Interaction control method, device and electronic equipment for game slice
By running game packages on cloud servers and using pre-launch scripts, game slice production without the need for cooperation from game developers is achieved, solving the problem of high human resource consumption for game developers in existing technologies, supporting independent production by third parties and improving game promotion efficiency.
Patent Information
- Application Number
- CN202310412181.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-04-11
- Publication Date
- 2025-12-05
- Estimated Expiration
- 2043-04-11
AI Technical Summary
In existing technologies, game developers need to undertake a lot of development work to generate game slices, which cannot support independent production by third parties. This results in long production cycles, high human resource consumption, and an inability to accumulate generalized capabilities, which affects the widespread dissemination of highlight gameplay and product promotion.
By running the game package on a cloud server and using a pre-launch script, the game is preloaded to the starting point of the target game slice. The client directly displays the target game screen for interaction and responds to the slice termination condition to end the game slice, thus realizing the production of game slices without the cooperation of the game developer.
It reduces the manpower costs for game developers, provides a universal method for producing game slices, supports independent production by third parties, and improves the efficiency and speed of game promotion and dissemination.
Smart Images

Figure CN116617650B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game interaction design technology, and in particular to an interactive control method, device and electronic device for game slices. Background Technology
[0002] Cloud gaming typically involves placing the game package, which originally runs on the user's local device, into the cloud. The user's local device serves as the input device for operation commands and the playback device for video streams, thereby freeing up the computing power of the user's local device and reducing its performance requirements. Leveraging this lightweight nature of cloud gaming, some game developers have proposed a gameplay format called "game slices." This involves extracting game segments from the complete game content and cloudifying these segments into web-based, instant-play gameplay. These game slices are often highlight moments from the game, such as item try-on or mini-games.
[0003] Among the related technologies, two methods for generating game segments are provided. One method involves game developers customizing their games to create a separate gameplay package that only supports a portion of the game content. The cloud gaming developer then cloudifies this gameplay package into an instant-play web-based cloud game version. The other method involves cloud gaming developers cloudifying a regular game package into an instant-play web-based cloud game version. The game developer and the cloud gaming developer define specific parameters and write parameter judgment conditions into the game. Players entering the game need to input these parameters; if the game recognizes the parameters, it immediately redirects to the specific gameplay. However, both methods require game developers to undertake significant development work, do not support independent third-party production, and place high demands on the game developer's time and human resources. Summary of the Invention
[0004] The purpose of this invention is to provide an interactive control method, device, and electronic device for game slices, so as to support independent production of game slices by third parties, thereby reducing the time and human resources consumed by game developers in generating game slices.
[0005] In a first aspect, the present invention provides an interactive control method for a game slice, which is applied to a cloud server; the method includes: obtaining a game package for a target game, performing cloudification processing on the game package to run the game package in the cloud server, thereby obtaining a target game running in the cloud server; wherein, the cloudification processing includes: installing and adapting the game package; preloading the target game to the target game screen through a preset pre-startup script; wherein, the target game screen is used to indicate the game screen corresponding to the starting point of the target game slice; in response to the client's operation on the target game, controlling the client to display the target game screen, so that the client can start game interaction with the target game slice from the target game screen; and ending the target game slice in response to the game interaction satisfying the slice termination condition.
[0006] Secondly, the present invention provides an interactive control device for game slices, which is configured on a cloud server; the device includes: a game package running module, used to acquire a game package for a target game, perform cloudification processing on the game package, and run the game package on the cloud server to obtain the target game running on the cloud server; wherein, the cloudification processing includes: installing and adapting the game package; a game preloading module, used to preload the target game to the target game screen through a preset pre-start script; wherein, the target game screen is used to indicate the game screen corresponding to the starting point of the target game slice; a slice experience module, used to control the client to display the target game screen in response to the client's operation on the target game, so that the client can start game interaction with the target game slice from the target game screen; and a slice termination module, used to terminate the target game slice in response to the game interaction meeting the slice termination condition.
[0007] Thirdly, the present invention provides an electronic device including a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the above-mentioned interactive control method for game slices.
[0008] Fourthly, embodiments of the present invention provide a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the aforementioned interactive control method for game slices.
[0009] The embodiments of the present invention bring the following beneficial effects:
[0010] This invention provides an interactive control method, device, and electronic device for game slices. The cloud server first obtains a game package for a target game, performs cloud-based processing on the game package, and runs the game package on the cloud server to obtain the target game running on the cloud server. Then, through a pre-launch script, the target game is preloaded to the target game screen corresponding to the starting point of the target game slice. In response to the client's operation on the target game, the client is controlled to display the target game screen, allowing the client to begin game interaction with the target game slice from the target game screen. The target game slice ends when the game interaction meets the slice termination condition. In this method, the game package runs on the cloud server, and the pre-launch script preloads the game package to the starting scene of the game slice, allowing players to directly reach the starting point of the game slice upon entering the game. The player experience of the game slice ends according to the slice termination condition. Therefore, this method can produce game slices without the cooperation of the game developer, reducing the game developer's manpower costs. At the same time, this method provides a universal game slice production method, supporting independent production of game slices by third parties.
