Method for operating a running game based on an apple watch

By capturing motion and button operation data through Apple Watch and dynamically displaying virtual buttons, this solves the problem of existing motion-sensing game devices requiring additional hardware support, enabling a portable running motion-sensing game experience and improving the convenience and interactivity of the game.

CN116747515BActive Publication Date: 2026-08-04SHENZHEN HULE TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202310873079.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-07-15
Publication Date
2026-08-04
Estimated Expiration
2043-07-15

AI Technical Summary

Technical Problem

Existing motion-sensing gaming devices require additional hardware support, are inconvenient to use, and cannot provide a portable motion-sensing gaming experience.

Method used

By capturing the user's motion and button operation data through Apple Watch, the virtual buttons are dynamically displayed and converted into game operation commands, realizing a portable running motion-sensing game experience.

Benefits of technology

It provides a more convenient, free, and simplified way to control motion-sensing games, enhances the interactivity and personalized experience of games, and reduces the dependence on additional devices.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a kind of based on apple watch's running sensory game operation method, equipment and computer readable storage medium, the method includes: terminal is in sensory game application startup, sends wake-up information to the apple watch of binding;Apple watch receives the wake-up information after, start the watch application associated with the sensory game application;In sensory game application, when sensory game starts, the watch application dynamically displays virtual key on the screen of the apple watch;The terminal obtains sensory data and the key data of the virtual key from the apple watch;The terminal generates movement instruction according to the sensory data, and generates corresponding operation instruction according to the key data;The terminal sends the movement instruction and the operation instruction to the sensory game to execute corresponding game operation.The running sensory game operation method based on apple watch of the application has greater convenience and freedom.
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Description

Technical Field

[0001] This invention relates to the field of motion-sensing game technology, and in particular to a running motion-sensing game operation method, device, and computer-readable storage medium based on Apple Watch. Background Technology

[0002] Motion-sensing games have become a popular trend in the gaming market, enhancing interactivity and entertainment by capturing users' real movements and translating them into virtual in-game actions. Currently, various motion-sensing game devices based on motion controllers exist, but these devices typically require additional hardware and are not very convenient to use. Therefore, there is a need for a motion-sensing game method based on portable devices to provide a more convenient motion-sensing gaming experience. Summary of the Invention

[0003] This application provides a running motion-sensing game operation method based on Apple Watch, which aims to capture the user's motion data and button operation data through Apple Watch and convert them into game operation commands, thereby realizing a portable running motion-sensing game experience.

[0004] To achieve the above objectives, this application provides a method for operating a running motion-sensing game based on an Apple Watch, including:

[0005] When the motion-sensing game application is launched, the terminal sends a wake-up message to the paired Apple Watch;

[0006] Upon receiving the wake-up message, the Apple Watch launches the watch application associated with the motion-sensing game application;

[0007] When a motion-sensing game is launched in a motion-sensing game application, the watch application dynamically displays virtual buttons on the screen of the Apple Watch, including an acceleration button and an item button.

[0008] The terminal obtains motion data and button data of the virtual buttons from the Apple Watch;

[0009] The terminal generates movement commands based on the motion data and corresponding operation commands based on the button data;

[0010] The terminal sends the movement command and the operation command to the motion-sensing game to execute the corresponding game operation.

[0011] In one embodiment, dynamically displaying virtual buttons on the Apple Watch screen includes:

[0012] The terminal sends the motion-sensing game-related data to the Apple Watch, and the game-related data includes preset button data and running status data.

[0013] The watch application generates an acceleration button on the screen that corresponds to the current running state, based on the game-related data.

[0014] In one embodiment, the preset button data includes the display parameters of the virtual buttons on the screen, and the display parameters include at least one of the following parameters: position, size, shape, color, and layout.

[0015] In one embodiment, the motion-sensing game has a regular running phase and an accelerated running phase;

[0016] Generate acceleration buttons corresponding to the current running state on the screen, including:

[0017] The corresponding acceleration button is generated based on the cumulative running distance of each regular running phase.

[0018] In one embodiment, dynamically displaying the virtual buttons on the screen further includes:

[0019] The system determines the available virtual buttons in the current game state based on the game logic and visually highlights the available virtual buttons.

[0020] In one embodiment, visually highlighting the available virtual buttons includes:

[0021] Based on the availability of the virtual buttons, the display size and / or transparency of the available virtual buttons on the screen are dynamically adjusted to make the available virtual buttons more prominent relative to the unavailable virtual buttons.

[0022] In one embodiment, dynamically adjusting the display size and / or transparency of available virtual buttons on the screen based on their availability includes:

[0023] When only the acceleration button is available, enlarge and center the acceleration button, while shrinking or hiding the item button;

[0024] When only the item button is available, enlarge and center the item button, while shrinking or hiding the acceleration button;

[0025] When the acceleration button and the item button are available at the same time, the acceleration button and the item button are displayed equally on the screen.

[0026] In one embodiment, dynamically displaying the virtual buttons on the screen further includes:

[0027] At the beginning of the motion-sensing game, the acceleration button and the item button are generated and displayed sequentially on the screen according to a preset layout.

[0028] While generating and displaying the acceleration button and the item button, the corresponding function prompts for the virtual buttons are also displayed.

