WO2024113999A1 - 游戏管理的方法及终端设备 - Google Patents

游戏管理的方法及终端设备 Download PDF

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Publication number
WO2024113999A1
WO2024113999A1 PCT/CN2023/116019 CN2023116019W WO2024113999A1 WO 2024113999 A1 WO2024113999 A1 WO 2024113999A1 CN 2023116019 W CN2023116019 W CN 2023116019W WO 2024113999 A1 WO2024113999 A1 WO 2024113999A1
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WO
WIPO (PCT)
Prior art keywords
game
application
setting
function
terminal device
Prior art date
Application number
PCT/CN2023/116019
Other languages
English (en)
French (fr)
Inventor
徐敏
吴昊
肖亮
安愉
车立欣
Original Assignee
荣耀终端有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Application filed by 荣耀终端有限公司 filed Critical 荣耀终端有限公司
Publication of WO2024113999A1 publication Critical patent/WO2024113999A1/zh

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • G06F3/04817Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance using icons
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • G06F3/04847Interaction techniques to control parameter settings, e.g. interaction with sliders or dials
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0487Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures

Definitions

  • the present application relates to the technical field of electronic equipment, and in particular to a game management method and terminal device.
  • the embodiments of the present application provide a method and terminal device for game management, which solves the problem that users are easily disturbed during the game, resulting in poor immersive experience, by setting up a game application service that integrates functions such as game dynamic identification, dual entry for game settings, and intelligent layout.
  • a game management method which is applied to a terminal device, comprising:
  • the first application interface including a first setting card of a first game application, the first setting card including setting controls corresponding to one or more functions supported by the first game application;
  • a second application interface of the first application is displayed, the second application interface includes a second setting card of a second game application, and the second setting card includes setting controls corresponding to one or more functions supported by the second game application; wherein the first game application and the second game application are any two of the multiple game applications managed by the first application;
  • a first game interface of the first game application is displayed, where the first game interface includes a first control;
  • a first setting panel is displayed, the first setting panel includes a second setting control, and the second setting control indicates that the first function is the target state.
  • the first application may correspond to a game service application, which may also be described as a game manager (GAME MANAGER), a game service manager, a game key, etc.
  • the game service application can have the functions of dynamically identifying game applications, allowing users to centrally manage and set up local games at the game entrance, and intelligently layout game function controls.
  • the first setting control and the second setting control may be the same or different.
  • the first setting control and the second setting control both function to receive the user's setting operation, so that the terminal device changes the state of a certain game function (such as an on state or an off state), but the first setting control and the second setting control may be presented in different forms on the interface, for example, the first setting control may be presented in the form of an elliptical button, and the second setting control may be presented in the form of a rectangular button, etc.
  • the first setting control and the second setting control being different here may specifically refer to the first setting control and the second setting control being presented to the user in different forms, styles, or rendering effects.
  • the first setting panel may include a setting control corresponding to the first game application.
  • the setting control in the first setting panel may be consistent with the type of the setting control corresponding to the first game application in the first application.
  • the specific presentation form of the setting control in the first setting panel may correspond to the function icon described below.
  • a game service application is provided with the function of dynamically identifying games and centrally managing games, so that users can centrally manage and set local games at an entrance outside the game, and support personalized settings for individual games, thereby facilitating users to obtain the game setting entrance and perform game settings outside the game process, avoiding interruptions in the game process, and improving the user's immersive experience during the game.
  • one or more functions corresponding to the first game are different from one or more functions corresponding to the second game.
  • a second game interface of the second game application when the second game application is run, a second game interface of the second game application is displayed, and the second game interface includes the first control;
  • a second setting panel is displayed, wherein the type of setting controls included in the second setting panel is different from the type of setting controls included in the first setting panel.
  • different game applications can correspond to different functions, and the setting panels of different game applications can also display different setting controls for different games. In this way, flexible settings for different games can be achieved.
  • the first game when a first trigger event is acquired, the first game is identified as a game-type application, and the first game application is associated with the first trigger event;
  • the first trigger event may be, for example, the terminal device downloading the first application, or the terminal device installing the first application.
  • the user can centrally manage and set the local game at the game entrance, avoiding interruptions in the game process and improving the user's immersive experience during the game.
  • the first control is a floating ball.
  • a relatively hidden setting entrance can be provided for the user to set the game when needed, thereby meeting the user's real-time game setting needs while ensuring the user's gaming experience.
  • the method further includes:
  • the first game is run.
  • the multiple applications in the terminal device may include applications that are currently installed on the terminal device.
  • the game management method by scanning the applications of the terminal device and identifying the game applications therein, the game service application can be quickly opened for the game application after the game application is started, thereby improving the user's gaming experience.
  • the first game interface further includes a game display card corresponding to the first game application
  • the second application interface further includes a game display card corresponding to the second game
  • the method further includes:
  • the fifth operation or the sixth operation includes any one of the following:
  • the first setting card when a seventh operation input by the user is detected, the first setting card is displayed.
  • the game display card also includes a one-key installation control corresponding to the game.
  • the user can use the installation control in the game service application to install the game application with one click.
  • the method further includes:
  • the target state of the first function is synchronized to the second setting control in the first setting panel, so that the second setting control indicates that the first function is the target state.
  • the method further includes:
  • the target state of the second function is synchronized to the first setting control included in the setting card, so that the first setting control indicates that the first function is in the target state.
  • the method further includes:
  • the terminal device may have a memory effect on the set functional state. After an application is exited, the terminal device can record the final setting status corresponding to each function in the setting panel when it exits; thereafter, when the first application is run again, the setting status corresponding to the function in the setting panel can be consistent with the final setting status at the last exit.
  • the background reads the final setting status corresponding to the moment the user exits the game, and when the player enters the game next time, the corresponding function is automatically turned on, thereby realizing intelligent matching of the player's usage habits, avoiding repeated operations, and reducing the player's operating costs.
  • the method further includes:
  • the setting panel includes the third function, deleting the setting control corresponding to the third function in the setting panel;
  • the positions of the setting controls corresponding to other functions located after the position of the setting control corresponding to the third function are moved forward in sequence.
  • the method further includes:
  • first game information corresponding to a plurality of games from a cloud server, wherein the first game information includes one or more of package names of data packets corresponding to the plurality of games, identifiers of the games, and features of the games;
  • the second game information includes one or more of a data packet name corresponding to the game in the terminal device, an identifier of the game, and a feature of the game;
  • the first game is identified as the game application.
  • the method further includes:
  • the first game is identified as the game application.
  • the method further includes:
  • the game application identification function is enabled.
  • the second triggering event includes:
  • the terminal device is powered on and receives a power-on broadcast; or,
  • the terminal device installs a new application and receives an application installation broadcast.
  • the first triggering event is installing the first application.
  • a terminal device comprising: one or more processors; one or more memories; the one or more memories storing one or more computer programs, the one or more computer programs comprising
  • the device includes instructions, which, when executed by the one or more processors, cause the terminal device to execute the method described in any implementation of the first aspect above.
  • a computer-readable storage medium stores computer-executable program instructions, and when the computer-executable program instructions are executed on a computer, the computer executes the method as described in any implementation of the first aspect above.
  • a computer program product comprising a computer program code, and when the computer program code is executed on a computer, the computer is caused to execute the method as described in any implementation manner of the first aspect above.
  • FIG1 is a schematic diagram of the structure of a terminal device 100 provided in an embodiment of the present application.
  • FIG. 2 is a software structure block diagram of a terminal device 100 provided in an embodiment of the present application.
  • 3A to 3I are some GUI schematic diagrams that may be involved in the implementation process of a game management method provided in an embodiment of the present application.
  • FIGS. 4A to 4C are schematic diagrams of related GUIs that may be involved in the implementation of another game management method provided in an embodiment of the present application.
  • 5A to 5D are schematic diagrams of related GUIs that may be involved in the implementation of another game management method provided in an embodiment of the present application.
  • FIGS. 6A and 6B are schematic diagrams of related GUIs that may be involved in the implementation of another game management method provided in an embodiment of the present application.
  • FIG. 7 is a schematic flowchart of a game management method provided in an embodiment of the present application.
  • FIG8 is a schematic flowchart of another game management method provided in an embodiment of the present application.
  • FIG9 is a schematic flow chart of another game management method provided in an embodiment of the present application.
  • first and second are used for descriptive purposes only and should not be understood as indicating or implying relative importance or implicitly indicating the number of the indicated technical features. Therefore, it is defined that the “first” and “second” features may explicitly or implicitly include one or more of the features.
  • references to "one embodiment” or “some embodiments” in this specification mean that one or more embodiments of the present application include a particular feature, structure or characteristic described in conjunction with the embodiment.
  • the phrases “in one embodiment”, “in some embodiments”, “in some other embodiments”, “in other embodiments”, etc. appearing in different places in this specification do not necessarily refer to the same embodiment, but mean “one or more embodiments”.
  • the terms “include”, “comprising”, “having” and their variations all mean “including but not limited to”, unless otherwise specifically emphasized.
  • the current game application service solutions have the following pain points: (1) Newly downloaded games cannot be found by users in a timely manner. For example, a player downloads a new game, but the background does not recognize the new game, resulting in the player being unable to find the game and unable to use the setting entrance of the game service application. (2) After entering the game, players usually focus on game operations and have little time and energy to think about and operate function settings. Therefore, for scenarios that only support settings and management during the game, it is difficult for players to obtain an immersive gaming experience. (3) During the game, the player's demand for enhanced game services varies depending on the phone model, personal preferences, etc., and some game scenarios that only provide fixed function layouts are difficult to meet the personalized needs of players.
  • the embodiments of the present application provide a method for game management.
  • a game service application with dynamic game recognition, centralized management of dual entrances, and intelligent function layout functions, users can centrally manage and set local games at the entrance outside the game, and support personalized settings for individual games.
  • the game service application When the user enters the game, the game service application will be opened after the background dynamically recognizes the game application, and can be folded on one side of the page in the form of a floating ball.
  • the function panel of the game service application will be intelligently arranged according to the user's last settings and/or the model of the terminal device, providing users with a function layout that better meets their needs, creating a fast, convenient and uninterrupted user experience for users.
  • the game management method provided in the embodiment of the present application can be applied in game scenarios, and in particular can be applied in scenarios where users play games through terminal devices.
  • the terminal device 100 may be a terminal device with a display screen.
  • the terminal device 100 can be various types of electronic devices, such as a mobile phone, a tablet computer, a wearable device, a laptop computer, a desktop computer, a netbook, a personal digital assistant (PDA), etc.
  • PDA personal digital assistant
  • the embodiment of the present application does not impose any restrictions on the type of the terminal device.
  • the terminal device 100 may include a processor 110, an external memory interface 120, an internal memory 121, a universal serial bus (USB) interface 130, a charging management module 140, a power management module 141, a battery 142, an antenna 1, an antenna 2, a mobile communication module 150, a wireless communication module 160, an audio module 170, a speaker 170A, a receiver 170B, a microphone 170C, an earphone interface 170D, a sensor module 180, a button 190, a motor 191, an indicator 192, a camera 193, a display screen 194, and a subscriber identification module (SIM) card interface 195, etc.
  • SIM subscriber identification module
  • the sensor module 180 may include a pressure sensor 180A, a gyroscope sensor 180B, an air pressure sensor 180C, a magnetic sensor 180D, an acceleration sensor 180E, a distance sensor 180F, a proximity light sensor 180G, a fingerprint sensor 180H, a temperature sensor 180J, a touch sensor 180K, an ambient light sensor 180L, a bone conduction sensor 180M, etc.
  • the structure illustrated in the embodiment of the present invention does not constitute a specific limitation on the terminal device 100.
  • the terminal device 100 may include more or fewer components than shown in the figure, or combine some components, or split some components, or arrange the components differently.
  • the components shown in the figure may be implemented in hardware, software, or a combination of software and hardware.
  • the processor 110 may include one or more processing units.
  • the processor 110 may include an application processor (AP), a modem processor, a graphics processor (GPU), an image signal processor (ISP), a controller, a memory, a video codec, and a processor.
  • AP application processor
  • GPU graphics processor
  • ISP image signal processor
  • controller a controller
  • memory a memory
  • video codec a video codec
  • processor Decoder, digital signal processor (DSP), baseband processor, and/or neural-network processing unit (NPU), etc.
  • DSP digital signal processor
  • NPU neural-network processing unit
  • different processing units can be independent devices or integrated in one or more processors.
  • the controller may be the nerve center and command center of the terminal device 100.
  • the controller may generate an operation control signal according to the instruction operation code and the timing signal to complete the control of fetching and executing instructions.
  • the processor 110 may also be provided with a memory for storing instructions and data.
  • the memory in the processor 110 is a cache memory.
  • the memory may store instructions or data that the processor 110 has just used or cyclically used. If the processor 110 needs to use the instruction or data again, it may be directly called from the memory. This avoids repeated access, reduces the waiting time of the processor 110, and thus improves the efficiency of the system.
  • the processor 110 may include one or more interfaces.
  • the interface may include an inter-integrated circuit (I2C) interface, an inter-integrated circuit sound (I2S) interface, a pulse code modulation (PCM) interface, a universal asynchronous receiver/transmitter (UART) interface, a mobile industry processor interface (MIPI), a general-purpose input/output (GPIO) interface, a subscriber identity module (SIM) interface, and/or a universal serial bus (USB) interface, etc.
  • I2C inter-integrated circuit
  • I2S inter-integrated circuit sound
  • PCM pulse code modulation
  • UART universal asynchronous receiver/transmitter
  • MIPI mobile industry processor interface
  • GPIO general-purpose input/output
  • SIM subscriber identity module
  • USB universal serial bus
  • the interface connection relationship between the modules illustrated in the embodiment of the present invention is only a schematic illustration and does not constitute a structural limitation on the terminal device 100.
  • the terminal device 100 may also adopt different interface connection methods in the above embodiments, or a combination of multiple interface connection methods.
  • the charging management module 140 is used to receive charging input from a charger.
  • the charger may be a wireless charger or a wired charger.
  • the charging management module 140 may receive charging input from a wired charger through the USB interface 130.
  • the charging management module 140 may receive wireless charging input through a wireless charging coil of the terminal device 100. While the charging management module 140 is charging the battery 142, it may also power the terminal through the power management module 141.
  • the power management module 141 is used to connect the battery 142, the charging management module 140 and the processor 110.
  • the power management module 141 receives input from the battery 142 and/or the charging management module 140, and supplies power to the processor 110, the internal memory 121, the external memory, the display screen 194, the camera 193, and the wireless communication module 160.
  • the power management module 141 can also be used to monitor parameters such as battery capacity, battery cycle number, battery health status (leakage, impedance), etc.
  • the power management module 141 can also be set in the processor 110.
  • the power management module 141 and the charging management module 140 can also be set in the same device.
  • the wireless communication function of the terminal device 100 can be implemented through the antenna 1, the antenna 2, the mobile communication module 150, the wireless communication module 160, the modem processor and the baseband processor.
  • Antenna 1 and antenna 2 are used to transmit and receive electromagnetic wave signals.
  • Each antenna in terminal device 100 can be used to cover a single or multiple communication frequency bands. Different antennas can also be reused to improve the utilization of antennas.
  • antenna 1 can be reused as a diversity antenna for a wireless local area network.
  • the antenna can be used in combination with a tuning switch.
  • the mobile communication module 150 can provide solutions for wireless communications including 2G/3G/4G/5G, etc., applied to the terminal device 100.
  • the mobile communication module 150 can include at least one filter, a switch, a power amplifier, a low noise amplifier (LNA), etc.
  • the mobile communication module 150 can receive electrical
  • the mobile communication module 150 can also amplify the signal modulated by the modem processor and convert it into electromagnetic waves for radiation through the antenna 1.
  • at least some functional modules of the mobile communication module 150 can be set in the processor 110.
  • at least some functional modules of the mobile communication module 150 can be set in the same device as at least some modules of the processor 110.
  • the modem processor may include a modulator and a demodulator.
  • the modulator is used to modulate the low-frequency baseband signal to be sent into a medium-high frequency signal.
  • the demodulator is used to demodulate the received electromagnetic wave signal into a low-frequency baseband signal.
  • the demodulator then transmits the demodulated low-frequency baseband signal to the baseband processor for processing.
  • the application processor outputs a sound signal through an audio device (not limited to a speaker 170A, a receiver 170B, etc.), or displays an image or video through a display screen 194.
  • the modem processor may be an independent device.
  • the modem processor may be independent of the processor 110 and be set in the same device as the mobile communication module 150 or other functional modules.
  • the wireless communication module 160 can provide wireless communication solutions including wireless local area networks (WLAN) (such as wireless fidelity (Wi-Fi) network), bluetooth (BT), global navigation satellite system (GNSS), frequency modulation (FM), near field communication (NFC), infrared (IR) and the like applied to the terminal device 100.
  • WLAN wireless local area networks
  • BT wireless fidelity
  • GNSS global navigation satellite system
  • FM frequency modulation
  • NFC near field communication
  • IR infrared
  • the wireless communication module 160 can be one or more devices integrating at least one communication processing module.
  • the wireless communication module 160 receives electromagnetic waves via the antenna 2, modulates the frequency of the electromagnetic wave signal and performs filtering, and sends the processed signal to the processor 110.
  • the wireless communication module 160 can also receive the signal to be sent from the processor 110, modulate the frequency of the signal, amplify the signal, and convert it into electromagnetic waves for radiation through the antenna 2.
  • the antenna 1 of the terminal device 100 is coupled to the mobile communication module 150, and the antenna 2 is coupled to the wireless communication module 160, so that the terminal device 100 can communicate with the network and other devices through wireless communication technology.
  • the wireless communication technology may include global system for mobile communications (GSM), general packet radio service (GPRS), code division multiple access (CDMA), wideband code division multiple access (WCDMA), time-division code division multiple access (TD-SCDMA), long term evolution (LTE), BT, GNSS, WLAN, NFC, FM, and/or IR technology.
  • the GNSS may include a global positioning system (GPS), a global navigation satellite system (GLONASS), a Beidou navigation satellite system (BDS), a quasi-zenith satellite system (QZSS) and/or a satellite based augmentation system (SBAS).
  • GPS global positioning system
  • GLONASS global navigation satellite system
  • BDS Beidou navigation satellite system
  • QZSS quasi-zenith satellite system
  • SBAS satellite based augmentation system
  • the terminal device 100 implements the display function through the GPU, the display screen 194, and the application processor, etc.
  • the display screen 194 is used to display images, videos, etc.
  • the terminal device 100 can realize the shooting function through ISP, camera 193, video codec, GPU, display screen 194 and application processor.
  • the digital signal processor is used to process digital signals. In addition to processing digital image signals, it can also process other digital signals. For example, when the terminal device 100 selects a frequency point, the digital signal processor is used to Perform Fourier transform, etc. Video codecs are used to compress or decompress digital videos.
  • NPU is a neural network (NN) computing processor that quickly processes input information by drawing on the structure of biological neural networks, such as the transmission mode between neurons in the human brain, and can also continuously self-learn.
  • the external memory interface 120 can be used to connect an external memory card, such as a Micro SD card, to expand the storage capacity of the terminal device 100.
  • the external memory card communicates with the processor 110 through the external memory interface 120 to implement a data storage function. For example, files such as music and videos are saved in the external memory card.
  • the internal memory 121 can be used to store computer executable program codes, which include instructions.
  • the terminal device 100 can implement audio functions such as music playing and recording through the audio module 170, the speaker 170A, the receiver 170B, the microphone 170C, the earphone interface 170D, and the application processor.
  • the pressure sensor 180A is used to sense the pressure signal and can convert the pressure signal into an electrical signal.
