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CN112691364A - System and method for interaction by using rotary disc in live broadcast - Google Patents

System and method for interaction by using rotary disc in live broadcast Download PDF

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Publication number
CN112691364A
CN112691364A CN202110134176.6A CN202110134176A CN112691364A CN 112691364 A CN112691364 A CN 112691364A CN 202110134176 A CN202110134176 A CN 202110134176A CN 112691364 A CN112691364 A CN 112691364A
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game
players
module
anchor
player
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蔡涛
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Shanghai Kuliang Information Technology Co Ltd
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Shanghai Kuliang Information Technology Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/338Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using television networks
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/48Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • G06Q30/0207Discounts or incentives, e.g. coupons or rebates
    • G06Q30/0209Incentive being awarded or redeemed in connection with the playing of a video game
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4781Games
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4788Supplemental services, e.g. displaying phone caller identification, shopping application communicating with other users, e.g. chatting
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/409Data transfer via television network
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/636Methods for processing data by generating or executing the game program for controlling the execution of the game in time involving process of starting or resuming a game

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Development Economics (AREA)
  • Signal Processing (AREA)
  • General Business, Economics & Management (AREA)
  • Strategic Management (AREA)
  • Physics & Mathematics (AREA)
  • Finance (AREA)
  • Accounting & Taxation (AREA)
  • Optics & Photonics (AREA)
  • Entrepreneurship & Innovation (AREA)
  • Computer Security & Cryptography (AREA)
  • Game Theory and Decision Science (AREA)
  • General Engineering & Computer Science (AREA)
  • Economics (AREA)
  • Marketing (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)

Abstract

一种在直播中利用转盘进行互动的系统,包括配置模块、控制模块、显示模块和计算模块;所述配置模块,位于主播客户端,用于配置游戏参数,包括游戏模式、游戏参与条件;所述控制模块,位于主播客户端,用于开启并控制游戏的进度;所述显示模块,位于客户端,用于向用户显示圆形转盘及每轮的结果;所述计算模块,位于服务器端,用于获取游戏玩家信息、计算每轮的游戏结果,并结算游戏奖励。本发明通过主播与观众的游戏互动,增强直播间的互动性与趣味性。

Figure 202110134176

A system for interacting with a turntable in live broadcast, comprising a configuration module, a control module, a display module and a calculation module; the configuration module is located on the host client and is used to configure game parameters, including game mode and game participation conditions; The control module is located on the host client and is used to open and control the progress of the game; the display module is located on the client and is used to display the circular turntable and the results of each round to the user; the calculation module is located on the server side, It is used to obtain game player information, calculate the game results of each round, and settle game rewards. The present invention enhances the interactivity and interest of the live broadcast room through the game interaction between the host and the audience.

