Barrage display method and device
By binding target bullet comments and object materials in the bullet comment display, calculating collision points and optimizing layout, the problem of insufficient interactivity and playability in bullet comment display is solved, and a higher collision hit rate and improved user experience are achieved.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- SHANGHAI BILIBILI TECH CO LTD
- Filing Date
- 2024-12-31
- Publication Date
- 2026-04-10
AI Technical Summary
Existing bullet screen display solutions lack interactivity and playability, resulting in a poor user experience.
By determining the collision between target bullet comments and target object materials in the multimedia display area, binding the relationship between them, and calculating the collision point, the layout is optimized to improve the collision hit rate and display effect.
It improved the collision hit rate of bullet comments and object materials, enhanced the interactivity and fun of the video, and improved the user experience.
Smart Images

Figure CN119767093B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] Embodiments of the present application relate to the technical field of bullet screen, and in particular to a bullet screen display method and device, a computer device, a computer readable storage medium, and a computer program product. BACKGROUND
[0002] With the rapid development of video technology, more and more users can watch various video programs through the network. In the process of watching video programs, users can interact with anchors or other users by sending bullet screens. The bullet screen refers to comments, messages or interactive content in the form of sliding, scrolling or popping up in media such as videos or live broadcasts.
[0003] However, the existing bullet screen display scheme has insufficient interactivity and playability, resulting in poor user experience.
[0004] It should be noted that the above content is not necessarily prior art, and is not used to limit the patent protection scope of the present application. SUMMARY
[0005] Embodiments of the present application provide a bullet screen display method and device, a computer device, a computer readable storage medium, and a computer program product to solve or alleviate one or more technical problems proposed above.
[0006] One aspect of an embodiment of the present application provides a bullet screen display method, which comprises:
[0007] determining a target bullet screen and a target object material, the target bullet screen and the target object material colliding in a multimedia display area;
[0008] binding the target bullet screen and the target object material to obtain a binding relationship between the target bullet screen and the target object material;
[0009] respectively typesetting the target bullet screen and the target object material to determine target bullet screen typesetting information of the target bullet screen and target material typesetting information of the target object material;
[0010] based on the binding relationship, the target bullet screen typesetting information and the target material typesetting information, calculating a collision point of the target bullet screen and the target object material in the multimedia display area, so that the target bullet screen and the target object material collide at the collision point.
[0011] Optionally, binding the target bullet screen and the target object material to obtain a binding relationship between the target bullet screen and the target object material comprises:
[0012] In the process of the target barrage layout, one or more object materials on the multimedia display area are determined;
[0013] A target object material is determined from the one or more object materials;
[0014] The target barrage and the target object material are bound to determine layout information of the target barrage according to a binding relationship.
[0015] Optionally, determining the target object material from the one or more object materials comprises:
[0016] An appearance time corresponding to each of the object materials is obtained;
[0017] An object material with an earliest appearance time in the one or more object materials is determined as the target object material.
[0018] Optionally, binding the target barrage and the target object material to obtain a binding relationship between the target barrage and the target object material comprises:
[0019] In the process of the target object material layout, a plurality of barrages on the multimedia display area are determined;
[0020] At least one target barrage is determined from the plurality of barrages;
[0021] A plurality of target barrages and the target object material are bound to determine layout information of the target object material according to a binding relationship.
[0022] Optionally, determining at least one target barrage from the plurality of barrages comprises:
[0023] Layout information of an object material on the multimedia display area is obtained;
[0024] According to the layout information of the object material, an available path range of the target object material on the multimedia display area is determined; wherein the available path range corresponds to a plurality of barrage tracks in the multimedia display area;
[0025] At least one target barrage is determined according to at least one barrage in at least one barrage track corresponding to the available path range.
[0026] Optionally, the method further comprises:
[0027] According to a barrage track, a position, a speed, and an appearance time of the target barrage, and a position, a moving path, a speed, and an appearance time of the target object material, a position of a collision point is calculated;
[0028] The moving animation of the target barrage is adjusted according to the collision point, so that the target barrage disappears when moving to the collision point.
[0029] Optionally, the method further comprises:
[0030] When the target barrage and the target object material collide, a first impact special effect is played at the collision point.
[0031] Optionally, the method further comprises:
[0032] When the target object material has been collided by a preset number of target barrages, a second impact special effect is played at the last collision point.
[0033] The last collision point corresponds to the first preset number of target barrages.
[0034] Optionally, the second impact special effect comprises:
[0035] Within a predetermined time, the impacted object in the target object material gradually disappears or hides at the last collision point in an animation form, to form a special effect that the impacted object is eliminated.
[0036] Optionally, the target object material comprises one or more of the following features:
[0037] (1) The target object material comprises a sequence frame image, the sequence frame image being used to display each frame image in the sequence frame image in order during display of the target object material, and each frame image comprising an impacted object.
[0038] (2) The target object material comprises an image of an impacted object.
[0039] (3) The number of target object materials is one or more, and multiple target object materials can appear in the multimedia display area at the same time.
[0040] Optionally, the target barrage is obtained according to a combination of barrage content and impact elements, and the impact elements are located at the head and / or tail of the barrage content.
[0041] The head and / or tail of the target barrage carries impact elements.
[0042] Another aspect of the embodiment of the application provides a barrage display device, the device comprising:
[0043] A determination module is configured to determine a target barrage and a target object material, and the target barrage and the target object material collide in a multimedia display area.
[0044] a binding module configured to bind the target barrage and the target object material to obtain a binding relationship between the target barrage and the target object material;
[0045] a layout module configured to respectively layout the target barrage and the target object material to determine target barrage layout information of the target barrage and target material layout information of the target object material;
[0046] a calculation module configured to calculate a collision point of the target barrage and the target object material in the multimedia display area based on the binding relationship, the target barrage layout information and the target material layout information, so that the target barrage and the target object material collide at the collision point.
[0047] Another aspect of the embodiments of the present application provides a computer device, comprising:
[0048] at least one processor; and
[0049] a memory connected with the at least one processor in communication;
[0050] The memory stores instructions executable by the at least one processor, and the instructions are executed by the at least one processor to enable the at least one processor to perform the method described above.
[0051] Another aspect of the embodiments of the present application provides a computer readable storage medium, which stores computer instructions, and the computer instructions are executed by a processor to implement the method described above.
