Game live broadcast method, medium, electronic equipment and program product
By receiving a live video stream of the first game screen containing a larger picture range, and determining and displaying the third game screen in the live display window of the first client, the problem that the first client cannot control the perspective of the game screen is solved, and the audience's interactivity and viewing experience are improved.
Patent Information
- Application Number
- CN202510157637.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-02-12
- Publication Date
- 2025-05-06
- Estimated Expiration
- 2045-02-12
AI Technical Summary
In game live broadcast, the first client cannot perform any subtle operations on the perspective of the game screen, resulting in a decrease in the audience's sense of participation and unable to provide a good live broadcast experience.
By receiving a live video stream, the live video stream includes a first game screen, the first game screen includes a second game screen from the perspective of the second client, and the picture range of the first game screen is larger than the picture range of the second game screen. Based on the live broadcast display window of the first client, a third game screen including a partial screen of the first game screen is determined in the first game screen, and the third game screen is displayed in the live broadcast display window.
The first client is enabled to adjust the perspective of the game screen displayed by the first client, thereby improving the audience's interaction and viewing experience in the game live broadcast.
Smart Images

Figure CN119946316A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of live broadcast technology, and in particular, to a game live broadcast method, medium, electronic device, and program product. Background Art
[0002] In a live game broadcast, the game screen that the first client sees in the live broadcast room is controlled by the second client, which controls the position and angle of the camera in the game. For the first client, the first client can only passively watch the game screen of the second client, and cannot perform any subtle operations on the viewing angle of the game screen. Since the first client cannot control the viewing angle of the game screen, the audience's sense of participation in the live game broadcast is greatly reduced, and it is impossible to provide the audience with a good live broadcast experience. Summary of the invention
[0003] This summary is provided to introduce concepts in a brief form that will be described in detail in the detailed description below. This summary is not intended to identify key features or essential features of the claimed technical solution, nor is it intended to limit the scope of the claimed technical solution.
[0004] In a first aspect, the present disclosure provides a game live broadcast method, which is performed by a first client, and the method includes: Receiving a live video stream, the live video stream including a first game screen, the first game screen including a second game screen from a perspective of a second client, and a screen range of the first game screen is larger than a screen range of the second game screen; Based on the live broadcast display window of the first client, determining a third game screen in the first game screen, wherein the third game screen includes a partial screen of the first game screen; The third game screen is displayed in the live broadcast display window.
[0005] In a second aspect, the present disclosure provides a game live broadcast method, which is executed by a game server, and the method includes: A live video stream is sent to a first client, wherein the first game screen includes a second game screen from the perspective of a second client, and a screen range of the first game screen is larger than a screen range of the second game screen; wherein the first game screen is used to enable the first client to display a third game screen, and the third game screen includes a portion of the first game screen.
[0006] In a third aspect, the present disclosure provides a computer-readable medium having a computer program stored thereon, which, when executed by a processing device, implements the steps of the method described in the first aspect, or implements the steps of the method described in the second aspect.
[0007] In a fourth aspect, the present disclosure provides an electronic device, including: a storage device having a computer program stored thereon; A processing device is used to execute the computer program in the storage device to implement the steps of the method described in the first aspect, or to implement the steps of the method described in the second aspect.
[0008] In a fifth aspect, the present disclosure provides a computer program product, including a computer program, which, when executed by a processor, implements the steps of the method described in the first aspect, or implements the steps of the method described in the second aspect.
[0009] Based on the above technical solution, by receiving a live video stream, wherein the live video stream includes a first game screen, the first game screen includes a second game screen from the perspective of a second client, and the screen range of the first game screen is larger than the screen range of the second game screen, and then, based on the live display window of the first client, a third game screen including a portion of the first game screen is determined in the first game screen, and the third game screen is displayed in the live display window, so that the first client can adjust the perspective of the game screen displayed by the first client, so that the first client can also control the perspective of the live game screen during the game live interaction, which greatly improves the audience's live viewing experience.
[0010] Other features and advantages of the present disclosure will be described in detail in the following detailed description. BRIEF DESCRIPTION OF THE DRAWINGS
[0011] The above and other features, advantages and aspects of the embodiments of the present disclosure will become more apparent with reference to the following detailed description in conjunction with the accompanying drawings. Throughout the drawings, the same or similar reference numerals represent the same or similar elements. It should be understood that the drawings are schematic and the originals and elements are not necessarily drawn to scale. In the drawings: Figure 1 The figure is a scene diagram of a method for live broadcasting of a game according to an exemplary embodiment.
[0012] Figure 2 The present invention is a flowchart of a method for live broadcasting of a game according to an exemplary embodiment.
[0013] Figure 3 It is a schematic diagram of a first game screen and a second game screen according to an exemplary embodiment.
[0014] Figure 4 is a schematic diagram of a first game screen and a second game screen according to yet another exemplary embodiment.
[0015] Figure 5 yes Figure 2 A detailed flow chart of step 220 is shown.
[0016] Figure 6 is a schematic diagram of a picture sampling window according to an exemplary embodiment.
[0017] Figure 7 It is a schematic diagram showing sliding display of different third game screens according to an exemplary embodiment.
[0018] Figure 8 The present invention is a flowchart of a method for live broadcasting of a game according to another exemplary embodiment.
[0019] Fig. 9 is a schematic diagram of a first shooting range of a perspective camera according to an exemplary embodiment.
[0020] Fig.10 is a schematic diagram of a first shooting range of an orthogonal camera according to an exemplary embodiment.
[0021] Fig.11 The figure is a schematic diagram of module connections of a game live broadcasting device according to an exemplary embodiment.
[0022] Fig.12 It is a module connection diagram of a game live broadcast device according to another exemplary embodiment.
[0023] Fig.13 It is a schematic structural diagram of an electronic device according to an exemplary embodiment. DETAILED DESCRIPTION
[0024] Embodiments of the present disclosure will be described in more detail below with reference to the accompanying drawings. Although certain embodiments of the present disclosure are shown in the accompanying drawings, it should be understood that the present disclosure can be implemented in various forms and should not be construed as being limited to the embodiments described herein, which are instead provided for a more thorough and complete understanding of the present disclosure. It should be understood that the drawings and embodiments of the present disclosure are only for exemplary purposes and are not intended to limit the scope of protection of the present disclosure.
[0025] It should be understood that the various steps described in the method embodiments of the present disclosure may be performed in different orders and / or in parallel. In addition, the method embodiments may include additional steps and / or omit the steps shown. The scope of the present disclosure is not limited in this respect.
[0026] The term "including" and its variations used herein are open inclusions, i.e., "including but not limited to". The term "based on" means "based at least in part on". The term "one embodiment" means "at least one embodiment"; the term "another embodiment" means "at least one additional embodiment"; the term "some embodiments" means "at least some embodiments". The relevant definitions of other terms will be given in the following description.
[0027] It should be noted that the concepts such as "first" and "second" mentioned in the present disclosure are only used to distinguish different devices, modules or units, and are not used to limit the order or interdependence of the functions performed by these devices, modules or units.
[0028] It should be noted that the modifications of "one" and "plurality" mentioned in the present disclosure are illustrative rather than restrictive, and those skilled in the art should understand that unless otherwise clearly indicated in the context, it should be understood as "one or more".
