CN115970273A - Method for pausing game and electronic equipment - Google Patents
Method for pausing game and electronic equipment Download PDFInfo
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- CN115970273A CN115970273A CN202111205009.2A CN202111205009A CN115970273A CN 115970273 A CN115970273 A CN 115970273A CN 202111205009 A CN202111205009 A CN 202111205009A CN 115970273 A CN115970273 A CN 115970273A
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/49—Saving the game status; Pausing or ending the game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
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- Acoustics & Sound (AREA)
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Abstract
The embodiment of the application provides a method for pausing a game and electronic equipment, wherein the method is applied to the electronic equipment and comprises the following steps: receiving a first user operation of a first user when a game is run; when it is determined that the first user operation is for pausing the game, the game is paused by returning to a first play point, the first play point being determined based on one or more of a start play point at which the first user operation of the first user is received, an end play point, and a play point at which a game event occurs during the reception of the first user operation of the first user, the first play point being earlier than the end play point. By adopting the method and the device, the adverse game event generated during the first user operation for suspending the game can be avoided from being received, and the game can be normally played after the game is resumed.
Description
Technical Field
The present application relates to the field of computer technologies, and in particular, to a method for pausing a game and an electronic device.
Background
In the process of using the electronic equipment to play the motion sensing game, a user operation can be input, and when the electronic equipment identifies that the user operation is the preset user operation for pausing the game, the game can be paused, however, a certain time is needed for identifying the user operation, and in the process, the user generally cannot normally play the game, and unfavorable game events can be generated, so that the game is out of control. For example, when a user uses a smart screen to play a motion sensing game, a specific gesture can be made to pause the game, and when the smart screen recognizes that the user keeps the specific gesture within 3 seconds, it is determined that the user wants to pause the game, but at least 3 seconds are needed from the moment that the user stops playing the game to the moment that the smart screen recognizes that the user wants to pause the game, and the game is not operated by the user within the 3 seconds, so that adverse events such as deviation from a normal traveling route and death may occur, and the user experience is not good.
Disclosure of Invention
The embodiment of the application discloses a method for pausing a game and electronic equipment, which can avoid the problem that the game is out of control when a user pauses the game and ensure the normal progress of the game.
In a first aspect, an embodiment of the present application provides a method for pausing a game, which is applied to an electronic device, and the method includes: receiving a first user operation of a first user when a game is run; upon determining that the first user action is for pausing the game, rewinding to a first play point to pause the game, the first play point determined from one or more of the start play point at which the first user action of the first user was received, the end play point at which the first user action of the first user was received, and a play point at which a game event occurred during the receipt of the first user action of the first user, the first play point being earlier than the end play point.
In this application, when it is determined that the received first user operation is used for pausing the game, it may be understood that when it is recognized that the user intends to pause the game, the electronic device may return to the earlier first game point to pause the game, thereby avoiding a situation where the game is out of control during the reception of the first user operation, such as an adverse game event, and ensuring normal progress of the game.
In a possible implementation manner, the receiving the first user operation of the first user includes: receiving the second user operation; identifying, in response to the second user operation, whether the first user intends to pause the game; receiving the third user operation; identifying that the first user intends to pause a game based on the second user operation and the third user operation.
In a possible implementation manner, the receiving the second user operation includes: receiving a first gesture at a second game point; the receiving of the third user action includes: and receiving the first gesture in a preset identification duration, wherein the duration of the interval between the second game point and the ending game point is the preset identification duration.
In one possible implementation, the second user operation is a second gesture, the third user operation is a third gesture, and the gesture formed by the second gesture and the third gesture is used for pausing the game.
In one possible implementation, the second user operation is a first voice input, the third user operation is a second voice input, and the voice input composed of the first voice input and the second voice input is used for pausing the game.
In a possible implementation manner, the second user operation is a motion gesture, the degree of change of the second user operation is greater than or equal to a preset change threshold, and the third user operation includes a user operation acting on the first key.
In the application, the first user operation for pausing the game can be a gesture, a voice input, a motion gesture and an operation key, the requirements under various scenes can be met, and the application scene is wide.
In one possible implementation, the first game point is earlier than the starting game point, or the first game point is the starting game point.
In the application, the retrogressed first game point can be preset as the starting game point of the first user operation or earlier, a complex process of determining the first game point is not needed, the situation that the game is out of control during the first user operation is avoided, and the product usability is higher.
In one possible implementation, the rewinding to the first play point pauses the game, including: if a game event occurs during the receiving of the first user operation of the first user, returning to the first game point and pausing the game; the method further comprises the following steps: and when the first user operation is determined to be used for pausing the game, if a game event does not occur during the period of receiving the first user operation of the first user, pausing the game at the ending game point.
In the application, when a game event does not occur during the operation of the first user, the game may not be backed, the game may only be paused, and when a game event occurs during the operation of the first user, the game and the game may be paused and backed, that is, when there is no loss caused by receiving the operation of the first user, it may also be understood that when there is no loss caused by recognizing the intention of the user, the game may not be backed, and unnecessary backing processes may be reduced, thereby reducing the use of processing resources, and the user experience is better.
In a possible implementation manner, the first game point is determined according to a game point where a game event occurs during the reception of the first user operation of the first user, the first game point is earlier than a third game point, and the third game point is a game point where a first preset event occurs during the reception of the first user operation of the first user.
In the application, the first game point of the rollback can be earlier than the game point of the first preset event, so that the first preset event occurring in the first user operation period is avoided being received, the situation that the game cannot be normally carried out due to the first preset event is avoided, the rollback is more targeted, and the normal running of the game can be further ensured.
In one possible implementation manner, the first preset event is the game event occurring earliest during the reception of the first user operation of the first user.
In the application, the returned first game point may be earlier than the game point at which the earliest game event occurs during the period of receiving the first user operation, so as to avoid receiving any game event occurring during the period of receiving the first user operation, and further ensure the normal progress of the game.
In one possible implementation, a time interval between the first game point and a fourth game point is greater than or equal to a preset time interval, and the fourth game point is a game point at which an earliest game event between the first game point and the ending game point occurs.
In the method and the device, the first game point which backs can be earlier than the fourth game point by at least presetting the time interval, the situation that the next game event is too close after the game is backed off to cause the user to be incapable of effectively operating to complete the game event is avoided, the user can normally play the game, and the user experience is further improved.
In one possible implementation, the method further includes: and when a second preset event is triggered during the receiving of the first user operation of the first user, pausing the game.
In some embodiments, after the electronic device executes the second predetermined event, the running game is ended, for example, the second predetermined event is death of the game character.
In the application, when the second preset event which is about to occur is detected during the operation of the first user, the game can be paused firstly, so that the situation that the second preset event causes the game to be seriously influenced, for example, the game character dies to cause the game to be directly ended, and the normal operation of the game is further ensured.
In one possible implementation, the game is a multiplayer game, and the method further comprises: and receiving a fourth user operation of the second user during the period of receiving the first user operation of the first user, wherein the fourth user operation is used for pausing the game.
In the application, even if a fourth user operation of other users playing the game is received during the first user operation, the game is retreated and paused by taking the first user operation as a reference, so that the situation that the game is out of control before the fourth user operation is received is avoided.
In one possible implementation, the game is a multiplayer game, and after the rewinding to the first game point pauses the game, the method further comprises: receiving a fifth user operation of the first user; resuming running the game in response to the fifth user operation; after the game is resumed, playing the game process of a second user between the first game point and a fifth game point; when a sixth user operation of the second user is received during the first user operation of the first user, the fifth game point is the starting game point of the sixth user operation of the second user, and the sixth user operation is used for triggering the electronic equipment to identify whether the second user intends to pause the game; and when the sixth user operation of the second user is not received during the period of receiving the first user operation of the first user, the fifth game point is the ending game point.
In the method and the device, the second user can normally play the game during the period of receiving the operation of the first user, and after the game is recovered to run, the process that the second user normally plays the game can be played back, so that the repeated operation of the second user is avoided, and the user experience is improved.
In a second aspect, an embodiment of the present application provides an electronic device, which includes a transceiver, a processor, and a memory, where the memory is used to store a computer program, and the processor invokes the computer program to execute the method for pausing the game, provided by the first aspect and any one implementation manner of the first aspect of the embodiment of the present application.
In a third aspect, the present application provides a computer storage medium storing a computer program, where the computer program is executed by a processor to implement the method for pausing a game provided in the first aspect of the present application and any implementation manner of the first aspect.
In a fourth aspect, the present application provides a computer program product, which when run on an electronic device, causes the electronic device to execute the method for pausing a game provided in the first aspect of the present application and any implementation manner of the first aspect.
In a fifth aspect, an embodiment of the present application provides an electronic device, where the electronic device includes a device or a method for performing the method or the method described in any embodiment of the present application. The electronic device is, for example, a chip.
It should be appreciated that the description of technical features, solutions, benefits, or similar language in this application does not imply that all of the features and advantages may be realized in any single embodiment. Rather, it is to be understood that the description of a feature or advantage is intended to include the specific features, aspects or advantages in at least one embodiment. Therefore, the descriptions of technical features, technical solutions or advantages in the present specification do not necessarily refer to the same embodiment. Furthermore, the technical features, technical solutions and advantages described in the present embodiments may also be combined in any suitable manner. One skilled in the relevant art will recognize that an embodiment may be practiced without one or more of the specific features, aspects, or advantages of a particular embodiment. In other instances, additional features and advantages may be recognized in certain embodiments that may not be present in all embodiments.
