Interactive game skill synchronization method and device, interactive game client, storage medium and program product

By receiving frame data in an interactive game and determining consistent target starting point coordinates, the game is out of synchronization due to different field of vision scenes, and the synchronization effect of skill release is achieved.

CN120166263APending Publication Date: 2025-06-17GUANGZHOU HUYA TECH CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202510319219.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-18
Publication Date
2025-06-17

AI Technical Summary

Technical Problem

In interactive games, due to the different vision scenes of each game player, the positions of skills released are different, which in turn causes the game to be out of synchronization.

Method used

By receiving frame data corresponding to the audience interaction, the target starting point coordinates are determined based on the target anchor identification. The target starting point coordinates determined by each interactive game client are consistent, and the target skills corresponding to the target interaction identification are released based on the same target starting point coordinates.

Benefits of technology

Ensures the game synchronization and avoids the problem of inconsistent skill release positions due to different vision scenes.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN120166263A_ABST
    Figure CN120166263A_ABST
Patent Text Reader

Abstract

The embodiment of the invention provides an interactive game skill synchronization method and device, an interactive game client, a storage medium and a program product, and relates to the technical field of Internet. According to the method, after the target interaction identifier corresponding to audience interaction and the target anchor identifier are received, the target starting point coordinates are determined according to the target anchor identifier, the target starting point coordinates determined by the interactive game clients are consistent, the target skills corresponding to the target interaction identifier are released based on the same target starting point coordinate, and therefore it is guaranteed that games are carried out synchronously.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to the field of Internet technologies, and more particularly, to a method and apparatus for synchronizing interactive game skills, an interactive game client, a storage medium, and a program product. Background Art

[0002] Viewers in a live broadcast room can participate in the host's interactive game through interactive methods such as sending bullet comments and gifts. The participating viewers can release skills in the interactive game. Since the battle scenes in the interactive game can be dragged at any time, when the host conducts a game duel, the vision scenes of each game player are different. After off-site viewers participate in the interaction, due to the different vision scenes of each game player, the positions of skill releases will be different, ultimately resulting in game asynchronization. Summary of the Invention

[0003] In view of this, an object of the present invention is to provide a method and apparatus for synchronizing interactive game skills, an interactive game client, a storage medium, and a program product, which can ensure the synchronous progress of the interactive game.

[0004] To achieve the above object, the technical solutions adopted in the embodiments of the present invention are as follows:

[0005] In a first aspect, the present invention provides a method for synchronizing interactive game skills, the method comprising:

[0006] Receiving frame data corresponding to the interaction with the viewer; the frame data includes a target interaction identifier and a target host identifier;

[0007] Determining a target starting coordinate according to the target host identifier; the host identifier corresponds to an interactive game client one by one; the target starting coordinates determined by each interactive game client are the same;

[0008] Releasing a target skill corresponding to the target interaction identifier according to the target starting coordinate.

[0009] In an alternative embodiment, the releasing the target skill corresponding to the target interaction identifier according to the target starting coordinate includes:

[0010] Obtaining a target skill identifier according to the target interaction identifier; the interaction identifier corresponds to the skill identifier one by one;

[0011] Obtaining the target skill according to the target skill identifier and releasing the target skill at the target starting coordinate.

[0012] In an alternative embodiment, the determining a target starting coordinate according to the target host identifier includes:

[0013] Determine the target starting coordinate from multiple candidate coordinates corresponding to the target anchor identifier according to a preset rule; the multiple candidate coordinates corresponding to the target anchor identifier are consistent on each of the interactive game clients.

[0014] In an alternative embodiment, the method further includes:

[0015] When the interactive game is started, select multiple skill release coordinates in a preset area of the game interface;

[0016] Determine candidate coordinates corresponding to the skill release coordinates according to the skill release coordinates, the game interface, and the vision scene;

[0017] Synchronize the multiple candidate coordinates to other interactive game clients.

[0018] In an alternative embodiment, the method further includes:

[0019] When the vision scene of the interactive game client changes, re-select skill release coordinates, and determine new candidate coordinates according to the new skill release coordinates;

[0020] Synchronize the new candidate coordinates to other interactive game clients.