[0029] The names of the messages or information exchanged between multiple devices in the embodiments of the present disclosure are only used for illustrative purposes and are not used to limit the scope of these messages or information.
[0030] Figure 1 FIG. 1 is a schematic diagram of a scene of a game live broadcast method according to an exemplary embodiment. Figure 1 As shown, the game live broadcast method provided by the embodiment of the present disclosure can be applied to a game live broadcast system, which includes a second client, a game server, a content distribution server and a first client.
[0031] The second client starts a game match in the game server, and the game server pushes the live video stream of the game match to the content distribution server. When the first client joins the virtual live broadcast room of the second client, the first client pulls the corresponding live video stream from the content distribution server and displays the live video stream in the live broadcast interface of the first client. It should be noted that the first client can refer to the audience end, and the second client can refer to the anchor end. Of course, in other scenarios, both the first client and the second client can be the audience end.
[0032] It should be understood that the audio and video streams collected by the second client through the camera, microphone and other devices can also be pushed to the content distribution server. When the first client pulls the corresponding live video stream from the content distribution server, the first client synchronously pulls the corresponding audio and video stream and displays the audio and video stream in the live interface. The content distribution server can merge the audio and video stream and the live video stream, and push the merged content to the first client.
[0033] Figure 2FIG. 1 is a flow chart of a method for live broadcasting a game according to an exemplary embodiment. Figure 2 As shown, the embodiment of the present disclosure provides a game live broadcast method, which can be executed by a first client, and specifically can be executed by a game live broadcast device, which can be implemented by software and / or hardware and configured in the first client. Figure 2 As shown, the method may include the following steps.
[0034] In step 210, a live video stream is received, the live video stream includes a first game screen, the first game screen includes a second game screen from the perspective of a second client, and the screen range of the first game screen is larger than the screen range of the second game screen.
[0035] Here, the first client refers to the device that the audience receives and watches the live content, and the first client is the final link of the live content transmission. It should be understood that the first client can be a mobile terminal such as a mobile phone, a laptop, a digital broadcast receiver, a PDA (personal digital assistant), a PAD (tablet computer), a PMP (portable multimedia player), a vehicle terminal (such as a vehicle navigation terminal), etc., and a fixed terminal such as a digital TV, a desktop computer, etc.
[0036] like Figure 1 As shown, the game server can push the live video stream to the content distribution server. When the first client joins the virtual live broadcast room of the second client, the first client can pull the corresponding live video stream from the content distribution server.
[0037] It should be noted that the live video stream is the video stream corresponding to the game match started by the second client on the game server. In the disclosed embodiment, the game may be a live interactive game, in which the audience can join the live interactive game by commenting, liking, and giving virtual gifts. For example, the audience can add the corresponding game character to the live interactive game by giving virtual gifts in the live broadcast room. Of course, in the specific implementation, the game live broadcast method provided by the disclosed embodiment is not limited to live interactive games, but may also be other types of games.
[0038] The live video stream includes a first game screen, which may be a game screen of a game match started by the second client. For example, the game server may capture the game screen of the game match through a virtual camera in the game. Of course, in addition to the first game screen, the live video stream may also include an audio stream of the game match.
[0039] The second game screen from the perspective of the second client refers to the game screen seen from the perspective of the second client when the second client is playing the game. In the related art, the game screen pushed to the first client is generally the second game screen from the perspective of the second client, resulting in the first client being unable to adjust the perspective of the game screen displayed on the first client. However, in the disclosed embodiment, the game screen pushed to the first client is the first game screen.
[0040] The first game screen includes the second game screen from the perspective of the second client means that the first game screen can cover the second game screen from the perspective of the second client. The screen range of the first game screen is larger than the screen range of the second game screen means that the screen range of the first game screen includes the screen range of the second game screen, and the screen range of the first game screen is larger than the screen range of the second game screen.
[0041] That is to say, the first game screen can be understood as a wide-width game screen, which can display a wider range of game screens while including the second game screen from the perspective of the second client.
[0042] Figure 3 FIG. 1 is a schematic diagram of a first game screen and a second game screen according to an exemplary embodiment. Figure 3 As shown, from the perspective of the second client, the game screen obtained in the game scene 301 is the second game screen 302. In addition to rendering the second game screen 302 from the perspective of the second client, the game server also renders the first game screen 303. The screen range of the first game screen 303 in the game scene 301 is larger than the screen range of the second game screen 302 in the game scene 301. In other words, relative to the second game screen 302, the part of the game scene presented in the first game screen 303 includes the part of the game scene presented in the second game screen 302, and can present more game scenes.
[0043] certainly, Figure 3 The screen range of the first game screen 303 is only an example. In actual application, the size of the screen range can also be set according to requirements. Figure 4 FIG. 2 is a schematic diagram of a first game screen and a second game screen according to another exemplary embodiment. Figure 4 As shown, the screen range of the first game screen 303 can also be as follows Figure 4 shown.
[0044] It should be noted that, since the first game screen includes the second game screen from the perspective of the second client, when the perspective of the second client changes, the second game screen corresponding to the second client will change accordingly, and the perspective corresponding to the first game screen will also change with the perspective of the second client. In other words, the first game screen is essentially controlled by the second client, but compared with the second game screen presented in the second client, the first game screen has a larger screen range and includes more content, so that the first client can also choose to present the game screen from different perspectives within the screen range of the first game screen.
[0045] In the game server, the second game screen from the perspective of the second client rendered by the game server is pushed to the second client, so that the second game screen from the perspective of the second client is displayed in the second client. The anchor can display different game screens by adjusting the perspective of the second client to control the live game. The first game screen rendered by the game server is pushed to the first client to display the first game screen on the first client. Since the screen range of the first game screen is larger than the screen range of the second game screen, the first client can adjust the perspective of the first client by moving the position of the first game screen to display different game scenes.
[0046] In some embodiments, the game server is used to obtain a first game screen through a first virtual camera in the game, and a first shooting range of the first virtual camera includes a second shooting range corresponding to a second virtual camera used to obtain a second game screen from the perspective of a second client, and the first shooting range is larger than the second shooting range, and the perspective of the first virtual camera follows changes in the perspective of the second virtual camera.
[0047] It should be noted that how the game server obtains the first game screen and the second game screen will be described in detail in subsequent implementation methods.
[0048] In step 220, based on the live broadcast display window of the first client, a third game screen is determined in the first game screen, and the third game screen includes a partial screen of the first game screen.
[0049] Here, the live broadcast display window refers to the area in the live broadcast interface of the first client for displaying the live broadcast content, and the live broadcast interface can be the interface of a virtual live broadcast room. The live broadcast display window of the first client captures a portion of the screen from the first game screen, and uses the captured portion of the screen as the third game screen, and then displays the third game screen through the live broadcast display window. Among them, the size of the live broadcast display window can be determined by the resolution of the first client. Since the first game screen is a wide game screen, the live broadcast display window cannot display the complete first game screen, then the live broadcast display window can capture a portion of the screen in the first game screen through the live broadcast display window to obtain the third game screen, so as to display the third game screen in the live broadcast display window.
