WO2021196917A1 - 游戏应用程序中的帧显示方法、装置、终端和存储介质 - Google Patents
游戏应用程序中的帧显示方法、装置、终端和存储介质 Download PDFInfo
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- WO2021196917A1 WO2021196917A1 PCT/CN2021/077444 CN2021077444W WO2021196917A1 WO 2021196917 A1 WO2021196917 A1 WO 2021196917A1 CN 2021077444 W CN2021077444 W CN 2021077444W WO 2021196917 A1 WO2021196917 A1 WO 2021196917A1
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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
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
-
- 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
- A63F13/25—Output arrangements for video game devices
-
- 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
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
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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
-
- 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
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
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- A—HUMAN NECESSITIES
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- 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
- A63F13/70—Game security or game management aspects
- A63F13/75—Enforcing rules, e.g. detecting foul play or generating lists of cheating players
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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
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
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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
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/92—Video game devices specially adapted to be hand-held while playing
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09G—ARRANGEMENTS OR CIRCUITS FOR CONTROL OF INDICATING DEVICES USING STATIC MEANS TO PRESENT VARIABLE INFORMATION
- G09G3/00—Control arrangements or circuits, of interest only in connection with visual indicators other than cathode-ray tubes
- G09G3/20—Control arrangements or circuits, of interest only in connection with visual indicators other than cathode-ray tubes for presentation of an assembly of a number of characters, e.g. a page, by composing the assembly by combination of individual elements arranged in a matrix no fixed position being assigned to or needed to be assigned to the individual characters or partial characters
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09G—ARRANGEMENTS OR CIRCUITS FOR CONTROL OF INDICATING DEVICES USING STATIC MEANS TO PRESENT VARIABLE INFORMATION
- G09G3/00—Control arrangements or circuits, of interest only in connection with visual indicators other than cathode-ray tubes
- G09G3/20—Control arrangements or circuits, of interest only in connection with visual indicators other than cathode-ray tubes for presentation of an assembly of a number of characters, e.g. a page, by composing the assembly by combination of individual elements arranged in a matrix no fixed position being assigned to or needed to be assigned to the individual characters or partial characters
- G09G3/2092—Details of a display terminals using a flat panel, the details relating to the control arrangement of the display terminal and to the interfaces thereto
- G09G3/2096—Details of the interface to the display terminal specific for a flat panel
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- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09G—ARRANGEMENTS OR CIRCUITS FOR CONTROL OF INDICATING DEVICES USING STATIC MEANS TO PRESENT VARIABLE INFORMATION
- G09G5/00—Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators
- G09G5/12—Synchronisation between the display unit and other units, e.g. other display units, video-disc players
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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
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/533—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
-
- 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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/308—Details of the user interface
-
- 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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/638—Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09G—ARRANGEMENTS OR CIRCUITS FOR CONTROL OF INDICATING DEVICES USING STATIC MEANS TO PRESENT VARIABLE INFORMATION
- G09G2340/00—Aspects of display data processing
- G09G2340/04—Changes in size, position or resolution of an image
- G09G2340/0407—Resolution change, inclusive of the use of different resolutions for different screen areas
- G09G2340/0435—Change or adaptation of the frame rate of the video stream
Definitions
- the embodiments of the present application relate to the field of computer technology, and in particular, to a frame display method, device, terminal, and storage medium in a game application program.
- the frame synchronization technology is a technology for synchronously displaying the pixel level of the synchronization source. For multiple accessors on the network, a signal will be synchronously sent to others through the host and displayed on each terminal synchronously. Frame synchronization technology is usually applied in the game field.
- frame is the smallest unit of time measurement, and any acceleration performance effect in the game must be constrained by the smallest measurement unit “frame”. For example, assuming that the length of an action is 7 frames at normal playback speed, when the playback speed increases by 15%, the interval between the two actions is reduced to 6.09 frames. Since 6.09 frames are greater than 6 frames, it is subject to the "frame” constraint. So we still have to wait until the 7th frame is finished playing.
- the embodiments of the present application provide a frame display method, device, terminal, and storage medium in a game application program, which can be used to reduce the error between the actual number of frames and the theoretical number of frames.
- the technical solution is as follows:
- an embodiment of the present application provides a frame display method in a game application, and the method includes:
- the initial duration of the second cooling period is based on the rated cooling
- the duration and the compensation duration are determined.
- an embodiment of the present application provides a frame display device in a game application program, and the device includes:
- the message receiving module is configured to receive a frame message in the first cooling period of the target skill, and the frame message is used to drive and display the next image frame;
- a period judging module configured to determine whether the first cooling period is over according to the remaining duration of the first cooling period and the frame interval duration
- a compensation determination module configured to determine the compensation duration corresponding to the first cooling cycle according to the actual duration of the first cooling cycle and the rated cooling duration of the target skill in response to the end of the first cooling cycle;
- the screen display module is configured to display the skill release screen of the target skill in the next image frame in response to the frame message, and enter the second cooling period of the target skill, the initial of the second cooling period
- the duration is determined based on the rated cooling duration and the compensation duration.
