Game level trial playing method and device and electronic equipment

By displaying multiple players' completion videos in the game level and using the video progress bar and trial play controls to accurately select trial play clips, the problem of being unable to practice specific difficult points in traditional games is solved, and an efficient learning and operation experience is achieved.

CN120789666APending Publication Date: 2025-10-17NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510948009.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-07-09
Publication Date
2025-10-17

AI Technical Summary

Technical Problem

In high-difficulty game levels, when players learn equipment configuration strategies and operating skills by watching the completion videos of players on the leaderboard, they are unable to conduct targeted practice on specific difficult sections, resulting in low learning efficiency and increased trial and error costs.

Method used

A game level trial method is provided, which displays multiple players' level-clearing videos through a graphical user interface, responds to user operations to select the target player's level-clearing video, and accurately selects the trial clip through the video progress bar and trial control, starts the trial process, and realizes instant interactive operations with the video content.

Benefits of technology

It improves players' learning efficiency, reduces learning costs, enhances game operation skills and gaming experience, optimizes user interaction mode, and provides an efficient video content interaction mechanism.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a game level trial playing method. The game level trial playing method comprises the following steps: displaying pass-through videos of a plurality of players on a graphical user interface; in response to a selection operation on the customs clearance video of the target player, displaying a customs clearance video sub-interface, the customs clearance video sub-interface comprising the customs clearance video of the target player, a video progress bar and a test play control; in response to a first touch operation acting on the video progress bar, determining a trial play fragment of the customs clearance video; and in response to a second touch operation acting on the trial play control, starting a trial play process according to the trial play fragment. Through the method provided by the embodiment of the invention, the problem of low learning efficiency caused by the fact that only videos can be watched and actual operation cannot be performed in a traditional game is solved, the learning cost is reduced through the segmented trial playing function, and the game operation skills and game experience of a user are improved.
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Description

Technical Field

[0001] The present invention relates to the field of game technology, and in particular to a game level trial play method and device, a storage medium, and an electronic device. Background Art

[0002] In current high-difficulty game levels, players usually learn equipment configuration strategies and operating skills by watching the clearance videos of players on the leaderboard. However, in the existing technology, players can only watch the entire video and cannot conduct targeted practice on specific difficult segments. Since the clearance video is long and the operation details are dense, it is difficult for players to remember key steps (such as the order of skill release or timing control), resulting in low learning efficiency. In addition, the existing video playback interface lacks direct linkage with the trial play function. If players need to verify the feasibility of equipment configuration or operation, they still need to challenge again from the starting point of the level, and cannot quickly locate the card point segment with a high failure rate for repeated training. This model not only increases the cost of trial and error, but also causes a waste of time and energy. Therefore, there is an urgent need for a method that can combine the selection of key video segments with instant trial play operations to improve player learning efficiency and reduce practice costs.

[0003] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute prior art known to ordinary technicians in the field. Summary of the Invention

[0004] The purpose of the present invention is to provide a game level trial play method and device, storage medium, and electronic device, thereby overcoming one or more problems caused by the limitations and defects of related technologies to at least a certain extent.

[0005] According to one aspect of the present disclosure, a method for trial playing a game level is provided, wherein a graphical user interface is provided through a terminal device, the method comprising:

[0006] Displaying a plurality of players' clearance videos on the graphical user interface;

[0007] In response to a selection operation of a target player's clearance video, displaying a clearance video sub-interface, the clearance video sub-interface including the target player's clearance video, a video progress bar, and trial play controls;

[0008] In response to a first touch operation on the video progress bar, determining a trial play segment of the level-clearing video;

[0009] In response to a second touch operation on the trial play control, a trial play process is started according to the trial play segment.

[0010] According to another aspect of the present disclosure,

[0011] A game level trial device, the device comprising:

[0012] A display module is configured to display pass videos of multiple players on the graphical user interface.

[0013] A first response module is configured to display a pass video sub-interface in response to a selection operation on a pass video of a target player, the pass video sub-interface comprising the pass video of the target player, a video progress bar and a trial control.

[0014] A second response module is configured to determine a trial segment of the pass video in response to a first touch operation on the video progress bar.

[0015] A third response module is configured to start a trial process according to the trial segment in response to a second touch operation on the trial control.