[0052] Another aspect of the embodiments of the present application provides a computer program product, which comprises a computer program, and the computer program is executed by a processor to implement the method described above.
[0053] The embodiments of the present application can have the following advantages by adopting the above technical solutions:
[0054] The process involves identifying a target bullet comment (as the collider) and a target object material (as the collided object, containing an image or animation of the collided object). The target bullet comment and target object material will collide within the multimedia display area. By binding the target bullet comment and target object material, the binding relationship between them is established. The target bullet comment and target object material are then arranged separately to determine the layout information for each bullet comment and the target material. Based on the binding relationship, the bullet comment layout information, and the material layout information, the collision point between the target bullet comment and target object material in the multimedia display area is calculated to ensure they collide at that point. Specifically, if the target object material appears in the multimedia display area first, the target bullet comment is bound to the target object material in the multimedia display area. If the target bullet comment appears in the multimedia display area first, the target object material is bound to the target bullet comment in the multimedia display area. This optimization of the layout ensures that the bound target object materials will collide. As can be seen, the embodiments of this application can not only improve the collision hit rate between bullet comments and object materials, but also enrich the bullet comment display effects. Therefore, the interactivity and fun of the video can be enhanced, and the user experience improved. Attached Figure Description
[0055] The accompanying drawings exemplify embodiments and form part of the specification, serving together with the textual description to explain exemplary implementations of the embodiments. The illustrated embodiments are for illustrative purposes only and do not limit the scope of the claims. Throughout the drawings, the same reference numerals refer to similar but not necessarily identical elements.
[0056] Figure 1 The diagram illustrates the operating environment of the bullet screen display method according to Embodiment 1 of this application;
[0057] Figure 2 A flowchart illustrating a bullet screen display method according to Embodiment 1 of this application is shown schematically;
[0058] Figure 3 Schematic illustration Figure 2 Flowchart of the sub-steps in step S202;
[0059] Figure 4 Schematic illustration Figure 3 Flowchart of the sub-steps in step S302;
[0060] Figure 5 Schematic illustration Figure 2 Flowchart of the sub-steps in step S202;
[0061] Figure 6 Schematic illustration Figure 5The sub-step flowchart of step S502 is shown schematically;
[0062] Figure 7 The added flowchart of the bullet screen display method according to the first embodiment of the application is shown schematically;
[0063] Figure 8 The bullet screen impact principle diagram according to the first embodiment of the application is shown schematically;
[0064] Figure 9 The bullet screen schematic diagram is shown exemplarily;
[0065] Figure 10 The block diagram of the bullet screen display device according to the second embodiment of the application is shown schematically; and
[0066] Figure 11 The hardware architecture schematic diagram of the computer device in the third embodiment of the application is shown schematically. DETAILED DESCRIPTION
[0067] In order to make the objects, technical solutions and advantages of the application clearer, the application will be further described in detail below with reference to the drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain the application and should not be used to limit the application. Based on the embodiments in the application, all other embodiments obtained by those of ordinary skill in the art without creative labor fall within the scope of protection of the application.
[0068] It should be noted that the description of "first", "second" and the like in the embodiments of the application is only for the purpose of description and should not be understood as indicating or implying the relative importance of the technical features indicated or implying the number of technical features indicated. Therefore, the features with "first", "second" can explicitly or implicitly include at least one of the features. In addition, the technical solutions of each embodiment can be combined with each other, but it must be based on the fact that those of ordinary skill in the art can realize it. When the combination of technical solutions appears contradictory or unachievable, it should be considered that the combination of technical solutions does not exist and is not within the scope of protection claimed by the application.
[0069] In the description of the application, it should be understood that the numerical reference number before the step does not indicate the order of execution of the steps before and after the step, but is only used to facilitate the description of the application and to distinguish each step, and therefore should not be understood as limiting the application.
[0070] First, the terms related to the application are explained:
[0071] Bullet screen: refers to comments, messages or interactive content in the form of sliding, scrolling or popping up in media such as video or live broadcast. The bullet screen can include text, emoticons, pictures, animations and other content.
[0072] Exemplarily, the data structure of the barrage can be as follows:
[0073] {
[0074] Time unit second when the barrage is emitted in the video;
[0075] Type of the barrage;
[0076] Size of the barrage text;
[0077] Color of the barrage text;
[0078] Date when the barrage is created;
[0079] Class name of the barrage;
[0080] Barrage content (e.g., text, picture, control);
[0081] Whether the barrage has a frame;
[0082] Color of the frame of the barrage;
[0083] Line spacing style of the barrage;
[0084] }
[0085] Candidate barrage: the barrage sent by the audience user when watching the multimedia content.
[0086] Secondly, for the convenience of those skilled in the art to understand the technical solutions provided by the embodiments of the present application, the related art is described as follows: the barrages sent by the user in real time during the multimedia playing process, which are usually only static text, or usually only support predefined special effects such as fireworks, gifts, etc., lack of interactivity and playability.
[0087] Therefore, the embodiments of the present application provide a barrage display technical solution to overcome the above problems, which will be described in detail later.
[0088] Finally, for the convenience of understanding, an exemplary running environment is provided as follows.
[0089] As shown in Figure 1 , the running environment diagram includes a service platform 2 and a client.
[0090] The service platform 2 can connect the client (4A, 4B, …, 4N) through the network.
[0091] The service platform 2 can provide various content and barrage services, etc. to clients. For example, sending barrages to clients via the network. The network includes various network devices, such as routers, switches, multiplexers, hubs, bridges, repeaters, firewalls, proxy devices, and / or the like. The network can include physical links, such as coaxial cable links, twisted-pair cable links, fiber-optic links, combinations thereof, and the like. The network can include wireless links, such as cellular links, satellite links, Wi-Fi links, and the like.
[0092] The service platform 2 can be a single server, a cluster of servers, or a cloud computing service center for providing various services. For example:
[0093] The service platform 2 can provide content services. The content services can be configured to provide content such as video, audio, text data, and combinations thereof. The content can include content streams (e.g., video streams, audio streams, information streams), content files (e.g., video files, audio files, text files), and / or other data.
[0094] The service platform 2 can be configured to manage messages for various content. Users can browse and access different content to view comments for a particular content, such as comments posted by other users for the particular content. Comments from users associated with a particular content can be output to other users who watch the particular content. For example, all users accessing a content (e.g., a video) can view comments associated with the content. Input comment content can be output in real-time or near real-time.