Drawings
The drawings used in the embodiments of the present application are described below.
Fig. 1 is a schematic hardware structure diagram of an electronic device according to an embodiment of the present disclosure;
2-5 are schematic diagrams of some user interface embodiments provided by embodiments of the present application;
6-8 are flow diagrams of some methods of pausing a game provided by embodiments of the present application;
FIGS. 9, 10A and 10B are schematic diagrams of the progress of some of the games provided by embodiments of the present application;
fig. 11 is a schematic flowchart of another method for pausing a game according to an embodiment of the present application.
Detailed Description
The technical solutions in the embodiments of the present application will be described in detail and clearly with reference to the accompanying drawings. The terminology used in the description of the embodiments herein is for the purpose of describing particular embodiments herein only and is not intended to be limiting of the application.
The electronic device in the embodiments of the present application is a device capable of performing motion-sensing games, for example, a user terminal device such as a mobile phone, a tablet Computer, a handheld Computer, and a Personal Digital Assistant (PDA), a wearable device such as a smart television, a smart camera, a smart home device such as a smart bracelet, a smart watch, and smart glasses, a device such as a desktop Computer, a laptop Computer, a notebook Computer, a super-mobile Personal Computer (UMPC), and a netbook, a game machine such as a motion-sensing game machine, and a device such as a smart screen.
An exemplary electronic device 100 according to an embodiment of the present application is described next.
Referring to fig. 1, fig. 1 is a schematic diagram of a hardware structure of an electronic device according to an embodiment of the present disclosure.
As shown in fig. 1, electronic device 100 may include a processor 110, a memory 120, a transceiver 130, a display screen 140, and a perception module 150.
The processor 110 may be one or more Central Processing Units (CPUs), and in the case that the processor 110 is one CPU, the CPU may be a single-core CPU or a multi-core CPU. In some embodiments, the processor 110 may include one or more processing units, for example, the processor 110 may include an Application Processor (AP), a modem processor (modem), a Graphics Processing Unit (GPU), an Image Signal Processor (ISP), a controller, a memory, a video codec, a Digital Signal Processor (DSP), a baseband processor, and/or a neural-Network Processing Unit (NPU), and/or the like. Alternatively, the different processing units may be stand-alone devices or may be integrated in one or more processors. Alternatively, the controller may be a neural center and a command center of the electronic device 100. The controller can generate an operation control signal according to the instruction operation code and the time sequence signal to finish the control of instruction fetching and instruction execution.
In some embodiments, a memory may also be provided in processor 110 for storing instructions and data. Optionally, the memory in the processor 110 is a cache memory. The memory may hold instructions or data that have just been used or recycled by the processor 110. If the processor 110 needs to use the instruction or data again, it can be called directly from the memory. Avoiding repeated accesses reduces the latency of the processor 110, thereby increasing the efficiency of the system.
In some embodiments, memory 120 may be used to store computer-executable program code, which includes instructions. The processor 110 may execute various functional applications of the electronic device 100 and data processing by executing instructions stored in the memory 120. In some embodiments, memory 120 may include a program storage area and a data storage area. The storage program area may store an operating system, an application program (such as a sound playing function, an image playing function, etc.) required by at least one function, and the like. In some embodiments, the data storage area may store data created during use of the electronic device 100 (e.g., audio data, phone book, etc.), and the like. In some embodiments, memory 120 may include high speed random access memory, and may also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, universal Flash Storage (UFS), and the like. The memory 120 includes, for example and without limitation, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM), or a portable read-only memory (CD-ROM).
The transceiver 130 is used to receive and/or transmit data. In some embodiments, transceiver 130 is used to communicate with other devices via wireless communication techniques. Wireless communication technologies may include, but are not limited to, global system for mobile communications (GSM), general Packet Radio Service (GPRS), code division multiple access (code division multiple access, CDMA), wideband Code Division Multiple Access (WCDMA), time division code division multiple access (time-division code division multiple access, TD-SCDMA), long Term Evolution (LTE), new radio access (new radio, NR), wireless local area networks (wireless local area networks, WLANs) (e.g., wireless fidelity, wi-Fi) networks), NFC (bluetooth, BT), global navigation satellite systems (global system for mobile communications, GNSS), radio frequency modulation (FM, radio, etc.), wireless communication technologies. GNSS may include Global Positioning System (GPS), global navigation satellite system (GLONASS), beidou satellite navigation system (BDS), quasi-zenith satellite system (QZSS), and/or Satellite Based Augmentation System (SBAS).
The display screen 140 is used to display images, video, and the like. The display screen 140 includes a display panel, which may include a non-self-luminous screen and a self-luminous screen. The non-self-emissive screen may be a Liquid Crystal Display (LCD). The self-emitting screen may be an organic light-emitting diode (OLED), an active-matrix organic light-emitting diode (active-matrix organic light-emitting diode, AMOLED), a flexible light-emitting diode (flex), miniature, micro-oeld, a quantum dot light-emitting diode (QLED), or the like. Optionally, the electronic device 100 may include one or more display screens 140.
In some embodiments, the electronic device 100 may implement display functions via the GPU, the display screen 140, the AP, and the like. The GPU is a microprocessor for image processing, and connects the display screen 140 and the AP. The GPU is used to perform mathematical and geometric calculations for graphics rendering. The processor 110 may include one or more GPUs that execute program instructions to generate or alter display information.
In some embodiments, the display screen 140 may be integrated within the electronic device 100. In other embodiments, the display screen 140 may be installed or connected separately from the electronic device 100, for example, the electronic device 100 is a motion sensing game machine, and the display screen 140 is a display screen of a smart tv connected to the motion sensing game machine through a wired method (e.g., a Universal Serial Bus (USB)).
The perception module 150 may be used to obtain data of a user, such as voice data of the user, image data of the user, touch operations, user gestures (e.g., gestures).
In some embodiments, the sensing module 150 may include an audio module, and the electronic device 100 may implement an audio function, such as audio playing, recording, and the like, through the audio module (and optionally the AP and the like), and the recording function may be used to obtain voice data (also referred to as sound signals) of the user. Alternatively, the audio module may be provided in the processor 110, or a part of the functional modules of the audio module may be provided in the processor 110. Alternatively, the audio module may be used to convert digital audio information into an analog audio signal for output, for example, the audio module may include a speaker, also called a "loudspeaker", for converting an audio electrical signal into a sound signal, and the electronic device 100 may listen to music, hands-free conversation, or other audio through the speaker. Alternatively, the audio module may also be used to convert analog audio input into digital audio signals, for example, the audio module may include a microphone, which is also called "microphone" or "microphone", for converting sound signals into electrical signals, that is, the microphone may be used to collect sound signals of a user, such as making a call, sending voice information, recording, and the user may input the sound signals into the microphone by speaking the user's mouth near the microphone. The electronic device 100 may be provided with one or more microphones to achieve not only sound signal collection but also noise reduction, sound source identification, directional recording, and the like. Optionally, the audio module may also be used for encoding and decoding audio signals.
In some embodiments, the sensing module 150 may include a camera, and the electronic device may implement a shooting function through the camera (optionally, an ISP, a GPU, a display screen, an AP, etc.), the shooting function may be used to obtain image data of the user, and the image data of the user may be used to obtain a gesture of the user. Optionally, the ISP is used to process data fed back by the camera. For example, when a user takes a picture, the shutter is opened, light is transmitted to the camera photosensitive element through the lens, an optical signal is converted into an electric signal, and the camera photosensitive element transmits the electric signal to the ISP for processing and converting into an image visible to the naked eye. The ISP can also carry out algorithm optimization on noise, brightness and skin color of the image. The ISP can also optimize parameters such as exposure, color temperature and the like of a shooting scene. Alternatively, the ISP may be provided in the camera. Optionally, a camera is used to capture still images or video. The object generates an optical image through the lens and projects the optical image to the photosensitive element. The photosensitive element may be a Charge Coupled Device (CCD) or a complementary metal-oxide-semiconductor (CMOS) phototransistor. The photosensitive element converts the optical signal into an electrical signal, and then transmits the electrical signal to the ISP to be converted into a digital image signal. And the ISP outputs the digital image signal to the DSP for processing. The DSP converts the digital image signal into image signal in standard RGB, YUV and other formats. Optionally, the electronic device 100 may include 1 or N cameras, N being a positive integer greater than 1.
In some embodiments, the sensing module 150 may include one or more sensors, and the electronic device may acquire the touch operation and the user gesture of the user through the one or more sensors.
For example, the sensing module 150 may include a touch sensor, which is also called a "touch device", and optionally, the touch sensor may be disposed on the display screen 140, and the touch sensor and the display screen 140 form a touch screen, which is also called a "touch screen". The touch sensor is used to detect a touch operation applied thereto or nearby. The touch sensor may communicate the detected touch operation to the AP to determine the touch event type. Visual output associated with the touch operation may be provided through the display screen 140. Alternatively, the touch sensor 180K may be disposed on the surface of the electronic device 100, at a position different from the position of the display screen 140.