Figure 202110134176

Description

System and method for interaction by using rotary disc in live broadcast
Technical Field
The invention relates to the technical field of live broadcasting, in particular to a system and a method for interaction by using a rotary table in live broadcasting.
Background
With the continuous development of network technology, live broadcasting has become an increasingly popular social channel.
The live broadcast mode of the current mainstream live broadcast software is a live broadcast mode of a main broadcast, and a plurality of audiences watch the live broadcast mode in a live broadcast room of the main broadcast through audience client sides in terminals. Since this live mode of one anchor for many viewers can only anchor one performance and interact only with their fans, it has a great limitation. Therefore, a double live broadcast mode is provided for a plurality of live broadcast platforms at present. That is, the characteristics of the dual-anchor PK are introduced in the live broadcast process, for example, two persons cooperate to complete the antiphonal singing live broadcast of a song, etc. It is foreseen that in the future even a live mode of multiple anchor may appear, with live being composed of groups like "cliques", "boys", and so on.
In addition, some platforms develop game activities such as casting the color son and the like in the live broadcast so as to increase the interest and the interactivity of the live broadcast.
However, the above live broadcast mode is still single, and the interactivity between the anchor and the audience is still weak, so that the interactive requirement of the vermicelli on the anchor cannot be met.
Disclosure of Invention
The invention aims to solve the technical problem of providing a system and a method for interaction by using a turntable in live broadcasting, which enhance the interactivity and the interestingness of a live broadcasting room through the game interaction between a main broadcasting and audiences.
In the present invention, the anchor client refers to a client used by an anchor. A viewer client refers to a client used by a viewer. Clients refer to both the anchor client and the viewer client. When "client" is used in the present invention, it means that both the anchor client and the viewer client are respective carriers.
In order to solve the technical problem, the invention provides a system for interaction by using a turntable in live broadcasting, which comprises a configuration module, a control module, a display module and a calculation module, wherein the configuration module is used for configuring a control module;
the configuration module is positioned at the anchor client and used for configuring game parameters including a game mode and game participation conditions;
the control module is positioned at the anchor client and used for starting and controlling the progress of the game;
the display module is positioned at the client and used for displaying the circular turntable and the result of each round to the user;
the calculation module is positioned at the server end and used for acquiring the information of the game player, calculating the game result of each round and settling the game rewards.
As an improvement of the above, the game mode includes a revival mode and a non-revival mode, and it is also possible to set whether or not a main play participates.
In the technical scheme, the revival mode means that all the eliminated players have revival opportunities, and the non-revival mode means that the eliminated users have no revival opportunities and lose the qualification of winning the game once eliminated. Under the revival mode, the interactivity and the interest of the game are stronger. And under the non-revival mode, the speed of the game is faster, and the waiting time of other live audiences can be shortened. The anchor can set whether to participate in the game and can also improve the interaction between the anchor and the audience.
As an improvement of the scheme, the game participation condition refers to the gold coins needing to be paid when the personnel in the current live broadcast room participate in the game.
In the above technical solution, the gold coins refer to currencies in the system, which may be "gold coins", or virtual currencies such as "points", "gems", etc., circulating in a live broadcast system, and in the present invention, refer to currencies. The designated gold coins can increase the interest of the game. When the gold coins needing to be paid out when the personnel in the current live broadcast room participate in the game are at the end of the game, the gold coins paid out by the player can be awarded to the winning player in the form of a bonus. Wherein the prize earned by the winning player is a fixed proportion of the total amount of gold coins paid out by all of the participating players. The system will present a gold coin with an equal portion of the balance, which is sent with the remaining gold coins to all users in the live room at the time of the winner being awarded. Therefore, users who do not participate in the game can pay attention to the game progress, and the stickiness of the users is kept.
As an improvement of the above scheme, when a plurality of anchor players participate together in a live group, the game participation condition is adapted to users of all the anchor players in the live group.
In the technical scheme, the same game chance is adopted for users of a plurality of anchor players, but only one anchor player can initiate and control the game. When the game is not completed, the anchor in the same live group can not exit the live group.
As an improvement of the above solution, the control module enables the anchor to have a revival opportunity for each eliminated player.
In the technical scheme, the control module sends the game participation invitation to the users meeting the conditions in the live broadcast room when the anchor starts the game, and only the users accepting the invitation can join the game. Each time each player is eliminated, the anchor can exercise revival rights to it. However, the anchor has a limit on the revival times of the single game, and if the revival times of the anchor exceeds the limit, the system randomly determines whether to revive the player when the anchor revives the right again. The scheme can increase the interaction between the tourist and the anchor, is friendly to the anchor with fixed bean vermicelli groups or less bean vermicelli, avoids the problem of overlong game time caused by massive revival of members, and is favorable for long-term development of live broadcast.