[0050] It should be understood that the image range of the live display window is fixed. Even if the first client scales the live display window, the size of the third game screen captured by the live display window from the first game screen remains unchanged. Scaling the live display window is only to scale the third game screen captured by the live display window, rather than scaling the image range of the live display window. For example, the live display window can be in full screen mode or in small window mode, depending on the design of the live platform and the user's choice. The visual size change of the live display window will not change the image range of the partial screen itself captured by the live display window.
[0051] Exemplarily, the game screen in the first game screen that is within the image range of the live broadcast display window can be determined as the third game screen.
[0052] It is worth noting that determining the third game screen in the first game screen through the live display window is actually to crop the third game screen from the perspective of the first client through the image range corresponding to the live display window in the first game screen to present the third game screen seen from the perspective of the first client. The live display window used to determine the third game screen can change with the perspective of the first client. As the perspective of the first client changes, the third game screen captured by the live display window on the first game screen will also be different, thereby displaying game screens from different perspectives on the first client.
[0053] In step 230, the third game screen is displayed in the live broadcast display window.
[0054] Here, after the third game screen is determined from the first game screen, the third game screen determined through the live broadcast display window can be displayed in the live broadcast display window in the live broadcast interface.
[0055] It should be understood that since the picture range of the first game screen is larger than the game range of the second game screen, the first client adjusts the third game screen sampled by the live display window in the first game screen by adjusting the viewing angle of the first client, thereby enabling the first client to also adjust the viewing angle within the picture range of the first game screen.
[0056] That is to say, for the second client, the second client can independently control the second game screen of the second client, and for the first client, the first client can also sample different third game screens in the first game screen by adjusting the live broadcast display window, so that the first client can also independently control the game screen displayed by the first client, rather than passively displaying the second game screen from the perspective of the second client.
[0057] Thus, by receiving a live video stream, wherein the live video stream includes a first game screen, the first game screen includes a second game screen from the perspective of a second client, and the screen range of the first game screen is larger than the screen range of the second game screen, and then, based on the live display window of the first client, a third game screen including a portion of the first game screen is determined in the first game screen, and the third game screen is displayed in the live display window, the first client can adjust the viewing angle of the game screen displayed by the first client, so that the first client can also control the viewing angle of the live game screen during the game live interaction, which greatly improves the audience's live viewing experience.
[0058] Figure 5 yes Figure 2 Detailed flow chart of step 220 is shown. Figure 5 As shown, in some possible implementations, step 220 may include the following steps.
[0059] In step 221, a target position of the frame sampling window in the first game frame is determined.
[0060] Here, the screen sampling window may be a window that the live display window is mapped to the first game screen. The screen sampling window is used to partially capture the first game screen to obtain the third game screen in the first game screen.
[0061] It should be noted that the live broadcast display window is an area in the live broadcast interface used to display live broadcast content, which is visible from the audience's perspective. The screen sampling window is used to capture the third game screen in the first game screen, which is invisible to the audience. The screen sampling window can actually be understood as a window used to capture the third game screen in the first game screen for display in the live broadcast display window.
[0062] The image range of the screen sampling window is consistent with the image range of the live display window. Moreover, even if the first client scales the live display window, the size of the third game screen captured by the screen sampling window from the first game screen remains unchanged. However, as the position of the screen sampling window on the first game screen changes, the content of the determined third game screen will change.
[0063] The target position of the frame sampling window in the first game frame may refer to the coordinates of the center point of the frame sampling window in the first game frame.
[0064] It should be understood that when the first client enters the virtual live broadcast room, the center point of the first game screen can be used as the target position of the screen sampling window by default. Of course, the coordinate information of the second game screen can also be used as the target position of the screen sampling window. In other words, when the audience enters the virtual live broadcast room, the third game screen captured by the screen sampling window in the first game screen is the second game screen displayed from the perspective of the second client, so that the second game screen displayed from the perspective of the second client is first displayed when the audience enters the virtual live broadcast room. At this time, the third game screen is consistent with the second game screen displayed by the second client.
[0065] In step 222, a third game picture is determined in the first game picture according to the picture sampling window located at the target position.
[0066] Here, the picture in the first game picture within the image range of the picture sampling window can be used as the captured third game picture, so that the corresponding third game picture can be displayed in the live broadcast display window.
[0067] It is worth noting that the first client can adjust the target position of the screen sampling window in the first game screen to capture partial screens located in different image areas in the first game screen as the third game screen, thereby adjusting the viewing angle presented by the first client.
[0068] Thus, the first client can adjust the target position of the screen sampling window in the first game screen so that the first client can present a different third game screen in the first game screen.
[0069] In some feasible implementations, the live video stream further includes size information of the first game screen and position information of at least one game character included in the first game screen.
[0070] The size information of the first game screen may refer to the width and height of the first game screen, that is, the size information of the first game screen is the size of the first game screen. The position information of at least one game character may refer to the coordinate information of the game character in the first game screen. The at least one game character included in the first game screen may refer to at least one player character included in the game match corresponding to the first game screen. The player character may include a player character corresponding to the second client and / or a player character corresponding to the first client.
[0071] For example, in a live interactive game, the first client can create a player character corresponding to the first client in the live interactive game by commenting, liking, giving virtual gifts, etc.
[0072] It should be noted that, since the number of first clients joining the virtual live broadcast room may be large, the at least one game character may not include all the player characters in the game match. Exemplarily, the at least one game character may include at least the player character corresponding to the second client and the player character corresponding to the first client.
[0073] It should be understood that in the embodiment of the present disclosure, the size information of the first game screen and the position information of at least one game character are pushed to the first client via the live video stream, which can ensure that the first game screen, the size information of the first game screen and the position information of at least one game character will not be delayed.
[0074] Accordingly, in step 221, the target position of the screen sampling window in the first game screen may be determined according to the position information and size information of the target game character in the at least one game character.
[0075] Here, the target game character can be a game character corresponding to the second client or a game character corresponding to the first client. Of course, the target game character can also be a game character arbitrarily selected by the first client from at least one game character.
[0076] The first client determines the position information corresponding to the target game character in the position information of at least one game character, and then determines the target position of the picture sampling window in the first game screen based on the position information of the target game character and the size information of the first game screen, and then determines the third game screen in the first game screen based on the picture sampling window located in the target position.
[0077] Exemplarily, the specific position of the target game character in the first game screen can be determined in the first game screen through the size information and the position information of the target game character, and then the specific position is used as the center point of the screen sampling window to locate the target position of the screen sampling window in the first game screen.
[0078] It should be noted that if the target position is determined so that the image range corresponding to the picture sampling window is at least partially outside the image range of the first game screen, the target position can be adjusted. For example, the picture sampling window can be moved in the vertical direction or horizontal direction of the first game screen so that the image range of the picture sampling window is completely within the image range of the first game screen.
[0079] It should be understood that when the first client enters the virtual live broadcast room, the target game character can be the game character corresponding to the second client. That is to say, when the first client has just joined the virtual live broadcast room, the third game screen captured by the screen sampling window in the first game screen is the second game screen from the perspective of the second client, and the third game screen displayed by the first client can be the second game screen displayed from the perspective of the second client. When the first client watches the live broadcast in the virtual live broadcast room, the first client can select any game character as the target game character to switch to view the game screen from the perspective of the target game character. For example, after the first client joins the corresponding game match, the first client can select the game character corresponding to the first client as the target game character, so as to watch the game screen from the perspective of the game character corresponding to the first client itself.
