Picture display method and apparatus, video playback method and apparatus, device, and medium
By embedding a virtual screen in a virtual environment to play videos and display cross-platform barrage, the problem of limited social interaction methods on the game platform is solved, and the efficient implementation of cross-platform social interaction is achieved, and social efficiency and data interaction efficiency are improved.
Patent Information
- Application Number
- PCT/CN2025/078569
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-02-22
- Filing Date
- 2025-02-21
- Publication Date
- 2025-08-28
AI Technical Summary
The social interaction methods in game platforms are relatively limited, and cross-platform social interaction cannot be achieved.
Embed a virtual screen in a virtual environment to play videos from the video playback platform and display barrages matching the video, including barrages sent by objects in the game platform and video playback platform.
Cross-platform social interaction is realized, social efficiency between different platforms is improved, data interaction between terminals and terminals, and between servers is reduced, and data interaction efficiency is improved.
Smart Images

Figure CN2025078569_28082025_PF_FP_ABST
Abstract
Description
Screen display method, video playback method, device, equipment and medium
[0001] This application claims priority to Chinese patent application No. 202410197684.2 filed on February 22, 2024, entitled “SCREEN DISPLAY METHOD, VIDEO PLAYBACK METHOD, APPARATUS, EQUIPMENT AND MEDIUM,” the entire contents of which are incorporated herein by reference. Technical Field
[0002] The embodiments of the present application relate to the field of human-computer interaction, and in particular to a screen display method, video playback method, device, equipment and medium. Background Art
[0003] In the gaming field, social interaction is a relatively important function provided by gaming platforms.
[0004] In related technologies, objects in a game platform can only interact with other objects in the same game platform, such as forming a team, establishing close relationships, sending private messages, etc.
[0005] Among related technologies, the social interaction methods that game platforms can provide are relatively limited, and how to expand more social interaction methods has become a technical problem that needs to be solved urgently. Summary of the Invention
[0006] This application provides a screen display method, video playback method, device, equipment, and medium, providing a cross-platform social interaction solution. The technical solution is as follows:
[0007] According to one aspect of the present application, a screen display method is provided, which is executed by a computer device and applied to a game client. The method includes:
[0008] displaying a virtual screen embedded in a virtual environment;
[0009] Receiving a first play operation for a first video, where the first video is a video from a video playback platform;
[0010] In response to the first play operation, playing the first video within the virtual screen;
[0011] And display at least two barrages matching the first video, wherein the at least two barrages include barrages sent by objects in the video playback platform and the game platform.
[0012] According to one aspect of the present application, a video playback method is provided. The method is executed by a computer device and applied to a video playback client. The method includes:
[0013] receiving a second play operation for the first video;
[0014] In response to the second playback operation, the first video is played, and at least two barrages matching the first video are displayed. The first video supports playback on a virtual screen embedded in a virtual environment provided by a game platform. The at least two barrages include barrages sent by objects in the video playback platform and the game platform.
[0015] According to one aspect of the present application, a screen display device is provided, wherein the device is installed with a game client, and the device includes:
[0016] A display module, configured to display a virtual screen embedded in the virtual environment;
[0017] A receiving module, configured to receive a first play operation for a first video, where the first video is a video from a video play platform;
[0018] The display module is further configured to play the first video on the virtual screen in response to the first play operation;
[0019] The display module is further used to display at least two bullet comments matching the first video, wherein the at least two bullet comments include bullet comments sent by objects in the video playback platform and the game platform.
[0020] According to one aspect of the present application, a video playback device is provided, wherein the device is installed with a video playback client, the video playback client being a client supported by a video playback platform, and the device includes:
[0021] A receiving module, configured to receive a second play operation for the first video;
[0022] A display module is used to play the first video in response to the second playback operation, and display at least two barrages matching the first video, wherein the first video supports playback on a virtual screen embedded in a virtual environment provided by a game platform, and the at least two barrages include barrages sent by objects in the video playback platform and the game platform.
[0023] According to one aspect of the present application, a computer device is provided, comprising: a processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the screen display method or the video playback method as described above.
[0024] According to another aspect of the present application, a computer-readable storage medium is provided, wherein the storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the screen display method or the video playback method as described above.
[0025] According to another aspect of the present application, a computer program product or computer program is provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the screen display method or video playback method provided in the above aspects.
[0026] The beneficial effects of the technical solutions provided in the embodiments of the present application include at least:
[0027] By playing the first video on the virtual screen and displaying at least two barrages matching the first video, the at least two barrages include barrages sent by objects in the video playback platform and the game platform. That is, the present application provides a cross-platform social interaction solution based on barrages, and the game interface can display barrages sent by objects in the video playback platform, and then subsequent cross-platform social interaction can be achieved based on barrages, thereby improving the social efficiency of cross-platform social interaction between different platforms. That is, users of the game platform and the video playback platform can both send barrages for the first video to conduct cross-platform interaction, reducing the amount of data interaction between terminals and between servers during the cross-platform social interaction, and improving the efficiency of data interaction. BRIEF DESCRIPTION OF THE DRAWINGS
[0028] FIG1A is a schematic diagram showing an interface display process provided by an exemplary embodiment;
[0029] FIG1B shows a schematic diagram of an interface display process provided by another exemplary embodiment;
[0030] FIG2 shows a flow chart of a screen display method provided by an exemplary embodiment;
[0031] FIG3 shows a schematic diagram of a game interface provided by an exemplary embodiment;
[0032] FIG4 shows a flow chart of a screen display method provided by another exemplary embodiment;
[0033] FIG5 shows a flow chart of a bullet screen display method provided by an exemplary embodiment;
[0034] FIG6 is a schematic diagram showing a bullet screen display method provided by an exemplary embodiment;
[0035] FIG7 shows a flow chart of a bullet screen display method provided by another exemplary embodiment;
[0036] FIG8 shows a schematic diagram of a game interface provided by another exemplary embodiment;
[0037] FIG9 is a schematic diagram showing a bullet screen display method provided by another exemplary embodiment;
[0038] FIG10 is a schematic diagram showing a bullet screen display method provided by another exemplary embodiment;
[0039] FIG11 shows a schematic diagram of a game interface provided by another exemplary embodiment;
[0040] FIG12 shows a flow chart of a video playback method provided by an exemplary embodiment;
[0041] FIG13 is a schematic diagram showing a process of changing terminal display content provided by an exemplary embodiment;
[0042] FIG14 shows a flowchart of a screen display method provided by another exemplary embodiment;
[0043] FIG15 shows a flowchart of a screen display method provided by another exemplary embodiment;
[0044] FIG16 shows a flowchart of a screen display method provided by another exemplary embodiment;
[0045] FIG17 shows a flowchart of a screen display method provided by another exemplary embodiment;
[0046] FIG18 shows a structural block diagram of a picture display device provided by an exemplary embodiment;
[0047] FIG19 shows a structural block diagram of a video playback device provided by an exemplary embodiment;
[0048] FIG20 shows a structural block diagram of a computer device provided by an exemplary embodiment. DETAILED DESCRIPTION
[0049] First, a brief introduction to the terms involved in the embodiments of this application is given:
[0050] Virtual environment: It is the environment displayed (or provided) when the application is running on the terminal. The virtual environment can be a simulation of the real world, a semi-simulation and semi-fictitious virtual world, or a purely fictitious virtual world. The virtual environment can be any of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment. The embodiments of the present application do not limit the dimensions of the virtual environment. For example, the virtual environment may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. The virtual world includes at least one virtual object.
[0051] Avatars: These are movable characters within a virtual environment. These characters can be virtual people, virtual animals, animated characters, and so on, such as people, animals, and elves displayed within the virtual environment. Alternatively, avatars are three-dimensional models created using animation skeletal technology. Each avatar has its own unique shape and volume within the 3D virtual environment, occupying a portion of the space within the 3D virtual environment.
[0052] Object: In this application, an object in a gaming platform refers to a player or player account in the gaming platform. An object in a video playback platform refers to a user or user account in the video playback platform.
[0053] FIG1 shows a schematic diagram of a screen display process provided by an exemplary embodiment of the present application. FIG1 includes FIG1A and FIG1B. Part (1) of FIG1A shows an editing interface 100 of a virtual environment, which is an environment that supports custom construction of objects. Optionally, the virtual environment is an environment belonging to a certain object. In some cases, the virtual environment is an environment in a level constructed by an object. Various components are provided in the editing interface 100 of the virtual environment, such as terrain components, mechanism components, style components, and combination components. The mechanism component includes a video control 101. In response to the video control 101 receiving a drag operation and being dragged to a droppable area in the preview scene, a virtual screen is displayed in the preview scene.
[0054] Part (2) of FIG1A shows a virtual screen 102 in the preview scene. The virtual screen 102 serves as a video carrier for playing the video. Optionally, a switch button 103 is displayed around the virtual screen 102. In response to the switch button 103 receiving a trigger operation, a pop-up window of the video source is displayed.
[0055] Part (3) of Figure 1B shows a video source pop-up window 104. The video source pop-up window 104 displays options for multiple video playback platforms (Platform 1, Platform 2, Platform 3, etc.). The video source pop-up window 104 also displays replaceable videos under each video playback platform. The subject can change the video playback platform and the program to be played in the video source pop-up window 104.
[0056] After the virtual environment is edited, part (4) of FIG1B shows a schematic diagram of the virtual environment during the game. Part (4) of FIG1 shows a virtual screen 102 embedded in the virtual environment, a first video 105 played on the virtual screen 102, and at least two bullet comments 106 matching the first video 105. The first video 105 is a video from a set video playback platform. The at least two bullet comments 106 include bullet comments sent by objects in the video playback platform and bullet comments sent by objects in the game platform.
[0057] In one embodiment, the screen display method shown in Figure 1 is executed by a computer device, which includes at least one of a terminal device and a server.