As an improvement of the scheme, the display module displays the head portraits of all game players on the circular turntable, and marks adjacent players on the same circle with different colors respectively.
In the technical scheme, different colors are marked on the head portraits of adjacent players, so that different players can be distinguished conveniently. When the anchor configures game rules, the anchor can also adopt a color grouping mode, players with the same color are eliminated as one group until the last group is left, and then the players are eliminated according to a single member, so that the last person is determined as a winner.
As an improvement of the scheme, the number of the game participants is more than 3;
when the number of the players participating in the game is less than 9, the display module displays all the players in a circle;
when the number of players is more than 9, the display module groups all players in a two-player group mode, head portraits of the same group of players are distributed in the same radial direction of the disc, and when the number of players is odd, one player is randomly selected to form one group independently.
In the technical scheme, when the circular turnplate is displayed in the common mobile phone, 9 people can clearly see the appropriate number of head portrait. If it is larger than 9 persons, each circle is too small to see the head portrait clearly. When the number of the game participants is more than 9, the same group member can be eliminated together if the group member is eliminated. When the game is eliminated to the last group, if the last group is a single person, the person is the winner; if the last group is a plurality of persons, the group is dispersed, and the elimination match is carried out again according to each person until the last person is the winner. The technical scheme can also keep the game time controlled in a short range when the number of players is large, keep the interests of players who do not participate in the game or lose the game, and keep the emotion of all the players in the live broadcast room at a high level.
As an improvement of the above scheme, the display module removes the eliminated head portraits of the players from the circular turntable after each round is finished, and updates the information of the circular turntable.
In the technical scheme, when the eliminated player head portraits are removed from the circular turntable, the head portraits on the turntable can be the live player head portraits, and the player head portraits can be distinguished more easily. The updated circular carousel still forms a closed circle with the new player avatar area. By matching with light, shadow and sound effect, the display mode can better present game progress, so that players can feel more substituted and better experience is obtained.
As an improvement of the above scheme, the computing module randomly selects one player from the game players in each round as a round elimination object, and returns the elimination object to the client when the client requests a computing result.
In the above technical solution, when the computation module returns the computation result to the client, the time of the client is adjusted and then returned to the client together with the computation result according to the time difference between the server and the client, so that the client can obtain the result at the same time, thereby avoiding the problem of desynchrony caused by inconsistent time of the terminal.
Correspondingly, the invention also provides a method for interaction by using the rotary disk in live broadcasting, which comprises the following steps.
A. And the configuration module is used for configuring game parameters including game modes and game participation conditions.
In the step, by configuring each condition, the anchor can select a proper game mode aiming at the atmosphere of the live broadcast room and the like, so that the interactivity and the diversity are enhanced.
B. The circular carousel is displayed to a user using the display module described above.
In this step, the circular carousel is displayed to the user by a display module of the client. When the display module of the anchor client displays the circular turntable, the display modules of other members in the live room are also automatically opened and can not be closed.
C. And starting and controlling the progress of the game by using the control module.
In the step, the anchor better grasps the live broadcast process by controlling the game progress, so that the game and the live broadcast are better promoted.
D. And acquiring information of the game player by using the calculating module and calculating the game result of each round.
In this step, since the server acquires the conditions of the members participating in the game in real time, the calculation module can directly acquire the conditions of each round of game and randomly select one member from the conditions to eliminate. And the server side sends the game result to all the members in the live broadcast room so as to display the game result on the client side. The method of sending results to the plurality of clients by the server can make full use of local resources of the clients and reduce excessive transmission information in the live broadcast process, thereby playing a role in improving live broadcast delay.
E. The display module described above is used to display the circular carousel and the results for each round to the user.
In the step, results are displayed to the anchor and audiences through the circular turnplate, and the live broadcast is more interesting through the interesting display form.
D. The game award is settled using the calculation module described above.
In this step, the winner is awarded a fixed ratio of the sum of the gold paid out for all players to participate in the game and the gold paid out for all returned players to participate in the preparation for the game. The gold coins are transferred between the players, so that the interactivity between the users is stronger, and the experience is better. The system presents the money equal to the deficit portion and sends it to the user in the live room together. The scheme is favorable for fighting the lost experience of the players who do not participate in the game and keeping the participation sense.
The invention has the following beneficial effects.