- an embodiment of the present application provides a terminal, the terminal includes a processor and a memory, the memory stores at least one instruction, at least one program, code set or instruction set, the at least one instruction, the The at least one program, the code set or the instruction set is loaded and executed by the processor to implement the frame display method in the game application program as described in the above aspect.
- an embodiment of the present application provides a computer-readable storage medium, and the computer-readable storage medium stores at least one instruction, at least one program, code set, or instruction set, the at least one instruction, the At least one program, the code set, or the instruction set is loaded and executed by the processor to implement the frame display method in the game application program as described in the foregoing aspect.
- an embodiment of the present application provides a computer program product, which is used to implement the frame display method in the above-mentioned game application when the computer program product is executed by a processor.
- the technical solution provided by the embodiment of this application uses the method of compensating the duration to make up for the number of frames overflowed before each time the skill is released, thereby ensuring that the actual number of frames under acceleration/deceleration is close to the theoretical number of frames, and the actual number of frames is reduced.
- the error between the number of frames and the number of theoretical frames thereby ensuring that in a scenario where a certain skill is continuously released within a period of time, the number of times the skill can be released within this period of time is more reasonable and accurate, and the expected acceleration/deceleration effect is achieved, so that The release rate control of game skills is more precise.
- Figure 1 is a schematic diagram of an implementation environment provided by an embodiment of the present application.
- FIG. 2 is a schematic structural diagram of a terminal provided by an embodiment of the present application.
- Fig. 3 is a flowchart of a frame display method in a game application provided by an embodiment of the present application
- Fig. 4 exemplarily shows a schematic diagram of a compensation duration of the present application
- Fig. 5 is a flowchart of a frame display method in a game application provided by another embodiment of the present application.
- FIG. 6 exemplarily shows a schematic diagram of errors generated by adopting the existing technical solution
- Fig. 7 exemplarily shows a schematic diagram of errors generated by adopting this solution
- Fig. 8 is a block diagram of a frame display device in a game application provided by an embodiment of the present application.
- FIG. 9 is a block diagram of a frame display device in a game application provided by another embodiment of the present application.
- FIG. 10 is a structural block diagram of a terminal provided by an embodiment of the present application.
- a virtual scene is a scene displayed (or provided) when the client of an application (such as a game application) runs on a terminal.
- the virtual scene refers to a scene created for virtual objects to perform activities (such as game competition). It is a virtual house, a virtual island, a virtual map, etc.
- the virtual scene may be a simulated scene of the real world, a semi-simulated and semi-fictional scene, or a purely fictitious scene.
- the virtual scene may be a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, which is not limited in the embodiment of the present application.
- a virtual object refers to a virtual role controlled by a user account in an application.
- a virtual object refers to a game character controlled by a user account in the game application.
- the virtual object may be in the form of a character, an animal, a cartoon, or other forms, which is not limited in the embodiment of the present application.
- the virtual object can be displayed in a three-dimensional form or in a two-dimensional form, which is not limited in the embodiment of the present application.
- the operations that can be performed by the user account to control the virtual object may also be different.
- user accounts can control virtual objects to perform operations such as shooting, running, jumping, picking up firearms, changing firearms, and adding bullets to firearms.
- FIG. 1 shows a schematic diagram of an implementation environment provided by an embodiment of the present application.
- the implementation environment may include: a terminal 10 and a server 20.
- the terminal 10 may be, for example, a mobile phone, a PC (Personal Computer, personal computer), a tablet computer, an e-book reader, an electronic game machine, a moving picture expert compression standard audio layer 4 (Moving Picture Experts Group Audio Layer IV, MP4) player, etc. Wait.
- a PC Personal Computer
- a tablet computer an e-book reader
- an electronic game machine a moving picture expert compression standard audio layer 4 (Moving Picture Experts Group Audio Layer IV, MP4) player, etc. Wait.
- the client terminal 10 can install a game application, such as a shooting game application client.
- the shooting game application may be an FPS (First Person Shooting) game application, a TPS (Third Person Shooting, Third-person shooting) game application, Multiplayer Online Battle Arena (MOBA) game application, multiplayer gun battle survival game application, etc.
- the game application program may be a stand-alone version application program, such as a stand-alone version of a 3D game application program; it may also be a network online version application program.
- the server 20 is used to provide background services for clients of applications (such as game applications) in the terminal 10.
- the server 20 may be a background server of the above-mentioned application program (such as a game application program).
- the server 20 may be one server, a server cluster composed of multiple servers, or a cloud computing service center.
- the terminal 10 and the server 20 can communicate with each other through the network 30.
- the network 30 may be a wired network or a wireless network.
- the execution subject of each step may be a terminal, for example, the execution subject of each step may be a client of the above-mentioned application program (such as a game application or other application program).
- FIG. 2 shows a schematic structural diagram of a terminal provided by an embodiment of the present application.