[0058] In one embodiment, the terminal device is installed and running a game client. The game client can be any of a multiplayer party game, a turn-based game, a role-playing game, an MMOG (Massively Multiplayer Online Game), an RPG (Role-Playing Game), a 3D map program, a virtual reality (VR) application, and an augmented reality (AR) program. Optionally, the terminal device is also connected to external devices, such as a mouse, keyboard, controller, speakers, VR / AR glasses, VR / AR helmets, etc.
[0059] The terminal device is connected to the server via a wireless network or a wired network.
[0060] The server includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Exemplarily, the server includes a processor and a memory, and the memory further includes a receiving module, a control module, and a sending module. The receiving module is used to receive requests sent by the client, such as a team formation request; the control module is used to control the rendering of the virtual environment screen; and the sending module is used to send a response to the client, such as a prompt message to the client indicating that the team formation is successful. The server is used to provide background services for applications that support three-dimensional virtual environments. Optionally, the server performs the primary computing work and the terminal device performs the secondary computing work; alternatively, the server performs the secondary computing work and the terminal device performs the primary computing work; alternatively, a distributed computing architecture is used between the server and the terminal device for collaborative computing.
[0061] Optionally, the applications installed on the terminal device are applications on different operating system platforms (such as Windows, Mac, and Linux). A terminal device may generally refer to one of multiple terminals; this embodiment uses a terminal device as an example. Terminal device types include at least one of a desktop computer, a laptop computer, a smartphone, a smart TV, a wearable device, a tablet computer, an in-vehicle terminal, an e-book reader, an MP3 player, and an MP4 player.
[0062] Those skilled in the art will appreciate that the number of the above-mentioned terminals may be more or less. For example, the above-mentioned terminal may be only one, or the above-mentioned terminals may be dozens or hundreds, or a larger number. The embodiments of the present application do not limit the number of terminals and device types.
[0063] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.) and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with the relevant laws, regulations and standards of relevant countries and regions.
[0064] Moreover, when it comes to relevant information, the relevant information processors will follow the principles of legality, legitimacy and necessity, clarify the purpose, method and scope of relevant information processing, obtain the consent of the relevant information subjects, and take necessary technical and organizational measures to ensure the security of relevant information.
[0065] FIG2 shows a flowchart of a screen display method provided by an exemplary embodiment of the present application. The method is applied to a game client and is illustrated by an example of the method being executed by a computer device. The method includes:
[0066] Step 220 , displaying a virtual screen embedded in the virtual environment;
[0067] A virtual environment is an optional, basic environment designed by game developers. Players cannot make permanent changes to the virtual environment. For example, if a player-controlled virtual character damages a "wall" in a game, the wall will remain in its original state in other games. Optionally, the virtual environment supports player editing operations. The editing interface will provide a variety of environmental components. Players can edit the terrain, mechanisms, style, etc. of the virtual environment in the editing interface. That is, the virtual environment is a UGC (User Generated Content) environment. In the embodiment of the present application, the virtual environment is presented by the game client provided by the game platform.
[0068] Optionally, the virtual environment is an environment belonging to a certain object, for example, the virtual environment is an environment of a level built by object A. Optionally, the level can be called the "home" or "paradise" of object A, etc.
[0069] In some embodiments, the game client is a client for a party game. In the party game, players can customize and build levels. After construction is completed, they can publish the levels or invite other virtual characters to visit (experience) them. Multiple virtual characters enter the level and carry out activities in the virtual environment of the level.
[0070] A virtual screen is a video carrier used to store videos. Optionally, within the virtual environment editing interface, upon receiving an instruction to create a video control within the virtual environment, the virtual screen embedded within the virtual environment is displayed. Optionally, the embedded position of the virtual screen can be changed by dragging the video control. Optionally, the virtual screen can be represented by a cinema projection screen, a television screen, a computer screen, and the like.
[0071] In one embodiment, the virtual environment may be a three-dimensional virtual environment, a two-dimensional virtual environment, a 2.5-dimensional virtual environment, etc. Optionally, the virtual environment is a three-dimensional virtual environment, and the virtual screen is a three-dimensional screen embedded in the three-dimensional virtual environment.
[0072] Step 240: receiving a first play operation for a first video, where the first video is a video from a video play platform;
[0073] The first play operation is used to control the operation of playing a video on the virtual screen. Optionally, the first play operation is implemented as at least one of an operation triggered by a control, an operation triggered by a gesture, an operation triggered by a shortcut key, and an operation triggered by a user's voice, which is not limited here. Optionally, when the first play operation is implemented as an operation triggered by a gesture, the first play operation can be implemented as a long press operation, a click operation, a drag operation, a heavy tap operation, a double-click operation, etc., which is not limited here.
[0074] Optionally, taking the implementation of the first playback operation as a trigger through a control as an example, schematically, in response to the video play button corresponding to the virtual screen receiving a trigger operation, the first video is played. The detection of the trigger operation for the video play button is implemented as follows: when the user touches the screen of the terminal, the sensor of the screen detects the capacitance change of the touch point and converts it into a coordinate signal. When the coordinate position indicated by the coordinate signal falls within the button coordinate range where the video play button is located, it is determined based on the coordinate signal whether a trigger operation for the video play button has been received. For example, taking the implementation of the trigger operation as a long press operation as an example, it is determined whether the trigger operation for the video play button has been received by determining whether the duration of the above-mentioned coordinate signal being within the button coordinate range reaches a preset duration threshold.
[0075] Optionally, the display position of the video play button can be implemented as at least one of the following: displayed around the virtual screen; displayed at a specified position on the game interface (including a system preset position and an object custom position).
[0076] Optionally, the first video is the video content set when the virtual screen is set up. Schematically, when the virtual screen is set up, a video setting operation for the virtual screen is received, and the video setting operation indicates that the video content played on the virtual screen is set to the first video; or, the first video is the video content selected by the object indicating the first playback operation. Schematically, an interactive operation of the virtual screen is received, and multiple candidate videos are displayed in response to the interactive operation, and a first playback operation of selecting the first video from the multiple candidate videos is received.
[0077] Step 260 , in response to receiving the first play operation, play the first video on the virtual screen;
[0078] Optionally, the playback permission of the first video can be implemented as at least one of the following: each player independently controls his own device to play or not play the first video; and / or, the object controlling the virtual character has the permission to play or not play the video, and the virtual character is the virtual character belonging to the current virtual environment, for example, the virtual character can be implemented as a "room owner".
[0079] In one embodiment, when a virtual character in a virtual environment moves around a virtual screen, a video play button is displayed. In response to a trigger operation on the video play button, the first video is played. At this time, each player can independently control their own device to play or not play the first video.
[0080] In another embodiment, when a virtual character in a virtual environment moves around a virtual screen, a video play button is displayed. In response to receiving a triggering operation from the object controlling the virtual character, the video is played. The virtual character in the virtual environment can select the video to be played and / or the video playback platform. In this case, only the object controlling the virtual character has the authority to play or not play the video. The virtual characters in the virtual environment can watch the same video together, or not watch the video together.
[0081] A video playback platform refers to a platform with video playback capabilities. Typically, a video playback platform supports video playback via at least one of a browser webpage, a client, or a mini-program. A first video is the video selected for playback. In response to the game client receiving a selection of the first video, the game client obtains the source data of the first video and the bullet comment data matching the first video from the video playback platform.
[0082] In one embodiment, the first video is stored in a video server corresponding to the video playback platform. After receiving the first playback operation for the first video, the game client sends a request to obtain the first video to the video server. In response to the acquisition request, the video server sends the source data and barrage data of the first video to the game client.
[0083] Optionally, the game client obtains the source data and barrage data of the first video through an application programming interface (API) provided by the video server; or, the game client obtains the source data and barrage data of the first video from the video server through the file transfer protocol (FTP) or the secure file transfer protocol (SFTP); or, the game client obtains the source data and barrage data of the first video from the video server through the hypertext transfer protocol (HTTP) or the secure hypertext transfer protocol (HTTPS).
[0084] Optionally, the video server provides streaming media data of the first video to the game client, or the video server provides a video file of the first video to the game client.
[0085] Step 280: Display at least two bullet comments that match the first video, where the at least two bullet comments include bullet comments sent by objects in the video playback platform and the game platform.
[0086] While the video is playing, at least two bullet comments matching the first video are displayed. The at least two bullet comments include bullet comments sent by users / user accounts on the video playback platform and bullet comments sent by players / player accounts on the game platform. In one embodiment, while the video is playing, bullet comments sent by objects corresponding to virtual characters in the virtual environment are displayed. Optionally, the bullet comments from the video playback platform include at least one of text, images, and emoticons. Optionally, the bullet comments from the game platform include at least one of text, images, and emoticons.
[0087] In conjunction with reference to Figure 3, Figure 3 shows a virtual environment 300 and a virtual screen 301 embedded in the virtual environment 300. A first video 302 is played on the virtual screen 301. At this time, at least two barrages 303 matching the first video 302 are also displayed on the virtual screen 301.
[0088] Optionally, during the playback of the first video, at least two barrages matching the first video are displayed by default; or, during the playback of the first video, a barrage activation operation is received, and in response to the barrage activation operation, at least two barrages matching the first video are displayed.
[0089] Optionally, the bullet screen opening operation is implemented as at least one of an operation triggered by a control, an operation triggered by a gesture, an operation triggered by a shortcut key, and an operation triggered by a user voice, which is not limited here.
[0090] In one embodiment, while the current object logged in on the game client is in the virtual environment, the bullet comments sent by the object on the game platform are updated in real time. At least two bullet comments include the bullet comments sent by the object on the game platform, and the terminal device obtains and displays the bullet comments sent by the object on the game platform in real time.
[0091] When the current subject re-enters the virtual environment, the updated bullet comments are pulled from the video playback platform and displayed. The at least two bullet comments include the bullet comments sent by the subject on the video playback platform. The bullet comments from the video playback platform are not updated in real time, but only when entering the virtual environment.
[0092] Danmu on gaming platforms can be updated in real time, while those on video platforms are not. This ensures real-time display of Danmu on terminal devices. Real-time cross-platform Danmu acquisition places high demands on both terminal devices and networks. Backend data for the same platform is often stored on closely located or identical servers or server clusters, while backend data for different platforms is often stored remotely. Simultaneously acquiring Danmu data from both gaming and video platforms in real time inevitably places high demands on the network, impacting the viewing experience for viewers with poor network connectivity.
