Interaction method and device in game and electronic equipment
By displaying the game screen of the top player on the interface of the top player, the problem of top player behavior interfering with the game progress of the top player is solved, reducing the negative impact of player conflicts.
Patent Information
- Application Number
- CN202411442160.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-10-15
- Publication Date
- 2025-02-18
AI Technical Summary
In virtual games, top-up behavior may interfere with the key game activities being conducted by top-up players, resulting in loss of game progress and trigger conflicts between players.
By displaying the current game screen of the top player on the interface of the top player, the top player can make correct decisions and avoid interfering with the game progress of the top player.
It effectively reduces the negative impact of conflicts between top-name players and top-name players, allowing top-name players to more accurately determine whether to top-name players and avoid loss of game progress.
Smart Images

Figure CN119455402A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer technology, and in particular to an interactive method, device, electronic device and computer-readable storage medium in a game. Background Art
[0002] In virtual games, it is common for players to borrow or take over accounts, which allows one player to temporarily take over another player's game account to play the game. However, when player A is participating in a battle or other key activities, if player B suddenly takes over the account, it may cause player A's game progress to be disrupted or even lost.
[0003] In the related art, in order to reduce the occurrence of the above problems, some games have introduced a secondary confirmation mechanism. When player B tries to top-up an account, the system will pop up a prompt box asking "whether to top-up an account". Player B can cancel the top-up operation based on the prompt box, thereby avoiding unnecessary trouble for player A. Although the secondary confirmation mechanism reduces the number of wrong top-ups to a certain extent, if the player currently using the account is performing key game activities and is suddenly top-up by another player, it will cause unpredictable losses in the game progress of the player currently using the account, resulting in serious negative effects on the top-up behavior in the game. Summary of the invention
[0004] The present application provides an interactive method, device, electronic device and computer-readable storage medium in a game, which can display the current game screen of the top player on the interface of the top player, so that the top player can make correct decisions based on this, thereby effectively reducing the negative impact caused by the conflict between the top player and the top player. The specific scheme is as follows: In a first aspect, an embodiment of the present application provides an interactive method in a game, the method comprising: In response to a first login instruction for a first game account initiated by a first client, controlling the first client to log in to a game using the first game account, and displaying a first game scene screen when the first game account plays a game in the first client; During the period when the first client uses the first game account to play a game, in response to a second login instruction for the first game account initiated by a second client, prompting the second client that the first game account is in use, and canceling control of the second client to log in to the game using the first game account; In response to a spectator instruction initiated by the second client for the first game account, at least a portion of the first game scene screen is displayed in the second client.
[0005] In a second aspect, an embodiment of the present application provides an interactive device in a game, the device comprising: A first control unit, configured to respond to a first login instruction for a first game account initiated by a first client, control the first client to log in to a game using the first game account, and display a first game scene screen when the first game account plays a game in the first client; A second control unit is configured to, in response to a second login instruction for the first game account initiated by a second client while the first client is playing a game using the first game account, prompt the second client that the first game account is in use, and cancel control of the second client to log in to the game using the first game account; The display unit is used to display at least a part of the first game scene screen in the second client in response to a spectator command initiated by the second client for the first game account.
[0006] In a third aspect, the present application further provides an electronic device, including: Processor; and The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method described in the first aspect is executed.
[0007] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium storing a data processing program, which is executed by a processor to perform the method described in the first aspect.
[0008] Compared with the prior art, this application has the following advantages: The interactive method in the game provided by the embodiment of the present application includes the following steps: in response to a first login instruction initiated by a first client for a first game account, controlling the first client to log in to the game using the first game account, and displaying a first game scene screen when the first game account is playing the game in the first client; while the first client is using the first game account to play the game, in response to a second login instruction initiated by a second client for the first game account, prompting in the second client that the first game account is in use, and canceling the control of the second client to log in to the game using the first game account; in response to a spectator instruction initiated by the second client for the first game account, displaying at least part of the first game scene screen in the second client. It can be seen that in the interactive method in the game provided by the embodiment of the present application, when logging in to the first game account on the second client, if the first game account is currently logged in on the first client, the second client is prompted that the first game account is in use, and the login of the first game account on the second client is canceled. In this way, the conflict caused by directly replacing the first game account logged in on the first client can be avoided, and the usage status of the first game account is promptly fed back to the player of the second client, and the player can initiate a spectator command through the second client. In this way, at least part of the first game scene screen corresponding to the first game account currently displayed on the first client can be displayed on the second client. Based on this, the top player can accurately judge whether the first game account logged in on the first client is currently in a key game event, such as a key game battle, a key game task, etc., so that the top player can make correct decisions based on this, effectively reducing the negative impact caused by the conflict between the top player and the top player. BRIEF DESCRIPTION OF THE DRAWINGS
[0009] Figure 1 This is a schematic diagram of an example of an interface when a top player logs into a game account in the prior art; Figure 2 is a game system diagram for implementing an interactive method in a game provided by an embodiment of the present application; Figure 3 is a flowchart of an interactive method in a game provided by an embodiment of the present application; Figure 4 This is a schematic diagram of an interface when a second client logs in to a first game account in an interactive method in a game provided in an embodiment of the present application; Figure 5 It is an interface schematic diagram of an example of a first game scene screen corresponding to a first game account displayed in a first client in an interactive method in a game provided in an embodiment of the present application; Figure 6This is a schematic diagram of an interface of an example of a trigger operation on a first control on a second client in an interactive method in a game provided by an embodiment of the present application; Figure 7 This is a schematic diagram of an interface for displaying a pre-top number prompt information on a first client in an interactive method in a game provided by an embodiment of the present application; Figure 8 It is a schematic diagram of an interface of an example of a top account logged in by a first client in the interactive method in a game provided in an embodiment of the present application; Fig. 9 is a structural block diagram of an example of an interactive device in a game provided by an embodiment of the present application; Fig.10 It is a structural block diagram of an example of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0010] Many specific details are described in the following description to facilitate a full understanding of the present application. However, the present application can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the connotation of the present application, so the present application is not limited by the specific implementation disclosed below.
[0011] It should be noted that the terms "first", "second", "third", etc. in the claims, description and drawings of the present application are used to distinguish similar objects and are not used to describe a specific order or sequence. The data used in this way are interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein. In addition, the terms "including", "having" and their variants 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 clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0012] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, and "more than one" refers to two or more. "And / or" is merely a way to describe the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.
[0013] It should be understood that in the embodiments of the present application, "B corresponding to A", "B corresponding to A", "A corresponds to B", or "B corresponds to A" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean determining B only according to A, and B can also be determined according to A and / or other information.