[0095] The service platform 2 can be configured to accept multiple messages. The multiple messages can include multiple barrages associated with content.
[0096] The service platform 2 can be configured to process multiple messages. For example, various processing operations such as message storage, message screening, message pushing, and the like. The message storage is for storing multiple messages in a data storage system such as a database. The message screening can include rejecting or flagging messages that match screening criteria. The screening criteria can specify terms and / or phrases, such as profanity, hate speech, offensive language, and the like. The screening criteria can specify characters, such as symbols, fonts, and the like. The screening criteria can specify languages, computer-readable codes, and the like.
[0097] The service platform 2 can perform natural language processing, topic identification, pattern recognition, artificial intelligence, etc. to automatically determine the characteristics of the messages and / or group the messages. As an example, frequently occurring phrases or patterns can be identified as topics. As another example, a database of topics associated with content can be maintained. The topics can include genres (e.g., action, drama, comedy), personalities (e.g., actors, actresses, directors), languages, etc. The messages can continue to be grouped based on characteristics of the client devices and / or users sending the messages. Demographics, interests, history, and / or the like can be stored for multiple users to determine potential groupings of messages. For example, the BBSs uploaded by individual users can be screened, filtered, ordered, personalized pushed, etc.
[0098] The service platform 2 can provide a BBS service that can be configured to allow users to comment and / or share comments (i.e., BBSs) associated with content. The BBSs are presented on the same screen as the content. The BBSs can be displayed in an overlay above the content and can have animation effects. For example, the BBSs can scroll (e.g., from right to left, from left to right, from top to bottom, etc.) and the animation effects can be implemented based on the transition property of CSS3.
[0099] The clients (4A, 4B,... 4N) can be configured to access the content and services of the service platform 2. The clients (4A, 4B,... 4N) can include electronic devices that carry or are externally connected to display panels, such as mobile devices, tablet devices, laptop computers, workstations, virtual reality devices, gaming devices, digital streaming devices, vehicle clients, smart televisions, set-top boxes, etc., and can also include virtualized computing examples. The virtualized computing examples can include virtual machines, such as emulations of computer systems, operating systems, servers, etc.
[0100] The clients (4A, 4B,... 4N) can include a plurality of client programs, such as a video APP, a live broadcast APP, or a mini-program with a built-in BBS system, etc. In the embodiments of the present application, the video content and the like provided by the service platform 2 can be presented through the client program, and the BBS content can be presented in a specific way through the BBS system.
[0101] The clients (4A, 4B,... 4N) can include interfaces that can include touchpads, touchscreens, mice, keyboards, or other sensing elements. For example, the input elements can be configured to accept user instructions that can cause the clients (4A, 4B,... 4N) to perform various operations, such as inputting BBSs, etc.
[0102] It should be noted that the above devices are exemplary, and the number and types of devices can be adjusted in different scenarios or according to different needs.
[0103] The following describes the technical solutions of the present application by taking a client (e.g., 4A) as an execution subject through multiple embodiments. It should be noted that these embodiments can be implemented in various forms, and should not be interpreted as being limited to the embodiments described herein.
[0104] Embodiment One
[0105] Figure 2 An illustrative flowchart of a bullet screen display method according to Embodiment One of the present application is shown.
[0106] As shown in Figure 2 , the bullet screen display method can include steps S200-S206, in which:
[0107] Step S200: Determine a target bullet screen and a target object material, which collide in a multimedia display area.
[0108] Step S202: Bind the target bullet screen and the target object material to obtain a binding relationship between the target bullet screen and the target object material.
[0109] Step S204: Layout the target bullet screen and the target object material respectively to determine target bullet screen layout information of the target bullet screen and target material layout information of the target object material.
[0110] Step S206: Calculate a collision point of the target bullet screen and the target object material in the multimedia display area based on the binding relationship, the target bullet screen layout information, and the target material layout information, so that the target bullet screen and the target object material collide at the collision point.
[0111] The target barrage and the target object material are bound to obtain a binding relationship between the target barrage and the target object material. The target barrage and the target object material are respectively laid out to determine target barrage layout information of the target barrage and respective layout information of the target object material corresponding to the target barrage layout information. A collision point of the target barrage and the target object material in the multimedia display area is calculated based on the binding relationship, the target barrage layout information and the target object material layout information, so that the target barrage and the target object material collide at the collision point. That is, in the case that the target object material appears in the multimedia display area first, the target barrage is bound to the target object material in the multimedia display area. In the case that the target barrage appears in the multimedia display area first, the target object material is bound to the target barrage in the multimedia display area. The layout is further optimized so that the target object material and the target object material with which the binding relationship is established collide. It can be known that the embodiment of the application can not only improve the collision hit rate of the barrage and the object material, but also enrich the display effect of the barrage. Therefore, the interactivity and interest of the video can be improved, and the user experience can be enhanced.
[0112] The steps S200-S206 and optional other steps are described in detail below.
[0113] Step S200 The target barrage and the target object material are determined, and the target barrage and the target object material collide in the multimedia display area.
[0114] Regarding the target barrage:
[0115] In the embodiment, the target barrage can be an impactor. The target barrage can be from candidate barrages sent by a user when watching multimedia content or automatically generated by a machine, and the type can be text, audio, picture, etc.
[0116] Regarding the target object material:
[0117] In the embodiment, the target object material can be a hit target, which can be a pre-configured barrage based on the material. The type of the target object material can be a picture, an animation, a video, a combined material, etc. In some embodiments, the moving speed of the target object material, the appearance density in the multimedia display area, and the initial appearance position in the multimedia display area can also be pre-configured. The appearance density refers to the number of target object materials appearing in the multimedia display area per second. For example, if the appearance density is 3 per second, it means that 3 target object materials will be randomly or simultaneously released in the multimedia display area within 1 second, and the target object materials will be displayed in the multimedia display area according to the pre-configured rules after being released.
[0118] Step S202 binding the target barrage and the target object material to obtain a binding relationship between the target barrage and the target object material.
[0119] The multimedia display area can be an area or a combination of areas on a device screen for displaying multimedia content (such as videos, pictures, files, web pages). The multimedia display area can be full screen, 1 / 4 screen, 1 / 2 screen, 3 / 4 screen, etc.