[0021] In an alternative embodiment, the method further includes:

[0022] Periodically obtain the supplementary quantity of candidate coordinates;

[0023] Select supplementary skill release coordinates in a preset area of the game interface according to the supplementary quantity, and generate supplementary coordinates according to the supplementary skill release coordinates;

[0024] Update the candidate coordinates corresponding to the interactive game client according to the supplementary coordinates;

[0025] Synchronize the updated candidate coordinates to other interactive game clients.

[0026] In a second aspect, the present invention provides an interactive game skill synchronization device, the device includes:

[0027] A processing module, configured to receive frame data corresponding to the interaction with the audience; the frame data includes a target interaction identifier and a target anchor identifier;

[0028] A determination module, configured to determine a target starting coordinate according to the target anchor identifier; the anchor identifier corresponds to the interactive game client one by one; the target starting coordinates determined by each interactive game client are consistent;

[0029] A release module, configured to release a target skill corresponding to the target interaction identifier according to the target starting coordinate.

[0030] In a third aspect, the present invention provides an interactive game client, including a processor and a memory. The memory stores a computer program that can be executed by the processor, and the processor can execute the computer program to implement the interactive game skill synchronization method according to any one of the foregoing embodiments.

[0031] In a fourth aspect, the present invention provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, it implements the interactive game skill synchronization method according to any one of the foregoing embodiments.

[0032] In a fifth aspect, the present invention provides a program product. When the program product is executed by a processor, it implements the interactive game skill synchronization method according to any one of the foregoing embodiments.

[0033] Compared with the prior art, for the interactive game skill synchronization method, device, interactive game client, storage medium and program product provided by the embodiments of the present invention, after receiving the target interaction identifier and the target host identifier corresponding to the interaction with the audience, the method determines the target starting coordinate according to the target host identifier. The target starting coordinates determined by each interactive game client are the same, and the target skill corresponding to the target interaction identifier is released based on the same target starting coordinate, thereby ensuring the synchronous progress of the game.

[0034] To make the above objects, features and advantages of the present invention more obvious and understandable, the following specifically enumerates preferred embodiments and, in conjunction with the accompanying drawings, makes the following detailed description. BRIEF DESCRIPTION OF THE DRAWINGS

[0035] To more clearly illustrate the technical solutions of the embodiments of the present invention, the following will briefly introduce the drawings required in the embodiments. It should be understood that the following drawings only show some embodiments of the present invention, and therefore should not be regarded as limiting the scope. For those of ordinary skill in the art, other related drawings can be obtained based on these drawings without creative efforts.

[0036] Figure 1 Shows a schematic flowchart of an interactive game skill synchronization method provided by an embodiment of the present invention.

[0037] Figure 2 Shows another schematic flowchart of an interactive game skill synchronization method provided by an embodiment of the present invention.

[0038] Figure 3 Shows a schematic diagram of the game interface of host A in an interactive game provided by an embodiment of the present invention.

[0039] Figure 4Shows a schematic diagram of the game interface of host B in the interactive game provided by the embodiment of the present invention.

[0040] Figure 5 Shows another schematic flowchart of the interactive game skill synchronization method provided by the embodiment of the present invention.

[0041] Figure 6 Shows another schematic flowchart of the interactive game skill synchronization method provided by the embodiment of the present invention.

[0042] Figure 7 Shows another schematic flowchart of the interactive game skill synchronization method provided by the embodiment of the present invention.

[0043] Figure 8 Shows a block schematic diagram of the interactive game skill synchronization device provided by the embodiment of the present invention.

[0044] Figure 9 Shows a block schematic diagram of the interactive game client provided by the embodiment of the present invention.

[0045] Icons: 300 - Interactive game skill synchronization device; 301 - Processing module; 302 - Determination module; 303 - Release module; 400 - Interactive game client; 410 - Memory; 420 - Processor; 430 - Communication module. Detailed implementation manners

[0046] Next, the technical solutions in the embodiments of the present invention will be clearly and completely described in conjunction with the accompanying drawings in the embodiments of the present invention. Obviously, the described embodiments are only a part of the embodiments of the present invention, rather than all the embodiments. Usually, the components of the embodiments of the present invention described and shown in the accompanying drawings here can be arranged and designed in various different configurations.