[0014] It should be noted that the instructions or operations that appear in the subsequent detailed introduction of the game interaction method provided in the embodiment of the present application can be regarded as instructions or operations triggered by the player through fingers or controlling a mouse, keyboard, game controller or stylus or voice. The specific triggering operation can be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, a tablet computer, a game console, etc., the player can trigger instructions or operations on the touch screen through any suitable object or accessory such as a finger or stylus, or can trigger instructions or operations through voice. When the terminal device is a non-touch screen terminal device such as a desktop computer or a laptop computer, the player can trigger instructions or operations through external devices such as a mouse, keyboard, and game controller.
[0015] Before describing the implementation methods of the present application in detail, the relevant concepts involved in the present application are first introduced, and the prior art is further described.
[0016] Introduction to related concepts Players whose accounts have been pushed out: Players whose accounts have been pushed out refer to players who are currently using the game account to play games.
[0017] Top player: A top player refers to a player who needs to log in to the game account currently being used by the top player.
[0018] Further description of the prior art like Figure 1 As shown, it is a schematic diagram of an example of an interface when a top player logs into a game account in the prior art. When the top player logs into the game account, the top player is currently using the game account to play the game, and a prompt box 10 will be displayed in the first graphical user interface of the terminal held by the top player. The prompt box 10 displays a prompt content "The currently logged-in character is in battle, do you confirm the login?", and a control 11 for canceling the login and a control 12 for confirming the login are provided in the prompt box 10. The top player can cancel the top behavior through the control 11, so that the top player can continue to use the game account to play the game, and the top player can also perform the top behavior through the control 12 to log in to the game account to play the game.
[0019] It can be seen that in the prior art, the top player lacks effective information to determine whether the top player is currently in an important game battle or a key game activity. In this way, when the top player cannot accurately control the current game status of the top player, the top player cannot make a correct decision on the top behavior, which can easily interrupt the game progress of the top player who is performing a key task, resulting in unpredictable losses, misunderstandings and conflicts between the top player and the top player, and bring serious negative impacts.
[0020] Based on the above reasons, in order to display the current game screen of the top player on the interface of the top player, so that the top player can make correct decisions based on this, thereby effectively reducing the negative impact of the conflict between the top player and the top player, the first embodiment of the present application provides an interaction method in a game, and the method is applied to an electronic device, which can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an electronic watch, etc., or other electronic devices that can interact in the game, which is not specifically limited in the embodiments of the present application.
[0021] In an optional embodiment, when the interactive method in the game is run on a terminal device, the terminal device may include a display screen and a processor, the display screen is used to present the game screen and receive instructions generated by the player acting on the game screen. The game screen may include a portion of a virtual game scene, which is a virtual world where virtual characters perform activities. The processor is used to store game applications, run the game, generate game screens, respond to instructions, and control the display of the game screen on the display screen. When the player operates the game screen through the display screen, the game screen can control the local content of the terminal device by responding to the received operation instructions. The terminal device may provide the first graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal device, or the first graphical user interface may be presented through holographic projection.
[0022] In an optional embodiment, when the interactive method in the game runs on the server, the method can be implemented and executed based on the cloud gaming system. The cloud gaming system refers to a gaming method based on cloud computing. The cloud gaming system includes a server and a client device. The operating body of the game application and the game screen presentation body are separated, and the storage and operation of the interactive method in the game are completed on the server. The game screen presentation is completed on the client, and the client is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission function close to the player side, such as a mobile terminal, a TV, a computer, a handheld computer, a personal digital assistant, a head-mounted display device, etc., but the terminal device for processing game data is a server in the cloud. When playing the game, the player instructs the client to send instructions to the server, and the server controls the running of the game according to the instructions, encodes and compresses the game screen and other data, and returns it to the client through the network. Finally, the client decodes and outputs the game screen.
[0023] It should be noted that in the embodiments of the present application, the execution subject of the interactive method in the game can be a terminal device or a server, wherein the terminal device can be a local terminal device or a client device in the aforementioned cloud game. The embodiments of the present application do not limit the type of the execution subject.
[0024] For example, in combination with the above introduction, Figure 2 A game system 100 for implementing an interactive method in a game provided by an embodiment of the present application is shown, and the game system 100 may include at least one terminal 101, at least one server 102, and a network. The terminal 101 held by the player can be connected to the server 102 of different games through the network. The terminal is any device with computing hardware that can support and execute software application tools corresponding to the game.
[0025] In the above-mentioned game system 100, the terminal 101 is used to install and run the game application. In some cases, the game application may not be installed in advance in the terminal 101, and the player can directly access the game through a client such as a browser. The player uses the registered game account to log in to the game application, and can control the virtual character corresponding to the game account to participate in the game. When the player logs in to the game application, the terminal 101 will send a login request to the server 102, and the server 102 will verify the game account used by the player. At the same time, the server 102 determines the game mechanism corresponding to the game account according to the login request, and returns a login success notification to the terminal 101 after the verification is passed. In the process of the player participating in the game through the game application, the terminal 101 and the server 102 interact with each other, and the terminal 101 sends various information to the server 102. The server 102 determines the display data of the terminal 101 according to the stored game mechanism and the received information, and sends the display data to the terminal 101, so that the display data sent by the server 102 can be displayed to the player through the terminal 101.
[0026] In a possible application scenario, different terminals 101 may be served by different servers 102 , and the servers 102 corresponding to different terminals 101 may be the same server.
[0027] In addition, when the game system 100 includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and different servers.
[0028] Among them, the terminal 101 can have one or more multi-touch screens for sensing and obtaining the input of the user through touch or sliding operations performed at multiple points on one or more touch display screens. The terminal 101 can also be connected to a keyboard and / or a mouse and / or a game controller, so that the user can perform interface operations through the keyboard and / or mouse and / or a game controller.
[0029] The network may be a wireless network or a wired network, such as a wireless network such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals may also use their own Bluetooth network or hotspot network to connect to other terminals or to a server, etc. In addition, the system 100 may include multiple databases, which are coupled to different servers, and game-related information may be continuously stored in the database when different players play a multi-player game online.
[0030] It should be noted that Figure 2The game system diagram shown is only an example. The game system 100 described in the embodiment of the present application is to more clearly illustrate the technical solution of the embodiment of the present application, and does not constitute a limitation on the technical solution provided in the embodiment of the present application. A person of ordinary skill in the art can know that with the evolution of the game system and the emergence of new business scenarios, the technical solution provided in the embodiment of the present application is also applicable to similar technical problems.
[0031] The technical solution of the present application is described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described in detail in some embodiments.
[0032] The following, combined Figure 3~Figure 8 The interactive method in the game provided by the embodiment of the present application is introduced.
[0033] like Figure 3 As shown, it is a flowchart of the interactive method in the game provided in an embodiment of the present application, including the following steps S101 to S103.
[0034] Step S101: In response to a first login instruction for a first game account initiated by a first client, control the first client to log in to a game using the first game account, and display a first game scene screen when the first game account plays a game in the first client.