[0120] The binding can establish a specific relationship between the target barrage and the target object material, so that they will collide and interact:
[0121] (1) providing multimedia display area-bondable object materials (such as target barrage materials) for new barrages (target barrages); or
[0122] (2) providing multimedia display area-bondable barrages (such as target barrages) for new object materials (target barrage materials).
[0123] The above can be realized by respective unique identifiers (IDs) to realize the binding, or other ways can be used to realize the binding between the two.
[0124] After the binding is completed:
[0125] Case 1: When the target barrage is bound to the target object material on the multimedia display area, the barrage layout system creates a barrage view for the target barrage, and arranges the target barrage in a specific track according to the sending time. It should be noted that if the barrage arranged in the track overlaps during the moving period, it will be discarded. If the target barrage is successfully arranged, the barrage position is set and the barrage moving animation is created.
[0126] Case two: when the target object material binding has been on the target barrage in the multimedia display area, the object material layout system will create an object material view for the target object material, set the object material position and create the initial state sequence frame animation, etc.
[0127] It should be noted that in addition to the above two cases, the target object material and the target barrage can also be object materials and barrages that have been displayed on the multimedia display area. The target object material and the target barrage can also be object materials and barrages that have not been displayed on the multimedia display area.
[0128] The effect of the target barrage and the target object material after binding on the multimedia display area can be as follows:
[0129] (1) The target barrage can be displayed moving in a first direction on the multimedia display area. As an example, the first direction can be a direction from the right side of the screen to the left side of the screen along the horizontal direction. The first direction can also be a direction from the left side of the screen to the right side of the screen along the horizontal direction. The first direction can also be a direction from the left side of the screen to the right side of the screen along the inclined direction or a direction from the top side of the screen to the bottom side of the screen along the vertical direction, etc.
[0130] (2) The target object material can be displayed stationary or moving in a second direction on the multimedia display area. The second direction can be a direction from the right side of the screen to the left side of the screen along the horizontal direction. The second direction can also be a direction from the left side of the screen to the right side of the screen along the horizontal direction. The second direction can also be a direction from the left side of the screen to the right side of the screen along the inclined direction or a direction from the top side of the screen to the bottom side of the screen along the vertical direction, etc. It should be noted that the second direction can be the same as the first direction, opposite the first direction, or intersecting the first direction. The specific direction can be configured according to the actual situation.
[0131] In this way, the target barrage and the target object material will eventually collide at a certain position, which is referred to as the collision point.
[0132] Continuing with the example of the target barrage and the target object material, the position of the collision point can be calculated based on the position, speed, appearance time of the target barrage on the barrage track, and the position, movement path, speed, appearance time of the target object material.
[0133] It should be noted that the target object material can move or be stationary waiting for the impact of the target barrage.
[0134] It can be known that in the embodiment, by binding the target object material with the target barrage that has appeared in the multimedia display area, or binding the target barrage with the target object material that has appeared in the multimedia display area, and then optimizing the layout based on the binding relationship, the target object material and the target object material that establish the binding relationship will collide, the collision hit rate of the barrage and the object material is improved, the playability and interestingness of the barrage are enhanced, and the user experience is improved.
[0135] Several specific embodiments of establishing a binding association are provided below.
[0136] In an optional embodiment, as shown in Figure 3 Step S202 can include:
[0137] Step S300, determining one or more object materials on the multimedia display area in the process of layout of the target barrage;
[0138] Step S302, determining a target object material from the one or more object materials;
[0139] Step S304, binding the target barrage and the target object material to determine the layout information of the target barrage according to the binding relationship.
[0140] It should be noted that the target barrage and the target object material can be bound first, and then the target barrage and the target material are laid out respectively. The target barrage and the target object material can also be bound after the target barrage and the target material are laid out respectively.
[0141] The target object material can be determined from the one or more object materials based on various factors such as content matching degree and behavior preference. For example, the text content of the target barrage can be analyzed, the keywords therein can be extracted, and the content of the object material can be matched. The object material most relevant or matched to the keywords of the target barrage is selected as the target object material.
[0142] The layout information of the target barrage can include the appearance time, position, movement trajectory, etc. of the target barrage.
[0143] The layout information of the target object material can include the position, movement path, behavior mode, etc. of the target object material.
[0144] The barrage track of the target barrage can be determined according to the position of the multimedia display area where the target object material is located (i.e. the barrage track occupied by the target barrage in the multimedia display area). For example, if the target object material occupies the first barrage track, the second barrage track and the third barrage track in the multimedia display area, the target barrage can be laid out in any one of the first barrage track, the second barrage track or the third barrage track.
[0145] In this embodiment, the target object material (the hit one) is determined from the multiple object materials that have appeared in the multimedia display area, and then the target barrage (the hitter) is bound to the target object material, so as to ensure that the target barrage and the target object material will collide. In this way, the collision probability of the barrage and the object material is improved as a whole.
[0146] In an optional embodiment, as shown in Figure 4 Step S302 can include:
[0147] Step S400, acquiring the respective appearance time of each of the object materials;
[0148] Step S402, determining the object material with the earliest appearance time in one or more of the object materials as the target object material.
[0149] The appearance time refers to the time point when the object material first appears in the multimedia display area. The respective appearance time of the object materials can be sorted, and the object material that appears earliest can be determined as the target object material for subsequent target barrage layout and binding decision. However, it should be clear that not all target barrages will be bound to this object material that appears earliest. The system will try to bind to the object material that appears earlier in terms of time according to the actual situation and the specific requirements of the target barrage, in order to optimize the overall visual effect and user experience.
[0150] In this embodiment, the appearance time of the object material is acquired, and the object material with the earliest appearance time is determined as the target object material, so that the target object material with the earliest appearance time can be collided by the target barrage (the hitter) subsequently, thereby reducing the possibility of the target object material moving to the edge of the screen, and enhancing the playability and interest of the barrage.
[0151] In an optional embodiment, as shown in Figure 5 Step S202 can include:
[0152] Step S500, determining multiple barrages on the multimedia display area in the process of layout of the target object material;
[0153] Step S502, determining at least one target barrage from the multiple barrages;
[0154] Step S504, binding multiple target barrages and the target object material to determine the layout information of the target object material according to the binding relationship.
[0155] The target barrage can be selected from the multiple barrages based on keywords, barrage tracks, time windows, barrage attributes, user behaviors, and various manners.
