-readable storage medium, characterized in that: The computer-readable storage medium includes a stored program, wherein the program executes the method described in any one of claims 1 to 15 when executed.

18. A computer program product comprising a computer program / instructions, characterized in that When the computer program / instructions are executed by a processor, the steps of the method described in any one of claims 1 to 15 are implemented.

19. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to execute the method according to any one of claims 1 to 15 through the computer program.