- the terminal 10 may include a main board 110, an external output/input device 120, a memory 130, an external interface 140, a touch control system 150, and a power supply 160.
- the motherboard 110 integrates processing elements such as a processor and a controller.
- the external output/input device 120 may include a display component (such as a display screen), a sound playback component (such as a speaker), a sound collection component (such as a microphone), various keys, and the like.
- a display component such as a display screen
- a sound playback component such as a speaker
- a sound collection component such as a microphone
- various keys and the like.
- the memory 130 stores program codes and data.
- the external interface 140 may include an earphone interface, a charging interface, a data interface, and the like.
- the touch control system 150 may be integrated in a display component or a button of the external output/input device 120, and the touch control system 150 is used to detect a touch operation performed by a user on the display component or the button.
- the power supply 160 is used to supply power to other components in the terminal 10.
- the processor in the motherboard 110 can generate a user interface (such as a game interface) by executing or calling program codes and data stored in the memory, and output/output the generated user interface (such as a game interface) through an external device.
- the input device 120 performs presentation.
- the touch system 150 can detect a touch operation performed when the user interacts with the user interface (such as a game interface), and respond to the touch operation.
- FIG. 3 shows a flowchart of a frame display method in a game application provided by an embodiment of the present application.
- the method is mainly executed by the terminal of the implementation environment shown in FIG. 1 as an example.
- the method can be executed by the client of the game application installed and running in the aforementioned terminal.
- the method can include the following steps:
- Step 301 Receive a frame message during the first cooling period of the target skill.
- the user runs the client of the game application installed in the terminal, and the client can display the user interface of the game application.
- the above-mentioned user interface refers to a display screen used to present a virtual scene to the user.
- the user interface may display the virtual scene and elements in the virtual scene, such as virtual buildings, virtual props, virtual objects, and so on.
- the virtual object may be a virtual object controlled by the user using the terminal in the game.
- the virtual object has been introduced above, so I won’t repeat it here.
- multiple skills can be provided for the virtual object.
- the skills can be the skills configured by default or random skills. For example, before the game starts, multiple skills can be displayed in the user interface, and the user can select one of the multiple skills as the target skill; or, when the virtual object controlled by the user meets certain conditions (such as the combo score is greater than the preset score ), multiple skills are displayed in the user interface, and the user can select one of the multiple skills as the target skill.
- the skill release screen of the target skill can be displayed in the user interface.
- the skill release screen may be an image frame among multiple image frames, or may be a single image frame, which is not limited in the embodiment of the present application.
- the aforementioned target skills refer to objects with a cooling cycle, which can be virtual weapons, virtual props, attributes or special effects used by the virtual objects, etc.
- the combat effectiveness or vitality of the virtual objects can be improved by using the target skills.
- the target skill can be jumping, teleporting, hitting, recovery, and so on.
- the cooling cycle refers to the time from one use of the target skill to the next time it can be used, that is, the reset time of the target skill. During the cooldown period, the target skill cannot be used again.
- the user interface can display the skill controls of the above target skill.
- the skill is controlled, the virtual object can be controlled to continuously use the target skill multiple times.
- the client can receive the above frame message, where the frame message is used to drive the display of the next image frame.
- the above-mentioned first cooling period may be any cooling period of the target skill.
- Step 302 Determine whether the first cooling period ends according to the remaining duration of the first cooling period and the frame interval duration.
- the cooling duration manager may be driven to determine whether the first cooling period is over according to the remaining duration of the first cooling period and the frame interval duration.
- the aforementioned cooling time manager is used to manage the cooling time of skills.
- the above-mentioned remaining duration of the first cooling cycle refers to the duration of the target skill from the moment when the first cooling cycle enters to the current moment, and the time difference between the first cooling cycle.
- the cycle duration of the first cooling cycle is A
- the duration of the target skill from the moment of entering the first cooling cycle to the current moment is B
- the remaining duration of the first cooling cycle is A-B.
- the aforementioned frame interval duration refers to the time interval between two frame messages.
- the frame interval duration may be converted from physical time, and the frame interval duration is usually a fixed value. For example, if 30 frame messages are received within 1s, the frame interval is about 0.033s.
- the foregoing determining whether the first cooling period ends according to the remaining duration of the first cooling period and the frame interval duration may include:
- the client may compare the remaining duration of the first cooling period with the frame interval duration, and when the remaining duration of the first cooling period is less than or equal to the frame interval duration, it is determined that the first cooling period ends. If it is assumed that the remaining duration of the first cooling period is cdTimeRemain and the frame interval duration is deltaTime, when cdTimeRemain ⁇ deltaTime, it is determined that the first cooling period ends.
- the client may compare the remaining duration of the first cooling period with the frame interval duration, and when the remaining duration of the first cooling period is greater than the frame interval duration, it is determined that the first cooling period has not ended. In this case, one frame interval can be subtracted from the remaining duration of the previous first cooling cycle to obtain the updated remaining duration of the first cooling cycle; and in response to the frame message, display in the next image frame The skill cooling screen of the target skill.