Illustratively, the sensing module 150 may include a proximity light sensor, which may include, for example, a Light Emitting Diode (LED) and a light detector, such as a photodiode. The light emitting diode may be an infrared light emitting diode. The electronic apparatus 100 emits infrared light to the outside through the light emitting diode. The electronic device 100 detects infrared reflected light from nearby objects using a photodiode. When sufficient reflected light is detected, it can be determined that there is an object near the electronic device 100. When insufficient reflected light is detected, the electronic device 100 may determine that there are no objects near the electronic device 100. The electronic apparatus 100 may detect a motion gesture such as a gesture operation of the user through the proximity light sensor.
For example, the sensing module 150 may include a gyro sensor, which may be used to determine a motion gesture of the electronic device 100, and the motion gesture of the electronic device 100 may be used to determine a user gesture, so as to implement the function of the motion sensing game. In some embodiments, the angular velocity of the electronic device 100 about three axes (i.e., the x, y, and z axes) may be determined by a gyroscope sensor. The gyro sensor can be used for shooting anti-shake. For example, when the shutter is pressed, the gyroscope sensor detects a shake angle of the electronic device 100, calculates a distance to be compensated for by the lens module according to the shake angle, and allows the lens to counteract the shake of the electronic device 100 through a reverse movement, thereby achieving anti-shake. The gyroscope sensor can also be used in scenes such as navigation.
Without being limited to the above examples, the sensing module 150 may further include wearable devices such as smart bands, millimeter wave radars, etc., and the specific type of the sensing module 150 is not limited in this application.
In some embodiments, the sensing module 150 may be integrated inside the electronic device 100, for example, the electronic device 100 is a smart tv, and the sensing module 150 is a microphone disposed on the smart tv for acquiring voice data of the user. In other embodiments, sensing module 150 may be installed separately from or connected to electronic device 100, for example, electronic device 100 is a host of a motion sensing game machine, and sensing module 150 is a handle of the motion sensing game machine, where one or more sensors are installed on the handle and used for detecting motion gestures such as gesture operations of a user. For another example, the electronic device 100 is a smart screen, and the sensing module 150 is a smart camera connected to the smart screen via bluetooth for obtaining image data of the user.
In some embodiments, the sensing module 150 may send the data to the processor 110 after acquiring the data of the user, and the processor 110 may identify the intention of the user based on the data of the user, for example, the intention of pausing the game, shutting down, and the like.
It should be understood that the structural diagram of the electronic device shown in fig. 1 is only an exemplary implementation manner in the embodiment of the present application, the electronic device in the embodiment of the present application includes, but is not limited to, the above structure, the modules of the above example may be added or deleted according to actual needs, and fig. 1 should not be construed as limiting the embodiment of the present application.
In some embodiments, the processor 110 in the electronic device 100 may be configured to read the computer program code stored in the memory 120 and execute the processes shown in fig. 6-8 and 11.
The following is an exemplary description of embodiments of user interfaces to which embodiments of the present application relate. The following embodiment only shows the display screen 140 of the electronic device 100, where the display screen 140 is used to display a user interface of a motion sensing game, and the sensing module 150 is not shown to obtain user data, and it is understood that the sensing module 150 may be integrated with the display screen 140, or may be separately installed or connected, which is not limited in this application.
Referring to fig. 2, fig. 2 illustrates a schematic view of a user interface. Fig. 2 (a) shows the user interface before the user makes a pause gesture, and fig. 2 (B) shows the user interface after the user makes the pause gesture.
As shown in fig. 2 (a), the electronic device 100 may display a user interface 200 of a motion sensing game, where the user interface 200 may include a first area 210 and a second area 220, the first area 210 may be used to display an action to be performed, the second area 220 may be used to display a current action of a user, the user may acquire the action to be performed through the first area 210 and perform the action, and the electronic device 100 may acquire a user gesture through the sensing module 150 (for example, acquire image data of the user through a camera), and process the acquired gesture data and display the processed gesture data in the second area 220.
As shown in fig. 2 (a), the first region 210 may include a schematic model 210A, an operation name 210B, an operation sequence 210C, and a game duration 210D, in which: the model 210A may be a dynamic virtual character for executing the motion indicated by the operation name 210B (i.e., the "bent arm"), and the specific execution mode of the "bent arm" acquired by the user through the model 210A may be understood as the movement mode of each part of the body. The operation sequence 210C is used to characterize the execution of the "bent arm", for example, the operation sequence 210C is "5/10", which means that the motion of the "bent arm" needs to be executed 10 times in total, and the current schematic model 210A has been executed 5 times. The game duration 210D is used to represent an effective duration of the game played by the user, where the effective duration is a duration of the action shown in the first area 210 performed by the user, and does not include a duration of the game in a pause state, that is, when the motion sensing game is normally played, the game duration 210D is increased, and when the motion sensing game is in the pause state, the game duration 210D remains unchanged.
As shown in fig. 2 (a), the second region 220 may include a user model 220A, an operation level 220B, and a game score 220C, in which: the user model 220A may be used to characterize a motion gesture of the user, and the electronic device 100 may obtain the user gesture through the sensing module 150 (for example, obtain image data of the user through a camera), and convert the obtained gesture data into the motion gesture of the user model 220A. The operation level 220B is used to represent the matching degree of the action currently performed by the user and the action illustrated in the first region 210, for example, the similarity degree between the illustration model 210A of the first region 210 and the user model 220A, and the game score 220C is used to represent the score obtained by the user playing the motion sensing game. For example, when the degree of matching between the action currently performed by the user and the action indicated in the first area 210 is equal to 0, the operation level 220B may be "not met (Miss)", and the game score 220C may not be increased, when the degree of matching is greater than 0 and less than or equal to a matching threshold value, the operation level 220B may be "Good", the game score 220C may be increased by 20, when the degree of matching is greater than the matching threshold value, the operation level 220B may be "Perfect", and the game score 220C may be increased by 30.
In some embodiments, the user wants to pause the game, and a pause gesture may be made, such as crossing hands in front of the chest. When the electronic device 100 detects that the user performs a preset pause gesture through the sensing module 150 (for example, the similarity degree between the gesture recognized from the image data of the user and the pause gesture is greater than or equal to a preset similarity threshold), whether the user keeps the pause gesture may be continuously recognized for a preset recognition duration, and when the user keeps the pause gesture for the preset recognition duration, the electronic device 100 may determine that the user intends to pause the game, and thus may pause the game, as shown in fig. 2 (B).
As shown in fig. 2 (B), the user model 220A may represent that the user is currently performing the pause gesture, and the electronic device 100 may still determine a matching degree between the motion currently performed by the user and the motion illustrated in the first area 210, but since the user is currently performing the pause gesture, the matching degree is 0, and the operation level 220B may be "Miss". The play length 210D shown in (B) of FIG. 2 is increased by 2 (seconds) compared to the play length 210D shown in (A) of FIG. 2, and the operation sequence 210C shown in (B) of FIG. 2 becomes "6/10" compared to the operation sequence 210C shown in (A) of FIG. 2, which can be characterized in that the schematic model 210A performs "arm bending" 1 more time within the 2 seconds. Compared to the user interface 200 shown in fig. 2 (a), the user interface 200 shown in fig. 2 (B) is added with a prompt box 230, the prompt box 230 is used for representing that the pause gesture is currently recognized, and the prompt box 230 may include a prompt 230A (as "in recognition"), a schematic 230B of the pause gesture, and a progress bar 230C. The progress bar 230C may characterize the progress of recognizing the pause gesture, the more black portions, the more progress, the longer the duration of time the pause gesture is recognized. Progress bar 230C shown in fig. 2 (B) characterizes that the current progress is two-thirds of the total progress, and the elapsed time period for recognizing the pause gesture is 2 seconds increased from the game time period 210D described above (compared to the game time period 210D of fig. 2 (a) for which the pause gesture starts to be detected). When the electronic device 100 recognizes that the user action is changed to an action other than the pause gesture within the preset recognition duration, it may be understood that the pause operation recognition is failed, the display prompt box 230 may be cancelled, and the user may continue the game. When the electronic device 100 determines that the user keeps the pause gesture for the preset recognition duration (i.e., 3 seconds), the electronic device 100 may determine that the user intends to pause the game, which may be understood as that the pause operation recognition is successful, and thus the game may be paused, and the progress bar 230C may be entirely changed to black, as shown in fig. 3 and 4 below.
In some embodiments, the electronic device 100 recognizes that the user keeps the pause gesture for the preset time period, and may determine that the user intends to pause the game, and thus may directly pause the game, as shown in fig. 3 below.
Turning to fig. 3, fig. 3 illustrates a schematic diagram of yet another user interface.
In contrast to the user interface 200 shown in fig. 2 (B), in the user interface 200 shown in fig. 3, the progress bar 230C is entirely black, and the cue 230A becomes "recognition successful" and includes "pause", which may represent that the recognition of the pause gesture was successful and the game has been currently paused, and at this time, the user interface 200 does not include the operation level 220B. The play length 210D shown in FIG. 3 is increased by 1 (second) compared to the play length 210D shown in FIG. 2 (B), and the operation sequence 210C shown in FIG. 3 becomes "7/10" compared to the operation sequence 210C shown in FIG. 2 (B), which can represent that the schematic model 210A has performed 1 "arm bending" operation again within the 1 second. Since the pause gesture has been successfully recognized currently, the duration of time for which the pause gesture was recognized is 3 seconds increased from the above-described play duration 210D (compared to the play duration 210D of fig. 2 (a) in which the pause gesture started to be detected). Since the game has been paused, the first area 210 remains unchanged until the user cancels the pause.