The invention provides a plurality of game modes, which can be suitable for different live broadcast rooms and different anchor styles, thereby enabling the live broadcast rooms to be more distinctive. The invention enables the anchor to control the game progress, enables the anchor to better master the game rhythm, and enables the game and the live broadcast to be mutually integrated and promoted. The invention adopts the mode of the circular turntable to show the game result, is more visual and has good display effect.
Drawings
Fig. 1 is a schematic structural diagram of a system for interaction with a carousel in a live broadcast according to a first embodiment of the present invention.
Fig. 2 is a schematic view of a first circular turntable of the present invention.
Fig. 3 is a schematic view of a second circular turret of the present invention.
Fig. 4 is a flowchart of a first embodiment of a method for interaction with a carousel in a live broadcast according to the present invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the present invention more apparent, the present invention will be described in further detail with reference to the accompanying drawings.
In a first embodiment of the present invention as shown in fig. 1, a system for interaction with a carousel in a live broadcast is provided, which includes a configuration module 100, a control module 200, a display module 300, and a calculation module 400.
The configuration module 100 is located at the anchor client and is used for configuring game parameters including a game mode and game participation conditions.
Specifically, the anchor can configure the game modes including a revival mode and a non-revival mode, and the anchor can also select whether or not to participate in the game by itself. The anchor can also set game participation conditions, namely the gold coins needing to be paid when the personnel in the current live broadcast room participate in the game. When the anchor completes the game configuration, all members in the live broadcast room have the same chance to participate in the game. The member that is reported first locks the game qualification first. In addition to this, the anchor may set the number of people participating in the game. The preparation phase ends when the game reaches the number of persons set by the anchor within the preparation time.
When the multi-anchor broadcasts directly together, one anchor launches the game, and the anchor is a controller of the game, and can configure the game and control the game progress. In this mode, the anchor configured game parameters are in effect simultaneously for all viewers of the reference live group, with each viewer having the same chance.
And the control module 200 is positioned at the anchor client and used for starting and controlling the progress of the game.
Specifically, one player is eliminated from each turn of the game. In the revival mode, after each round of results is generated, the anchor has 5 seconds to decide whether to revive the player, but each player can revive only once. In the non-revival mode, there is a 3 second result presentation time after each round of result generation.
And the display module 300 is positioned at the client and used for displaying the circular turntable and the result of each round to the user.
Specifically, when the anchor is not participating in the game, the anchor avatar is displayed in the middle of the circular carousel. When the anchor participates in the game, the middle circle of the circular turntable displays the system identification. The display module 300 automatically adjusts the size of the circular turntable according to the size of the terminal screen. As shown in fig. 2, when the number of players is 4, less than 9, all players are displayed on one turn of the same radius. The 4 players' head portraits are displayed in turn on a circular carousel in equal proportion. The circle in the center of the circular carousel shows the anchor avatar, and the background color is white. The head portrait on the circumference is distributed with background colors, and two adjacent areas are distributed with different colors and are not the same as the background color of the circle where the anchor head portrait is located. The round turntable is provided with an arrow to indicate the rejected member in each round. The first turn results in the avatar 4, the player is eliminated. The circular turntable is updated to be a circular turntable with only the head portrait 1, the head portrait 2 and the head portrait 3, and if the background colors of the head portrait 1 and the head portrait 3 are the same, different colors are redistributed to all the objects; if the background colors of avatar 1 and avatar 3 are not the same, then the current player color is left unchanged. The second turn results in heading 2, the player is eliminated. The circular turntable is updated to be the circular turntable with only the head portrait 1 and the head portrait 3, and the head portrait 1 is adjacent to the head portrait 3 in the previous round, so that the colors of the head portrait 1 and the head portrait 3 are different, and the colors of the head portrait and the head portrait are kept unchanged in the current round. The third round of rotation results in avatar 1, player 3 is the winner.
As shown in fig. 3, when the number of players is 16, more than 9, the players are randomly divided into two circles to be displayed on the circular wheel. A plurality of players in the same radial direction is grouped. If avatar 1 and avatar 9 are in the same radial direction, player 1 and player 9 are in the same group, likewise player 2 and player 10 are in a group, player 3 and player 11 are in a group, and so on. The avatars of the same group of players have the same background color. If the number of players is 15, the regions of the avatar 8 and the avatar 16 shown in fig. 3 are merged into the same region, and the avatar 8 is displayed with the same background color. The explanation is continued with 16 persons as an example. The first turn results in the pointing of the avatar 6 and the avatar 14, the two pointed players are eliminated, and in the revival mode, the anchor has a revival time of 5 seconds for each eliminated player to decide whether to revive the player. If the anchor decides to revive one of the bits, the player loses the chance of reviving again, and the avatar occupies the position of the original avatar 6 and avatar 14, and has the same background color as the original. If the anchor decides to revive both of them, the circular carousel remains unchanged, but the players lose the chance to revive again. If the anchor decides not to revive both players, both players are eliminated and the circular carousel will readjust the color allocation so that the colors of adjacent groups are not the same. And sequentially carrying out the second round and the third round until the last round determines a winning group. The following description will be made taking as an example a winning group as the group in which player 3 and player 11 are located. Since there is eventually only one winner, the winning player needs to be decided again within the winning group. The circular turntable updates the state, the area names of the head portrait 3 and the head portrait 11 occupy 180 degrees, and the special effect of burning flame appears around the respective head portraits. The puck rotates and the result points to avatar 3, then player 11 wins. The winning player can show special light effect.