[0029] To achieve the above objectives, this application also proposes a running motion-sensing game operation device based on Apple Watch, including a memory, a processor, and a running motion-sensing game operation program based on Apple Watch stored in the memory and executable on the processor. When the processor executes the running motion-sensing game operation program based on Apple Watch, it implements the running motion-sensing game operation method based on Apple Watch as described in any of the above claims.

[0030] To achieve the above objectives, embodiments of this application also propose a computer-readable storage medium storing a running motion-sensing game operation program based on Apple Watch. When the running motion-sensing game operation program based on Apple Watch is executed by a processor, it implements the running motion-sensing game operation method based on Apple Watch as described in any of the above claims.

[0031] The technical solution of this application, when the motion-sensing game application on the terminal is launched, wakes up the watch application on the motion-sensing watch, causing the watch application to display virtual acceleration and item buttons on the screen of the motion-sensing watch. During the game, these virtual acceleration and item buttons are dynamically displayed. Thus, during gameplay, the terminal can obtain motion data and button data from the motion-sensing watch to generate movement commands and button operation commands. In this way, the user can simultaneously operate the motion-sensing game using both motion data and button data. Therefore, the technical solution of this application, by utilizing the Apple Watch as the operating device and combining dynamically displayed virtual buttons with the acquisition of motion data, provides a more convenient, free, and simplified way to operate motion-sensing games. Compared to traditional game controllers, the technical solution of this application not only provides greater convenience and freedom but also simplifies the operation process, displays an independent interface, and possesses multifunctionality and interactivity, providing users with a richer and more personalized motion-sensing game experience. Attached Figure Description

[0032] To more clearly illustrate the technical solutions in the embodiments of the present invention or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on the structures shown in these drawings without creative effort.

[0033] Figure 1 This is a modular structure diagram of an embodiment of the running motion-sensing game control device based on Apple Watch according to the present invention;

[0034] Figure 2This is a flowchart illustrating an embodiment of the running motion-sensing game operation method based on Apple Watch according to the present invention.

[0035] The realization of the objective, functional features and advantages of the present invention will be further explained in conjunction with the embodiments and with reference to the accompanying drawings. Detailed Implementation

[0036] It should be understood that the specific embodiments described herein are merely illustrative of the invention and are not intended to limit the invention.

[0037] To better understand the above technical solutions, exemplary embodiments of this disclosure will be described in more detail below with reference to the accompanying drawings. While exemplary embodiments of this disclosure are shown in the drawings, it should be understood that this disclosure can be implemented in various forms and should not be limited to the embodiments set forth herein. Rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the scope of this disclosure to those skilled in the art.

[0038] It should be noted that any reference signs placed between parentheses in the claims should not be construed as limiting the claims. The word "comprising" does not exclude the presence of components or steps not listed in the claims. The quantifier "a" or "an" preceding a component does not exclude the presence of a plurality of such components. The invention can be implemented by means of hardware comprising several different components and by means of a suitably programmed computer. In a unit claim enumerating several means, several of these means may be embodied by the same item of hardware. The use of "first," "second," and "third," etc., does not indicate any order and can be interpreted as names.

[0039] like Figure 1 As shown, Figure 1 This is a schematic diagram of the hardware operating environment server 1 (also called the running motion sensing game operation device based on Apple Watch) involved in the embodiment of the present invention.

[0040] The server in this embodiment of the invention includes devices with display functions such as "Internet of Things devices", smart air conditioners, smart lights, smart power supplies with network connectivity, AR / VR devices with network connectivity, smart speakers, autonomous vehicles, PCs, smartphones, tablets, e-book readers, and portable computers.

[0041] like Figure 1 As shown, the server 1 includes: a memory 11, a processor 12, and a network interface 13.

[0042] The memory 11 includes at least one type of readable storage medium, such as flash memory, hard disk, multimedia card, card-type memory (e.g., SD or DX memory), magnetic memory, magnetic disk, optical disk, etc. In some embodiments, the memory 11 can be an internal storage unit of the server 1, such as the hard disk of the server 1. In other embodiments, the memory 11 can also be an external storage device of the server 1, such as a plug-in hard disk, smart media card (SMC), secure digital (SD) card, flash card, etc., equipped on the server 1.

[0043] Furthermore, the memory 11 may include both internal storage units of the server 1 and external storage devices. The memory 11 can be used not only to store application software and various types of data installed on the server 1, such as the code of the running motion-sensing game operation program 10 based on Apple Watch, but also to temporarily store data that has been output or will be output.

[0044] In some embodiments, processor 12 may be a central processing unit (CPU), controller, microcontroller, microprocessor or other data processing chip, used to run program code stored in memory 11 or process data, such as executing the Apple Watch-based running motion-sensing game operation program 10.

[0045] The network interface 13 may optionally include a standard wired interface or a wireless interface (such as a Wi-Fi interface), which is typically used to establish communication connections between the server 1 and other electronic devices.

[0046] The network can be the Internet, a cloud network, a Wi-Fi network, a Personal Area Network (PAN), a Local Area Network (LAN), and / or a Metropolitan Area Network (MAN). Various devices in the network environment can be configured to connect to the communication network according to various wired and wireless communication protocols. Examples of such wired and wireless communication protocols may include, but are not limited to, at least one of the following: Transmission Control Protocol and Internet Protocol (TCP / IP), User Datagram Protocol (UDP), Hypertext Transfer Protocol (HTTP), File Transfer Protocol (FTP), ZigBee, EDGE, IEEE 802.11, Li-Fi, 802.16, IEEE 802.11s, IEEE 802.11g, multi-hop communication, wireless access points (APs), device-to-device communication, cellular communication protocols, and / or Bluetooth communication protocols, or combinations thereof.