In the example of fig. 2 and 3, it takes 3 seconds to recognize the pause gesture, that is, the preset recognition duration is 4 seconds, and the user needs to keep the pause gesture within 3 seconds, and the action indicated in the first area 210 is not executed, so the operation levels 220B are all "Miss", the game score 220C is not increased, it can be understood that an adverse event occurs, and after the user cancels the pause game, the game is continued based on the user interface 200 shown in fig. 3, but the adverse event has already occurred, and the user actually continues the abnormal game, which affects the game experience of the user.
Moreover, for different motion sensing games, adverse events are different, for example, the adverse events are deviated from a normal traveling route, even game characters die, and the like, which cause the termination of the game, and after the user cancels the pause of the game, the game is probably unable to continue, so that the running of the game is greatly influenced, and the experience of the user is very poor.
When the electronic device 100 detects that the user performs the preset pause gesture, it may be understood that the electronic device 100 starts to recognize the pause operation, and when the electronic device 100 recognizes that the user keeps the pause gesture unchanged within the preset recognition duration, it may be understood that the electronic device 100 successfully recognizes the pause operation.
The application provides a method for pausing a game, which can pause the game and rewind the game to an earlier scene, for example, when an electronic device starts to identify a pause operation or earlier, so as to avoid an adverse game event caused by identifying the pause operation and ensure the normal progress of the game, and a specific example is as shown in fig. 4 below.
Turning to fig. 4, fig. 4 illustrates a schematic view of yet another user interface.
As shown in fig. 4, the electronic apparatus 100 determines that the user keeps the pause gesture for the preset recognition duration, may determine that the user intends to pause the game, and thus may rewind to the time when the user has performed the preset pause gesture and pause the game, i.e., rewind to the game scene shown in (a) of fig. 2 and pause the game, and thus the user interface 200 shown in fig. 4 is similar to the user interface 200 shown in (a) of fig. 2 except that: the user interface 200 shown in FIG. 4 also includes a prompt box 230, and the prompt box 230 is consistent with the prompt box 230 shown in FIG. 3 and can indicate that the recognition of the pause gesture is successful and the game has been paused currently. Thus, after the user cancels the pause of the game, the 6 th and 7 th "arm bending" shown in the first area 210 can be performed, so as to ensure that the two game processes are normally performed, and the situation of "Miss" caused by the pause gesture as shown in fig. 3 does not occur.
In some embodiments, if the electronic device 100 detects that a game event is triggered during the recognition of the pause operation, the game may be paused and the game may be rolled back to an earlier scenario, such as the scenario shown in fig. 4, when the recognition of the pause operation is successful, and if the game event is not detected during the recognition of the pause operation by the electronic device 100, the game may be paused only without rolling back, such as the scenario shown in fig. 3, when the recognition of the pause operation is successful. That is, the game may not be backed up in the case where a loss (e.g., no game event occurs) is not caused by the recognition of the pause operation, and unnecessary back-up procedures are reduced, thereby reducing the use of processing resources and improving the user experience.
Alternatively, the earlier scene of the rollback may be a game scene before the game event that occurs earliest in the process of identifying the pause operation occurs. Alternatively, the earlier scene of the rollback may be a game scene before a game event meeting a preset condition occurs in the game events occurring during the process of identifying the pause operation, where the preset condition is, for example, a preset major adverse event, or another game event with a risk level smaller than the major adverse event.
In some embodiments, if the electronic device 100 detects a triggering game event when the pause operation is recognized (optionally, the triggering is imminent, for example, the next second of execution of the game event), when the game event is a predetermined serious adverse event, the game may be paused first, and the pause operation is recognized, as shown in fig. 5.
Turning to fig. 5, fig. 5 illustrates a schematic view of yet another user interface.
As shown in fig. 5, after detecting that the user performs the predetermined pause gesture, the electronic device 100 recognizes the pause gesture within the predetermined recognition duration and detects whether the game event is triggered. If a significant adverse event triggering a predetermined duration of time (e.g., a game event with a risk level greater than or equal to a risk threshold, a game event in a predetermined event list) is detected within a predetermined recognition duration, such as a 6 th "arm bending" motion to be performed by the schematic model 210A, the electronic device 100 may pause the game before the significant adverse event is performed, such as the user interface 200 shown in fig. 5 may be displayed, that is, the electronic device 100 may pause the game before the significant adverse event occurs and may continue to recognize the pause gesture. When the game is paused, the first area 210 does not change and the prompt box 230 may change, for example, the black portion of the progress bar 230C may gradually increase. When the electronic device 100 determines that the user keeps the pause gesture unchanged within the preset recognition duration, it may be determined that the user intends to pause the game, and thus the pause state of the game may be kept unchanged, so that the user may normally play the game after canceling the pause of the game, and avoid a significant adverse event caused by recognition of the pause operation. When the electronic device 100 recognizes that the user action is changed to an action other than the pause gesture within the preset recognition duration, the pause game may be cancelled, at this time, the display prompt box 230 may be cancelled, and the above-mentioned triggered game event is executed, for example, the schematic model 210A executes the 6 th action of "bending the arm", at this time, the game duration 210D may be normally increased, the operation sequence 210C may be "6/10", the second area 220 may display the operation level 220B, the game score 220C may also be changed, for example, the operation level 220B is "Miss", the game score 220C is not changed, or the operation level 220B is "Good", and the game score 220C is changed to "120".
Not limited to the above examples, in other examples, when the electronic device 100 determines that the user keeps the pause gesture unchanged within the preset recognition duration, it may be determined that the user intends to pause the game, not only may the pause state of the game be kept unchanged, but also the game may be rolled back to an earlier scene, for example, a scene d seconds earlier than the time when the major adverse event occurs, d is greater than 1, for example, a preset duration required for normal execution of the operation to avoid occurrence of the major adverse event, and for example, a time when the recognition pause operation is started or before, so as to avoid a situation where the user cannot effectively operate due to too close of the triggered major adverse event after the user cancels pausing the game.
In other embodiments, if the electronic device 100 detects a triggering game event when the pause operation is recognized, when the game event is not a preset significant adverse event, the recognition of the pause operation and the normal game playing (i.e., the normal execution of the game event) may be continued, for example, in the scenario of recognizing the pause gesture shown in fig. 2 (B), and when the recognition of the pause operation is successful, the game is rewound and paused, for example, in the scenario shown in fig. 4.
Not limited to the above examples, in other examples, the significant adverse event may be the death of a game piece or the like that results in the termination of a game). It will be appreciated that when the electronic device determines that a significant adverse event has been triggered, the game may be paused while the pause operation is identified. When the pause operation recognition is successful, the pause state of the game is kept unchanged, and when the pause operation recognition is failed, the major adverse event is normally executed. Therefore, the problem that the game is seriously influenced by direct ending and the like caused by triggering a major adverse event in the process of identifying the pause operation can be avoided, and the normal playing of the game is further ensured.
In other examples, when the electronic device recognizes that the user action is changed to an action other than the pause gesture within the preset recognition duration, it may also be understood that the pause gesture recognition fails, the electronic device may first keep the pause state of the game and display a prompt message to prompt the user that the pause gesture recognition fails.
Not limited to the above example, in other examples, when the electronic device determines that the user intends to pause the game, the game may be rewound to the time before the recognition pause operation is started, for example, the game scene with the game duration 210D of "00. It can be understood that in the game scene after the game is returned, the user can normally play the game after canceling the pause of the game, thereby avoiding the adverse event caused by the recognition of the pause operation.
In other examples, the electronic device may determine that the user intends to view the menu, and may display the menu, where the menu includes a pause option. The electronic device may receive a user operation (e.g., a gesture) for a pause option, and in response to the user operation, pause the game.
Not limited to the above example of pause by gesture, in other embodiments, the user may pause the game by sequentially making a plurality of gestures in order, for example, the electronic device begins recognizing a pause operation as recognizing a first gesture of the plurality of gestures, and the electronic device successfully recognizes the pause operation as recognizing a last gesture of the plurality of gestures. In other embodiments, the user may pause the game by using a hardware device such as a handle or a remote controller, for example, the electronic device starts to recognize the pause operation as an action that the electronic device recognizes a motion gesture or a motion sensing game instruction to execute, the motion gesture of the user changes greatly, the electronic device successfully recognizes the pause operation as receiving a touch operation applied to a specific button, and this may be the case, for example, that the motion sensing game does not require a handle, the user does not hold the handle while playing the game, and the user wants to pause the game by taking the handle again. In other embodiments, the user may pause the game by voice, for example, the electronic device starts to recognize the pause operation as detecting the voice input of the user, and the electronic device successfully recognizes the pause operation as recognizing the voice input of the user and includes a keyword for pausing the game, such as "pause". The present application does not limit the specific user operation for pausing the game.