[0093] It is worth noting that step 260 and step 280 can be implemented as steps executed simultaneously, that is, when the first video starts to play, at least two barrages matching the first video are displayed at the same time; or, step 280 is executed during the execution of step 260, that is, during the playback of the first video, at least two barrages matching the first video are displayed.
[0094] In summary, by playing the first video on the virtual screen and displaying at least two barrages matching the first video, the at least two barrages include barrages sent by objects in the video playback platform and the game platform. That is, the present application provides a cross-platform social interaction solution based on barrages, and the game interface can display barrages sent by objects in the video playback platform, and then subsequent cross-platform social interaction can be achieved based on barrages, thereby improving the social efficiency of cross-platform social interaction between different platforms. That is, users of both the game platform and the video playback platform can send barrages for the first video to conduct cross-platform interaction, reducing the amount of data interaction between terminals and between servers during cross-platform social interaction, and improving data interaction efficiency.
[0095] In the embodiment of the present application, the bullet comments from the video playback platform and the bullet comments from the game platform can be displayed differently or not. Figure 4 shows the method flow of differentiated display.
[0096] In the optional embodiment shown in FIG2 , step 280 includes the method steps shown in FIG4 , which shows a flowchart of a bullet screen display method provided by an exemplary embodiment of the present application. The method is illustrated by an example executed by a computer device. The method includes:
[0097] Step 420: For a first bullet comment of the at least two bullet comments, display the first bullet comment in a first bullet comment style, where the first bullet comment is a bullet comment sent by an object in the game platform;
[0098] The first bullet chat style is a bullet chat style having at least one of bullet chat special effects, patterns, borders, fonts, colors, font sizes, and source information. The first bullet chat style includes at least one of the following four display modes.
[0099] In a first possible display method, there are multiple seats located around a virtual screen in a virtual environment. For example, the virtual screen is a projection screen in a living room, and there are also a left sofa, a long sofa (containing two or more seats), and a right sofa in the living room. When the first barrage is from the first object located in the first seat, the first seat information and the barrage content of the first barrage are displayed. The first seat information is relevant information about the first seat. For example, the first seat information includes the name, pattern, etc. of the first seat.
[0100] For example, the first comment is presented as "Left sofa: This drama is of high quality." By displaying the seat information, other viewers of the first video can clearly and quickly know the sender of the comment, and then interact with the sender of the comment, for example, establish a close relationship with the sender of the comment, form a team, have a private chat, etc. Other viewers of the first video can control the virtual character, move to the vicinity of the first seat, and compete with the virtual character in the first seat for the first seat. If the comment receives widespread attention, it will attract more virtual characters to move to the vicinity of the first seat, forming an interactive circle and promoting interaction between the virtual characters.
[0101] A second possible display method is to display a first bullet screen with a first-style border, where the first-style border is associated with the architectural style of the virtual environment.
[0102] Illustratively, the architectural style of the virtual environment is a first architectural style among a plurality of preset architectural styles. A first bullet comment having a first style frame is displayed, where the first style frame is a style frame corresponding to the first architectural style.
[0103] Schematically, a virtual environment is an environment that supports object editing. A virtual environment is an environment belonging to a certain object, which can be called the object's "home", "paradise", etc. When the object initially creates a virtual environment or changes the architectural style of the virtual environment, it can select the architectural style of the virtual environment from multiple architectural styles (such as bamboo courtyard, fairy tale town, fantasy romance, etc.). The first barrage will have a first style border, which is the style border corresponding to the first architectural style. The first architectural style is the architectural style of the current virtual environment. For example, if the first architectural style is "bamboo courtyard", the first style border is a border surrounded by vines.
[0104] The second possible display method enriches the display style of the first barrage, and it is easier for viewers to distinguish between barrages from game platforms and barrages from video playback platforms.
[0105] A third possible display mode displays a first bullet comment with a first dynamic special effect in response to the number of virtual characters accommodated in the virtual environment being within a first range. The first dynamic special effect is a dynamic special effect corresponding to the first range. As the number of virtual characters accommodated in the virtual environment increases, the dynamic special effect will have a more gorgeous visual effect.
[0106] Schematically, the virtual environment contains two virtual characters, falling within the number range (1-3), and displays the first barrage of "faint flames" dynamic effects. In addition to the barrage content, the location of the barrage also presents the visual effects of "faint flames".
[0107] For example, the virtual environment contains 5 virtual characters, which falls within the number range (4-7), and displays the first barrage of "burning flames" dynamic special effects. In addition to the barrage content, the location of the barrage also presents the visual effects of "burning flames".
[0108] For example, the virtual environment contains 10 virtual characters, which falls within the number range (8-11), and displays the first barrage of "raging fire" dynamic effects. In addition to the barrage content, the location of the barrage also presents the visual effects of "raging fire".
[0109] The third possible display method enriches the first bullet comments display style, making it easier for viewers to distinguish bullet comments from gaming platforms from those from video streaming platforms. Furthermore, the virtual environment is the environment within the level, created by the level creator. Dynamic effects based on the number of avatars accommodated in the virtual environment help enhance the level creator's sense of honor, encourage them to create better levels, and attract more avatars to visit and challenge the level.
[0110] In a fourth possible display mode, the virtual environment is a custom-built environment for the object. If the first bullet comment originates from a second object, the first bullet comment is displayed with a first relationship border. The second object is an object in the game platform that has a first intimate relationship with the object, and the first relationship border is the border corresponding to the first intimate relationship.
[0111] Indicatively, the first barrage comes from an object that has a "couple" relationship with the object to which it belongs, and the first barrage has a "couple" relationship border, such as a border with a heart, a border with pink bubbles, etc.
[0112] Illustratively, the first barrage comes from an object that has a "partner" relationship with the object to which it belongs, and the first barrage has a "partner" relationship border, such as a border with a fist, a handshake, and the like.
[0113] By using the border type of a bullet comment, other users can quickly and clearly understand the user's social connections and their perspectives on the video's events, enabling further interaction. For example, if a bullet comment sent by a user's "partner" attracts widespread attention, the user controlling another virtual character can proactively find the "partner" through the user's personal business card and request to add them as a friend.
[0114] Step 440: For a second bullet comment among the at least two bullet comments, display the second bullet comment in a second bullet comment style, where the second bullet comment is a bullet comment sent by an object in the video playback platform;
[0115] The second barrage is a barrage style that has at least one of barrage special effects, patterns, borders, fonts, colors, font sizes, and source information. The first barrage style and the second barrage style are barrage styles that differ in at least one of the following: barrage special effects, patterns, borders, fonts, colors, font sizes, and source information.
[0116] In one embodiment, if the second bullet comment comes from a third party on the video playback platform, the level information of the third party on the video playback platform and the content of the second bullet comment are displayed. For example, if the third party's account level on the video playback platform is V5, the second bullet comment with a V5 logo is displayed.
[0117] In summary, the above provides a solution for distinguishing between barrages from game platforms and from video playback platforms, and specifically provides possible display methods for the first barrage and the second barrage. That is, by displaying barrages from different platforms in different barrage styles, users can quickly know the source of the barrage through the display style of the barrage, thereby improving the efficiency of transmitting barrage information and facilitating user decisions on barrages that require subsequent social interaction. For example, when it is necessary to socialize with other users on the same game platform, the first barrage of the first barrage style is interacted with; when it is necessary to socialize across platforms with other users on the video platform, the second barrage of the second barrage style is interacted with. This can reduce the human-computer interaction operations that users need to perform when making decisions, improve the efficiency of human-computer interaction, and at the same time reduce the terminal's need to detect user operations.
[0118] In one embodiment, the game client provides the user with a bullet screen editing function by displaying a bullet screen editing icon. FIG5 shows a flowchart of a bullet screen display method provided by an exemplary embodiment of the present application, which is illustrated by an example of a bullet screen display method executed by a computer device. The method includes:
[0119] Step 520: Display the bullet screen editing icon;
[0120] The barrage editing icon is used to provide the barrage editing function for the first video. It is a control displayed on the interface to realize user interaction. It can receive input signals and open the barrage editing interface according to the input signals to provide the barrage editing function.
[0121] Optionally, the barrage editing icon is displayed around the virtual screen, for example, the barrage editing icon is displayed above the virtual screen; or, the barrage editing icon is displayed inside the virtual screen, for example, the barrage marking icon is displayed in the lower right corner of the virtual screen; or, the barrage editing icon is displayed at a designated location in the game interface, for example, the barrage editing icon is displayed in the upper left corner of the game interface.
[0122] In one embodiment, a virtual screen is embedded in the virtual environment, and a bullet screen editing icon is displayed around the virtual screen. Optionally, the bullet screen editing icon is displayed as a keyboard pattern or the like.
[0123] Step 540: In response to the bullet comment editing icon receiving a trigger operation, displaying a bullet comment editing interface;
[0124] Optionally, the triggering operation for the bullet screen editing icon can be implemented as a long press operation, a click operation, a drag operation, a heavy tap operation, a double-click operation, etc., which is not limited here.
[0125] In response to the bullet screen editing icon receiving a trigger operation, the bullet screen editing interface is displayed. Illustratively, the trigger operation includes any one of a click operation, a long press operation, and an operation of dragging to the virtual screen. Illustratively, in response to the bullet screen editing icon receiving a trigger operation, the game interface invokes an input method keyboard. Optionally, the input method keyboard supports at least one of text input, emoticon input, image input, and voice input.
[0126] Part (A) of Figure 6 shows a virtual environment 600 provided by an exemplary embodiment of the present application. A virtual screen 601 is embedded in the virtual environment 600, and a bullet screen editing icon 602 is displayed around the virtual screen 601. In response to a click operation on the bullet screen editing icon 602, a bullet screen editing interface is displayed.
[0127] Part (B) of FIG. 6 shows a bullet screen editing interface 603 provided by an exemplary embodiment of the present application.