  • the gyroscope sensor 180B can be used to determine the motion posture of the terminal device 100.
  • the magnetic sensor 180D includes a Hall sensor.
  • the terminal device 100 can use the magnetic sensor 180D to detect the opening and closing of the flip leather case.
  • the acceleration sensor 180E can detect the magnitude of the acceleration of the terminal device 100 in various directions (generally three axes). When the terminal device 100 is stationary, the magnitude and direction of gravity can be detected. It can also be used to identify the terminal posture and applied to horizontal and vertical screen switching, pedometers and other applications.
  • the proximity light sensor 180G 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 terminal device 100 emits infrared light outward through the light emitting diode.
  • the ambient light sensor 180L is used to sense the ambient light brightness.
  • the terminal device 100 can adaptively adjust the brightness of the display screen 194 according to the perceived ambient light brightness.
  • the fingerprint sensor 180H is used to collect fingerprints.
  • the temperature sensor 180J is used to detect temperature.
  • the touch sensor 180K is also called a "touch panel".
  • the touch sensor 180K can be set on the display screen 194, and the touch sensor 180K and the display screen 194 form a touch screen, also called a "touch screen".
  • the touch sensor 180K is used to detect touch operations acting on or near it.
  • the bone conduction sensor 180M can obtain vibration signals.
  • the terminal device 100 also includes an air pressure sensor 180C and a distance sensor 180F.
  • the air pressure sensor 180C is used to measure air pressure.
  • the terminal device 100 calculates the altitude through the air pressure value measured by the air pressure sensor 180C to assist positioning and navigation.
  • the distance sensor 180F is used to measure the distance.
  • the terminal device 100 can measure the distance by infrared or laser. In some embodiments, when shooting a scene, the terminal device 100 can use the distance sensor 180F to measure the distance to achieve fast focusing.
  • the software system of the terminal device 100 can adopt a layered architecture, an event-driven architecture, a micro-kernel architecture, a micro-service architecture, or a cloud architecture.
  • the embodiment of the present invention takes the Android system of the layered architecture as an example to illustrate the software structure of the terminal device 100.
  • FIG. 2 is a block diagram of the software structure of the terminal device 100 of the embodiment of the present application.
  • the layered architecture divides the software into several layers, each with clear roles and division of labor.
  • the layers communicate with each other through software interfaces.
  • the Android system is divided into four layers, from top to bottom: the application layer, the application framework layer, the Android runtime (Android runtime) and the system layer, and the kernel layer.
  • the application layer may include a series of application packages. As shown in FIG2 , the application package may include applications such as camera, calendar, map, WLAN, short message, gallery, call, navigation, Bluetooth, video, etc. In the embodiment of the present application, the application layer may also include game applications.
  • the application package may include applications such as camera, calendar, map, WLAN, short message, gallery, call, navigation, Bluetooth, video, etc.
  • the application layer may also include game applications.
  • the application framework layer provides an application programming interface (API) and a programming framework for the applications in the application layer.
  • the application framework layer includes some predefined functions. As shown in FIG. 2 , the application framework layer may include a window manager, a content provider, a telephony manager, a resource manager, a notification manager, a view system, and the like.
  • the window manager is used to manage window programs.
  • the window manager can obtain the display screen size, determine whether there is a status bar, lock the screen, capture the screen, etc.
  • Content providers are used to store and retrieve data and make it accessible to applications.
  • the data may include videos, images, audio, calls made and received, browsing history and bookmarks, phone books, etc.
  • the view system includes visual controls, such as controls for displaying text, controls for displaying images, etc.
  • the view system can be used to build applications.
  • a display interface can be composed of one or more views.
  • a display interface including a text notification icon can include a view for displaying text and a view for displaying images.
  • the phone manager is used to provide communication functions of the terminal device 100, such as management of call status (including connection, disconnection, etc.).
  • the resource manager provides various resources for applications, such as localized strings, icons, images, layout files, video files, and so on.
  • the notification manager enables applications to display notification information in the status bar. It can be used to convey notification-type messages and can disappear automatically after a short stay without user interaction. For example, the notification manager is used to notify download completion, message reminders, etc.
  • the notification manager can also be a notification that appears in the system top status bar in the form of a chart or scroll bar text, such as notifications of applications running in the background, or a notification that appears on the screen in the form of a dialog window. For example, a text message is displayed in the status bar, a prompt sound is emitted, the terminal vibrates, the indicator light flashes, etc.
  • Android runtime includes core libraries and virtual machines. Android runtime is responsible for scheduling and management of the Android system.
  • the core library consists of two parts: one part is the function that needs to be called by the Java language, and the other part is the Android core library.
  • the application layer and the application framework layer run in the virtual machine.
  • the virtual machine executes the java files of the application layer and the application framework layer as binary files.
  • the virtual machine is used to perform functions such as obstacle life cycle management, stack management, thread management, security and exception management, and garbage collection.
  • the system library can include multiple functional modules, such as surface manager, media library, 3D graphics processing library (such as OpenGL ES), 2D graphics engine (such as SGL), etc.
  • functional modules such as surface manager, media library, 3D graphics processing library (such as OpenGL ES), 2D graphics engine (such as SGL), etc.
  • the surface manager is used to manage the display subsystem and provide the fusion of 2D and 3D layers for multiple applications.
  • the media library supports playback and recording of a variety of commonly used audio and video formats, as well as static image files, etc.
  • the media library can support a variety of audio and video encoding formats, such as: MPEG4, H.264, MP3, AAC, AMR, JPG, PNG, etc.
  • the 3D graphics processing library is used to implement 3D graphics drawing, image rendering, compositing, and layer processing.
  • a 2D graphics engine is a drawing engine for 2D drawings.
  • the kernel layer is the layer between hardware and software.
  • the kernel layer contains at least display driver, camera driver, audio driver, and sensor driver.
  • GUI graphical user interfaces
  • the user when a user needs to play a game, the user can first download the game to the mobile phone.
  • the user There are many ways for the user to download the game to the mobile phone, such as: (1) downloading the game to the local mobile phone from the mobile phone mall; (2) downloading the game to the local mobile phone through the web page, etc.
  • the embodiments of the present application do not specifically limit the method of downloading the game.
  • FIG. 3A it is an exemplary main interface of a mobile phone.
  • a status bar can be displayed above the main interface.
  • the status bar can include: one or more signal strength indicators of mobile communication signals (or cellular signals), one or more signal strength indicators of wireless high fidelity (wireless fidelity, Wi-Fi) signals, a battery indicator of the mobile phone, a time indicator, etc.
  • the main screen interface can also include an application icon display area for displaying multiple types of application icons, such as a clock icon, a calendar icon, a gallery icon, a memo icon, a file management icon, an email icon, a music icon, a calculator icon, a recorder icon, a sports health icon, a weather icon, a browser icon, a game service icon, a setting icon, an application market icon, etc.
  • application icon display area for displaying multiple types of application icons, such as a clock icon, a calendar icon, a gallery icon, a memo icon, a file management icon, an email icon, a music icon, a calculator icon, a recorder icon, a sports health icon, a weather icon, a browser icon, a game service icon, a setting icon, an application market icon, etc.
  • a tray application icon display area may be displayed below the page indicator, for displaying multiple tray application icons, such as a camera application icon, a contact book application icon, a phone dialing application icon, a message application icon, etc.
  • the mobile phone main interface may include more or fewer application icons or tray application icons than shown in the figure, and this application is not limited to this.
  • an operation 301 (such as a click operation) may be input for the application market icon in the main interface shown in FIG3A.
  • the mobile phone may open the application market application and display the game best-selling list interface shown in FIG3B.
  • the game best-selling list interface may include multiple games with the most downloads or uses, and download controls corresponding to each game.
  • the user can input operation 302 (such as a click operation) for the download control corresponding to game A.
  • the mobile phone can download the data corresponding to the game A.
  • the mobile phone can download game A in a background download manner, and the data corresponding to game A can specifically include information such as the installation package or other data packages corresponding to game A.
  • the mobile phone may be installed with a game service application and may have a game management function.
  • the game management function in the embodiment of the present application may be specifically performed by the game service application.
  • the game management function may specifically include dynamic identification of game applications, function settings for games through dual entrances, and intelligent layout of game function icons, etc., wherein the dual entrances in the embodiment of the present application may include a setting entrance outside the game process and a setting entrance during the game process.
  • the setting entrance outside the game process may be provided by the game service application, and the setting entrance during the game may be provided by a control (such as a floating ball) displayed in the game interface.
  • the game service application can also be described as a game manager (GAME MANAGER), game service manager, game manager, etc. It serves as a setting entry for function settings for one or more games installed on the terminal device. It can be specifically presented as a quick application icon displayed on the mobile phone desktop (not shown in the figure).
  • GAME MANAGER game manager
  • game manager etc. It serves as a setting entry for function settings for one or more games installed on the terminal device. It can be specifically presented as a quick application icon displayed on the mobile phone desktop (not shown in the figure).
  • a mobile phone is factory-set to enable the game management function by default; method (2), a switch control corresponding to the game management function may be provided in the mobile phone, and the user may manually enable the game management function through the switch control.
  • FIG3C it is a setting interface in a mobile phone, and the setting interface may include multiple setting function items, such as wireless and network setting items, Bluetooth setting items, desktop and wallpaper setting items, display setting items, sound setting items, game management setting items, battery setting items, storage setting items, healthy use of mobile phone setting items, security and privacy setting items, etc.
  • multiple setting function items such as wireless and network setting items, Bluetooth setting items, desktop and wallpaper setting items, display setting items, sound setting items, game management setting items, battery setting items, storage setting items, healthy use of mobile phone setting items, security and privacy setting items, etc.
  • an operation 303 (such as a click operation) can be input for the game management setting entry in FIG. 3C .
  • the mobile phone can display a game management setting interface as shown in FIG. 3D .
  • the game management setting interface may include a switch control corresponding to the game management function and an introduction statement for the game management function, such as “The game management function is used to dynamically identify and centrally set applications that support this function.
  • the game management function is used to dynamically identify and centrally set applications that support this function.
  • the user may input an operation 304 (such as a click operation) for the switch control of the game management function shown in Figure 3D.
  • the mobile phone may turn on the game management function.
  • the mobile phone can dynamically identify the type of application currently downloaded based on this data.
  • the mobile phone can further update it to a game service application and add the function (or mode) corresponding to the game in the game service application.
  • the game service application here can correspond to the shortcut application mentioned above.
  • the user can enter the game service application by clicking the icon of the game service application displayed on the mobile phone desktop.
  • the mobile phone when receiving an operation 305 (such as a click operation) input by the user for the icon of the game service application, in response to the operation 305, the mobile phone can display the relevant interface of the game service application as shown in FIG3F and FIG3G .
  • FIG. 3F it is a game display interface of a game service application, which mainly includes a current game display area, which may include a game name and a one-key start control, etc., and optionally, may also include a game introduction.
  • a previous game display area may be displayed on the left side of the current game display area
  • a next game display area may be displayed on the right side of the current game display area.
  • the current game display area, the previous game display area, and the next game display area may be specifically presented as game display cards corresponding to different games, and the game display cards may include a game name and a one-key start control, etc.
  • the user can switch the current game display area to the previous game display area or the next game display area by inputting a right swipe or left swipe operation in the current interface, such as specifically switching the game display card corresponding to the current game to the game display card corresponding to the previous game or the game display card corresponding to the next game.
  • a right swipe or left swipe operation such as specifically switching the game display card corresponding to the current game to the game display card corresponding to the previous game or the game display card corresponding to the next game.
  • the specific operation type of switching game display cards is not limited in the embodiment of the present application.
  • the previous game and the next game mentioned in the embodiment of the present application are only used to distinguish from the game currently displayed in the main interface area.
  • the display position between games is not necessarily limited to only one fixed rule, but can be flexibly set as needed.
  • the arrangement order of multiple games or game display cards from left to right in the game display interface (as shown in Figure 3F, the previous game, the current game, the next game or the game display card corresponding to the previous game, the game display card corresponding to the current game, and the game display card corresponding to the next game) can correspond to the download time sequence of the game; for another example, the arrangement order of multiple games or game display cards from left to right in the game display interface (as shown in Figure 3F, the previous game, the current game, the next game or the game display card corresponding to the previous game, the game display card corresponding to the current game, and the game display card corresponding to the next game) can be the first letter order corresponding to the game name, etc. This application does not limit this.
  • the game display interface can also be used to display game display cards corresponding to more games.
  • the game service application includes multiple games (such as more than 3 games)
  • the mobile phone can respond to the continuous right or left swipe operation and display other games that are not currently displayed in the form of scrolling to the left or display other games that are not currently displayed in the form of scrolling to the right.
  • the mobile phone can respond to the continuous right or left swipe operation and display other game display cards that are not currently displayed in the form of scrolling to the left or display other game display cards that are not currently displayed in the form of scrolling to the right.
  • the display interface shown in FIG. 3F or FIG. 3G above, in which the display areas (or game display cards) of one or more game applications presented can correspond one-to-one to the game applications installed in the mobile phone.
  • the game display interface may include a current game display area (or a game display card corresponding to the current game), and a setting area corresponding to the current game may be included below the current game display area.
  • the setting area may include a game mode setting control, a do not disturb mode setting control, and the like.
  • the setting area corresponding to the game may be specifically presented as a setting card, and the setting card includes a game mode setting control, a do not disturb mode setting control, and the like.
  • the mobile phone displays the game display interface as shown in FIG.
  • the setting card corresponding to the game may automatically appear below the game display card (or other orientation); or, in other embodiments, when the mobile phone displays the game display interface as shown in FIG. 3F, the user can enter a swipe up operation (or other types of preset operations) to display the setting card in a scrolling form below the current game display area. In some other embodiments, when the mobile phone displays the interface as shown in FIG. 3G, the user can also enter a swipe down operation (or other types of preset operations) to hide the setting card from the current interface in a scrolling form.
  • the user when the user needs to set the game mode for game A, he can first find the game display card corresponding to game A by swiping left or right on the game display interface, and display the game display card on the current interface (the interface shown in FIG3F); then, the user can input an upward swipe operation on the current interface to scroll the setting card corresponding to game A to the current display interface, that is, the setting card corresponding to game A is displayed below the game display area in the current interface; then, the user can input an operation through the setting control for the game mode to set game A.
  • the user after completing the setting of game A, the user can also input a downward swipe operation on the interface, and in response to the downward swipe operation, the mobile phone can hide the setting card from the current interface in a scrolling manner.
  • the setting cards corresponding to different games can present different personalized content.
  • the setting cards corresponding to different games may include different functions.
  • its corresponding setting card may include the functions corresponding to game A
  • for game B its corresponding setting card may include the functions corresponding to game B.
  • the functions corresponding to game A and the functions corresponding to game B may be different.
  • the setting functions included in the setting card corresponding to game A may be game mode and do not disturb mode; as shown in FIG3I , the setting functions included in the setting card corresponding to game B may be network acceleration and enhanced display.
  • the reason why the game application service displays personalized setting cards for different game applications is that in some scenarios, different game applications support different setting functions (for example, different game applications are configured with different types of setting functions), and thus the setting functions corresponding to different game applications need to be displayed in a personalized manner so that users can make different settings for different game applications.
  • different types of functions may be set for different game applications through the game service application.
  • FIG. 3H and FIG. 3I only introduce different types of functions corresponding to different games as examples.
  • different games can also correspond to different information in game display cards, or to different display effects (or styles) of game display cards, or to different display effects (or styles) of setting cards, etc.
  • the display effect (or style) of the game display card and/or setting card mentioned here can refer to the display position of the game display card and/or setting card in the mobile phone interface, or the relative position between the game display card and the setting card, or the rendering effect presented by the game display card and/or setting card, etc., and the embodiments of the present application do not limit this.
  • the settings made by the user for the game (e.g., Game A) in the game service application can be synchronized and updated to the game application (e.g., Game A).
  • Game A the functions or parameters in the settings panel corresponding to Game A are consistent with the settings made by the user in the game service application.
  • FIG. 3F and FIG. 3G above are only based on the example of the user inputting a sliding operation to switch the game display card or the setting card, and are only based on the example of the game display card being displayed, hidden or switched in a scrolling manner, or the setting card being displayed, hidden or switched in a scrolling manner, but in actual applications, it may not be limited to this.
  • the user may also input single-click, double-click or long-press operations on the interface to switch the game card or display or hide the setting card; for another example, the game card and/or the setting card may also be displayed or hidden in the current interface by gradually disappearing and appearing, etc., and the embodiments of the present application do not limit this.
  • users can centrally manage and set local games at the entrance outside the game, and support personalized settings for a single game, so as to facilitate users to obtain the game setting entrance and perform game settings outside the game process, avoid interruptions in the game process, and improve the user's immersive experience during the game.
  • the method of setting up the game outside the game process through the entrance provided by the application other than the game is introduced.
  • the game management method provided in the embodiment of the present application can also provide a relatively hidden entrance during the game process, so that when the user does not have a function setting requirement, the entrance will not affect the user's immersive game experience, and when the user has a function setting requirement, the relevant settings can be flexibly and in real time through the entrance.
  • the following is a specific exemplary introduction to how to set up the game during the game in the method of game management provided in the embodiment of the present application.
  • FIG. 4A to FIG. 4C there are related GUI schematic diagrams that may be involved in the implementation process of another game management method provided in an embodiment of the present application.
  • the game interface may include a floating ball 401, and the floating ball 401 is an entrance for game settings during the game process.
  • the floating ball shown in the embodiment of the present application can be used as an exemplary setting entrance.
  • the setting entrance in the game process can also be set to other forms of controls, such as icons, dots, etc., which is not limited to the embodiment of the present application.
  • an operation 402 (such as a click operation) can be input for the floating ball 401.
  • the mobile phone can display a function setting area as shown in FIG4C in the current game interface.
  • the function setting area can be specifically presented as a setting panel 403, wherein the setting panel 403 can be used to display the game mode, a plurality of game parameters corresponding to the game mode, and the like.
  • the game mode and the plurality of game parameters corresponding to the game mode can be presented in a game mode display area, for example, and the game mode display area can be presented in a specific area in the setting panel (such as the upper area in the setting panel).
  • the game mode display area can be displayed or hidden according to user needs.
  • the game mode display area can be set in a drawer form.
  • a preset operation can be input (such as a pull-down operation input for the game mode display area).
  • the game mode display area can be displayed in the setting panel, such as covering a part of the setting panel or covering the entire area of the setting panel (such as covering the display area of the function icon shown in FIG. 6A).
  • game parameters may include: the current corresponding network delay (PIN) duration of the game (PIN 12ms as shown in Figure 5C ), central processing unit (CPU) occupancy rate (CPU 16% as shown in Figure 5C ), memory RAM occupancy rate (RAM 12% as shown in Figure 5C ), game frame rate (FPS 120 as shown in Figure 5C ), etc.
  • PIN current corresponding network delay
  • CPU central processing unit
  • RAM memory RAM occupancy rate
  • FPS 120 as shown in Figure 5C
  • the setting panel 403 may also include multiple function icons, such as a network acceleration icon, a do not disturb mode icon, an anti-mistouch icon, an enhanced display icon, a game filter icon, a strategy station icon, etc.
  • the multiple function icons can be used to receive operations input by the user, and then the mobile phone can turn on or off a certain function in response to the operation input by the user. For example, when the user needs to turn on the network acceleration function, a click operation can be input for the network acceleration icon in the setting panel, and in response to the click operation, the mobile phone can turn on the network acceleration function corresponding to the game.
  • the functions corresponding to the function icons displayed in the settings panel may all be functions supported by the mobile phone, that is, functions that are not supported by the mobile phone will not be displayed in the settings panel.