The above embodiments are merely examples, and the present application does not limit the specific game mode of the motion sensing game, the present application does not limit the numerical value of the preset identification duration, and the present application does not limit the user interface displayed when the pause operation and the game pause are identified.
Next, a method for pausing a game provided in an embodiment of the present application, which may be applied to the electronic device 100 shown in fig. 1, will be exemplarily described.
Referring to fig. 6, fig. 6 is a flowchart illustrating a method for pausing a game according to an embodiment of the present application. The method may include, but is not limited to, the steps of:
s101: the electronic device caches the game data.
Specifically, the game data includes, for example and without limitation, user operations, game events, game durations, game progress, game scores, character life (e.g., amount of blood remaining), scene data (e.g., backgrounds, obstacles, props, etc.), and the like.
In some embodiments, the electronic device may buffer the last n seconds of game data from the beginning of the game, n being greater than 0. For example, when the duration of the buffered data is greater than or equal to n seconds, the earliest game data of 1 second of the buffered game data may be deleted, and the latest game data of 1 second at the present time may be buffered. The cached game data may be used to rewind the game, where n is greater than or equal to t, and t is a time length required for identifying the pause operation in the embodiments shown in fig. 1 to 5, that is, a time length from when the identification of the pause operation is started to when the identification of the pause operation is successfully identified, that is, a time length from when the electronic device determines that the first trigger condition is satisfied to when the electronic device determines that the pause condition is satisfied, so that when the electronic device backs the game, the electronic device may rewind to a time point at or before when the identification of the pause operation is started. In other embodiments, the electronic device may continue to cache game data from the beginning of the game.
S102: the electronic device determines that a first trigger condition is satisfied.
S103: the electronic device determines whether a pause condition is satisfied.
Specifically, S102 and S103 may be understood as a process in which the electronic device recognizes the user' S intention, and specifically, as a process in which it determines whether the user intends to pause the game, S102 may be understood as a process in which the electronic device starts recognition pause operation, and may correspond to a start time of the process of recognizing pause operation, S103 may be understood as a result of the electronic device obtaining recognition pause operation, and if the pause condition is satisfied, the result is successful recognition pause operation, and if the pause condition is not satisfied, the result is failure recognition pause operation, and may correspond to a termination time of the recognition pause operation.
In some implementations, the electronic device determines that the first trigger condition is met as a start recognition pause operation in the embodiments illustrated in fig. 2-5 above, e.g., the electronic device 100 detects that a user performs a preset pause gesture. The electronic device determines that the pause condition is satisfied as a successful recognition of the pause operation in the embodiment shown in fig. 2-5, for example, the electronic device 100 recognizes that the user keeps the pause gesture unchanged for the preset recognition duration.
Specifically, after determining that the first trigger condition is met, the electronic device may continue to determine whether a pause condition is met, and when the pause condition is met, may determine that the user intends to pause the game, may pause the game and rewind the game, execute S104, and when the pause condition is not met, may play the game normally, and continue to cache the game data.
In some embodiments, where the first trigger condition comprises recognition of a preset pause gesture, the pause condition may comprise that the user maintains the pause gesture for a preset recognition duration. For example, the electronic device may acquire the user image in real time, recognize whether the user image of each frame includes the pause gesture, determine that the first trigger condition is satisfied when the user image of one frame includes the pause gesture (the user image before the one frame does not include the pause gesture), determine that the pause condition is satisfied when each frame within a preset recognition duration after the one frame includes the pause gesture, and otherwise, determine that the pause condition is not satisfied. For example, in this case, the user pauses the game by a gesture.
In other embodiments, the first trigger condition includes a degree of change in the motion gesture of the user being greater than or equal to a preset change threshold, and the pause condition may include receiving a user operation for a pause option. Optionally, the degree of change of the motion gesture of the user is: for example, the electronic device may acquire the user images in real time, determine the degree of similarity between the user images of adjacent frames, and determine that the first trigger condition is satisfied when the degree of similarity is greater than or equal to a preset similarity threshold. Optionally, the degree of change of the motion posture is: for example, the electronic device may acquire the user image in real time, determine the similarity degree between the user image of each frame and the motion instructed to be executed by the motion sensing game, and when the similarity degree is greater than or equal to a preset similarity threshold, may determine that the first trigger condition is satisfied. For example, the pause option is a physical button on a hardware device such as a handle or a remote controller, in which case the user pauses the game through the hardware device such as the handle or the remote controller. For example, when the user has a large displacement, the electronic device determines that the first trigger condition is satisfied, and when a button for pausing the game on the handle is pressed, the electronic device determines that the pause condition is satisfied.
In other embodiments, the first trigger condition includes detection of a user's voice input, and the pause condition may include recognition that the user's voice input includes "pause", or other keywords for pausing the game. For example, the electronic device presets the keyword for pausing the game as "pause", and the user starts to utter voice "stop", and when the electronic device detects the voice input by the user, it may be determined that the first trigger condition is satisfied, and when the user, for example, may not tell words or does not know the keyword for pausing the game, it may try to utter voice "pause" multiple times, and when the electronic device detects that the voice input by the user includes "pause", it is determined that the pause condition is satisfied. In this case, for example, the user pauses the game by voice.
Without being limited to the above example, in other embodiments, the first trigger condition may also include recognizing a gesture for triggering the menu display, and when the electronic device determines that the gesture is kept unchanged for a preset recognition duration, it may be determined that the user intends to view the menu, and thus the menu may be displayed, where the menu includes the virtual key: a pause option. The electronic device may receive a user operation (e.g., gesture, voice, etc.) for the pause option, at which point the electronic device may determine that a pause condition is satisfied and may pause the game accordingly. The specific manner for identifying whether the user intends to pause the game is not limited in the present application, but it should be noted that the electronic device needs a certain time length from the beginning of the identification of the pause operation (i.e. determining that the first trigger condition is satisfied) to the successful identification of the pause operation (i.e. determining that the pause condition is satisfied), that is, the identification of the pause operation needs a certain time length, and the time length is t in S101.
S104 the method comprises the following steps: the electronic device pauses the game and backs the game.
In particular, where the electronic device recognizes that the user intends to pause the game, the game may be rolled back to an earlier game scenario and the game paused, a specific example of which may be seen in fig. 4 above. In some embodiments, the cached game data of the electronic device is the latest n seconds of game data, n is greater than or equal to h, and the electronic device may display the earlier game scene using the cached game data.
In some embodiments, the electronic device may not cache the game data while the game is paused, and may continue to cache the game data after the paused game is cancelled for the next time the game is rolled back.
In some embodiments, h is equal to the time period t required to identify the pause operation, i.e., to fall back to the time the electronic device starts identifying the pause operation, and in other embodiments, h is greater than the time period t required to identify the pause operation, i.e., to fall back to before the electronic device starts identifying the pause operation.
The method and the device can roll back the game when the game is paused, so that the condition that the game is out of control when the pause operation is recognized, such as an adverse game event, is avoided.
In some embodiments, if the electronic device detects that a game event is triggered during the process of identifying the pause operation, the game may be paused and the game may be rewound when the pause condition is satisfied (recognition of the pause operation is successful), and if the electronic device does not detect that a game event is triggered during the process of identifying the pause operation, the game may be paused only when the pause condition is satisfied (recognition of the pause operation is successful), that is, the game may not be rewound when the loss caused by identifying the pause operation (for example, the game event does not occur), thereby reducing unnecessary rollback processes, reducing the use of processing resources, and improving the user experience.
Referring to fig. 7, fig. 7 is a flowchart illustrating another method for pausing a game according to an embodiment of the present application. The method may include, but is not limited to, the steps of:
s201: the electronic device caches the game data.
S202: the electronic device determines that a first trigger condition is satisfied.
Specifically, S201-S202 are similar to S101-S102 of FIG. 6, and refer specifically to the description of S101-S102 of FIG. 6.
S203: the electronic device determines whether a process of identifying a pause operation has experienced a game event and whether a pause condition is satisfied.
Specifically, the manner of determining whether the pause condition is satisfied by the electronic device is similar to S103 of fig. 6, and reference may be specifically made to the description of S103 of fig. 6. The process of identifying the pause operation is as follows: the process between the electronic device determining that the first trigger condition is satisfied and the electronic device obtaining a result identifying the suspended operation. Game events are, for example, obstacle arrivals, prop arrivals, arrival of the next action to be performed (arrival of the 6 th "bent arm" action as shown in figures 2-5 above), etc.
In some embodiments, the electronic device may record a triggered game event (e.g., whether the game event occurs, the number of occurrences, the occurrence time, the event type, etc.) when the pause operation is recognized, and determine whether the process of recognizing the pause operation is subjected to the game event according to the recorded content when the result of recognizing the pause operation is obtained.
Specifically, after determining that the first trigger condition is met, the electronic device may continue to determine whether a pause condition is met, and when the pause condition is met, may determine that the user intends to pause the game, and if it is recognized that the process of pausing the operation has experienced the game event, may pause the game and rewind the game, and execute S204, for a specific example, see fig. 4 above. If the process of identifying the pause operation does not experience the game event, the electronic device may pause the game only, and execute S205 without returning the game, for a specific example, see fig. 3 above. When the pause condition is not satisfied, the electronic device may play the game normally and continue to cache the game data.