- the above-mentioned skill cooling screen of the target skill refers to the screen when the target skill is in the skill cooling cycle.
- the foregoing determining whether the first cooling period ends according to the remaining duration of the first cooling period and the frame interval duration may include:
- the remaining duration of the first cooling cycle is greater than 0 and less than the frame interval duration, it is determined that the first cooling cycle has not ended; the remaining duration of the first cooling cycle is updated to 0 and displayed in the next image frame in response to the frame message The skill cooling screen of the target skill.
- the remaining duration of the first cooling period is greater than 0 and less than the frame interval duration, it is determined that the first cooling period has not ended. In this case, the remaining duration of the first cooling period can be directly updated to 0, and in response to the frame message, the skill cooling screen of the target skill is displayed in the next image frame.
- Step 303 In response to the end of the first cooling cycle, determine the compensation duration corresponding to the first cooling cycle according to the actual duration of the first cooling cycle and the rated cooling duration of the target skill.
- the compensation duration corresponding to the first cooling period can be determined, and the compensation duration corresponding to the first cooling period can be recorded, so as to compensate when the initial duration of the second cooling period is determined.
- the actual duration of the first cooling cycle mentioned above refers to the actual duration from when the target skill is released to the duration of cooling.
- the above-mentioned rated cooling time of the target skill refers to the cooling time when the attack speed of the target skill is increased or reduced by the target's multiple speed.
- the rated cooling time of the aforementioned target skill can be determined through the following steps:
- the original cooling time of the target skill mentioned above refers to the cooling time when the attack speed is not adjusted (e.g., increased or decreased) preset by the game designer when designing the target skill.
- the aforementioned attack speed adjustment parameter refers to a parameter used to adjust the attack speed, which can be used to increase the attack speed or reduce the attack speed.
- the rated cooling time of the target skill can be determined according to the original cooling time and attack speed adjustment parameters.
- the cooldown duration is 1.5s when the attack speed is 1x speed.
- the attack speed is increased to 1.5x speed, the cooldown duration will become 1s, which is the target skill.
- the rated cooling time is 1s.
- the cooldown duration of the target skill is 7 frames at 1x attack speed.
- the attack speed is increased to 1.07x speed, the cooldown duration will become 6.54 frames, which is The rated cooldown duration of the target skill is 6.54 frames.
- the foregoing determining the compensation duration corresponding to the first cooling cycle based on the actual duration of the first cooling cycle and the rated cooling duration of the target skill may include: calculating the actual duration of the first cooling cycle and the rated cooling duration of the target skill The difference is the compensation duration corresponding to the first cooling cycle.
- the compensation duration corresponding to the first cooling cycle is the rated cooling duration of the target skill minus the actual duration of the first cooling cycle, and the compensation duration corresponding to the first cooling cycle is added to the rated cooling duration of the second cooling cycle.
- the compensation duration corresponding to the first cooling cycle is cdOffsetValue
- the actual duration of the first cooling cycle is cdTime-t
- the rated cooling duration of the target skill is cdTime-r
- the actual duration of the first cooling cycle is equal to the rated cooling duration of the target skill. In this case, The compensation duration corresponding to the first cooling cycle is zero.
- the compensation duration corresponding to the first cooling cycle is the actual duration of the first cooling cycle minus the rated cooling duration of the target skill, and the compensation duration corresponding to the first cooling cycle is subtracted from the rated cooling duration of the second cooling cycle.
- the compensation duration corresponding to the first cooling cycle is cdOffsetValue
- the actual duration of the first cooling cycle is cdTime-t
- the rated cooling duration of the target skill is cdTime-r
- Step 304 In response to the frame message, display the skill release screen of the target skill in the next image frame, and enter the second cooling cycle of the target skill.
- the skill release screen of the target skill is displayed in the next image frame. At this time, the second cooling cycle of the target skill is entered.
- the initial duration of the second cooling cycle is determined based on the rated cooling duration and the compensation duration.
- the initial duration of the second cooling cycle may be the rated cooling duration plus the compensation duration corresponding to the first cooling cycle (as shown in Figure 4 ); when the actual duration of the first cooling cycle is greater than the rated cooling duration of the target skill, the initial duration of the second cooling cycle may be the rated cooling duration minus the compensation duration corresponding to the first cooling cycle; when the actual duration of the first cooling cycle When the duration is equal to the rated cooling duration of the target skill, the initial duration of the second cooling cycle is equal to the rated cooling duration.
- the rated cooling duration is 6.54 frames and the actual duration of the first cooling cycle is 7 frames
- the compensation duration is 0.46 frames
- the rated cooling duration is 6.54 frames and the actual duration of the first cooling cycle is 6 frames
- the compensation duration is 0.54 frames
- the technical solution provided by the embodiments of the present application determines whether the first cooling period is over according to the remaining time length of the first cooling period and the frame interval time; and when the first cooling period ends, according to the first cooling period
- the actual duration and the rated cooling duration of the target skill determine the compensation duration corresponding to the first cooling cycle; further, the initial duration of the second cooling cycle is determined based on the rated cooling duration and the compensation duration.