[0047] Optionally, the server may also include a user interface, which may include a display, an input unit such as a keyboard, and optionally, a standard wired interface or a wireless interface. Optionally, in some embodiments, the display may be an LED display, a liquid crystal display, a touch-sensitive liquid crystal display, or an OLED (Organic Light-Emitting Diode) touchscreen, etc. The display may also be referred to as a screen or display unit, used to display information processed in server 1 and to display a visual user interface.

[0048] Figure 1 Only the server 1, which includes components 11-13 and the Apple Watch-based running motion-sensing game operating program 10, is shown. Those skilled in the art will understand that... Figure 1 The structure shown does not constitute a limitation on server 1 and may include fewer or more components than shown, or combine certain components, or have different component arrangements.

[0049] In this embodiment, the processor 12 can be used to call the Apple Watch-based running motion-sensing game operation program stored in the memory 11, and perform the following operations:

[0050] When the motion-sensing game application is launched, the terminal sends a wake-up message to the paired Apple Watch;

[0051] Upon receiving the wake-up message, the Apple Watch launches the watch application associated with the motion-sensing game application;

[0052] When a motion-sensing game is launched in a motion-sensing game application, the watch application dynamically displays virtual buttons on the screen of the Apple Watch, including an acceleration button and an item button.

[0053] The terminal obtains motion data and button data of the virtual buttons from the Apple Watch;

[0054] The terminal generates movement commands based on the motion data and corresponding operation commands based on the button data;

[0055] The terminal sends the movement command and the operation command to the motion-sensing game to execute the corresponding game operation.

[0056] In one embodiment, the processor 12 can be used to invoke the Apple Watch-based running motion-sensing game operation program stored in the memory 11, and perform the following operations:

[0057] The terminal sends the motion-sensing game-related data to the Apple Watch, and the game-related data includes preset button data and running status data.

[0058] The watch application generates an acceleration button on the screen that corresponds to the current running state, based on the game-related data.

[0059] In one embodiment, the processor 12 can be used to invoke the Apple Watch-based running motion-sensing game operation program stored in the memory 11, and perform the following operations:

[0060] The preset button data includes the display parameters of the virtual buttons on the screen, and the display parameters include at least one of the following parameters: position, size, shape, color, and layout.

[0061] In one embodiment, the processor 12 can be used to invoke the Apple Watch-based running motion-sensing game operation program stored in the memory 11, and perform the following operations:

[0062] The corresponding acceleration button is generated based on the cumulative running distance of each regular running phase.

[0063] In one embodiment, the processor 12 can be used to invoke the Apple Watch-based running motion-sensing game operation program stored in the memory 11, and perform the following operations:

[0064] The system determines the available virtual buttons in the current game state based on the game logic and visually highlights the available virtual buttons.

[0065] In one embodiment, the processor 12 can be used to invoke the Apple Watch-based running motion-sensing game operation program stored in the memory 11, and perform the following operations:

[0066] Based on the availability of the virtual buttons, the display size and / or transparency of the available virtual buttons on the screen are dynamically adjusted to make the available virtual buttons more prominent relative to the unavailable virtual buttons.

[0067] In one embodiment, the processor 12 can be used to invoke the Apple Watch-based running motion-sensing game operation program stored in the memory 11, and perform the following operations:

[0068] When only the acceleration button is available, enlarge and center the acceleration button, while shrinking or hiding the item button;

[0069] When only the item button is available, enlarge and center the item button, while shrinking or hiding the acceleration button;

[0070] When the acceleration button and the item button are available at the same time, the acceleration button and the item button are displayed equally on the screen.

[0071] In one embodiment, the processor 12 can be used to invoke the Apple Watch-based running motion-sensing game operation program stored in the memory 11, and perform the following operations:

[0072] At the beginning of the motion-sensing game, the acceleration button and the item button are generated and displayed sequentially on the screen according to a preset layout.

[0073] While generating and displaying the acceleration button and the item button, the corresponding function prompts for the virtual buttons are also displayed.

[0074] Based on the aforementioned hardware architecture of the Apple Watch-based running motion-sensing game control device, an embodiment of the Apple Watch-based running motion-sensing game control method of the present invention is proposed. The Apple Watch-based running motion-sensing game control method of the present invention aims to capture the user's motion data and button operation data through the Apple Watch and convert them into game operation commands, thereby achieving a portable running motion-sensing game experience.

[0075] Reference Figure 2 , Figure 2 This invention provides an embodiment of a running motion-sensing game operation method based on Apple Watch, which includes the following steps:

[0076] S10. When the motion-sensing game application is launched, the terminal sends a wake-up message to the bound Apple Watch.

[0077] In this context, "terminal" refers to a smart device that can be paired with the Apple Watch, such as an iPhone, Mac, or iPad. It's worth noting that the communication link between the Apple Watch and the terminal is typically established via Bluetooth.

[0078] The "experience game application" refers to the motion-sensing game application installed on the aforementioned devices. This application will act as a bridge to communicate with the Apple Watch in order to control game operations and receive data from the Apple Watch's sensors.