S204: the electronic device pauses the game and rolls back the game.
Specifically, S204 is similar to S104 of fig. 6, and reference may be made specifically to the description of S104 of fig. 6.
In some embodiments, when the electronic device backs up the game, the backed-up game scenario may be a game scenario before the game event that occurs when the pause operation is identified, for example, assuming that the game event occurs s seconds before the time when the electronic device successfully identifies the pause operation, the backed-up game scenario is h seconds before the time when the electronic device successfully identifies the pause operation, and h is greater than s.
S205: the electronic device pauses the game.
In some embodiments, if the electronic device detects a triggering game event in the process of recognizing the pause operation, when the game event is a preset major adverse event, the game can be paused first, so that the serious influence on the game caused by the occurrence of the major adverse event during recognizing the pause operation, for example, the game is directly ended due to death of a game character, can be avoided, and further, the normal progress of the game can be ensured.
Referring to fig. 8, fig. 8 is a flowchart illustrating another method for pausing a game according to an embodiment of the present application. The method may include, but is not limited to, the steps of:
s301: the electronic device caches the game data.
S302: the electronic device determines that a first trigger condition is satisfied.
Specifically, S301-S302 are similar to S101-S102 of FIG. 6, and reference may be made specifically to the description of S101-S102 of FIG. 6.
S303: the electronic device determines whether the triggered game event is a preset event (a preset significant adverse event).
Specifically, during the process of identifying the pause operation by the electronic device, a triggering game event may be detected, optionally, the triggering event is imminent, for example, the next frame or frames (e.g., the next second) will execute the game event, and the electronic device may determine whether the triggering game event is a preset significant adverse event, for example, a game event with a risk level greater than or equal to a risk threshold, a game event in a preset event list. When the electronic device determines that the triggered game event is a preset serious adverse event, the game may be paused before the game event is executed, for example, the game is paused when the game event is determined to be a serious adverse event, S304 is executed, and the pause operation is also continuously recognized, for example, see fig. 5 above. When the game event is not a significant adverse event, the electronic device may continue to determine whether the pause condition is satisfied, i.e., continue to identify the pause operation, execute S305, and continue to play the game, for a specific example, see (B) of fig. 2 above.
In some embodiments, the predetermined major adverse event may cause the game to be seriously affected, for example, the major adverse event includes death of the game character, the game may be ended directly after the death of the game character, or the major adverse event includes serious deviation of the traveling route, which may cause the game to be restarted only after the game cannot return to the normal route. Game events other than major adverse events include, for example, arrival of an obstacle, arrival of a prop, arrival of the next action to be performed, etc., and although the card is not understood at the current location or a game score cannot be obtained, the game can continue.
S304: the electronic device pauses the game.
Specifically, the electronic device may pause the game before executing the major adverse event and continue to determine whether the pause condition is satisfied, i.e., continue to recognize the pause operation, executing S305.
S305: the electronic device determines whether a pause condition is satisfied.
Specifically, the manner of determining whether the pause condition is satisfied by the electronic device is similar to S103 of fig. 6, and reference may be specifically made to the description of S103 of fig. 6.
In some embodiments, the electronic device has paused the game before performing the major adverse event, i.e., performed S304. Unlike the S103 of fig. 6 in which the electronic device determines that the game is paused and the game is rewound when the electronic device determines that the pause condition is satisfied, S305 in which the electronic device only rewrites the game and executes S306 because the game is already in a paused state at this time, it is not necessary to pause the game again.
In other embodiments, the electronic device identifies that no significant adverse event was triggered when the operation was suspended and does not perform S304. When the electronic device determines that the pause condition is satisfied, the game is paused and the rollback game, and S305 is the same as S103 in fig. 6, which may be specifically described in S103 in fig. 6.
S306: the electronic device backs the game.
Specifically, the manner of the electronic device backing up the game is similar to that of the backing up game in S104 of fig. 6, and is not described again. After the electronic device executes S306, the game keeps a paused state in the game scene after the rollback, which is the same as the state of the game after S104 of fig. 6 is executed, and specific examples can refer to fig. 4 above.
S307: pause the game and rewind the game.
Specifically, S307 is similar to S104 of fig. 6, and reference may be specifically made to the description of S104 of fig. 6.
In some embodiments, the electronic device identifies that while a significant adverse event is not triggered when the operation is paused, other game events are triggered. When the electronic device backs up the game, the backed-up game scenario may be a game scenario before the other game event occurs, for example, if the other game event occurs s seconds before the time when the electronic device successfully identifies the pause operation, and the backed-up game scenario is h seconds before the time when the electronic device successfully identifies the pause operation, h is greater than s.
In some embodiments, when the electronic device backs up a game, if a difference between a time of a backed-up game scene and an execution time of a next game event is less than or equal to a preset time interval, the electronic device may set the backed-up game scene as an earlier game scene, so as to avoid that a user cannot effectively operate to complete the game event due to an excessively close next game event after the game is backed up, and ensure that the user can normally play the game, which is specifically illustrated in fig. 9 below.
Referring to fig. 9, fig. 9 is a schematic diagram illustrating a game process.
As shown in fig. 9, a time axis t is a time axis of the motion sensing game, and is not equal to an actual time, and on the time axis, the same time represents the same game scene in which the game is currently located, i.e., the game data are the same, but the actual time may be different, for example, eight forty-five am and three forty-five pm of 1 month and 1 day of 2021 year, and the motion sensing game is performed at eight forty-five am and three forty-five pm of three pmWhen playing, the game scenes are all the time t 1 The game scene. Any time on the time axis may also be referred to as a game point. The current time is t 1 At this time, the electronic device may start recognizing the pause operation, for example, detecting that the user performs a preset pause gesture, at time t 2 The electronic device successfully recognizes the pause operation, for example, recognizes that the user keeps the pause gesture unchanged within a preset recognition duration, where the preset recognition duration is (t) 2 -t 1 ),t 1 To t 2 May be understood as a process of identifying a suspended operation. When the electronic equipment recognizes the suspended operation, it is at time t 3 The game event a is detected to be executed, i.e., the event a is recognized to occur during the pause operation. When the electronic device successfully identifies the pause operation, the game and the rollback game are paused, and the time (referred to as the rollback point for short) of the originally set rollback game scene is the time t when the electronic device starts to identify the pause operation 1 But due to the occurrence time t of game event A 3 And t 1 Is less than or equal to the predetermined time interval d, the electronic device advances the back-off point to satisfy (t) 3 -t 0 ) Time t of ≧ d 0 That is, the electronic device will rewind the game scene to t 0 In the game scene and at t 0 The game is paused. After the game is paused, the user has enough time to operate to deal with the event A, and the user experience is good.
In some embodiments, in the case shown in fig. 9, the game data cached by the electronic device is the latest n seconds of game data, and n is greater than or equal to (t) 2 -t 0 ) The electronic device may rollback to time t using the cached game data 0 . In other embodiments, the back-off point is time t at which recognition of suspended operation begins 1 When n is greater than or equal to (t) 2 -t 1 ) I.e., n is greater than or equal to the length of time required to identify a pause operation.
In some embodiments, the motion sensing game played by the electronic device may be a multiplayer game, that is, a plurality of users may play the game at the same time. When only one of the multiple users performs the pause operation, the manner of the electronic device backing up the game is the same as the manner of the backing up the game described in the above embodiment, optionally, other users may play the game normally when the electronic device recognizes the pause operation, and the electronic device may play back the game process of other users after the pause is cancelled, as shown in fig. 10A below.
Referring to fig. 10A, fig. 10A illustrates a process diagram of another game.
As shown in fig. 10A, a time axis t is a time axis of the motion sensing game, and specifically, see the description of the time axis t in fig. 9. The current time is t 1 When the electronic device detects that the user a performs the pause operation, it may be understood that the electronic device starts recognizing the pause operation of the user a, for example, detecting the voice of the user a, at the time t 2 The electronic device successfully recognizes the pause operation of the user A, for example, recognizing that the voice of the user A includes "pause", t 1 To t 2 May be understood as a process of recognizing the suspended operation of the user a (simply referred to as recognition process a). At a time t before the recognition process A 0 To t 1 And in the identification process a, the user B can normally play the game. At time t 2 When the electronic device successfully identifies the pause operation of the user a, the electronic device pauses the game and backs the game, and it is assumed that the time (referred to as a back point for short) of the back game scene is set to be the time t before the electronic device starts to identify the pause operation of the user a 0 That is, the electronic device will rewind the game scene to t 0 In the game scene and at t 0 The game is paused. Suppose a backoff point t 0 Time t to pause operation of successfully identified user A 2 Referred to as process B, before rolling back the game, user B can play the game normally in process B.
As shown in fig. 10A, at the back-off point t 0 After the pause game is cancelled, the user A can operate the game to normally play the game, the user B can not operate the game at the moment, and the electronic equipment can play the rollback game before the user B backs the game at the rollback point t 0 And a time t at which the pause operation of the user A is successfully recognized 2 The game process in between, namely the playback process B, the user B can not operate the game process BPlay the game until time t 2 The user B can operate the game to normally progress the game. For example, at the time t when the user is operable 2 Previously, electronic devices may prompt users through indicator lights, flashing of game characters, ghosting, and the like, such as closer to time t at the present time 2 The faster the frequency of the game character blinking.