- the technical solution provided by the embodiment of this application uses the method of compensating the duration to make up for the number of frames overflowed before each time the skill is released, thereby ensuring that the actual number of frames under acceleration/deceleration is close to the theoretical number of frames, and the actual number of frames is reduced.
- the error between the number of frames and the number of theoretical frames thereby ensuring that in a scenario where a certain skill is continuously released within a period of time, the number of times the skill can be released within this period of time is more reasonable and accurate, and the expected acceleration/deceleration effect is achieved, so that The release rate control of game skills is more precise.
- the frame display method in the above-mentioned game application may further include the following steps:
- Step 501 In the first cooling period of the target skill, determine the number of displayed frames corresponding to the first cooling period.
- the number of displayed frames corresponding to the first cooling period can be determined.
- the number of displayed frames corresponding to the first cooling period refers to the number of image frames that have been displayed from the moment of entering the first cooling period to the current moment.
- the foregoing determining the number of displayed frames corresponding to the first cooling period may include:
- the cooling duration manager is called k times each time a frame message is received, and k is the rounded value of the remaining value of the attack speed adjustment parameter corresponding to the previous frame and the sum of the attack speed adjustment parameter corresponding to the current frame , K is a positive integer greater than 1.
- the attack speed adjustment parameter corresponding to the current frame is 1.5
- the residual value of the attack speed adjustment parameter corresponding to the previous frame is 0.5
- the number of times the cooling duration manager is called when the frame message is received this time k is 2.
- the attack speed adjustment parameter when the frame message is received for the first time, the attack speed adjustment parameter is 1.5, the rounding value of the attack speed adjustment parameter is 1, and the attack speed adjustment The residual value of the parameter is 0.5.
- the ratio of the total number of times to the attack speed adjustment parameter can be rounded up to obtain the number of displayed frames corresponding to the first cooling period.
- N is a positive integer greater than 1
- attackSpeed the attack speed adjustment parameter
- the foregoing determining the number of displayed frames corresponding to the first cooling period may include:
- the value of the frame counter in the first cooling period is obtained, and the number of displayed frames corresponding to the first cooling period is obtained.
- the value of the frame counter is accumulated by 1 every time a frame message is received, and is cleared at the end of a cooling cycle. After the counter is cleared, the counter can record the number of displayed frames corresponding to the next cooling cycle.
- Step 502 Determine the elapsed duration of the target skill according to the number of displayed frames and the duration of the frame interval corresponding to the first cooling period.
- the elapsed time length of the target skill can be determined according to the number of displayed frames and the frame interval duration corresponding to the first cooling period. Among them, the elapsed time length of the target skill refers to the time difference from the start time of the first cooling cycle to the current time.
- elaspedTime which can be expressed as:
- FrameRun is the number of displayed frames corresponding to the first cooling cycle
- deltaTime is the length of the frame interval
- Step 503 Determine the remaining duration of the first cooling cycle according to the elapsed duration of the target skill and the initial duration of the first cooling cycle.
- the remaining time length of the first cooling period can be determined according to the elapsed time length of the target skill and the initial time length of the first cooling period.
- the remaining time cdTimeRemain of the first cooling cycle can be expressed as:
- cdTimeRemain cdTime/attackSpeed-elaspedTime-cdOffsetValue
- cdTime represents the initial duration of the first cooling cycle
- attackSpeed represents the attack speed adjustment parameter
- elaspedTime represents the elapsed duration of the target skill
- cdOffsetValue represents the compensation duration corresponding to the first cooling cycle.
- the remaining time cdTimeRemain of the first cooling cycle can be expressed as:
- dTimeRemain cdTime/attackSpeed-frameRun*deltaTime-cdOffsetValue
- cdTime represents the initial duration of the first cooling cycle
- attackSpeed represents the attack speed adjustment parameter
- frameRun represents the number of displayed frames corresponding to the first cooling cycle
- deltaTime represents the frame interval duration
- cdOffsetValue represents the compensation duration corresponding to the first cooling cycle.
- the technical solution provided by the embodiments of the present application determines whether the first cooling period is over according to the remaining time length of the first cooling period and the frame interval time; and when the first cooling period ends, according to the first cooling period
- the actual duration and the rated cooling duration of the target skill determine the compensation duration corresponding to the first cooling cycle; further, the initial duration of the second cooling cycle is determined based on the rated cooling duration and the compensation duration.
- the technical solution provided by the embodiment of this application uses the method of compensating the duration to make up for the number of overflowed frames each time the skill is released, thereby ensuring that the actual number of frames under acceleration is close to the theoretical number of frames, and reducing the actual number of frames and The error between theoretical frames.
- the elapsed time is optimized to an integer multiple of the frame message, combined with the compensation time, to further optimize the determination of the remaining time of the cooling cycle.