The rotation of the circular turntable is divided into two parts: a fast part and a slow part. When the circular turntable rotates, the fast part is executed first, and then the slow part is executed. The fast component is a component that is not distinguishable to the naked eye. The slow part is the part visible to the naked eye. The duration of the circular carousel rotation is the same between each client, 5 seconds.
And the calculating module 400 is positioned at the server end and used for acquiring the information of the game player, calculating the game result of each round and settling the game rewards.
Specifically, the calculation module 400 receives game configuration information, request information, and player information of the client, and calculates a game result and a settlement game award for each round. When the anchor starts the game, the calculation module 400 receives the state of each player, obtains whether the player joins in the game, and sends the state information of each player to the corresponding client to update the state of the player joining in the game. The first round of play begins when the anchor clicks the "start" button on the anchor client or the set automatic start time is reached. When the first round of game starts, the calculation module 400 receives the timestamps sent by each client, performs addition and subtraction calculation on each timestamp to make the time of each timestamp consistent with that of the server, and sends randomly selected elimination personnel of the current round and the corrected time of each client to the corresponding client so that each client can display the result at the same time. The presentation of the results is done by the display module 300 at each client. The winning player receives a fixed proportion of the total amount of money paid out by all participating players at the time of settlement. For example, when the total gold paid out by all players participating in the game is 10000, the winning player obtains 80% of them, i.e., 8000, as the prize. The system will present a gold coin with an equal portion of the balance, which is sent with the remaining gold coins to all users in the live room at the time of the winner being awarded. The balance is 2000, the system automatically replenishes the equal amount of 2000 and sends the 4000 coins on average to all users who were in the live room at the time of settlement.
Correspondingly, as shown in fig. 4, the present invention further provides a method for interaction with a carousel in a live broadcast, including the following steps.
And S001, configuring game parameters including a game mode and game participation conditions by using the configuration module.
In this step, the anchor configures a game mode and a game participation condition in the live broadcast room. The users in the live broadcast room who meet the conditions set by the anchor can participate in the game. The default configuration is set in the step, and the game preparation stage can be directly started without manual configuration.
And S002, displaying the circular turntable to a user by using the display module.
In this step, the user in the live room can choose whether to join the game by displaying a circular dial to the user, indicating that the game is currently in a ready stage. The circular carousel will add the newly added player avatar information in real time. In the prepare phase, the joining player may still be able to quit, but will not return the gold that has been paid out. The money paid out by the player is released to the winner as the final award for the game. Users in the live broadcast room can watch the game situation, and only the anchor can intervene in the game progress.
And S003, starting and controlling the progress of the game by using the control module.
In the step, the main broadcast starts the game, and all users who start the game picture in the live broadcast room can see the animation of the game. When the game is started, the anchor client requests the result of the current round from the server.
And S004, enabling the computing module to obtain information of game players and computing the game result of each round.
In the step, the eliminators in each round are randomly determined and sent to a plurality of clients in the live broadcast room by the server. When the server side sends the game result to each client side in the direct room, each client side can display the game result.
And S005, displaying the circular rotating disc and the result of each round to a user by using the display module.
In this step, each client acquires the result of the current round in step S004, and displays the result by using the display module of the client. In addition, the system has a fixed color scheme for each player combination to ensure that the background colors of the avatars of two players of the same neighborhood are different. Each display mode may simply select a particular color scheme based on the corresponding color. This may ensure that the color schemes of users in the live room are the same. If only one player remains after the execution of this step is completed, step S006 is executed, otherwise step S003 is executed.
S006, using the calculating module to settle game rewards.
In this step, the game award is mainly obtained by the winning player. The award amount is a fixed proportion of the sum of the money paid out by all game players when participating in the game and the money paid out by the quit player. The system gift portion is awarded to users participating in the live broadcast.
While the invention has been described in connection with what is presently considered to be the most practical and preferred embodiment, it is to be understood that the invention is not to be limited to the disclosed embodiment, but on the contrary, is intended to cover various modifications and equivalent arrangements included within the spirit and scope of the appended claims.