  • mobile phones of different models may support different functions, so the specific function icons displayed in the settings panels of different mobile phones may be different.
  • Table 1 is an exemplary correspondence between mobile phone models and supported functions. Taking the correspondence shown in Table 1 as an example, the settings panel of a mobile phone of model 1 may display icons for a total of 4 functions, such as a network acceleration icon, a display enhancement icon, an anti-mistouch icon, and a game filter icon.
  • the settings panel of a mobile phone of model 2 may display icons for a total of 3 functions, such as a network acceleration icon, an anti-mistouch icon, and a game filter icon.
  • different types of games may also support different functions, such as different games may be pre-configured to support different functions or provide customized functions for different game types during game development, so the specific function icons displayed in the settings panel of different games may be different.
  • game subdivisions including multiplayer online battle arena (MOBA) games, shooting games, card games, chess and card games, etc.
  • users may have different service needs when playing different types of games.
  • MOBA multiplayer online battle arena
  • users may have higher requirements for picture brightness and character clarity
  • multiplayer voice tactical competitive games such as Honor of Kings
  • users may have higher requirements for do not disturb calls, smooth voice, and voice modification. Therefore, the game management method provided in the embodiment of the present application can customize personalized function support solutions and function display solutions for different types of games.
  • the setting panel of game A may display icons of three functions, namely, network acceleration icon, anti-mistouch icon, and game filter icon
  • the setting panel of game B may display icons of four functions, namely, network acceleration icon, enhanced display icon, anti-mistouch icon, and game filter icon.
  • Method (1) determining which function icon is displayed in the settings panel based on the model corresponding to the machine. For example, the mobile phone can obtain the model corresponding to the machine, and then obtain the functions supported by the machine based on the correspondence between the model and the supported functions; then, the icons of these functions are displayed in the settings panel.
  • Method (2) determining which function icon is displayed in the settings panel based on the game type.
  • the mobile phone can obtain the game type corresponding to the current game, and then obtain the functions supported by the game based on the correspondence between the game type and the supported functions; then, the icons of these functions are displayed in the settings panel.
  • Method (3) determining which function icon is displayed in the settings panel based on the model and game type.
  • the mobile phone may first obtain the model corresponding to the machine, and obtain one or more functions supported by the machine (recorded as the first function) based on the correspondence between the model and the supported functions; then, obtain the game type corresponding to the current game, and then obtain one or more functions supported by the game (recorded as the second function) based on the correspondence between the game type and the supported functions; then, obtain the intersection of the first function and the second function, and display the icons of the functions included in the intersection in the settings panel.
  • the mobile phone may first obtain the game type corresponding to the current game, and then obtain one or more functions supported by the game (recorded as the second function) based on the correspondence between the game type and the supported functions; then, obtain the model corresponding to the machine, and obtain one or more functions supported by the machine (recorded as the first function) based on the correspondence between the model and the supported functions; then, obtain the first function and the second function.
  • the intersection of functions and icons of functions included in the intersection are displayed in the setting panel.
  • the embodiment of the present application does not specifically limit the order of obtaining functions supported by the local model and obtaining functions supported by the game in method (3).
  • the above-mentioned methods of determining which function icons are displayed on the settings panel can be executed when the mobile phone runs the game for the first time, but do not need to be executed when the game is not run for the first time.
  • the reason why it does not need to be executed when the game is not run for the first time is that in one possible implementation method, each time the game is exited, the mobile phone can record the function icons displayed in the settings panel when the game is exited. When the game is run again on the same mobile phone, the mobile phone can display the same function icons as when the game was exited last time in the settings panel based on the recorded relevant information. Therefore, there is no need to detect the model, game type and related correspondence every time the game is started, thereby saving the computing resources of the mobile phone and improving the efficiency of displaying function icons in the settings panel.
  • a preset operation (such as a click operation) can be entered for the icon corresponding to the function in the setting card.
  • the setting can be updated synchronously to the game service application. For example, the user can turn on the network acceleration function by clicking the network acceleration icon in the setting card. Then, when the network acceleration function is turned on, the network acceleration function of the corresponding game in the game service application will also be turned on synchronously.
  • the game management method by setting a hidden game setting entrance such as a floating ball during the game, it is possible to meet the user's needs for game settings at any time without affecting the user's immersive game experience.
  • 5A and 5B are schematic diagrams of related GUIs that may be involved in the implementation of another game management method provided in an embodiment of the present application.
  • the following description is still based on the example of a mobile phone as the terminal device.
  • the game service application and the setting panel can respectively present a functional status memory effect, which can be achieved through a reading and recording capability of the mobile phone.
  • the reading and recording capability can specifically include: the ability of the mobile phone to read and record the functional status set by the user for the game application service and the setting panel.
  • the mobile phone can record the functional status of the game in the game service application each time the user exits the game application; or the mobile phone can remember the functional status of the game in the setting panel each time the user exits the game application.
  • the next time the game service application is run the mobile phone can set the functional status of the game in the game service application according to the functional status corresponding to the last time the game was exited, so that the functional status of the game this time is consistent with the functional status of the last time.
  • the mobile phone can set the functional status in the setting panel according to the final setting status corresponding to the last time the game was exited, so that the functional status of the game this time is consistent with the functional status of the last time.
  • the state of the function may include, for example, an on state or an off state, or a specific parameter value set for a certain function, etc.
  • the embodiment of the present application uniformly describes the function state in the game service application and the function state in the setting panel when the user exits the game as the final setting state.
  • the game service application and the setting panel are two ways to set game functions.
  • the difference mainly includes the different corresponding setting entrances (e.g. the setting entrance corresponding to the game service application is, for example, the icon corresponding to the application; the setting entrance corresponding to the setting panel is, for example, the floating ball displayed in the game interface).
  • the corresponding scenarios are also different (such as the game application service corresponds to the setting scenario outside the game; the setting panel corresponds to the setting scenario during the game process), etc., but due to the function settings made by the user in either setting method, the corresponding setting status can be synchronized to the other setting method.
  • the "network acceleration” function of game A is set to “on”, then in the setting panel corresponding to the game A, the "network acceleration” function will also be synchronized to the "on” state. Therefore, in some cases, the final setting state recorded by the mobile phone based on the game application service and the final setting state recorded by the mobile phone based on the setting panel may be the same.
  • the method for the mobile phone to read and record the final setting state can be preset.
  • the mobile phone can select to read and record the final setting state based on the setting method used by the user to set the function of the game. Specifically, if the user sets the function of the game through the game service application without setting the function through the setting panel, then when the user exits the game, the mobile phone can read and record the final function state based on the function state in the game service application; if the user sets the function of the game through the setting panel without setting the function of the game service application, then when the user exits the game, the mobile phone can record the final function state based on the function state in the setting panel.
  • the mobile phone can record the final state according to the default method, for example, the final function state can be recorded according to the function in the setting panel by default.
  • the mobile phone can also detect whether the game service application is turned on during the game. If it is turned on, when the user exits the game, the final setting state is recorded based on the function state in the game service application; if it is not turned on, when the user exits the game, the final setting state is recorded based on the function state in the setting panel, and so on.
  • the embodiment of the present application does not specifically limit the method by which the mobile phone records the final setting status.
  • the following specifically introduces the final setting state memory function corresponding to the game service application and the final state memory function corresponding to the setting panel.
  • the game service application may have the function of reading and recording the user's last setting.
  • Figure 5A it is assumed that the user has turned on the do not disturb mode in the setting card corresponding to game A in the game service application. After the user completes the setting of game A in the game service application, he can return to the desktop and click the game application icon on the desktop to start running the game. Afterwards, when the user exits this game, for example, as shown in Figure 5B, the user exits this game by clicking the exit control in the game interface.
  • the game service application can read the final setting state corresponding to the game A in the game service application when the user exits game A in the background, and store the final setting state.
  • the game interface can display the prompt information of the turned-on functions, which are the functions that were set to the turned-on state in the game service application when the game was exited last time.
  • the prompt information can be shown in Figure 5C, that is, it can remind the user of the functions that are currently turned on in the game in the form of card 501.
  • the game service application reads and remembers the player's last setting function. When the player completes the setting, the final setting status when the player exits the game is read, and the corresponding function is automatically turned on when the player enters the game next time. This can intelligently match the player's usage habits, thereby avoiding repeated operations and reducing the player's operating costs.
  • FIG 5D Please refer to Figure 5D for an introduction to the memory of the final setting state of the settings panel.
  • the mobile phone can highlight the control corresponding to the Do Not Disturb mode, or can remind the user that the Do Not Disturb mode has been turned on for Game A through vibration or other means.
  • the mobile phone can read the game A in the settings panel when the user exits Game A in the background. The corresponding final setting state is stored.
  • the game interface can display prompt information of the turned-on functions, which are the functions that were set to the turned-on state in the settings panel when the game was exited last time.
  • the prompt information can be shown in Figure 5C, that is, the user can be reminded of the functions that are currently turned on in the game in the form of card 501.
  • the control corresponding to the do not disturb mode in the settings panel can be automatically highlighted to remind the user that the game currently has the do not disturb mode turned on.
  • the function set by the player last time is read and memorized through the mobile phone application.
  • the final setting status at the time of player exit is read, and the corresponding function is automatically turned on when the player enters the game next time. It can realize intelligent matching of the player's usage habits, thereby avoiding repeated operations and reducing the player's operating costs.
  • the game service application also provides the ability to adapt to different models for functional layout display. For example, if the background recognizes that the machine does not support HDR, the "display enhancement" function module will no longer be displayed in the function panel, and other functions can be arranged in a "Z" shape.
  • the following is a more specific exemplary introduction to the intelligent layout function of the game service application in conjunction with Figures 6A and 6B.
  • FIG. 6A and FIG. 6B are schematic diagrams of related GUIs that may be involved in the implementation process of another game management method provided in an embodiment of the present application.
  • the setting panel (as shown in FIGS. 6A and 6B ) includes a game mode display area, which can be used to display the game mode and multiple game parameters corresponding to the game mode.
  • the game parameters may include: the current corresponding network delay (PIN) duration of the game (PIN 12ms as shown in FIG. 6A ), the central processing unit (CPU) occupancy rate (CPU 16% as shown in FIG. 6A ), the memory RAM occupancy rate (RAM 12% as shown in FIG. 6A ), the game frame rate (FPS 120 as shown in FIG. 6A ), etc.
  • the setting panel may also include icons corresponding to multiple functions.
  • the function icons (or function controls) displayed in the current setting panel include: network acceleration icon 601, do not disturb mode icon 602, anti-mistouch icon 603, display enhancement icon 604, game filter icon 605, strategy station icon 606 and screenshot icon 607.
  • the display enhancement icon 604 can be hidden or deleted in the current setting panel, and the other function icons supported by the machine after the display enhancement icon 604 can be in a "Z" shape, and are successively replaced to the new position, wherein the interface after the function icon position is adjusted can be as shown in Figure 6B.
  • a more specific scenario may include, for example: a user has two mobile phones (referred to as mobile phone A and mobile phone B), wherein mobile phone A is a higher-end model and supports the HDR function, while mobile phone B is a lower-end model and does not support the HDR function.
  • mobile phone A is a higher-end model and supports the HDR function
  • mobile phone B is a lower-end model and does not support the HDR function.
  • a "display enhancement" icon may be displayed in the settings panel (the display enhancement icon shown in FIG6A ).
  • the "display enhancement" icon may not be displayed in the game's settings panel, and other function icons after the "display enhancement” icon in the original mobile phone A may be moved forward one position at a time, such as moving the positions in a "Z" shape, so that the settings panel of mobile phone B is Only the function icons corresponding to the functions supported by mobile phone B are displayed (as shown in FIG. 6B ).
  • the setting panel may also have a memory capability for the displayed function icons.
  • the mobile phone may read and record the function icons displayed on the setting panel corresponding to the mobile phone.
  • the function icons displayed in the setting panel may be consistent with the function icons displayed when the game was last exited. For example, taking mobile phone A as an example, assuming that mobile phone A supports the "enhanced display” function but does not support the "screenshot” function, then the setting panel corresponding to the game will display the enhanced display icon, but not the screenshot icon.
  • mobile phone A When the game is exited, mobile phone A may read and record the function icons displayed in the setting panel; when mobile phone A enters the game next time, the mobile phone may display the function icons consistent with the function icons recorded when the game was last exited in the setting panel, that is, the enhanced display icon will also be displayed, but not the screenshot icon.
  • the game management method by adaptively laying out the function configuration diagram of the game based on the functions actually supported by the terminal device, it is possible to avoid the situation where users are unable to activate a certain function on different models, and a better function arrangement can be maintained compared to a fixed layout.
  • FIG 7 it is a schematic flow chart of a method for game management provided by an embodiment of the present application.
  • the flow may correspond to the process of the game service application dynamically identifying the game application, and its execution subject may be the terminal device introduced in Figure 1 or Figure 2 above.
  • the terminal device may specifically include a game engine and a dynamic identification module on the game server side (hereinafter referred to as the dynamic identification module).
  • the game engine may obtain the IWare features of the application based on a game feature library (such as an IWare feature library) and transmit the IWare features to the dynamic identification module on the game server side.
  • the game engine may also have the ability to identify the game application.
  • the IWare feature library may include features corresponding to the game application, which can be used to identify the game application.
  • the dynamic identification module may store information corresponding to a variety of game applications, such as data packet information (such as package name) of the game application, game application identifier (such as the name of the game application, etc.).
  • the dynamic identification module may obtain game information of a variety of game applications from the game center cloud, for example, the dynamic identification module may obtain package names corresponding to a variety of game installation packages from the game center cloud.
  • the dynamic identification module may also obtain game information corresponding to the top N (i.e., TOP N) games in any game ranking list, and store a game library (such as a TOP6000 game library) including TOP N games based on the TOP N games.
  • the dynamic identification module may also store a game library including games installed on the local machine, etc.
  • the dynamic identification module may also have the ability to dynamically identify game applications.
  • the dynamic identification module may identify game applications based on the IWare features sent by the game engine.
  • the game engine can mainly identify game applications based on user behavior and habit characteristics, and its recognition rate is limited. In some scenarios, it cannot meet the user's demand for game application recognition accuracy. Therefore, in the game management method provided in the embodiment of the present application, the dynamic recognition capability of the game service application (specifically, the dynamic recognition capability of the game application of the dynamic recognition module) can be used to improve the game engine recognition rate. In order to achieve this purpose, in the game management method provided in the embodiment of the present application, a new reference interface is added between the game engine and the dynamic recognition module of the game service application.
  • the dynamic recognition module can The feature information (such as IWare features) of the current application can be retrieved from the game engine, and then based on these features, whether the current application is a game application is dynamically identified; or, optionally, through the query interface, the game engine can also query the dynamic identification module for information on multiple games pre-acquired by the dynamic identification module.
  • the former mainly uses the dynamic identification module as the execution subject to dynamically identify the game application; the latter mainly uses the game engine as the execution subject to identify the game application.
  • the following embodiments of this application will introduce the method of dynamically identifying game applications mainly performed by the dynamic identification module.
  • the game application identification process in the embodiment of the present application can be applied to a variety of scenarios, such as a scenario in which a terminal device newly downloads an application, or a scenario in which a terminal device newly installs an application, or before a user enters an application, or when a user is using an application, etc.
  • the dynamic identification module can compare the IWare feature with the game information obtained from the game center cloud. If the IWare feature is consistent with the game information, the application corresponding to the IWare can be identified as a message-type application.
  • the dynamic recognition module may also pre-acquire the recognition feature corresponding to the game, which may be a common feature of the game application extracted based on the characteristics of a large number of game applications, and may be used as an identifier of the game application.
  • the dynamic recognition module may detect whether the IWare feature meets the preset recognition feature. If the IWare feature is consistent with one or more recognition features, the application corresponding to the IWare may be identified as a message type application.
  • the dynamic identification module can also query whether the application is consistent with the data packet package name and/or application identifier (such as application name, etc.) of a game application obtained from the game center cloud through package name query and/or application identifier (such as application name, etc.) query, etc.; if they are consistent, the application is identified as a game application.
  • the application is consistent with the data packet package name and/or application identifier (such as application name, etc.) of a game application obtained from the game center cloud through package name query and/or application identifier (such as application name, etc.) query, etc.; if they are consistent, the application is identified as a game application.
  • the game center cloud may store information corresponding to a variety of game applications, which may include the package name corresponding to the game application data packet, application identifier (such as application name, etc.). Among them, the game center cloud may obtain the information corresponding to the various game applications in a variety of ways, such as the game center cloud may obtain information corresponding to multiple games from a third-party market cloud; for another example, the game center cloud may receive game information reported by multiple terminal devices, etc., which is not limited in the embodiments of the present application.
  • the local game can be sent to the system service (system service); thereafter, the system service can implement game installation, game startup and game operation, etc., so that the user can use the application on the terminal device.
  • system service system service
  • the dynamic identification module may start to execute the identification process of the game application identification, such as: method (1), when the terminal device installs the application, it may send an application installation broadcast, and in response to the application installation broadcast, the dynamic identification module may start to execute the identification process of the game application; method (2), the game service application may be provided with an add control, when there is a game application to be added (such as a newly downloaded game application on the terminal device), the user may click the add control, and in response to the user's click operation, the dynamic identification module in the game service application may start to execute the identification process of the game application; method (3), when the terminal device is turned on, it may send a power-on broadcast, and in response to the power-on broadcast, the dynamic identification module may start to execute the identification process of the game application.
  • the dynamic identification module may continue to be in the identification process of the game application, such as periodically identifying the game application.
  • the dynamic identification module may mainly identify the game applications among the existing applications in the terminal device, and after identifying the game applications, the dynamic identification module may also generate a game list.
  • the above triggering method (2) and triggering method (3) may be used to identify the game applications only for the specific applications to be installed or uninstalled, that is, the identification methods of the above triggering method (2) and triggering method (3) are more targeted, and there is no need to identify all the applications of the terminal device.
  • the process of identifying the game application may include: when the terminal device is turned on, a power-on broadcast is sent, and after the game service application (for example, a dynamic identification module in the game service application) receives the power-on broadcast, it can scan the local application, identify or match the game application in these applications, and can also generate a game list. After that, the game service application can synchronize the game list to the cloud (such as the game center cloud), and can also cache the game list to a local database (such as a local game library). After that, the game service application can synchronize the game application list to the system_server. In the subsequent use of the terminal device, the game service application can monitor the application installation and/or uninstallation broadcast.
  • the game service application for example, a dynamic identification module in the game service application
  • the system_server When the corresponding broadcast is received, it is determined whether the application installed and/or uninstalled is a game application. If so, the interface is called to synchronize to the system_server. When a user starts an application, the system_server will determine whether the application is a game application (such as determining whether the application is an application in the game list), and if so, the game service application is started.
  • the dynamic recognition module can be triggered to identify the game application in more other ways, and the embodiments of the present application are not limited to this.
  • the game management method by dynamically identifying the game application based on pre-acquired game information and the characteristics of the game application before or when the user enters the game, it is possible to accurately determine whether the current application is a game application, thereby facilitating the subsequent opening of the game service application for the game application and providing a hidden setting entrance in the game, etc., thereby improving the user's gaming experience.
  • FIG8 it is a schematic flow chart of another method for game management provided in an embodiment of the present application.
  • the execution subject of the process can be the terminal device introduced in FIG1 or FIG2 , and can specifically include the following steps:
  • the terminal device in response to the application startup in step S801, may identify whether the currently started application is a game application.
  • the specific manner in which the terminal device identifies whether the application is a game application will be described in detail below and will not be described in detail here.
  • step S803 may be performed.
  • the currently launched game application is recorded as game application A.
  • the terminal device in response to the launched application being a game application, may start the game service application.