[0016] According to another aspect of the present disclosure, a computer readable storage medium is provided, which stores a computer program, the computer program being executed by a processor to implement the game level trial method according to any one of the preceding aspects.

[0017] According to another aspect of the present disclosure, an electronic device is provided, comprising:

[0018] a processor, a display device; and

[0019] a memory configured to store executable instructions of the processor.

[0020] The processor is configured to execute the game level trial method according to any one of the preceding aspects by executing the executable instructions.

[0021] According to the game level trial method provided by the present application, the pass videos of multiple players are displayed on the graphical user interface; a pass video sub-interface is displayed in response to a selection operation on a pass video of a target player, the pass video sub-interface comprising the pass video of the target player, a video progress bar and a trial control; a trial segment of the pass video is determined in response to a first touch operation on the video progress bar; and a trial process is started according to the trial segment in response to a second touch operation on the trial control. According to the method provided by the present embodiment, a user can accurately select a key segment in a pass video of a skilled player and experience actual operation through graphical interaction, which not only solves the problem of low learning efficiency caused by the fact that only videos can be watched in traditional games and actual operation cannot be performed, but also reduces learning cost through segmented trial, improves the game operation skills and game experience of the user, and provides an efficient video content interaction mechanism for a game system, and optimizes the user interaction mode in computer games. BRIEF DESCRIPTION OF DRAWINGS

[0022] The above and other features and advantages of the present disclosure will become more apparent by describing in detail exemplary embodiments thereof with reference to the attached drawings. As apparent from the following description, the drawings are only schematic and are non-limiting. Various

[0023] Figure 1 is a cloud interaction system architecture diagram in an exemplary embodiment of the present disclosure;

[0024] Figure 2 is a flowchart of a game level trial method in an exemplary embodiment of the present disclosure;

[0025] Figure 3 is a schematic diagram of a pass video playing interface in an exemplary embodiment of the present disclosure;

[0026] Figure 4 is a schematic diagram of a pass video sub-interface in an exemplary embodiment of the present disclosure;

[0027] Figure 5 is a schematic diagram of a trial evaluation in an exemplary embodiment of the present disclosure;

[0028] Figure 6 is a component diagram of a game level trial device in an exemplary embodiment of the present disclosure;

[0029] Figure 7 is a structural schematic diagram of a computer readable storage medium in an exemplary embodiment of the present disclosure;

[0030] Figure 8 is a component diagram of an electronic device in an exemplary embodiment of the present disclosure. DETAILED DESCRIPTION

[0031] It should be noted that the embodiments and features of the embodiments in the present application can be combined with each other without conflict. The present application will be described in detail below with reference to the accompanying drawings and in combination with the embodiments.

[0032] In order to enable persons skilled in the art to better understand the present application, the technical solutions in the embodiments of the present application will be described clearly and completely below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. Based on the embodiments in the present application, all other embodiments obtained by persons skilled in the art without creative labor should fall within the protection scope of the present application.

[0033] It should be noted that the information (including but not limited to: user input information, etc., for example, information input by the user into the input box), data (including but not limited to data for analysis, stored data, displayed data, etc., for example, context code, all codes of the current project, service pressure corresponding to the operation on all codes of the current project, code development state of the current project) and signals involved in the present application are authorized by the user or fully authorized by all parties, and the collection, use and processing of related data need to comply with relevant laws, regulations and standards. For example, the context code, the operation on all codes of the current project, the service pressure corresponding to the operation, and the code development state involved in the present application are all obtained under full authorization.

[0034] It should be noted that the terms "first", "second", and the like in the specification and claims of the present application and the above-described drawings are used to distinguish similar objects, and do not necessarily have to be used to describe a specific order or sequence. It should be understood that the data thus used can be interchanged under appropriate circumstances, so that the embodiments of the application described herein can be implemented. In addition, the terms "include" and "have" and any variations thereof are intended to cover non-exclusive inclusion, for example, a process, method, system, product or device that includes a series of steps or units does not have to be limited to those steps or units clearly listed, but can include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0035] It should also be noted that various trigger events disclosed in the present specification can be pre-set, and different trigger events can trigger the execution of different functions.

[0036] In one embodiment of the present disclosure, a game level preview method can be run on a terminal device or a server. The terminal device can be a local terminal device. When the display control method is run on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device. As shown in Figure 1 FIG. 1 is a cloud interaction system architecture diagram provided by the present disclosure. As shown in the figure, the cloud interaction system can include a client device 10 and a server 20, wherein the client device 10 can be connected with the server 20 through a network 30.