[0011] Other features and advantages of the invention will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.
[0012] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0013] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0014] Figure 1 A flowchart illustrating an interactive control method for game slices provided in an embodiment of the present invention;
[0015] Figure 2 A flowchart of another interactive control method for game slices provided in an embodiment of the present invention;
[0016] Figure 3 A flowchart of another interactive control method for game slices provided in an embodiment of the present invention;
[0017] Figure 4 A schematic diagram of the structure of an interactive control device for a game slice provided in an embodiment of the present invention;
[0018] Figure 5 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0019] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. The components of the embodiments of the present invention described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.
[0020] Therefore, the following detailed description of the embodiments of the invention provided in the accompanying drawings is not intended to limit the scope of the claimed invention, but merely to illustrate selected embodiments of the invention. All other embodiments obtained by those skilled in the art based on the embodiments of the invention without inventive effort are within the scope of protection of the invention.
[0021] Cloud gaming, derived from cloud computing, involves placing game packages that originally ran on a user's local device onto the cloud. The user's local device serves as both an input device for commands and a playback device for video streams, thus freeing up computing power and reducing performance requirements for the user's local device. In cloud gaming, game rendering is done on a cloud server, and the rendered game footage is then encoded and streamed over the network to the player's client. On the client side, players no longer need high-end gaming equipment; basic video decoding capabilities are sufficient to play. Therefore, without relying on large game package downloads, cloud gaming can run smoothly and stably in a web browser and can rapidly spread through links.
[0022] Leveraging the lightweight nature of cloud gaming, some game developers have proposed a gameplay format called "game slices." These slices, using cloud gaming technology, showcase a portion of the complete game content to the user, allowing them to experience only that specific part. This is typically used for showcasing highlight moments in the game. In other words, game slices extract key gameplay elements (such as item try-on or mini-games) and cloudify them into a webpage for instant play. These slices can be combined with incentive strategies to encourage players to widely share their experiences, achieving an immersive trial experience for new user acquisition.
[0023] Among the related technologies, two methods for generating game segments are provided. One method involves game developers customizing the game to create a separate gameplay package that only supports a portion of the game content. The cloud game developer then cloudifies this gameplay package into an instant-play web-based cloud game version. The other method involves the cloud game developer cloudifying a regular game package into an instant-play web-based cloud game version. The game developer and the cloud game developer define specific parameters and write parameter judgment conditions into the game. Players entering the game need to input these parameters. If the game recognizes the input parameter, it immediately redirects to the specific gameplay, achieving gameplay isolation.
[0024] However, whether it's custom-developing specific gameplay packages or writing parameters, game developers need to undertake a lot of development work. It does not support independent production by third parties (which usually refers to parties other than game developers), and it requires a high investment of time and human resources from game developers. In addition, game slice production requires joint development and debugging by both game developers and cloud game developers. The production cycle is long, and the risk of bottlenecks is uncontrollable, which can easily affect the timeliness of the widespread dissemination of highlight gameplay and the product promotion rhythm. Moreover, each different game slice requires repeated in-app customization development work, which cannot accumulate generalized capabilities to reduce secondary development costs.
[0025] To address the aforementioned issues, this invention provides an interactive control method, apparatus, and electronic device for game slices. This technology can be applied to game slice production and interaction scenarios in cloud gaming, particularly in scenarios where third-party game slices are produced.
[0026] In one embodiment of this disclosure, the interactive control method for game slices can run on a server. This method can be implemented and executed based on a cloud interactive system, which includes a server and client devices. Various cloud applications, such as cloud gaming, can run under the cloud interactive system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the main body running the game program and the main body presenting the game screen are separated. The storage and operation of the interactive control method for game slices are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device through the network, and finally, the client device decodes and outputs the game screen.
[0027] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0028] In one possible implementation, embodiments of the present invention provide an interactive control method for game slices, which is applied to a cloud server capable of communicating with multiple clients; such as Figure 1 As shown, the method includes the following specific steps:
[0029] Step S102: Obtain the game package for the target game, perform cloudification processing on the game package to run the game package on the cloud server, and obtain the target game running on the cloud server; wherein, the cloudification processing includes: installing and adapting the game package.