[0080] Of course, when the first client creates a player character corresponding to the first client in a live interactive game by commenting, liking, giving virtual gifts, etc., the player character corresponding to the first client can be used as the target game character by default, so that the first client can display the game screen of the game character corresponding to the first client at the first time.
[0081] Figure 6 FIG. 1 is a schematic diagram of a picture sampling window according to an exemplary embodiment. Figure 6 As shown, the screen sampling window 602 mapped by the live display window 601 in the first game screen 302 may be initially located in the A1 area of the first game screen 302. When the target game character selected by the first client is located in the A2 area of the first game screen 302, the screen sampling window 602 moves to the A2 area. When the target game character selected by the first client is located in the A3 area of the first game screen 302, the screen sampling window 602 moves to the A3 area.
[0082] Therefore, through the above implementation, the first client can choose to present the game screen from different game character perspectives in the first client by selecting the target game character, so that the first client no longer passively displays the second game screen pushed by the second client, but can adjust the perspective of the live game screen on the first client.
[0083] In some feasible implementations, in step 220, in response to a screen adjustment operation triggered in the live broadcast display window, a third game screen can be determined in the first game screen according to the screen adjustment operation and the live broadcast display window.
[0084] Here, the screen adjustment operation may refer to an operation for adjusting the third game screen captured by the live display window. The first client may adjust the content of the third game screen captured from the first game screen by triggering the screen adjustment operation on the live display window, thereby adjusting the third game screen displayed in the live display window.
[0085] Continuing with the above implementation, through the screen adjustment operation, the target position of the screen sampling window corresponding to the live display window in the first game screen can be adjusted, so that the third game screen can be determined in the first game screen through the screen sampling window.
[0086] Therefore, through the screen adjustment operation, the user of the first client can adjust the viewing angle of the live game screen on the first client according to needs, which greatly improves the experience of game live broadcast.
[0087] In some embodiments, an icon corresponding to at least one game character included in the first game screen can be displayed in the live broadcast display window, and then in response to a selection operation of a target icon among the icons corresponding to the at least one game character, the game screen where the game character corresponding to the target icon determined in the first game screen by the live broadcast display window is located is determined as the third game screen.
[0088] Here, the concept of at least one game character may be consistent with the concept of at least one game character in the above embodiment. Of course, the icon corresponding to the at least one game character may also be a game character ranked in a preset position in the game match. For example, the icon corresponding to the at least one game character may be an icon of the top ten game characters in the game match.
[0089] Among them, the icon corresponding to at least one game character may refer to the avatar and / or nickname corresponding to the game character. Of course, the icon corresponding to at least one game character may also be the avatar and / or nickname of the virtual account corresponding to the first client.
[0090] Exemplarily, an icon corresponding to at least one game character may be displayed superimposed on the third game screen. In the embodiment of the present disclosure, the display position of the icon is not specifically limited and can be set according to needs.
[0091] The selection operation triggered by the first client is used to select an icon from the icons corresponding to the at least one game character displayed as the target icon. The selection operation may be a click operation on any icon. It should be noted that the selection operation may be a type of screen adjustment operation in the above embodiment.
[0092] When the first client is watching a live game, if the first client needs to switch the perspective, the first client can display the game screen from the perspective of the game character corresponding to the target icon by selecting the target icon. For example, if the first client needs to view the game screen from the perspective of the game character corresponding to the first client itself, the first client can click the icon corresponding to the game character corresponding to the first client itself. For another example, if the first client needs to view the game screen from the perspective of the game character corresponding to the second client, the first client can click the icon of the game character corresponding to the second client. For another example, if the first client needs to view the game screen from the perspective of the top-ranked game character, the first client can click the icon corresponding to the top-ranked game character.
[0093] Therefore, through the above implementation, the first client can locate the target position of the screen sampling window in the first game screen by selecting the displayed icon, so that the screen sampling window can capture the game screen of the game character corresponding to the selected icon, thereby facilitating the first client to quickly switch the perspective.
[0094] In some feasible implementations, in response to a sliding operation on a live broadcast display window, a third game screen can be determined in the first game screen according to sliding information corresponding to the sliding operation and the live broadcast display window.
[0095] Here, the sliding operation on the live broadcast display window may refer to the audience performing a sliding operation on the live broadcast interface. As some examples, the sliding operation may be the audience directly sliding left and right, sliding up and down, and other operations on the screen of the first client. As some other examples, the sliding operation may be triggered by a direction control. For example, a direction control including direction buttons such as up, down, left, and right may be displayed in the live broadcast interface, and the audience triggers the corresponding sliding operation by clicking any direction button on the direction control. It should be noted that the sliding operation may be a type of screen adjustment operation in the above-mentioned embodiments.
[0096] The sliding information corresponding to the sliding operation includes a sliding direction and a sliding distance. In the above embodiment, the sliding direction is used to indicate the moving direction of the screen sampling window in the first game screen, and the sliding distance is used to indicate the moving distance of the screen sampling window in the first game screen.
[0097] Through the sliding direction and sliding distance, the target position of the screen sampling window in the first game screen can be located in the first game screen, so that the first client can adjust the third game screen displayed by the first client by sliding, thereby realizing the first client's viewing angle adjustment of the live game screen.
[0098] After the target position of the picture sampling window in the first game picture is determined by the sliding direction and the sliding distance corresponding to the sliding operation, the game picture determined by the picture sampling window in the first game picture is determined as the third game picture.
[0099] It is worth noting that when the first client just enters the virtual live broadcast room, the picture sampling window can be located at the default position of the first game screen. Continuing with the above embodiment, the default position can be the position of the second game screen. When the audience needs to adjust the viewing angle, the audience can trigger a sliding operation on the first client, and control the picture sampling window located at the default position to move through the sliding direction and sliding distance corresponding to the sliding operation, thereby adjusting the target position of the picture sampling window to capture the third game screen of different image areas.
[0100] Figure 7 FIG. 1 is a schematic diagram showing a third game screen that is displayed by sliding according to an exemplary embodiment. Figure 7 As shown, the screen C in the first game screen 302 is the third game screen currently displayed by the first client, and the screens B1 and B2 are screens beyond the screen display range of the first client. When the viewer slides left on the first client, the content of the screen B1 is gradually displayed, and when the viewer slides right on the first client, the content of the screen B2 is gradually displayed.
[0101] Therefore, through the above implementation, the first client can adjust the content of the third game screen displayed in the live broadcast display window by sliding, so that the first client can quickly switch the perspective.
[0102] In some feasible implementations, in response to the barrage information sent by the first client, the target game character indicated by the barrage information can be determined according to the barrage information, and then the game screen where the target game character is located determined by the live broadcast display window in the first game screen is determined as the third game screen.
[0103] Here, the screen adjustment operation may also be an operation triggered by the first client to send bullet screen information. Accordingly, the target game character indicated by the bullet screen information may be determined according to the bullet screen information sent by the first client in the virtual live broadcast room, and then the game screen where the target game character is located determined by the live broadcast display window in the first game screen is determined as the third game screen.