[0035] It can be understood that virtual games refer to applications developed according to the needs of game applications, and the types of games may include but are not limited to at least one of the following: two-dimensional (Two Dimension) game applications, three-dimensional (Three Dimension) game applications, virtual reality (Virtual Reality, VR) game applications, augmented reality (Augmented Reality, AR) game applications, and mixed reality (Mixed Reality, MR) game applications.
[0036] The first client may issue a first login instruction for the first game account, and the first login instruction may be triggered by one or more of the following operations: a shortcut key operation, a voice command operation, an air gesture recognition operation, a touch operation on a touch-sensitive screen, or a touch operation on a login control. The touch operation may be a click operation, a slide operation, a press operation, or a drag operation, and the present embodiment does not specifically limit the triggering method of the first login instruction.
[0037] In response to a first login instruction initiated by the first client for the first game account, the first client can be controlled to log in to the game using the first game account, so that a first game scene screen when the first game account plays the game is displayed in the first client.
[0038] It should be noted that the above-mentioned first game scene screen can be a lobby scene screen, or a combat scene screen that supports virtual characters to perform game behaviors, that is, the second client can display the lobby interface or the game scene.
[0039] It should be noted that the game scene refers to a virtual environment provided for a virtual character to perform game behaviors. In the embodiment of the present application, the virtual character controlled by the first game account is currently operated by a player holding the first client, and the virtual character includes but is not limited to at least one of a virtual person, a virtual animal, and a virtual machine. The game behaviors may include but are not limited to at least one of adjusting body posture, crawling, walking, running, jumping, driving, picking up, shooting, attacking, throwing, moving, sprinting, and defending.
[0040] It should be understood that the above-mentioned game scene may also include other scene elements such as virtual characters controlled by other players, non-player characters (NPC) not controlled by players, etc., and this application does not limit this.
[0041] In the embodiment of the present application, the game account in the virtual game can be jointly held by multiple people, and only one game account is allowed to log in to one terminal device in a period of time. That is, currently, the first game account is only logged in to the first client.
[0042] Step S102: While the first client is using the first game account to play a game, in response to a second login instruction for the first game account initiated by a second client, a prompt is provided in the second client that the first game account is in use, and control of the second client using the first game account to log in to the game is canceled.
[0043] It should be noted that the first client and the second client refer to two independent instances of the same virtual game, and the first client and the second client can be run on the same terminal device or on different terminal devices. For example, a player can launch multiple game clients on a computer to realize multiple game openings.
[0044] While the first client is using the first game account to play games, the second client can issue a second login instruction for the first game account. The triggering method of the second login instruction can refer to the aforementioned description of the triggering method of the first login instruction, which will not be repeated here.
[0045] During the period when the first client uses the first game account to play the game, in response to the second login instruction for the first game account on the second client, the second client may be prompted that the first game account is currently in use, and the second client may be cancelled from using the first game account to log in to the game. In a specific implementation, an information reminder window may be displayed in the second client, and corresponding prompt information may be displayed in the information reminder window, and the prompt information is used to prompt that the first game account is in use.
[0046] In this step, by prompting in the second client that the first game account is in use, on the one hand, it can ensure that the player who logs in to the first game account using the second client is clear about the current usage status of the first game account. On the other hand, it can avoid the player mistakenly believing that the login failure is caused by network problems.
[0047] Step S103: In response to a spectator instruction initiated by the second client for the first game account, at least a portion of the first game scene screen is displayed in the second client.
[0048] It should be noted that when logging into the first game account currently logged into the first client on the second client, when canceling the second client using the first game account to log into the game, the player can also issue a spectator command for the first game account.
[0049] Specifically, the spectator command may be triggered by one or more of the following operations: a shortcut key operation, a voice command operation, an air gesture recognition operation, a touch operation on a touch-sensitive screen, or a touch operation on a specific control. The touch operation may be a click operation, a slide operation, a press operation, or a drag operation, etc. This embodiment does not specifically limit the triggering method of the spectator command.
[0050] In an optional implementation, the spectating instruction in step S103 may be generated in the following manner: According to the second login instruction, providing a first control in the second client; In response to a first trigger operation on the first control in the second client, the spectating instruction is generated.
[0051] In a second embodiment of the present application, while a first client is using a first game account to play a game, in response to a second login instruction initiated by a second client for the first game account, a first control for viewing the game screen currently corresponding to the first game account can be provided in the second client.
[0052] The first control may be displayed at a specified preset position, or at a random position in the first graphical user interface. The first control may be a circle, a rectangle, a triangle, an irregular shape, etc. The present application does not specifically limit the display position and display shape of the first control.
[0053] When the first control is displayed in the second client, the player can perform a first trigger operation on the first control. The first trigger operation may be one or more of a click operation, a press operation, a slide operation, a drag operation, and a voice command operation. This application does not specifically limit the second trigger operation.
[0054] In response to the first trigger operation on the first control, at least part of the first game scene screen can be displayed in the second client, that is, at least part of the game screen currently displayed in the first client is displayed in the second client.
[0055] In an optional specific implementation, at least a portion of the first game scene screen can be displayed in full screen in the second client.
[0056] In another optional specific implementation, a thumbnail of at least part of the first game scene screen may be displayed in the second client.
[0057] In another optional implementation, one or more frames of the first game scene screen may be displayed in the second client, which does not need to be completely consistent with the first game scene screen, so as to reduce performance consumption caused by data transmission.
[0058] It should be understood that a screen that is completely consistent with the first game scene can also be displayed in the second client, and the present application does not impose any specific restrictions on the display method of displaying at least part of the first game scene screen in the second client.
[0059] It should be noted that at least part of the first game scene screen displayed in the second client may include a key screen, and the key screen may include, for example, a screen in which a virtual character controlled by the first game account performs a game behavior.
[0060] Specifically, if the first game scene screen includes at least part of the virtual scene, and the virtual character controlled by the first game account is performing a game behavior in the virtual scene, then after receiving the first trigger operation for the first control, a screen of the virtual character controlled by the first game account performing the game behavior in the virtual scene can be displayed in the second client.
[0061] For example, when player b logs in to account 1 on the second client, if the account 1 is currently logged in on the first client held by player a, a pop-up window is displayed on the second client, including a prompt message "The currently logged-in character is in battle, do you confirm the login?" and a first control of "Go to Watch" is provided. After player b clicks the first control of "Go to Watch", at least part of the game screen currently displayed in the first client held by player a can be displayed on the second client. Assuming that the first client currently displays a screen in which player a is operating the virtual character 2 corresponding to account 1 to engage in a team battle, the screen of the virtual character 2 engaging in a team battle is displayed on the second client accordingly.