[0128] Step 560: In response to the barrage editing interface receiving the barrage editing operation and the barrage sending operation, a third barrage with a newly added mark is displayed, and the newly added mark indicates that the third barrage is a newly sent barrage.
[0129] The third type of barrage is the barrage that is edited and displayed through the barrage editing operation. New markings have been added, including adding a white frame, adding a short flashing effect, and giving the barrage a short distinctive color.
[0130] Part (C) of FIG6 shows a virtual environment 600 and a virtual screen 601 in the virtual environment 600 . At this time, a third bullet screen 604 is displayed on the virtual screen 601 , and the third bullet screen has a newly added mark (white frame).
[0131] In summary, the above embodiments provide a solution for players to edit bullet comments. Specifically, the bullet comment editing interface is displayed through the bullet comment editing icon, and a new mark is added to the newly sent bullet comment. Objects in the game platform can interact with objects in the video playback platform through the bullet comment, which enhances the player's interactive experience and increases the diversity of human-computer interaction.
[0132] In one embodiment, the game client provides users with a function for setting the display style of a bullet screen by displaying a bullet screen setting icon. Illustratively, the bullet screen setting icon is displayed; in response to a trigger operation on the bullet screen setting icon, a bullet screen setting pop-up window is displayed; and in response to at least one setting operation on the bullet screen setting pop-up window, at least one bullet screen style of at least two bullet screens is updated and displayed.
[0133] Optionally, the triggering operation for the bullet screen setting icon can be implemented as a long press operation, a click operation, a drag operation, a heavy tap operation, a double-click operation, etc., which is not limited here.
[0134] Optionally, at least one setting operation includes a setting operation for the barrage color, a setting operation for the barrage font, a setting operation for the barrage font size, a setting operation for the barrage display position, etc.
[0135] FIG7 shows a flowchart of a bullet screen display method provided by an exemplary embodiment of the present application. The bullet screen display method is executed by a computer device as an example. The control objects of all virtual characters in the virtual environment can execute the bullet screen display method described below, or only the objects belonging to the virtual environment can execute the bullet screen display method described below. The present application does not limit this. The method includes:
[0136] Step 710: In response to the bullet screen setting icon receiving a trigger operation, a bullet screen setting pop-up window is displayed;
[0137] In an embodiment of the present application, a virtual screen is embedded in the virtual environment, and a bullet screen setting icon is displayed around the virtual screen. In response to the bullet screen setting icon receiving a trigger operation, a bullet screen setting pop-up window is displayed. Schematically, the trigger operation includes any one of a click operation, a long press operation, and an operation of dragging to the virtual screen.
[0138] The barrage settings pop-up window supports setting at least one of the barrage's color, font, font size, display position, and container. Each of these options will be explained below. For ease of explanation, we will assume that at least two barrages currently have the first color, first font, first size, are located in the first position within the container, and are located within the virtual screen.
[0139] Figure 8 shows a schematic diagram of a game interface provided by an exemplary embodiment of the present application. The game interface displays a virtual environment 800, a virtual screen 801 within the virtual environment 800, and bullet screen settings icons 802 located around the virtual screen 801. In response to a click on the bullet screen settings icon 802, a bullet screen settings pop-up window is displayed.
[0140] Step 720: In response to the bullet chat setting pop-up window receiving a selection operation of a second color, updating and displaying at least two bullet chats having the second color;
[0141] At least two bullet comments have a first color before the color is changed. In response to the bullet comment setting pop-up window receiving a selection operation of a second color, the at least two bullet comments with the second color are updated and displayed.
[0142] The barrage settings pop-up window displays a variety of color blocks to help players distinguish between different colors and accurately determine the desired barrage color. Optionally, if a second color block is selected in the barrage settings pop-up window, the barrage color will be changed to the second color in real time.
[0143] Figure 9 shows a bullet chat setting pop-up window 901 provided by an exemplary embodiment of the present application. Multiple color blocks 902 are displayed in the bullet chat setting pop-up window 901, and the multiple color blocks 902 correspond one-to-one to multiple color styles. In response to a click operation on any color block 902, the color corresponding to the color block 902 is selected. The bullet chat setting pop-up window 901 also displays a "Clear Color Style" button 903 to facilitate players to quickly restore the original color of the bullet chat.
[0144] Step 730: In response to the bullet comment setting pop-up window receiving a selection operation of a second font, updating and displaying at least two bullet comments in the second font;
[0145] At least two comments had a first font before the font change. In response to a selection of a second font in the comment settings pop-up window, the at least two comments are updated to display the second font. The font can be a standard font, a personalized font, etc. The font can be personalized by the virtual character in the virtual environment based on their needs, abilities, etc.
[0146] Step 740: In response to the bullet comment setting pop-up window receiving a selection operation of the second font size, updating and displaying at least two bullet comments with the second font size;
[0147] At least two comments had a first font size before the font size change. In response to a selection operation for a second font size in the comment settings pop-up window, the at least two comments are updated and displayed with the second font size. The font size can be a standard font size, a smaller font size, a larger font size, etc. The font size can be personalized by the virtual character in the virtual environment based on their needs, abilities, etc.
[0148] Step 750: In response to the bullet chat setting pop-up window receiving a selection operation of the second position, updating and displaying at least two bullet chats located at the second position in the container;
[0149] A container refers to the carrier used to carry the bullet comment. In this application, the bullet comment can be displayed on the virtual screen or in the game interface. If the bullet comment is displayed on the virtual screen, the bullet comment settings pop-up window supports the option to display it above or below the virtual screen.
[0150] Illustratively, at least two bullet comments are displayed at a first position on the virtual screen before the display position is changed. In response to a selection operation for a second position being received in the bullet comment setting pop-up window, the at least two bullet comments are updated and displayed at the second position on the virtual screen. The first position and the second position are different positions.
[0151] Illustratively, at least two bullet comments are displayed at a first position within the game interface before the display position is changed. In response to a selection operation for a second position being received in the bullet comment setting pop-up window, the at least two bullet comments are updated to be displayed at the second position within the game interface. The first position and the second position are different positions.
[0152] Figure 9 also shows a top position selection control 904 and a bottom position selection control 905. In response to a click operation on the top position selection control 904, at least two bullet comments are displayed at the top of the container. Figure 9 shows a situation where the top position selection control 904 is selected and at least two bullet comments are displayed at the top of the container. In this case, the container is a virtual screen.
[0153] 10 , which shows a situation where the bottom position selection control 905 is selected and at least two bullet comments are displayed at the bottom of the container.
[0154] Step 760: In response to the bullet screen setting pop-up window receiving a selection operation on the game interface, at least two bullet screens are switched from being displayed on the virtual screen to being displayed on the game interface; and at least two bullet screens in the game interface are updated and displayed.
[0155] At least two bullet comments are on the virtual screen before the container is changed. In response to the bullet comment setting pop-up window receiving a selection operation on the game interface, the at least two bullet comments on the game interface are updated and displayed.
[0156] With reference to FIG9 , FIG9 shows a container selection control 906 . In response to the container selection control 906 being selected, at least two bullet comments are switched from being displayed in the virtual screen to being displayed in the game interface.
[0157] Schematically, referring to FIG10 , FIG10 shows that the container selection control 906 is selected, and at least two bullet comments are displayed in the game interface.
[0158] In one embodiment, when at least two barrages are displayed in the game interface, a barrage reduction icon is also displayed around the virtual screen. In response to the barrage reduction icon receiving a trigger operation, the at least two barrages are switched from being displayed in the game interface to being displayed in the virtual screen; and the at least two barrages in the virtual screen are updated and displayed.
[0159] With reference to FIG10 , FIG10 shows a bullet screen reduction icon 1001 . In response to the bullet screen reduction icon 1001 receiving a click operation, at least two bullet screens return to the virtual screen.
[0160] In one embodiment, in response to the virtual screen exceeding the field of view of the current main control character, at least two bullet comments are switched from being displayed in the game interface to being displayed in the virtual screen.
[0161] The current main character is the virtual character controlled by the object logged in on the game client. The object controls the current main character to move in the virtual environment. When the virtual screen exceeds the field of view of the current main character, at least two bullet comments will automatically return to the virtual screen.
[0162] In summary, the above embodiments provide multiple ways to display bullet comments and provide specific implementations for adding video bullet comment functionality to game clients. These features are tightly integrated with the game, allowing players to enjoy a better bullet comment experience. For example, players can customize the color, font, size, and display position of the bullet comments, enhancing the visual effects of the bullet comments and, in turn, the expressiveness of their content, thereby promoting cross-platform social interaction through bullet comments.
[0163] In the optional embodiment shown in FIG2 , step 260 may be followed by at least one of the following steps S1 and S2 .
[0164] Step S1: For a first bullet comment among at least two bullet comments, in response to the first bullet comment receiving a trigger operation, displaying information on the game platform of the object that sent the first bullet comment, where the first bullet comment is a bullet comment sent by the object on the game platform;
[0165] In response to the game client receiving a click operation on the object of the first bullet comment, the game platform information of the object that sent the first bullet comment is displayed. Optionally, the ID of the object that sent the first bullet comment is displayed.
[0166] In one embodiment, when the first barrage is a barrage sent by the first creative object, a follow button is displayed, the first creative object is a creative object whose number of fans is greater than a threshold, and the creative object is an object that creates game levels; in response to the follow button receiving a trigger operation, a follow relationship between the current object logged in on the game client and the first creative object is established.
[0167] Illustratively, the virtual environment containing the virtual screen in this application is the environment in a custom game level, that is, the virtual environment is the environment created by the creative subject. If the first bullet comment is a bullet comment sent by the first creative subject, in addition to displaying the ID of the first creative subject, a follow button is also displayed.
[0168] Optionally, the first creation object is a level creator with more than 1,000 fans.
[0169] With reference to Figure 11 , which shows a schematic diagram of a game interface provided by an exemplary embodiment of the present application, Figure 11 shows a player information pop-up window 1101 , which includes the ID information 1102 of the first creative object and a follow button 1103 .