[0037] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud gaming. Taking cloud gaming as an example, cloud gaming refers to a game mode based on cloud computing. In the running mode of cloud gaming, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the game level tryout method are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game picture. For example, the client device can be a display device close to the user side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server, the cloud gaming server runs the game according to the operation instructions, encodes and compresses the game picture and other data, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.

[0038] In an optional embodiment, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used for presenting a game picture. The local terminal device is used for interacting with the player through a graphical user interface, that is, a conventional game program is downloaded and installed on an electronic device and is run. The way in which the local terminal device provides the graphical user interface to the player can include various ways, for example, the graphical user interface can be rendered and displayed on the display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection. For example, the local terminal device can include a display screen used for presenting a graphical user interface including a game picture and a processor used for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0039] Figure 2 In this embodiment, a game level tryout method is provided. Figure 2 is a flowchart of the game level tryout method according to the embodiments of the present disclosure, as shown in Figure 2 The flowchart includes the following steps:

[0040] Step S1, displaying a plurality of players' pass videos on the graphical user interface;

[0041] Step S2, in response to a selection operation on a pass video of a target player, displaying a pass video sub-interface, the pass video sub-interface including the pass video of the target player, a video progress bar, and a tryout control;

[0042] Step S3, in response to a first touch operation on the video progress bar, determining a tryout segment of the pass video;

[0043] Step S4, in response to a second touch operation on the tryout control, starting a tryout process according to the tryout segment.

[0044] The method provided by the embodiment enables the user to accurately select key segments in the high-hand player's pass video and experience actual operation through graphical interaction, solves the problem of low learning efficiency caused by the inability to actually operate in traditional games, reduces the learning cost through the segmented trial play function, improves the user's game operation skills and game experience, and provides an efficient video content interaction mechanism for the game system, thereby optimizing the user interaction mode in computer games.

[0045] The above steps are described in detail below.

[0046] In step S1, pass videos of multiple players are displayed on the graphical user interface.

[0047] The graphical user interface is a visual interaction interface presented on the terminal device, which is used to show information to the user and receive the user's input operation. The graphical user interface can realize interaction with the user through click operation, sliding operation, long press operation and / or other operations. For example, the user can select different function options on the graphical user interface through click operation.

[0048] In an optional embodiment, the graphical user interface can be a special page in the game application, which is used to show game-related video content and interactive elements. For example, the graphical user interface can include a navigation bar at the top, a video display area in the middle, a function button area at the bottom, and other functional areas, which together constitute a complete user interaction environment.

[0049] In an optional embodiment, the graphical user interface can be adaptively adjusted according to different device sizes and resolutions to ensure good visual experience and operation convenience on different terminal devices. For example, on a mobile phone device, the graphical user interface will be reasonably arranged and sized to ensure that the user can easily operate each interface element with a finger.

[0050] In an optional embodiment, a pass video playing interface is displayed on the graphical user interface, and the pass video playing interface includes pass videos of multiple players. The pass video playing interface is an interface in the graphical user interface that is specially used to play and display video content of players passing game levels. The pass video playing interface can be interacted through click operation, sliding operation, long press operation and / or other operations. For example, the user can select the pass video to be watched through click operation.

[0051] In an optional embodiment, the completion video playback interface may include functional elements such as a video list area, a filter area, and sorting options. These elements help users more efficiently find and access the required completion video content. For example, the completion video playback interface may provide the ability to filter videos by level difficulty, completion time, or player ranking, allowing users to quickly find the video content that best matches their current needs.

[0052] In an optional embodiment, multiple player playthrough videos within the playthrough video interface can be displayed as thumbnails alongside key information, including the player's name, playthrough time, and character used, to help users quickly understand the video content and make selections. For example, within the playthrough video interface, each video item could display a representative frame as a thumbnail, along with the player's ranking and playthrough time, making it easier for users to assess the content's value.

[0053] In a specific application, such as Figure 3 The diagram shows a playthrough video interface. The interface features a "Leaderboard" heading at the top, displaying thumbnails of players' playthroughs sorted by their completion time. Each thumbnail is labeled with information such as the player's game ID, character type, completion time, and equipment configuration (such as skills and legendary equipment, which can be added to favorites or replaced with one click). By browsing through the playthrough video thumbnails of different players on this interface, users can gain a preliminary understanding of the progress of high-level players.