In other embodiments, the motion sensing game played by the electronic device may be a multiplayer game, that is, a plurality of users may play the game at the same time. When more than one of the plurality of users performs the pause operation, the electronic device may rewind the game based on the user who performs the earliest pause operation (successfully identified pause operation), in a manner consistent with the manner of rewinding the game described in the above embodiments, where the pause operation is the reference pause operation. Alternatively, if the other user performs the pause operation when the electronic device recognizes the reference pause operation, the electronic device may play back the game process of the other user in a period before the other user performs the pause operation after canceling the pause, and the other user may normally play the game after the other user performs the pause operation, which is specifically illustrated in fig. 10B below.
Referring to fig. 10B, fig. 10B is a schematic diagram illustrating the progress of another game.
As shown in fig. 10B, a time axis t is a time axis of the motion sensing game, and specific reference is made to the description of the time axis t in fig. 9. The pause operation of the electronic device for recognizing the user a is consistent with that of the electronic device shown in fig. 10A, and is not described in detail. At a time t before the recognition process A 4 When the electronic device detects that the user B performs the pause operation, it may be understood that the electronic device starts to recognize the pause operation of the user B. The pause operation of user A and the pause operation of user B may be of the same type or of different types, e.g. at time t 4 And the electronic equipment detects that the change degree of the motion posture of the user B is larger than or equal to a preset change threshold value. At a time t 2 When the electronic equipment successfully identifies the pause operation of the user A, the electronic equipment pauses the game and backs the game, even if the pause operation of the user B is successfully identified by the electronic equipment at the time t earlier than the pause operation of the user A 2 The electronic device may also pause the game and rewind the game after obtaining the recognition result of the pause operation of the user a. The electronic equipment can return the game scene to t 0 In the game scene and at t 0 The game is paused. Suppose a backoff point t 0 Time t to the point where the electronic device starts to recognize the pause operation of the user B 4 Referred to as process C, before backing up the game, user B can normally play the game in process C.
As shown in fig. 10B, at the back-off point t 0 After the pause game is cancelled, the user A can operate the game to normally play the game, the user B can not operate the game at the moment, and the electronic equipment can play the rollback game before the user B backs the game at the rollback point t 0 Time t to start of the pause operation for identifying user B 4 In between, i.e. a playback process C, at which the user B cannot operate the game until a time t 4 The user B can operate the game to normally progress the game.
In the example shown in fig. 10B, as long as the suspension operation performed first is successfully identified, the electronic device suspends the game and backs up the game based on the suspension operation performed first, regardless of whether the suspension operation performed later is successfully identified, so that the situation that the game is out of control when the electronic device identifies the suspension operation of any one user is avoided, and the normal progress of the game is ensured.
Not limited to the above examples, in other examples, the first performed pause operation (e.g., pause operation of user a) is not recognized successfully, and the second performed pause operation (e.g., pause operation of user B) is recognized successfully, and the electronic device may pause the game and/or rewind the game based on the later performed pause operation.
Not limited to the above examples, in other examples, the electronic device may not play back the game operation of the user B, but may operate the game at the rollback point and replay the game as with the user a.
In other embodiments, different users may give different operation permissions, for example, only the user with the administrator account may pause the game, and even if the user with the other account performs the pause operation, the electronic device may determine whether to pause the game and/or rewind the game according to whether the user with the administrator account performs the pause operation, which may be understood as that the pause operation in the embodiments shown in fig. 1 to fig. 9 is for the user with the administrator account. In this case, examples of the case after rewinding the game and canceling the suspended game can be seen in fig. 9, 10A, and 10B above.
For example, fig. 9, 10A, or 10B may be understood as one implementation of the rollback game in S104 of fig. 6, S204 of fig. 7, or S307 of fig. 8. Fig. 9, 10A, or 10B may be understood as one implementation of S306 of fig. 8 described above.
Based on the embodiments shown in fig. 1 to 9 and fig. 10A to 10B, the method for pausing the game provided in the embodiment of the present application will be described next.
Referring to fig. 11, fig. 11 is a schematic diagram illustrating another method for pausing a game according to an embodiment of the present application. The method may be applied to the electronic device 100 shown in fig. 1. The method may include, but is not limited to, the steps of:
s401: when the electronic equipment runs the game, first user operation of a first user is received.
In some embodiments, the game executed by the electronic device is a motion sensing game.
In some embodiments, the first user action includes a second user action and a third user action. The receiving of the first user operation of the first user includes: receiving a second user operation; identifying whether the first user intends to pause the game in response to the second user operation; receiving a third user operation; based on the second user operation and the third user operation, it is recognized that the first user intends to suspend the game. Alternatively, the receiving of the second user operation and the identifying whether the first user intends to pause the game in response to the second user operation may be understood as the meeting of the first trigger condition in the above embodiment, and may also be understood as the identifying of the pause operation at the beginning in the above embodiment. Optionally, the receiving a third user operation; recognizing that the first user intends to suspend the game based on the second user operation and the third user operation may be understood as satisfying the suspension condition in the above embodiment, and may also be understood as successfully recognizing the suspension operation in the above embodiment. For example, the starting game point at which the second user operation is received (i.e., the starting game point at which the first user operation is received) may be a game point at which the recognition of the pause operation is started, and the ending game point at which the third user operation is received (i.e., the ending game point at which the third user operation is received) may be a game point at which the recognition of the pause operation is successful.
For example, the starting game point that receives the first user operation before the game is paused is the same as the first game point that is returned to when the game is paused, but the actual time corresponding to the former is earlier than the actual time corresponding to the latter. Specific examples can be seen from the time on the time axis shown in fig. 9, 10A, 10B.
In some embodiments, the receiving the second user operation includes: the first gesture is received at the second game point, and optionally, this step may be that the user is detected to perform a preset pause gesture in the above embodiment. The receiving of the third user operation includes: the first gesture is received within the preset recognition duration, and the duration between the second game point and the ending game point at which the first user operation is received is the preset recognition duration. It is to be understood that the first user action that the user uses to pause the game is to hold a gesture for a preset recognition duration.
In still other embodiments, the second user action is a second gesture, the third user action is a third gesture, and the gesture made up of the second gesture and the third gesture is used to pause the game. It may be understood that the first user action used by the user to pause the game is a plurality of gestures performed in sequence.
In other embodiments, the second user action is a first voice input, the third user action is a second voice input, and the voice input consisting of the first voice input and the second voice input is used to pause the game, e.g., the first voice input is "play", the second voice input is "play pause", and optionally, the second voice input includes a keyword, e.g., "pause", used to pause the game in the above embodiments. It may be understood that the first user action the user uses to pause the game is a voice input which may include keywords for pausing the game.
In other embodiments, the second user operation is a movement gesture, the degree of change of the second user operation is greater than or equal to a preset change threshold, the third user operation comprises a user operation on the first key, optionally, the third user operation further comprises a movement gesture, for example, the second user operation comprises a user walking from position 1 to position 2, the third user operation comprises a user walking from position 2 to position 3, and a pressing operation on a key on the handle for pausing is received. It is understood that the user originally plays the game without holding a handle, a remote controller or the like by hand and including a key for pausing, and the first user operation of the user for pausing the game includes the user taking the hardware device and operating the key for pausing.
S402: the electronic device reverts to the first game point to pause the game when determining that the first user operation is for pausing the game.
In some embodiments, the electronic device determines that the first user operation is used to pause the game, which may be understood as satisfying the pause condition in the above embodiments, and may also be understood as successfully identifying the pause operation in the above embodiments. The example flow of fig. 11 can be seen in fig. 6 above.
Specifically, the first play point is earlier than the expiration play point at which the first user action was received. The first game point is determined based on one or more of: an initial game point, an ending game point, and a game point at which a game event between the initial game point and the ending game point occurs are received for a first user operation.
In some embodiments, the first game point is a predetermined game point, such as a starting game point at which the first user action is received, and such as a starting game point earlier than the starting game point at which the first user action is received.
In other embodiments, where a first predetermined event occurs during receipt of a first user action (i.e., between the start play point and the end play point), the first play point may be determined based on a third play point at which the first predetermined event occurred, e.g., earlier than the third play point. Optionally, the first preset event is a game event which occurs earliest during the reception of the first user operation, optionally, the first preset event is a game event with a risk level greater than or equal to a preset level threshold, and optionally, the electronic device may classify the risk levels of the game event into three categories: the type one less than the first threshold, the type two greater than or equal to the first threshold and less than the second threshold, and the type three greater than or equal to the second threshold, wherein the game event of the type three may be the preset major adverse event in the above embodiment, the first preset event is a game event of the type two, for example, the major adverse event is death of a game character, and the first preset event is arrival of an obstacle and arrival of a prop.
In some embodiments, the first game point is a game point that is at least a preset time interval earlier than the fourth game point, the fourth game point being a game point at which the earliest game event occurs between the first game point and the expiration game point at which the first user action was received. Alternatively, the electronic device may first determine a game point to be rewound according to one or more of the starting game point, the ending game point and the game point during which the game event occurs, but the electronic device finds that the time interval between the game point and the fourth game point is less than the preset time interval, so the first game point may be adjusted to a game point earlier than the game point to ensure that the time interval between the first game point and the fourth game point is greater than or equal to the preset time interval. Specific examples can be seen in fig. 9 above.
