Method, apparatus, device, and computer program for avatar processing based on affinity
The method and apparatus display intimacy-based avatars to represent relationships between game teammates, addressing the issue of missed intimacy information during team formation, thereby enhancing teamwork through visual cues.
Patent Information
- Application Number
- JP2025519483
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2022-11-28
- Filing Date
- 2023-10-20
- Publication Date
- 2025-09-29
AI Technical Summary
Players in team cooperation games often miss obtaining important intimacy relationship information when forming game teams, leading to potential ignorance of these relationships during gameplay.
A method and apparatus for displaying intimacy-based avatar information on a team presentation interface, where close relationships between game teammates are represented through avatars or frames, dynamically switching between original and intimacy avatars to save display space and reduce ignorance of these relationships.
Enables game teammates to obtain intimacy information without occupying additional display space, reducing the likelihood of ignoring such relationships and enhancing teamwork by providing visual cues during the team formation process.
Smart Images

Figure 2025532340000001_ABST
Abstract
Description
Technical Field
[0001] Related Applications This application claims priority to Chinese Patent Application No. 202211512764.X, filed on November 28, 2022, entitled "Information Display Method, Apparatus, Equipment, Medium, and Program Product", the entire content of which is incorporated herein by reference.
[0002] Embodiments of this application relate to the field of human-computer interaction, and more particularly, to methods and apparatuses, devices, media, and products for avatar processing based on intimacy relationships.
Background Art
[0003] Among various types of games, the number of team cooperation games is gradually increasing. In such games, players need to form a game team before starting and playing the game together.
[0004] Players sometimes communicate with each other during the waiting time for forming a game team before the game starts to enhance teamwork in the game and obtain various information about each other (including intimacy relationships).
[0005] However, when forming a game team, players often need to obtain a lot of other information and may miss obtaining information such as intimacy relationships. Therefore, there is a need for a method for processing intimacy relationships that is difficult to be ignored by game teammates.
Summary of the Invention
[0006] Embodiments of this application provide a method and apparatus, device, medium, and product for avatar processing based on intimacy relationships. The technical solutions thereof are described below.
[0007] According to one aspect of an embodiment of the present application, there is provided a method for affinity-based avatar processing, the method being executed by a terminal and comprising: Displaying a team presentation interface for the game team, the team presentation interface including a plurality of player positions; displaying teammate avatars of game teammates in the game team at the plurality of player locations; In response to at least two game teammates in the game team having a close relationship, displaying close avatar information corresponding to the close relationship at player positions corresponding to the at least two game teammates; Includes.
[0008] According to another aspect of an embodiment of the present application, there is provided an apparatus for affinity-based avatar processing, the apparatus comprising: a presentation module configured to display a team presentation interface for a game team including a plurality of player positions; an acquisition module configured to display teammate avatars of game teammates in the game team at the plurality of player locations; a display module configured to, in response to at least two game teammates in the game team having a close relationship, display close avatar information corresponding to the close relationship at player positions corresponding to the at least two game teammates; Includes.
[0009] According to another aspect of an embodiment of the present application, there is provided a computer device, the computer device including a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement a method for affinity-based avatar processing according to the aforementioned aspect.
[0010] According to another aspect of an embodiment of the present application, there is provided a computer-readable storage medium having stored thereon at least one instruction, at least one program, code set, or instruction set, the at least one instruction, at least one program, code set, or instruction set being loaded and executed by a processor to implement a method for affinity-based avatar processing according to the aforementioned aspect.
[0011] According to another aspect of an embodiment of the present application, there is provided a computer program product (or computer program), which includes computer instructions stored in a computer-readable storage medium, wherein a processor of a computing device reads the computer instructions from the computer-readable storage medium and executes the computer instructions to enable the computing device to perform the method for affinity-based avatar processing according to the aforementioned aspect.
[0012] The technical solutions provided in the embodiments of this application may include the following beneficial effects:
[0013] When at least two game teammates have an intimate relationship, intimate avatar information corresponding to the intimate relationship is displayed, allowing game teammates who are not in an intimate relationship to obtain information about the game team, and the teammate avatar is dynamically switched to and displayed as the intimate avatar information, which does not occupy any area other than the teammate avatar, thereby saving display space and reducing the likelihood that the intimate relationship between game teammates will be ignored by other game teammates. [Brief explanation of the drawings]
[0014] [Figure 1] 1 is a schematic diagram of a computer system according to an exemplary embodiment of the present application; [Figure 2]1 is a schematic diagram of a method for affinity-based avatar processing according to an exemplary embodiment of the present application; [Figure 3] FIG. 2 is a flow diagram of a method for affinity-based avatar processing according to an exemplary embodiment of the present application. [Figure 4] FIG. 2 is a flow diagram of a method for affinity-based avatar processing according to an exemplary embodiment of the present application. [Figure 5] FIG. 2 is a flow diagram of a method for affinity-based avatar processing according to an exemplary embodiment of the present application. [Figure 6] FIG. 2 is a flow diagram of a method for affinity-based avatar processing according to an exemplary embodiment of the present application. [Figure 7] FIG. 2 is a flow diagram of a method for affinity-based avatar processing according to an exemplary embodiment of the present application. [Figure 8] FIG. 2 is a flow diagram of a method for affinity-based avatar processing according to an exemplary embodiment of the present application. [Figure 9] FIG. 2 is a flow diagram of a method for affinity-based avatar processing according to an exemplary embodiment of the present application. [Figure 10] FIG. 2 is a flow diagram of a method for affinity-based avatar processing according to an exemplary embodiment of the present application. [Figure 11] 1 is a schematic diagram of a method for affinity-based avatar processing according to an exemplary embodiment of the present application; [Figure 12] 1 is a schematic diagram of a method for affinity-based avatar processing according to an exemplary embodiment of the present application; [Figure 13] FIG. 2 is a flow diagram of a method for affinity-based avatar processing according to an exemplary embodiment of the present application. [Figure 14] 1 is a schematic diagram of a method for affinity-based avatar processing according to an exemplary embodiment of the present application; [Figure 15] 1 is a schematic diagram of a method for affinity-based avatar processing according to an exemplary embodiment of the present application; [Figure 16]1 is a schematic diagram of a method for affinity-based avatar processing according to an exemplary embodiment of the present application; [Figure 17] 1 is a block diagram of an apparatus for affinity-based avatar processing according to an exemplary embodiment of the present application; [Figure 18] 1 is a schematic diagram of the structure of a computing device according to an exemplary embodiment of the present application; DETAILED DESCRIPTION OF THE INVENTION
[0015] A brief introduction to some key terms in this application is provided below.
[0016] Waiting to start process: This is the process of gathering various players in a game room and forming game teams for the game. In the game room, when all players gather and click / tap "Start Matching," the game system will match your game team with an opposing game team to play against them. The waiting to start process is the process from clicking / tapping "Start Matching" until successful matching with the opposing game team.
[0017] Intimacy: A virtual relationship established between players in a game (e.g., romantic, sisterly, or brotherly).
[0018] Former Teammate Relationship: A type of rapport that represents the relationship between players who have previously formed a team together.
[0019] 1 is a schematic diagram of a computer system 100 according to an exemplary embodiment of the present application. The computer system 100 includes a terminal 110 and a server 120.
[0020] A client 111 supporting a virtual environment is installed on the terminal 110 and executed on the terminal 110. The client 111 may be a multiplayer online battle program. When the terminal 110 executes the client 111, an object interface of the client 111 is displayed on the screen of the terminal 110. The client 111 may be a virtual reality (VR) application, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, an FPS (first-person shooter) game, a TPS (third-person shooter) game, or a MOBA (multiplayer online battle arena) game. The terminal 110 is a terminal used by the target of use 112. The terminal 110 may generally be one of multiple terminals. In this embodiment, the terminal 110 is used only as an example for explanation. The device type of the terminal 110 includes at least one of a smartphone, a tablet computer, an e-book reader, a portable laptop computer, or a desktop computer.
[0021] 1 illustrates only one terminal. However, in various embodiments, there are multiple other terminals 130 that may access server 120. In some embodiments, there are alternatively one or more terminals 130 corresponding to developers. A development and editing platform for a client that supports a virtual environment is installed on terminal 130. Developers may edit and update clients on terminal 130 and may transmit updated client installation packages to server 120 via a wired or wireless network. Terminal 110 may download client installation packages from server 120 to update clients.