[0030] The target game mentioned above can be any game designed by the game developer. The game package is the download package of the target game, and the device can run the game corresponding to the download package through the download package. In specific implementation, the game package of the target game obtained by the cloud server is a regular game package. This regular game package is usually provided by the game developer to the cloud game developer, who then inputs it into the cloud server without modification. The cloud server then uses cloud gaming technology to perform cloudification processing on the received game package so that the cloud game package can run on the cloud server. This cloudification processing is a series of installation, adaptation, and other tasks performed by the cloud server to enable the game to run on the cloud server. After the cloudification processing is completed, the target game can be run on the cloud server at any time.
[0031] Step S104: The target game is preloaded to the target game screen using a preset pre-launch script; wherein, the target game screen is used to indicate the game screen corresponding to the starting point of the target game slice.
[0032] In practical implementation, the aforementioned target game slice is typically a highlight segment within the target game. This highlight segment can be a cosmetic item, a mini-game, or something similar, and the specific details can be determined based on user requirements. The target game screen corresponding to the starting point of the aforementioned target game slice can be pre-input by a third party or game developers, thus facilitating the determination of the starting position of the target game slice within the target game and making it easier to generate the target game slice.
[0033] The aforementioned pre-set startup scripts are also pre-configured by third parties or game developers. The main function of these scripts is to run the game content preceding the target game slice in advance, allowing the target game to enter the corresponding game scene preparation in advance. In practice, by starting the target game and running the pre-set startup script in advance through a cloud server, the target game can be pre-started and adjusted to a specific gameplay (i.e., the target game slice) before being displayed to the player's corresponding client.
[0034] Step S106: In response to the client's operation on the target game, control the client to display the target game screen so that the client can start game interaction with the target game slice from the target game screen.
[0035] When a player launches the target game through the client, the target game has already been pre-launched using a script to keep the target game at the beginning of the target game slice (i.e., the target game screen). Therefore, the client's corresponding game screen will directly display the beginning of the target game slice, allowing the player to start the game directly from the beginning of the target game slice and experience the gameplay of the target game slice.
[0036] Step S108: In response to the game interaction satisfying the slice termination condition, the target game slice is terminated.
[0037] The aforementioned segment termination condition can be set according to development needs. For example, the segment termination condition could be that the ordered screen displayed on the client corresponds to the game screen at the end of the target game segment, or that the duration of game interaction between the client and the target game segment exceeds a preset time threshold. In specific implementation, when the game interaction event performed by the client meets the segment termination condition, the cloud server will immediately disconnect the data stream interacting with the client. This data stream includes the operation command stream transmitted from the client to the cloud server, as well as the audio and video streams sent from the cloud server to the client. At the same time, the cloud server will automatically operate the pre-startup script to execute the game termination operation, thereby terminating the target game segment.
[0038] In practice, after the target game segment ends, a pre-set image or animation can be displayed on the corresponding game interface on the client to indicate to the player that the gameplay corresponding to the target game segment has ended. Furthermore, since the target game segment is a partial fragment of the target game, the end of the target game segment does not necessarily represent the end of the entire target game. Therefore, after the target game segment ends, the client may display the game screen corresponding to the subsequent fragment of the target game within the target game.
[0039] This invention provides an interactive control method for game slices. First, a cloud server obtains a game package for a target game, performs cloud-based processing on the game package, and runs the game package on the cloud server to obtain the target game running on the cloud server. Then, through a pre-launch script, the target game is preloaded to the target game screen corresponding to the starting point of the target game slice. In response to the client's operation on the target game, the client is controlled to display the target game screen, allowing the client to interact with the target game slice from the target game screen. The target game slice ends when the game interaction meets the slice termination condition. In this method, the game package runs on the cloud server, and the pre-launch script preloads the game package to the starting scene of the game slice, allowing players to directly reach the starting point of the game slice upon entering the game. The player experience of the game slice ends according to the slice termination condition. Therefore, this method can produce game slices without the cooperation of the game developer, reducing the game developer's manpower costs. At the same time, this method provides a universal game slice production method, supporting independent production of game slices by third parties.
[0040] This invention also provides another interactive control method for game slices, which is implemented based on the above method embodiments. This method focuses on describing the specific process of preloading the target game to the target game screen using a preset pre-launch script (implemented through steps S204-S206 below); such as Figure 2As shown, the method includes the following specific steps:
[0041] Step S202: Obtain the game package for the target game, perform cloudification processing on the game package to run the game package on the cloud server, and obtain the target game running on the cloud server.
[0042] Step S204: Execute the pre-startup script to begin loading the target game.