[0079] Specifically, when a user launches a motion-sensing game app on their terminal device, the device sends a wake-up message to the paired Apple Watch. This wake-up message can be transmitted via Bluetooth, typically sending commands or identifiers through a Bluetooth connection between devices. Upon receiving the wake-up message from the terminal device, the motion-sensing game app installed on the Apple Watch will be activated and launched. This means the watch app is ready to begin receiving data from the watch's sensors and transmitting it back to the motion-sensing game app on the terminal device. Furthermore, the app on the Apple Watch can also record the user's activity data, such as heart rate and calorie consumption, to track the user's performance while playing motion-sensing games.

[0080] This setting allows the Apple Watch to automatically enter game mode in conjunction with motion-sensing games, thereby enhancing the user experience.

[0081] S20. After receiving the wake-up message, the Apple Watch launches the watch application associated with the motion-sensing game application.

[0082] The connection between the watch app and the motion-sensing game app suggests a communication or collaboration between them to enable interactive motion-sensing game controls.

[0083] Specifically, when the Apple Watch receives a specific wake-up message, it checks for the presence of the watch app associated with the motion-sensing game and launches it. Once the watch app associated with the motion-sensing game is successfully launched, it is ready to receive data from the terminal device and the Apple Watch's sensors.

[0084] S30. When a motion-sensing game is launched in the motion-sensing game application, the watch application dynamically displays virtual buttons on the screen of the Apple Watch, including an acceleration button and an item button.

[0085] In this system, the motion-sensing game app runs as a software application on the terminal device. It communicates with the Apple Watch, receiving motion data from the watch's sensors. The app then processes and analyzes this data, converting it into game control commands to drive the motion-sensing game. Therefore, the motion-sensing game app provides a platform for users to interact with motion-sensing games, and through the Apple Watch's motion data acquisition capabilities, it connects the user's actual movements with the game world.

[0086] Virtual buttons refer to touchable areas displayed on a screen as icons, buttons, or other forms, used to simulate the functions of physical buttons. In the technical solution of this application, virtual buttons are displayed on the screen of the Apple Watch, and users can interact with them by touching the screen.

[0087] For example, virtual buttons can include directional keys, action keys, menu keys, sprint keys, item keys, etc., to meet the operation requirements of different games. Among them, the shooting key can be used to perform shooting operations in running games, while the sprint key can be used to perform item operations in running games.

[0088] Dynamic display refers to presenting virtual buttons on the screen in an animated or real-time updated manner. Specifically, dynamic display of virtual buttons can include the following aspects:

[0089] 1. Animation effects: The appearance and disappearance of virtual buttons can be presented through animation effects, such as fade-in / fade-out, pop-up, and swipe.

[0090] 2. Real-time Updates: The display of virtual buttons can be updated in real time as the game progresses. The position, style, or function of the virtual buttons can be adjusted in real-time according to changes in the game scene or user operation needs. For example, in different game stages or levels, the display of virtual buttons can change as the game progresses to provide a more accurate and adaptive user interface.

[0091] 3. Interactive Feedback: Dynamically displayed virtual buttons can provide interactive feedback through visual effects. When a user touches a virtual button, the user's action can be indicated by changing colors, shapes, or animation effects, enhancing the user's interactive experience and the perceptibility of the operation.

[0092] 4. Responding to User Actions: The display of virtual buttons can interact with user actions. For example, when a user slides their finger across the screen or performs a gesture, the display of virtual buttons can change accordingly based on the direction and speed of the gesture to increase interactivity with the user.

[0093] By dynamically displaying virtual buttons, the user interface can be made more vivid and intuitive, providing a richer user interaction experience. Users can observe the dynamic changes of the virtual buttons to understand the current operating status and perform corresponding actions, thereby better controlling the motion-sensing game.

[0094] Understandably, by dynamically displaying virtual buttons on the Apple Watch, users can directly control games on the watch screen without needing additional equipment or screen space. This operation method makes motion-sensing games more intuitive and convenient, providing a more free gaming experience. At the same time, the watch app can flexibly adjust the design and display of the virtual buttons according to the specific needs of different games to meet their operational requirements.

[0095] S40. The terminal obtains motion data and button data of the virtual buttons from the Apple Watch.

[0096] This motion data includes, but is not limited to, acceleration data, gyroscope data, and heart rate data. This motion data can be collected by sensors on the Apple Watch, such as the accelerometer, gyroscope, and heart rate sensor.

[0097] Button data refers to data that records user actions on virtual buttons. In the technical solution of this application, button data is used to describe the user's actions of pressing, releasing, or sliding virtual buttons on the Apple Watch.

[0098] For example, key data may include the following: key type, key state, key position, key duration, swipe operation, etc.

[0099] The button type records the type of virtual button pressed or released by the user. Each virtual button can be assigned a unique identifier or name to identify the specific button pressed by the user. Examples include arrow keys, action keys, menu keys, sprint keys, and item keys.

[0100] Key states are used to record the state of virtual keys, i.e., whether they are pressed or released. When a user presses a virtual key, the key state is marked as pressed; when the user releases a virtual key, the key state is marked as released. These state changes can be used to determine the user's action.

[0101] Button position is used to record the location of virtual buttons on the screen. By recording the button positions, the exact location information of when a user presses or releases a virtual button can be determined. This helps to determine the user's precise operation intention and perform corresponding game actions.

[0102] The button duration is used to record the duration for which a user presses or releases a virtual button. By recording the button duration, the timing information of the user's button press can be obtained, allowing for adjustments to operational feedback or game actions based on the button duration.