  • the terminal device may automatically start the game service application; for another example, the terminal device may prompt the user to authorize the terminal device to start the game service application under the prompt; for another example, the terminal device may prompt the user to manually start the game service application under the prompt, etc.
  • This embodiment of the application is not limited to this.
  • the last time the user exited the game application A can be read.
  • the game service application can also read the model of the terminal device.
  • different models can correspond to different functions, and the game service application can pre-acquire the correspondence between different models and the functions they support. After acquiring the model of the terminal device, the game service application can acquire the functions supported by the terminal device based on the model and the correspondence between the model and the function.
  • the functions of the setting card in the game interface can be intelligently arranged based on the functions supported by the terminal device. For example, assuming that the model of the terminal device is model 1, the functions supported by the terminal device itself include network acceleration, display enhancement, anti-mistouch, game filters, etc. At this time, the game functions corresponding to the setting card can be shown in Figure 6A, including network acceleration, anti-mistouch, display enhancement, game filters, etc., and do not include display enhancement.
  • the game functions corresponding to the setting card can be shown in Figure 6B, including network acceleration, anti-mistouch game filters, etc., but do not include display enhancement, and the positions corresponding to each function are intelligently arranged. Specifically, the positions corresponding to other functions (such as game filters, power stations, screenshots) after the original position of the display enhancement (the position shown in Figure 6A) are moved forward in sequence, such as moving forward in sequence in a "Z" shape. At this time, the functions displayed in the setting card are all functions supported by the terminal device.
  • the positions corresponding to other functions such as game filters, power stations, screenshots
  • the functions displayed in the setting card are all functions supported by the terminal device.
  • the user can set functions through the setting portal during the game, such as turning on a function in game application A or turning off a function in game application A through the setting card during the game.
  • the function settings made by the user through the setting card in the game can be synchronized to the setting portal outside the game, such as synchronized to the game service application, so that the enabled state of the function in the game service application outside the game is consistent with the enabled state of the function of the setting card in the game.
  • the user can also set functions for game application A through an external game entrance (such as a game service application), such as turning on or off a function in game application A.
  • an external game entrance such as a game service application
  • These function settings can be synchronized to the setting card during the game process, so that the activation status of the function in the setting card of the game entrance is consistent with the activation status of the function in the game service application.
  • the game management method by adaptively laying out the function configuration diagram of the game based on the functions actually supported by the terminal device, it is possible to avoid the situation where users are unable to activate a certain function on different models, and a better function arrangement can be maintained compared to a fixed layout.
  • FIG9 it is a schematic flow chart of another method for game management provided in an embodiment of the present application.
  • the process can be performed by a terminal device as shown in FIG1 or FIG2 as the main body, and can specifically include the following steps:
  • the first application may correspond to the game service application introduced above.
  • the first game application may correspond to the game A introduced above, for example.
  • the target state may include, for example, a function-on state or a function-off state.
  • the second application interface of the first application when a second operation input by the user in the first application interface is detected, the second application interface of the first application is displayed, the second application interface includes a second setting card of the second game application, and the second setting card includes setting controls corresponding to one or more functions supported by the second game application; wherein the first game application and the second game application are any two of the multiple game applications managed by the first application.
  • the first game interface may correspond to the interface shown in Figure 4A, for example.
  • the first control may correspond to the control 401 (ie, the floating ball) shown in Figure 4A, for example.
  • the first setting panel may correspond to the setting panel 403 as shown in FIG. 4C , for example.
  • one or more functions corresponding to the first game application are different from one or more functions corresponding to the second game application.
  • a second game interface of the second game application is displayed, and the second game interface includes the first control; when it is detected that the user inputs a fourth operation for the first control, a second settings panel is displayed, wherein the type of setting controls included in the second settings panel is different from the type of setting controls included in the first settings panel.
  • the method further includes: when obtaining a first trigger event, identifying the first game application as a game-type application, the first game application being associated with the first trigger event; and adding the first game application to the first application.
  • the first control is a floating ball.
  • the method further includes: when obtaining a second trigger event, traversing multiple applications included in the terminal device, identifying game-type applications among the multiple applications; generating a game list based on the game-type applications among the multiple applications; and running the first game if it is detected that the first game is in the game list.
  • the first application interface also includes a game display card corresponding to the first game application
  • the second application interface also includes a game display card corresponding to the second game
  • the method when the first application includes multiple game display cards corresponding to multiple game applications, the method also includes: in response to a fifth operation input by the user, switching the application interface including different game display cards until the second application interface is displayed; or, in response to a sixth operation input by the user, displaying different game display cards in a preset form in sequence until the game display card corresponding to the second game application is displayed.
  • the fifth operation or the sixth operation includes any one of the following: a left swipe operation, a right swipe operation, an up swipe operation, or a down swipe operation.
  • the method further includes: when a seventh operation input by the user is detected, displaying the first setting card.
  • the game display card also includes a one-click installation control corresponding to the game.
  • the method also includes: when the user sets the first function of the first game application to the target state in the first application, synchronizing the target state of the first function to the second setting control in the first setting panel, so that the second setting control indicates that the first function is the target state.
  • the method also includes: when the user sets the second function of the first game through the first setting panel and obtains the target state of the second function, synchronizing the target state of the second function to the first setting control included in the setting card, so that the first setting control indicates that the first function is in the target state.
  • the method also includes: when the first game application is run again, the functional status indicated by one or more setting controls included in the first setting panel that is displayed again is consistent with the functional status when the first game application was last exited.
  • the method also includes: reading the model of the terminal device, wherein there is a correspondence between different models and the functions; obtaining, based on the model of the terminal device and the correspondence, that the terminal device does not support a third function; if the setting panel includes the third function, deleting the setting control corresponding to the third function in the setting panel; and moving the positions of the setting controls corresponding to other functions located after the position of the setting control corresponding to the third function forward in sequence.
  • the method also includes: obtaining first game information corresponding to multiple games from a cloud server, the first game information including data packet names corresponding to the multiple games, identification of the games, and one or more of the characteristics of the games; and obtaining the second game information corresponding to the games in a local terminal device, the second game information including data packet names corresponding to the games in the local terminal device, identification of the game, and one or more of the characteristics of the games; when obtaining the first trigger event, detecting whether the information corresponding to the first application is consistent with the first game information and/or the second game information; if consistent, identifying the first game as the game application.