[0156] A plurality of barrage tracks (e.g., a first barrage track, a second barrage track, a third barrage track, a fourth barrage track, etc.) can be defined. The determined plurality of target barrages can be barrages of the same barrage track. For example, the plurality of target barrages are all barrages of the first barrage track. The determined plurality of target barrages can also be barrages on adjacent barrage tracks or barrage tracks with a distance less than a preset threshold. For example, the adjacent barrage tracks can be the first barrage track and the second barrage track. The adjacent barrage tracks can also be the first barrage track and the third barrage track, etc.
[0157] In this embodiment, at least one target barrage (hitter) is determined from the plurality of barrages that have appeared in the multimedia display area, and then the target object material (struck) is bound to the plurality of target barrages, to ensure that the target barrage and the target object material will collide. This way improves the collision probability of the barrage and the object material as a whole.
[0158] In an optional embodiment, as shown in FIG. 5, step S502 can include: Figure 6
[0159] Step S600: Obtain layout information of an object material on the multimedia display area.
[0160] Step S602: Determine an available path range of the target object material in the multimedia display area according to the layout information of the object material, wherein the available path range corresponds to a plurality of barrage tracks in the multimedia display area.
[0161] Step S604: Determine at least one target barrage according to at least one barrage in at least one barrage track corresponding to the available path range.
[0162] The available path range refers to a region in which the target object material can be displayed and moved in the multimedia display area. For example, if the total number of barrage tracks of the multimedia display area is twelve, and the object material on the multimedia display area is laid out in the first barrage track, the second barrage track, and the third barrage track, the available path range of the target object material in the multimedia display area is the fourth barrage track to the twelfth barrage track. Thus, the target object material can be bound to any one or more target barrages of the fourth barrage track to the twelfth barrage track, thereby reducing the overlap of a plurality of object materials. It should be noted that in the case of a large number of object materials on the multimedia display area, the overlap of a plurality of object materials can also occur.
[0163] In this embodiment, by obtaining the layout information of the target object material (for example, which several bullet screen tracks are occupied by the object material that has been displayed on the multimedia display area), the available path range of the target object material in the multimedia display area is determined, and then a plurality of target bullet screens located in the available path range are determined, so that when subsequent layout of the target object material is performed, the possibility of overlap between the target object material and other object materials can be reduced.
[0164] Step S204 The target bullet screen and the target object material are respectively laid out to determine target bullet screen layout information of the target bullet screen and target material layout information of the target object material.
[0165] Regarding the target bullet screen:
[0166] According to the time sequence sent by the user, each target bullet screen can be independently laid out according to a first preset rule. In this embodiment, the layout includes determining the appearance time, position, movement track (track, path) of the target bullet screen, etc.
[0167] Regarding the target object material:
[0168] According to the time sequence of the target object material, each target object material can be independently laid out according to a second preset rule. The layout includes determining the appearance time, initial position, movement path, behavior mode, etc. of the target object material.
[0169] Step S206 Based on the binding relationship, the target bullet screen layout information and the target material layout information, the collision point of the target bullet screen and the target object material in the multimedia display area is calculated, so that the target bullet screen and the target object material collide at the collision point.
[0170] The collision point of the target bullet screen and the target object material in the multimedia display area can be calculated by using a collision detection algorithm such as rectangular collision detection, circular collision detection, and polygonal collision detection. For example, if a rectangular collision detection algorithm is used, the boundary rectangles of the target bullet screen and the target object material can be calculated respectively, and it is checked whether the two rectangles intersect. If they intersect, the intersection point is the collision point. If a circular collision detection algorithm is used, the center coordinates and radius of the target bullet screen and the target object material can be calculated respectively, and it is checked whether the two circles intersect. If they intersect, the intersection point is the collision point (usually located on the line connecting the centers of the two circles, and the distance from the centers of the two circles is equal).
[0171] The above describes how to optimize the layout of the bullet screen / object material to increase the collision probability of the bullet screen and the object material.
[0172] Different collisions can trigger different special effects.
[0173] The following lists a single impact special effect on an object material.
[0174] In an optional embodiment, as shown in Figure 7 The barrage display method can further include:
[0175] In step S700, the position of the collision point is calculated according to the position, speed, and appearance time of the target barrage and the position, moving path, speed, and appearance time of the target object material.
[0176] In step S702, the moving animation of the target barrage is adjusted according to the collision point, so that the target barrage disappears when it moves to the collision point.
[0177] In this embodiment, the target barrage can be directly disappeared or hidden from the collision point after the target barrage and the object material collide, thereby forming a display special effect that the target barrage as the striker has been used up. Thus, the playability and interest of the barrage are further enhanced, and the user experience is further enhanced.
[0178] In an optional embodiment, the barrage display method can further include:
[0179] When the target barrage and the target object material collide, a first impact special effect is played at the collision point.
[0180] The first impact special effect can be an animation video or a dynamic image, and the specific display content can be set according to actual conditions.
[0181] As an example, the first impact special effect can be a picture showing the explosion of the target barrage in an animation form within a preset time.
[0182] As an example, when the target barrage carries an impact element, the first impact special effect can also be a picture showing the explosion of the impact element in the target barrage in an animation form within a preset time.
[0183] In summary, by displaying the impact special effect between the target barrage and the object material, the interaction efficiency and playability of the barrage can be improved.
[0184] The following lists multiple impact special effects on the same object material.
[0185] In an optional embodiment, the barrage display method can further include:
[0186] In the case where the target object material has been collided by a preset number of target barrages, a second impact special effect is played at the last collision point.
[0187] The last collision point corresponds to a preset number of target bullet screens.
[0188] The preset number can be set and modified according to actual conditions, and the specific number is not limited in the embodiment.
[0189] As an example, the preset number is 5, and in the case where the object material is hit by 5 target bullet screens, a second impact special effect will be played at the last collision point. The second impact special effect can be an animation video or a dynamic image, and the specific display content can be set according to actual conditions, which is not limited in the embodiment.
[0190] In an optional embodiment, the second impact special effect includes that the hit object in the target object material gradually disappears or hides in an animation form at the last collision point within a predetermined time, so as to form a special effect that the hit object is eliminated.
[0191] The preset time can be set and modified according to actual conditions, such as 2 seconds.
[0192] For example, after the same object material is hit continuously for multiple times, the hit object in the object material gradually disappears or hides in an animation form (such as falling to the ground first and then disappearing), so as to form a special effect that the hit object is eliminated, thereby improving the playability.