[0170] The above step S1 provides a way of interacting with objects on the game platform in the game client based on barrage. If the barrage comes from a big V player (a UGC creation object with a large number of fans), it further provides an entry point for attention, which not only helps to enhance the popularity of the big V player and expand the promotion channels of the level, but also promotes the interaction between players in the game and improves the player's gaming experience.
[0171] Step S2, for the second barrage of at least two barrages, in response to the second barrage receiving a trigger operation, display the information of the object sending the second barrage on the video playback platform, where the second barrage is a barrage sent by the object in the video playback platform.
[0172] In response to the second bullet comment receiving a click operation in the game client, the game interface displays the information of the person who sent the second bullet comment on the video playback platform. Optionally, the ID information, account level information, etc. of the person who sent the second bullet comment on the video playback platform are displayed. Optionally, a chat button is also displayed.
[0173] In response to the chat button receiving a trigger operation, the current terminal device is checked to see if a video playback client is installed. If so, the user is redirected to the video playback client and a private chat interface with the target is opened in the video playback client. If not, the user is prompted to download the video playback client from the app store.
[0174] The above step S2 provides a barrage-based interactive method with objects on the video playback platform in the game client, provides a cross-platform social method, and enhances the player's gaming experience and social fun.
[0175] FIG12 shows a flowchart of a video playback method provided by an exemplary embodiment of the present application, which is applied to a video playback client. The video playback client is a client supported by a video playback platform. The method is illustrated by an example executed by a computer device. The method includes:
[0176] Step 1220: receiving a second play operation for the first video;
[0177] The second playback operation is used to control the video playback client to play the video. Optionally, the second playback operation is implemented as at least one of an operation triggered by a control, an operation triggered by a gesture, an operation triggered by a shortcut key, or an operation triggered by user voice, without limitation herein. Optionally, when the second playback operation is implemented as an operation triggered by a gesture, the second playback operation can be implemented as a long press operation, a click operation, a drag operation, a heavy tap operation, a double-click operation, etc., without limitation herein.
[0178] Optionally, the first video is video content selected by the user in the video playback client, for example, the video client displays multiple candidate videos and receives a second playback operation of selecting the first video from the multiple candidate videos; or, the first video is video content obtained by the user through search in the video playback client, for example, the video client displays a search box, receives an input operation on the search box, obtains a search keyword, the video client sends the search keyword to the video server, the video server obtains at least one candidate video from matching the search keyword, the video client displays video information of the at least one candidate video, and receives a second playback operation of selecting the first video from the at least one candidate video.
[0179] Step 1240, in response to the second playback operation, plays the first video and displays at least two barrages matching the first video, the first video supports playback on a virtual screen embedded in a virtual environment provided by a game platform, and the at least two barrages include barrages sent by objects in the video playback platform and the game platform.
[0180] The video playback platform obtains the barrage data for the first video from the game platform and presents it in the video playback client. Illustratively, when the game client receives the user's barrage data sending operation, the game client uploads the barrage data sent by the user to the video server of the video playback platform. The video server stores the barrage data in association with the first video and sends the barrage data to the video playback client when the video client plays the first video.
[0181] Optionally, the barrage from the game platform includes at least one of text, pictures, and emoticons.
[0182] In one embodiment, while the current subject is playing a first video on a video playback client, the bullet comments sent by the subject on the video playback platform are updated in real time. The at least two bullet comments include the bullet comments sent by the subject on the video playback platform, and the terminal device obtains and displays the bullet comments sent by the subject on the video playback platform in real time.
[0183] When the current object reopens the video playback interface, it pulls the updated bullet comments from the game platform and displays the updated bullet comments. The bullet comments sent by the object on the game platform are included in the at least two bullet comments. The bullet comments from the game platform are not updated in real time, but only when the video playback interface is reopened.
[0184] In one embodiment, for a first bullet comment of at least two bullet comments, the first bullet comment is displayed using a third bullet comment style, where the first bullet comment is a bullet comment sent by an object in the game platform;
[0185] In an illustrative manner, the game name and / or game logo are displayed, as well as the content of the first bullet screen. The game name is the name of the game corresponding to the game platform.
[0186] Schematically, a first bullet comment is displayed with a game border. The game border is used to indicate that the first bullet comment comes from a game platform. A game border is a border that has game characteristics. For example, if the game is a xxx party game, the game border will display "Party Game".
[0187] In one embodiment, for the first of the at least two bullet comments, in response to the first bullet comment receiving a trigger operation, information about the object sending the first bullet comment on the gaming platform is displayed, where the first bullet comment is a bullet comment sent by an object on the gaming platform. In an exemplary embodiment, in response to the first bullet comment receiving a trigger operation, the ID information of the object sending the first bullet comment on the gaming platform is displayed on the video playback interface.
[0188] In one embodiment, in response to the first barrage receiving a trigger operation, and the first barrage is a barrage sent by the first creative object, a follow button is displayed; the first creative object is a creative object whose number of fans in the game platform is greater than a quantity threshold, and the creative object is an object that creates game levels; in response to the follow button receiving a trigger operation, jump to the game client supported by the game platform to establish a follow relationship between the object logged in on the game client and the first creative object.
[0189] Schematically, in response to the first bullet screen being sent by the first creative object, a follow button is also displayed in the video playback interface. With reference to FIG13 , part (A) of FIG13 shows the video playback interface after the first bullet screen receives a trigger operation, and the video playback interface displays an information pop-up window 1301, on which the ID information 1302 of the first creative object and a follow button 1303 are displayed.
[0190] In response to the triggering operation on the follow button 1303, the game client is redirected to FIG13B, where the information interface 1304 for the first creative object is shown. Information interface 1304 includes an in-game follow button (Follow TA button) 1305. In response to the triggering operation on the in-game follow button 1305, a follow relationship is established between the logged-in object on the game client and the first creative object.
[0191] In summary, by displaying at least two bullet comments matching the first video on the video playback client, the at least two bullet comments include bullet comments sent by objects on the video playback platform and the game platform. That is, this application provides a cross-platform social interaction solution based on bullet comments, where the video playback interface can display bullet comments sent by objects on the game platform, and subsequent cross-platform social interaction can be achieved based on bullet comments.
[0192] FIG14 shows a flowchart of a screen display method provided by an exemplary embodiment of the present application. Taking the method executed by a computer device as an example, the method includes:
[0193] Step 1401, detecting the range of the UGC video control placed by the player;
[0194] When players create UGC content through the game client, they can place UGC video widgets to create a virtual screen capable of playing video content. When a player places a UGC video widget, the game client detects the location and size of the UGC video widget and displays the video within it.
[0195] Step 1402, the video is displayed in the control range;
[0196] This video is the specific video set when the player creates a UGC video control. Optionally, the video cover of the video can be displayed within the control; alternatively, the video can be played within the control; alternatively, the video title of the video can be displayed within the control; alternatively, the video link of the video can be displayed within the control.
[0197] Step 1403, determine whether the network is connected;
[0198] After a level is released, players can create a game match corresponding to the level. In the game match of the level, when the level is connected to the Internet, the online barrage information of the video will be synchronously pulled according to the video platform and specific video selected by the player. When the level is not connected to the Internet, the barrage information will not be displayed.
[0199] Illustratively, the game client detects whether the computer device is in an online state when the player creates a game match of a level to determine whether it is online; alternatively, the game client determines whether the player creates an online level or a local level (i.e., a level not connected to the network) based on the game match settings made by the player when creating the game match of the level to determine whether it is online.
[0200] Step 1404: do not display the bullet screen;
[0201] The game client displays a virtual screen within the level, and plays the specific video selected by the player on the virtual screen. When not connected to the Internet, during the video playback, the virtual screen only displays the video content of the video.
[0202] Step 1405: Pull the online comment information of the video;
[0203] The game client displays a virtual screen within the level, and plays the specific video selected by the player on the virtual screen. When connected to the Internet, during the video playback process, the online barrage information of the video is obtained from the video server corresponding to the video platform.
[0204] Step 1406, the bullet comment is displayed on the screen;
[0205] In one embodiment, the online bullet comment information is transmitted to the game client in the form of an information stream, and the game client displays the bullet comment information in the form of an information stream on the screen.
[0206] Step 1407, determine whether the player has exited the level;
[0207] The game client detects the player's operation in real time to determine whether the player has exited the game corresponding to the current level. If the player has not exited the level, step 1408 is executed. If the player has exited the level, step 1403 is executed again.
[0208] Step 1408: No longer pull new comments from the video platform in real time;
[0209] If the player has not exited the level, the updated barrage information of the video platform will no longer be pulled in real time. Only the barrage information of the players online in this UGC level will be updated in real time.
[0210] Step 1409, checking whether all online players in the level have sent new comments;
[0211] Detect whether all online players in the level send new bullet comments. If so, synchronize the new bullet comments to the video controls in the game.
[0212] Step 1410, determine whether it is sent by the player himself;
[0213] Checks if the player in the level has sent a new comment. If so, it is synchronized to the in-game video controls and a special white frame is added to the comment. If not, the comments sent by other players are displayed on the screen.
[0214] Step 1411, the new bullet comment is displayed on the screen with a white frame;
[0215] When the barrage displayed on the screen is a new barrage sent by the player himself, the barrage will be highlighted by adding a white frame to the barrage to indicate that it is sent by the player himself.
[0216] Step 1412, the new bullet comment is displayed on the screen.
[0217] When an online player in the level sends a new bullet comment, the new bullet comment will be synchronously displayed on the virtual screen corresponding to the video control.
[0218] FIG15 shows a flowchart of a screen display method provided by an exemplary embodiment of the present application. Taking the method executed by a computer device as an example, the method includes:
[0219] Step 1501, click the interaction button;
[0220] In the level, when players watch videos through the video controls, the game client also displays barrages from the video playback platform and the game platform. In addition, players can also set the barrage style of the displayed or to-be-released barrages through the interactive buttons.
[0221] Schematically, the game client displays interactive buttons around the virtual screen corresponding to the video control. The player clicks the interactive button, and the game client detects the click signal received by the interactive button. If it is determined that the click signal is valid, the game client responds to the click signal.