  • the method further includes: obtaining a preset identification feature, the identification feature being used to identify a game type application; when obtaining a first trigger event, detecting whether the information corresponding to the first game includes the identification feature; if included, identifying the first game as the game application.
  • the method further includes: when the second trigger event is obtained, enabling a game application identification function.
  • the second trigger event includes: the terminal device is powered on and a power-on broadcast is received; or, a user input of a start operation for a switch control corresponding to a game recognition function is received; or, the terminal device installs a new application and an application installation broadcast is received.
  • the first triggering event is installing the first application or downloading the first application.
  • a game service application with dynamic game recognition, dual-entry centralized management, and intelligent function layout functions
  • users can centrally manage and set local games at the entrance outside the game, and support personalized settings for individual games.
  • the background will dynamically recognize the game application and open the game service application, and can set a hidden setting entrance in the game interface, such as a floating ball that is folded on one side of the page.
  • the function panel of the game service application will be intelligently arranged according to the user's last setting and the model of the terminal device, providing users with a function layout that better meets their needs, creating a fast, convenient and uninterrupted user experience for users.
  • an embodiment of the present application also provides a terminal device, including one or more processors; one or more memories; the one or more memories store one or more computer programs, and the one or more computer programs include instructions.
  • a terminal device including one or more processors; one or more memories; the one or more memories store one or more computer programs, and the one or more computer programs include instructions.
  • the instructions are executed by the one or more processors, the computer or processor executes one or more steps in any of the above methods.
  • an embodiment of the present application also provides a computer-readable storage medium, which stores computer-executable program instructions.
  • the computer-executable program instructions When executed on a computer, the computer or processor executes one or more steps in any of the above methods.
  • an embodiment of the present application also provides a computer program product containing instructions, wherein the computer program product includes computer program code.
  • the computer program product includes computer program code.
  • the computer program product includes one or more computer instructions.
  • the computer may be a general-purpose computer, a special-purpose computer, a computer network, or other programmable device.
  • the computer instructions may be stored in a computer-readable storage medium or transmitted through the computer-readable storage medium.
  • the computer instructions may be transmitted from one website, computer, server or data center to another website, computer, server or data center by wired (e.g., coaxial cable, optical fiber, digital subscriber line) or wireless (e.g., infrared, wireless, microwave, etc.) means.
  • the computer-readable storage medium may be any available medium that a computer can access or a data storage device such as a server or data center that includes one or more available media integrated.
  • the available medium may be a magnetic medium (e.g., a floppy disk, a hard disk, a tape), an optical medium (e.g., a DVD), or a semiconductor medium (e.g., a solid state drive (SSD)), etc.
  • the processes can be completed by computer programs to instruct related hardware, and the programs can be stored in computer-readable storage media.
  • the programs can include the processes of the above-mentioned method embodiments.
  • the aforementioned storage media include: ROM or random access memory RAM, magnetic disk or optical disk and other media that can store program codes.

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Abstract

本申请提供了一种游戏管理的方法及终端设备,属于电子设备技术领域。该方法包括:通过设计一种具备动态识别游戏、双入口集中化管理、智能化功能布局功能的游戏服务应用,使得用户能够在游戏外入口集中管理设置本机游戏,且支持对单个游戏的个性化设置。当用户进入游戏时,后台动态识别到游戏应用后会开启游戏服务应用,并可以以悬浮球的形式收起在页面一侧。在游戏中,游戏服务应用的功能面板将依据用户上次设置和/或终端设备的机型等智能化排布,为用户提供更契合需求的功能布局,为用户创造出快速便捷不打断的使用体验。

Description

游戏管理的方法及终端设备
本申请要求于2022年11月28日提交国家知识产权局、申请号为202211501369.1、申请名称为“游戏管理的方法及终端设备”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及电子设备技术领域,尤其涉及一种游戏管理的方法及终端设备。
背景技术
随着游戏市场的进一步扩大,玩家对移动场景下的游戏体验要求越来越高,包括网络速度、游戏帧率、画面显示等。尤其在移动场景下,玩家容易遇到网络不稳定导致游戏卡顿,或者游戏过程中收到弹窗消息、应用通知推送等,这些情况都会干扰玩家操作,影响玩家的沉浸式体验。
因此,如何使得玩家在游戏场景中,获得不易受其他因素打扰的沉浸式体验,成为值得关注的问题。
发明内容
本申请实施例提供了一种游戏管理的方法及终端设备,通过设置综合有游戏动态识别、游戏设置双入口、智能布局等功能的游戏应用服务,解决用户在游戏过程中易被干扰,从而导致沉浸式体验差的问题。
第一方面,提供了一种游戏管理的方法,应用于终端设备,包括:
运行第一应用时,显示所述第一应用的第一应用界面,所述第一应用界面包括第一游戏应用的第一设置卡片,所述第一设置卡片包括所述第一游戏应用支持的一个或多个功能对应的设置控件;
响应于用户对所述第一设置卡片中第一设置控件输入的第一操作,将第一功能设置为目标状态,所述第一功能与所述第一设置控件对应;
当检测到用户在所述第一应用界面输入的第二操作时,显示所述第一应用的第二应用界面,所述第二应用界面包括第二游戏应用的第二设置卡片,所述第二设置卡片包括所述第二游戏应用支持的一个或多个功能对应的设置控件;其中,所述第一游戏应用和所述第二游戏应用为所述第一应用管理的多个游戏应用中的任意两个;
当运行所述第一游戏应用时,显示所述第一游戏应用的第一游戏界面,所述第一游戏界面包括第一控件;
当检测到用户针对所述第一控件输入第三操作时,显示第一设置面板,所述第一设置面板包括第二设置控件,且所述第二设置控件指示所述第一功能为所述目标状态。
在一种可能的实现方式中,第一应用可以对应于游戏服务应用,该游戏服务应用还可以被描述为游戏管家(GAME MANAGER)、游戏服务管家、游戏关键等。该游 戏服务应用可以具备动态识别游戏应用、使用户在游戏外入口集中管理设置本机游戏以及对游戏功能控件进行智能化布局的功能。
在一种可能的实现方式中,第一设置控件和第二设置控件可以相同或者也可以不相同。第一设置控件和第二设置控件的作用均为接收用户的设置操作,从而使得终端设备改变某项游戏功能的状态(如开启状态或者关闭状态),但是第一设置控件和第二设置控件在界面上的具体呈现形式可以不同,比如第一设置控件可以呈现为椭圆形的按钮形式,第二设置控件可以呈现为矩形按钮形式等。这里所说的第一设置控件和第二设置控件不相同具体可以指第一设置控件和第二设置控件呈现给用户的形式或者风格或者渲染效果不相同。
在一种可能的实现方式中,第一设置面板可以包括第一游戏应用对应的设置控件。其中,第一设置面板中的设置控件可以与第一应用中该第一游戏应用对应的设置控件的类型一致。第一设置面板中的设置控件的具体呈现形式可以对应于下文中介绍的功能图标。
根据本实现方式提供的游戏管理的方法,通过具备动态识别游戏、对游戏集中化管理的游戏服务应用,使得用户能够在游戏外入口集中管理设置本机游戏,且支持对单个游戏的个性化设置,从而便于用户获取游戏设置入口并在游戏过程外进行游戏设置,避免游戏过程的中断,提高了用户在游戏过程中的沉浸式体验。
结合第一方面,在第一方面的某些实现方式中,所述第一游戏对应的一个或多个功能与所述第二游戏对应的一个或多个功能不相同。
结合第一方面,在第一方面的某些实现方式中,当运行所述第二游戏应用时,显示所述第二游戏应用的第二游戏界面,所述第二游戏界面包括所述第一控件;
当检测到用户针对所述第一控件输入第四操作时,显示第二设置面板,其中,所述第二设置面板包括的设置控件的类型与所述第一设置面板包括的设置控件的类型不相同。
根据本实现方式提供的游戏管理的方法,不同游戏应用可以对应不同的功能,同时不同游戏应用的设置面板也可以针对不同游戏显示不同的设置控件,通过该方式,能够实现对不同游戏进行灵活设置。
结合第一方面,在第一方面的某些实现方式中,当获取第一触发事件时,识别所述第一游戏为游戏类型的应用,所述第一游戏应用与所述第一触发事件关联;
将所述第一游戏应用添加至所述第一应用。
在一种可能的实现方式中,第一触发事件例如可以是终端设备下载第一应用,或者终端设备安装第一应用。
根据本实现方式提供的游戏管理的方法,通过将终端设备本机中已下载或已安装的游戏应用添加至游戏应用服务,使得用户能够在游戏外入口集中管理设置本机游戏,避免游戏过程的中断,提高了用户在游戏过程中的沉浸式体验。
结合第一方面,在第一方面的某些实现方式中,所述第一控件为悬浮球。
根据本实现方式提供的游戏管理的方法,通过在游戏应用运行过程中,显示作为设置入口的悬浮球,能够提供较为隐蔽的设置入口供用户在需要对游戏进行设置,在保证用户游戏体验的基础上,满足用户的实时游戏设置需求。
结合第一方面,在第一方面的某些实现方式中,所述方法还包括:
当获取第二触发事件时,遍历所述终端设备包括的多个应用,识别所述多个应用中的游戏类型的应用;
根据所述多个应用中的游戏类型的应用,生成游戏列表;
若检测到所述第一游戏在所述游戏列表中,则运行所述第一游戏。
在一种可能的实现方式中,终端设备中的多个应用可以包括终端设备目前已经安装的应用。
根据本实现方式提供的游戏管理的方法,通过扫描终端设备的应用,并识别其中的游戏应用,能够在游戏应用启动后,针对该游戏应用快速开启游戏服务应用,提升用户的游戏体验。
结合第一方面,在第一方面的某些实现方式中,所述第一游戏界面还包括所述第一游戏应用对应的游戏显示卡片,以及所述第二应用界面还包括所述第二游戏对应的游戏显示卡片;当所述第一应用包括多个游戏分别对应的多个游戏显示卡片时,所述方法还包括:
响应于用户输入的第五操作,对包括不同所述游戏显示卡片的应用界面进行切换,直至显示所述第二应用界面;或者,
响应于用户输入的第六操作,不同所述游戏显示卡片以预设形式依次显示,直至显示所述第二游戏应用对应的所述游戏显示卡片。
结合第一方面,在第一方面的某些实现方式中,所述第五操作或所述第六操作包括以下任意一种:
左滑操作、右滑操作、上滑操作、下滑操作。
结合第一方面,在第一方面的某些实现方式中,当检测到用户输入的第七操作时,显示所述第一设置卡片。
结合第一方面,在第一方面的某些实现方式中,所述游戏显示卡片还包括游戏对应的一键安装控件。
在一种实现方式中,对于已下载还未安装的游戏应用,用户可以通过游戏服务应用中的安装控件,实现对游戏应用的一键安装。
结合第一方面,在第一方面的某些实现方式中,所述方法还包括:
当用户在所述第一应用中将所述第一游戏的所述第一功能设置为所述目标状态时,所述第一功能的所述目标状态同步至所述第一设置面板中的所述第二设置控件,使得所述第二设置控件指示所述第一功能为目标状态。
结合第一方面,在第一方面的某些实现方式中,所述方法还包括:
当用户通过所述设置面板对所述第一游戏的第二功能进行设置,并获取所述第二功能的所述目标状态时,将所述第二功能的所述目标状态同步至所述设置卡片包括的所述第一设置控件,使得所述第一设置控件指示所述第一功能为目标状态。
结合第一方面,在第一方面的某些实现方式中,所述方法还包括:
当再次运行所述第一游戏应用时,再次显示的所述第一设置面板所包括的设置控件指示的功能状态与上一次退出所述第一游戏应用时的功能状态一致。
在一种可能的实现方式中,终端设备可以对设置的功能状态具有记忆效果,当第 一应用退出后,终端设备可以记录其退出时该设置面板中各功能对应的最终设置状态;之后,当第一应用再次运行时,设置面板中的功能对应的设置状态可以与上一次退出时的最终设置状态保持一致。
根据本实现方式提供的游戏管理的方法,通过当玩家完成游戏设置后,后台读取用户退出游戏时刻对应的最终设置状态,并且当玩家下次进入游戏时,自动开启相应的功能,能够实现智能匹配玩家的使用习惯,避免重复操作,降低玩家操作成本。
结合第一方面,在第一方面的某些实现方式中,所述方法还包括:
读取所述终端设备的机型,其中,不同机型与所述功能之间具有对应关系;
根据所述终端设备的机型和所述对应关系,获取所述终端设备不支持第三功能;
若所述设置面板包括所述第三功能,则在所述设置面板中删去所述第三功能对应的设置控件;
将位于所述第三功能对应的设置控件位置之后的其他功能对应的设置控件的位置,依次向前推移。
根据本实现方式提供的游戏管理的方法,通过适应式功能布局,能够避免不同机型的终端设备出现用户无法开启某项功能的情况,并且比起固定布局能够一直维持较好的功能排布。
结合第一方面,在第一方面的某些实现方式中,所述方法还包括:
从云服务器获取多个游戏对应的第一游戏信息,所述第一游戏信息包括所述多个游戏对应的数据包包名、所述游戏的标识和所述游戏的特征中的一项或多项;以及,
获取终端设备本机中的游戏对应的所述第二游戏信息,所述第二游戏信息包括所述本机中的所述游戏对应的数据包包名、所述游戏的标识和所述游戏的特征中的一项或多项;
当获取所述第一触发事件时,检测所述第一应用对应的信息是否符合所述第一游戏信息和/或所述第二游戏信息;
若符合,则识别所述第一游戏为所述游戏应用。
结合第一方面,在第一方面的某些实现方式中,所述方法还包括:
获取预设的识别特征,所述识别特征用于标识游戏类型的应用;
当获取第一触发事件时,检测所述第一游戏对应的信息是否包括所述识别特征;
若包括,则识别所述第一游戏为所述游戏应用。
结合第一方面,在第一方面的某些实现方式中,所述方法还包括:
当获取所述第二触发事件时,开启游戏应用识别功能。
结合第一方面,在第一方面的某些实现方式中,所述第二触发事件包括:
所述终端设备开机,并接收到开机广播;或者,
接收用户针对游戏识别功能对应的开关控件输入的开启操作;或者,
所述终端设备安装新的应用,并接收到应用安装广播。
结合第一方面,在第一方面的某些实现方式中,所述第一触发事件为安装所述第一应用。
第二方面,提供了一种终端设备,包括:一个或多个处理器;一个或多个存储器;所述一个或多个存储器存储有一个或多个计算机程序,所述一个或多个计算机程序包 括指令,当所述指令被所述一个或多个处理器执行时,使得所述终端设备执行如上述第一方面中任一实现方式所述的方法。
第三方面,提供了一种计算机可读存储介质,所述计算机可读存储介质存储有计算机可执行程序指令,所述计算机可执行程序指令在被计算机上运行时,使所述计算机执行如上述第一方面中任一实现方式所述的方法。
第四方面,提供了一种计算机程序产品,所述计算机程序产品包括计算机程序代码,当所述计算机程序代码在计算机上运行时,使所述计算机执行如上述第一方面中任一实现方式所述的方法。
附图说明
图1为本申请实施例提供的一种终端设备100的结构示意图。
图2为本申请实施例提供的一种终端设备100的软件结构框图。
图3A至图3I为本申请实施例提供的一种游戏管理的方法在实现过程中可能涉及的一些GUI示意图。
图4A至图4C为本申请实施例提供的另一种游戏管理的方法在实现过程中可能涉及的相关GUI示意图。
图5A至图5D为本申请实施例提供的又一种游戏管理的方法在实现过程中可能涉及的相关GUI示意图。
图6A和图6B为本申请实施例提供的又一种游戏管理的方法在实现过程中可能涉及的相关GUI的示意图。
图7为本申请实施例提供的一种游戏管理的方法的示意性流程图。
图8为本申请实施例提供的另一种游戏管理的方法的示意性流程图。
图9为本申请实施例提供的又一种游戏管理的方法的示意性流程图。
具体实施方式
需要说明的是,本申请实施例的实施方式部分使用的术语仅用于对本申请的具体实施例进行解释,而非旨在限定本申请。在本申请实施例的描述中,除非另有说明,“/”表示或的意思,例如,A/B可以表示A或B;本文中的“和/或”仅仅是一种描述关联障碍物的关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B这三种情况。另外,在本申请实施例的描述中,除非另有说明,“多个”是指两个或多于两个,“至少一个”、“一个或多个”是指一个、两个或两个以上。
以下,术语“第一”、“第二”仅用于描述目的,而不能理解为指示或暗示相对重要性或者隐含指明所指示的技术特征的数量。由此,限定有“第一”、“第二”特征可以明示或者隐含地包括一个或者更多个该特征。
在本说明书中描述的参考“一个实施例”或“一些实施例”等意味着在本申请的一个或多个实施例中包括结合该实施例描述的特定特征、结构或特点。由此,在本说明书中的不同之处出现的语句“在一个实施例中”、“在一些实施例中”、“在其它一些实施例中”、“在另外一些实施例中”等不是必然都参考相同的实施例,而是意味着“一个或多 个但不是所有的实施例”,除非是以其它方式另外特别强调。术语“包括”、“包含”、“具有”及它们的变形都意味着“包括但不限于”,除非是以其它方式另外特别强调。