[0022] The terminal 110 and other terminals 130 are connected to the server 120 via a wireless or wired network.
[0023] The server 120 includes at least one of a single server, multiple servers, a cloud computing platform, or a virtualization center. The server 120 is configured to provide background services to the client 111. In some embodiments, the server 120 handles primary computing tasks and the terminal 110 handles secondary computing tasks. Alternatively, the server 120 handles secondary computing tasks and the terminal 110 handles primary computing tasks. Alternatively, a distributed computing architecture may be used between the server 120 and the terminal 110 to perform collaborative computing.
[0024] In some embodiments, the server 120 includes a processor 121, an object account database 122, a battle service module 123, and an object-oriented input / output interface (I / O interface) 124. The processor 121 is configured to load instructions stored in the server 120, process data in the object account database 122, and the battle service module 123. The object account database 122 is configured to store object account data (e.g., object account avatar, object account nickname, object account combat power index, and object account service zone) used by the terminal 110 and other terminals 130. The battle service module 123 is configured to provide multiple battle rooms for objects to battle (e.g., 1v1 battle, 3v3 battle, 5v5 battle). The object-oriented I / O interface 124 is configured to establish communication with the terminal 110 and / or other terminals 130 via a wireless network or a wired network for data exchange. The amount of team cooperative games is gradually increasing in various types of games. In such games, players are required to form a game team before starting the game and playing the game together. Players sometimes communicate with each other and obtain various information about each other (including intimacy) while waiting to form a game team before the game starts, so as to enhance teamwork in the game. However, players often need to obtain a large amount of other information and miss out on obtaining information such as intimacy. Therefore, there is a need for a method of processing avatars based on intimacy that is unlikely to be ignored by people.
[0025] In this application, players in the same game team are referred to as "game teammates." By displaying the affinity between game teammates, game teammates who are not in affinity with each other can also know the group of game teammates in the game team who are more cooperative. Figure 2 is a schematic diagram of a method for affinity-based avatar processing according to an exemplary embodiment of this application. This method is executed by the terminal 110 and the server 120.
[0026] A game client 111 supporting the virtual environment is installed on the terminal 110 and executed on the terminal 110. The game client 111 retrieves various game parameters in a game interface. The game interface includes at least one of a game team 210 or a matching button 230. A game teammate affinity list is stored on the server 120. The game teammate affinity list is a set of players who have affinity relationships with the game teammate. In this embodiment, an example in which the usage object 112 controls the virtual game account of game teammate A and the affinity list 220 is the affinity list of game teammate A is used for explanation.
[0027] The game team 210 includes at least one game teammate. For example, the game team 210 includes game teammate A 211, game teammate B 212, game teammate C 213, game teammate D 214, and game teammate E 215.
[0028] The intimacy list 220 is a set of players who have an intimacy with game teammate A 211. The intimacy includes multiple types. For example, the intimacy includes at least one of a romantic relationship, a sisterly relationship, a brotherly relationship, a best friend relationship, a former teammate relationship, a classmate relationship, or a colleague relationship. Different intimacy relationships correspond to different intimacy avatars. The intimacy avatar for a romantic relationship is a heart. The intimacy avatar for a sisterly relationship is bunny ears. The intimacy avatar for a brotherly relationship is a bust. The avatar for a best friend relationship is clasped hands. The intimacy avatar for a former teammate relationship is two soldiers fighting side by side. The intimacy avatar for an alumni relationship is a book. The intimacy avatar for a colleague relationship is a briefcase.
[0029] The intimacy list 220 includes game teammate C 213, whose intimacy with game teammate A 211 is a romantic relationship, game teammate E 215, whose intimacy with game teammate A 211 is a sisterly relationship, and player F 221, whose intimacy with game teammate A 211 is an alumni relationship.
[0030] The matching button 230 is a button configured to match with an opposing game team. If the user 112 does not press / touch the matching button 230, the matching button 230 displays "Start Matching." If the user 112 presses / touches the matching button 230, the server 120 starts matching the game team 210 with an opposing game team to play against. The game process proceeds to a waiting-to-start process, and the matching button 230 displays "Matching."
[0031] When the game client 111 identifies that the waiting process has begun, intimacy avatar information corresponding to the intimacy relationship is displayed at the player positions corresponding to at least two game teammates. For example, after the use object 112 presses / touches the matching button 230, the matching button 230 displays "matching." The game client 111 identifies that the intimacy relationship between game teammate A 211 and game teammate C 213 is a romantic relationship, and that between game teammate A 211 and game teammate E 215 is a sisterly relationship. Since intimacy relationships have a display priority, and the display priority of a romantic relationship is higher than the display priority of a sisterly relationship, heart intimacy avatars corresponding to the romantic relationship are displayed at the player positions of game teammate A 211 and game teammate C 213, and a bunny ear intimacy avatar corresponding to the sisterly relationship is displayed at the player position of game teammate E 215. Gaming teammate B 212 and gaming teammate D 214 do not have an affiliation with another gaming teammate, in which case the avatars of gaming teammate B 212 and gaming teammate D 214 remain unchanged.
[0032] The intimate avatar information is displayed back to the teammate avatar at the player positions corresponding to at least two game teammates after the display duration of the intimate avatar information reaches the duration threshold. For example, if the duration threshold is 2 seconds, the intimate avatar information is displayed for 2 seconds at the player positions of game teammate A 211, game teammate C 213, and game teammate E 215, and then the display returns to the original teammate avatar.
[0033] As a result, according to the method provided in this embodiment, when at least two game teammates have an intimacy relationship, intimacy avatar information corresponding to the intimacy relationship is displayed, allowing game teammates who are not in the intimacy relationship to obtain information about the game team. Additionally, the teammate avatars are dynamically switched between the original teammate avatar and the intimacy avatar information during various games. This allows areas other than the teammate avatars to be unoccupied, thereby saving display space and reducing the likelihood that the intimacy between game teammates will be ignored by other game teammates. Additionally, according to the method provided in this embodiment, intimacy avatar information corresponding to various intimacy relationships is displayed based on display priority, thereby representing the corresponding intimacy between various game teammates, thereby reducing the likelihood that the intimacy between game teammates will be ignored by other game teammates. Additionally, according to the method provided in this embodiment, the display duration of the intimacy avatar information is limited to reduce power consumption of the device while representing the intimacy between game teammates.
[0034] 3 is a flow diagram of a method for affinity-based avatar processing according to an exemplary embodiment of this application. The method is executed by a terminal and includes the following steps:
[0035] Step 310: Display a team presentation interface for the game team, including multiple player positions.
[0036] A team cooperation game is a type of game that requires players to form a game team before the game starts and cooperate to complete tasks after the game starts. A team presentation interface for the game team is displayed on the terminal. The team presentation interface includes multiple player positions. The player positions include: personal information (ID) of game teammates, teammate avatars, game levels, or other content. The state of the player position includes an unused state and an in-use state. When a game teammate does not join the game team, the player position is in an unused state. When a game teammate joins the game team, the player positions corresponding to the number of game teammates are in an in-use state.
[0037] Step 320: Displaying teammate avatars of game teammates in the game team at the plurality of player locations.
[0038] The states of player positions include an unused state and an occupied state. If no game teammates join the game team, the player positions are in an unused state and a blank image is displayed. If game teammates join the game team, player positions corresponding to the number of game teammates are in an occupied state and teammate avatars corresponding to these game teammates are displayed.
[0039] Step 330: In response to at least two game teammates in the game team having a close relationship, display close avatar information corresponding to the close relationship at player positions corresponding to the at least two game teammates.
[0040] An intimacy relationship is a virtual relationship established between different game teammates, and includes at least one of a romantic relationship, a sisterly relationship, a brotherly relationship, a best friend relationship, a former teammate relationship, an alumni relationship, or a colleague relationship. For example, an intimacy relationship can be created manually based on human-computer interaction or automatically based on interactive behavior (such as chat) between users. Different intimacy relationships correspond to different intimacy avatar information. For example, the intimacy avatar information is image information that indicates the intimacy relationship in the form of an image and is displayed at a position provided on the player position where the teammate avatar is displayed. For example, the intimacy avatar information includes an intimacy avatar and / or an intimacy avatar frame. For example, the display position of the intimacy avatar information and the display position of the teammate avatar of the game teammate provided at the player position have at least one overlapping position point. The intimacy avatar information can be displayed by being superimposed on the teammate avatar in a semi-transparent form, or by being displayed by covering part or all of the teammate avatar in a semi-transparent form.