[0062] The following Figure 4~Figure 6 The interface display of the top player and the top player in the interactive method in the game provided by the embodiment of the present application is introduced: like Figure 4 As shown, it is an interface diagram of an example of logging into a first game account on a second client in the interactive method in a game provided by an embodiment of the present application. When the first game account is currently logged in on the first client, when logging in to the first game account through the second client, a prompt box 13 can be displayed on the second client, and the prompt box 13 displays a prompt content "The currently logged-in character is in battle, do you confirm the login?", and a first control 15 for viewing the current game screen of the first game account logged in on the first client is provided in the prompt box 13.
[0063] like Figure 5 As shown, it is an interface schematic diagram of an example of a first game scene screen corresponding to the first game account displayed in the first client in the interactive method in the game provided by an embodiment of the present application. The first game account is currently logged in on the first client, and at least part of the virtual scene is displayed in the second graphical user interface corresponding to the first client. The virtual scene includes virtual characters 17 and 18. Virtual character 17 is controlled by the first game account, and virtual character 18 can be a player character controlled by other game accounts, or a non-player character not controlled by the player. Virtual characters 17 and 18 are fighting.
[0064] like Figure 6 1 is a schematic diagram of an example of an interface when a trigger operation is performed on a first control on a second client in an interactive method in a game provided by an embodiment of the present application. When the top player holding the second client clicks the attached Figure 4 After the first control 15 in the second client, the attached Figure 5The first game scene screen corresponding to the first game account displayed on the first client shown in , that is, the second client can display the same game screen as the first client.
[0065] The interactive method in the game provided by the embodiment of the present application includes the following steps: in response to a first login instruction initiated by a first client for a first game account, controlling the first client to log in to the game using the first game account, and displaying a first game scene screen when the first game account is playing the game in the first client; while the first client is using the first game account to play the game, in response to a second login instruction initiated by a second client for the first game account, prompting in the second client that the first game account is in use, and canceling the control of the second client to log in to the game using the first game account; in response to a spectator instruction initiated by the second client for the first game account, displaying at least part of the first game scene screen in the second client. It can be seen that in the interactive method in the game provided by the embodiment of the present application, when logging in to the first game account on the second client, if the first game account is currently logged in on the first client, the second client is prompted that the first game account is in use, and the login of the first game account on the second client is canceled. In this way, the conflict caused by directly replacing the first game account logged in on the first client can be avoided, and the usage status of the first game account is promptly fed back to the player of the second client, and the player can initiate a spectator command through the second client. In this way, at least part of the first game scene screen corresponding to the first game account currently displayed on the first client can be displayed on the second client. Based on this, the top player can accurately judge whether the first game account logged in on the first client is currently in a key game event, such as a key game battle, a key game task, etc., so that the top player can make correct decisions based on this, effectively reducing the negative impact caused by the conflict between the top player and the top player.
[0066] Furthermore, when at least part of the first game scene screen is displayed on the second client, the game interaction method provided in the embodiment of the present application may further include the following steps: In response to the information viewing operation performed in the second client, the corresponding target information is displayed on the second client, and the target information includes but is not limited to at least one of the following: occupation information, health information, skill cooldown information, and equipment information of the target virtual character, wherein the target virtual character is any virtual character displayed in at least part of the first game scene screen in the second client.
[0067] In a specific implementation, the information viewing operation may be, for example, placing a virtual cursor on a target virtual character and keeping the cursor there for a time longer than a preset time, or may be a touch operation on a specific control. In this way, the top player holding the second client may view the target information through at least a portion of the first game scene screen displayed on the second client.
[0068] In an optional implementation, the interactive method in the game provided in the embodiment of the present application may further include the following steps: According to the second login instruction, first prompt information is displayed in the second client, wherein the first prompt information represents the game event that the virtual character corresponding to the first game account is currently in.
[0069] In an embodiment of the present application, when a second login instruction to log in to the first game account is initiated on the second client while the first game account is currently logged in to the first client, a first prompt message can be displayed in the second client. The first prompt message represents the game event that the virtual character corresponding to the first game account is currently in. For example, the first prompt message can be "in team battle", "in Disha battle", etc.
[0070] Combined with Figure 4 To illustrate, when logging into the first game account on the second client, Figure 4 The first prompt information 16 “xx is in battle” is displayed in the game. Through the first prompt information 16, the top player holding the second client can know that the virtual character corresponding to the first game account is currently in xx battle.
[0071] By displaying the first prompt information on the second client, the top player holding the second client can be promptly notified of the current game status of the virtual character corresponding to the first game account. The top player can quickly determine whether the virtual character corresponding to the first game account is in a key game battle, thereby making a correct decision whether to top the account.
[0072] In an optional implementation, the interactive method in the game provided in the embodiment of the present application may further include the following steps S20 and S21: Step S20: creating a corresponding subsidiary account for the first game account according to the spectator instruction.
[0073] Step S21: Control the second client to log into the game using the subsidiary account; Correspondingly, the "displaying at least part of the first game scene screen in the second client" in the above step S103 can specifically be: by logging into the second client of the subsidiary account, obtaining and displaying at least part of the first game scene screen currently displayed in the first client and corresponding to the first game account.
[0074] In an embodiment of the present application, when a spectator command is received, a corresponding subsidiary account can be created for the above-mentioned first game account, and the subsidiary account is used to present at least part of the first game scene screen corresponding to the above-mentioned first game account on the second client held by the top player, and to interact with the first game account through chat information.
[0075] It should be noted that there may be one or more second clients, that is, when the first game account is currently logged in to the first client, a second login instruction to log in to the first game account may be initiated on one or more second clients.
[0076] In the embodiment of the present application, when receiving the spectator command, a target number of subsidiary accounts can be created, and the target number is the number of second clients. After that, a subsidiary account is allocated to each second client, and the corresponding subsidiary account is logged in on each second client. For example, if there is one second client, one subsidiary account is created for the first game account, and the subsidiary account is logged in on the second client. If there are five second clients, five subsidiary accounts are created for the first game account, and one subsidiary account is allocated to each second client, and the allocated subsidiary account is logged in on each second client.
[0077] When the subsidiary account successfully logs in to the second client, the second client establishes a communication connection with the game server. Since the first game account is logged in to the first client, a communication connection also exists between the first client and the game server. In this way, at least part of the first game scene screen corresponding to the first game account currently displayed in the first client can be obtained by logging in to the second client of the subsidiary account, thereby successfully displaying at least part of the first game scene screen on the first client.
[0078] In an optional specific implementation method, a screen acquisition request can be sent to a game server through the second client that logs in to the subsidiary account. The screen acquisition request is used to obtain a first game scene screen corresponding to the first game account. After the game server receives the screen acquisition request, the screen acquisition request can be forwarded to the first client that is currently logged in to the first game account to obtain the first game scene screen currently displayed in the first client and corresponding to the first game account, and the first game scene screen is sent to the second client that is currently logged in to the subsidiary account, so that the first game scene screen is displayed on the second client.