[0104] It should be noted that the target game character indicated by the barrage information may refer to the name of the game character contained in the barrage information. For example, the nickname of a specific game character may be indicated in the barrage information. Of course, specific characters may also be used to refer to specific game characters. For example, the characters "666" may represent the game character corresponding to the second client. In some embodiments, the target game character indicated by the barrage information may also be determined based on the semantics of the barrage information. For example, the target game character corresponding to the barrage information "locate my game character" may be the game character corresponding to the first client. For another example, the target game character corresponding to the barrage information "locate the anchor's game character" may be the game character corresponding to the second client.
[0105] Continuing with the above implementation, after the target game character is determined, the screen sampling window corresponding to the live display window can be moved to the position of the target game character, thereby determining the game screen where the target game character determined by the screen sampling window in the first game screen is located as the third game screen.
[0106] Therefore, through the above implementation, the first client can adjust the content of the third game screen displayed in the live broadcast display window by sending barrage, which greatly enriches the viewing experience of the game live broadcast.
[0107] In some feasible implementations, in response to an operation for gifting a virtual object triggered by the first client, the game screen where the game character corresponding to the first client is located, which is determined by the live display window in the first game screen, is determined as the third game screen.
[0108] Here, the screen adjustment operation may be an operation triggered by the first client to give a virtual object. The virtual object may refer to a gift given by the first client in the virtual live broadcast room. When the first client gives a gift to the second client, the game screen where the game character corresponding to the first client is located, which is determined by the live broadcast display window in the first game screen, may be determined as the third game screen.
[0109] That is to say, when the first client presents a gift to the second client, the first client displays the game screen from the perspective of the game character corresponding to the first client.
[0110] Continuing with the above implementation, the screen sampling window corresponding to the live broadcast display window can be moved to the position of the game character corresponding to the first client, so that the game screen where the game character corresponding to the first client is located determined by the screen sampling window in the first game screen is determined as the third game screen.
[0111] In some embodiments, a virtual object may also be displayed on a game character corresponding to the first client.
[0112] When the first client presents a gift to the second client, the game screen from the perspective of the game character corresponding to the first client is displayed on the first client, and a virtual object is displayed on the game character corresponding to the first client.
[0113] Therefore, through the above implementation, the first client can adjust the content of the third game screen displayed in the live broadcast display window by giving gifts, which greatly enriches the viewing experience of the game live broadcast.
[0114] The above implementation is described below through some examples.
[0115] When the first client just joins the virtual live broadcast room of the live interactive game corresponding to the second client, since the first client has not yet joined the game to interact by commenting, liking, giving virtual gifts, etc., the third game screen displayed in the live broadcast display window of the first client may be the second game screen from the perspective of the second client, or the third game screen displayed may be a game screen in other default areas of the first game screen.
[0116] When the audience is watching the live game broadcast, the audience can adjust the third game screen displayed in the live broadcast display window in at least one or more of the following four ways.
[0117] The first method: The audience can adjust the third game screen displayed in the live broadcast display window by sliding.
[0118] The second method: The audience can adjust the third game screen displayed in the live broadcast display window by selecting the target icon.
[0119] The third method: The audience can adjust the third game screen displayed in the live broadcast display window by sending barrage.
[0120] The fourth method: The audience can adjust the third game screen displayed in the live broadcast display window by giving gifts.
[0121] Of course, while the audience is watching the live game, they can join in the interactive live game by commenting, liking, giving virtual gifts, etc. At this time, the audience can select the game character corresponding to the first client as the target game character, so that the first client can display the third game screen where the game character corresponding to the audience is located.
[0122] In some feasible implementations, the live video stream also includes ranking information of game characters controlled by the first client and / or the second client who join the game match corresponding to the live video stream.
[0123] In the above embodiment, the game game corresponding to the live video stream may be a game game corresponding to a live interactive game opened by the second client. The ranking information of the game character controlled by the first client and / or the second client refers to the ranking information of the game character in the game game, and the ranking information may be determined based on the evaluation or score obtained by the game character in the game game.
[0124] It should be understood that the ranking information of the game characters controlled by the first client and / or the second client may refer to the ranking information corresponding to all the game characters controlled by the first client and / or the second client in the game match. Of course, the ranking information of the game characters controlled by the first client and / or the second client may also refer to the ranking information corresponding to some of the game characters controlled by the first client and / or the second client in the game match. For example, the ranking information may be the ranking information of the top ten game characters.
[0125] Continuing from the above embodiment, the live video stream may include the first game screen, size information, position information and ranking information. Pushing the ranking information to the first client via the live video stream can ensure that the first game screen, size information, position information and ranking information will not be delayed.
[0126] Displaying the ranking information in the live display window can be superimposed on the third game screen displayed. Of course, in the disclosed embodiment, the specific display style and display position of the ranking information are not specifically limited and can be set according to needs.
[0127] Following the above embodiment, the icon corresponding to at least one game character included in the first game screen displayed in the live display window may be an icon of the game character corresponding to the ranking information. Accordingly, the first client can determine the target game character by selecting the target icon in the ranking information. Thus, through the above implementation, the ranking message of the game character can be displayed on the first client, and the ranking information can be pushed to the first client through the live video stream, which can also ensure that there is no delay between the ranking information and the first game screen, thereby ensuring that the first client can display the ranking information in real time.
[0128] Figure 8 FIG. 1 is a flow chart of a method for live broadcasting a game according to another exemplary embodiment. Figure 8 As shown, the embodiment of the present disclosure provides a game live broadcast method, which can be executed by a game server, and specifically can be executed by a game live broadcast device, which can be implemented by software and / or hardware and configured in the game server. Figure 8 As shown, the method may include the following steps.
[0129] S810, sending a live video stream to the first client, the first game screen includes the second game screen from the perspective of the second client, and the screen range of the first game screen is larger than the screen range of the second game screen; wherein the first game screen is used to enable the first client to display the third game screen, and the third game screen includes part of the first game screen.
[0130] Here, the manner in which the game server pushes the live video stream to the first client and the detailed description of the first game screen and the second game screen can refer to the relevant description of the above embodiment and will not be repeated here.
[0131] The game server pushes the live video stream to the first client, so that the first client determines the third game screen in the first game screen based on the live display window of the first client, and displays the third game screen in the live display window.
[0132] Therefore, by pushing the first game screen to the first client through the above implementation method, the first client can adjust the viewing angle of the game screen displayed by the first client, so that the first client can also control the viewing angle of the live game screen during the game live interaction, which greatly improves the audience's live viewing experience.
[0133] In some feasible implementations, a first game screen can be acquired through a first virtual camera in the game, wherein a first shooting range of the first virtual camera includes a second shooting range corresponding to a second virtual camera for acquiring a second game screen from the perspective of a second client, and the first shooting range is larger than the second shooting range, and the perspective of the first virtual camera changes with the perspective of the second virtual camera.
[0134] Here, the virtual camera is not a real physical camera, but a component or system in the game engine used to simulate the camera behavior. In the game, the virtual camera is used to capture the image of the game scene, and the user can present different game images by adjusting the viewing angle of the virtual camera.