[0041] If at least two game teammates in a game team have an intimate relationship, the terminal displays an intimate avatar and / or an intimate avatar frame corresponding to the intimate relationship at player positions corresponding to the at least two game teammates. For example, if the intimate relationship between game teammate A and game teammate C is a romantic relationship, the terminal displays an intimate avatar and / or an intimate avatar frame corresponding to the romantic relationship at player positions corresponding to game teammate A and game teammate C.
[0042] As a result, according to the method provided in this embodiment, when at least two game teammates have an intimate relationship, intimate avatar information corresponding to the intimate relationship is displayed, allowing game teammates who are not in an intimate relationship to obtain information about the game team, and the teammate avatar is dynamically switched to be displayed as the intimate avatar information, which does not occupy any area other than the teammate avatar, thereby saving display space and reducing the likelihood that the intimate relationship between game teammates will be ignored by other game teammates.
[0043] 4 is a flow diagram of a method for affinity-based avatar processing according to an exemplary embodiment of this application. The method is executed by a terminal and includes the following steps:
[0044] Step 312: Display a team presentation interface of the game team, including multiple player positions, in the member matching process and / or start waiting process of the current battle.
[0045] The game process includes at least one of a member matching process, a waiting-to-start process, a game battle process, and a game conclusion process. In the member matching process, if the number of game teammates in the game team is less than the number of teammates required to start the game battle, the game teammates may join and / or leave the game team. When the number of game teammates in the game team reaches the number required to start the game battle, the member matching process ends and the waiting-to-start process begins. The waiting-to-start process is a process that occurs from when the server starts matching an enemy game team to when matching with the enemy game team is successful. Alternatively, the waiting-to-start process may include a waiting process in which resource recording is performed in a virtual environment providing the game battle. During the member matching process and / or the waiting-to-start process for the current battle, the terminal displays a team presentation interface for the game team. The team presentation interface is configured to display content such as the teammate IDs, teammate avatars, and game levels of the game teammates.
[0046] Step 320: Displaying teammate avatars of game teammates of the game team at the plurality of player locations.
[0047] For example, the states of player positions include an unused state and an in-use state. In one example, the number of teammates required to start a game battle may be in a certain range of quantities. For example, the number of required teammates may be 3 to 5. Five player positions are displayed to ensure that the number of game teammates in the applicable game team is 5. Furthermore, if the number of game teammates in the game team is 3, which is the number required to start a game battle, a start waiting process may begin. In this case, during the start waiting process, the states of some of the player positions are in an unused state.
[0048] Step 331: In response to at least two game teammates in the game team having an intimacy relationship, the teammate avatars are displayed at the player positions corresponding to the at least two game teammates, replacing them with intimacy avatar information corresponding to the intimacy relationship.
[0049] If at least two game teammates in the game team have a close relationship, the terminal replaces and displays the teammate avatars at the player positions corresponding to the at least two game teammates with close avatars and / or close avatar frames corresponding to the close relationship. The close avatar information includes at least one of the following: a first intimacy avatar and / or a first intimacy avatar frame corresponding to a romantic relationship; a second intimacy avatar and / or a second intimacy avatar frame corresponding to a sisterly relationship; a third intimacy avatar and / or a third intimacy avatar frame corresponding to a brotherly relationship; a fourth intimacy avatar and / or a fourth intimacy avatar frame corresponding to a best friend relationship; a fifth intimacy avatar and / or a fifth intimacy avatar frame corresponding to a former teammate relationship; a sixth intimacy avatar and / or a sixth intimacy avatar frame corresponding to an alumni relationship; or a seventh intimacy avatar and / or a seventh intimacy avatar frame corresponding to a colleague relationship.
[0050] In some embodiments, the intimate relationship is established by the game teammates before the current battle. For example, the intimate relationship established between game teammate A and game teammate C before the current battle is a romantic relationship. In this case, the terminal replaces the teammate avatars of game teammate A and game teammate C with a first intimate avatar and / or a first intimate avatar frame corresponding to the romantic relationship at the player positions corresponding to game teammate A and game teammate C and displays them.
[0051] In some embodiments, affiliation relationships are identified by the server based on the game teammate's personalization information, and the server identifies and retrieves affiliation relationships with authorization to use the personalization information in at least one of the following ways: The personalization information is retrieved with full user consent after explicitly notifying the user in at least one manner (e.g., user privacy protocol, pop-up window prompt, etc.). In some implementations, the user is notified each time the information is retrieved to obtain the user's specific consent. Those skilled in the art will understand that the information is retrieved solely for the purpose of identifying affiliation relationships with the user's specific consent. In some implementations, the use of the information is displayed to the user when a request to retrieve the information is made. The retrieval of the information use does not exceed the scope of the user's consent, and the information is not uploaded, stored, or disclosed without full user consent.
[0052] 1. Obtain a game dialogue record between game teammates, identify a name keyword from the game dialogue record, and identify an intimate relationship between the game teammates based on the name keyword. For example, in the game dialogue record between two game teammates, the name keyword "husband and wife" is identified, and based on the name keyword, the intimate relationship between the two game teammates is identified as a romantic relationship. In this case, the terminal replaces the teammate avatars of the two game teammates with a first intimate avatar and / or a first intimate avatar frame corresponding to the romantic relationship at the player positions corresponding to the two game teammates and displays them.
[0053] 2. Acquire personal attribute information of game teammates, identify common experience information from the personal attribute information, and identify an intimate relationship between the game teammates based on the common experience information. For example, it may be identified from the personal attribute information of two game teammates that the two game teammates graduated from the same school, and the intimate relationship between the two game teammates may be identified as an alumni relationship based on the same school. In this case, the device replaces the teammate avatars of the two game teammates with a sixth intimate avatar and / or a sixth intimate avatar frame corresponding to the alumni relationship and displays them at player positions corresponding to the two game teammates.
[0054] 3. Obtain current geographic location information of the game teammates, identify the location of a certain company or organization from the geographic location information, and identify an intimacy relationship between the game teammates based on the location of the same company or organization. For example, if two game teammates work at the same company, the intimacy relationship between the two game teammates is identified as a colleague relationship based on the location of the same company or organization. In this case, the device replaces the teammate avatars of the two game teammates with a seventh intimacy avatar and / or a seventh intimacy avatar frame corresponding to the colleague relationship and displays them at the player positions corresponding to the two game teammates.
[0055] As a result, according to the method provided in this embodiment, if at least two game teammates have an intimate relationship during the game member matching process and / or the start waiting process, intimate avatar information corresponding to the intimate relationship is displayed, allowing game teammates who are not in an intimate relationship to obtain information about the game team, and the teammate avatar is dynamically switched to and displayed as the intimate avatar information, thereby saving display space and reducing the likelihood that the intimate relationship between game teammates will be ignored by other game teammates because the area other than the teammate avatar is not occupied.
[0056] 5 is a flow diagram of a method for affinity-based avatar processing according to an exemplary embodiment of this application. The method is executed by a terminal and includes the following steps:
[0057] Step 312: Display a team presentation interface of the game team, including multiple player positions, in the member matching process and / or start waiting process of the current battle.
[0058] Step 320: Displaying teammate avatars of game teammates of the game team at the plurality of player locations.
[0059] Regarding the explanation of step 312 and step 320, the above explanation in the embodiment corresponding to FIG. 4 may be referred to, and therefore will not be described again here.
[0060] Step 332: In response to at least two game teammates in the game team having an intimate relationship, intimacy avatar information corresponding to the intimacy is displayed superimposed on the teammate avatar at the player positions corresponding to the at least two game teammates.
[0061] If at least two game teammates in a game team have an intimate relationship, the terminal does not replace the original teammate avatars at the player positions corresponding to the at least two game teammates, but overlays and displays an intimate avatar and / or an intimate avatar frame corresponding to the intimate relationship on these teammate avatars.
[0062] For example, if the intimacy relationship between game teammate A and game teammate C is a romantic relationship, the terminal displays an intimacy avatar and / or an intimacy avatar frame corresponding to the romantic relationship superimposed on the teammate avatars of game teammate A and game teammate C at the player positions corresponding to game teammate A and game teammate C.