结合背景技术中的介绍,目前游戏应用服务的方案存在以下痛点问题:(1)新下载的游戏无法被用户及时查找到。例如,玩家新下载一款游戏,但后台并未识别到该新游戏,导致玩家无法查找到该游戏,也无法使用该游戏服务应用的设置入口。(2)玩家进入游戏后通常专注于游戏操作,难以有多余的时间精力来思考和操作功能设置,因而对于仅支持在游戏过程中进行设置和管理的场景,玩家难以获得沉浸式游戏体验。(3)玩家在进行游戏的过程中,对增强游戏服务的需求会因手机型号、个人偏好的等存在差异,而一些仅提供固定化功能布局的游戏情形,难以满足玩家的个性化需求。
针对上述痛点问题,本申请实施例提供了一种游戏管理的方法,通过设计一种具备动态识别游戏、双入口集中化管理、智能化功能布局功能的游戏服务应用,使得用户能够在游戏外入口集中管理设置本机游戏,且支持对单个游戏的个性化设置。当用户进入游戏时,后台动态识别到游戏应用后会开启游戏服务应用,并可以以悬浮球的形式收起在页面一侧。在游戏中,游戏服务应用的功能面板将依据用户上次设置和/或终端设备的机型等智能化排布,为用户提供更契合需求的功能布局,为用户创造出快速便捷不打断的使用体验。
本申请实施例提供的游戏管理的方法可以应用于游戏场景下,尤其可以应用于用户通过终端设备进行游戏的场景下。
示例性的,如图1所示,为本申请实施例提供的一种终端设备100的结构示意图。该终端设备100可以是具有显示屏的终端设备。
终端设备100可以是多种类型的电子设备,比如手机、平板电脑、可穿戴设备、笔记本电脑、台式电脑、上网本、个人数字助理(personal digital assistant,PDA)等。本申请实施例对终端设备的类型不做任何限制。
终端设备100可以包括处理器110,外部存储器接口120,内部存储器121,通用串行总线(universal serial bus,USB)接口130,充电管理模块140,电源管理模块141,电池142,天线1,天线2,移动通信模块150,无线通信模块160,音频模块170,扬声器170A,受话器170B,麦克风170C,耳机接口170D,传感器模块180,按键190,马达191,指示器192,摄像头193,显示屏194,以及用户标识模块(subscriber identification module,SIM)卡接口195等。其中传感器模块180可以包括压力传感器180A,陀螺仪传感器180B,气压传感器180C,磁传感器180D,加速度传感器180E,距离传感器180F,接近光传感器180G,指纹传感器180H,温度传感器180J,触摸传感器180K,环境光传感器180L,骨传导传感器180M等。
可以理解的是,本发明实施例示意的结构并不构成对终端设备100的具体限定。在本申请另一些实施例中,终端设备100可以包括比图示更多或更少的部件,或者组合某些部件,或者拆分某些部件,或者不同的部件布置。图示的部件可以以硬件,软件或软件和硬件的组合实现。
处理器110可以包括一个或多个处理单元,例如:处理器110可以包括应用处理器(application processor,AP),调制解调处理器,图形处理器(graphics processing unit,GPU),图像信号处理器(image signal processor,ISP),控制器,存储器,视频编 解码器,数字信号处理器(digital signal processor,DSP),基带处理器,和/或神经网络处理器(neural-network processing unit,NPU)等。其中,不同的处理单元可以是独立的器件,也可以集成在一个或多个处理器中。
其中,控制器可以是终端设备100的神经中枢和指挥中心。控制器可以根据指令操作码和时序信号,产生操作控制信号,完成取指令和执行指令的控制。
处理器110中还可以设置存储器,用于存储指令和数据。在一些实施例中,处理器110中的存储器为高速缓冲存储器。该存储器可以保存处理器110刚用过或循环使用的指令或数据。如果处理器110需要再次使用该指令或数据,可从所述存储器中直接调用。避免了重复存取,减少了处理器110的等待时间,因而提高了***的效率。
在一些实施例中,处理器110可以包括一个或多个接口。接口可以包括集成电路(inter-integrated circuit,I2C)接口,集成电路内置音频(inter-integrated circuit sound,I2S)接口,脉冲编码调制(pulse code modulation,PCM)接口,通用异步收发传输器(universal asynchronous receiver/transmitter,UART)接口,移动产业处理器接口(mobile industry processor interface,MIPI),通用输入输出(general-purpose input/output,GPIO)接口,用户标识模块(subscriber identity module,SIM)接口,和/或通用串行总线(universal serial bus,USB)接口等。
可以理解的是,本发明实施例示意的各模块间的接口连接关系,只是示意性说明,并不构成对终端设备100的结构限定。在本申请另一些实施例中,终端设备100也可以采用上述实施例中不同的接口连接方式,或多种接口连接方式的组合。
充电管理模块140用于从充电器接收充电输入。其中,充电器可以是无线充电器,也可以是有线充电器。在一些有线充电的实施例中,充电管理模块140可以通过USB接口130接收有线充电器的充电输入。在一些无线充电的实施例中,充电管理模块140可以通过终端设备100的无线充电线圈接收无线充电输入。充电管理模块140为电池142充电的同时,还可以通过电源管理模块141为终端供电。
电源管理模块141用于连接电池142,充电管理模块140与处理器110。电源管理模块141接收电池142和/或充电管理模块140的输入,为处理器110,内部存储器121,外部存储器,显示屏194,摄像头193,和无线通信模块160等供电。电源管理模块141还可以用于监测电池容量,电池循环次数,电池健康状态(漏电,阻抗)等参数。在其他一些实施例中,电源管理模块141也可以设置于处理器110中。在另一些实施例中,电源管理模块141和充电管理模块140也可以设置于同一个器件中。
终端设备100的无线通信功能可以通过天线1,天线2,移动通信模块150,无线通信模块160,调制解调处理器以及基带处理器等实现。
天线1和天线2用于发射和接收电磁波信号。终端设备100中的每个天线可用于覆盖单个或多个通信频带。不同的天线还可以复用,以提高天线的利用率。例如:可以将天线1复用为无线局域网的分集天线。在另外一些实施例中,天线可以和调谐开关结合使用。
移动通信模块150可以提供应用在终端设备100上的包括2G/3G/4G/5G等无线通信的解决方案。移动通信模块150可以包括至少一个滤波器,开关,功率放大器,低噪声放大器(low noise amplifier,LNA)等。移动通信模块150可以由天线1接收电 磁波,并对接收的电磁波进行滤波,放大等处理,传送至调制解调处理器进行解调。移动通信模块150还可以对经调制解调处理器调制后的信号放大,经天线1转为电磁波辐射出去。在一些实施例中,移动通信模块150的至少部分功能模块可以被设置于处理器110中。在一些实施例中,移动通信模块150的至少部分功能模块可以与处理器110的至少部分模块被设置在同一个器件中。
调制解调处理器可以包括调制器和解调器。其中,调制器用于将待发送的低频基带信号调制成中高频信号。解调器用于将接收的电磁波信号解调为低频基带信号。随后解调器将解调得到的低频基带信号传送至基带处理器处理。低频基带信号经基带处理器处理后,被传递给应用处理器。应用处理器通过音频设备(不限于扬声器170A,受话器170B等)输出声音信号,或通过显示屏194显示图像或视频。在一些实施例中,调制解调处理器可以是独立的器件。在另一些实施例中,调制解调处理器可以独立于处理器110,与移动通信模块150或其他功能模块设置在同一个器件中。
无线通信模块160可以提供应用在终端设备100上的包括无线局域网(wireless local area networks,WLAN)(如无线保真(wireless fidelity,Wi-Fi)网络),蓝牙(bluetooth,BT),全球导航卫星***(global navigation satellite system,GNSS),调频(frequency modulation,FM),近距离无线通信技术(near field communication,NFC),红外技术(infrared,IR)等无线通信的解决方案。无线通信模块160可以是集成至少一个通信处理模块的一个或多个器件。无线通信模块160经由天线2接收电磁波,将电磁波信号调频以及滤波处理,将处理后的信号发送到处理器110。无线通信模块160还可以从处理器110接收待发送的信号,对其进行调频,放大,经天线2转为电磁波辐射出去。
在一些实施例中,终端设备100的天线1和移动通信模块150耦合,天线2和无线通信模块160耦合,使得终端设备100可以通过无线通信技术与网络以及其他设备通信。所述无线通信技术可以包括全球移动通讯***(global system for mobile communications,GSM),通用分组无线服务(general packet radio service,GPRS),码分多址接入(code division multiple access,CDMA),宽带码分多址(wideband code division multiple access,WCDMA),时分码分多址(time-division code division multiple access,TD-SCDMA),长期演进(long term evolution,LTE),BT,GNSS,WLAN,NFC,FM,和/或IR技术等。所述GNSS可以包括全球卫星定位***(global positioning system,GPS),全球导航卫星***(global navigation satellite system,GLONASS),北斗卫星导航***(beidou navigation satellite system,BDS),准天顶卫星***(quasi-zenith satellite system,QZSS)和/或星基增强***(satellite based augmentation systems,SBAS)。
终端设备100通过GPU,显示屏194,以及应用处理器等实现显示功能。显示屏194用于显示图像,视频等。
终端设备100可以通过ISP,摄像头193,视频编解码器,GPU,显示屏194以及应用处理器等实现拍摄功能。
数字信号处理器用于处理数字信号,除了可以处理数字图像信号,还可以处理其他数字信号。例如,当终端设备100在频点选择时,数字信号处理器用于对频点能量 进行傅里叶变换等。视频编解码器用于对数字视频压缩或解压缩。NPU为神经网络(neural-network,NN)计算处理器,通过借鉴生物神经网络结构,例如借鉴人脑神经元之间传递模式,对输入信息快速处理,还可以不断的自学习。
外部存储器接口120可以用于连接外部存储卡,例如Micro SD卡,实现扩展终端设备100的存储能力。外部存储卡通过外部存储器接口120与处理器110通信,实现数据存储功能。例如将音乐,视频等文件保存在外部存储卡中。内部存储器121可以用于存储计算机可执行程序代码,所述可执行程序代码包括指令。
终端设备100可以通过音频模块170,扬声器170A,受话器170B,麦克风170C,耳机接口170D,以及应用处理器等实现音频功能。例如音乐播放,录音等。
压力传感器180A用于感受压力信号,可以将压力信号转换成电信号。陀螺仪传感器180B可以用于确定终端设备100的运动姿态。磁传感器180D包括霍尔传感器。终端设备100可以利用磁传感器180D检测翻盖皮套的开合。加速度传感器180E可检测终端设备100在各个方向上(一般为三轴)加速度的大小。当终端设备100静止时可检测出重力的大小及方向。还可以用于识别终端姿态,应用于横竖屏切换,计步器等应用。接近光传感器180G可以包括例如发光二极管(LED)和光检测器,例如光电二极管。发光二极管可以是红外发光二极管。终端设备100通过发光二极管向外发射红外光。环境光传感器180L用于感知环境光亮度。终端设备100可以根据感知的环境光亮度自适应调节显示屏194亮度。指纹传感器180H用于采集指纹。温度传感器180J用于检测温度。触摸传感器180K,也称“触控面板”。触摸传感器180K可以设置于显示屏194,由触摸传感器180K与显示屏194组成触摸屏,也称“触控屏”。触摸传感器180K用于检测作用于其上或附近的触摸操作。骨传导传感器180M可以获取振动信号。
此外,终端设备100还包括气压传感器180C和距离传感器180F。其中,气压传感器180C用于测量气压。在一些实施例中,终端设备100通过气压传感器180C测得的气压值计算海拔高度,辅助定位和导航。
距离传感器180F,用于测量距离。终端设备100可以通过红外或激光测量距离。在一些实施例中,拍摄场景,终端设备100可以利用距离传感器180F测距以实现快速对焦。
示例性的,终端设备100的软件***可以采用分层架构,事件驱动架构,微核架构,微服务架构,或云架构。本发明实施例以分层架构的Android***为例,示例性说明终端设备100的软件结构。图2是本申请实施例的终端设备100的软件结构框图。
分层架构将软件分成若干个层,每一层都有清晰的角色和分工。层与层之间通过软件接口通信。在一些实施例中,将Android***分为四层,从上至下分别为应用程序层,应用程序框架层,安卓运行时(Android runtime)和***层,以及内核层。
应用程序层可以包括一系列应用程序包。如图2所示,应用程序包可以包括相机,日历,地图,WLAN,短信息,图库,通话,导航,蓝牙,视频等应用程序。在本申请实施例中,应用程序层还可以包括游戏应用。
应用程序框架层为应用程序层的应用程序提供应用编程接口(application programming interface,API)和编程框架。应用程序框架层包括一些预先定义的函数。 如图2所示,应用程序框架层可以包括窗口管理器,内容提供器,电话管理器,资源管理器,通知管理器,视图***等。
窗口管理器用于管理窗口程序。窗口管理器可以获取显示屏大小,判断是否有状态栏,锁定屏幕,截取屏幕等。
内容提供器用来存放和获取数据,并使这些数据可以被应用程序访问。所述数据可以包括视频,图像,音频,拨打和接听的电话,浏览历史和书签,电话簿等。
视图***包括可视控件,例如显示文字的控件,显示图片的控件等。视图***可用于构建应用程序。显示界面可以由一个或多个视图组成的。例如,包括短信通知图标的显示界面,可以包括显示文字的视图以及显示图片的视图。
电话管理器用于提供终端设备100的通信功能。例如通话状态的管理(包括接通,挂断等)。
资源管理器为应用程序提供各种资源,比如本地化字符串,图标,图片,布局文件,视频文件等等。
通知管理器使应用程序可以在状态栏中显示通知信息,可以用于传达告知类型的消息,可以短暂停留后自动消失,无需用户交互。比如通知管理器被用于告知下载完成,消息提醒等。通知管理器还可以是以图表或者滚动条文本形式出现在***顶部状态栏的通知,例如后台运行的应用程序的通知,还可以是以对话窗口形式出现在屏幕上的通知。例如在状态栏提示文本信息,发出提示音,终端振动,指示灯闪烁等。
Android runtime包括核心库和虚拟机。Android runtime负责安卓***的调度和管理。
核心库包含两部分:一部分是java语言需要调用的功能函数,另一部分是安卓的核心库。
应用程序层和应用程序框架层运行在虚拟机中。虚拟机将应用程序层和应用程序框架层的java文件执行为二进制文件。虚拟机用于执行障碍物生命周期的管理,堆栈管理,线程管理,安全和异常的管理,以及垃圾回收等功能。
***库可以包括多个功能模块。例如:表面管理器(surface manager),媒体库(Media Libraries),三维图形处理库(例如:OpenGL ES),2D图形引擎(例如:SGL)等。
表面管理器用于对显示子***进行管理,并且为多个应用程序提供了2D和3D图层的融合。
媒体库支持多种常用的音频,视频格式回放和录制,以及静态图像文件等。媒体库可以支持多种音视频编码格式,例如:MPEG4,H.264,MP3,AAC,AMR,JPG,PNG等。
三维图形处理库用于实现三维图形绘图,图像渲染,合成,和图层处理等。
2D图形引擎是2D绘图的绘图引擎。
内核层是硬件和软件之间的层。内核层至少包含显示驱动,摄像头驱动,音频驱动,传感器驱动。
为了更好地理解本申请实施例提供的游戏管理的方法,以下结合附图,对用户可视层面的游戏管理的方法的实现过程进行介绍。
示例性的,如图3A至图3F所示,为本申请实施例提供的一种游戏管理的方法在实现过程中可能涉及的一些图形用户界面(graphical user interface,GUI)示意图。为了便于描述,以下以终端设备是手机为例进行介绍。
在一些实施例中,当用户需要玩游戏时,可以首先将游戏下载至手机。其中,用户将游戏下载至手机的方式有多种,比如:(1)可以从手机商城将游戏下载至手机本地:(2)可以通过网页将游戏下载至手机本地等。但本申请实施例对下载游戏的方式不作具体限定。
以上述下载游戏的方式为方式(1)作为示例,结合图3A和图3B对一种示例性的游戏下载过程进行介绍。如图3A所示,为手机的一种示例性主界面,在该主界面的上方可以显示有状态栏,该状态栏可以包括:移动通信信号(或称蜂窝信号)的一个或多个信号强度指示符、无线高保真(wireless fidelity,Wi-Fi)信号的一个或多个信号强度指示符,手机的电量指示符,时间指示符等。该主屏幕界面还可以包括应用图标显示区域,用于显示多种类型的应用程序图标,如时钟图标、日历图标、图库图标、备忘录图标、文件管理图标、电子邮件图标、音乐图标、计算器图标、录音机图标、运动健康图标、天气图标、浏览器图标、游戏服务图标、设置图标、应用市场图标等。多个应用程序图标下方可以有页面指示符显示区域,该区域包括的页面指示符用于表明当前显示的页面与其他页面的位置关系。页面指示符的下方可以显示有托盘应用图标显示区域,用于显示多个托盘应用图标,例如相机应用图标、通讯录应用图标、电话拨号应用图标、信息应用图标等。在另一些实施例中,手机主界面可以包括比图示更多或更少的应用程序图标或托盘应用图标,本申请对此不作限定。
在一些实施例中,当用户通过上述方式(1)下载游戏时,可以针对图3A所示主界面中的应用市场图标输入操作301(如点击操作)。响应于用户的操作301,手机可以开启应用市场应用,并且显示如图3B所示的游戏畅销榜界面。该游戏畅销榜界面可以包括游戏下载次数或使用次数最多的多个游戏,以及各个游戏对应的下载控件。
在一些实施例中,假设用户需要下载游戏A,则用户可以针对游戏A对应的下载控件输入操作302(如点击操作)。响应于操作302,手机可以下载该游戏A对应的数据。其中,手机下载游戏A的方式可以为后台下载,游戏A对应的数据具体可以包括游戏A对应的安装包或其他数据包等信息。
需要说明的是,在本申请实施例提供的游戏管理的方法中,手机可以安装有游戏服务应用,并且可以具备游戏管理功能。在一些情形下,本申请实施例中的游戏管理功能可以由游戏服务应用来具体执行。其中,游戏管理功能可以具体包括动态识别游戏应用,通过双入口对游戏进行功能设置以及对游戏功能图标的智能布局等等,其中,本申请实施例中的双入口可以包括游戏过程之外的设置入口和游戏过程之中的设置入口。游戏过程之外的设置入口可以由游戏服务应用来提供,游戏之中的设置入口可以由显示于游戏界面中的控件(如悬浮球)来提供。
需要说明的是,游戏服务应用还可以被描述为游戏管家(GAME MANAGER)、游戏服务管家、游戏管家等,其作为一种针对终端设备安装的一个或多个游戏进行功能设置的设置入口,具体可以呈现为显示在手机桌面上的快捷应用图标(图中未示出)。
还需要说明的是,与游戏之中进行功能设置不同的是,通过游戏外的游戏服务应 用可以对手机中的已下载(或已安装)的多个游戏进行集中管理,而通过游戏之中的设置入口通常仅能针对性地对当前运行的游戏进行单独设置,而无法对多个游戏进行集中设置。该两种设置方式及特点将在下文结合附图进行介绍,此处暂不详述。
在一些实施例中,手机开启游戏管理功能的方式可以有多种,例如包括:方式(1),手机出厂设置为默认开启游戏管理功能;方式(2),手机中可以设置有该游戏管理功能对应的开关控件,用户可以通过该开关控件手动开启游戏管理功能。
示例性的,当游戏管理功能的开启为上述方式(2)时,结合图3C,对一种开启游戏管理功能的过程进行介绍。如图3C所示,为手机中的设置界面,该设置界面可以包括多个设置功能条目(item),比如无线和网络设置条目、蓝牙设置条目、桌面和壁纸设置条目、显示设置条目、声音设置条目、游戏管理设置条目、电池设置条目、存储设置条目、健康使用手机设置条目、安全和隐私设置条目等等。
在一些实施例中,当用户需要开启游戏管理功能时,可以针对图3C中的游戏管理设置条目输入操作303(如点击操作)。响应于操作303,手机可以显示如图3D所示的游戏管理设置界面。示例性的,如图3D所示,该游戏管理设置界面可以包括游戏管理功能对应的开关控件和针对该游戏管理功能的介绍声明,该介绍声明例如为“游戏管理功能用于对支持该功能的应用进行动态识别和集中设置。当用户下载新的游戏时,可以自动识别游戏类型,并在快捷应用中增加该游戏的设置功能”。
在一些实施例中,用户可以针对图3D所示的游戏管理功能的开关控件输入操作304(如点击操作)。响应于该操作304,手机可以开启游戏管理功能。
在游戏管理功能处于开启状态的场景下,当手机下载游戏A对应的数据之后,手机可以基于这些数据对当前下载的应用类型进行动态识别。当识别到该应用类型为游戏时,手机可以进一步将其更新至游戏服务应用,并在游戏服务应用中增加该游戏对应的功能(或者模式)。应理解,这里的游戏服务应用可以对应于上文所说的快捷应用。
在一些实施例中,用户可以通过点击显示于手机桌面的游戏服务应用的图标,进入该游戏服务应用。示例性的,如图3E所示,当接收到用户针对游戏服务应用的图标输入的操作305(如点击操作)时,响应于该操作305,手机可以显示如图3F和如图3G所示的游戏服务应用的相关界面。
其中,如图3F所示,为游戏服务应用的游戏显示界面,该游戏显示界面主要包括当前游戏显示区域,该当前游戏显示区域可以包括游戏名称以及一键启动控件等,可选地,还可以包括游戏介绍。示例性的,在当前游戏显示区域的左侧可以显示有上一游戏显示区域,在当前游戏显示区域的右侧可以显示有下一游戏显示区域。示例性的,当前游戏显示区域、上一游戏显示区域和下一游戏显示区域可以具体呈现为不同游戏对应的游戏显示卡片,该游戏显示卡片可以包括游戏名称以及一键启动控件等。用户可以通过在当前界面输入右滑或左滑操作,实现将当前游戏显示区域切换为上一游戏显示区域或下一游戏显示区域,如具体可以将当前游戏对应的游戏显示卡片切换为上一游戏对应的游戏显示卡片或下一游戏对应的游戏显示卡片。当然,也可设置通过上滑或下滑操作,对不同游戏对应的游戏显示卡片进行切换。本申请实施例对切换游戏显示卡片的具体操作类型不作限定。
需要说明的是,本申请实施例所说的上一游戏和下一游戏仅用于与当前显示在主要界面区域的游戏进行区分,游戏之间的显示位置并不必然受限于仅一种固定的规则,而是可以根据需要灵活设置。比如,游戏显示界面中从左至右的多个游戏或游戏显示卡片(如图3F所示的上一游戏、当前游戏、下一游戏或上一游戏对应的游戏显示卡片、当前游戏对应的游戏显示卡片、下一游戏对应的游戏显示卡片)的排列顺序可以对应于游戏的下载时间顺序;再比如,游戏显示界面中从左至右的多个游戏或游戏显示卡片(如图3F所示的上一游戏、当前游戏、下一游戏或上一游戏对应的游戏显示卡片、当前游戏对应的游戏显示卡片、下一游戏对应的游戏显示卡片)的排列顺序可以为对应于游戏名称的首字母顺序等等。本申请对此不作限定。