[0079] In another optional specific implementation, after detecting that the subsidiary account is logged in on the second client, the game server can automatically send a screen acquisition request to the first client to obtain the first game scene screen corresponding to the first game account currently displayed in the first client, and send the first game scene screen to the second client currently logged in to the subsidiary account, so as to display the first game scene screen on the second client.
[0080] With this setting, while the first game account is currently logged in to the first client, when the first game account is logged in on the second client, a corresponding subsidiary account is created for the first game account, and by logging in to the subsidiary account on the second client, the second client successfully establishes a communication connection with the game server. In this way, the second client and the first client establish a communication connection through the game server, thereby enabling data exchange and efficiently and quickly obtaining the first game scene screen corresponding to the first game account currently displayed on the first client, thereby enabling the display of the first game scene screen on the second client.
[0081] In an optional implementation, the interactive method in the game provided in the embodiment of the present application may further include the following steps: Setting the subsidiary account as a friend account of the first game account; A friend communication channel is created between the first game account and the subsidiary account.
[0082] In an embodiment of the present application, when the second client uses the subsidiary account corresponding to the first game account to log in to the game, the subsidiary account can be set as the friend account corresponding to the first game account, and a friend communication channel can be established to support communication between the first game account and the corresponding subsidiary account.
[0083] In this way, data can be transmitted between the first client and the second client through the friend communication channel to achieve communication between the first client and the second client.
[0084] In an optional implementation, the interactive method in the game provided in the embodiment of the present application may further include the following steps: In response to the friend communication channel being successfully created, displaying a message reminder icon on the first client; In response to a second trigger operation on the message reminder identifier in the first client, a chat list is displayed in the first client; wherein the chat list includes an account identifier corresponding to the subsidiary account, and the account identifier is used to prompt that the subsidiary account is a temporary account of the first game account.
[0085] In an embodiment of the present application, in response to the successful creation of a friend communication channel between the first game account and the corresponding subsidiary account, a temporary chat room can be automatically created. At this time, the first client will display a corresponding message reminder icon, which can be, for example, a chat control on the interface that appears in a flashing style, or the chat control is highlighted.
[0086] The top-up player who holds the first client can perform a second trigger operation on the message reminder logo, such as a click operation, a long press operation, a heavy press operation, or a sliding operation. In response to the second trigger operation on the message reminder logo in the first client, a chat list corresponding to the first game account can be expanded on the first client, and the account logo of the subsidiary account corresponding to the first game account is displayed in the chat list, and the account logo is used to prompt that the subsidiary account is a temporary account of the first game account.
[0087] In a specific implementation, the account identifier may be the account name corresponding to the subsidiary account presented in the chat list, and the account name may be, for example, "my account".
[0088] In this setting, when the first game account and the corresponding subsidiary account successfully create a friend chat channel, by displaying the above message reminder mark on the first client, it is possible to promptly feedback to the player holding the first client that there is a new chat message. When the second trigger operation is performed on the first client for the message reminder mark, by displaying a chat list including the account mark corresponding to the subsidiary account in the first client, it is possible to promptly feedback to the player holding the first client that the friend chat channel between the first game account and the corresponding subsidiary account has been created, so that the player holding the first client can use the first game account to chat and communicate with the corresponding subsidiary account.
[0089] In an optional implementation, the interactive method in the game provided in the embodiment of the present application may further include the following steps: According to the second trigger operation, displaying a first chat interface between the subsidiary account and the first game account in the second client; Among them, the first chat interface includes pre-top number prompt information, and the pre-top number prompt information is used to indicate that the second client that logs in to the subsidiary account has a tendency to log in to the first game account, and at least part of the first game scene screen is displayed in the second client.
[0090] In an embodiment of the present application, in response to a second trigger operation on the first client for the above-mentioned message reminder identifier, a first chat interface with the first game account and the corresponding subsidiary account may be displayed in the first client, and pre-top number prompt information may be displayed in the first chat interface.
[0091] The pre-top number prompt information is used to indicate that the second client that logs into the subsidiary account has the tendency to log into the first game account, and the second client displays at least a portion of the first game scene screen corresponding to the first game account currently displayed by the first client. The pre-top number prompt information can be system preset information or customized information by the player holding the second client, and this application does not impose any restrictions on this.
[0092] For example, the pre-topped account prompt message may be "I am considering logging into this account and am currently watching your battles. Is there anything I can communicate?" In this way, the topped player who holds the first client can quickly know that there is a tendency to log into the first game account on other clients, and know that the topped player is watching his game screen through other clients.
[0093] Based on this, the player whose account is topped and who holds the first client can further communicate with the player whose account is topped and who holds the second client. For example, the player whose account is topped can send a message to the second client through the first client saying "I am currently in a critical game battle, and you can log in to the account in about three minutes". In this way, the player whose account is topped and who holds the second client can make the correct decision.
[0094] like Figure 7As shown, it is an interface schematic diagram of an example of displaying the pre-top number prompt information on the first client in the interactive method in the game provided by the embodiment of the present application, including interface (7-a) and interface (7-b). When a friend communication channel between the first game account and the subsidiary account is created, a message reminder mark will be displayed at the associated position of the control 23 in the interface (7-a), and the message reminder mark can be a control 23 that is highlighted, or a control 23 that is in a flashing style. The player can click the control 23 in the highlighted style, or click the control 23 in the flashing style, so as to perform a second trigger operation on the message reminder mark, and the first client will display the interface (7-b), and the interface (7-b) includes a chat list, and the chat list displays the account mark "my account" of the subsidiary account, and also displays the first chat interface of the first game account and the subsidiary account, and the pre-top number prompt information 24 is included in the first chat interface.
[0095] It can be seen that the pre-top player prompt information can effectively promote communication between the top player and the top player, thereby effectively avoiding the situation where the top player is suddenly topped without knowing it, and further reducing the negative impact caused by the conflict between the top player and the top player.
[0096] In an optional implementation, the interactive method in the game provided in the embodiment of the present application may further include the following steps: According to the successful creation of the friend communication channel, providing a second control in the second client; In response to a third trigger operation on the second control in the second client, displaying a second chat interface between the subsidiary account and the first game account in the second client; In response to an information input operation performed in the second chat interface, the input first chat information is obtained, and the first chat information is sent to the first game account through the subsidiary account.
[0097] In an embodiment of the present application, when a friend chat channel is created between a first game account and a corresponding subsidiary account, a second control may also be provided in the second client, and the second control is used to open a second chat interface between the subsidiary account and the first game account on the second client.
[0098] In this way, the player holding the second client can perform a third trigger operation on the second control. The third trigger operation can be one or more of a click operation, a press operation, a slide operation, a drag operation, and a voice command operation. This application does not specifically limit the third trigger operation.