[0063] In some embodiments, different groups of game teammates with the same intimacy relationship have different display states for their intimacy avatars. For example, the intimacy relationship between game teammate A and game teammate C is a romantic relationship, and the intimacy relationship between game teammate B and game teammate D is also a romantic relationship. There is a connection line between the intimacy avatars of game teammate A and game teammate C, and another connection line between the intimacy avatars of game teammate B and game teammate D.
[0064] In some embodiments, the display state of the intimacy avatar is related to the intimacy level of the intimacy relationship. The intimacy level is an integer value representing the degree of intimacy between game teammates who have an intimacy relationship. For example, an intimacy avatar is displayed with a first level sign when the intimacy level is 100. For example, an intimacy avatar for a lover relationship with an intimacy level of 100 is displayed as a heart. An intimacy avatar is displayed with a second level sign when the intimacy level is 500. For example, an intimacy avatar for a lover relationship with an intimacy level of 500 is displayed as multiple hearts. Alternatively, an intimacy avatar is a static avatar with no movement when the intimacy level is 100. For example, an intimacy avatar for a sisterly relationship with an intimacy level of 100 is displayed as static bunny ears. An intimacy avatar is a dynamic avatar with movement when the intimacy level is 500. For example, an intimacy avatar for a sisterly relationship with an intimacy level of 500 is displayed as dynamic bunny ears that can swing.
[0065] As a result, according to the method provided in this embodiment, if at least two game teammates have a close relationship during the member matching process and / or the start waiting process of the game, close avatar information corresponding to the close relationship is displayed superimposed on the teammate avatar at the player position corresponding to the at least two game teammates. Thus, during various game processes, the close relationship between game teammates can be expressed without additional communication, allowing game teammates who are not in a close relationship to obtain information about the game team, thereby reducing the probability that the close relationship between game teammates will be ignored by other game teammates.
[0066] In addition, according to the method provided in this embodiment, the display state of the intimacy avatar in different groups of game teammates having the same intimacy relationship is different, and the display state of the intimacy avatar is associated with the intimacy level of the intimacy relationship, which can increase the game teammates' focus on the intimacy relationship, and thus reduce the probability that the intimacy relationship between game teammates will be ignored by another game teammate.
[0067] 6 is a flow diagram of a method for affinity-based avatar processing according to an exemplary embodiment of this application. The method is executed by a terminal and includes the following steps:
[0068] Step 310: Display a team presentation interface for the game team, including multiple player positions.
[0069] Step 320: Displaying teammate avatars of game teammates in the game team at the plurality of player locations.
[0070] Step 330: In response to at least two game teammates in the game team having a close relationship, display close avatar information corresponding to the close relationship at player positions corresponding to the at least two game teammates.
[0071] Regarding the explanation of steps 310 to 330, the above explanation in the embodiment corresponding to FIG. 3 can be referred to, and therefore will not be described again here.
[0072] Step 340: At the player positions corresponding to at least two game teammates, after the display duration of the intimate avatar information reaches a duration threshold, the intimate avatar information is displayed back to the teammate avatar.
[0073] The intimacy avatar information has a display duration. After the display duration reaches a duration threshold, the terminal stops displaying the intimacy avatar information at player positions corresponding to at least two game teammates and displays the intimacy avatar information back as teammate avatars. The duration threshold is a fixed value or is positively correlated with the intimacy level of the intimacy relationship. The intimacy level is a value representing the degree of intimacy between game teammates having an intimacy relationship and is an integer.
[0074] For example, if the duration threshold is a fixed value of 3 seconds, after the intimate avatar information is displayed for 3 seconds, the terminal returns the intimate avatar information to the teammate avatar and displays it.
[0075] If the duration threshold is positively correlated with the intimacy level of the intimacy relationship, the duration threshold corresponding to an intimacy relationship with an intimacy level of 100 is 3 seconds, and the duration threshold corresponding to an intimacy relationship with an intimacy level of 500 is 6 seconds. After the intimacy avatar information corresponding to the intimacy relationship with an intimacy level of 500 is displayed for 6 seconds, the terminal returns the intimacy avatar information to the teammate avatar and displays it.
[0076] In some embodiments, the display duration of the intimate avatar information is not determined, and the terminal does not return the intimate avatar information to the teammate avatar for display. For example, during the start waiting process, the display of the intimate avatar information continues, and the terminal does not return the intimate avatar information to the teammate avatar for display. The terminal does not display content in the team presentation interface until the start waiting process ends.
[0077] As a result, according to the method provided in this embodiment, in order to represent the intimacy between game teammates while reducing the power consumption of the terminal, the display duration of the intimacy avatar information is limited to a fixed value or a value associated with the intimacy level of the intimacy relationship.
[0078] In addition, according to the method provided in this embodiment, the display duration of the intimacy avatar information is not limited, so that game teammates who are not in an intimate relationship can know about the intimacy between game teammates at any time, thereby reducing the probability that the intimacy between game teammates will be ignored by other game teammates.
[0079] 7 is a flow diagram of a method for affinity-based avatar processing according to an exemplary embodiment of this application. The method is executed by a terminal and includes the following steps:
[0080] Step 312: Display a team presentation interface of the game team, including multiple player positions, in the member matching process and / or start waiting process of the current battle.
[0081] Step 320: Displaying teammate avatars of game teammates of the game team at the plurality of player locations.
[0082] Regarding the explanation of step 312 and step 320, the above explanation in the embodiment corresponding to FIG. 4 may be referred to, and therefore will not be described again here.
[0083] Step 333: In response to a first game teammate and at least one other game teammate having at least two intimacy relationships within the game team, display intimacy avatar information corresponding to the first intimacy relationship at a player position corresponding to the first game teammate, and display intimacy avatar information corresponding to the first intimacy relationship at a player position corresponding to a second game teammate.
[0084] The first intimacy relationship is an intimacy relationship with a higher display priority among at least two intimacy relationships, and the second game teammate and the first game teammate have the first intimacy relationship. For example, game teammate A and game teammate C have a romantic relationship and a classmate relationship, and the display priority of the romantic relationship is higher than the display priority of the classmate relationship. The device displays intimacy avatar information corresponding to the romantic relationship at the player position corresponding to game teammate A, and also displays intimacy avatar information corresponding to the romantic relationship at the player position corresponding to game teammate C.
[0085] As a result, according to the method provided in this embodiment, in order to represent the intimacy between game teammates without additional communication and reduce the power consumption of the device, only the intimacy avatar information corresponding to the intimacy between game teammates that has a high display priority is displayed, thereby allowing game teammates who are not in an intimate relationship to obtain information about the game team. This saves display space because the area other than the teammate avatars is not occupied, and reduces the probability that the intimacy between game teammates will be ignored by other game teammates.
[0086] 8 is a flow diagram of a method for affinity-based avatar processing according to an exemplary embodiment of this application. The method is executed by a terminal and includes the following steps:
[0087] Step 312: Display a team presentation interface of the game team, including multiple player positions, in the member matching process and / or start waiting process of the current battle.
[0088] Step 320: Displaying teammate avatars of game teammates of the game team at the plurality of player locations.
[0089] Regarding the explanation of step 312 and step 320, the above explanation in the embodiment corresponding to FIG. 4 may be referred to, and therefore will not be described again here.
[0090] Step 334: In response to a first game teammate and another game teammate having at least two intimacy relationships within the game team, display intimacy avatar information corresponding to the at least two intimacy relationships at a player position corresponding to the first game teammate, and display intimacy avatar information corresponding to the corresponding intimacy relationship at a player position corresponding to the other game teammate.
[0091] A corresponding intimacy relationship is an intimacy relationship between a first game teammate and another game teammate. For example, game teammate A is in a romantic relationship with game teammate C and a sisterly relationship with game teammate E. The terminal displays intimacy avatar information corresponding to both the romantic relationship and the sisterly relationship at the player position corresponding to game teammate A, displays intimacy avatar information corresponding to the romantic relationship at the player position corresponding to game teammate C, and displays intimacy avatar information corresponding to the sisterly relationship at the player position corresponding to game teammate E.