[0222] Step 1502: Open the pop-up window for barrage settings;
[0223] The game client responds to the click signal for the interactive button and opens a bullet screen setting pop-up window. The bullet screen setting pop-up window covers part of the screen area of the game interface and provides the player with setting options for the bullet screen.
[0224] Optionally, the barrage setting pop-up window may be a setting pop-up window for a single barrage, or a setting pop-up window for multiple barrages.
[0225] Step 1503, detecting the player's current bullet screen position setting;
[0226] The barrage setting pop-up window provides an option for location partitioning of the barrage position. The mobile phone detects the location partition set by the player. In one example, the location partition includes the top and the bottom.
[0227] Step 1504: If it is set to the top, set the bullet screen to a position 0-20% of the phone's resolution height;
[0228] If the player sets the barrage at the top, the barrage is set at 0-20% of the height of the mobile phone resolution, that is, the position of 0-20% of the height of the mobile phone resolution belongs to the top partition.
[0229] Indicatively, the game client displays the barrage at the top by adjusting the rendering logic of the mobile phone for the barrage.
[0230] Step 1505: If it is set to the bottom, set the bullet screen to 80-100% of the height of the phone's resolution;
[0231] If the player sets the barrage at the bottom, the barrage is set at 80-100% of the height of the mobile phone resolution, that is, the position of 80-100% of the height of the mobile phone resolution belongs to the bottom partition.
[0232] Indicatively, the game client adjusts the rendering logic of the mobile phone for the barrage, thereby displaying the barrage at the bottom.
[0233] Step 1506, detecting the player's current bullet comment color;
[0234] Indicatively, the barrage setting pop-up window also provides a selection option for the color of the barrage, and players can display the barrage by selecting their favorite color.
[0235] The game client recognizes the color selected by the player and converts it into a corresponding 6-digit color code (for example, #FFFFFF represents white) for setting the color of the bullet comment.
[0236] Step 1507, set the barrage text color overlay to the corresponding color 6-digit code.
[0237] Schematically, the game client detects the color selector state in the game interface and sets the color selector state to the corresponding color 6-bit code, so that the bullet comment color displayed on the game interface is the color selected by the player.
[0238] FIG16 shows a flowchart of a screen display method provided by an exemplary embodiment of the present application. Taking the method executed by a computer device as an example, the method includes:
[0239] Step 1601: Synchronize and store the ID and number of followers of the person sending the barrage message to the backend;
[0240] Schematically, when a player sends a barrage, the game client synchronizes the ID and number of fans of the barrage sender and the barrage to the background (for example, the game server and / or video server), and the background stores the above information.
[0241] Step 1602: The user clicks on the bullet screen;
[0242] During the video playback process, users can touch the screen to click on the barrage of interest, thereby realizing the subsequent social process achieved through the barrage. Schematically, the click signal received by the screen is detected, a click event is generated according to the click signal, and the click event is subsequently processed.
[0243] Step 1603, video pause;
[0244] Indicatively, in response to a detected click event, the video playback is paused. Optionally, while pausing the video, the updating display and / or scrolling display of the bullet screen is paused, that is, the bullet screen matching the video enters a paused display state.
[0245] Step 1604, determining whether the sender is a game user;
[0246] If the sender is not a game user, execute step 1605; if the sender is a game user, execute step 1606.
[0247] Step 1605, displaying video user information;
[0248] In an illustrative manner, when the sender of the barrage is not a game user, it means that the sender of the barrage is a video user from a video playback platform. Then, when displaying the relevant information of the barrage, at least one account information of the video user, such as the account name, account ID, account avatar, etc., is displayed.
[0249] Step 1606, determine whether the number of followers of the sender is greater than 1000;
[0250] Illustratively, when the sender of the barrage is a game user, if the number of fans of the sender is not greater than 1000, step 1607 is executed; if the number of fans of the sender is greater than 1000, step 1608 is executed.
[0251] Step 1607, expand the sender's game ID information;
[0252] Indicatively, when the number of followers of the sender is no more than 1,000, the game ID information of the sender is directly displayed to show the user the relevant information of the game player who sent the barrage.
[0253] Step 1608, expand the sender's game ID information and follow button;
[0254] Indicatively, when the number of followers of the sender is greater than 1,000, it means that the sender is a UGC creator with a certain fan base, and the user can follow the sender through the provided follow button, thereby realizing the social process with the sender.
[0255] Step 1609: Determine whether the user viewing the comment is a video user;
[0256] If the user viewing the barrage is not a video user, execute step 1610; if the user viewing the barrage is a video user, execute step 1613.
[0257] Step 1610: A pop-up window of the sender's game business card is displayed in the game;
[0258] When the user viewing the barrage is a game user, a pop-up window of the game business card of the sender of the barrage corresponding to the game will pop up directly. The game business card pop-up window includes a follow button, and the user viewing the barrage can use the follow button to achieve social interaction on the same platform in the game.
[0259] Step 1611, click Follow;
[0260] In schematic form, the click signal received by the screen is detected, and the click event corresponding to the click signal is determined based on the range of the click signal on the screen. When the range to which the click signal belongs is the control range corresponding to the focus button, it is determined that a click event for the click button is received.
[0261] Step 1612, following the game successfully;
[0262] If the user viewing the barrage is a game user, the sender's player business card will be opened in the game, and a prompt will be displayed indicating that the sender has been followed.
[0263] Step 1613: A pop-up window with the sender's game information is displayed;
[0264] When the user viewing the barrage is a video user, a pop-up window of the sender's game information will pop up on the video playback client. The game information pop-up window includes a follow button, and the user viewing the barrage can use the follow button to achieve cross-platform social interaction between the video playback platform and the game platform.
[0265] Step 1614, click Follow;
[0266] In schematic form, the click signal received by the screen is detected, and the click event corresponding to the click signal is determined based on the range of the click signal on the screen. When the range to which the click signal belongs is the control range corresponding to the focus button, it is determined that a click event for the click button is received.
[0267] Step 1615, determine whether there is a game client in the mobile phone;
[0268] If the user viewing the comment is the user of the video, the user's game profile is opened, and a "Follow" button appears. If the user clicks "Follow," the system checks whether the game client is installed on the phone. If so, the system proceeds to step 1616; if not, the system proceeds to step 1617.
[0269] Step 1616: Open the game and automatically jump to the personal homepage of the person who sent the barrage;
[0270] If a game client is installed on the phone, it will automatically open the game client and display the personal homepage of the person who sent the barrage. In an illustrative example, the video playback client uses the API provided by the game client to open the game client's game interface and indicates the account information of the person who sent the barrage through the API. The game client then displays the personal homepage of the person who sent the barrage based on the account information.
[0271] Step 1617, prompt to go to the mobile app store to download.
[0272] When the game client is not installed on the mobile phone, the video client displays a prompt message, which prompts the user to go to the mobile application store to download it.
[0273] Optionally, the prompt information also includes a jump link to a mobile application store. The user jumps to the mobile application store through the jump link, and the download interface corresponding to the game client is displayed.
[0274] FIG17 shows a flowchart of a screen display method provided by an exemplary embodiment of the present application. Taking the method executed by a computer device as an example, the method includes:
[0275] Step 1701, the default bullet screen is displayed within the video control range;
[0276] When a game client plays a video through a video control, the barrage that matches the video is displayed within the range of the video control by default, wherein the barrage includes barrages sent by users of the game platform and users of the video playback platform.
[0277] Optionally, the bullet comments are displayed in a scrolling manner within the video control range by default.
[0278] Step 1702, click the switch to switch to display on the game screen;
[0279] Schematically, the game client displays a switch control for switching the display of bullet screen within the game interface. When the switch control receives a trigger operation, the bullet screen is switched to be displayed on the game screen, where the game screen is the entire screen area of the game client displaying the game interface. In other words, the bullet screen is directly displayed on the game interface. In other words, when the player clicks the switch to display it on the game screen, the bullet screen in the video control disappears and is displayed on the game screen instead. Only the video is played in the video control.
[0280] Step 1703: All barrages in the video controls disappear;
[0281] Step 1704, detecting the current screen resolution;
[0282] Before displaying the bullet comment on the game screen, the game client needs to first detect the current device's screen resolution. Screen resolution refers to the number of pixels in the screen's width and height, and different devices may have different resolutions. By detecting the screen resolution, the game client can ensure that the bullet comment is displayed optimally on different devices. The game client calls the device's operating system API to obtain the current screen width and height values in pixels and stores this data in memory so that subsequent bullet comment rendering can be accurately laid out and adjusted based on this data.
[0283] Step 1705: The bullet screen is displayed on the game screen, with a width that matches the screen resolution and a height ratio that matches the bullet screen position setting;
[0284] After detecting the current screen resolution, the game client will display the barrage on the game screen based on the barrage position previously set by the sender or the user of the current device. The game client detects the current screen resolution and the barrage position set by the current player, and displays the barrage on the game screen with a width that matches the screen resolution and a height proportional to the barrage position setting. In other words, the barrage's width will be exactly the same as the screen's width, ensuring it covers the entire width of the screen. Furthermore, the barrage's height will be adjusted based on the settings set by the sender or the user of the current device. For example, if the sender sets the barrage to display at the top of the screen when sending it, the barrage will be positioned closer to the top of the screen; if it is set to display at the bottom, it will be positioned closer to the bottom. This flexible layout allows players to freely adjust the barrage's display position based on their preferences and operating habits, resulting in a better viewing experience.
[0285] Step 1706, click the Zoom Out button;
[0286] The game client displays a zoom button for the bullet chat within the game interface. Players can click the zoom button to return to the default setting. In other words, if players want to restore the default display state after displaying the bullet chat on the game screen, they can click the zoom button within the interface. When the player clicks the zoom button, the game client receives this operation signal and responds to it by displaying the bullet chat within the video control.