[0193] The different special effects of single impact and multiple impact are introduced above. According to actual needs, other trigger conditions and special effects can also be added.
[0194] The target object material and the target bullet screen will be further introduced below.
[0195] In an optional embodiment, the target object material includes one or more of the following features:
[0196] (1) The target object material includes a sequence frame image, the sequence frame image is used to display each frame image in the sequence frame image in order during the display of the target object material, and each frame image includes a hit object.
[0197] The hit object can be a cartoon character, a cartoon animal, an ordinary character or an ordinary animal, etc. For example, the hit object is a "zombie" in the game "Plants vs. Zombies", as shown in Figure 9 For another example, the hit object is a portrait of a person X.
[0198] As an example, the sequence frame image can form an animation of the movement of the hit object, such as an animation of the walking of the hit object.
[0199] In this embodiment, the sequence frame image is used as the object material, so that each frame image in the sequence frame image can be played in a loop during the display of the object material, thereby forming an animation effect and enhancing the user viewing experience.
[0200] (2) The target object material includes an image of a hit object.
[0201] (3) The number of target object materials is one or more, and multiple target object materials can appear simultaneously in the multimedia display area.
[0202] By displaying multiple object materials in the multimedia display area, more target bullet screens can hit the object materials.
[0203] In an optional embodiment, the target bullet screen includes the following features:
[0204] (1) The target bullet screen is obtained by combining bullet content and a hit element, and the hit element is located at the head and / or tail of the bullet content.
[0205] The hit element is a material used by the target bullet screen to collide with the object material during movement. The specific type of the material can be set according to actual conditions. For example, the hit element is a "pea" image spit out by a plant in the game "Plants vs. Zombies", as shown in Figure 9 For another example, the hit element is a "bullet head" image.
[0206] The candidate bullet screen is preferably a text bullet screen sent by a viewer user.
[0207] The target bullet screen obtained by combining the bullet content and the hit element can make the target bullet screen more vivid and interesting.
[0208] (2) The head and / or tail of the target bullet screen carries the hit element.
[0209] Carrying the hit element at the head and / or tail of the target bullet screen can make the target bullet screen more vivid and interesting.
[0210] In order to make the present application easier to understand, an exemplary application is provided below in combination with Figure 8 and Figure 9
[0211] S1: Display a multimedia display area for playing multimedia content. A plurality of bullet screens (sentences with peas) and object material A (hereinafter referred to as zombie A) are displayed on the multimedia display area, and the plurality of bullet screens move to the right in the multimedia display area.
[0212] When a user sends a new bullet screen (bullet screen X):
[0213] S2: The barrage X enters the manager.
[0214] S3: The manager sends the barrage X to the barrage layout system, which performs the following operations:
[0215] S31: Determine the zombie A on the multimedia display area.
[0216] S32: Bind the barrage X and the zombie A through the binding system, and determine the layout information of the barrage X based on the binding relationship.
[0217] Specifically, the barrage X is laid into the barrage track (track 11) that can hit the zombie A.
[0218] If the barrage of track 11 is full, the barrage X is discarded.
[0219] If the barrage of track 11 is not full, the barrage X is rendered by the barrage rendering system and displayed to the multimedia display area.
[0220] Start the timing operation of the object material, and release an object material every 1 second.
[0221] When laying out the object material B (zombie B):
[0222] S4: Send the zombie B to the object material layout system (zombie layout system), which performs the following operations:
[0223] S41: Determine the available path range (corresponding to multiple barrage tracks, such as tracks 1, 2, 3, 4, and 5) that at least partially avoids the zombie A;
[0224] S42: Determine the target barrage according to the barrage of tracks 1, 2, 3, 4, and 5;
[0225] S43: Bind the object material B and the target barrage (such as the barrage on tracks 1, 2, and 3) through the binding system;
[0226] S44, bind the target barrage and the zombie B through the binding system, and determine the layout information of the zombie B based on the binding relationship.
[0227] S5: Render the zombie B through the object material rendering system (zombie rendering system) and display it to the multimedia display area.
[0228] The above describes the layout and rendering of a new barrage (barrage X) and the layout and rendering of a new object material (zombie B).
[0229] In the multimedia display area, take the target barrage and the zombie B as an example:
[0230] (1) When the target barrage and the zombie B collide, a first impact special effect is played at the collision point.
[0231] The first impact special effect is an animation of the "pea" exploding, and the target barrage disappearing from the multimedia display area.
[0232] (2) When the target material B is collided by multiple target barrages, a second impact special effect is played at the last collision point.
[0233] The second impact special effect is an animation of the "zombie" being eliminated.
[0234] Embodiment Two
[0235] Figure 10 A block diagram of a barrage display device according to Embodiment Two of the present application is schematically shown, which can be divided into one or more program modules, one or more program modules are stored in a storage medium and executed by one or more processors to complete the embodiments of the present application. The program module referred to in the embodiments of the present application refers to a series of computer program instruction segments capable of completing a specific function, and the functions of each program module in the embodiments will be specifically described below. As shown in Figure 10 The barrage display device 1000 can include a determination module 1100, a binding module 1200, a layout module 1300, and a calculation module 1400, wherein:
[0236] The determination module 1100 is configured to determine a target barrage and a target object material, wherein the target barrage and the target object material collide in a multimedia display area.
[0237] The binding module 1200 is configured to bind the target barrage and the target object material to obtain a binding relationship between the target barrage and the target object material.
[0238] The layout module 1300 is configured to respectively layout the target barrage and the target object material, and determine target barrage layout information of the target barrage and target material layout information of the target object material.
[0239] The calculation module 1400 is configured to calculate a collision point of the target barrage and the target object material in the multimedia display area based on the binding relationship, the target barrage layout information, and the target material layout information, so that the target barrage and the target object material collide at the collision point.
[0240] In an optional embodiment, the binding module 1200 is further configured to:
[0241] During the layout of the target barrage, one or more object materials on the video playing area are determined.
[0242] Determine the target object material from one or more object materials;
[0243] The target bullet comment and the target object material are bound together to determine the layout information of the target bullet comment based on the binding relationship.
[0244] In an optional embodiment, determining the target object material from one or more object materials includes:
[0245] Obtain the appearance time of each of the aforementioned object materials;
[0246] The object material that appears earliest among one or more of the object materials is determined as the target object material.