- FIG. 6 it exemplarily shows a schematic diagram of the error produced by adopting the existing technical solution
- FIG. 7 it exemplarily shows a schematic diagram of the error produced by adopting this solution.
- the original theoretical frame number is 7 frames, that is, the original cooling time of the target skill is 7 frames; the theoretical frame number after 7% acceleration is 6.54 frames, that is, the rated cooling time of the target skill is 6.54 frames.
- the difference between the actual total number of frames of the target skill and the theoretical total number of frames for 5 consecutive releases is 2.3 frames; the actual total The error between the number of frames and the theoretical total number of frames is about 7%.
- the difference between the actual total number of frames and the theoretical total number of frames of the target skill for 5 consecutive releases is 0.5 frames; the error between the actual total number of frames and the theoretical total number of frames is about 1%.
- FIG. 8 shows a block diagram of a frame display device in a game application provided by an embodiment of the present application.
- the device has the function of realizing the example of the frame display method in the game application program, and the function can be realized by hardware, or by hardware executing corresponding software.
- the device can be the terminal described above, or it can be set on the terminal.
- the device 800 may include: a message receiving module 810, a period judgment module 820, a compensation determination module 830, and a screen display module 840.
- the message receiving module 810 is configured to receive a frame message in the first cooling period of the target skill, and the frame message is used to drive and display the next image frame.
- the period judging module 820 is configured to determine whether the first cooling period ends according to the remaining duration of the first cooling period and the frame interval duration.
- the compensation determination module 830 is configured to determine the compensation duration corresponding to the first cooling period according to the actual duration of the first cooling period and the rated cooling duration of the target skill in response to the end of the first cooling period.
- the screen display module 840 is configured to display the skill release screen of the target skill in the next image frame in response to the frame message, and enter the second cooling period of the target skill.
- the initial duration is determined based on the rated cooling duration and the compensation duration.
- the technical solution provided by the embodiments of the present application determines whether the first cooling period is over according to the remaining time length of the first cooling period and the frame interval time; and when the first cooling period ends, according to the first cooling period
- the actual duration and the rated cooling duration of the target skill determine the compensation duration corresponding to the first cooling cycle; further, the initial duration of the second cooling cycle is determined based on the rated cooling duration and the compensation duration.
- the technical solution provided by the embodiment of this application uses the method of compensating the duration to make up for the number of frames overflowed before each time the skill is released, thereby ensuring that the actual number of frames under acceleration/deceleration is close to the theoretical number of frames, and the actual number of frames is reduced.
- the error between the number of frames and the number of theoretical frames thereby ensuring that in a scenario where a certain skill is continuously released within a period of time, the number of times the skill can be released within this period of time is more reasonable and accurate, and the expected acceleration/deceleration effect is achieved, so that The release rate control of game skills is more precise.
- the compensation determination module 830 is used to calculate the difference between the actual duration of the first cooling cycle and the rated cooling duration of the target skill to obtain the compensation duration corresponding to the first cooling cycle .
- the period judging module 820 is configured to determine that the first cooling period ends when the remaining duration of the first cooling period is less than or equal to the frame interval duration; When the remaining duration of the cooling period is greater than the frame interval duration, it is determined that the first cooling period has not ended; the remaining duration of the first cooling period is updated and displayed in the next image frame in response to the frame message The skill cooling screen of the target skill.
- the period judging module 820 is configured to determine that the first cooling period ends when the remaining duration of the first cooling period is equal to 0; when the remaining duration of the first cooling period is greater than 0 and less than the frame interval duration, it is determined that the first cooling period has not ended; the remaining duration of the first cooling period is updated to 0, and the frame message is displayed in the next image frame in response to the frame message.
- the skill cooling screen of the target skill is configured to determine that the first cooling period ends when the remaining duration of the first cooling period is equal to 0; when the remaining duration of the first cooling period is greater than 0 and less than the frame interval duration, it is determined that the first cooling period has not ended; the remaining duration of the first cooling period is updated to 0, and the frame message is displayed in the next image frame in response to the frame message.
- the skill cooling screen of the target skill is configured to determine that the first cooling period ends when the remaining duration of the first cooling period is equal to 0; when the remaining duration of the first cooling period is greater than 0 and less than the frame interval duration, it is
- the device 800 further includes: a frame number determining module 850, a duration determining module 860, and a remaining determining module 870.
- the frame number determining module 850 is configured to determine the number of displayed frames corresponding to the first cooling period in the first cooling period of the target skill.
- the duration determination module 860 is configured to determine the elapsed duration of the target skill according to the number of displayed frames corresponding to the first cooling period and the frame interval duration, and the elapsed duration refers to the elapsed time from the first cooling period. The time difference between the start time and the current time.
- the remaining determination module 870 is configured to determine the remaining duration of the first cooling period according to the elapsed duration of the target skill and the initial duration of the first cooling period.