还需要说明的是,图3F所示的上一游戏、当前游戏、下一游戏仅为示例,在另一些实施例中,该游戏显示界面还可以用于显示更多游戏对应的游戏显示卡片。例如,若游戏服务应用包括多个游戏(如大于3个游戏),当用户持续右滑或者左滑时,手机可以响应于持续右滑或左滑操作,以向左滚动的形式显示当前未被显示的其他游戏或者以向右滚动的形式显示当前未被显示的其他游戏。或者,若游戏服务应用包括多个游戏(如大于3个游戏),当用户持续右滑或者左滑时,手机可以响应于持续右滑或左滑操作,以向左滚动的形式显示当前未被显示的其他游戏显示卡片或者以向右滚动的形式显示当前未被显示的其他游戏显示卡片。
在一些实施例中,上述图3F或图3G所示出的显示界面,其中呈现的一个或多个游戏应用的显示区域(或游戏显示卡片)可以与手机中安装的游戏应用一一对应。
如3G所示,为当前显示游戏对应的设置界面,该游戏显示界面可以包括当前游戏显示区域(或当前游戏对应的游戏显示卡片),在该当前游戏显示区域下方可以包括当前游戏对应的设置区域。该设置区域可以包括游戏模式设置控件、勿扰模式设置控件等等。示例性的,游戏对应的设置区域可以具体呈现为设置卡片,该设置卡片包括游戏模式设置控件、勿扰模式设置控件等等。在一些实施例中,当手机显示如图3F所示的游戏显示界面时,该游戏对应的设置卡片可以自动出现在游戏显示卡片的下方(或其他方位);或者,在另一些实施例中,当手机显示如图3F所示的游戏显示界面时,用户可以通过输入上滑操作(或其他类型的预设操作),以滚动形式将设置卡片显示于当前游戏显示区域的下方。在又一些实施例中,当手机显示如图3G所示的界面时,用户也可以通过输入下滑操作(或其他类型的预设操作),以滚动形式将设置卡片从当前界面隐藏。
举例来说,当用户需要对游戏A进行游戏模式设置时,可以首先在上述游戏显示界面通过左滑操作或右滑操作,找到游戏A对应的游戏显示卡片,并将该游戏显示卡片显示于当前界面(如图3F所示的界面);之后,用户可以通过在当前界面输入上滑操作,将游戏A对应的设置卡片滚动至当前显示界面,也即使得当前界面中游戏显示区域的下方显示该游戏A对应的设置卡片;再之后,用户可以通过针对游戏模式的设置控件输入操作,实现对游戏A的设置。可选地,当完成对游戏A的设置之后,用户还可以针对界面输入下滑操作,响应于该下滑操作,手机可以以滚动形式将设置卡片从当前界面隐藏。
在一些实施例中,不同游戏对应的设置卡片可以呈现不同的个性化内容,示例性 的,不同游戏对应的设置卡片可以包括不同的功能,比如对于游戏A,其对应的设置卡片可以包括该游戏A对应的功能,对于游戏B,其对应的设置卡片可以包括该游戏B对应的功能,而游戏A对应的功能与游戏B对应的功能可以不相同。通过个性化的功能显示,可以实现灵活高效地对不同游戏进行个性化的设置。
举例来说,如图3H所示,游戏A对应的设置卡片包括的设置功能可以为游戏模式和勿扰模式;如图3I所示,游戏B对应的设置卡片包括的设置功能可以为网络加速和增强显示。之所以游戏应用服务针对不同游戏应用显示个性化的设置卡片,是因为在一些场景下,不同游戏应用会支持不同的设置功能(比如不同游戏应用配置有不同类型的设置功能),进而需要个性化地展示不同游戏应用对应的设置功能,以便于用户针对不同游戏应用进行不同的设置。
在一些实例中,通过游戏服务应用可以对不同游戏应用进行不同类型功能的设置。
需要说明的是,上述图3H和图3I中仅以不同游戏对应的功能的类型不同作为示例进行介绍,在实际应用中,不同游戏还可以对应不同的游戏显示卡片中的信息,或者对应不同的游戏显示卡片的显示效果(或风格),或者对应不同设置卡片的显示效果(或风格)等。其中,这里所说的游戏显示卡片和/或设置卡片的显示效果(或风格)可以指游戏显示卡片和/或设置卡片在手机界面中的显示位置,或者游戏显示卡片与设置卡片之间的相对位置,或者游戏显示卡片和/或设置卡片呈现出的渲染效果等等,本申请实施例对此不作限定。
在一些实施例中,用户在该游戏服务应用针对游戏(例如游戏A)所做的设置,可以被同步更新至游戏应用(例如游戏A),当用户玩游戏A时,游戏A对应的设置面板中的功能或参数与用户在游戏服务应用中的设置一致。
需要说明的是,上述图3F和图3G所示的实施例仅以用户输入滑动操作切换游戏显示卡片或设置卡片为例,且仅以游戏显示卡片以滚动形式进行显示、隐藏或切换,或设置卡片以滚动形式进行显示、隐藏或切换为例进行介绍,但在实际应用中,可以不仅限于此。比如,用户还可以针对界面输入单击、双击或长按等操作实现游戏卡片的切换或者设置卡片的显示或隐藏;再比如,游戏卡片和/或设置卡片还可以通过渐隐渐现方式显示或隐藏于当前界面等,本申请实施例对此不作限定。
根据本申请实施例提供的游戏管理的方法,通过具备动态识别游戏、双入口集中化管理、智能化功能布局功能的游戏服务应用,使得用户能够在游戏外入口集中管理设置本机游戏,且支持对单个游戏的个性化设置,从而便于用户获取游戏设置入口并在游戏过程外进行游戏设置,避免游戏过程的中断,提高了用户在游戏过程中的沉浸式体验。
上述结合图3F至图3I,对通过游戏之外的应用提供的入口,在游戏过程之外进行游戏设置的方式进行了介绍。但需要理解的是,除了在游戏服务应用中对一个或多个游戏进行设置之外,本申请实施例提供的游戏管理的方法还可以实现在游戏过程中提供设置较为隐蔽的入口,从而当用户不存在功能设置需求时,该入口不会影响用户沉浸式玩游戏的体验,而当用户存在功能设置需求时,可通过该入口灵活且实时地进行相关设置。以下结合附图,对本申请实施例提供的游戏管理的方法中,如何在游戏过程中进行游戏设置的方式进行具体的示例性介绍。
示例性的,如图4A至图4C所示,为本申请实施例提供的又一种游戏管理的方法在实现过程中可能涉及的相关GUI示意图。
如图4A所示,为一种游戏界面示意图。该游戏界面可以包括悬浮球401,该悬浮球401为游戏过程中进行游戏设置的入口。
需要说明的是,本申请实施例中所示的悬浮球可以作为一种示例性的设置入口,在实际应用中,该游戏过程之中的设置入口还可以被设置为其他形式的控件,如图标、圆点等等,本申请实施例对此不作限定。
在一些实施例中,如图4B所示,当用户需要对游戏进行设置时,可以针对该悬浮球401输入操作402(如点击操作)。响应于用户输入的操作402,手机可以在当前游戏界面显示如图4C所示的功能设置区域。示例性的,该功能设置区域可以具体呈现为设置面板403,其中,该设置面板403可以用于展示游戏模式、游戏模式对应的多项游戏参数等等。示例性的,如图4C所示,该游戏模式和游戏模式对应的多项游戏参数例如可以呈现于游戏模式显示区域中,该游戏模式显示区域可以呈现于设置面板中的特定区域(如设置面板中的上方区域)。
在一种可能的实现方式中,该游戏模式显示区域可以根据用户需要被展示或隐藏。例如,该游戏模式显示区域可以被设置为抽屉形式,当用户需要查看游戏模式和/或游戏参数时,可以输入预设操作(如针对游戏模式显示区域输入的下拉操作),响应于该预设操作,游戏模式显示区域可以展示于设置面板中,如覆盖该设置面板的部分区域或者覆盖该设置面板的全部区域(如覆盖图6A所示的功能图标的显示区域)。
示例性的,游戏参数例如可以包括:游戏当前对应网络延迟(PIN)时长(如图5C所示的PIN 12ms),中央处理器(central processing unit,CPU)占用率(如图5C所示的CPU 16%),内存RAM占用率(如图5C所示的RAM 12%),游戏帧率(如图5C所示的FPS 120)等。
此外,设置面板403还可以包括多项功能图标,如网络加速图标、勿扰模式图标、防误触图标、增强显示图标、游戏滤镜图标、攻略站图标等等。该多项功能图标可以用于接收用户输入的操作,之后手机可以响应于用户输入的操作开启或关闭某项功能。例如,当用户需要开启网络加速功能时,可以针对设置面板中的网络加速图标输入点击操作,响应于该点击操作,手机可以开启该游戏对应的网络加速功能。
在一些实施例中,设置面板中显示的功能图标所对应的功能可以均为手机支持的功能,也即手机不支持的功能不会显示在设置面板中。在一种可能的情形下,不同机型的手机例如可以支持不同的功能,那么,不同手机的设置面板中所显示的具体功能图标可以不同。示例性的,如下表1所示,为一种示例性的手机机型与支持功能之间的对应关系。以表1所示的对应关系为例,机型1的手机的设置面板中例如可以显示有网络加速图标、显示增强图标、防误触图标、游戏滤镜图标共4个功能的图标,机型2的手机的设置面板中显示可以有网络加速图标、防误触图标、游戏滤镜图标共3个功能的图标。
表1

在另一种可能的情形下,不同类型的游戏也可以支持不同的功能,比如不同游戏可以预配置支持不同功能或者游戏开发时为不同游戏类型提供定制化的功能,因此不同游戏的设置面板中所显示的具体功能图标可以不同。具体来说,游戏细分类型可以有多种,包括多人在线战术竞技(multiplayer online battle arena,MOBA)游戏、射击类游戏、卡牌类游戏、棋牌类游戏等等,用户在玩不同类型游戏的过程中,对服务的需求存在较大差异。比如,用户在玩和平精英等射击类游戏的过程中,可能对画面明度和人物清晰度的要求会更高;用户在玩王者荣耀等需要多人语音战术竞技游戏的过程中,可能对来电勿扰、语音通畅、语音修饰的要求更高。因此,本申请实施例提供的游戏管理的方法,可以针对不同类型的游戏定制个性化的功能支持方案和功能展示方案。
示例性的,如下表2所示,为一种示例性的游戏类型与支持功能之间的对应关系。以表2所示的对应关系为例,游戏A的设置面板中可以显示有网络加速图标、防误触图标、游戏滤镜图标共3个功能的图标,游戏B的设置面板中显示可以有网络加速图标、增强显示图标、防误触图标、游戏滤镜图标共4个功能的图标。
表2
在一些实施例中,设置面板中具体显示何种功能图标的确定方式可以有多种,比如包括:方式(1),根据本机对应的机型,确定设置面板中显示何种功能的图标。例如,手机可以获取本机对应的机型,然后根据机型与支持的功能之间的对应关系,获取本机支持的功能;之后,在设置面板中显示这些功能的图标。方式(2),根据游戏类型,确定设置面板中显示何种功能的图标。例如,当用户(首次)开启某一游戏时,手机可以获取当前游戏对应的游戏类型,然后根据游戏类型与支持的功能之间的对应关系,获取该游戏支持的功能;之后,在设置面板中显示这些功能的图标。方式(3),根据机型和游戏类型,确定设置面板中显示何种功能的图标。例如,手机可以首先获取本机对应的机型,并根据机型和支持的功能之间的对应关系,获取本机支持的一个或多个功能(记为第一功能);之后,获取当前游戏对应的游戏类型,然后根据游戏类型与支持的功能之间的对应关系,获取该游戏支持的一个或多个功能呢(记为第二功能);再之后,获取第一功能和第二功能的交集,并将该交集包括的功能的图标显示于设置面板中。或者,手机也可以首先获取当前游戏对应的游戏类型,然后根据游戏类型与支持的功能之间的对应关系,获取该游戏支持的一个或多个功能呢(记为第二功能);之后,再获取本机对应的机型,并根据机型和支持的功能之间的对应关系,获取本机支持的一个或多个功能(记为第一功能);再之后,获取第一功能和第二功 能的交集,并将该交集包括的功能的图标显示于设置面板中。本申请实施例对方式(3)中获取本机机型支持的功能和获取游戏支持的功能的顺序不作具体限定。
需要说明的是,上述介绍的几种确定设置面板显示何种功能图标的方式可以在手机首次运行游戏时执行,而在非首次运行游戏时无需执行。之所以在非首次运行游戏时无需执行,是因为在一种可能的实现方式中,当每一次退出游戏时,手机可以记录本次游戏退出时设置面板中显示的功能图标,当在相同的手机上再次运行该游戏时,手机可以根据记录的相关信息,在设置面板中显示与上一次退出游戏时一致的功能图标。因而,这就无需每次开启游戏时,均检测机型、游戏类型和相关的对应关系,从而节省了手机的计算资源,提高了设置面板中显示功能图标的效率。
在一些实施例中,当用户需要开启或者关闭某一项功能时,可以在该设置卡片中针对该功能对应的图标输入预设操作(如点击操作)。当用户在该设置卡片中针对某一功能进行设置后,该设置可以同步更新至游戏服务应用中。比如,用户可以通过在设置卡片中点击网络加速图标,以开启网络加速功能,那么当该网络加速功能开启后,游戏服务应用中对应的该游戏的网络加速功能也会被同步开启。
根据本申请实施例提供的游戏管理的方法,通过在游戏过程中设置诸如悬浮球的隐蔽式游戏设置入口,能够在不影响用户沉浸式体验游戏的同时,满足用户随时进行游戏设置的需求。
以下结合附图,对本申请实施例提供的游戏管理的方法中,游戏服务应用和设置面板能够记忆设置的功能状态进行具体的介绍。
示例性的,如图5A和图5B所示,为本申请实施例提供的另一种游戏管理的方法在实现过程中可能涉及的相关GUI示意图。为了便于理解,以下仍以终端设备是手机为例进行介绍。
在本申请实施例提供的游戏管理的方法中,游戏服务应用和设置面板可以分别呈现出功能状态记忆效果,该功能状态记忆效果可以通过手机的一种读取和记录能力实现,该读取和记录能力具体可以包括:手机读取和记录用户针对游戏应用服务和设置面板设置的功能状态的能力。
具体来说,手机可以记录每一次用户退出游戏应用时,游戏服务应用中该游戏对应的功能状态;或者,手机可以记忆每一次用户退出游戏应用时,设置面板中该游戏对应的功能状态。当下一次运行游戏服务应用时,手机可以按照其记录的上一次退出游戏时对应的功能状态,对游戏服务应用该游戏对应的功能状态进行设置,使得该次游戏对应的功能状态与上一次的功能状态一致。或者,当下一次运行游戏时,手机可以按照其记录的上一次退出游戏时对应的最终设置状态,对设置面板中的功能状态进行设置,使得该次游戏对应的功能状态与上一次的功能状态一致。
示例性的,这里的功能的状态例如可以包括开启状态或者关闭状态,或者某项功能被设置成的具体参数值等等。为了便于描述,本申请实施例将用户退出游戏时,游戏服务应用中的功能状态和设置面板中的功能状态统一描述为最终设置状态。
需要说明的是,游戏服务应用和设置面板为针对游戏功能进行设置的两种方式,不同之处主要包括两者对应的设置入口不同(如游戏服务应用对应的设置入口例如为该应用对应的图标;设置面板对应的设置入口例如为游戏界面中显示的悬浮球),对 应的场景也不相同(如游戏应用服务对应于游戏之外的设置场景;设置面板对应游戏过程之中的设置场景)等,但由于用户在两者任一设置方式中进行的功能设置,其对应的设置状态可以被同步至另一设置方式中,例如,在游戏服务应用中针对游戏A的“网络加速”功能进行了“开启”设置,那么在该游戏A对应的设置面板中,“网络加速”功能也会被同步为“开启”状态,因而,在一些情形下,手机基于游戏应用服务记录的最终设置状态,和手机基于设置面板记录的最终设置状态可以是相同的。
可选地,为了节省手机读取和记录过程中的资源消耗,可以预设手机读取和记录最终设置状态的方式。比如方式(1),手机可以根据用户通过哪一设置方式对游戏进行功能设置,从而选择基于该设置方式读取和记录最终设置状态,具体地,若用户通过游戏服务应用对游戏的功能进行了设置,而未经设置面板进行功能设置,那么当用户退出游戏时,手机可以基于该游戏服务应用中的功能状态读取和记录最终功能状态;若用户通过设置面板对游戏的功能进行了设置,而未经游戏服务应用进行功能设置,那么当用户退出游戏时,手机可以基于该设置面板中的功能状态记录最终功能状态。方式(2),手机可以根据默认方式记录最终状态,比如可以默认按照设置面板中的功能记录最终功能状态。方式(3),手机也可以检测游戏服务应用在游戏过程中是否开启,若开启,则当用户退出游戏时,基于游戏服务应用中的功能状态记录最终设置状态;若未开启,则当用户退出游戏时,基于设置面板中的功能状态记录最终设置状态,等等。本申请实施例对手机通过哪种方式记录最终设置状态不作具体限定。
以下针对游戏服务应用对应的最终设置状态记忆功能,和设置面板对应的最终状态记忆功能分别进行具体的介绍。
请参见图5A至图5C所示,首先针对游戏服务应用对应的最终设置状态记忆功能进行介绍。在一些实施例中,游戏服务应用可以具备读取、记录用户上次设置的功能。如图5A所示,假设用户在游戏服务应用中游戏A对应的设置卡片中,对勿扰模式进行了开启操作,当用户在游戏服务应用完成该游戏A的设置之后,可以回到桌面,并点击桌面上的游戏应用图标,开始运行游戏。之后,当用户退出本次游戏时,例如如图5B所示,用户通过点击游戏界面中的退出控件退出本次游戏,游戏服务应用可以在后台读取用户退出游戏A时,游戏服务应用中该游戏A对应的最终设置状态,并存储该最终设置状态。当用户下一次进入该游戏时,游戏界面可以显示已开启功能的提示信息,这些已开启的功能也即上一次退出游戏时,在游戏服务应用中被设置为开启状态的功能。示例性的,该提示信息例如可以如图5C所示,也即可以以卡片501的形式提醒用户该游戏目前已经开启的功能。
通过游戏服务应用读取、记忆玩家上次设置的功能,当玩家完成设置后,读取玩家退出游戏时的最终设置状态,且当玩家下次进入游戏时自动开启相应的功能,能够实现智能匹配玩家的使用习惯,从而避免重复操作,降低玩家操作成本。
请参见图5D所示,以下针对设置面板记忆最终设置状态进行介绍。假设用户在游戏A过程中,通过设置面板对游戏A对应的勿扰模式进行了开启操作,此时,手机可高亮显示勿扰模式对应的控件,也可通过振动等方式提示用户已经对游戏A打开勿扰模式。若用户退出本次游戏A(例如如图5B所示,用户通过点击游戏界面中的退出控件退出本次游戏),手机可以在后台读取用户退出游戏A时,设置面板中该游戏A 对应的最终设置状态,并存储该最终设置状态。当用户下一次进入该游戏时,游戏界面可以显示已开启功能的提示信息,这些已开启的功能也即上一次退出游戏时,在设置面板中被设置为开启状态的功能。示例性的,该提示信息例如可以如图5C所示,也即可以以卡片501的形式提醒用户该游戏目前已经开启的功能。又例如,当用户下一次进入该游戏再次打开设置面板时,设置面板中与勿扰模式对应的控件可自动高亮显示,以提醒用户该游戏目前已经开启勿扰模式。
根据本申请实施例提供的游戏管理的方法,通过手机应用读取、记忆玩家上次设置的功能,当玩家完成设置后,读取玩家退出时刻的最终设置状态,且当玩家下次进入游戏时自动开启相应的功能,能够实现智能匹配玩家的使用习惯,从而避免重复操作,降低玩家操作成本。
考虑到目前市面上不同手机的配置不同,比如一些高端机型支持120Hz高帧率、高动态范围成像(high dynamic range imaging,HDR),这些配置能够实现更出色的游戏稳帧和游戏画面亮度;而同时一些低端机型目前并不具备相应的配置能力。围绕这个现状,游戏服务应用还提供了适应不同机型进行功能布局显示的能力,比如若后台识别到本机不支持HDR,则在功能面板中不再显示“显示增强”功能模块,其他的功能可以按“Z”字形依次补位排列。为了便于理解,以下结合附图6A和图6B对游戏服务应用的该智能布局功能进行更为具体的示例性介绍。
示例性的,如图6A和图6B所示,为本申请实施例提供的又一种游戏管理的方法在实现过程中可能涉及的相关GUI的示意图。
在一些实施例中,设置面板(如图6A和图6B所示)包括游戏模式显示区域,该游戏模式显示区域可以用于展示游戏模式和游戏模式对应的多项游戏参数。示例性的,游戏参数例如可以包括:游戏当前对应网络延迟(PIN)时长(如图6A所示的PIN 12ms),中央处理器(central processing unit,CPU)占用率(如图6A所示的CPU 16%),内存RAM占用率(如图6A所示的RAM 12%),游戏帧率(如图6A所示的FPS 120)等。
此外,设置面板还可以包括多项功能对应的图标。以图6A为例,假设当前设置面板中显示的功能图标(或称功能控件)包括:网络加速图标601,勿扰模式图标602,防误触图标603,显示增强图标604,游戏滤镜图标605,攻略站图标606和截屏图标607。但是如果在实际使用时,由于手机机型的限制,手机实际并不支持显示增强功能,那么当手机获取到本机不支持该显示增强功能时,可以在当前设置面板中隐藏或删去显示增强图标604,而该显示增强图标604后的其他本机支持的功能图标,可以呈“Z”字形,依次递补至新的位置,其中,功能图标位置调整后的界面可以如图6B所示。
一种更为具体的情形例如可以包括:用户具有两个手机(记为手机A和手机B),其中,手机A的机型较高端,支持HDR功能,而手机B的机型较低端,不支持HDR功能。当用户在手机A中运行游戏时,若手机A检测到本机支持HDR时,可以在设置面板中显示“显示增强”图标(如图6A所示的显示增强图标)。而当用户在手机B中运行游戏时,若手机B检测到本机不支持HDR时,则在游戏的设置面板可以不显示“显示增强”图标,而原手机A中“显示增强”图标后的其他功能图标,则可以依次向前推移一个位置,如按照“Z”字形依次推移位置,从而使得手机B的设置面板 中仅显示手机B支持的功能所对应的功能图标(如图6B所示)。
在一些实施例中,设置面板对显示的功能图标也可以具有记忆能力。具体地,手机可以读取和记录本机对应的设置面板显示的功能图标,当下一次仍在该手机上运行该游戏时,该设置面板中显示的功能图标,可以与上一次退出时显示的功能图标一致。例如,以手机A为例,假设该手机A支持“增强显示”功能,但不支持“截屏”功能,那么游戏对应的设置面板中会显示增强显示图标,而不显示截屏图标,当退出游戏时,手机A可以读取和记录该设置面板中的显示的功能图标;当下一次在手机A进入该游戏时,手机可以根据记录的上一次退出游戏时记录的功能图标,在设置面板中显示与其一致的功能图标,也即同样会显示增强显示图标,而不显示截屏图标。
根据本申请实施例提供的游戏管理的方法,通过基于终端设备实际支持的功能,对游戏的功能配置图表进行适应式布局,能够避免出现用户在不同机型上无法开启某一功能的情况,并且比起固定布局能够一直维持较好的功能排布。
上文结合附图,对本申请实施例提供的游戏管理的方法在实现过程中可能涉及到的可视层面的界面内容进行了介绍。为了更好地理解本申请实施例提供的游戏管理的方法,以下进一步结合附图,对本申请实施例提供的游戏管理的方法的底层实现逻辑进行介绍。
示例性的,如图7所示,为本申请实施例提供的一种游戏管理的方法的示意性流程图。该流程可以对应于游戏服务应用动态识别游戏应用的过程,其的执行主体可以为上述图1或图2中介绍的终端设备。
如图7所示,在一些实施例中,终端设备可以具体包括游戏引擎以及游戏服务端侧动态识别模块(下称动态识别模块)。其中,游戏引擎可以根据游戏特征库(如IWare特征库)获取应用的IWare特征,并将IWare特征传输至游戏服务端侧动态识别模块。此外,游戏引擎也可以具有对游戏应用进行识别的能力。示例性的,IWare特征库可以包括游戏应用对应的特征,该特征能够用于标识游戏应用。
动态识别模块可以存储有多种游戏应用对应的信息,如游戏应用的数据包信息(如包名)、游戏应用标识(如游戏应用的名称等)。在一些实施例中,动态识别模块可以从游戏中心云获取多种游戏应用的游戏信息,比如该动态识别模块可以从游戏中心云获取多种游戏安装包对应的包名。在另一些实施例中,动态识别模块也可以获取任一游戏排行榜前N个(也即TOP N)游戏对应的游戏信息,并基于该TOP N游戏存储包括TOPN游戏的游戏库(如TOP6000游戏库)。在又一些实施例中,该动态识别模块还可以存储包括本机已安装游戏的游戏库等。此外,动态识别模块还可以具备对游戏应用进行动态识别的能力,在一种可能的情形下,动态识别模块可以基于游戏引擎发送的IWare特征对游戏应用进行识别。
值得注意的是,游戏引擎进行游戏应用的识别方式主要可以根据用户行为、习惯特征进行识别,其识别率有限,在一些场景下无法满足用户对游戏应用识别准确率的需求。因而,在本申请实施例提供的游戏管理的方法中,可以借用游戏服务应用的动态识别能力(具体可以是动态识别模块的游戏应用动态识别能力),提高游戏引擎识别率。为了实现该目的,在本申请实施例提供的游戏管理的方式中,在游戏引擎和游戏服务应用的动态识别模块之间新增了查阅接口,通过该查阅接口,动态识别模块可 以从游戏引擎查阅当前应用的特征信息(如IWare特征),然后基于这些特征对该当前应用是否为游戏应用进行动态识别;或者,可选地,通过该查阅接口,游戏引擎也可以从动态识别模块查询该动态识别模块预获取的多项游戏的信息。应理解,在前述两种方式中,前者主要由动态识别模块作为执行主体对游戏应用进行动态识别;后者主要由游戏引擎作为执行主体来对游戏应用进行识别。本申请以下实施例将对主要由动态识别模块执行游戏应用的动态识别的方式进行介绍。