[0247] In an optional embodiment, the binding module 1200 is further configured to:
[0248] During the layout of the target object material, multiple bullet comments are determined on the video playback area;
[0249] Identify at least one target bullet screen from the plurality of bullet screens;
[0250] Multiple target bullet comments and target object materials are bound together to determine the layout information of the target object materials based on the binding relationship.
[0251] In an optional embodiment, determining at least one target bullet screen from the plurality of bullet screens includes:
[0252] Obtain the layout information of the object materials in the video playback area;
[0253] Based on the layout information of the object material, the available path range of the target object material in the video playback area is determined; wherein, the available path range corresponds to multiple bullet screen tracks in the video playback area;
[0254] At least one target barrage is determined based on at least one barrage within at least one barrage track corresponding to the available path range.
[0255] In an optional embodiment, the bullet screen display device 1000 further includes an adjustment module 1300, used for:
[0256] The location of the collision point is calculated based on the target bullet's trajectory, position, speed, and appearance time, as well as the target object's material's position, movement path, speed, and appearance time.
[0257] Adjust the movement animation of the target bullet based on the collision point so that the target bullet disappears when it moves to the collision point.
[0258] In an optional embodiment, the barrage display device 1000 further comprises a first playing module 1400, configured to:
[0259] When the target barrage and the target object material collide, a first impact special effect is played at the collision point.
[0260] In an optional embodiment, the barrage display device 1000 further comprises a second playing module 1500, configured to:
[0261] When the target object material has been collided by a preset number of target barrages, a second impact special effect is played at the last collision point.
[0262] The last collision point corresponds to the first preset number of target barrages.
[0263] In an optional embodiment, the second impact special effect comprises:
[0264] Within a predetermined time, the impacted object in the target object material gradually disappears or hides at the last collision point in an animation form, so as to form a special effect that the impacted object is eliminated.
[0265] In an optional embodiment, the target object material comprises one or more of the following features:
[0266] (1) The target object material comprises a sequence frame image, the sequence frame image being configured to display each frame image in the sequence frame image in sequence during display of the target object material, each frame image comprising an impacted object.
[0267] (2) The target object material comprises an image of an impacted object.
[0268] (3) The number of target object materials is one or more, and multiple target object materials can appear in the video playing area at the same time.
[0269] In an optional embodiment, the target barrage is obtained according to a combination of barrage content and impact elements, the impact elements being located at the head and / or tail of the barrage content; or
[0270] The head and / or tail of the target barrage carries impact elements.
[0271] Embodiment Three
[0272] Figure 11A hardware architecture schematic of a computer device 800 suitable for implementing the method of displaying a barrage of comments according to Embodiment Three of the present application is shown schematically. In some embodiments, the computer device 800 can be a terminal device such as a smart phone, a wearable device, a tablet computer, a personal computer, a vehicle-mounted terminal, a game console, a virtual device, a workstation, a digital assistant, a set-top box, a robot, etc. In other embodiments, the computer device 800 can be a rack-mounted server, a blade server, a tower server, or a cabinet server (including a standalone server, or a server cluster composed of multiple servers), etc. As shown in Figure 11 The computer device 800 includes, but is not limited to, a memory 810, a processor 820, and a network interface 830 that are communicatively linked via a system bus.
[0273] The memory 810 includes at least one type of computer-readable storage media, which includes a flash memory, a hard disk, a multimedia card, a card-type memory (e.g., an SD or DX memory), a random access memory (RAM), a static random access memory (SRAM), a read-only memory (ROM), an electrically erasable programmable read-only memory (EEPROM), a programmable read-only memory (PROM), a magnetic memory, a magnetic disk, an optical disk, etc. In some embodiments, the memory 810 can be an internal storage module of the computer device 800, such as a hard disk or a memory of the computer device 800. In other embodiments, the memory 810 can also be an external storage device of the computer device 800, such as a plug-in hard disk, a smart media card (SMC), a secure digital (SD) card, a flash card, etc. equipped on the computer device 800. Of course, the memory 810 can include both the internal storage module and the external storage device of the computer device 800. In this embodiment, the memory 810 is generally used to store an operating system and various application software installed on the computer device 800, such as program codes of the method of displaying a barrage of comments, etc. In addition, the memory 810 can also be used to temporarily store various data that have been output or will be output.
[0274] The processor 820 can be a central processing unit (CPU), a controller, a microcontroller, a microprocessor, or other chips in some embodiments. The processor 820 is generally used to control the overall operation of the computer device 800, such as performing control and processing related to data interaction or communication of the computer device 800, etc. In this embodiment, the processor 820 is used to run program codes or process data stored in the memory 810.
[0275] The network interface 830 can include a wireless network interface or a wired network interface, which is generally used to establish a communication link between the computer device 800 and other computer devices. For example, the network interface 830 is used to connect the computer device 800 with an external terminal through a network, to establish a data transmission channel and a communication link between the computer device 800 and the external terminal, and the like. The network can be an Intranet, the Internet, a Global System of Mobile communication (GSM), a Wideband Code Division Multiple Access (WCDMA), a 4G network, a 5G network, Bluetooth, Wi-Fi, and the like wireless or wired network.
[0276] It should be noted that, Figure 11 Only the computer device with the components 810-830 is shown, but it should be understood that all the shown components are not required to be implemented, and more or less components can be alternatively implemented.
[0277] In this embodiment, the barrage display method stored in the memory 810 can also be divided into one or more program modules, and executed by one or more processors (such as the processor 820) to complete the barrage display method of the present application.
[0278] Embodiment Four
[0279] The present application also provides a computer readable storage medium, and the computer readable storage medium has a computer program stored thereon, wherein the computer program is executed by a processor to implement the steps of the barrage display method in the embodiments.
[0280] In this embodiment, the computer readable storage medium includes a flash memory, a hard disk, a multimedia card, a card type memory (for example, an SD or DX memory, etc.), a random access memory (RAM), a static random access memory (SRAM), a read only memory (ROM), an electrically erasable programmable read only memory (EEPROM), a programmable read only memory (PROM), a magnetic memory, a magnetic disk, an optical disk, etc. In some embodiments, the computer readable storage medium can be an internal storage unit of the computer device, for example, a hard disk or a memory of the computer device. In other embodiments, the computer readable storage medium can also be an external storage device of the computer device, for example, a plug-in hard disk, a smart media card (SMC), a secure digital (SD) card, a flash card, etc. equipped on the computer device. Of course, the computer readable storage medium can also include both the internal storage unit and the external storage device of the computer device. In this embodiment, the computer readable storage medium is usually used to store an operating system and various application software installed on the computer device, for example, program codes of the method for displaying a barrage in the embodiments, etc. In addition, the computer readable storage medium can also be used to temporarily store various data that have been output or will be output.