[0054] In step S2, in response to the selection operation of the target player's clearance video, a clearance video sub-interface is displayed, wherein the clearance video sub-interface includes the target player's clearance video, a video progress bar, and trial play controls.

[0055] The target player's playthrough video is a playthrough video of a specific player selected by the user from multiple players' playthrough videos. The target player's playthrough video can be selected by clicking, sliding, long pressing, and / or other operations. For example, the user can select a playthrough video of a specific player by clicking on the thumbnail of the playthrough video to select the target player.

[0056] In an alternative embodiment, the target player's playthrough video can be a record of a high-level player's game playthrough, as shown on the leaderboard. This video includes key information such as the player's control techniques, equipment build, and strategic choices. For example, the target player's playthrough video can be the complete playthrough of the fastest player to complete a specific level in the game, documenting how the player effectively navigated the various challenges within that level.

[0057] In an optional implementation, the clear video of the target player can be an officially recorded video authenticated by the game system, ensuring its authenticity and reference value, and avoiding users from learning incorrect or cheating operation methods. For example, the clear video of the target player can be automatically detected and manually reviewed by the game system to ensure that the video shows compliant game operation and does not use external programs or other unfair means.

[0058] The clear video sub-interface is a detailed interface for displaying the clear video of a specific target player and includes more video control and interaction functions. The clear video sub-interface can be interacted with through clicking operations, sliding operations, long-pressing operations, and / or other operations. For example, a user can control the play state of a video on the clear video sub-interface through a clicking operation.

[0059] In an optional implementation, the clear video sub-interface is a detailed display page focusing on a single video content, providing more rich video control functions and information display, and facilitating in-depth learning of the game skills of a specific player. For example, the clear video sub-interface can display detailed information of the currently played video, such as equipment details used by the player, skill combinations, level environment, and other parameters, to help users comprehensively understand the game strategy of the player.

[0060] In an optional implementation, the layout design of the clear video sub-interface focuses on user experience, taking video content as the main body, and reasonably arranging control elements to ensure that key game pictures are not blocked and the operation is convenient. For example, the clear video sub-interface sets the video play area in the central position, the control buttons and the progress bar at the bottom, and the additional information in the side or the floating layer, so that users can clearly watch the video content while easily operating the functions.

[0061] The video progress bar is an interactive control in the clear video sub-interface for indicating and controlling the video play progress. The video progress bar can be controlled through clicking operations, sliding operations, long-pressing operations, and / or other operations. For example, a user can adjust the video play position by dragging the progress indicator on the video progress bar through a sliding operation.

[0062] In an optional implementation, the video progress bar not only displays the current play progress, but also marks key battle nodes or important moments to help users quickly locate the key parts in the video. For example, the video progress bar can be marked with different colors or icons to indicate the boss battle stage, special event trigger points, and other important time nodes, so that users can intuitively understand the structure of the video content.

[0063] In an optional implementation, the video progress bar has high-precision time control capability, supporting the user to accurately locate to a specific frame in the video, facilitating the analysis of the key operation opportunity. For example, the video progress bar can support fine-tuning function. When the user long-presses and moves slightly, the video progress bar can advance or retreat in smaller time units, ensuring that the key operation moment can be accurately captured.

[0064] The try-play control is an interactive button or other UI element in the clear video sub-interface for starting the game try-play function. The try-play control can trigger the try-play function through a click operation, a sliding operation, a long-press operation, and / or other operations. For example, the user can click the try-play button through a click operation to start the try-play of the currently selected video segment.

[0065] In an optional implementation, the try-play control can be a prominent button in the interface, usually located near the video control area, with an explicit visual prompt indicating that its function is to convert the watching mode to the actual game operation mode. For example, the try-play control can be a button with the "try-play" text and a gamepad icon, with a prominent color, located in the operation bar below the video player. After the user clicks, the watching state can be switched to the actual game operation state.

[0066] In an optional implementation, the try-play control can dynamically change its availability according to the current video state and the user-selected try-play segment, ensuring that the user can start the try-play function only under appropriate conditions. For example, when the user has not selected a valid try-play segment, the try-play control can be in a disabled state. Once the user successfully marks at least one valid try-play segment, the try-play control will change to an available state and change the color to prompt the user that the operation can be performed.