- the frame number determining module 850 is configured to obtain the total number of times the cooling duration manager is invoked in the first cooling period; wherein, the cooling duration manager receives the frame every time The message is called k times, and the k is the rounded value of the residual value of the attack speed adjustment parameter corresponding to the previous frame and the sum of the attack speed adjustment parameter corresponding to the current frame, and the k is a positive integer; The ratio of the total number of times to the attack speed adjustment parameter is rounded up to obtain the number of displayed frames corresponding to the first cooling cycle.
- the frame number determining module 850 is configured to obtain the value of the frame counter in the first cooling period to obtain the number of displayed frames corresponding to the first cooling period; wherein, the frame counter The value of is accumulated by 1 every time the frame message is received, and is cleared at the end of a cooling period.
- the device 800 further includes: a parameter acquisition module 880 and a rating determination module 890.
- the parameter acquisition module 880 is used to acquire the original cooling time and attack speed adjustment parameters of the target skill.
- the rating determination module 890 is configured to determine the rated cooling duration of the target skill according to the original cooling duration and the attack speed adjustment parameter.
- FIG. 10 shows a structural block diagram of a terminal provided by an embodiment of the present application.
- the terminal 1000 includes a processor 1001 and a memory 1002.
- the processor 1001 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and so on.
- the processor 1001 can be implemented in at least one hardware form among DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array, Programmable Logic Array) .
- the processor 1001 may also include a main processor and a coprocessor.
- the main processor is a processor used to process data in the wake-up state, also called a CPU (Central Processing Unit, central processing unit); the coprocessor is A low-power processor used to process data in the standby state.
- the processor 1001 may be integrated with a GPU (Graphics Processing Unit, image processor), and the GPU is used to render and draw content that needs to be displayed on the display screen.
- the processor 1001 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process computing operations related to machine learning.
- AI Artificial Intelligence
- the memory 1002 may include one or more computer-readable storage media, which may be non-transitory.
- the memory 1002 may also include high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices and flash memory storage devices.
- the non-transitory computer-readable storage medium in the memory 1002 is used to store at least one instruction, at least one program, code set or instruction set, the at least one instruction, at least one program, code set or instruction set It is used to be executed by the processor 1001 to implement the frame display method in the game application provided by the method embodiment of the present application.
- the terminal 1000 optionally further includes: a peripheral device interface 1003 and at least one peripheral device.
- the processor 1001, the memory 1002, and the peripheral device interface 1003 may be connected through a bus or a signal line.
- Each peripheral device can be connected to the peripheral device interface 1003 through a bus, a signal line, or a circuit board.
- the peripheral device may include: at least one of a communication interface 1004, a display screen 1005, an audio circuit 1006, a camera component 1007, a positioning component 1008, and a power supply 1009.
- FIG. 10 does not constitute a limitation on the terminal 1000, and may include more or fewer components than shown in the figure, or combine certain components, or adopt different component arrangements.
- a terminal is also provided.
- the terminal includes a processor and a memory, and the memory stores at least one instruction, at least one program, code set or instruction set, and the at least one instruction, the at least one program, the code set or the instruction set is controlled by the
- the processor is loaded and executed to implement the frame display method in the game application.
- a computer-readable storage medium stores at least one instruction, at least one program, code set, or instruction set, and the at least one instruction, the At least one program, the code set, or the instruction set implements the frame display method in the game application program when executed by the processor.
- the computer-readable storage medium may include: ROM (Read-Only Memory), RAM (Random-Access Memory, random access memory), SSD (Solid State Drives, solid state hard disk), or optical disk.
- random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).
- a computer program product is also provided.
- the computer program product When the computer program product is executed by a processor, it is used to implement the frame display method in the above-mentioned game application.
- a computer program product or computer program is provided, the computer program product or computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium.
- the processor of the terminal reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions so that the terminal executes the frame display method in the above-mentioned game application.