[0103] The swipe operation is used to record data on the user's swipe actions on the virtual buttons. For example, a user can swipe on the virtual joystick to simulate the character's movement direction, or swipe on the slider to adjust game settings. The swipe operation data can include information such as the direction, distance, and speed of the swipe.

[0104] Understandably, by recording key press data, the system can obtain information about the user's actions on the virtual buttons in motion-sensing games. Furthermore, this key press data can be used to analyze user operating habits, evaluate the game's user experience, and provide a basis for generating subsequent game commands.

[0105] Specifically, after the motion-sensing game starts, the motion-sensing game app sends a data request to the Apple Watch app, indicating that it needs to obtain motion data. After receiving the data request from the motion-sensing game app, the Apple Watch app begins to collect motion data from the sensors on the watch (such as the accelerometer and gyroscope) and obtain button data. The watch app then transmits the collected motion data and button data back to the terminal.

[0106] S50, the terminal generates a movement command based on the motion data and a corresponding operation command based on the button data.

[0107] Specifically, the terminal analyzes the user's running movements using the acquired motion data to generate corresponding movement commands, such as running forward or backward. Simultaneously, it generates corresponding operation commands based on button data on the watch, such as using items or accelerating.

[0108] Furthermore, the terminal generates game control commands through algorithmic or logical processing based on motion data obtained from the Apple Watch and button operation data from the virtual buttons. Motion data can include information such as acceleration, posture, and direction, while button operation data from the virtual buttons can indicate actions such as pressing, releasing, and long-pressing.

[0109] S60. The terminal sends the movement command and the operation command to the motion-sensing game to execute the corresponding game operation.

[0110] Specifically, the terminal can encapsulate the generated game operation instructions for transmission over a network or communication. This may include packaging the instructions into a specific data format and adding identifiers or metadata to indicate the type and target of the instruction. The terminal then sends the encapsulated game operation instructions to the motion-sensing game via an appropriate communication method. The motion-sensing game receives and parses the instructions sent by the terminal. The game can then perform corresponding actions based on the type and content of the instructions, such as moving the character, accelerating, or using items.

[0111] By following the steps above, users can play games using their Apple Watch without any additional external devices. This method utilizes the Apple Watch's sensors and touchscreen / buttons, combined with communication between the watch app and the device, to achieve a motion-sensing gaming experience directly on the wrist.

[0112] It is understandable that the running motion-sensing game operation method based on Apple Watch in this application has the following advantages compared with motion-sensing games that use game controllers as command input:

[0113] 1. Convenience and Freedom: The technical solution of this application utilizes the Apple Watch as the operating device, eliminating the need for an additional game controller. Users only need to wear the Apple Watch to operate the game through virtual buttons and motion data on the watch, without being limited by a physical controller. This provides greater convenience and freedom, allowing users to play motion-sensing games anytime, anywhere, without needing to carry additional equipment.

[0114] 2. Simplified Operation Process: Traditional motion-sensing games typically require users to connect a game controller and then perform device pairing and calibration before starting the game. However, the technical solution in this application, using an Apple Watch, allows users to simply launch the motion-sensing game application. The watch application automatically connects to the game and displays virtual buttons on the watch screen, greatly simplifying the operation process and providing a faster and more direct way to launch the game.

[0115] 3. Independent Display Interface: Traditional motion-sensing game controllers typically rely on a main display device (such as a TV or computer screen) to display the game interface. However, the technical solution of this application utilizes the Apple Watch screen to dynamically display virtual buttons, allowing users to perform game operations directly on the watch screen. This independent display interface not only saves space and resources on the main display device but also provides users with a more personalized and private gaming experience.

[0116] 4. Multifunctionality and Interactivity: As a smartwatch, the Apple Watch possesses various sensors and functions to track users' movement, posture, and health data. The technical solution in this application acquires motion data from the Apple Watch and combines it with virtual button operations to provide more functionality and interactivity. Users can utilize the watch's sensors for more precise motion capture, enabling more detailed game operations. Simultaneously, health data can be integrated with motion-sensing games to provide a more personalized and health-conscious gaming experience.

[0117] In some embodiments, dynamically displaying virtual buttons on the Apple Watch screen includes:

[0118] S31. The terminal sends the motion-sensing game-related data to the Apple Watch. The game-related data includes preset button data and running status data.

[0119] Preset button data refers to predefined or set button information, including button type, style, position, and function. This button data aims to provide a default or standard button layout and configuration for motion-sensing games. For example, acceleration buttons and item buttons can be part of the preset button data. The preset button data can be optimized according to game design requirements and operating habits to provide an intuitive and easy-to-use game control method.

[0120] Running status data records relevant information during a user's run, describing the user's current running status. As mentioned earlier, running status data can include metrics such as speed, pace, distance, time, heart rate, and calorie consumption. This data can be acquired through sensors on the Apple Watch (such as accelerometer, gyroscope, and heart rate sensor) or through a connection to a device (such as via Bluetooth).

[0121] Specifically, preset button data provides the watch app with basic button information, such as button type, style, and location. This information is used to generate the appearance and layout of the virtual buttons, ensuring button recognizability and ease of use. Running data provides the opportunity to adjust the form of the virtual accelerator button. The watch app can adjust the display state of the accelerator button based on changes in running data.

[0122] Specifically, the device can transmit game-related data to the watch app when the motion-sensing game app is launched. This transmission can be done wirelessly, such as via Bluetooth or Wi-Fi Direct.