[0047] Therefore, the following detailed description of the embodiments of the present invention provided in the accompanying drawings is not intended to limit the scope of the claimed present invention, but merely represents the selected embodiments of the present invention. All other embodiments obtained by those skilled in the art based on the embodiments of the present invention without creative efforts fall within the scope of protection of the present invention.

[0048] It should be noted that relational terms such as "first" and "second" are only used to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any actual relationship or order between these entities or operations. Moreover, the terms "comprising", "including" or any other variant thereof are intended to cover non-exclusive inclusion, so that a process, method, article or device comprising a series of elements not only includes those elements, but also includes other elements not expressly listed, or elements inherent to such process, method, article or device. Without further limitation, an element defined by the phrase "comprising a..." does not exclude the presence of additional identical elements in the process, method, article or device comprising the element.

[0049] The audience in the live broadcast room can participate in the host's interactive game through interactive methods such as sending barrage or gifts. For example, when the audience sends a barrage to join the game, a corresponding cartoon image of the audience can be generated. The cartoon image of the audience can run in the game scene, and sending a gift can accelerate the running of the cartoon image. Or the audience directly sends a gift to the host without sending a barrage, generating a corresponding cartoon image of the audience, and the cartoon image of the audience releases a skill in the game scene.

[0050] The game uses frame synchronization. Dragging the combat scene randomly will cause different vision scenes for each player, resulting in different positions where the audience's cartoon images release skills in the scene, and thus causing the game to be out of sync.

[0051] Based on this, the interactive game skill synchronization method and device provided in the embodiments of the present invention, after receiving the target interaction identifier and the target host identifier corresponding to the interaction with the audience, determine the target starting coordinate according to the target host identifier. The target starting coordinates determined by each interactive game client are the same. Based on the same target starting coordinate, the target skill corresponding to the target interaction identifier is released, thereby ensuring the synchronous progress of the game.

[0052] The following will describe each embodiment of the present invention in detail with reference to the accompanying drawings.

[0053] This method is applied to each interactive game client in the interactive game skill synchronization system. The interactive game skill synchronization system includes multiple live broadcast clients, multiple interactive game clients, a game background server, and a live broadcast platform server. The interactive game clients are respectively communicatively connected to the live broadcast clients and the game background server, and the game background server is communicatively connected to the live broadcast platform server.

[0054] The host starts the live broadcast client to enter the live broadcast room, and sends a start request for the interactive game to the interactive game client during the live broadcast. After the interactive game client starts the interactive game, it returns the game interface to the live broadcast client. For example, host A logs in to live broadcast client A to start the interactive game, host B logs in to live broadcast client B to start the interactive game, host A invites host B to enter the game room for a duel, host B gets ready, and host A starts the game.

[0055] The live broadcast client uploads the interactive game video during the live broadcast to the game background server, the game background server pushes the interactive game video to the live broadcast platform server, and the live broadcast platform server pushes the interactive game video to the viewers of the live broadcast platform.

[0056] Audience C enters the live broadcast room of Live Broadcast A, interacts with host A, and sends gifts to host A (i.e., the target host). The live broadcast platform server receives the gifts sent by the user, and sends the gift information, the audience information, and the live broadcast room information to the game background server. Among them, the gift information includes the interactive identifier corresponding to the gift (i.e., the target interactive identifier) and the number of gifts, the audience information includes the audience identifier, the audience identifier can be the audience ID or the audience name, and the live broadcast room information includes the target host identifier. The game background server generates frame data according to the received gift information, audience information, and live broadcast room information, and sends the frame data generated by the interaction between audience C and host A to each interactive game client in the interactive game skill synchronization system, that is, the interactive game client of host A and the interactive game client of host B.

[0057] Please refer to Figure 1 , Figure 1 FIG. shows a schematic flowchart of an interactive game skill synchronization method provided by an embodiment of the present invention. The method includes the following steps:

[0058] Step S200, receiving frame data corresponding to the interaction with the audience; the frame data includes a target interactive identifier and a target host identifier.

[0059] In the embodiment of the present invention, when the audience interacts with the target host, each interactive game client in the interactive game skill synchronization system will receive the frame data generated by the audience interaction, and the target interactive identifier and the target host identifier are recorded in the frame data. Among them, the host identifier corresponds to the host one by one; the interactive identifier corresponds to the interaction one by one.