[0099] In response to the third trigger operation on the second control in the second client, a second chat interface between the subsidiary account and the first game account can be displayed in the second client. In this way, the top player holding the second client can use the subsidiary account to communicate with the top player of the first client using the first game account in the second chat interface.
[0100] In response to the information input operation performed in the second chat interface in the second client, the input first chat information is obtained, so that the first chat information can be successfully sent to the first game account through the subsidiary account to be displayed in the first chat interface between the first game account and the subsidiary account corresponding to the second client.
[0101] Optionally, the first chat information may include but is not limited to at least one of the following: information on whether the second client is a top account, and battle strategy suggestion information. The battle strategy suggestion information may include but is not limited to at least one of the following: information suggesting that the virtual character corresponding to the first game account use target game skills, and information suggesting that the virtual character corresponding to the first game account use target virtual equipment.
[0102] In the case where the above-mentioned first chat information includes information suggesting that the virtual character corresponding to the first game account use the target virtual equipment, a fifth control for assembling the target virtual equipment can be displayed in the first chat interface displayed on the first client, so that the virtual character corresponding to the first game account can be controlled to assemble the target virtual equipment through the fifth control in the first client.
[0103] The fifth control is used to equip the virtual character corresponding to the first game account with the target virtual equipment. The player holding the first client can perform a trigger operation on the fifth control, and the trigger operation can be one or more of a click operation, a press operation, a slide operation, a drag operation, and a voice command operation to control the virtual character to equip the target virtual equipment.
[0104] Optionally, when the virtual backpack of the virtual character corresponding to the first game account includes the target virtual equipment, when the fifth control is triggered, the virtual character can be controlled to equip the target virtual equipment in the virtual backpack.
[0105] Optionally, when the virtual backpack of the virtual character corresponding to the first game account does not include the target virtual equipment, when the fifth control is triggered, the target virtual equipment can be automatically obtained from the virtual store, and then the virtual character can be controlled to equip the target virtual equipment.
[0106] For example, when player B logs in to account 1 on the second client, if account 1 is currently logged in on the first client held by player A, a first control of "Go to Watch" is displayed on the second client. After player B clicks on the first control of "Go to Watch", a subsidiary account corresponding to account 1 is created. The second client logs in to the virtual game through the subsidiary account, and creates a friend communication channel between the subsidiary account and account 1. A message reminder icon is displayed on the first client. After player A clicks on the message reminder icon, a chat list is expanded on the first client, and a first chat interface containing account 1 and the subsidiary account is displayed. The second client displays the first game scene screen currently displayed in the first client held by player a, and displays the second control "Communication". When player b clicks the second control "Communication", the second chat interface between the subsidiary account and the first game account is expanded on the second client. Player b enters the first chat message "It is recommended that you use equipment c" in the second chat interface, then the first chat message "It is recommended that you use equipment c" is displayed in the first chat interface displayed in the first client, and the fifth control "One-click assembly" is displayed at the same time. When the virtual backpack of the virtual character corresponding to account a includes the equipment c, when player a clicks the fifth control "One-click assembly", the virtual character corresponding to account a will be equipped with the equipment c.
[0107] In the embodiment of the present application, by creating a friend communication channel between the first game account and the subsidiary account, and displaying the chat interface of the first game account and the subsidiary account in both the first client and the second client, the communication between the top player and the top player can be effectively promoted. In addition, the top player can send chat information about whether to be the top player, and can also send battle strategy suggestion information, so that the top player and the top player can communicate well and improve the player experience.
[0108] In an optional implementation, the interactive method in the game provided in the embodiment of the present application may further include the following steps: During the period when the second client logs into the subsidiary account, providing a third control in the second client; In response to a fourth trigger operation on the third control in the second client, the second client is controlled to log in to the game using the first game account, and a second game scene screen when the first game account plays the game is displayed in the second client.
[0109] In the embodiment of the present application, a third control may be provided in the second client, and the third control may be used to log in to the game using the first game account on the second client.
[0110] In a specific implementation, while the first client is playing a game using the first game account, the third control is provided in the first graphical user interface in response to a second login instruction for the first game account initiated by the second client; and / or, the third control is provided in the second client in response to a spectator instruction for the first game account initiated by the second client.
[0111] In this way, the player can perform a fourth trigger operation on the third control, and the fourth trigger operation can be one or more of a click operation, a press operation, a slide operation, a drag operation, and a voice command operation, so as to use the first game account to log in to the game on the second client.
[0112] Combined with Figure 4 and attached Figure 6 For explanation, please see the attached Figure 4 In the example, when logging into a first game account currently logged into a first client on a second client, a third control 14 may be provided on the second client, and the first game account may be logged into the second client by performing a fourth trigger operation on the third control 14. Figure 6 In the second client, when the Figure 4 After the first control 15 performs the first trigger operation to generate a spectator instruction, a third control 20 may be provided on the second client. By performing a fourth trigger operation on the third control 20, the first game account may also be logged in on the second client.
[0113] In an optional implementation, the interactive method in the game provided in the embodiment of the present application may further include the following steps: During the period when the second client logs into the subsidiary account, providing a fifth control in the second client; In response to a sixth trigger operation on the fifth control in the second client, a game interface corresponding to the game displayed on the second client is closed.
[0114] In an embodiment of the present application, a fifth control may be provided in the first graphical user interface of the second client, and the fifth control may be used to exit the game client and close the game interface corresponding to the game displayed on the second client.
[0115] In a specific implementation, while the first client is playing a game using the first game account, the fifth control is provided in the second client in response to a second login instruction for the first game account initiated by the second client; and / or the fifth control is provided in the second client in response to a spectator instruction for the first game account initiated by the second client.
[0116] In this way, the player can perform a sixth trigger operation on the fifth control, and the sixth trigger operation can be one or more of a click operation, a press operation, a slide operation, a drag operation, and a voice command operation, so as to exit the game client on the second client and close the game interface corresponding to the displayed game.
[0117] Combined with Figure 4 and attached Figure 6 For explanation, please see the attached Figure 4 In the example, when a first game account currently logged in on a first client is logged in on a second client, a fifth control 17 may be provided on the second client. By performing a sixth trigger operation on the fifth control 17, the game client on the second client may be controlled to exit and the game interface currently displayed on the second client may be closed. Figure 6 In the second client, when the Figure 4 After the first control 15 performs the first trigger operation to generate a spectator instruction, a fifth control 22 can be provided on the second client. By performing a sixth trigger operation on the fifth control 22, the game client on the second client can be controlled to exit and the game interface currently displayed on the second client can be closed.
[0118] By setting the third and fifth controls, the top player can flexibly perform top account or exit the game on the second client, which improves the player's freedom of operation.
[0119] In an optional implementation, the interactive method in the game provided in the embodiment of the present application may further include the following steps: According to the fourth trigger operation, sending a top number instruction to the first client; In response to the first client receiving the account top instruction, controlling the first client to log out of the first game account; and A second prompt message is displayed on the first client, wherein the second prompt message indicates that the first game account is logged in on another client.