[0135] In the game that the second client starts live broadcasting, a first virtual camera and a second virtual camera are created. The second virtual camera is used to obtain the second game screen from the perspective of the second client, and the second game screen is pushed to the second client to display the second game screen from the perspective of the second client in the second client. Moreover, the perspective of the second virtual camera is controlled by the second client. The first virtual camera is used to obtain the first game screen corresponding to the first shooting range, and the first game screen is pushed to the first client to display a part of the first game screen (the third game screen) in the first client.
[0136] In the disclosed embodiment, the first shooting range of the first virtual camera includes the second shooting range of the second virtual camera, so that the obtained first game screen can include the content of the second game screen. Exemplarily, in the game scene, the position of the first virtual camera can be consistent with the position of the second virtual camera, and the perspective of the first virtual camera follows the perspective of the second virtual camera.
[0137] That is to say, the viewing angles of the first virtual camera and the second virtual camera are both controlled by the second client. The difference between the first virtual camera and the second virtual camera is that the first shooting range of the first virtual camera is larger than the second shooting range under the premise of covering the second shooting range of the second virtual camera.
[0138] In some embodiments, the first virtual camera may be a perspective camera. Accordingly, when the first virtual camera is a perspective camera, the first shooting range of the perspective camera is obtained based on the second shooting range magnified in equal proportion.
[0139] Among them, perspective cameras simulate the way the human eye sees the world, that is, objects far away appear smaller than objects close. Perspective cameras use perspective projection, and the size of objects decreases as the distance from the perspective camera increases, thus creating a sense of depth and three-dimensionality.
[0140] Since the resolution of the first game screen captured by the perspective camera needs to be consistent with the resolution of the first client, otherwise the screen will be distorted, the first shooting range of the perspective camera is obtained by proportionally enlarging the second shooting range. It should be noted that the aspect ratio of the first shooting range obtained by proportional enlargement is consistent with the aspect ratio of the second shooting range.
[0141] It should be understood that the magnification ratio used for proportional magnification can be set according to actual needs and is not specifically limited in the embodiments of the present disclosure.
[0142] Fig. 9 FIG. 1 is a schematic diagram of a first shooting range of a perspective camera according to an exemplary embodiment. Fig. 9 As shown, the first shooting range 901 of the perspective camera is obtained based on the second shooting range 902 which is enlarged in proportion. It should be understood that the center point of the first shooting range 901 and the center point of the second shooting range 902 may coincide.
[0143] In some embodiments, the first virtual camera includes an orthogonal camera. Accordingly, when the first virtual camera is an orthogonal camera, a first shooting range of the orthogonal camera is obtained based on a second shooting range magnified by a preset ratio.
[0144] Among them, the picture effect of the orthographic camera is that the object remains the same size regardless of its distance, without any perspective effect. The orthographic camera uses orthographic projection, and the size of the object does not change with distance.
[0145] Even if the resolution of the first game screen captured by the orthogonal camera is inconsistent with the resolution of the first client, it will not cause the screen distortion. Therefore, the first shooting range of the orthogonal camera can be obtained by magnifying the second shooting range by a preset ratio.
[0146] It should be understood that the preset ratio can be set according to actual needs and is not specifically limited in the present embodiment. It should be noted that the aspect ratio of the first shooting range obtained by enlarging the preset ratio may be inconsistent with the aspect ratio of the second shooting range. Therefore, when using an orthogonal camera, the aspect ratio of the first shooting range can be arbitrarily set according to needs.
[0147] Fig.10 FIG. 1 is a schematic diagram of a first shooting range of an orthogonal camera according to an exemplary embodiment. Fig.10 As shown, the first shooting range 1001 of the orthogonal camera is obtained based on the second shooting range 1002 magnified by a preset ratio. It should be understood that the center point of the first shooting range 901 and the center point of the second shooting range 902 may coincide.
[0148] It should be noted that, in the disclosed embodiment, the first virtual camera and the second virtual camera may be virtual cameras of the same type. Moreover, whether to use a perspective camera or an orthographic camera may be determined according to the type of game to which the game belongs. For example, an orthographic camera or a perspective camera may be used in a two-dimensional game, and a perspective camera may be used in a three-dimensional game.
[0149] Therefore, through the above implementation, the game server can push the first game screen to the first client, so that the first client can adjust the viewing angle based on the first game screen, so that the first client can adjust the viewing angle of the game screen displayed by the first client within the image range of the first game screen, thereby greatly improving the audience's live viewing experience.
[0150] Fig.11 FIG. 1 is a schematic diagram showing module connections of a game live broadcast device according to an exemplary embodiment. Fig.11 As shown, the embodiment of the present disclosure provides a game live broadcast device 1100, which is configured on a first client and includes: The receiving module 1101 is configured to receive a live video stream, wherein the live video stream includes a first game screen, wherein the first game screen includes a second game screen from the perspective of a second client, and a screen range of the first game screen is larger than a screen range of the second game screen; The determination module 1102 is configured to determine a third game screen in the first game screen based on the live broadcast display window of the first client, where the third game screen includes a portion of the first game screen; The display module 1103 is configured to display the third game screen in the live broadcast display window.
[0151] Optionally, the determining module 1102 includes: A first determining unit is configured to determine a target position of a screen sampling window in the first game screen, wherein the screen sampling window is a window mapped by the live broadcast display window in the first game screen; The second determining unit is configured to determine the third game screen in the first game screen according to the screen sampling window located at the target position.
[0152] Optionally, the live video stream further includes size information of the first game screen and position information of at least one game character included in the first game screen; The first determining unit is specifically configured to: The target position of the screen sampling window in the first game screen is determined according to the position information and the size information of the target game character among the at least one game character.
[0153] Optionally, the determining module 1102 includes: The third determination unit is configured to respond to a screen adjustment operation triggered in the live broadcast display window, and determine a third game screen in the first game screen according to the screen adjustment operation and the live broadcast display window.
[0154] Optionally, the third determining unit is specifically configured to: Displaying an icon corresponding to at least one game character included in the first game screen in the live broadcast display window; In response to a selection operation of a target icon among the icons corresponding to the at least one game character, the game screen where the game character corresponding to the target icon determined by the live broadcast display window in the first game screen is located is determined as the third game screen.
[0155] Optionally, the third determining unit is specifically configured to: In response to a sliding operation on the live broadcast display window, the third game screen is determined in the first game screen according to sliding information corresponding to the sliding operation and the live broadcast display window.
[0156] Optionally, the third determining unit is specifically configured to: In response to the bullet-screen information sent by the first client, determining a target game character indicated by the bullet-screen information according to the bullet-screen information; The game screen where the target game character is located, determined by the live broadcast display window in the first game screen, is determined as the third game screen.
[0157] Optionally, the third determining unit is specifically configured to: In response to the operation for gifting a virtual object triggered by the first client, the game screen where the game character corresponding to the first client is located, which is determined by the live broadcast display window in the first game screen, is determined as the third game screen.
[0158] Optionally, the display module 1103 is further configured to: The virtual object is displayed on the game character corresponding to the first client.
[0159] Optionally, the live video stream further includes ranking information of game characters controlled by the first client and / or the second client who join the game corresponding to the live video stream; The display module 1103 is further configured as: The ranking information is displayed in the live broadcast display window.
[0160] Regarding the game live broadcast device 1100 in the above embodiment, the method logic executed by each functional module has been described in detail in the part about the method and will not be repeated here.