[0092] As a result, according to the method provided in this embodiment, intimacy avatar information corresponding to all intimacy relationships between various game teammates is simultaneously displayed to represent corresponding intimacy relationships between various game teammates, thereby representing the intimacy relationships between game teammates without additional communication and allowing game teammates who are not in intimacy relationships to obtain information about the game team. This saves display space because areas other than the teammate avatars are not occupied, and reduces the probability that the intimacy relationships between game teammates will be ignored by other game teammates.
[0093] 9 is a flow diagram of a method for affinity-based avatar processing according to an exemplary embodiment of this application. The method is executed by a terminal and includes the following steps:
[0094] Step 312: Display a team presentation interface of the game team, including multiple player positions, in the member matching process and / or start waiting process of the current battle.
[0095] Step 320: Displaying teammate avatars of game teammates of the game team at the plurality of player locations.
[0096] Regarding the explanation of step 312 and step 320, the above explanation in the embodiment corresponding to FIG. 4 may be referred to, and therefore will not be described again here.
[0097] Step 335: In response to a first game teammate having at least two intimacy relationships with another game teammate within the game team, sequentially display intimacy avatar information corresponding to the at least two intimacy relationships at a player position corresponding to the first game teammate, and display intimacy avatar information corresponding to the i-th intimacy relationship between the third game teammate and the first game teammate at both the player position corresponding to the first game teammate and the player position corresponding to the third game teammate, where i is a positive integer.
[0098] When a first game teammate and at least one other game teammate have at least two intimacy relationships, the terminal displays intimacy avatar information corresponding to the intimacy relationship at both player positions corresponding to the first game teammate and the third game teammate who have the same intimacy relationship.
[0099] For example, the terminal sequentially displays an intimacy avatar corresponding to a romantic relationship and intimacy avatar information corresponding to a sisterly relationship at the player position corresponding to game teammate A. The terminal displays intimacy avatar information corresponding to a romantic relationship at both the player position corresponding to game teammate A and the player position corresponding to game teammate C. Game teammate A and game teammate C have a romantic relationship. The terminal displays intimacy avatar information corresponding to a sisterly relationship at both the player position corresponding to game teammate A and the player position corresponding to game teammate E. Game teammate A and game teammate E have a sisterly relationship.
[0100] As a result, according to the method provided in this embodiment, to represent corresponding intimacy relationships between different game teammates, intimacy avatar information corresponding to the intimacy relationship is displayed at both player positions corresponding to a first game teammate and a third game teammate who have the same intimacy relationship. This allows the intimacy relationship between game teammates to be represented without additional communication, and allows game teammates who are not in an intimacy relationship to obtain information about the game team. This saves display space because areas other than the teammate avatars are not occupied, and reduces the likelihood that the intimacy relationship between game teammates will be ignored by other game teammates.
[0101] 10 is a flow diagram of a method for affinity-based avatar processing according to an exemplary embodiment of this application. The method is performed by a terminal and a server, and includes the following steps:
[0102] Step 1010: The terminal controls the game process to proceed to the start waiting process.
[0103] The game process includes at least one of a member matching process, a waiting-to-start process, a game battle process, and a game conclusion process. After the member matching process is completed, the terminal controls the game process to proceed to the waiting-to-start game process. The waiting-to-start process is a process from when the server starts matching with an opponent game team until the match with the opponent game team is successful.
[0104] For example, as shown in Fig. 2, the user 112 clicks / tap the matching button 230. The terminal 110 controls the game process to proceed to the start waiting process, and the matching button 230 displays "Matching."
[0105] Step 1020: The server stores the teammate IDs in a list M.
[0106] The server stores all teammate IDs of the game team in a list M. For example, FIG. 11 is a schematic diagram of a method for affinity-based avatar processing according to an exemplary embodiment of the present application. All teammate IDs of the game team include game teammate A 211, game teammate B 212, game teammate C 213, game teammate D 214, and game teammate E 215. The server stores the teammate IDs in a list M.
[0107] Step 1030: The server stores the object ID in the affinity list of list N.
[0108] The server stores the object IDs of the intimacy lists of all game teammates in the game team in List N, and maintains non-repeated object IDs. The intimacy list of a game teammate is a set of players who have an intimacy relationship with the game teammate. The intimacy relationship may include multiple types. For example, the intimacy relationship may include at least one of a romantic relationship, a sisterly relationship, a brotherly relationship, a best friend relationship, a former teammate relationship, an alumni relationship, or a colleague relationship. As shown in FIG. 11 , the object IDs in the intimacy list of game teammate A 211 include game teammate C 213, whose intimacy relationship is a romantic relationship, player G 222, whose intimacy relationship is a sisterly relationship, and player F 221, whose intimacy relationship is an alumni relationship. The server stores these object IDs in List N.
[0109] Step 1040: The server determines whether there are any identical IDs among all teammate IDs and all object IDs.
[0110] The server compares all teammate IDs with all object IDs to determine if any identical IDs exist. If no identical IDs exist, step 1050 is performed. If an identical ID exists, step 1052 is performed.
[0111] Step 1050: The terminal leaves the display state of the teammate avatar unchanged.
[0112] If the same ID does not exist, the terminal does not execute processing related to the display state of the teammate avatar, and leaves the display state of the teammate avatar unchanged.
[0113] Step 1052: The server stores the teammate IDs that are the same ID and the teammate IDs that have the corresponding close relationship in a list P together with the corresponding close relationship, and marks the teammate IDs that have the same ID and the corresponding close relationship.
[0114] For example, as shown in Figure 11, game teammate C 213 in the game team has the same ID as game teammate C 213's ID in the intimacy list of game teammate A 211. The server stores game teammate A 211 and game teammate C 213 in list P with the intimacy between game teammate A 211 and game teammate C 213 being a romantic relationship, and marks game teammate A 211 and game teammate C 213.
[0115] Since affiliation is reciprocal, game teammate A 211 is also in the affiliation list of game teammate C 213. In this case, the server marks game teammate A 211 and game teammate C 213 twice after traversing the teammate IDs and object IDs in the affiliation list.
[0116] Step 1060: The server determines whether the teammate ID has been marked more than two times.
[0117] Because rapport is reciprocal, the number of times a teammate ID is marked with an rapport is at least 2. If the number of times a teammate ID is marked is equal to 2, then step 1070 is performed. If the number of times a teammate ID is marked is greater than 2, then step 1072 is performed.
[0118] For example, as shown in Figure 2, the intimate relationship between game teammate A 211 and game teammate C 213 is a romantic relationship, and the intimate relationship between game teammate A 211 and game teammate E 215 is a sisterly relationship. Teammate A 211 is marked three times, and teammate C 213 and teammate E 215 are marked two times.
[0119] Step 1070: The server sends the affinity relationship corresponding to the teammate ID to the terminal.
[0120] If the number of times the teammate ID is marked is equal to 2, for example, as shown in FIG. 2, the server sends to the terminal that the intimacy relationship between game teammate C 213 and game teammate A 211 is a lover relationship, and the intimacy relationship between game teammate E 215 and game teammate A 211 is a sister relationship.
[0121] Step 1072: The server determines whether there are any affinity relationships with the same display priority.
[0122] The intimate relationship includes multiple types and has a display priority. For example, the intimate relationship includes at least one of a romantic relationship, a sisterly relationship, a brotherly relationship, a best friend relationship, a former teammate relationship, a classmate relationship, or a colleague relationship. The display priority of a romantic relationship is higher than the display priority of a sisterly relationship. The display priority of a sisterly relationship is equal to the display priority of a brotherly relationship and the display priority of a best friend relationship. The display priority of a best friend relationship is higher than the display priority of a former teammate relationship. The display priority of a former teammate relationship is higher than the display priority of an alumni relationship. The display priority of an alumni relationship is equal to the display priority of a colleague relationship.
[0123] If no relationships with the same display priority exist, step 1090 is performed.
[0124] If there are relationships with the same display priority, step 1092 is performed.
[0125] Step 1080: The terminal receives the affinity corresponding to the teammate ID.
[0126] If the terminal successfully receives the intimacy relationship corresponding to the teammate ID sent by the server, it then feeds back a receipt confirmation message to the server, and the server completes the sending task. If the terminal does not successfully receive the intimacy relationship, it feeds back an unconfirmed receipt message to the server, and the server resends the intimacy relationship corresponding to the teammate ID.