[0043] After running the game package on the cloud server, you need to log in with a pre-prepared game account, then enter the target game, and finally execute the pre-launch script to start loading the target game. The game account can be configured according to the actual situation; for example, for some single-player games, players can enter directly without logging in; the game account can also be a guest account, etc. After executing the pre-launch script, it can directly act on the game package running on the cloud server, manipulating the game controls of the target game to enter the specified page (which is equivalent to the target game screen).
[0044] Step S206: When the target game loads to the target game screen corresponding to the starting point of the target game slice, stop executing the pre-start script so that the game progress of the target game stays at the starting point corresponding to the target game slice; wherein, the target game screen is used to indicate the game screen corresponding to the starting point of the target game slice.
[0045] In practice, step S206 can be implemented through the following steps 10-13:
[0046] Step 10: During the loading process of the target game, use preset image recognition technology to determine whether the game screen currently being loaded by the target game is the target game screen; if so, proceed to step 11; otherwise, proceed to step 12.
[0047] The aforementioned image recognition technology typically involves translating images into computer text. This technology can utilize existing image recognition techniques, specifically tailored to research and development needs. For example, OCR image recognition technology can be employed. This technology primarily leverages the principles of image processing and text recognition. First, a computer converts the optical input image into character information, and then compares and verifies the text information to arrive at the final image recognition result.
[0048] Step 11: Stop executing the pre-startup script so that the game progress of the target game stops at the starting point corresponding to the target game slice.
[0049] In practical implementation, when image recognition technology determines that the currently loaded game screen is the target game screen, it means that the currently loaded game screen has entered the target scene, which is the game scene corresponding to the target game slice. The purpose of stopping the execution of the pre-launch script is to stop the preloading of the target game, so that the game progress of the target game stops at the starting point corresponding to the target game slice, that is, to make the game progress enter the starting point corresponding to the target game slice in advance, and wait for the player to launch the target game.
[0050] Step 12: Determine if the current game progress meets the specified conditions. If it does, proceed to step 13; otherwise, proceed to step 10.
[0051] The specified conditions mentioned above can be set according to development needs. For example, the specified conditions could be that the current game progress has exceeded a preset progress value; or that the game time corresponding to the current game progress has exceeded a preset time threshold. Determining whether to continue loading the target game by checking whether the current game meets the specified conditions can prevent the target game from being loaded by the pre-startup script even though the target game screen has not appeared for some reason.
[0052] Step 13: Rerun the game package on the cloud server to obtain the target game running on the cloud server, and execute the pre-startup script to start loading the target game; then proceed to step 10.
[0053] In practical applications, if the current game progress does not meet the specified conditions, the target game will continue to load until the game screen corresponding to the current game progress is the target game screen. If the specified conditions are met, the game package needs to be run again on the cloud server, and the pre-startup script needs to be executed again until the game screen corresponding to the current game progress is the target game screen.
[0054] In step S208, in response to the client's operation on the target game, the client is controlled to display the target game screen so that the client can start interacting with the target game slice from the target game screen.
[0055] In a specific implementation, the game slice in this embodiment can be carried by an H5 page, which can be launched via common channels outside the game. In cloud gaming mode, the rendering of the game screen is completed on a cloud server, and the rendered game screen is streamed to the player's client via the network. Therefore, on the client, only an H5 page with video decoding capabilities is needed to run the game, and it can also be quickly spread through links. H5 cloud gaming allows players to access the same program and cloud-based information from any terminal, including computers, smartphones, or tablets. H5 allows programs to run through web browsers and includes multimedia content such as videos that currently require plugins and other platforms, making it compatible with most media and platforms, allowing players to complete tasks through a browser.
[0056] Step S210: In response to the game interaction satisfying the slice termination condition, the target game slice is terminated.
[0057] In a practical implementation, step S210 above can be achieved through the following steps 20-21:
[0058] Step 20: Determine whether the client's game time for the target game slice has reached the preset time threshold; if it has, proceed to step 21; otherwise, proceed to step 22.
[0059] The aforementioned preset time threshold can be set according to R&D needs. For example, the preset time threshold can be 20 minutes or 5 minutes.
[0060] Step 21: End the target game slice and cut off game interaction with the client. This means disconnecting the cloud server from the client's interaction regarding the target game slice.
[0061] Step 22: Respond to the interaction between the client and the target game slice, and control the game scene screen in the client to change.
[0062] The above method determines when to end the target game segment by limiting the game's duration. In this method, the gameplay of the target game segment has a fixed duration; the player can end the target game segment after experiencing the corresponding amount of game time.
[0063] In an optional embodiment, step S210 may further include: in response to the game scene in the target game slice being identical to the first scene, ending the target game slice and severing game interaction with the client; wherein the first scene is the game scene corresponding to the endpoint of the target game slice. This method can use image recognition technology to determine whether the current game scene is identical to the first game scene. The gameplay duration of the target game slice using this method is not fixed; the target game slice ends when the player reaches the corresponding image position.