[0287] Step 1707: The player moves the joystick in the UGC scene;
[0288] If the zoom out button is not clicked, but the player moves the joystick in the UGC scene, if the video control is beyond the player's field of view, the barrage will automatically return from the game interface to the video control. That is, the video played by the video control and the matching barrage will not be included in the currently displayed game interface.
[0289] Step 1708, determining whether the video control is beyond the player's field of view;
[0290] Schematically, the game client calculates whether the video controls are within the player's field of view based on the player's avatar's perspective, the character's position, and the position and size of the video controls. If the video controls are outside the player's field of view, the barrage's automatic adjustment mechanism is triggered, and the barrage returns to its default display.
[0291] Step 1709, the barrage returns to the video controls from the game interface.
[0292] For example, when the game client determines that the video control is beyond the player's field of view, the bullet comment will automatically be removed from the game screen and returned to the video control. When the bullet comment returns to the video control, its display position, size, and style will return to the default settings, consistent with the layout of the video control.
[0293] FIG18 shows a block diagram of a screen display device provided by an exemplary embodiment of the present application. The device is installed with a game client, and the device includes:
[0294] Display module 1801, for displaying a virtual screen embedded in a virtual environment;
[0295] A receiving module 1802 is configured to receive a first play operation for a first video, where the first video is a video from a video play platform;
[0296] The display module 1801 is further configured to play the first video on a virtual screen in response to the first play operation;
[0297] The display module 1801 is further used to display at least two bullet comments matching the first video, where the at least two bullet comments include bullet comments sent by objects in the video playback platform and the game platform.
[0298] In an optional embodiment, the display module 1801 is further configured to display a first bullet comment of the at least two bullet comments in a first bullet comment style, where the first bullet comment is a bullet comment sent by an object in the game platform;
[0299] For the second bullet comment of the at least two bullet comments, the second bullet comment is displayed in a second bullet comment style, where the second bullet comment is a bullet comment sent by an object in the video playback platform;
[0300] Among them, the first barrage style and the second barrage style are barrage styles that are different in at least one of barrage special effects, patterns, borders, fonts, colors, font sizes, and source information.
[0301] In an optional embodiment, the virtual environment includes a first seat located around the virtual screen; the display module 1801 is also used to display the first seat information and the barrage content of the first barrage when the first barrage comes from a first object, the first object is the object in which the virtual character controlled in the game platform is located in the first seat, and the first seat information is the relevant information of the first seat.
[0302] In an optional embodiment, the display module 1801 is further configured to display a first bullet screen having a first style border, where the first style border is associated with the architectural style of the virtual environment.
[0303] In an optional embodiment, the display module 1801 is further used to display a first barrage with a first dynamic special effect in response to the number of virtual characters accommodated in the virtual environment being within a first number range, where the first dynamic special effect is a dynamic special effect corresponding to the first number range.
[0304] In an optional embodiment, the virtual environment is an environment customized by the object to which it belongs; the display module 1801 is also used to display the first barrage with a first relationship border when the first barrage comes from a second object, and the second object is an object in the game platform that has a first intimate relationship with the object to which it belongs, and the first relationship border is a border corresponding to the first intimate relationship.
[0305] In an optional embodiment, the display module 1801 is further configured to display the level information of the third object in the video playback platform and the content of the second bullet comment when the second bullet comment comes from a third object in the video playback platform.
[0306] In an optional embodiment, the display module 1801 is also used to display a barrage editing icon; in response to the barrage editing icon receiving a trigger operation, the barrage editing interface is displayed; in response to the barrage editing interface receiving a barrage editing operation and a barrage sending operation, a third barrage with a newly added mark is displayed, and the newly added mark indicates that the third barrage is a newly sent barrage.
[0307] In an optional embodiment, the display module 1801 is also used to display a barrage setting icon; in response to the barrage setting icon receiving a trigger operation, a barrage setting pop-up window is displayed; in response to the barrage setting pop-up window receiving at least one setting operation, at least one barrage style of at least two barrages is updated and displayed.
[0308] In an optional embodiment, at least two bullet comments have a first color; the display module 1801 is further used to update the display of at least two bullet comments with the second color in response to the bullet comment setting pop-up window receiving a selection operation of the second color.
[0309] In an optional embodiment, at least two bullet comments have a first font size; the display module 1801 is further configured to update and display at least two bullet comments with a second font size in response to the bullet comment setting pop-up window receiving a selection operation of a second font size.
[0310] In an optional embodiment, at least two bullet comments are located at a first position in the container; the display module 1801 is further used to update the display of at least two bullet comments located at a second position in the container in response to the bullet comment setting pop-up window receiving a selection operation of a second position.
[0311] In an optional embodiment, at least two barrages are located within the virtual screen; the display module 1801 is also used to switch the at least two barrages from being displayed within the virtual screen to being displayed within the game interface in response to the barrage setting pop-up window receiving a selection operation of the game interface; and update the display of at least two barrages within the game interface.
[0312] In an optional embodiment, the display module 1801 is also used to display a bullet screen reduction icon around the virtual screen; in response to the bullet screen reduction icon receiving a trigger operation, at least two bullet screens are switched from being displayed in the game interface to being displayed in the virtual screen; and at least two bullet screens in the virtual screen are updated and displayed.
[0313] In an optional embodiment, the display module 1801 is further configured to switch at least two bullet comments from being displayed in the game interface to being displayed in the virtual screen in response to the virtual screen being beyond the field of view of the current main control character.
[0314] In an optional embodiment, the display module 1801 is also used to display information about the object sending the first barrage of at least two barrages on the game platform in response to the first barrage receiving a trigger operation, where the first barrage is a barrage sent by an object in the game platform.
[0315] In an optional embodiment, the display module 1801 is also used to display information about the object sending the second barrage of at least two barrages on the video playback platform in response to the second barrage receiving a trigger operation, where the second barrage is a barrage sent by the object in the video playback platform.
[0316] In an optional embodiment, the display module 1801 is further configured to display a follow button when the first barrage is a barrage sent by a first creative object, the first creative object is a creative object whose number of fans is greater than a threshold, and the creative object is an object that creates a game level;
[0317] The screen display device further includes a processing module 1803. The processing module 1803 is configured to establish a follow relationship between the current object logged in on the game client and the first creative object in response to the follow button receiving a trigger operation.
[0318] In an optional embodiment, the display module 1801 is further configured to update the bullet comments sent by the object in the game platform in real time while the current object logged in on the game client is in the virtual environment;
[0319] When the current object re-enters the virtual environment, the updated bullet comment is pulled from the video playback platform, and the updated bullet comment is displayed.
[0320] In summary, by playing a first video on a virtual screen and displaying at least two bullet comments matching the first video, the at least two bullet comments include bullet comments sent by objects on the video playback platform and the game platform. That is, this application provides a cross-platform social interaction solution based on bullet comments, where the game interface can display bullet comments sent by objects on the video playback platform, and further cross-platform social interaction can be achieved based on bullet comments.
[0321] FIG19 shows a block diagram of a video playback device provided by an exemplary embodiment of the present application. The device is installed with a video playback client, which is a client supported by the video playback platform, and the device includes:
[0322] Receiving module 1901, configured to receive a second play operation for the first video;
[0323] Display module 1902 is used to play the first video in response to the second playback operation, and display at least two barrages matching the first video. The first video supports playback on a virtual screen embedded in a virtual environment provided by a game platform, and the at least two barrages include barrages sent by objects in the video playback platform and the game platform.
[0324] In an optional embodiment, the display module 1902 is also used to display information about the object sending the first barrage of at least two barrages on the game platform in response to the first barrage receiving a trigger operation, where the first barrage is a barrage sent by an object in the game platform.
[0325] In an optional embodiment, the display module 1902 is further configured to display a follow button in response to a trigger operation being received by the first bullet comment, and the first bullet comment is a bullet comment sent by a first creative object; the first creative object is a creative object whose number of fans on the game platform is greater than a threshold, and the creative object is an object that creates a game level;
[0326] The video playback device further includes a jump module 1903. The jump module 1903 is configured to jump to a game client supported by the game platform in response to receiving a trigger operation on the follow button, so as to establish a follow relationship between the object logged in on the game client and the first creation object.
[0327] In summary, by displaying at least two bullet comments matching the first video on the video playback client, the at least two bullet comments include bullet comments sent by objects on the video playback platform and the game platform. That is, this application provides a cross-platform social interaction solution based on bullet comments, where the video playback interface can display bullet comments sent by objects on the game platform, and subsequent cross-platform social interaction can be achieved based on bullet comments.
[0328] Please refer to Figure 20, which shows a block diagram of a computer device 2000 according to an exemplary embodiment of the present application. Computer device 2000 may be a portable mobile terminal, such as a smartphone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), or an MP4 player (Moving Picture Experts Group Audio Layer IV). Computer device 2000 may also be referred to as a user device, a portable terminal, a head-mounted computer device, or other similar names.
[0329] Typically, the computer device 2000 includes a processor 2001 and a memory 2002 .
[0330] The processor 2001 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. In some embodiments, the processor 2001 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen.
[0331] The memory 2002 may include one or more computer-readable storage media, which may be tangible and non-transitory. In some embodiments, the non-transitory computer-readable storage medium in the memory 2002 is used to store at least one instruction, which is executed by the processor 2001 to implement the screen display method and / or video playback method provided in the embodiments of the present application.
[0332] In some embodiments, the computer device 2000 may further include a peripheral device interface 2003 and at least one peripheral device. Specifically, the peripheral device includes at least one of a radio frequency circuit 2004 , a display screen 2005 , a camera assembly 2006 , an audio circuit 2007 , and a power supply 2008 .
[0333] The peripheral device interface 2003 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 2001 and the memory 2002. The radio frequency circuit 2004 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 2004 communicates with a communication network and other communication devices via electromagnetic signals. The display screen 2005 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. The camera component 2006 is used to capture images or videos. The audio circuit 2007 is used to provide an audio interface between the user and the computer device 2000. The power supply 2008 is used to power the various components in the computer device 2000.
[0334] In some embodiments, the computer device 2000 further includes one or more sensors 2009 , including but not limited to: an acceleration sensor 2010 , a gyroscope sensor 2011 , a pressure sensor 2012 , an optical sensor 2013 , and a proximity sensor 2014 .