[0127] Step 1090: The server sends the affinity corresponding to the highest display priority to the terminal.
[0128] If there are no intimate relationships with the same display priority, the server transmits to the terminal the intimate relationship corresponding to the highest display priority. For example, as shown in FIG. 2, the intimate relationship between game teammate A 211 and game teammate C 213 is a romantic relationship, and the intimate relationship between game teammate A 211 and game teammate E 215 is a sisterly relationship. There are no intimate relationships with the same display priority between these game teammates, and the display priority of the romantic relationship is higher than the display priority of the sisterly relationship. In this case, the server transmits to the terminal that the intimate relationship between game teammate A 211 and game teammate C 213 is a romantic relationship.
[0129] Step 1092: The server retrieves the intimacy levels corresponding to the intimacy relationships that have the same display priority.
[0130] The intimacy level is an integer value representing the degree of intimacy between game teammates who have an intimacy relationship. For example, the intimacy relationship between teammate B and teammate D is alumni and colleague relationship. The intimacy level of the alumni relationship is 500, and the intimacy level of the colleague relationship is 100.
[0131] Step 10100: The terminal receives the affinity corresponding to the highest display priority.
[0132] If the terminal successfully receives the affinity relationship sent by the server and corresponding to the highest display priority, it then feeds back a receipt confirmation message to the server, and the server completes the sending task. If the terminal does not successfully receive, it feeds back an unconfirmed receipt message to the server, and the server resends the affinity relationship corresponding to the highest display priority.
[0133] Step 10110: The server sends the intimacy corresponding to the maximum intimacy level to the terminal.
[0134] For example, the intimacy relationship between game teammate B and game teammate D is an alumni relationship and a colleague relationship. The intimacy level of the colleague relationship is 100, and the intimacy level of the alumni relationship is 500, which is higher than the intimacy level of the colleague relationship. In this case, the server transmits to the terminal that the intimacy relationship between game teammate B and game teammate D is an alumni relationship.
[0135] Step 10120: The terminal receives the intimacy corresponding to the maximum intimacy level.
[0136] If the terminal successfully receives the intimacy relationship corresponding to the maximum intimacy level sent by the server, it then feeds back a receipt confirmation message to the server, and the server completes the sending task. If the terminal does not successfully receive, it feeds back an unconfirmed receipt message to the server, and the server resends the intimacy relationship corresponding to the maximum intimacy level.
[0137] Step 10130: The terminal changes the display state of the teammate avatar based on the corresponding affinity relationship.
[0138] The device replaces and displays teammate avatars with intimacy avatars corresponding to various intimacy relationships based on the corresponding intimacy relationships. For example, as shown in FIG. 2, the intimacy relationship between game teammate A 211 and game teammate C 213 is a romantic relationship, and the intimacy relationship between game teammate A 211 and game teammate E 215 is a sisterly relationship. The display priority of the romantic relationship is higher than the display priority of the sisterly relationship. In this case, the device replaces and displays the avatars of game teammate A 211 and game teammate C 213 with intimacy avatars with hearts representing a romantic relationship, and replaces and displays the avatar of game teammate E 215 with an intimacy avatar with rabbit ears representing a sisterly relationship.
[0139] In some embodiments, the device replaces the teammate avatars with intimate avatars of the same type. For example, as shown in Figure 2, the device replaces the avatars of game teammate A 211 and game teammate C 213 with intimate avatars of hearts, representing a romantic relationship, and replaces the avatar of game teammate E 215 with an intimate avatar of bunny ears, representing a sisterly relationship.
[0140] Alternatively, the terminal may replace the teammate avatar with a plurality of intimate avatars and display them. For example, the terminal may replace the avatar of game teammate A 211 with a heart-shaped intimate avatar representing a romantic relationship and a rabbit-eared intimate avatar representing a sisterly relationship, replace the avatar of game teammate C 213 with a heart-shaped intimate avatar representing a romantic relationship, and display the avatar of game teammate E 215 with a rabbit-eared intimate avatar representing a sisterly relationship.
[0141] In some embodiments, after the display duration of the intimate avatar reaches a duration threshold, the terminal returns the intimate avatar to a teammate avatar for display. For example, FIG. 12 is a schematic diagram of a method for processing avatars based on intimacy relationships according to an exemplary embodiment of this application. The duration threshold is 2 seconds. After the intimate avatar is displayed for 2 seconds, the terminal returns the intimate avatar to a teammate avatar for display.
[0142] Alternatively, the intimate avatar is continuously displayed until the waiting-to-start process is completed. For example, the waiting-to-start process has a duration of 11 seconds, and the intimate avatar is continuously displayed during that duration and does not disappear.
[0143] As a result, according to the method provided in this embodiment, in the waiting-to-start process, the teammate ID is compared with the object ID in the close relationship list to identify game teammates with close relationships, and close avatar information corresponding to the close relationship is displayed. This allows close relationships between game teammates to be displayed without additional communication, allowing game teammates who are not in close relationships to obtain information about the game team. This saves display space because areas other than the teammate avatars are not occupied, and reduces the likelihood that close relationships between game teammates will be ignored by other game teammates.
[0144] In addition, according to the method provided in this embodiment, intimacy avatar information corresponding to various intimacy relationships is displayed based on display priority and intimacy level to represent the corresponding intimacy relationships between various game teammates, thereby reducing the probability that the intimacy relationships between game teammates will be ignored by other game teammates. In addition, according to the method provided in this embodiment, the display duration of the intimacy avatar information is limited to reduce the power consumption of the device while representing the intimacy relationships between game teammates. In addition, according to the method provided in this embodiment, the display duration of the intimacy avatar information is not limited, thereby allowing game teammates who are not in an intimacy relationship to know the intimacy relationships between game teammates at any time, thereby reducing the probability that the intimacy relationships between game teammates will be ignored by other game teammates.
[0145] 13 is a flow diagram of a method for affinity-based avatar processing according to an exemplary embodiment of this application. The method is performed by a terminal and a server, and includes the following steps:
[0146] Step 1310: The terminal controls the game process to proceed to the member matching process.
[0147] The game process includes at least one of a member matching process, a start waiting process, a game battle process, or a game conclusion process. In the member matching process, the number of game teammates in the game team is insufficient, and a game teammate may join or leave the game team. For example, FIG. 14 is a schematic diagram of a method for affinity-based avatar processing according to an exemplary embodiment of the present application. The game team 210 includes a game teammate A 211 and a game teammate B 212.
[0148] Step 1320: The server stores the new teammate ID in list M.
[0149] The server stores the teammate ID of the new game teammate who joins the game team later in list M. For example, FIG. 15 is a schematic diagram of a method for affinity-based avatar processing according to an exemplary embodiment of the present application. The ID of the new teammate who joins the game team later is game teammate C 213. The server stores game teammate C 213 in list M.
[0150] Step 1330: The server stores in list N the object IDs in the affinity lists of game teammates other than the new game teammate.
[0151] The server stores the object IDs in the intimacy lists of game teammates other than the new game teammate in the game team in list N, and maintains non-repeated object IDs. The intimacy includes multiple types. For example, the intimacy includes at least one of a romantic relationship, a sisterly relationship, a brotherly relationship, a best friend relationship, a former teammate relationship, an alumni relationship, or a colleague relationship. As shown in FIG. 15 , the object IDs in the intimacy list of game teammate A 211 include game teammate C 213, whose intimacy is a romantic relationship, player G 222, whose intimacy is a sisterly relationship, and player F 221, whose intimacy is an alumni relationship. There are no objects that have an intimacy relationship with game teammate B 212. The server stores the object IDs in list N.
[0152] Step 1340: The server determines whether there are any identical IDs among the new teammate IDs and the object IDs.
[0153] The server compares the new teammate ID with all object IDs to determine if an identical ID exists. If an identical ID does not exist, step 1350 is performed. If an identical ID exists, step 1352 is performed.
[0154] Step 1350: The terminal leaves the display state of the teammate avatar unchanged.
[0155] If the same ID does not exist, the terminal does not execute processing related to the display state of the teammate avatar, and leaves the display state of the teammate avatar unchanged.
[0156] Step 1352: The server stores the new teammate ID and the teammate IDs with the corresponding rapport together with the corresponding rapport in list P, and marks the new teammate ID and the teammate IDs with the corresponding rapport.