Claims (10)

1. The utility model provides a system for utilize carousel to carry out interdynamic in live which characterized in that: the device comprises a configuration module, a control module, a display module and a calculation module;
the configuration module is positioned at the anchor client and used for configuring game parameters including a game mode and game participation conditions;
the control module is positioned at the anchor client and used for starting and controlling the progress of the game;
the display module is positioned at the client and used for displaying the circular turntable and the result of each round to the user;
the calculation module is positioned at the server end and used for acquiring the information of the game player, calculating the game result of each round and settling the game rewards.
2. The system as claimed in claim 1, wherein the game mode includes a revival mode and a non-revival mode, and further setting whether the main broadcast participates.
3. A system for interaction with a wheel on a live broadcast as claimed in claim 1 wherein the game play conditions are money to be paid out when a person in the live broadcast room is currently playing the game.
4. A system for interaction with a carousel in a live broadcast as claimed in claim 3, wherein when there are a plurality of anchor casts participating together in a live broadcast group, said game-play conditions are adapted to all users of said anchor casts in said live broadcast group.
5. The system of claim 1, wherein the control module enables the anchor to have a revival opportunity for each eliminated player.
6. The system of claim 1, wherein the display module displays the head portraits of all players on the circular wheel, and marks adjacent players on the same circle with different colors.
7. The system of claim 6, wherein the number of game participants is more than 3;
when the number of the players participating in the game is less than 9, the display module displays all the players in a circle;
when the number of players is more than 9, the display module groups all players in a two-player group mode, head portraits of the same group of players are distributed in the same radial direction of the disc, and when the number of players is odd, one player is randomly selected to form one group independently.
8. The system of claim 1, wherein the display module removes eliminated head portraits of players from the carousel after each round is completed and updates the carousel information.
9. The system of claim 1, wherein the computing module randomly selects one player from the game players for each round as a round elimination object, and returns the elimination object to the client when the client requests the computing result.
10. A method for interaction with a carousel in a live broadcast, comprising:
A. configuring game parameters, including game mode, game participation conditions, using a configuration module according to any one of claims 1-9;
B. displaying a circular carousel to a user using a display module according to any one of claims 1-9;
C. starting and controlling the progress of the game using a control module according to any one of claims 1-9;
D. obtaining game player information, calculating game outcomes for each round using a calculation module as claimed in any of claims 1 to 9
E. Displaying the circular carousel and the results of each round to a user using the display module of any one of claims 1-9;
F. settling a game award using the computing module of any one of claims 1-9.
CN202110134176.6A 2020-10-30 2021-02-01 System and method for interaction by using rotary disc in live broadcast Pending CN112691364A (en)

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