[0060] It should be noted that after the interactive game client corresponding to the target host identifier receives the frame data, it obtains the audience identifier from the frame data, generates a cartoon image of the audience in a preset area (such as the lower right corner) of the game interface, synchronizes the interactive information of the live broadcast room to the game, and exposes the cartoon image in the game and improves the interactive profile for the audience participating in the interaction.

[0061] Step S210: Determine the target starting coordinates according to the target host identifier; the host identifier corresponds to each interactive game client one by one; the target starting coordinates determined by each interactive game client are the same.

[0062] Step S220: Release the target skill corresponding to the target interactive identifier according to the target starting coordinates.

[0063] In the embodiment of the present invention, each interactive game client determines the target starting coordinates according to the target host identifier and the preset rules. Due to the preset rules, the obtained target starting coordinates are also the same. Each interactive game client releases the target skill corresponding to the target identifier based on the same target starting coordinates, which can ensure that the positions of skill release on each interactive game client are the same.

[0064] In summary, for the interactive game skill synchronization method provided by the embodiment of the present invention, after receiving the target interactive identifier and the target host identifier corresponding to the interaction with the audience, the target starting coordinates are determined according to the target host identifier. The target starting coordinates determined by each interactive game client are the same. The target skill corresponding to the target interactive identifier is released based on the same target starting coordinates, so as to ensure the synchronous progress of the game.

[0065] Optionally, for how to release the target skill, a possible implementation manner is provided below. Please refer to Figure 2 , Figure 1 The sub-steps of step S220 in may include:

[0066] Step S221: Obtain the target skill identifier according to the target interactive identifier; the interactive identifier corresponds to the skill identifier one by one.

[0067] Step S222: Obtain the target skill according to the target skill identifier and release the target skill at the target starting coordinates.

[0068] In the embodiment of the present invention, the interaction and the skill correspond one by one. The interactive identifier is used to identify the interaction, and the skill identifier is used to identify the skill. The target skill identifier corresponding to it can be found according to the target interactive identifier. For example, the interaction of the audience is to send flowers, and the identifier for sending flowers is the target interactive identifier. Sending flowers will trigger the skill of throwing banana peels. Then, the target skill identifier corresponding to sending flowers is obtained according to the target interactive identifier, and the target skill obtained according to the target skill identifier is throwing banana peels. The banana peel is thrown out at the target starting coordinates, and the banana peel flies out along the running track and lands, completing the release process of the target skill.

[0069] Continuing with the examples of Anchor A and Anchor B, Anchor A and Anchor B respectively determine the same target skill on their respective interactive game clients using the target interaction identifier, and release the same target skill at the same target starting coordinate. For example, the target starting coordinate is point D, and the landing coordinate of the banana peel is point E. In this way, in the games of Anchor A and Anchor B, the banana peel runs from point D to point E, and the games are synchronized.

[0070] It should be noted that since viewer C sends a gift to Anchor A, Anchor A can see the cartoon image of viewer C in the game, while Anchor B cannot see the cartoon image of viewer C in the game. Therefore, the interactive game client of Anchor A generates the cartoon image of viewer C in the game interface and releases the target skill (i.e., throws the banana peel), as Figure 3 shown. The interactive game client of Anchor B does not need to generate the cartoon image of viewer C in the game interface. However, since points D and E are within the visual field of Anchor B, Anchor B can see the banana peel thrown by the cartoon image of viewer C in the game interface, as Figure 4 shown.

[0071] It is worth mentioning that when Anchor B drags the game scene away from coordinates D and E, the running trajectory of the skill of throwing the banana peel cannot be seen. However, the interactive game client corresponding to Anchor B will still release the target skill at the target starting coordinate, without affecting the synchronization of the interactive game.

[0072] Optionally, for how to obtain the target starting coordinate, a possible implementation method is provided below.

[0073] Figure 1 The sub-steps of step S210 in

[0074] may include: determining the target starting coordinate from multiple candidate coordinates corresponding to the target anchor identifier according to a preset rule; the multiple candidate coordinates corresponding to the target anchor identifier are the same on each interactive game client.

[0075] In the embodiments of the present invention, multiple candidate coordinates for releasing skills are set for each anchor, and the candidate coordinates can be stored using a coordinate list. That is, each anchor identifier corresponds to a coordinate list storing multiple candidate coordinates, and the coordinate lists corresponding to all anchor identifiers are set on each interactive game client.