[0281] Embodiment five
[0282] The embodiments of the present application also provide a computer program product, comprising a computer program which is executed by a processor to implement the method in the above embodiments.
[0283] Obviously, those skilled in the art should understand that each module or each step of the above-mentioned embodiments of the present application can be implemented by a general computer device, which can be concentrated on a single computer device or distributed on a network composed of multiple computer devices, and optionally, each module or each step can be implemented by program codes executable by a computer device, so that each module or each step can be stored in a storage device and executed by a computer device, and in some cases, the steps shown or described can be executed in an order different from that shown here, or each module or each step can be manufactured into an individual integrated circuit module, or multiple modules or steps can be manufactured into a single integrated circuit module. Therefore, the embodiments of the present application are not limited to any specific combination of hardware and software.
[0284] It should be noted that the above is only the preferred embodiment of the present application, and does not limit the patent protection scope of the present application, and any equivalent structure or equivalent process transformation using the content of the specification and drawings of the present application, or direct or indirect application in other related technical fields, are also included in the patent protection scope of the present application.
Claims
1. A method for displaying bullet comments, characterized in that, The method comprises: determining a target barrage and a target object material, the target barrage and the target object material colliding in a multimedia display area; binding the target barrage and the target object material to obtain a binding relationship between the target barrage and the target object material; typesetting the target barrage and the target object material respectively to determine target barrage typesetting information of the target barrage and target material typesetting information of the target object material; based on the binding relationship, the target barrage typesetting information and the target material typesetting information, calculating a collision point of the target barrage and the target object material in the multimedia display area, so that the target barrage and the target object material collide at the collision point; wherein, binding the target barrage and the target object material to obtain the binding relationship between the target barrage and the target object material comprises: determining a plurality of barrages on the multimedia display area during the typesetting of the target object material; determining at least one target barrage from the plurality of barrages; binding a plurality of target barrages and the target object material to determine the typesetting information of the target object material according to the binding relationship.
2. The method of claim 1, wherein, Binding the target barrage and the target object material to obtain the binding relationship between the target barrage and the target object material comprises: determining one or more object materials on the multimedia display area during the typesetting of the target barrage; determining a target object material from the one or more object materials; binding the target barrage and the target object material to determine the typesetting information of the target barrage according to the binding relationship.
3. The method of claim 2, wherein, Determining a target object material from one or more object materials comprises: obtaining the respective appearance time corresponding to each of the object materials; determining the object material with the earliest appearance time from the one or more object materials as the target object material.
4. The method of claim 1, wherein, Determining at least one target barrage from the plurality of barrages comprises: obtaining the typesetting information of the object material on the multimedia display area; determining the available path range of the target object material in the multimedia display area according to the typesetting information of the object material; wherein the available path range corresponds to a plurality of barrage tracks within the multimedia display area; determining at least one target barrage according to at least one barrage in at least one barrage track corresponding to the available path range.
5. The method according to any one of claims 1 to 4, characterized in that, The method further comprises: calculating the position of the collision point according to the barrage track, position, speed, appearance time of the target barrage, and the position, movement path, speed, appearance time of the target object material; adjusting the movement animation of the target barrage according to the collision point, so that the target barrage disappears when moving to the collision point.
6. The method according to any one of claims 1 to 4, characterized in that, The method further comprises: playing a first impact special effect at the collision point when the target barrage and the target object material collide.
7. The method according to any one of claims 1 to 4, characterized in that, The method further comprises: playing a second impact special effect at the last collision point in the case that the target object material has been collided by a preset number of target barrages; wherein, the last collision point corresponds to the first preset number of target barrages.
8. The method of claim 7, wherein, The second impact special effect comprises: In a predetermined time, the impacted object in the target object material gradually disappears or hides at the last collision point in an animation, to form a special effect that the impacted object is eliminated.
9. The method according to any one of claims 1 to 4, characterized in that, The target object material comprises one or more of the following features: (1) The target object material comprises sequence frame images, which are used to display each frame image in the sequence frame images in sequence during the display of the target object material, and each frame image comprises an impacted object; (2) The target object material comprises an image of an impacted object; (3) The number of target object materials is one or more, and multiple target object materials can appear in the multimedia display area at the same time.
10. The method according to any one of claims 1 to 4, characterized in that, The target bullet screen is obtained according to the combination of bullet screen content and impact elements, and the impact elements are located at the head and / or tail of the bullet screen content; or The head and / or tail of the target bullet screen carries impact elements. 11.A bullet screen display device, characterized by, The device comprises: A determination module for determining a target bullet screen and a target object material, wherein the target bullet screen and the target object material collide in a multimedia display area; A binding module for binding the target bullet screen and the target object material to obtain a binding relationship between the target bullet screen and the target object material; A layout module for respectively laying out the target bullet screen and the target object material to determine target bullet screen layout information of the target bullet screen and target object material layout information of the target object material; A calculation module for calculating a collision point of the target bullet screen and the target object material in the multimedia display area based on the binding relationship, the target bullet screen layout information and the target object material layout information, so that the target bullet screen and the target object material collide at the collision point; The binding module is further configured to: determine a plurality of bullet screens on the multimedia display area during the layout of the target object material; determine at least one target bullet screen from the plurality of bullet screens; and bind a plurality of target bullet screens and the target object material to determine the layout information of the target object material according to the binding relationship.
12. A computer device, characterized by Comprise: At least one processor; And The memory is in communication connection with the at least one processor; wherein: The memory stores instructions executable by the at least one processor, and the instructions are executed by the at least one processor to enable the at least one processor to execute the method of any one of claims 1 to 10.
13. A computer-readable storage medium, characterized in that, The computer readable storage medium stores computer instructions, and the computer instructions are executed by the processor to implement the method of any one of claims 1 to 10.
14. A computer program product comprising a computer program, characterized in that, The computer program is executed by the processor to implement the steps of the method of any one of claims 1 to 10.
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