[0123] S32. The watch application generates an acceleration button on the screen that corresponds to the current running state based on the game-related data.

[0124] Specifically, the watch app calculates the shape (including button size, color, transparency, etc.) and position of the acceleration button that matches the current running status based on current running status data and preset button data, and displays it on the screen. In this way, users can intuitively see the acceleration button corresponding to their current status during running, providing a more personalized and realistic gaming experience.

[0125] The above solutions further enhance the game's interactivity and immersion. By dynamically displaying acceleration buttons corresponding to the current running state, users can better participate in the game and operate according to their own running status. This implementation method can increase the game's fun and challenge, and improve user engagement and experience.

[0126] In some embodiments, the preset button data includes the display parameters of the virtual buttons on the screen, and the display parameters include at least one of the following parameters: position, size, shape, color, and layout.

[0127] Specifically, the following is an explanation of the above display parameters:

[0128] Position: Preset button data specifies the location of the fire button on the screen. This can be a specific coordinate point on the screen or a position relative to the screen edge. By specifying the position, you can ensure that the fire button is displayed in the appropriate location, allowing users to easily touch and operate it.

[0129] Size: The size of the virtual buttons can be specified in the preset button data. The size of the button determines the size of its touchable area on the screen. Larger button sizes can increase touch accuracy and ease of use, while smaller button sizes can provide more screen space for other elements.

[0130] Shape: Preset button data can describe the shape of the shooting button. This can be a circle, square, oval, or other geometric shape. Different shapes can provide users with different tactile sensations and visual feedback.

[0131] Color: The color of the virtual buttons can be defined in the preset button data. The button colors can be set according to the style and theme of the game. By using different colors, the recognizability and attractiveness of the buttons can be increased, making them more eye-catching on the screen.

[0132] Layout: The layout of the virtual buttons can be determined from the preset button data. The layout specifies the relative position and arrangement of the buttons on the screen. Different layouts, such as horizontal, vertical, and grid layouts, can be used to arrange the position of the virtual buttons to meet the needs of game operation.

[0133] In some embodiments, the motion-sensing game has a regular running phase and an accelerated running phase.

[0134] Specifically, the normal running phase and the accelerated running phase are two distinct running phases set up in motion-sensing games to provide different gaming experiences and challenges. The accelerated running phase is the running phase that occurs after using the acceleration button, while the normal running phase is a separate running phase from the accelerated running phase.

[0135] Furthermore, an acceleration button corresponding to the current running state is generated on the screen, including:

[0136] The corresponding acceleration button is generated based on the cumulative running distance of each regular running phase.

[0137] Specifically, during the regular running phase, a threshold for cumulative running distance can be set. When the user's running distance reaches this threshold, the acceleration button will be activated, making the run available. When the acceleration button is triggered, the character will enter an accelerated running phase.

[0138] Specifically, during the running game, the watch app can generate corresponding acceleration buttons based on the cumulative running distance of each regular running phase. For example, when the user's running distance reaches the first threshold, the watch app will generate an acceleration button, which might be an arrow pointing forward, indicating that the user can accelerate. In this way, the shape of the acceleration button can gradually change according to the accumulated running distance, thus reflecting different running distances.

[0139] Understandably, by generating corresponding acceleration buttons based on the cumulative running distance of each regular running phase, motion-sensing games can provide a more personalized and realistic gaming experience tailored to the user's actual running condition. This design helps users perceive changes and progress during the run and respond to the acceleration buttons, increasing the game's challenge and enjoyment.

[0140] In some embodiments, dynamically displaying the virtual buttons on the screen further includes:

[0141] The system determines the available virtual buttons in the current game state based on the game logic and visually highlights the available virtual buttons.

[0142] Game logic, in this context, refers to the operational flow and decision-making process within the game. It defines the triggering conditions, judgment mechanisms, and response mechanisms for events within the game. Specifically, game logic defines the conditions that trigger specific events or behaviors. For example, when a player reaches a specific score, completes a task, or triggers a specific button, the corresponding event or behavior can be triggered.

[0143] The judgment mechanism determines how specific events are judged in the game. For example, it determines whether a player has successfully defeated an enemy, passed a level, or successfully completed a mission.

[0144] The response mechanism determines the game's behavior under specific events or conditions. For example, based on the player's actions or decisions, the game can provide rewards, switch scenes, or play animations.

[0145] Specifically, based on the current game logic and game scene data, the watch app can determine which virtual buttons are usable in the current game scenario. This includes determining available virtual buttons based on factors such as the player's position, character status, and item status.

[0146] Furthermore, once the game logic identifies available virtual buttons, the watch app visually highlights them to increase user visibility and operational accuracy. This can be achieved by changing the buttons' appearance, color, transparency, and flashing to differentiate them from other buttons on the screen and attract the user's attention. This highlighting makes it easier for users to identify which virtual buttons are currently available so they can perform the corresponding actions in the game.

[0147] Understandably, by determining available virtual buttons based on game logic and visually highlighting them, watch apps can provide a more intuitive and clear user interface. This allows users to more easily identify and operate virtual buttons that match the current game scenario, thereby enhancing gameplay and user experience. Furthermore, the identification and visual highlighting of available virtual buttons determined by game logic helps users quickly make the correct action choices in tense game environments.