[0335] Those skilled in the art will appreciate that the structure shown in FIG. 20 does not limit the computer device 2000 , and may include more or fewer components than shown, or combine certain components, or adopt a different component arrangement.
[0336] An embodiment of the present application also provides a computer device, which includes a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement the screen display method provided in the above-mentioned method embodiments.
[0337] An embodiment of the present application further provides a computer-readable storage medium, in which a computer program is stored. The computer program is used to be executed by a computer device to implement the above-mentioned screen display method and / or video playback method.
[0338] Optionally, the computer-readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a solid-state drive (SSD) or an optical disc, etc. Among them, the random access memory may include a resistance random access memory (ReRAM) and a dynamic random access memory (DRAM). The present application also provides a computer-readable storage medium, wherein the storage medium stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, the at least one program, the code set or the instruction set are loaded and executed by a processor to implement the screen display method and / or video playback method provided in the above method embodiment.
[0339] The present application provides a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the screen display method and / or video playback method provided in the above-mentioned method embodiments.
[0340] The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0341] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.
Claims
1. A screen display method, executed by a computer device and applied to a game client, comprising: displaying a virtual screen embedded in a virtual environment; Receiving a first play operation for a first video, where the first video is a video from a video playback platform; In response to the first playback operation, the first video is played within the virtual screen; and at least two bullet comments matching the first video are displayed, wherein the at least two bullet comments include bullet comments sent by objects in the video playback platform and the game platform.
2. The method according to claim 1, wherein The displaying of at least two comments matching the first video includes: For a first barrage of the at least two barrages, displaying the first barrage in a first barrage style, where the first barrage is a barrage sent by an object in the game platform; For a second bullet comment among the at least two bullet comments, display the second bullet comment in a second bullet comment style, where the second bullet comment is a bullet comment sent by an object in the video playback platform; Among them, the first barrage style and the second barrage style are barrage styles that differ in at least one of barrage special effects, patterns, borders, fonts, colors, font sizes, and source information.
3. The method according to claim 1 or 2, wherein The virtual environment includes a first seat located around the virtual screen; The displaying the first bullet screen in the first bullet screen style includes: In the case where the first barrage comes from a first object, the first seat information and the barrage content of the first barrage are displayed. The first object is an object in which the virtual character controlled in the game platform is located in the first seat, and the first seat information is relevant information of the first seat.
4. The method according to any one of claims 1 to 3, wherein: The displaying the first bullet screen in the first bullet screen style includes: The first bullet screen having a first style border is displayed, and the first style border is associated with the architectural style of the virtual environment.
5. The method according to any one of claims 1 to 4, wherein: The displaying the first bullet screen in the first bullet screen style includes: In response to the number of virtual characters accommodated in the virtual environment being within a first number range, the first bullet screen with a first dynamic special effect is displayed, where the first dynamic special effect is a dynamic special effect corresponding to the first number range.
6. The method according to any one of claims 1 to 5, wherein: The virtual environment is an environment customized by the object; The displaying the first bullet screen in the first bullet screen style includes: In the case where the first barrage comes from a second object, the first barrage is displayed with a first relationship border, the second object is an object in the game platform that has a first intimate relationship with the belonging object, and the first relationship border is a border corresponding to the first intimate relationship.
7. The method according to any one of claims 1 to 6, wherein: The displaying the second bullet screen in the second bullet screen style includes: In the case where the second bullet comment comes from a third object in the video playback platform, the level information of the third object in the video playback platform and the bullet comment content of the second bullet comment are displayed.
8. The method according to any one of claims 1 to 7, wherein: The method further comprises: Display the barrage editing icon; In response to the bullet screen editing icon receiving a trigger operation, displaying a bullet screen editing interface; In response to the barrage editing interface receiving the barrage editing operation and the barrage sending operation, a third barrage with a newly added mark is displayed, and the newly added mark indicates that the third barrage is a newly sent barrage.
9. The method according to any one of claims 1 to 8, wherein: The method further comprises: Display the barrage settings icon; In response to the bullet screen setting icon receiving a trigger operation, displaying a bullet screen setting pop-up window; In response to the bullet screen setting pop-up window receiving at least one setting operation, at least one bullet screen style of the at least two bullet screens is updated and displayed.
10. The method according to any one of claims 1 to 9, wherein: The at least two bullet comments have a first color; The updating and displaying of at least one bullet screen style of the at least two bullet screens in response to the bullet screen setting pop-up window receiving at least one setting operation includes: In response to the bullet-screen setting pop-up window receiving a selection operation of a second color, the at least two bullet-screens having the second color are updated and displayed.
11. The method according to any one of claims 1 to 10, wherein: The at least two bullet comments have a first font size; The updating and displaying of at least one bullet screen style of the at least two bullet screens in response to the bullet screen setting pop-up window receiving at least one setting operation includes: In response to the bullet screen setting icon receiving a trigger operation, displaying a bullet screen setting pop-up window; In response to the bullet-screen setting pop-up window receiving a selection operation of a second font size, the at least two bullet-screens having the second font size are updated and displayed.
12. The method according to any one of claims 1 to 11, wherein: The at least two bullet screens are located at a first position within the container; The updating and displaying of at least one bullet screen style of the at least two bullet screens in response to the bullet screen setting pop-up window receiving at least one setting operation includes: In response to the bullet screen setting pop-up window receiving a selection operation of a second position, the at least two bullet screens located at the second position in the container are updated and displayed.
13. The method according to any one of claims 1 to 12, wherein: The at least two bullet comments are located within the virtual screen; The updating and displaying of at least one bullet screen style of the at least two bullet screens in response to the bullet screen setting pop-up window receiving at least one setting operation includes: In response to the bullet screen setting pop-up window receiving a selection operation on the game interface, switching the at least two bullet screens from being displayed on the virtual screen to being displayed on the game interface; The at least two bullet comments in the game interface are updated and displayed.
14. The method according to any one of claims 1 to 13, wherein: The method further comprises: Display the barrage zoom-out icon; In response to the bullet screen reduction icon receiving a trigger operation, switching the at least two bullet screens from being displayed in the game interface to being displayed in the virtual screen; The at least two bullet comments in the virtual screen are updated and displayed.
15. The method according to any one of claims 1 to 14, wherein: The method further comprises: In response to the virtual screen exceeding the field of view of the current main control character, the at least two bullet comments are switched from being displayed in the game interface to being displayed in the virtual screen.
16. The method according to any one of claims 1 to 15, wherein: The method further comprises at least one of the following: For a first barrage of the at least two barrages, in response to the first barrage receiving a trigger operation, displaying information about an object sending the first barrage on the game platform, wherein the first barrage is a barrage sent by an object on the game platform; For the second barrage of the at least two barrages, in response to the second barrage receiving a trigger operation, information about the object sending the second barrage on the video playback platform is displayed, where the second barrage is a barrage sent by an object in the video playback platform.
17. The method according to any one of claims 1 to 16, wherein: The method further comprises: In the case where the first barrage is a barrage sent by a first creative object, a follow button is displayed, the first creative object is a creative object whose number of fans is greater than a threshold, and the creative object is an object that creates a game level; In response to the follow button receiving a trigger operation, a follow relationship between the current object logged in on the game client and the first creation object is established.
18. The method according to any one of claims 1 to 17, wherein: The method further comprises: When the current object logged in on the game client is in the virtual environment, updating the bullet comments sent by the object in the game platform in real time; When the current object re-enters the virtual environment, the updated bullet comment is pulled from the video playback platform, and the updated bullet comment is displayed.
19. A video playback method, executed by a computer device and applied to a video playback client, wherein the video playback client is a client supported by a video playback platform, the method comprising: receiving a second play operation for the first video; In response to the second playback operation, the first video is played, and at least two barrages matching the first video are displayed. The first video supports playback on a virtual screen embedded in a virtual environment provided by a game platform. The at least two barrages include barrages sent by objects in the video playback platform and the game platform.
20. The method according to claim 19, wherein The method further comprises: For the first barrage of the at least two barrages, in response to the first barrage receiving a trigger operation, information about the object sending the first barrage on the game platform is displayed, where the first barrage is a barrage sent by an object on the game platform.
21. The method according to claim 20, wherein The method further comprises: In response to the first bullet comment receiving a trigger operation, and the first bullet comment is a bullet comment sent by a first creative object, a follow button is displayed; the first creative object is a creative object with a number of fans greater than a threshold on the game platform, and the creative object is an object that creates a game level; In response to the follow button receiving a trigger operation, jump to the game client supported by the game platform to establish a follow relationship between the object logged in on the game client and the first creation object.
22. A screen display device, the device having a game client installed therein, the device comprising: A display module, configured to display a virtual screen embedded in the virtual environment; A receiving module, configured to receive a first play operation for a first video, where the first video is a video from a video play platform; The display module is further configured to play the first video on the virtual screen in response to the first play operation; The display module is further used to display at least two bullet comments matching the first video, and the at least two bullet comments include bullet comments sent by objects in the video playback platform and the game platform.
23. A video playback device, the device being installed with a video playback client, the video playback client being a client supported by a video playback platform, the device comprising: A receiving module, configured to receive a second play operation for the first video; A display module is used to play the first video in response to the second playback operation, and display at least two barrages matching the first video, wherein the first video supports playback on a virtual screen embedded in a virtual environment provided by a game platform, and the at least two barrages include barrages sent by objects in the video playback platform and the game platform.
24. A computer device, comprising: A processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the screen display method according to any one of claims 1 to 18, or the video playback method according to any one of claims 19 to 21.
25. A computer-readable storage medium storing a computer program, wherein the computer program is loaded and executed by a processor to implement the screen display method according to any one of claims 1 to 18, or the video playback method according to any one of claims 19 to 21.
26. A computer program product, wherein the computer program product stores a computer program, wherein the computer program is loaded and executed by a processor to implement the screen display method according to any one of claims 1 to 18, or the video playback method according to any one of claims 19 to 21.
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