[0076] For example, the interactive game skill synchronization system includes two interactive game clients, namely the interactive game client of Anchor A and the interactive game client of Anchor B. The coordinate list for storing candidate coordinates of Anchor A is list A, and the coordinate list for storing candidate coordinates of Anchor B is list B. The interactive game client of Anchor A records list A and list B, and the interactive game client of Anchor B also records list A and list B.

[0077] Assume that the target host is host A. According to the identifier of host A (i.e., the target host identifier), look up list A on the interactive game client of host A, and take a candidate coordinate from list A as the target starting coordinate according to a preset rule. For example, take the first candidate coordinate from list A as the target starting coordinate.

[0078] Similarly, according to the identifier of host A (i.e., the target host identifier), look up list A on the interactive game client of host B, and take the first candidate coordinate from list A as the target starting coordinate according to the same preset rule. Since the coordinate lists recorded on the interactive game clients of host A and host B are the same, the obtained target starting coordinates are also the same. Releasing the target skill at the same target starting coordinate can ensure the synchronous progress of the game.

[0079] It can be seen that in the embodiments of the present invention, each interactive game client stores multiple candidate coordinates corresponding to each interactive game client, and the multiple candidate coordinates corresponding to the same interactive game client are consistent on each interactive game client. By setting multiple candidate coordinates for each interactive game client, the processing ability to release a large number of skills simultaneously is effectively improved.

[0080] When the audience interacts with the host, the interactive information of the audience can be synchronized to the interactive game, so that the audience can watch the game outside the field and participate in the game by participating in the interaction, thereby improving the game fun. Each interactive game client obtains the target starting coordinate from the multiple candidate coordinates corresponding to the host stored locally. Since the candidate coordinates of each interactive game client are synchronized, the target starting coordinates selected by each interactive game client are also consistent, thus ensuring the synchronous progress of the game.

[0081] Optionally, for how to determine the candidate coordinates, a possible implementation manner is provided below. Please refer to Figure 5 This method further includes the following steps:

[0082] Step S100, when the interactive game is started, select multiple skill release coordinates in a preset area of the game interface.

[0083] In the embodiments of the present invention, when the interactive game is started, each interactive game client obtains its own set preset area. The preset area is used to generate the cartoon image corresponding to the audience interacting with the host, and is also used to select the starting coordinate of the skill release. Based on the coordinate system of the game interface, multiple skill release coordinates are selected in the preset area. On the interactive game client, when the audience interacts with the host, the cartoon image of the audience is generated in the preset area of the game interface, and at the same time, the skill release coordinate is also determined in the preset area. It can be understood that the starting coordinate of the skill release is determined according to the cartoon image of the audience on the game interface.

[0084] Step S110: Determine candidate coordinates corresponding to the skill release coordinates based on the skill release coordinates, the game interface, and the vision scene.

[0085] In the embodiments of the present invention, obtain the conversion relationship between the coordinate system of the game interface and the game coordinate system corresponding to the vision scene, and convert each skill release coordinate into a candidate coordinate in the game coordinate system according to the conversion relationship. Since the game coordinate systems used by each interactive game client are globally unified, therefore, the same candidate coordinate corresponds to the same position in the game coordinate systems used by each interactive game client.

[0086] Step S120: Synchronize multiple candidate coordinates to other interactive game clients.

[0087] In the embodiments of the present invention, continue to take anchor A and anchor B as examples. The interactive game client of anchor A saves multiple candidate coordinates into the coordinate list of anchor A, and reports the anchor ID of anchor A and multiple candidate coordinates to the game background server. The game background server sends the anchor ID of anchor A and multiple candidate coordinates to each interactive game client in the interactive game skill synchronization system.

[0088] If the interactive game client of anchor A determines that the received anchor ID is the same as the locally saved anchor ID, no processing is required. If the interactive game client of anchor A determines that the received anchor ID is different from the locally saved anchor ID, obtain the coordinate list corresponding to anchor A according to the anchor ID of anchor A, and save the received candidate coordinates into the coordinate list corresponding to anchor A, thereby ensuring that each interactive game client stores the candidate coordinates corresponding to all interactive game clients in the interactive game skill synchronization system, so as to ensure the consistency and synchronization of the game.