[0161] Fig.12 FIG. 1 is a schematic diagram showing module connections of a game live broadcast device according to another exemplary embodiment. Fig.12 As shown, the embodiment of the present disclosure provides a game live broadcast device 1200, which is configured on a game server and includes: The sending module 1201 is configured to send a live video stream to a first client, wherein the first game screen includes a second game screen from the perspective of a second client, and the screen range of the first game screen is larger than the screen range of the second game screen; wherein the first game screen is used to enable the first client to display a third game screen, and the third game screen includes a portion of the first game screen.
[0162] Optionally, the game live broadcast device 1200 further includes: An acquisition module is configured to acquire the first game screen through a first virtual camera in the game, wherein a first shooting range of the first virtual camera includes a second shooting range corresponding to a second virtual camera for acquiring the second game screen from the perspective of the second client, and the first shooting range is larger than the second shooting range, and the perspective of the first virtual camera follows changes in the perspective of the second virtual camera.
[0163] Optionally, the first virtual camera includes a perspective camera or an orthographic camera; In the case where the first virtual camera is the perspective camera, a first shooting range of the perspective camera is obtained based on the second shooting range magnified in equal proportion; In the case that the first virtual camera is the orthogonal camera, the first shooting range of the orthogonal camera is obtained based on the second shooting range magnified by a preset ratio.
[0164] Regarding the game live broadcast device 1200 in the above embodiment, the method logic executed by each functional module has been described in detail in the part about the method and will not be repeated here.
[0165] Reference below Fig.13 , which shows an electronic device (eg, Figure 1 The first client in the embodiment of the present disclosure may include but is not limited to mobile terminals such as mobile phones, laptop computers, digital broadcast receivers, PDAs (personal digital assistants), PADs (tablet computers), PMPs (portable multimedia players), vehicle-mounted terminals (such as vehicle-mounted navigation terminals), etc., and fixed terminals such as digital TVs, desktop computers, etc. Fig.13 The electronic device shown is only an example and should not bring any limitation to the functions and scope of use of the embodiments of the present disclosure.
[0166] like Fig.13 As shown, the electronic device 1300 may include a processing device (e.g., a central processing unit, a graphics processing unit, etc.) 1301, which can perform various appropriate actions and processes according to a program stored in a read-only memory (ROM) 1302 or a program loaded from a storage device 1308 to a random access memory (RAM) 1303. In the RAM 1303, various programs and data required for the operation of the electronic device 1300 are also stored. The processing device 1301, the ROM 1302, and the RAM 1303 are connected to each other via a bus 1304. An input / output (I / O) interface 1305 is also connected to the bus 1304.
[0167] Typically, the following devices may be connected to the I / O interface 1305: an input device 1306 including, for example, a touch screen, a touch pad, a keyboard, a mouse, a camera, a microphone, an accelerometer, a gyroscope, etc.; an output device 1307 including, for example, a liquid crystal display (LCD), a speaker, a vibrator, etc.; a storage device 1308 including, for example, a magnetic tape, a hard disk, etc.; and a communication device 1309. The communication device 1309 may allow the electronic device 1300 to communicate with other devices wirelessly or by wire to exchange data. Although Fig.13 The electronic device 1300 is shown with various devices, but it should be understood that it is not required to implement or possess all the devices shown. More or fewer devices may be implemented or possessed instead.
[0168] In particular, according to an embodiment of the present disclosure, the process described above with reference to the flowchart can be implemented as a computer software program. For example, an embodiment of the present disclosure includes a computer program product, which includes a computer program carried on a non-transitory computer-readable medium, and the computer program contains program code for executing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from the network through the communication device 1309, or installed from the storage device 1308, or installed from the ROM 1302. When the computer program is executed by the processing device 1301, the above-mentioned functions defined in the method of the embodiment of the present disclosure are executed.
[0169] It should be noted that the computer-readable medium mentioned above in the present disclosure may be a computer-readable signal medium or a computer-readable storage medium or any combination of the above two. The computer-readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or device, or any combination of the above. More specific examples of computer-readable storage media may include, but are not limited to: an electrical connection with one or more wires, a portable computer disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above. In the present disclosure, a computer-readable storage medium may be any tangible medium containing or storing a program that can be used by or in combination with an instruction execution system, device or device. In the present disclosure, a computer-readable signal medium may include a data signal propagated in a baseband or as part of a carrier wave, which carries a computer-readable program code. This propagated data signal may take a variety of forms, including but not limited to an electromagnetic signal, an optical signal, or any suitable combination of the above. Computer readable signal media may also be any computer readable medium other than computer readable storage media, which may send, propagate or transmit a program for use by or in conjunction with an instruction execution system, apparatus or device. The program code contained on the computer readable medium may be transmitted using any appropriate medium, including but not limited to: wires, optical cables, RF (radio frequency), etc., or any suitable combination of the above.
[0170] In some embodiments, the first client, the second client, the game server, and the content distribution server may communicate using any currently known or future developed network protocol such as HTTP (HyperText Transfer Protocol), and may be interconnected with any form or medium of digital data communication (e.g., a communication network). Examples of communication networks include a local area network ("LAN"), a wide area network ("WAN"), an internet (e.g., the Internet), and a peer-to-peer network (e.g., an ad hoc peer-to-peer network), as well as any currently known or future developed network.
[0171] The computer-readable medium may be included in the electronic device, or may exist independently without being incorporated into the electronic device.
[0172] The above-mentioned computer-readable medium carries one or more programs. When the above-mentioned one or more programs are executed by the electronic device, the electronic device: receives a live video stream, the live video stream includes a first game screen, the first game screen includes a second game screen from the perspective of a second client, and the screen range of the first game screen is larger than the screen range of the second game screen; based on the live display window of the first client, determines a third game screen in the first game screen, the third game screen includes a partial screen of the first game screen; and displays the third game screen in the live display window.
[0173] Alternatively, the computer-readable medium carries one or more programs, and when the one or more programs are executed by the electronic device, the electronic device: sends a live video stream to a first client, wherein the first game screen includes a second game screen from the perspective of a second client, and the screen range of the first game screen is larger than the screen range of the second game screen; wherein the first game screen is used to enable the first client to display a third game screen, and the third game screen includes a partial screen of the first game screen.
[0174] Computer program code for performing the operations of the present disclosure may be written in one or more programming languages or a combination thereof, including, but not limited to, object-oriented programming languages, such as Java, Smalltalk, C++, and conventional procedural programming languages, such as "C" or similar programming languages. The program code may be executed entirely on the user's computer, partially on the user's computer, as a separate software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In the case of a remote computer, the remote computer may be connected to the user's computer through any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computer (e.g., through the Internet using an Internet service provider).
[0175] The flow chart and block diagram in the accompanying drawings illustrate the possible architecture, function and operation of the system, method and computer program product according to various embodiments of the present disclosure. In this regard, each square box in the flow chart or block diagram can represent a module, a program segment or a part of a code, and the module, the program segment or a part of the code contains one or more executable instructions for realizing the specified logical function. It should also be noted that in some implementations as replacements, the functions marked in the square box can also occur in a sequence different from that marked in the accompanying drawings. For example, two square boxes represented in succession can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each square box in the block diagram and / or flow chart, and the combination of the square boxes in the block diagram and / or flow chart can be implemented with a dedicated hardware-based system that performs a specified function or operation, or can be implemented with a combination of dedicated hardware and computer instructions.