[0064] The above-mentioned interactive control method for game slices uses a pre-start script to run the game content preceding the target game slice in advance. Image recognition technology determines and blocks the script from continuing to run, so that when the player enters, the game is already at the starting position of the target game slice, without involving any development changes to the game package. Thus, game slices can be generated without the need for game developers to configure them.
[0065] Furthermore, this method can generate game slices using ordinary game packages, without requiring game developers to perform any development work such as package processing or parameter writing. At the same time, this method transforms cloud game slice production into a generalized product capability for cloud game developers, enabling the rapid generation of cloud game slices for different products using the same product architecture, and quickly realizing the launch and dissemination of highlight gameplay.
[0066] This invention also provides another interactive control method for game slices. This method is implemented based on the above-described method embodiments. The method focuses on describing the specific process of controlling the client to display the target game screen in response to the client's operation on the target game, so that the client can begin game interaction with the target game slice from the target game screen (implemented through steps S308-S310 below), and ending the target game slice in response to the game interaction meeting the slice termination condition (implemented through step S312 below); Figure 3 As shown, the method includes the following specific steps:
[0067] Step S302: Obtain the game package for the target game, perform cloudification processing on the game package to run the game package on the cloud server, and obtain the target game running on the cloud server.
[0068] Step S304: By using a preset configuration control, the signal input by the client through operating a specified control in the target game is blocked.
[0069] The aforementioned preset configuration controls are set on the cloud server side. The specific form of these controls can be configured according to development needs; for example, they can be virtual gamepads or virtual controls. The main function of these preset configuration controls is to block signals input by players through client-side operations on certain designated controls or areas. In other words, these signals are converted by the preset configuration controls into signals that the cloud server cannot read, thus preventing player actions and achieving the effect of blocking certain controls. This method of preset configuration controls can block a portion of the operation range, restricting the player's game scope and preventing the player's client-side interaction with certain game controls, preventing players from prematurely exiting the target game segment or modifying its content. The specified controls can include return controls and exit controls, and the specific game controls included can be configured according to development needs.
[0070] Step S306: The target game is preloaded to the target game screen using a preset pre-launch script; wherein, the target game screen is used to indicate the game screen corresponding to the starting point of the target game slice.
[0071] Step S308: In response to the client's operation on the target game, control the client to display the target game screen.
[0072] The above-mentioned operation can be performed by the player launching the target game from the client's H5 page or web page. Because the game package running on the cloud server is preloaded to the beginning of the target game slice via a pre-launch script, the user enters the game directly at the starting point of the game slice, and the game content is limited to the content of that game slice, thus achieving the goal of allowing the player to experience the game slice.
[0073] Step S310: In response to the client's interactive operation on the game scene corresponding to the target game screen, control the game scene screen in the target game slice to change according to the interactive operation.
[0074] Interactive operations are actions performed by players to experience the target game slice. The specific interaction method can be determined according to the gameplay of the target game slice, and no specific restrictions are made here.
[0075] Step S312: In response to the fact that the game scene screen in the target game slice is the same as the first scene screen, the target game slice ends and the game interaction with the client is cut off; wherein, the first scene screen is the game screen corresponding to the end point of the target game slice.
[0076] In practice, during the process of the player controlling the game screen in the target game slice to change (that is, during the player's experience of the gameplay of the target game slice), image recognition technology can be used in real time to determine whether the current game scene screen in the target game slice is the same as the first scene screen. If they are the same, it is determined that the player has left the gameplay scene of the target game slice, and the transmission of the game screen needs to be blocked, thereby achieving the purpose of restricting the player to only experience the gameplay corresponding to the target game slice.
[0077] In practice, after the target game slice ends and the cloud server cuts off the game interaction with the client, the cloud server will rerun the game package and execute the pre-startup script to allow the game progress to enter the starting point preparation corresponding to the target game slice in advance.
[0078] The aforementioned interactive control method for game slices shields the cloud server from game control operations, preventing players from modifying character data and ensuring consistent game content with each repeated run. Simultaneously, this method provides cloud game developers with a standardized product production capability for producing cloud game slices, significantly reducing the human resource required for game product development. It enables rapid cutting, launching, and application of highlight gameplay elements from different game types, improving game promotion and dissemination models and increasing promotion efficiency.
[0079] In addition to the above-described method embodiments, this invention also provides an interactive control device for game slices, which is located on a cloud server; as... Figure 4 As shown, the device includes:
[0080] The game package execution module 40 is used to obtain the game package for the target game, perform cloudification processing on the game package, and run the game package on the cloud server to obtain the target game running on the cloud server; wherein, the cloudification processing includes: installing and adapting the game package.