需要说明的是,本申请实施例中的游戏应用的识别过程可以应用于多种场景下,比如终端设备新下载某一应用的场景中,或者终端设备新安装某一应用的场景中,或者用户进入某一应用之前,或者用户进行某一应用时,等等。
动态识别模块进行游戏应用识别的方式可以有多种,比如,在一些实施例中,当获取游戏引擎发送的IWare特征之后,动态识别模块可以将该IWare特征与从游戏中心云获取的游戏信息进行比对,若IWare特征与游戏信息一致,则可以将该IWare对应的应用识别为有消息类型的应用。
再比如,在另一些实施例中,动态识别模块还可以预获取游戏对应的识别特征,该识别特征可以是基于大量游戏应用的特点提取出的游戏应用的共性特征,可以作为游戏应用的标识。当获取游戏引擎发送的IWare特征之后,动态识别模块可以检测该IWare特征是否符合预设的识别特征,若IWare特征与一个或多个识别特征一致,则可以将该IWare对应的应用识别为有消息类型的应用。
又比如,在又一些实施例中,动态识别模块还可以根据获取的应用数据包的包名和/或应用标识(如应用名称等),通过包名查询和/或应用标识(如应用名称等)查询等,查询该应用是否与从游戏中心云获取的某一游戏应用的数据包包名和/或应用标识(如应用名称等)一致;若一致,则将该应用识别为游戏应用。
在一些实施例中,游戏中心云可以存储有多种游戏应用对应的信息,该信息可以包括游戏应用数据包对应的包名、应用标识(如应用名称等)等。其中,游戏中心云获取该多种游戏应用对应的信息的方式可以包括多种,比如游戏中心云可以从第三方市场云获取多个游戏对应的信息;再比如,游戏中心云可以接收多个终端设备上报的游戏信息等,本申请实施例对此不做限定。
在一些实施例中,动态识别模块识别应用为游戏应用之后,可以将本机游戏下发至***服务(system service);之后,***服务可以实现游戏安装、游戏开启和游戏运行等,使得用户可以在终端设备使用该应用。
在一些实施例中,触发动态识别模块(或者游戏服务应用)开启游戏应用识别的方式可以有多种,比如包括:方式(1),当终端设备安装应用时,可以发送应用安装广播,响应于该应用安装广播,动态识别模块可以开始执行游戏应用的识别进程;方式(2),游戏服务应用可以设置有添加控件,当存在待添加的游戏应用(如终端设备存在新下载的游戏应用)时,用户可以点击该添加控件,响应于用户的点击操作,该游戏服务应用中的动态识别模块可以开始执行游戏应用的识别进程;方式(3),当终端设备开机时,可以发送开机广播,响应于该开机广播,动态识别模块开始执行游戏应用的识别进程,可选地,在终端设备处于开启状态时,动态识别模块可以持续处于游戏应用的识别进程中,如周期性地对游戏应用进行识别。
可选地,与上述触发方式(2)和触发方式(3)可以不相同的是,在上述触发方式(1)中,动态识别模块可以主要对终端设备中已有应用中的游戏应用进行识别,当识别出游戏应用后,动态识别模块还可以生成游戏列表。而上述触发方式(2)和触发方式(3)可以用于仅对要安装或卸载的特定应用进行游戏应用识别,也即上述触发方式(2)和触发方式(3)的识别方式更具有针对性,可以无需对终端设备的所有应用均进行识别。
作为一个具体的示例,该游戏应用识别的过程可以包括:当终端设备开机后,发送开机广播,游戏服务应用(例如具体为该游戏服务应用中的动态识别模块)接收到开机广播后,可以扫描本机应用,识别或匹配这些应用中的游戏应用,并且还可以生成游戏列表。之后,游戏服务应用可以向云端(如游戏中心云)同步游戏列表,还可以将游戏列表缓存到本地数据库(如本机游戏库)。再之后,游戏服务应用可以将游戏应用列表同步给system_server。在后续终端设备的使用过程中,游戏服务应用可以监听应用安装和/或卸载广播,当收到相应广播时,则判断被安装和/或被卸载的应用是否为游戏应用,如果是,则调用接口同步给system_server。当用户启动某一应用时,system_server会判断该应用是否是游戏应用(如判断该应用是否为游戏列表中的应用),如果是,则启动游戏服务应用。
需要说明的是,上述介绍的三种触发方式仅为示例,在实际应用中,还可以通过更多其它方式触发动态识别模块对游戏应用进行识别,本申请实施例对此不作限定。
根据本申请实施例提供的游戏管理的方法,通过在用户进入游戏之前或者用户进入游戏时,基于预获取的游戏信息和游戏应用的特征动态识别游戏应用,能够准确地获取当前应用是否为游戏应用,进而便于后续针对游戏应用开启游戏服务应用并提供游戏中的隐蔽式设置入口等,提升用户的游戏使用体验。
示例性的,如图8所示,为本申请实施例提供的另一种游戏管理的方法的示意性流程图。该流程的执行主体可以为上述图1或图2中介绍的终端设备,具体可以包括以下步骤:
S801,启动应用。
S802,判断应用是否为游戏应用。
在一些实施例中,响应于步骤S801中的应用启动,终端设备可以识别当前启动的应用是否为游戏应用。其中,终端设备识别应用是否为游戏应用的具体方式将在下文进行具体介绍,此处暂不详述。
在一些实施例中,若启动的应用是游戏应用(也即步骤S802中的判断结果为“是”),则接下来可以执行步骤S803。为了便于描述,将当前启动的游戏应用记为游戏应用A。
S803,启动游戏服务应用,读取用户上一次的游戏设置、机型。
在一些实施例中,响应于启动的应用为游戏应用,终端设备可以开启游戏服务应用。终端设备开启游戏服务应用的方式可以有多种,比如终端设备可以自动开启该游戏服务应用;再比如,终端设备可以向用户进行提示,使用户在该提示下授权终端设备开启游戏服务应用;又比如,终端设备可以向用户进行提示,使用户在该提示下手动开启游戏服务应用等。本申请实施例对此不作限定。
在一些实施例中,游戏服务应用开启后,可以读取用户上一次退出游戏应用A时, 终端设备所存储的该游戏应用A对应的设置。
在一些实施例中,游戏服务应用还可以读取该终端设备的机型。示例性的,不同机型可以对应于不同的功能,游戏服务应用可以预先获取不同机型与其支持的功能之间的对应关系,当获取终端设备的机型之后,游戏服务应用可以根据该机型以及机型和功能之间的对应关系,获取该终端设备所支持的功能。
示例性的,一种机型与其支持的功能之间的对应关系可以参见上文表1所示。
S804,开启功能智能布局。
在一些实施例中,当游戏服务应用识别终端设备的机型,并获取该终端设备支持的功能之后,可以基于该终端设备支持的功能对游戏界面中设置卡片的功能进行智能布局。比如,假设终端设备的机型为机型1,那么该终端设备自身支持的功能包括网络加速、显示增强、防误触、游戏滤镜等,此时设置卡片对应的游戏功能可以如图6A所示,包括网络加速、防误触、显示增强、游戏滤镜等。再比如,假设终端设备的机型为机型2,那么该终端设备自身支持的功能包括网络加速、防误触、游戏滤镜等,且不包括显示增强,此时设置卡片对应的游戏功能可以如图6B所示,包括网络加速、防误触游戏滤镜等,但不包括显示增强,并且各功能对应的位置实现智能布局,具体地,显示增强原本位置(如图6A所示的位置)之后的其他功能(如游戏滤镜、功率站、截屏)对应的位置依次向前推移,如按照“Z”字形依次向前推移。此时,设置卡片中显示的功能均为该终端设备支持的功能。
在一些实施例中,用户可以通过游戏过程中的设置入口进行功能设置,如通过游戏过程中的设置卡片开启游戏应用A中的某一项功能,或者关闭游戏应用A中的某一项功能。用户通过该游戏中设置卡片所做的功能设置,可以被同步至游戏外的设置入口中,如同步至游戏服务应用中,使得游戏外的游戏服务应用中功能的开启状态与游戏中设置卡片的功能的开启状态保持一致。
S805,通过游戏外入口,进行自定义功能设置。
在一些实施例,用户还可以通过游戏外入口(如游戏服务应用)对游戏应用A进行功能设置,如开启游戏应用A中的某一项功能,或者关闭游戏应用A中的某一项功能,这些功能设置可以被同步至游戏过程中的设置卡片中,使得游戏入口的设置卡片中功能的开启状态与游戏服务应用中功能的开启状态保持一致。
根据本申请实施例提供的游戏管理的方法,通过基于终端设备实际支持的功能,对游戏的功能配置图表进行适应式布局,能够避免出现用户在不同机型上无法开启某一功能的情况,并且比起固定布局能够一直维持较好的功能排布。
示例性的,如图9所示,为本申请实施例提供的又一种游戏管理的方法的示意性流程图。该流程可以由如图1或图2所示的终端设备作为主体来执行,具体可以包括以下步骤:
S901,运行第一应用时,显示第一应用的第一应用界面,该第一应用界面包括第一游戏应用的第一设置卡片,该第一设置卡片包括第一游戏应用支持的一个或多个功能对应的设置控件。
第一应用可以对应于上文中介绍的游戏服务应用。第一游戏应用例如可以对应于上文介绍的游戏A。
S902,响应于用户对第一设置卡片中第一设置控件输入的第一操作,将第一功能设置为目标状态,第一功能与所述第一设置控件对应。
其中,目标状态例如可以包括功能开启状态或者功能关闭状态等。
S903,当检测到用户在第一应用界面输入的第二操作时,显示第一应用的第二应用界面,第二应用界面包括第二游戏应用的第二设置卡片,第二设置卡片包括第二游戏应用支持的一个或多个功能对应的设置控件;其中,第一游戏应用和第二游戏应用为所述第一应用管理的多个游戏应用中的任意两个。
S904,当运行第一游戏应用时,显示第一游戏应用的第一游戏界面,该第一游戏界面包括第一控件。
其中,该第一游戏界面例如可以对应于如图4A所示的界面。第一控件例如可以对应图4A所示的控件401(也即悬浮球)。
S905,当检测到用户针对第一控件输入第三操作时,显示第一设置面板,该第一设置面板包括第二设置控件,且第二设置控件指示第一功能为所述目标状态。
其中,该第一设置面板例如可以对应于如图4C所示的设置面板403。
在一些实施例中,所述第一游戏应用对应的一个或多个功能与所述第二游戏应用对应的一个或多个功能不相同。
在一些实施例中,当运行所述第二游戏应用时,显示所述第二游戏应用的第二游戏界面,所述第二游戏界面包括所述第一控件;当检测到用户针对所述第一控件输入第四操作时,显示第二设置面板,其中,所述第二设置面板包括的设置控件的类型与所述第一设置面板包括的设置控件的类型不相同。
在一些实施例中,所述方法还包括:当获取第一触发事件时,识别所述第一游戏应用为游戏类型的应用,所述第一游戏应用与所述第一触发事件关联;将所述第一游戏应用添加至所述第一应用。
在一些实施例中,所述第一控件为悬浮球。
在一些实施例中,所述方法还包括:当获取第二触发事件时,遍历所述终端设备包括的多个应用,识别所述多个应用中的游戏类型的应用;根据所述多个应用中的游戏类型的应用,生成游戏列表;若检测到所述第一游戏在所述游戏列表中,则运行所述第一游戏。
在一些实施例中,所述第一应用界面还包括所述第一游戏应用对应的游戏显示卡片,以及所述第二应用界面还包括所述第二游戏对应的游戏显示卡片;当所述第一应用包括多个游戏应用分别对应的多个游戏显示卡片时,所述方法还包括:响应于用户输入的第五操作,对包括不同所述游戏显示卡片的应用界面进行切换,直至显示所述第二应用界面;或者,响应于用户输入的第六操作,不同所述游戏显示卡片以预设形式依次显示,直至显示所述第二游戏应用对应的所述游戏显示卡片。
在一些实施例中,所述第五操作或所述第六操作包括以下任意一种:左滑操作、右滑操作、上滑操作、下滑操作。
在一些实施例中,所述方法还包括:当检测到用户输入的第七操作时,显示所述第一设置卡片。
在一些实施例中,所述游戏显示卡片还包括游戏对应的一键安装控件。
在一些实施例中,所述方法还包括:当用户在所述第一应用中将所述第一游戏应用的所述第一功能设置为所述目标状态时,将所述第一功能的所述目标状态同步至所述第一设置面板中的所述第二设置控件,使得所述第二设置控件指示所述第一功能为目标状态。
在一些实施例中,所述方法还包括:当用户通过所述第一设置面板对所述第一游戏的第二功能进行设置,并获取所述第二功能的所述目标状态时,将所述第二功能的所述目标状态同步至所述设置卡片包括的所述第一设置控件,使得所述第一设置控件指示所述第一功能为目标状态。
在一些实施例中,所述方法还包括:当再次运行所述第一游戏应用时,再次显示的所述第一设置面板所包括的一个或多个设置控件指示的功能状态与上一次退出所述第一游戏应用时的功能状态一致。
在一些实施例中,所述方法还包括:读取所述终端设备的机型,其中,不同机型与所述功能之间具有对应关系;根据所述终端设备的机型和所述对应关系,获取所述终端设备不支持第三功能;若所述设置面板包括所述第三功能,则在所述设置面板中删去所述第三功能对应的设置控件;将位于所述第三功能对应的设置控件位置之后的其他功能对应的设置控件的位置,依次向前推移。
在一些实施例中,所述方法还包括:从云服务器获取多个游戏对应的第一游戏信息,所述第一游戏信息包括所述多个游戏对应的数据包包名、所述游戏的标识和所述游戏的特征中的一项或多项;以及,获取终端设备本机中的游戏对应的所述第二游戏信息,所述第二游戏信息包括所述本机中的所述游戏对应的数据包包名、所述游戏的标识和所述游戏的特征中的一项或多项;当获取所述第一触发事件时,检测所述第一应用对应的信息是否符合所述第一游戏信息和/或所述第二游戏信息;若符合,则识别所述第一游戏为所述游戏应用。
在一些实施例中,所述方法还包括:获取预设的识别特征,所述识别特征用于标识游戏类型的应用;当获取第一触发事件时,检测所述第一游戏对应的信息是否包括所述识别特征;若包括,则识别所述第一游戏为所述游戏应用。
在一些实施例中,所述方法还包括:当获取所述第二触发事件时,开启游戏应用识别功能。
在一些实施例中,所述第二触发事件包括:所述终端设备开机,并接收到开机广播;或者,接收用户针对游戏识别功能对应的开关控件输入的开启操作;或者,所述终端设备安装新的应用,并接收到应用安装广播。
在一些实施例中,所述第一触发事件为安装所述第一应用或下载所述第一应用。
根据本申请实施例提供的游戏管理的方法,通过设计一种具备动态识别游戏、双入口集中化管理、智能化功能布局功能的游戏服务应用,使得用户能够在游戏外入口集中管理设置本机游戏,且支持对单个游戏的个性化设置。当用户进入游戏时,后台动态识别到游戏应用后会开启游戏服务应用,并可以在游戏界面中设置诸如收起在页面一侧悬浮球的隐蔽式设置入口。在游戏中,游戏服务应用的功能面板将依据用户上次设置和终端设备的机型等智能化排布,为用户提供更契合需求的功能布局,为用户创造出快速便捷不打断的使用体验。
基于同样的技术构思,本申请实施例还提供了一种终端设备,包括一个或多个处理器;一个或多个存储器;所述一个或多个存储器存储有一个或多个计算机程序,所述一个或多个计算机程序包括指令,当所述指令被所述一个或多个处理器执行时,使得计算机或处理器执行上述任一个方法中的一个或多个步骤。
基于同样的技术构思,本申请实施例还提供了一种计算机可读存储介质,该计算机可读存储介质中存储有计算机可执行程序指令,所述计算机可执行程序指令在被计算机上运行时,使得计算机或处理器执行上述任一个方法中的一个或多个步骤。
基于同样的技术构思,本申请实施例还提供了一种包含指令的计算机程序产品,所述计算机程序产品包括计算机程序代码,当所述计算机程序代码在计算机上运行时,使得计算机或处理器执行上述任一个方法中的一个或多个步骤。
在上述实施例中,可以全部或部分地通过软件、硬件、固件或者其任意组合来实现。当使用软件实现时,可以全部或部分地以计算机程序产品的形式实现。所述计算机程序产品包括一个或多个计算机指令。在计算机上加载和执行所述计算机程序指令时,全部或部分地产生按照本申请实施例所述的流程或功能。所述计算机可以是通用计算机、专用计算机、计算机网络、或者其它可编程装置。所述计算机指令可以存储在计算机可读存储介质中,或者通过所述计算机可读存储介质进行传输。所述计算机指令可以从一个网站站点、计算机、服务器或数据中心通过有线(例如同轴电缆、光纤、数字用户线)或无线(例如红外、无线、微波等)方式向另一个网站站点、计算机、服务器或数据中心进行传输。所述计算机可读存储介质可以是计算机能够存取的任何可用介质或者是包含一个或多个可用介质集成的服务器、数据中心等数据存储设备。所述可用介质可以是磁性介质,(例如,软盘、硬盘、磁带)、光介质(例如,DVD)、或者半导体介质(例如,固态硬盘(solid state disk,SSD))等。
本领域普通技术人员可以理解实现上述实施例方法中的全部或部分流程,该流程可以由计算机程序来指令相关的硬件完成,该程序可存储于计算机可读取存储介质中,该程序在执行时,可包括如上述各方法实施例的流程。而前述的存储介质包括:ROM或随机存储记忆体RAM、磁碟或者光盘等各种可存储程序代码的介质。
以上所述,仅为本申请实施例的具体实施方式,但本申请实施例的保护范围并不局限于此,任何在本申请实施例揭露的技术范围内的变化或替换,都应涵盖在本申请实施例的保护范围之内。因此,本申请实施例的保护范围应以所述权利要求的保护范围为准。

Claims (20)

  1. 一种游戏管理的方法,其特征在于,应用于终端设备,包括:
    运行第一应用时,显示所述第一应用的第一应用界面,所述第一应用界面包括第一游戏应用的第一设置卡片,所述第一设置卡片包括所述第一游戏应用支持的一个或多个功能对应的设置控件;
    响应于用户对所述第一设置卡片中第一设置控件输入的第一操作,将第一功能设置为目标状态,所述第一功能与所述第一设置控件对应;
    当检测到用户在所述第一应用界面输入的第二操作时,显示所述第一应用的第二应用界面,所述第二应用界面包括第二游戏应用的第二设置卡片,所述第二设置卡片包括所述第二游戏应用支持的一个或多个功能对应的设置控件;其中,所述第一游戏应用和所述第二游戏应用为所述第一应用管理的多个游戏应用中的任意两个;
    当运行所述第一游戏应用时,显示所述第一游戏应用的第一游戏界面,所述第一游戏界面包括第一控件;
    当检测到用户针对所述第一控件输入第三操作时,显示第一设置面板,所述第一设置面板包括第二设置控件,所述第二设置控件指示所述第一功能为所述目标状态。
  2. 根据权利要求1所述的方法,其特征在于,所述方法还包括:
    当运行所述第二游戏应用时,显示所述第二游戏应用的第二游戏界面,所述第二游戏界面包括所述第一控件;
    当检测到用户针对所述第一控件输入第四操作时,显示第二设置面板,其中,所述第二设置面板包括的设置控件的类型与所述第一设置面板包括的设置控件的类型不相同。
  3. 根据权利要求1或2所述的方法,其特征在于,所述方法还包括:
    当获取第一触发事件时,识别所述第一游戏应用为游戏类型的应用,所述第一游戏应用与所述第一触发事件关联;
    将所述第一游戏应用添加至所述第一应用。
  4. 根据权利要求1-3中任一项所述的方法,其特征在于,所述第一控件为悬浮球。
  5. 根据权利要求1-4中任一项所述的方法,其特征在于,所述方法还包括:
    当获取第二触发事件时,遍历所述终端设备包括的多个应用,识别所述多个应用中的游戏类型的应用;
    根据所述多个应用中的游戏类型的应用,生成游戏列表;
    若检测到所述第一游戏应用在所述游戏列表中,则运行所述第一游戏。
  6. 根据权利要求1-5中任一项所述的方法,其特征在于,所述第一应用界面还包括所述第一游戏应用对应的游戏显示卡片,以及所述第二应用界面还包括所述第二游戏对应的游戏显示卡片;当所述第一应用包括多个游戏应用分别对应的多个游戏显示卡片时,所述方法还包括:
    响应于用户输入的第五操作,对包括不同所述游戏显示卡片的应用界面进行切换,直至显示所述第二应用界面;或者,
    响应于用户输入的第六操作,不同所述游戏显示卡片以预设形式依次显示,直至显示所述第二游戏应用对应的所述游戏显示卡片。
  7. 根据权利要求6所述的方法,其特征在于,所述第五操作或所述第六操作包括以下任意一种:
    左滑操作、右滑操作、上滑操作、下滑操作。
  8. 根据权利要求6或7所述的方法,其特征在于,所述方法还包括:
    当检测到用户输入的第七操作时,显示所述第一设置卡片。
  9. 根据权利要求6-8中任一项所述的方法,其特征在于,所述游戏显示卡片还包括游戏对应的一键安装控件。
  10. 根据权利要求1-9中任一项所述的方法,其特征在于,所述方法还包括:
    当用户在所述第一应用中将所述第一游戏的所述第一功能设置为所述目标状态时,将所述第一功能的所述目标状态同步至所述第一设置面板中的所述第二设置控件,使得所述第二设置控件指示所述第一功能为目标状态。
  11. 根据权利要求1-9中任一项所述的方法,其特征在于,所述方法还包括:
    当用户通过所述第一设置面板对所述第一游戏应用的第二功能进行设置,并获取所述第二功能的所述目标状态时,将所述第二功能的所述目标状态同步至所述设置卡片包括的所述第一设置控件,使得所述第一设置控件指示所述第一功能为目标状态。
  12. 根据权利要求1-11中任一项所述的方法,其特征在于,所述方法还包括:
    当再次运行所述第一游戏应用时,再次显示的所述第一设置面板所包括的一个或多个设置控件指示的功能状态与上一次退出所述第一游戏应用时的功能状态一致。
  13. 根据权利要求1-12中任一项所述的方法,其特征在于,所述方法还包括:
    读取所述终端设备的机型,其中,不同机型与所述功能之间具有对应关系;
    根据所述终端设备的机型和所述对应关系,获取所述终端设备不支持第三功能;
    若所述设置面板包括所述第三功能,则在所述设置面板中删去所述第三功能对应的设置控件;
    将位于所述第三功能对应的设置控件位置之后的其他功能对应的设置控件的位置,依次向前推移。
  14. 根据权利要求3-13中任一项所述的方法,其特征在于,所述方法还包括:
    从云服务器获取多个游戏对应的第一游戏信息,所述第一游戏信息包括所述多个游戏对应的数据包包名、所述游戏的标识和所述游戏的特征中的一项或多项;以及,
    获取终端设备本机中的游戏对应的所述第二游戏信息,所述第二游戏信息包括所述本机中的所述游戏对应的数据包包名、所述游戏的标识和所述游戏的特征中的一项或多项;
    当获取所述第一触发事件时,检测所述第一应用对应的信息是否符合所述第一游戏信息和/或所述第二游戏信息;
    若符合,则识别所述第一游戏为所述游戏应用。
  15. 根据权利要求1-14中任一项所述的方法,其特征在于,所述方法还包括:
    获取预设的识别特征,所述识别特征用于标识游戏类型的应用;
    当获取第一触发事件时,检测所述第一游戏对应的信息是否包括所述识别特征;
    若包括,则识别所述第一游戏为所述游戏应用。
  16. 根据权利要求5-15中任一项所述的方法,其特征在于,所述方法还包括:
    当获取所述第二触发事件时,开启游戏应用识别功能。
  17. 根据权利要求16所述的方法,其特征在于,所述第二触发事件包括:
    所述终端设备开机,并接收到开机广播;或者,
    接收用户针对游戏识别功能对应的开关控件输入的开启操作;或者,
    所述终端设备安装新的应用,并接收到应用安装广播。
  18. 根据权利要求1-17中任一项所述的方法,其特征在于,所述第一触发事件为安装所述第一应用或下载所述第一应用。
  19. 一种终端设备,其特征在于,包括:
    一个或多个处理器;
    一个或多个存储器;
    所述一个或多个存储器存储有一个或多个计算机程序,所述一个或多个计算机程序包括指令,当所述指令被所述一个或多个处理器执行时,使得所述终端设备执行如权利要求1至18中任一项所述的方法。
  20. 一种计算机可读存储介质,其特征在于,所述计算机可读存储介质存储有计算机可执行程序指令,所述计算机可执行程序指令在被计算机上运行时,使所述计算机执行如权利要求1至18中任一项所述的方法。
PCT/CN2023/116019 2022-11-28 2023-08-31 游戏管理的方法及终端设备 WO2024113999A1 (zh)

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