[0089] Optionally, when the vision scene changes, a possible implementation method for how to update the candidate coordinates is provided below. This method further includes the following steps:

[0090] When the vision scene of the interactive game client changes, reselect the skill release coordinates, and determine new candidate coordinates according to the new skill release coordinates; synchronize the new candidate coordinates to other interactive game clients.

[0091] In the embodiments of the present invention, when the anchor drags the game scene, the vision scene of the interactive game client of the anchor changes. At this time, it is necessary to reselect the skill release coordinates on the game interface, and obtain the new conversion relationship between the coordinate system of the game interface and the game coordinate system corresponding to the new vision scene, and convert the new skill release coordinates into new candidate coordinates in the game coordinate system according to the new conversion relationship.

[0092] The interactive game client of the host reports the new candidate coordinates to the game backend server, and the game backend server sends them to all the interactive game clients in the interactive game skill synchronization system, so that other interactive game clients can update the new candidate coordinates to the coordinate list corresponding to the host identifier, thereby ensuring that the candidate coordinates can be synchronized in time when the visual scene changes, and further ensuring that the interactive game is synchronized.

[0093] Optionally, for how to update the candidate coordinates regularly, a possible implementation method is provided below. This method further includes the following steps:

[0094] Regularly obtain the supplementary quantity of candidate coordinates; select supplementary skill release coordinates in a preset area of the game interface according to the supplementary quantity, and generate supplementary coordinates according to the supplementary skill release coordinates; update the candidate coordinates corresponding to the interactive game client according to the supplementary coordinates; synchronize the updated candidate coordinates to other interactive game clients.

[0095] In the embodiment of the present invention, it is assumed that the maximum number of candidate coordinates that the coordinate list can store is N, which is used to support up to N viewers to give gifts and release skills at the same time. When the interactive game client receives the frame data of the viewer giving gifts to host A, it takes out the first unused coordinate from the coordinate list of host A and releases the skill with the taken-out coordinate as the target starting coordinate.

[0096] The interactive client regularly calculates the supplementary quantity of candidate coordinates according to the maximum quantity and the quantity of candidate coordinates already stored in the coordinate list. It is assumed that host A has used X candidate coordinates, then the supplementary quantity is X. Select X supplementary coordinates in the preset area of the game interface and store the X supplementary coordinates in the coordinate list. At this time, the coordinate list corresponding to host A recorded on the interactive game client of host A records N candidate coordinates, as Figure 6 shown. If there are no more viewers interacting with host A, there is no need to generate new candidate coordinates.

[0097] To more clearly illustrate the interactive game skill synchronization method provided by the embodiment of the present invention, an exemplary description is made based on the interactive game skill synchronization system.

[0098] As a possible implementation method, please refer to Figure 7 , the host starts the live client to enter the live broadcast room, and starts the interactive game through the interactive game client. The interactive game client returns the game screen to the live client. The live client uploads the video stream of the interactive game to the game backend server, and the game backend server pushes the video stream of the interactive game to the live broadcast platform server, and the live broadcast platform server pushes it to the viewers.

[0099] When paying attention to interacting with the host by sending barrage messages or gifts, the live streaming platform server sends gift information, viewer information, and live room information to the game background server. The game background server generates frame data based on the received information and sends the frame data to each interactive game client. Each interactive game client obtains a target starting coordinate from the candidate coordinates of the host and releases a target skill corresponding to the interaction based on the target starting coordinate.

[0100] Based on the same inventive concept, the basic principle and the technical effects produced by the interactive game skill synchronization device provided in the embodiments of the present invention are the same as those in the above embodiments. For the sake of brief description, for the parts not mentioned in this embodiment, reference may be made to the corresponding content in the above embodiments.

[0101] Please refer to Figure 8 , Figure 8 which is a block diagram of an interactive game skill synchronization device 300 provided in an embodiment of the present invention. The interactive game skill synchronization device 300 includes a processing module 301, a determination module 302, and a release module 303.

[0102] The processing module 301 is configured to receive frame data corresponding to the interaction with the viewer; the frame data includes a target interaction identifier and a target host identifier;

[0103] The determination module 302 is configured to determine a target starting coordinate according to the target host identifier; the host identifier corresponds to an interactive game client one by one; the target starting coordinates determined by each interactive game client are the same;

[0104] The release module 303 is configured to release a target skill corresponding to the target interaction identifier according to the target starting coordinate.