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Abstract
Description
Claims (11)
- 一种游戏应用程序中的帧显示方法,由终端执行,所述方法包括:在目标技能的第一冷却周期内,接收帧消息,所述帧消息用于驱动显示下一个图像帧;根据所述第一冷却周期的剩余时长和帧间隔时长,确定所述第一冷却周期是否结束;响应于所述第一冷却周期结束,根据所述第一冷却周期的实际时长和所述目标技能的额定冷却时长,确定所述第一冷却周期对应的补偿时长;响应于所述帧消息在所述下一个图像帧中显示所述目标技能的技能释放画面,并进入所述目标技能的第二冷却周期,所述第二冷却周期的初始时长基于所述额定冷却时长和所述补偿时长确定。
- 根据权利要求1所述的方法,其中,所述根据所述第一冷却周期的实际时长和所述目标技能的额定冷却时长,确定所述第一冷却周期对应的补偿时长,包括:计算所述第一冷却周期的实际时长和所述目标技能的额定冷却时长的差值,得到所述第一冷却周期对应的补偿时长。
- 根据权利要求1所述的方法,其中,所述根据所述第一冷却周期的剩余时长和帧间隔时长,确定所述第一冷却周期是否结束,包括:若所述第一冷却周期的剩余时长小于或等于所述帧间隔时长,则确定所述第一冷却周期结束;若所述第一冷却周期的剩余时长大于所述帧间隔时长,则确定所述第一冷却周期未结束;更新所述第一冷却周期的剩余时长,并响应于所述帧消息在所述下一个图像帧中显示所述目标技能的技能冷却画面。
- 根据权利要求1所述的方法,其中,所述根据所述第一冷却周期的剩余时长和帧间隔时长,确定所述第一冷却周期是否结束,包括:若所述第一冷却周期的剩余时长等于0,则确定所述第一冷却周期结束;若所述第一冷却周期的剩余时长大于0且小于所述帧间隔时长,则确定所述第一冷却周期未结束;更新所述第一冷却周期的剩余时长为0,并响应于所述帧消息在所述下一个图像帧中显示所述目标技能的技能冷却画面。
- 根据权利要求1所述的方法,其中,所述方法还包括:在所述目标技能的第一冷却周期内,确定所述第一冷却周期对应的已显示帧数;根据所述第一冷却周期对应的已显示帧数和所述帧间隔时长,确定所述目标技能的流逝时长,所述流逝时长是指从所述第一冷却周期的起始时刻到当前时刻的时间差;根据所述目标技能的流逝时长和所述第一冷却周期的初始时长,确定所述第一冷却周期的剩余时长。
- 根据权利要求5所述的方法,其中,所述确定所述第一冷却周期对应的已显示帧数, 包括:获取所述第一冷却周期内调用冷却时长管理器的总次数;其中,所述冷却时长管理器在每接收到一次所述帧消息时被调用k次,且所述k为上一帧对应的攻速调整参数的取余值与当前帧对应的攻速调整参数之和的取整值,所述k为正整数;将所述总次数与攻速调整参数的比值向上取整,得到所述第一冷却周期对应的已显示帧数。
- 根据权利要求5所述的方法,其中,所述确定所述第一冷却周期对应的已显示帧数,包括:获取所述第一冷却周期内帧计数器的值,得到所述第一冷却周期对应的已显示帧数;其中,所述帧计数器的值在每接收到一次所述帧消息时累加1,且在一个冷却周期结束时清零。
- 根据权利要求1至7任一项所述的方法,其中,所述方法还包括:获取所述目标技能的原始冷却时长和攻速调整参数;根据所述原始冷却时长和所述攻速调整参数,确定所述目标技能的所述额定冷却时长。
- 一种游戏应用程序中的帧显示装置,所述装置包括:消息接收模块,用于在目标技能的第一冷却周期内,接收帧消息,所述帧消息用于驱动显示下一个图像帧;周期判断模块,用于根据所述第一冷却周期的剩余时长和帧间隔时长,确定所述第一冷却周期是否结束;补偿确定模块,用于响应于所述第一冷却周期结束,根据所述第一冷却周期的实际时长和所述目标技能的额定冷却时长,确定所述第一冷却周期对应的补偿时长;画面显示模块,用于响应于所述帧消息在所述下一个图像帧中显示所述目标技能的技能释放画面,并进入所述目标技能的第二冷却周期,所述第二冷却周期的初始时长基于所述额定冷却时长和所述补偿时长确定。
- 一种终端,所述终端包括处理器和存储器,所述存储器中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现如权利要求1至8任一项所述的方法。
- 一种计算机可读存储介质,所述计算机可读存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由处理器加载并执行以实现如权利要求1至8任一项所述的方法。
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JP2021565860A JP7301161B2 (ja) | 2020-04-01 | 2021-02-23 | ゲームアプリケーションにおけるフレーム表示方法、装置、端末およびコンピュータプログラム |
KR1020217035202A KR102668480B1 (ko) | 2020-04-01 | 2021-02-23 | 게임 애플리케이션 프로그램에서의 프레임 표시 방법 및 장치, 단말기 그리고 저장 매체 |
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US17/527,044 US12029976B2 (en) | 2020-04-01 | 2021-11-15 | Frame display method and apparatus in game application, terminal, and storage medium |
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CN113633970B (zh) * | 2021-08-18 | 2024-03-08 | 腾讯科技(成都)有限公司 | 动作效果的显示方法、装置、设备及介质 |
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CN111467798A (zh) | 2020-07-31 |
US12029976B2 (en) | 2024-07-09 |
EP3936206A1 (en) | 2022-01-12 |
JP7301161B2 (ja) | 2023-06-30 |
CN111467798B (zh) | 2021-09-21 |
EP3936206A4 (en) | 2022-06-22 |
JP2022534670A (ja) | 2022-08-03 |
WO2021196917A9 (zh) | 2021-11-04 |
KR20210143308A (ko) | 2021-11-26 |
SG11202111199WA (en) | 2021-11-29 |
KR102668480B1 (ko) | 2024-05-22 |
US20220072420A1 (en) | 2022-03-10 |
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