[0176] The modules involved in the embodiments described in the present disclosure may be implemented by software or hardware, wherein the name of a module does not, in some cases, limit the module itself.
[0177] The functions described above herein may be performed at least in part by one or more hardware logic components. For example, without limitation, exemplary types of hardware logic components that may be used include: field programmable gate arrays (FPGAs), application specific integrated circuits (ASICs), application specific standard products (ASSPs), systems on chips (SOCs), complex programmable logic devices (CPLDs), and the like.
[0178] In the context of the present disclosure, a machine-readable medium may be a tangible medium that may contain or store a program for use by or in conjunction with an instruction execution system, device, or equipment. A machine-readable medium may be a machine-readable signal medium or a machine-readable storage medium. A machine-readable medium may include, but is not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or device, or any suitable combination of the foregoing. A more specific example of a machine-readable storage medium may include an electrical connection based on one or more lines, a portable computer disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
[0179] The above description is only a preferred embodiment of the present disclosure and an explanation of the technical principles used. Those skilled in the art should understand that the scope of disclosure involved in the present disclosure is not limited to the technical solutions formed by a specific combination of the above technical features, but should also cover other technical solutions formed by any combination of the above technical features or their equivalent features without departing from the above disclosed concept. For example, the above features are replaced with the technical features with similar functions disclosed in the present disclosure (but not limited to) by each other to form a technical solution.
[0180] In addition, although each operation is described in a specific order, this should not be understood as requiring these operations to be performed in the specific order shown or in a sequential order. Under certain circumstances, multitasking and parallel processing may be advantageous. Similarly, although some specific implementation details are included in the above discussion, these should not be interpreted as limiting the scope of the present disclosure. Some features described in the context of a separate embodiment can also be implemented in a single embodiment in combination. On the contrary, the various features described in the context of a single embodiment can also be implemented in multiple embodiments individually or in any suitable sub-combination mode.
[0181] Although the subject matter has been described in language specific to structural features and / or method logic actions, it should be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or actions described above. On the contrary, the specific features and actions described above are merely example forms of implementing the claims. Regarding the device in the above embodiment, the specific manner in which each module performs the operation has been described in detail in the embodiment related to the method, and will not be elaborated here.
Claims
1. A game live broadcast method, characterized in that: Executed by a first client, the method includes: Receiving a live video stream, the live video stream including a first game screen, the first game screen including a second game screen from a perspective of a second client, and a screen range of the first game screen is larger than a screen range of the second game screen; Based on the live broadcast display window of the first client, determining a third game screen in the first game screen, wherein the third game screen includes a partial screen of the first game screen; The third game screen is displayed in the live broadcast display window.
2. The method according to claim 1, characterized in that The determining, based on the live broadcast display window of the first client, a third game screen in the first game screen includes: Determine a target position of a screen sampling window in the first game screen, the screen sampling window being a window where the live broadcast display window is mapped in the first game screen; The third game picture is determined in the first game picture according to the picture sampling window located at the target position.
3. The method according to claim 2, characterized in that The live video stream further includes size information of the first game screen and position information of at least one game character included in the first game screen; The determining a target position of the screen sampling window in the first game screen includes: The target position of the screen sampling window in the first game screen is determined according to the position information and the size information of the target game character among the at least one game character.
4. The method according to claim 1, characterized in that The determining, based on the live broadcast display window of the first client, a third game screen in the first game screen includes: In response to a screen adjustment operation triggered in the live broadcast display window, a third game screen is determined in the first game screen according to the screen adjustment operation and the live broadcast display window.
5. The method according to claim 4, characterized in that In response to the screen adjustment operation triggered in the live display window, determining a third game screen in the first game screen according to the screen adjustment operation and the live display window, comprises: Displaying an icon corresponding to at least one game character included in the first game screen in the live broadcast display window; In response to a selection operation of a target icon among the icons corresponding to the at least one game character, the game screen where the game character corresponding to the target icon determined by the live broadcast display window in the first game screen is located is determined as the third game screen.
6. The method according to claim 4, characterized in that In response to the screen adjustment operation triggered in the live display window, determining a third game screen in the first game screen according to the screen adjustment operation and the live display window, comprises: In response to a sliding operation on the live broadcast display window, the third game screen is determined in the first game screen according to sliding information corresponding to the sliding operation and the live broadcast display window.
7. The method according to claim 4, characterized in that In response to the screen adjustment operation triggered in the live display window, determining a third game screen in the first game screen according to the screen adjustment operation and the live display window, comprises: In response to the bullet-screen information sent by the first client, determining a target game character indicated by the bullet-screen information according to the bullet-screen information; The game screen where the target game character is located, determined by the live broadcast display window in the first game screen, is determined as the third game screen.
8. The method according to claim 4, characterized in that In response to the screen adjustment operation triggered in the live display window, determining a third game screen in the first game screen according to the screen adjustment operation and the live display window, comprises: In response to the operation for gifting a virtual object triggered by the first client, the game screen where the game character corresponding to the first client is located, which is determined by the live broadcast display window in the first game screen, is determined as the third game screen.
9. The method according to claim 8, characterized in that The method further comprises: The virtual object is displayed on the game character corresponding to the first client.
10. The method according to any one of claims 1 to 9, characterized in that The live video stream also includes ranking information of game characters controlled by the first client and / or the second client who join the game corresponding to the live video stream; The method further comprises: The ranking information is displayed in the live broadcast display window.
11. A method for live broadcasting of a game, characterized in that: Executed by a game server, the method includes: A live video stream is sent to a first client, wherein the first game screen includes a second game screen from the perspective of a second client, and a screen range of the first game screen is larger than a screen range of the second game screen; wherein the first game screen is used to enable the first client to display a third game screen, and the third game screen includes a portion of the first game screen.
12. The method according to claim 11, characterized in that The live video stream is obtained by following the steps below: The first game screen is obtained through a first virtual camera in the game, wherein a first shooting range of the first virtual camera includes a second shooting range corresponding to a second virtual camera for obtaining the second game screen from the perspective of the second client, and the first shooting range is larger than the second shooting range, and the perspective of the first virtual camera follows changes in the perspective of the second virtual camera.
13. The method according to claim 12, characterized in that The first virtual camera includes a perspective camera or an orthographic camera; In the case where the first virtual camera is the perspective camera, a first shooting range of the perspective camera is obtained based on the second shooting range magnified in equal proportion; In the case that the first virtual camera is the orthogonal camera, the first shooting range of the orthogonal camera is obtained based on the second shooting range magnified by a preset ratio.
14. A computer readable medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processing device, the computer program implements the steps of the method according to any one of claims 1 to 10, or implements the steps of the method according to any one of claims 11 to 13.
15. An electronic device, characterized in that: include: a storage device having a computer program stored thereon; A processing device, used to execute the computer program in the storage device to implement the steps of the method according to any one of claims 1 to 10, or to implement the steps of the method according to any one of claims 11 to 13.
16. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the computer program implements the steps of the method according to any one of claims 1 to 10, or implements the steps of the method according to any one of claims 11 to 13.
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