[0157] For example, as shown in Figure 15, game teammate C 213 in the game team has the same ID as the ID of game teammate C 213 in the intimacy list of game teammate A 211. The server stores game teammate A 211 and game teammate C 213 in list P with the intimacy between game teammate A 211 and game teammate C 213 being a romantic relationship, and marks game teammate A 211 and game teammate C 213.
[0158] Step 1360: The server determines whether the number of times the new teammate ID has been marked exceeds one.
[0159] Because the new teammate ID is only marked if it is the same as the object ID, the number of times the new teammate ID is marked is 1 if there is one rapport. The new teammate ID is marked more than 1 if there are multiple rapports. If the number of times the new teammate ID is marked is equal to 1, then operation 1370 is performed. If the number of times the new teammate ID is marked is greater than 1, then operation 1372 is performed.
[0160] The execution principle of steps 1370 to 13120 is the same as that of steps 1070 to 10120, and will not be described again here.
[0161] Step 13130: The terminal changes the display state of the teammate avatar based on the corresponding intimacy relationship.
[0162] The device replaces the teammate avatar with an intimacy avatar corresponding to each of the various intimacy relationships based on the corresponding intimacy relationship. For example, as shown in FIG. 15, the intimacy relationship between game teammate A 211 and game teammate C 213 is a romantic relationship. In this case, the device replaces the avatars of game teammate A 211 and game teammate C 213 with a heart-shaped intimacy avatar representing a romantic relationship.
[0163] In some embodiments, the terminal replaces the teammate avatar with a similar intimacy avatar and displays it. For example, as shown in Figure 15, if the intimacy relationship between game teammate A 211 and game teammate C 213 is a romantic relationship, the terminal replaces the avatars of game teammate A 211 and game teammate C 213 with a heart-shaped intimacy avatar representing a romantic relationship and displays it.
[0164] Alternatively, the terminal may replace the teammate avatar with a plurality of intimacy avatars. For example, if the intimacy between game teammate A 211 and game teammate B 212 is a sisterly relationship, and the intimacy between game teammate A 211 and game teammate C 213 is a romantic relationship, the terminal may replace the avatar of game teammate A 211 with a heart-shaped intimacy avatar representing a romantic relationship and with a bunny-eared intimacy avatar representing a sisterly relationship, replace the avatar of game teammate B 212 with a bunny-eared intimacy avatar representing a sisterly relationship, and replace the avatar of game teammate C 213 with a heart-shaped intimacy avatar representing a romantic relationship.
[0165] In some embodiments, after the display duration of the intimate avatar reaches a duration threshold, the terminal returns the intimate avatar to a teammate avatar for display. For example, FIG. 16 is a schematic diagram of a method for processing avatars based on intimacy relationships according to an exemplary embodiment of this application. The duration threshold is 2 seconds. After the intimate avatar is displayed for 2 seconds, the terminal returns the intimate avatar to a teammate avatar for display.
[0166] Alternatively, the intimate avatar may be continuously displayed until the member matching process is completed. For example, the member matching process may last for 30 seconds, and the intimate avatar may be continuously displayed for the duration of the process and may not disappear.
[0167] As a result, according to the method provided in this embodiment, in the member matching process, the new teammate ID is compared with the object IDs in the intimacy lists of other game teammates to identify game teammates who have an intimacy relationship with the new teammate, and intimacy avatar information corresponding to the intimacy is displayed. This allows the intimacy between game teammates to be displayed without additional communication, allowing game teammates who are not in an intimacy relationship to obtain information about the game team. This saves display space because the area other than the teammate avatar is not occupied, and reduces the likelihood that the intimacy between game teammates will be ignored by other game teammates.
[0168] In addition, according to the method provided in this embodiment, intimacy avatar information corresponding to various intimacy relationships is displayed based on display priority and intimacy level, and the corresponding intimacy relationship between a new game teammate and another game teammate is represented, which may reduce the probability that the intimacy relationship between game teammates is ignored by another game teammate.
[0169] In addition, according to the method provided in this embodiment, the display duration of the intimate avatar information is limited to reduce the power consumption of the terminal while expressing the intimate relationship between game teammates.
[0170] In addition, according to the method provided in this embodiment, the display duration of the intimacy avatar information is not limited, so that game teammates who are not in an intimate relationship can know about the intimacy between game teammates at any time, thereby reducing the probability that the intimacy between game teammates will be ignored by other game teammates.
[0171] 17 is a block diagram of an apparatus for affinity-based avatar processing according to an exemplary embodiment of the present application. The apparatus includes: a presentation module 1710 configured to perform step 310 in the embodiment of FIG. 3; an acquisition module 1720 configured to perform step 320 in the embodiment of FIG. 3; and a display module 1730 configured to perform step 330 in the embodiment of FIG.
[0172] In an exemplary design, display module 1730 is configured to perform step 331 in the embodiment of FIG. 4, or It is configured to perform step 332 in the embodiment of FIG.
[0173] The intimacy relationship includes at least two types, and different intimacy relationships correspond to different intimacy avatar information.
[0174] The intimacy avatar information includes at least one of the following: a first intimacy avatar and / or a first intimacy avatar frame corresponding to a romantic relationship; a second intimacy avatar and / or a second intimacy avatar frame corresponding to a sisterly relationship; a third intimacy avatar and / or a third intimacy avatar frame corresponding to a sibling relationship; a fourth intimacy avatar and / or a fourth intimacy avatar frame corresponding to a best friend relationship; a fifth intimacy avatar and / or a fifth intimacy avatar frame corresponding to a former teammate relationship; a sixth intimacy avatar and / or a sixth intimacy avatar frame corresponding to an alumni relationship; or a seventh intimacy avatar and / or a seventh intimacy avatar frame corresponding to a colleague relationship.
[0175] In an exemplary design, the restoration module 1740 is configured to perform step 340 in the embodiment of Figure 6. The duration threshold may be a fixed value or may be positively correlated with the closeness level of the relationship.
[0176] In an exemplary design, the display module 1730 is configured to perform step 333 in the embodiment of Figure 7 or to perform step 334 in the embodiment of Figure 8. The first rapport is a rapport having a higher display priority among the at least two rapports, where a second game teammate and a first game teammate have the first rapport, and the corresponding rapport is a rapport between the first game teammate and another game teammate.
[0177] In an exemplary design, rapport is established by game teammates prior to the current battle.
[0178] In an exemplary design, affinity is determined by the server based on personalization information of game teammates.
[0179] In an exemplary design, affiliation is identified by the server in at least one of the following ways, under authorization to use the information: acquiring a game dialogue record between game teammates, identifying a name keyword from the game dialogue record, and identifying an intimate relationship between the game teammates based on the name keyword; Acquiring personal attribute information of game teammates, identifying identical experience information from the personal attribute information, and identifying a close relationship between the game teammates based on the identical experience information; or To acquire current geographical location information of game teammates, identify the location of a certain same company or organization from the geographical location information, and identify an intimate relationship between the game teammates based on the location of the same company or organization.
[0180] In an exemplary design, display module 1730 is configured to perform step 335 in the FIG. 8 embodiment.
[0181] ]In an exemplary design, the presentation module 1710 is configured to display a team presentation interface for the game team during the member matching process of the current battle, or to display a team presentation interface for the game team during the waiting process for the start of the current battle.
[0182] 18 is a schematic diagram illustrating the structure of a computer device 1800 according to an exemplary embodiment of the present application. The computer device 1800 includes a processor 1801 and a memory 1802.
[0183] The processor 1801 may include one or more processing cores (e.g., a 4-core processor or an 8-core processor). The processor 1801 may be implemented in at least one hardware form, such as a digital signal processor (DSP), a field programmable gate array (FPGA), or a programmable logic array (PLA). Alternatively, the processor 1801 may include a main processor and a coprocessor. The main processor is a processor configured to process data in an awake state and is also referred to as a central processing unit (CPU). The coprocessor is a low-power processor configured to process data in a standby state. In some embodiments, the processor 1801 may be integrated with a graphics processing unit (GPU). The GPU is configured to render and draw content that needs to be displayed on a display screen. In some embodiments, the processor 1801 may further include an artificial intelligence (AI) processor. The AI processor is configured to process computing operations related to machine learning.