[0120] It should be noted that, in response to the fourth trigger operation for the third control in the second client, a top account instruction for the first game account can be sent to the first client, so that the first client responds to the received top account instruction, controls the first game account to log out on the first client, and returns feedback information of successful logout to the second client after successful logout. After the second client receives the feedback message, it can use the first game account to log in to the game on the second client.
[0121] At the same time, a second prompt message may be displayed on the first client, and the second prompt message is used to prompt the first game account to log in to other clients.
[0122] This setting method makes it easy for the player who has been banned and holds the first client to promptly know that the reason for the current logout of the first game account is that other players have logged into the first game account, avoiding the mistaken belief that the logout was caused by network or game lag reasons.
[0123] Optionally, the interactive method in the game provided in the embodiment of the present application may further include the following steps: According to the top number instruction, display a fourth control on the first client; In response to a fifth trigger operation on the fourth control in the first client, the game is logged in to the second client using the subsidiary account, and at least a portion of the second game scene screen is displayed in the first client.
[0124] In an embodiment of the present application, in response to receiving in the first client an instruction to log in the first game account on the second client, in addition to displaying the second prompt information on the first client, a fourth control may be provided in the first client, and the fourth control is used to confirm the second prompt information and log in the game on the first client using the subsidiary account corresponding to the first game account, so as to present at least part of the second game scene screen currently corresponding to the first game account on the first client.
[0125] The player can perform a fifth trigger operation on the fourth control, and the fifth trigger operation can be one or more of a click operation, a press operation, a slide operation, a drag operation, and a voice command operation.
[0126] In response to the fifth trigger operation, the game can be logged in on the first client using the subsidiary account corresponding to the first game account, so that the first client still has a communication connection with the game server when logging out of the first game account, thereby obtaining at least part of the second scene screen corresponding to the first game account currently displayed in the second client through the logged in subsidiary account, thereby displaying at least part of the obtained second game scene screen in the first client.
[0127] like Figure 8 As shown, it is an interface diagram of an example when the game account logged in by the first client is replaced by another account in the interactive method in the game provided by the embodiment of the present application. During the period when the first client uses a game account to play the game, when the game account is logged in on other clients, the first client will display a second prompt message 25 and provide a fourth control 26. The player can perform a fifth trigger operation on the fourth control 26 to log in to the subsidiary account corresponding to the game account on the first client and display the game screen corresponding to the game account.
[0128] Corresponding to the interactive method in the game provided in the first embodiment of the present application, the second embodiment of the present application further provides an interactive device in the game, such as Fig. 9 As shown, the interactive device 900 in the game includes: A first control unit 901 is configured to, in response to a first login instruction for a first game account initiated by a first client, control the first client to log in to a game using the first game account, and display a first game scene screen when the first game account is playing a game in the first client; The second control unit 902 is configured to, in response to a second login instruction for the first game account initiated by a second client during the period when the first client is playing a game using the first game account, prompt the second client that the first game account is in use, and cancel controlling the second client to log in to the game using the first game account; The display unit 903 is used to display at least part of the first game scene screen in the second client in response to a spectator instruction initiated by the second client for the first game account.
[0129] Optionally, the display unit 903 is specifically configured to generate a spectator instruction in the following manner: According to the second login instruction, providing a first control in the second client; In response to a first trigger operation on the first control in the second client, the spectating instruction is generated.
[0130] Optionally, the interactive device 900 in the game further includes a creation unit, and the creation unit is used to: According to the spectator instruction, a corresponding subsidiary account is created for the first game account; Control the second client to log in to the game using the subsidiary account.
[0131] Optionally, the creation unit is further used for: Setting the subsidiary account as a friend account of the first game account; A friend communication channel is created between the first game account and the subsidiary account.
[0132] Optionally, the creation unit is further used for: In response to the friend communication channel being successfully created, displaying a message reminder icon on the first client; In response to a second trigger operation on the message reminder identifier in the first client, a chat list is displayed in the first client; wherein the chat list includes an account identifier corresponding to the subsidiary account, and the account identifier is used to prompt that the subsidiary account is a temporary account of the first game account.
[0133] Optionally, the creation unit is further used for: According to the second trigger operation, displaying a first chat interface between the subsidiary account and the first game account in the second client; Among them, the first chat interface includes pre-top number prompt information, and the pre-top number prompt information is used to indicate that the second client that logs in to the subsidiary account has a tendency to log in to the first game account, and at least part of the first game scene screen is displayed in the second client.
[0134] Optionally, the creation unit is further used for: According to the successful creation of the friend communication channel, providing a second control in the second client; In response to a third trigger operation on the second control in the second client, displaying a second chat interface between the subsidiary account and the first game account in the second client; In response to an information input operation performed in the second chat interface, the input first chat information is obtained, and the first chat information is sent to the first game account through the subsidiary account.
[0135] Optionally, the second control unit 902 is further configured to: According to the second login instruction, first prompt information is displayed in the second client, wherein the first prompt information represents the game event in which the virtual character corresponding to the first game account is currently located.
[0136] Optionally, the creation unit is further used for: During the period when the second client logs into the subsidiary account, providing a third control in the second client; In response to a fourth trigger operation on the third control in the second client, the second client is controlled to log in to the game using the first game account, and a second game scene screen when the first game account plays the game is displayed in the second client.
[0137] Optionally, the creation unit is further used for: According to the fourth trigger operation, sending a top number instruction to the first client; In response to the first client receiving the account top instruction, controlling the first client to log out of the first game account; and A second prompt message is displayed on the first client, wherein the second prompt message indicates that the first game account is logged in on another client.
[0138] Optionally, the creation unit is further used for: According to the top number instruction, display a fourth control on the first client; In response to a fifth trigger operation on the fourth control in the first client, the first client is controlled to log in to the game using the subsidiary account, and at least a portion of the second game scene screen is displayed in the first client.
[0139] Optionally, the creation unit is further used for: During the period when the second client logs into the subsidiary account, providing a fifth control in the second client; In response to a sixth trigger operation on the fifth control in the second client, a game interface corresponding to the game displayed on the second client is closed.
[0140] Corresponding to the interactive method in the game provided in the first embodiment of the present application, the third embodiment of the present application further provides an electronic device for interactive in the game. Fig.10 As shown, the electronic device 1000 includes: a processor 1001; and a memory 1002, which is used to store the program of the interactive method in the game. After the device is powered on and the program of the interactive method in the game is run by the processor, the following steps are performed: In response to a first login instruction for a first game account initiated by a first client, controlling the first client to log in to a game using the first game account, and displaying a first game scene screen when the first game account plays a game in the first client; During the period when the first client uses the first game account to play a game, in response to a second login instruction for the first game account initiated by a second client, prompting the second client that the first game account is in use, and canceling control of the second client to log in to the game using the first game account; In response to a spectator instruction initiated by the second client for the first game account, at least a portion of the first game scene screen is displayed in the second client.