[0148] In some embodiments, visually highlighting the available virtual buttons includes:

[0149] Based on the availability of the virtual buttons, the display size and / or transparency of the available virtual buttons on the screen are dynamically adjusted to make the available virtual buttons more prominent relative to the unavailable virtual buttons.

[0150] Among these, unavailable virtual buttons refer to virtual buttons that users cannot use or trigger under specific game scenarios or conditions. Below are some exemplary scenarios where virtual buttons are unavailable:

[0151] 1. Game Restrictions: The unavailability of virtual buttons may be due to limitations imposed by game rules or design. Game developers may disable or restrict the use of certain buttons in certain game scenarios or specific game phases. This could be to maintain game balance, increase challenge, or provide a specific gaming experience.

[0152] 2. Character Status: The availability of unavailable virtual buttons may be affected by the character's status. For example, when a character is immobilized, stunned, or in another state, certain buttons may be disabled or unresponsive. This can reflect the character's current capabilities or limitations, increasing the game's strategic and tactical depth.

[0153] 3. Item Usage: Unavailable virtual buttons may be related to the use or availability of items. Some buttons may require specific items or resources to trigger or use, and if the player does not have the corresponding items or resources, these buttons may be set to unavailable. This can encourage players to make resource management and strategic decisions in the game.

[0154] 4. Game Progression: The availability of unavailable virtual buttons may change as the game progresses. At different stages or levels of the game, some buttons may be unavailable initially, but players may unlock or gain permission to use them as the game progresses.

[0155] The presence of unavailable buttons adds depth and challenge to the game. It forces players to make adaptive and strategic decisions, while increasing the game's variability and complexity.

[0156] Specifically, the watch app determines the availability of each virtual button based on game logic or other relevant conditions. This might be based on information such as the player's location, character status, and item status to decide whether a button is available. For example, a certain button might only be available during a specific game phase or under specific conditions.

[0157] Once the available virtual buttons are identified, the watch app dynamically adjusts their on-screen display attributes, including size and / or transparency, based on their availability. Available virtual buttons may be set to a larger or brighter display to make them more visible and easier to touch on the screen. Inaccessible virtual buttons may be set to a smaller or dimmer display to reduce distraction or to alert the user to their unavailability.

[0158] Understandably, by dynamically adjusting the display size and / or transparency of available virtual buttons, the watch app enhances the salience of these buttons. This makes it easier for users to distinguish between available and unavailable buttons and quickly make the correct action selection. Through enhanced visual salience, users can focus more intently on interacting with the game and reduce ineffective touches on unavailable buttons. This implementation improves game playability and user experience, enabling users to participate more smoothly and receive better responsiveness.

[0159] In some embodiments, dynamically adjusting the display size and transparency of available virtual buttons on the screen based on their availability includes:

[0160] S110. When only the acceleration button is available, enlarge and center the acceleration button, while shrinking or hiding the item button.

[0161] In this scenario, the watch app will determine the game logic and highlight the acceleration button only when it is available. The watch app will increase the size of the acceleration button to make it more prominent and center it on the screen. Meanwhile, to reduce distraction or confusion, the item button may be shrunk or hidden, making the acceleration button the only virtual button the user focuses on and interacts with at this time.

[0162] S120. When only the item button is available, enlarge and center the item button, while shrinking or hiding the acceleration button.

[0163] In this scenario, the watch app will determine the game logic and highlight the item button only when it is available. The watch app will increase the size of the item button to make it more prominent and center it on the screen. Meanwhile, to avoid confusion, the acceleration button may be shrunk or hidden, making the item button the only virtual button the user focuses on and interacts with at this time.

[0164] S130. When the acceleration button and the item button are available at the same time, the acceleration button and the item button are displayed equally on the screen.

[0165] In this scenario, the watch app will determine the game logic and, when both the acceleration button and the item button are available simultaneously, display them evenly on the screen. The watch app will dynamically adjust the size and position of the acceleration and item buttons based on the screen size and layout, ensuring they are evenly distributed and allowing users to easily identify and operate these two buttons.

[0166] By dynamically adjusting the size and transparency of virtual buttons on the screen based on their availability, motion-sensing games can provide more intuitive and clear operation instructions. This design helps users quickly identify and use available buttons, improving game playability and user experience.

[0167] In some embodiments, dynamically displaying the virtual buttons on the screen further includes:

[0168] S210. At the beginning of the motion-sensing game, the acceleration button and the item button are generated and displayed sequentially on the screen according to a preset layout.

[0169] Specifically, at the beginning of the motion-sensing game, the watch app will generate and display the acceleration button and the item button in a preset layout. The preset layout consists of predefined button positions and shapes, used to display virtual buttons at the start of the game.

[0170] S220. While generating and displaying the acceleration button and the item button, display the function prompts for the corresponding virtual buttons.

[0171] Specifically, when generating and displaying the acceleration and item buttons, the watch app will show function prompts for the corresponding virtual buttons on the screen. These prompts can be text descriptions, icons, or other visual elements used to inform the user of the function and effect of pressing the button. For example, the acceleration button can display "Accelerate" or an upward arrow icon, while the item button can display the item name or a related icon.

[0172] Using the above approach, the watch app will generate and display acceleration and item buttons according to a preset layout at the beginning, and show corresponding function prompts on the screen to guide users in understanding the function of each button. This design helps users better understand the game's controls, accurately use the virtual buttons, and enhances the game's playability and user experience.