[0081] The game preloading module 41 is used to preload the target game to the target game screen through a preset pre-startup script; wherein the target game screen is used to indicate the game screen corresponding to the starting point of the target game slice.
[0082] The slice experience module 42 is used to respond to the client's operation on the target game and control the client to display the target game screen so that the client can start the game interaction with the target game slice from the target game screen.
[0083] Slice termination module 43 is used to terminate the target game slice in response to game interaction satisfying the slice termination condition.
[0084] The aforementioned game slice interaction control device first obtains the game package for the target game from the cloud server, performs cloud-based processing on the game package, and runs the game package on the cloud server to obtain the target game running on the cloud server. Then, through a pre-launch script, the target game is preloaded to the target game screen corresponding to the starting point of the target game slice. Subsequently, in response to the client's operation of running the target game, the device controls the client to display the target game screen, so that the client can start interacting with the target game slice from the target game screen. In response to the game interaction meeting the slice termination condition, the target game slice ends. In this method, the game package is run on the cloud server, and the game package is preloaded to the starting scene of the game slice through the pre-launch script, so that the player can directly reach the starting point of the game slice upon entering the game, and then the player experience of the game slice ends according to the slice termination condition. Therefore, this method can produce game slices without the cooperation of the game developer, reducing the manpower cost of the game developer. At the same time, this method provides a universal game slice production method, supporting third parties to independently produce game slices.
[0085] Specifically, the game preloading module 41 is used to: execute a pre-start script to start loading the target game; and stop executing the pre-start script when the target game is loaded to the target game screen corresponding to the starting point of the target game slice, so that the game progress of the target game stays at the starting point corresponding to the target game slice.
[0086] Furthermore, the aforementioned game preloading module 41 is also used to: during the loading process of the target game, determine whether the currently loaded game screen of the target game is the target game screen using preset image recognition technology; if so, stop executing the pre-start script so that the game progress of the target game remains at the starting point corresponding to the target game slice. If the currently loaded game screen of the target game is not the target game screen, and the current game progress meets the specified conditions, re-run the game package in the cloud server to obtain the target game running in the cloud server, and execute the pre-start script to start loading the target game.
[0087] In a specific implementation, the above device also includes a signal shielding module, which is used to shield the signals input by the client through operating the specified controls in the target game before the target game is preloaded to the target game screen through a preset pre-start script.
[0088] In practical applications, the aforementioned slice experience module 42 is used to: control the client to display the target game screen in response to the client's operation on the target game; and control the game scene screen in the target game slice to change according to the client's interactive operation on the game scene corresponding to the target game screen.
[0089] Furthermore, the aforementioned slice termination module 43 is used to: in response to the game scene screen in the target game slice being the same as the first scene screen, terminate the target game slice and cut off the game interaction with the client; wherein, the first scene screen is the game screen corresponding to the end point of the target game slice.
[0090] In an optional embodiment, the slice termination module 43 is further configured to: determine whether the client's game time for the target game slice has reached a preset time threshold; if it has, terminate the target game slice and cut off the game interaction with the client.
[0091] The interactive control device for game slices provided in this embodiment of the invention has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment.
[0092] This invention also provides an electronic device, such as... Figure 5 As shown, the electronic device includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the interactive control method of the game slice described above.
[0093] Specifically, the aforementioned interactive control method for game slices is applied to a cloud server. This method includes: obtaining a game package for the target game; performing cloudification processing on the game package to run the game package on the cloud server, resulting in the target game running on the cloud server; wherein, the cloudification processing includes: installing and adapting the game package; preloading the target game to the target game screen using a preset pre-launch script; wherein, the target game screen is used to indicate the game screen corresponding to the starting point of the target game slice; responding to the client's operation on the target game, controlling the client to display the target game screen, so that the client can begin game interaction with the target game slice from the target game screen; and ending the target game slice in response to the game interaction meeting the slice termination condition.
[0094] In the aforementioned interactive control method for game slices, the game package runs on a cloud server and is preloaded into the starting scene of the game slice via a pre-launch script. This allows players to directly access the starting point of the game slice upon entering the game, and then the player experience of the game slice ends according to the slice termination condition. Thus, this method can produce game slices without the cooperation of the game developer, reducing the game developer's manpower costs. At the same time, this method provides a universal game slice production method, supporting independent production of game slices by third parties.
[0095] In an optional embodiment, the step of preloading the target game to the target game screen using a preset pre-start script includes: executing the pre-start script to start loading the target game; and stopping the execution of the pre-start script when the target game is loaded to the target game screen corresponding to the starting point of the target game slice, so that the game progress of the target game stays at the starting point corresponding to the target game slice.