In some embodiments, when the electronic device determines that the first user operation is used to pause the game, if a game event occurs during the first user operation, the electronic device reverts to the first game point to pause the game. In other embodiments, when the electronic device determines that the first user action is for pausing the game, the electronic device pauses the game at the end game point if no game event occurs during receipt of the first user action. Specific example flows can be found in fig. 7 above.
In some embodiments, the electronic device pauses the game when a second predetermined event is triggered during the reception of the first user operation, optionally the triggered game event may be that the game event is about to occur, for example, the next frame of the game event occurs, optionally the electronic device pauses the game at a point of the game before the point of the game at which the second predetermined event occurs, for example, the electronic device pauses the game at the point of the game at which the second predetermined event is triggered, optionally the second predetermined event is a significant adverse event as in the above embodiments, optionally the game may be severely affected after the second predetermined event occurs, for example, the significant adverse event includes the death of a game character, and the game may end directly after the death of the game character. Optionally, when the electronic device determines that the first user operation is used for pausing the game, the paused state of the game may be kept unchanged, and optionally, when the electronic device determines that the first user operation is used for pausing the game, the electronic device may return to a first game point, where the first game point is earlier than the game point at which the electronic device paused the game during the reception of the first user operation. Specific example flows can be found in fig. 8 above.
In some embodiments, the game executed by the electronic device is a multiplayer game, that is, a plurality of people can play the game at the same time, but when the game is suspended, the plurality of people cannot play the game normally. The plurality of persons are assumed to be the first user and the second user. In some embodiments, after the second user normally plays the game during the reception of the first user operation (i.e., after the suspension of the game in the above embodiments is cancelled), the electronic device may play back the game progress of the second user between the first game point and the ending game point at which the first user operation is received, for a specific example, see fig. 10A above. In other embodiments, the electronic device receives a fourth user operation of the second user during the reception of the first user operation, and even if the fourth user operation is successfully recognized for pausing the game first, the electronic device will return to the first game point for pausing the game again when the first user operation is successfully recognized for pausing the game. Optionally, after resuming the running of the game, the electronic device may play back a game process of the second user between the first game point and the starting game point at which the second user operation is received, for a specific example, see fig. 10B above.
In the embodiment of the application, the electronic device can back to the earlier first game point to pause the game when the received first user operation is determined to be used for pausing the game, namely when the user intention is recognized to pause the game, so that the adverse game event generated during the first user operation is avoided being received, and the normal progress of the game is ensured.
Moreover, the electronic device may determine whether to rewind or not the game point that is rewound in combination with the game event that occurs during the period of receiving the first user operation, for example, not to rewind when no event occurs, so as to reduce unnecessary processing resources while ensuring normal game playing, and for example, the rewound game point is a preset time interval earlier than the game point at which the earliest game event occurs during the period of receiving the first user operation, thereby avoiding a problem that the next game event is too close after the game is resumed, which causes the user to be unable to operate effectively, and improving the game experience of the user.
In the embodiments of the present application, "at least one" means one or more, and a plurality means two or more. Unless defined otherwise, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used in the description of the present application is for the purpose of describing particular embodiments only and is not intended to be limiting of the application. It should be understood that in this application, "/" means "or" means "unless otherwise indicated. For example, A/B may represent A or B. In the present application, "and/or" is only one kind of association relation describing an associated object, and means that three kinds of relations may exist. It should be noted that in the embodiments of the present application, the terms "first", "second", and the like are used for descriptive purposes only and are not to be construed as indicating or implying relative importance or order. The features defined as "first" and "second" may explicitly or implicitly include one or more of the features. In the description of the embodiments of the present application, the words "exemplary" or "such as" are used herein to mean serving as an example, instance, or illustration. Any embodiment or design described herein as "exemplary" or "e.g.," is not necessarily to be construed as preferred or advantageous over other embodiments or designs. Rather, use of the word "exemplary" or "such as" is intended to present concepts related in a concrete fashion.
One of ordinary skill in the art will appreciate that all or part of the processes in the methods of the above embodiments can be implemented by hardware associated with a computer program that can be stored in a computer-readable storage medium, and when executed, can include the processes of the above method embodiments. And the aforementioned storage medium includes: various media that can store computer program code, such as a read-only memory (ROM) or a Random Access Memory (RAM), magnetic or optical disk, and the like.
Claims (16)
1. A method for pausing a game, applied to an electronic device, the method comprising:
receiving a first user operation of a first user when a game is run;
upon determining that the first user action is for pausing the game, rewinding to a first play point to pause the game, the first play point determined from one or more of the start play point at which the first user action of the first user was received, the end play point at which the first user action of the first user was received, and a play point at which a game event occurred during the receipt of the first user action of the first user, the first play point being earlier than the end play point.
2. The method of claim 1, wherein the first user operation comprises a second user operation and a third user operation, and wherein receiving the first user operation of the first user comprises:
receiving the second user operation;
identifying, in response to the second user action, whether the first user intends to pause the game;
receiving the third user operation;
identifying, based on the second user action and the third user action, that the first user intends to pause a game.
3. The method of claim 2, wherein the receiving the second user action comprises:
receiving a first gesture at a second game point;
the receiving of the third user operation includes:
and receiving the first gesture in a preset identification duration, wherein the duration of the interval between the second game point and the ending game point is the preset identification duration.
4. The method of claim 2, wherein the second user action is a second gesture, the third user action is a third gesture, and the gesture comprised of the second gesture and the third gesture is used to pause the game.
5. The method of claim 2, wherein the second user action is a first voice input, the third user action is a second voice input, and a voice input comprised of the first voice input and the second voice input is used to pause the game.
6. The method of claim 2, wherein the second user operation is a motion gesture, a degree of change of the second user operation is greater than or equal to a preset change threshold, and the third user operation includes a user operation on the first key.
7. The method of any of claims 1-6, wherein the first game point is earlier than the starting game point or the first game point is the starting game point.
8. The method of any of claims 1-6, wherein said rewinding to a first play point pauses the game, comprising:
if a game event occurs during the first user operation of the first user, returning to the first game point and pausing the game;
the method further comprises the following steps:
and when the first user operation is determined to be used for pausing the game, if no game event occurs during the period of receiving the first user operation of the first user, pausing the game at the ending game point.
9. The method of claim 8, wherein the first game point is determined based on a game point at which a game event occurred during the receiving of the first user action by the first user, the first game point being earlier than a third game point, the third game point being a game point at which a first preset event occurred during the receiving of the first user action by the first user.
10. The method of claim 9, wherein the first predetermined event is the game event that occurred earliest during the receiving of the first user action by the first user.
11. The method of any of claims 1-6, wherein a time interval between the first game point and a fourth game point is greater than or equal to a preset time interval, the fourth game point being a game point at which an earliest game event between the first game point and the expiration game point occurs.
12. The method of any one of claims 1-11, further comprising:
and when a second preset event is triggered during the receiving of the first user operation of the first user, pausing the game.
13. The method of any one of claims 1-12, wherein the game is a multiplayer game, the method further comprising:
and receiving a fourth user operation of the second user during the period of receiving the first user operation of the first user, wherein the fourth user operation is used for pausing the game.
14. The method of any of claims 1-13, wherein the game is a multiplayer game, the rollback after the pause of the game at the first play point further comprising:
receiving a fifth user operation of the first user;
resuming running the game in response to the fifth user operation;
after the game is resumed, playing the game process of a second user between the first game point and a fifth game point; when a sixth user operation of the second user is received during the receiving of the first user operation of the first user, the fifth game point is a starting game point of the receiving of the sixth user operation of the second user, and the sixth user operation is used for triggering the electronic equipment to identify whether the second user intends to pause the game; and when the sixth user operation of the second user is not received during the period of receiving the first user operation of the first user, the fifth game point is the ending game point.
15. An electronic device comprising a transceiver, a processor, and a memory for storing a computer program, the processor invoking the computer program for performing the method of any one of claims 1-14.
16. A computer storage medium, characterized in that it stores a computer program which, when executed by a processor, implements the method of any one of claims 1-14.
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CN202111205009.2A CN115970273A (en) | 2021-10-15 | 2021-10-15 | Method for pausing game and electronic equipment |
PCT/CN2022/124714 WO2023061381A1 (en) | 2021-10-15 | 2022-10-11 | Game pausing method and electronic device |
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JP2008011940A (en) * | 2006-07-03 | 2008-01-24 | Sony Computer Entertainment Inc | Game control program, game control method and game device |
KR101575121B1 (en) * | 2011-12-19 | 2015-12-07 | 엠파이어 테크놀로지 디벨롭먼트 엘엘씨 | Pause and resume schemes for gesture-based game |
US11040281B2 (en) * | 2015-09-30 | 2021-06-22 | Sony Interactive Entertainment LLC | Multi-user demo streaming service for cloud gaming |
US10173136B1 (en) * | 2016-03-23 | 2019-01-08 | United Services Automobile Association (Usaa) | Methods and systems for gamification |
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