[0105] In summary, for the interactive game skill synchronization device provided in the embodiments of the present invention, after receiving the target interaction identifier and the target host identifier corresponding to the interaction with the viewer, it determines the target starting coordinate according to the target host identifier. The target starting coordinates determined by each interactive game client are the same, and the target skill corresponding to the target interaction identifier is released based on the same target starting coordinate, thereby ensuring the synchronous progress of the game.

[0106] Optionally, the release module 303 is specifically configured to obtain a target skill identifier according to the target interaction identifier; the interaction identifier corresponds to the skill identifier one by one; obtain the target skill according to the target skill identifier, and release the target skill at the target starting coordinate.

[0107] Optionally, the determination module 302 is specifically configured to determine the target starting coordinate from multiple candidate coordinates corresponding to the target host identifier according to a preset rule; the multiple candidate coordinates corresponding to the target host identifier are the same on each interactive game client.

[0108] Optionally, the processing module 301 is further configured to, when the interactive game is started, select a plurality of skill release coordinates in a preset area of the game interface; determine candidate coordinates corresponding to the skill release coordinates according to the skill release coordinates, the game interface, and the vision scene; and synchronize the plurality of candidate coordinates to other interactive game clients.

[0109] Optionally, the processing module 301 is further configured to, when the vision scene of the interactive game client changes, re-select the skill release coordinates, determine new candidate coordinates according to the new skill release coordinates; and synchronize the new candidate coordinates to other interactive game clients.

[0110] Optionally, the processing module 301 is further configured to periodically obtain the replenishment quantity of the candidate coordinates; select supplementary skill release coordinates in a preset area of the game interface according to the replenishment quantity, and generate supplementary coordinates according to the supplementary skill release coordinates; update the candidate coordinates corresponding to the interactive game client according to the supplementary coordinates; and synchronize the updated candidate coordinates to other interactive game clients.

[0111] Please refer to Figure 9 , which is a block diagram of an interactive game client 400 provided by an embodiment of the present invention. The interactive game client 400 includes a memory 410, a processor 420, and a communication module 430. The elements of the memory 410, the processor 420, and the communication module 430 are directly or indirectly electrically connected to each other to realize data transmission or interaction. For example, these elements can be electrically connected to each other through one or more communication buses or signal lines.

[0112] Among them, the memory 410 is used to store programs or data. The memory 410 can be, but is not limited to, a random access memory (RAM), a read-only memory (ROM), a programmable read-only memory (PROM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), etc.

[0113] The processor 420 is configured to read / write data or programs stored in the memory 410 and execute corresponding functions. For example, when the computer program stored in the memory 410 is executed by the processor 420, the interactive game skill synchronization method disclosed in the above embodiments can be implemented.

[0114] The communication module 430 is used to establish a communication connection between the interactive game client 400 and other communication terminals through the network, and is used to send and receive data through the network.

[0115] It should be understood that Figure 9 The structure shown is only a schematic diagram of the structure of the interactive game client 400. The interactive game client 400 may also include more or fewer components than Figure 9 shown therein, or have a different configuration from Figure 9 shown therein. Figure 9 Each component shown therein can be implemented by hardware, software, or a combination thereof.

[0116] The embodiment of the present invention also provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by the processor 420, the interactive game skill synchronization method disclosed in the above embodiments is implemented.

[0117] The embodiment of the present invention also provides a program product. When the program product is executed by the processor 420, the interactive game skill synchronization method disclosed in the above embodiments is implemented.

[0118] In several embodiments provided by the present application, it should be understood that the disclosed devices and methods can also be implemented in other ways. The device embodiments described above are only illustrative. For example, the flowcharts and block diagrams in the drawings show the possible architectures, functions, and operations of devices, methods, and computer program products according to multiple embodiments of the present invention. In this regard, each block in the flowchart or block diagram may represent a module, a program segment, or a part of code, and the module, program segment, or part of code contains one or more executable instructions for implementing the specified logical function. It should also be noted that in some alternative implementations, the functions marked in the blocks may occur in a different order from that marked in the drawings. For example, two consecutive blocks can actually be executed substantially in parallel, and they can sometimes be executed in the reverse order, depending on the functions involved. It should also be noted that each block in the block diagram and / or flowchart, and the combination of blocks in the block diagram and / or flowchart, can be implemented by a dedicated hardware-based system for performing the specified functions or actions, or can be implemented by a combination of dedicated hardware and computer instructions.