[0096] In an optional embodiment, the step of stopping the execution of the pre-start script when the target game is loaded to the target game screen corresponding to the starting point of the target game slice, so that the game progress of the target game stays at the starting point corresponding to the target game slice, includes: during the loading process of the target game, determining whether the game screen currently loaded by the target game is the target game screen through a preset image recognition technology; if so, stopping the execution of the pre-start script so that the game progress of the target game stays at the starting point corresponding to the target game slice.
[0097] In an optional embodiment, the method further includes: if the game screen currently loaded by the target game is not the target game screen, and the current game progress meets the specified conditions, re-run the game package in the cloud server to obtain the target game running in the cloud server, and execute the pre-startup script to start loading the target game.
[0098] In an optional embodiment, before the step of preloading the target game to the target game screen using a preset pre-launch script, the method further includes: using a preset configuration control to block signals input by the client through operating a specified control in the target game.
[0099] In an optional embodiment, the step of controlling the client to display the target game screen in response to the client's operation on the target game, so that the client can start game interaction with the target game slice from the target game screen, includes: controlling the client to display the target game screen in response to the client's operation on the target game; and controlling the game scene screen in the target game slice to change according to the interaction operation based on the client's interaction operation on the game scene corresponding to the target game screen.
[0100] In an optional embodiment, the step of ending the target game slice in response to the game interaction meeting the slice termination condition includes: ending the target game slice and cutting off the game interaction with the client in response to the game scene screen in the target game slice being the same as the first scene screen; wherein, the first scene screen is the game screen corresponding to the end point of the target game slice.
[0101] In an optional embodiment, the step of ending the target game slice in response to the game interaction meeting the slice termination condition includes: determining whether the client's game time for the target game slice has reached a preset time threshold; if it has, ending the target game slice and cutting off the game interaction with the client.
[0102] Furthermore, Figure 5 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103 and the memory 100 connected via the bus 102.
[0103] The memory 100 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 5 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0104] The processor 101 described above may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 101 or by instructions in software form. The processor 101 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0105] This invention also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the aforementioned interactive control method for game slices. For specific implementation details, please refer to the method embodiments, which will not be repeated here.
[0106] Specifically, the aforementioned interactive control method for game slices is applied to a cloud server. This method includes: obtaining a game package for the target game; performing cloudification processing on the game package to run the game package on the cloud server, resulting in the target game running on the cloud server; wherein, the cloudification processing includes: installing and adapting the game package; preloading the target game to the target game screen using a preset pre-launch script; wherein, the target game screen is used to indicate the game screen corresponding to the starting point of the target game slice; responding to the client's operation on the target game, controlling the client to display the target game screen, so that the client can begin game interaction with the target game slice from the target game screen; and ending the target game slice in response to the game interaction meeting the slice termination condition.
[0107] In the aforementioned interactive control method for game slices, the game package runs on a cloud server and is preloaded into the starting scene of the game slice via a pre-launch script. This allows players to directly access the starting point of the game slice upon entering the game, and then the player experience of the game slice ends according to the slice termination condition. Thus, this method can produce game slices without the cooperation of the game developer, reducing the game developer's manpower costs. At the same time, this method provides a universal game slice production method, supporting independent production of game slices by third parties.
[0108] In an optional embodiment, the step of preloading the target game to the target game screen using a preset pre-start script includes: executing the pre-start script to start loading the target game; and stopping the execution of the pre-start script when the target game is loaded to the target game screen corresponding to the starting point of the target game slice, so that the game progress of the target game stays at the starting point corresponding to the target game slice.
[0109] In an optional embodiment, the step of stopping the execution of the pre-start script when the target game is loaded to the target game screen corresponding to the starting point of the target game slice, so that the game progress of the target game stays at the starting point corresponding to the target game slice, includes: during the loading process of the target game, determining whether the game screen currently loaded by the target game is the target game screen through a preset image recognition technology; if so, stopping the execution of the pre-start script so that the game progress of the target game stays at the starting point corresponding to the target game slice.
[0110] In an optional embodiment, the method further includes: if the game screen currently loaded by the target game is not the target game screen, and the current game progress meets the specified conditions, re-run the game package in the cloud server to obtain the target game running in the cloud server, and execute the pre-startup script to start loading the target game.
[0111] In an optional embodiment, before the step of preloading the target game to the target game screen using a preset pre-launch script, the method further includes: using a preset configuration control to block signals input by the client through operating a specified control in the target game.