[0141] Corresponding to the interactive method in the game provided in the first embodiment of the present application, the fourth embodiment of the present application provides a computer-readable storage medium storing a program of the interactive method in the game, the program is executed by a processor to perform the following steps: In response to a first login instruction for a first game account initiated by a first client, controlling the first client to log in to a game using the first game account, and displaying a first game scene screen when the first game account plays a game in the first client; During the period when the first client uses the first game account to play a game, in response to a second login instruction for the first game account initiated by a second client, prompting the second client that the first game account is in use, and canceling control of the second client to log in to the game using the first game account; In response to a spectator instruction initiated by the second client for the first game account, at least a portion of the first game scene screen is displayed in the second client.
[0142] It should be noted that for the detailed description of the devices, electronic devices and computer-readable storage media provided in the second, third and fourth embodiments of the present application, reference can be made to the relevant description of the first embodiment of the present application, and no further details will be given here.
[0143] Although the present application is disclosed as above in the form of a preferred embodiment, it is not intended to limit the present application. Any technical personnel in this field may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.
[0144] In a typical configuration, a node device in a blockchain includes one or more processors (CPU), input / output interfaces, network interfaces, and memory.
[0145] Memory may include non-permanent storage in a computer-readable medium, in the form of random access memory (RAM) and / or non-volatile memory, such as read-only memory (ROM) or flash RAM. Memory is an example of a computer-readable medium.
[0146] 1. Computer-readable media includes permanent and non-permanent, removable and non-removable media that can be used to store information by any method or technology. Information can be computer-readable instructions, data structures, program modules or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), random access memory (RAM) of other attributes, read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, compact disc read-only memory (CD-ROM), digital versatile disc (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage media or any other non-transmission media that can be used to store information that can be accessed by a computing device. As defined in this article, computer-readable media does not include non-transitory media such as modulated data signals and carrier waves.
[0147] 2. Those skilled in the art should understand that the embodiments of the present application can be provided as methods, systems or computer program products. Therefore, the present application can take the form of a complete hardware embodiment, a complete software embodiment or an embodiment combining software and hardware. Moreover, the present application can take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program codes.
[0148] Although the present application is disclosed as above in the form of a preferred embodiment, it is not intended to limit the present application. Any technical personnel in this field may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.
Claims
1. A login method in a game, characterized in that: The method comprises: In response to a first login instruction for a first game account initiated by a first client, controlling the first client to log in to a game using the first game account, and displaying a first game scene screen when the first game account is playing the game in the first client; During the period when the first client uses the first game account to play a game, in response to a second login instruction for the first game account initiated by a second client, prompting the second client that the first game account is in use, and canceling control of the second client to log in to the game using the first game account; In response to a spectator instruction initiated by the second client for the first game account, at least a portion of the first game scene screen is displayed in the second client.
2. The method according to claim 1, characterized in that The spectator command is generated in the following way: According to the second login instruction, providing a first control in the second client; In response to a first trigger operation on the first control in the second client, the spectating instruction is generated.
3. The method according to claim 1, characterized in that The method further comprises: According to the spectator instruction, a corresponding subsidiary account is created for the first game account; Control the second client to log in to the game using the subsidiary account.
4. The method according to claim 3, characterized in that The method further comprises: Setting the subsidiary account as a friend account of the first game account; A friend communication channel is created between the first game account and the subsidiary account.
5. The method according to claim 4, characterized in that The method further comprises: In response to the friend communication channel being successfully created, displaying a message reminder icon on the first client; In response to a second trigger operation on the message reminder identifier in the first client, a chat list is displayed in the first client; wherein the chat list includes an account identifier corresponding to the subsidiary account, and the account identifier is used to prompt that the subsidiary account is a temporary account of the first game account.
6. The method according to claim 5, characterized in that The method further comprises: According to the second trigger operation, displaying a first chat interface between the subsidiary account and the first game account in the second client; Among them, the first chat interface includes pre-top number prompt information, and the pre-top number prompt information is used to indicate that the second client that logs in to the subsidiary account has a tendency to log in to the first game account, and at least part of the first game scene screen is displayed in the second client.
7. The method according to claim 4, characterized in that The method further comprises: According to the successful creation of the friend communication channel, providing a second control in the second client; In response to a third trigger operation on the second control in the second client, displaying a second chat interface between the subsidiary account and the first game account in the second client; In response to an information input operation performed in the second chat interface, the input first chat information is obtained, and the first chat information is sent to the first game account through the subsidiary account.
8. The method according to claim 1, characterized in that The method further comprises: According to the second login instruction, first prompt information is displayed in the second client, wherein the first prompt information represents the game event in which the virtual character corresponding to the first game account is currently located.
9. The method according to claim 3, characterized in that: The method further comprises: During the period when the second client logs into the subsidiary account, providing a third control in the second client; In response to a fourth trigger operation on the third control in the second client, the second client is controlled to log in to the game using the first game account, and a second game scene screen when the first game account plays the game is displayed in the second client.
10. The method according to claim 9, characterized in that The method further comprises: According to the fourth trigger operation, sending a top number instruction to the first client; In response to the first client receiving the account top instruction, controlling the first client to log out of the first game account; and A second prompt message is displayed on the first client, wherein the second prompt message indicates that the first game account is logged in on another client.
11. The method according to claim 10, characterized in that The method further comprises: According to the top number instruction, display a fourth control on the first client; In response to a fifth trigger operation on the fourth control in the first client, the first client is controlled to log in to the game using the subsidiary account, and at least a portion of the second game scene screen is displayed in the first client.
12. The method according to claim 3, characterized in that The method further comprises: During the period when the second client logs into the subsidiary account, providing a fifth control in the second client; In response to a sixth trigger operation on the fifth control in the second client, a game interface corresponding to the game displayed on the second client is closed.
13. An interactive device in a game, characterized in that: The device comprises: A first control unit, configured to respond to a first login instruction for a first game account initiated by a first client, control the first client to log in to a game using the first game account, and display a first game scene screen when the first game account plays a game in the first client; A second control unit is configured to, in response to a second login instruction for the first game account initiated by a second client while the first client is playing a game using the first game account, prompt the second client that the first game account is in use, and cancel control of the second client to log in to the game using the first game account; The display unit is used to display at least a part of the first game scene screen in the second client in response to a spectator command initiated by the second client for the first game account.
14. An electronic device, characterized in that: include: processor; as well as The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method according to any one of claims 1 to 12 is executed.
15. A computer-readable storage medium, characterized in that: A data processing program is stored, and the program is run by a processor to execute the method according to any one of claims 1 to 12.