[0184] The memory 1802 may include one or more computer-readable storage media. The computer-readable storage media may be non-transitory. The memory 1802 may further include high-speed random access memory and non-volatile memory (e.g., one or more disk storage devices or flash storage devices). In some embodiments, the non-transitory computer-readable storage medium in the memory 1802 is configured to store at least one instruction, the at least one instruction being configured to be executed by the processor 1801 to implement the affinity-based avatar processing method provided in the method embodiments of this application. In some embodiments, the server 1800 may alternatively include an input interface 1803 and an output interface 1804. The processor 1801, the memory 1802, the input interface 1803, and the output interface 1804 may be connected by a bus or a signal cable. Each peripheral device may be connected to the input interface 1803 and the output interface 1804 by a bus, a signal cable, or a circuit board. The input interface 1803 and the output interface 1804 may be configured to connect at least one peripheral device related to input / output (I / O) to the processor 1801 and the memory 1802. In some embodiments, the processor 1801, the memory 1802, the input interface 1803, and the output interface 1804 are integrated on the same chip or circuit board. In some other embodiments, any one or two of the processor 1801, the memory 1802, the input interface 1803, and the output interface 1804 may be implemented on a single chip or circuit board, although this is not limited to the embodiments of this application.
[0185] Those skilled in the art will appreciate that the above-illustrated structure does not constitute a limitation on server 1800; server 1800 may include more or fewer components than those shown, some components may be combined, or a different component deployment may be used.
[0186] In an exemplary embodiment, a computer program product is further provided. The computer program product includes computer instructions stored on a computer-readable storage medium. A processor of a computing device reads the computer instructions from the computer-readable storage medium. The processor reads the computer instructions from the computer-readable storage medium and executes the computer instructions to implement the method for avatar processing based on affiliation provided in the aforementioned method embodiment. In an exemplary embodiment, a computer-readable storage medium is further provided. The computer-readable storage medium has a computer program stored therein, which is loaded and executed by the processor to implement the method for avatar processing based on affiliation provided in the aforementioned method embodiment.
[0187] Those skilled in the art will understand that all or part of the steps in the above embodiments can be implemented by hardware or a program that instructs related hardware. The program can be stored in a computer-readable storage medium. The above storage medium can be a read-only memory, a magnetic disk, an optical disk, etc. Those skilled in the art will recognize that in one or more of the above examples, the functions described in the embodiments of this application can be implemented by hardware, software, firmware, or any combination thereof. If such functions are implemented using software, they can be stored in a computer-readable medium or used for transmission as one or more instructions or code in a computer-readable medium. Computer-readable media include computer storage media and communication media. Communication media include any medium that can transmit a computer program from one place to another. Storage media can be any available medium accessible to a general-purpose computer or a special-purpose computer.
Claims
1. A method for affinity-based avatar processing executed by a terminal, comprising: displaying a team presentation interface for the game team, the team presentation interface including a plurality of player positions; displaying teammate avatars of game teammates in the game team at the plurality of player positions; In response to at least two game teammates in the game team having an intimacy relationship, displaying intimacy avatar information corresponding to the intimacy relationship at the player positions corresponding to the at least two game teammates; A method comprising:
2. In response to at least two game teammates in the game team having an intimacy relationship, displaying intimacy avatar information corresponding to the intimacy relationship at the player positions corresponding to the at least two game teammates, In response to the at least two game teammates in the game team having the intimacy relationship, displaying the teammate avatar at the player position corresponding to the at least two game teammates by replacing it with the intimacy avatar information corresponding to the intimacy relationship; or In response to the at least two game teammates in the game team having the intimacy relationship, displaying the intimacy avatar information corresponding to the intimacy relationship superimposed on the teammate avatar at the player positions corresponding to the at least two game teammates; The method of claim 1 , comprising:
3. The method of claim 2 , wherein the affinity relationships include at least two types, and different affinity relationships correspond to different affinity avatar information.
4. The intimacy avatar information is a first intimate avatar and / or a first intimate avatar frame corresponding to a romantic relationship; a second intimate avatar and / or a second intimate avatar frame corresponding to a sisterly relationship; a third intimacy avatar and / or a third intimacy avatar frame corresponding to a sibling relationship; a fourth intimate avatar and / or a fourth intimate avatar frame corresponding to a best friend relationship; a fifth intimacy avatar and / or a fifth intimacy avatar frame corresponding to a former teammate relationship; a sixth intimacy avatar and / or a sixth intimacy avatar frame corresponding to an alumni relationship; or a seventh intimacy avatar and / or a seventh intimacy avatar frame corresponding to a colleague relationship; The method of claim 3 , comprising at least one of:
5. and displaying the intimate avatar information back to the teammate avatars at the player positions corresponding to the at least two game teammates after the display duration of the intimate avatar information reaches a duration threshold; The method of claim 1 , wherein the duration threshold is a fixed value or is positively correlated with the intimacy level of the rapport.
6. In response to at least two game teammates in the game team having an intimacy relationship, displaying intimacy avatar information corresponding to the intimacy relationship at the player positions corresponding to the at least two game teammates, In response to a first game teammate having at least two rapport relationships with at least one other game teammate within the game team, displaying rapport avatar information corresponding to the first rapport relationship at a player position corresponding to the first game teammate and displaying the rapport avatar information corresponding to the first rapport relationship at a player position corresponding to a second game teammate; or In response to a first game teammate and another game teammate having at least two intimacy relationships within the game team, displaying intimacy avatar information corresponding to the at least two intimacy relationships at a player position corresponding to the first game teammate, and displaying intimacy avatar information corresponding to the corresponding intimacy relationship at a player position corresponding to the other game teammate; Including, 5. The method of claim 1, wherein the first rapport is a rapport having a higher display priority among the at least two rapports, the second game teammate and the first game teammate have the first rapport, and the corresponding rapport is a rapport between the first game teammate and the other game teammate.
7. In response to at least two game teammates in the game team having an intimacy relationship, displaying intimacy avatar information corresponding to the intimacy relationship at the player positions corresponding to the at least two game teammates, In response to a first game teammate and another game teammate having at least two intimacy relationships within the game team, sequentially displaying intimacy avatar information corresponding to the at least two intimacy relationships at a player position corresponding to the first game teammate; displaying intimacy avatar information corresponding to an i-th intimacy relationship at both the player position corresponding to the first game teammate and the player position corresponding to a third game teammate, where the third game teammate and the first game teammate have the i-th intimacy relationship, and i is a positive integer; 5. The method of claim 1, comprising:
8. displaying a team presentation interface for the game team, displaying the team presentation interface of the game team during the member matching process of the current battle; or displaying the team presentation interface of the game team during the waiting process for the start of the current battle; 5. The method of claim 1, comprising:
9. 5. The method of claim 1, wherein the affiliation is established by the game teammate before the current battle and / or the affiliation is determined by a server based on personalization information of the game teammate.
10. The affiliation is established by the server under authorization to use the information, obtaining a game interaction record between the game teammates, identifying a name keyword from the game interaction record, and identifying the close relationship between the game teammates based on the name keyword; acquiring personal attribute information of the game teammates, identifying common experience information from the personal attribute information, and identifying the close relationship between the game teammates based on the common experience information; or obtaining current geographical location information of the game teammates, identifying a location of a certain identical company or organization from the geographical location information, and identifying the close relationship between the game teammates based on the location of the same company or organization; The method of claim 9 , wherein the target is identified in at least one of the following ways:
11. An apparatus for avatar processing based on affinity, comprising: a presentation module configured to display a team presentation interface for a game team including a plurality of player positions; an acquisition module configured to display teammate avatars of game teammates in the game team at the plurality of player locations; a display module configured to, in response to at least two game teammates in the game team having a close relationship, display closeness avatar information corresponding to the close relationship at the player positions corresponding to the at least two game teammates; An apparatus comprising:
12. A computer device comprising a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to perform the affinity-based avatar processing method of any one of claims 1 to 10. Computer device.
13. A computer-readable storage medium having a computer program stored thereon, the computer program being loaded and executed by a processor to perform the affinity-based avatar processing method according to any one of claims 1 to 10. A computer-readable storage medium.
14. A computer program product comprising computer instructions stored on a computer-readable storage medium, wherein a processor retrieves the computer instructions from the computer-readable storage medium, and loads and executes the computer instructions to perform the affinity-based avatar processing method of any one of claims 1 to 10. Computer program products.
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