[0112] In an optional embodiment, the step of controlling the client to display the target game screen in response to the client's operation on the target game, so that the client can start game interaction with the target game slice from the target game screen, includes: controlling the client to display the target game screen in response to the client's operation on the target game; and controlling the game scene screen in the target game slice to change according to the interaction operation based on the client's interaction operation on the game scene corresponding to the target game screen.
[0113] In an optional embodiment, the step of ending the target game slice in response to the game interaction meeting the slice termination condition includes: ending the target game slice and cutting off the game interaction with the client in response to the game scene screen in the target game slice being the same as the first scene screen; wherein, the first scene screen is the game screen corresponding to the end point of the target game slice.
[0114] In an optional embodiment, the step of ending the target game slice in response to the game interaction meeting the slice termination condition includes: determining whether the client's game time for the target game slice has reached a preset time threshold; if it has, ending the target game slice and cutting off the game interaction with the client.
[0115] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, essentially, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0116] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0117] Finally, it should be noted that the above-described embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. An interactive control method of a game slice, characterized in that, The method is applied to a cloud server; the method comprises: obtaining a game package for a target game, cloud processing the game package to run the game package in the cloud server to obtain the target game running in the cloud server; wherein the cloud processing comprises: installing and adapting the game package; loading the target game to a target game picture through a preset pre-start script; wherein the target game picture is used to indicate a game picture corresponding to a starting point of a target game slice; in response to a running operation of the client on the target game, controlling the client to display the target game picture, so that the client starts to interact with the target game slice from the target game picture; in response to the game interaction satisfying a slice termination condition, ending the target game slice.
2. The method of claim 1, wherein, The step of loading the target game to a target game picture through a preset pre-start script comprises: executing the pre-start script to start loading the target game; when the target game is loaded to the target game picture corresponding to the starting point of the target game slice, stopping executing the pre-start script, so that the game progress of the target game stays at the starting point corresponding to the target game slice.
3. The method of claim 2, wherein, The step of loading the target game to a target game picture through a preset pre-start script comprises: during the loading of the target game, judging whether the current game picture loaded by the target game is the target game picture through a preset image recognition technology; if yes, stopping executing the pre-start script, so that the game progress of the target game stays at the starting point corresponding to the target game slice.
4. The method of claim 3, wherein, The method further comprises: if the current game picture loaded by the target game is not the target game picture, and the current game progress satisfies a specified condition, re-running the game package in the cloud server to obtain the target game running in the cloud server, and executing the pre-start script to start loading the target game.
5. The method of claim 1, wherein, Before the step of loading the target game to a target game picture through a preset pre-start script, the method further comprises: shielding a signal input by the client through operating a specified control in the target game through a preset configuration control.
6. The method of claim 1, wherein, The step of responding to a running operation of the client on the target game, controlling the client to display the target game picture, so that the client starts to interact with the target game slice from the target game picture comprises: in response to the running operation of the client on the target game, controlling the client to display the target game picture; in response to an interactive operation of the client on a game scene corresponding to the target game picture, controlling a game scene picture in the target game slice to change according to the interactive operation.
7. The method of claim 6, wherein, The step of responding to the game interaction satisfying a slice termination condition, ending the target game slice comprises: In response to the game scene picture in the target game slice being the same as a first scene picture, ending the target game slice and cutting off the game interaction with the client; wherein the first scene picture is a game picture corresponding to an end point of the target game slice.
8. The method of claim 1, wherein, The step of ending the target game slice in response to the game interaction satisfying a slice termination condition comprises: determining whether a game duration of the client for the target game slice reaches a preset time threshold; if so, ending the target game slice and cutting off the game interaction with the client.
9. An interactive control device for game slicing, characterized in that, The device is arranged in a cloud server; the device comprises: a game package running module configured to obtain a game package for a target game, perform cloud processing on the game package, and run the game package in the cloud server to obtain the target game running in the cloud server; wherein the cloud processing comprises installation and adaptation processing on the game package; a game preloading module configured to pre-load the target game to a target game picture through a preset pre-start script; wherein the target game picture is used to indicate a game picture corresponding to a start point of a target game slice; a slice experience module configured to control the client to display the target game picture in response to a running operation of the client on the target game, so that the client starts game interaction with the target game slice from the target game picture; a slice termination module configured to end the target game slice in response to the game interaction satisfying a slice termination condition.
10. An electronic device, comprising: The electronic device comprises a processor and a memory, the memory stores machine executable instructions capable of being executed by the processor, and the processor executes the machine executable instructions to implement the game slice interaction control method in any one of claims 1 to 8.
11. A computer readable storage medium, characterized in that, The computer readable storage medium stores computer executable instructions, and when the computer executable instructions are called and executed by a processor, the computer executable instructions cause the processor to implement the game slice interaction control method in any one of claims 1 to 8.
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