[0173] Furthermore, this invention also proposes a computer-readable storage medium, which can be any one or any combination of several of the following: hard disk, multimedia card, SD card, flash memory card, SMC, read-only memory (ROM), erasable programmable read-only memory (EPROM), portable compact disc read-only memory (CD-ROM), USB memory, etc. The computer-readable storage medium includes a running motion-sensing game operation program 10 based on Apple Watch. The specific implementation of the computer-readable storage medium of this invention is largely the same as the above-described running motion-sensing game operation method based on Apple Watch and the specific implementation of server 1, and will not be repeated here.

[0174] Those skilled in the art will understand that embodiments of the present invention can be provided as methods, systems, or computer program products. Therefore, the present invention can take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, the present invention can take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0175] This invention is described with reference to flowchart illustrations and / or block diagrams of methods, apparatus (systems), and computer program products according to embodiments of the invention. It will be understood that each block of the flowchart illustrations and / or block diagrams, and combinations of blocks in the flowchart illustrations and / or block diagrams, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, special-purpose computer, embedded processor, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, generate instructions for implementing the flowchart illustrations and / or block diagrams. Figure 1 One or more processes and / or boxes Figure 1 A device that provides the functions specified in one or more boxes.

[0176] These computer program instructions may also be stored in a computer-readable storage medium that can direct a computer or other programmable data processing device to function in a particular manner, such that the instructions stored in the computer-readable storage medium produce an article of manufacture including instruction means, which are implemented in a process Figure 1 One or more processes and / or boxes Figure 1 The function specified in one or more boxes.

[0177] These computer program instructions may also be loaded onto a computer or other programmable data processing equipment to cause a series of operational steps to be performed on the computer or other programmable equipment to produce a computer-implemented process, thereby providing instructions that execute on the computer or other programmable equipment for implementing the process. Figure 1One or more processes and / or boxes Figure 1 The steps of the function specified in one or more boxes.

[0178] Although preferred embodiments of the invention have been described, those skilled in the art, upon learning the basic inventive concept, can make other changes and modifications to these embodiments. Therefore, the appended claims are intended to be interpreted as including both the preferred embodiments and all changes and modifications falling within the scope of the invention.

[0179] Obviously, those skilled in the art can make various modifications and variations to this invention without departing from its spirit and scope. Therefore, if these modifications and variations fall within the scope of the claims of this invention and their equivalents, this invention also intends to include these modifications and variations.

Claims

1. An operation method of a running sensory game based on an Apple watch, characterized in that, include: When the motion-sensing game application is launched, the terminal sends a wake-up message to the paired Apple Watch; Upon receiving the wake-up message, the Apple Watch launches the watch application associated with the motion-sensing game application; When a motion-sensing game is launched in a motion-sensing game application, the watch application dynamically displays virtual buttons on the screen of the Apple Watch, including an acceleration button and an item button. The terminal obtains motion data and button data of the virtual buttons from the Apple Watch; The terminal generates movement commands based on the motion data and corresponding operation commands based on the button data; The terminal sends the movement command and the operation command to the motion-sensing game to execute the corresponding game operation; The virtual buttons dynamically displayed on the Apple Watch screen include: The terminal sends the motion-sensing game-related data to the Apple Watch, and the game-related data includes preset button data and running status data. The watch application generates an acceleration button on the screen that corresponds to the current running state, based on the game-related data; and The system determines the available virtual buttons in the current game state based on the game logic, and dynamically adjusts the display size and / or transparency of the available virtual buttons on the screen according to their availability, so that the available virtual buttons are more prominent than the unavailable virtual buttons. 2.The method according to claim 1, wherein, The preset button data includes the display parameters of the virtual buttons on the screen, and the display parameters include at least one of the following parameters: position, size, shape, color, and layout. 3.The method according to claim 1, wherein, The motion-sensing game has a regular running phase and an accelerated running phase; Generate acceleration buttons corresponding to the current running state on the screen, including: The corresponding acceleration button is generated based on the cumulative running distance of each regular running phase. 4.The method of claim 1, wherein, Based on the availability of the virtual buttons, dynamically adjust the display size and / or transparency of the available virtual buttons on the screen, including: When only the acceleration button is available, enlarge and center the acceleration button, while shrinking or hiding the item button; When only the item button is available, enlarge and center the item button, while shrinking or hiding the acceleration button; When the acceleration button and the item button are available at the same time, the acceleration button and the item button are displayed equally on the screen.

5. The running motion-sensing game operation method based on Apple Watch as described in claim 1, characterized in that, The method of dynamically displaying the virtual buttons on the screen further includes: At the beginning of the motion-sensing game, the acceleration button and the item button are generated and displayed sequentially on the screen according to a preset layout. While generating and displaying the acceleration button and the item button, the corresponding function prompts for the virtual buttons are also displayed.

6. An apple watch-based running sensory game operation device, characterized in that, The device includes a memory, a processor, and an Apple Watch-based running motion-sensing game operation program stored in the memory and executable on the processor. When the processor executes the Apple Watch-based running motion-sensing game operation program, it implements the Apple Watch-based running motion-sensing game operation method as described in any one of claims 1-5.

7. A computer readable storage medium characterized in that, The computer readable storage medium stores an apple watch-based running sensory game operation program, and the apple watch-based running sensory game operation program, when executed by the processor, implements the apple watch-based running sensory game operation method in any one of claims 1-5.