[0119] In addition, in each embodiment of the present invention, the functional modules can be integrated together to form an independent part, or each module can exist alone, or two or more modules can be integrated to form an independent part.

[0120] When the above-mentioned function is implemented in the form of a software functional module and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on such an understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present invention. The aforementioned storage medium includes: various media that can store program codes, such as USB flash drives, mobile hard disks, read-only memories (ROM, Read-Only Memory), random access memories (RAM, Random Access Memory), magnetic disks, or optical discs.

[0121] The foregoing are only the preferred embodiments of the present invention and are not intended to limit the present invention. For those skilled in the art, the present invention may have various modifications and changes. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present invention shall be included within the protection scope of the present invention.

Claims

1. A method for synchronizing skills in an interactive game, characterized in that: The method comprises: Receive frame data corresponding to the audience interaction; the frame data includes a target interaction identifier and a target anchor identifier; Determine the target starting point coordinates according to the target anchor identifier; the anchor identifier corresponds to the interactive game client one by one; the target starting point coordinates determined by each interactive game client are consistent; Release the target skill corresponding to the target interaction identifier according to the target starting point coordinates.

2. The interactive game skill synchronization method according to claim 1, characterized in that: The releasing the target skill corresponding to the target interaction identifier according to the target starting point coordinates includes: Obtaining a target skill identifier according to the target interaction identifier; the interaction identifier corresponds to the skill identifier one by one; The target skill is acquired according to the target skill identifier, and the target skill is released at the target starting point coordinates.

3. The interactive game skill synchronization method according to claim 1, characterized in that: The step of determining the target starting point coordinates according to the target anchor identifier includes: The target starting point coordinates are determined from a plurality of candidate coordinates corresponding to the target anchor identifier according to a preset rule; the plurality of candidate coordinates corresponding to the target anchor identifier are consistent on each of the interactive game clients.

4. The interactive game skill synchronization method according to claim 3, characterized in that: The method further comprises: When the interactive game is started, multiple skill release coordinates are selected in the preset area of ​​the game interface; Determine candidate coordinates corresponding to the skill release coordinates according to the skill release coordinates, the game interface, and the field of view scene; Synchronize multiple candidate coordinates to other interactive game clients.

5. The interactive game skill synchronization method according to claim 3, characterized in that: The method further comprises: When the visual scene of the interactive game client changes, reselecting the skill release coordinates, and determining new candidate coordinates according to the new skill release coordinates; The new candidate coordinates are synchronized to the other interactive game clients.

6. The interactive game skill synchronization method according to any one of claims 3 to 5, characterized in that: The method further comprises: Regularly obtain the additional number of candidate coordinates; Selecting a supplementary skill release coordinate in a preset area of ​​the game interface according to the supplementary quantity, and generating a supplementary coordinate according to the supplementary skill release coordinate; Update the candidate coordinates corresponding to the interactive game client according to the supplementary coordinates; The updated candidate coordinates are synchronized to the other interactive game clients.

7. An interactive game skill synchronization device, characterized in that: The device comprises: A processing module, used to receive frame data corresponding to the audience interaction; the frame data includes a target interaction identifier and a target anchor identifier; A determination module, used to determine the target starting point coordinates according to the target anchor identifier; the anchor identifier corresponds to the interactive game client in a one-to-one manner; and the target starting point coordinates determined by each of the interactive game clients are consistent; A release module is used to release the target skill corresponding to the target interaction identifier according to the target starting point coordinates.

8. An interactive game client, characterized in that: It includes a processor and a memory, wherein the memory stores a computer program that can be executed by the processor, and the processor can execute the computer program to implement the interactive game skill synchronization method described in any one of claims 1-6.

9. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the interactive game skill synchronization method as described in any one of claims 1-6 is implemented.

10. A program product, characterized in that When the program product is executed by a processor, the interactive game skill synchronization method as described in any one of claims 1-6 is implemented.