[0067] In a specific application, when the terminal device detects that the user clicks the clear video thumbnail of the player ranked first, "War God Immortal", the clear video sub-interface is displayed, as shown in FIG. 6. The sub-interface has a high-definition clear video of "War God Immortal" completing the 90th layer of the Great Secret Realm, and a progress bar with time marks below the video. Several key battle nodes have been marked on the progress bar, including "Stage 1 Battle", "Stage 2 Battle", and "Boss Room Final Battle". There is a prominent "try-play" button in the lower left corner of the interface. The user can click this button to enter the actual game operation environment after selecting the try-play segment, and click the blank area to close the clear video sub-interface. Figure 4

[0068] In step S3, in response to the first touch operation acting on the video progress bar, the try-play segment of the clear video is determined.

[0069] ​The first touch operation is a touch interaction action performed by the user on the touch screen for the video progress bar. The first touch operation can be realized by clicking operation, sliding operation, long pressing operation and / or other operations to operate the video progress bar. For example, the user can drag a finger on the video progress bar to locate a specific video time point by sliding operation.

[0070] In an optional embodiment, the first touch operation can be a series of combined touch actions for precisely defining the start and end positions of the trial segment, including horizontal sliding positioning, long pressing confirmation, up and down sliding marking, etc. For example, the user can first horizontally slide to a certain time point in the video, and then slide the finger up to mark the point as the start point of the trial segment while keeping the screen contact.

[0071] In an optional embodiment, the first touch operation design takes into account the accuracy and ease of use of the touch operation, and through reasonable touch feedback mechanism, helps the user to accurately select the key moment in the video. For example, when the user performs horizontal sliding, the system will display the game screen thumbnail and timestamp corresponding to the current time point above the finger, helping the user to accurately position; when the user performs up or down sliding marking action, there will be obvious visual and vibration feedback to confirm the success of the marking.

[0072] The trial segment is a specific time interval selected by the user from the clear video as the content range of subsequent game trial. The trial segment can be defined and adjusted by clicking operation, sliding operation, long pressing operation and / or other operations. For example, the user can mark the start and end time points of the trial segment in the video by a specific combination of touch operations.

[0073] In an optional embodiment, the trial segment represents the game content segment that the user wants to experience and practice personally, usually the difficult part or specific battle scene in the video, which will be reconstructed by the system into an interactive game environment. For example, the trial segment can be the BOSS battle part in the clear video, and the user wants to try to defeat the BOSS by operating personally.

[0074] In an optional embodiment, the trial segment is a continuous time interval determined by the system on the video time axis according to the user's marking instruction, and the game content corresponding to the interval will be converted into an actually operable game scene. For example, when the user marks the time interval from 2 minutes and 30 seconds to 3 minutes and 45 seconds in the video as the trial segment, the system will accurately record the game state information in this time interval, including character state, enemy position, scene layout, etc., to prepare for the subsequent trial link.

[0075] In one specific application, while watching a playthrough video of a player named "Immortal God of War," a user discovered that the player had a unique skill combo for the final boss. Wanting to try this out, the user pressed and swiped horizontally on the video progress bar to the start of the boss fight, then swiped up to mark this point as the start of a trial play segment. The system immediately displayed a small window above the progress bar containing the game footage at that point, confirming the mark. The user then continued watching the video, swiped to the end of the combo, and swiped down to mark this point as the end of the trial play segment. In this way, the user successfully created a trial play segment containing the complete boss fight technique.

[0076] In step S4, in response to a second touch operation on the trial play control, a trial play process is started according to the trial play segment.

[0077] The second touch operation is a touch interaction performed by the user on the trial play control. The second touch operation can trigger the trial play function by clicking, sliding, long pressing, and / or other operations. For example, the user can click the trial play button to start the game trial process.

[0078] In an alternative embodiment, the second touch control is typically a clear confirmation action, indicating that the user has completed the selection of the trial clip and wishes to transition from viewing mode to actual game play mode. For example, after confirming the selection of the appropriate trial clip, the user clicks the "Start Trial" button on the interface. The system will receive this touch control and begin preparing the trial play environment.

[0079] In an optional implementation, the second touch action may trigger a confirmation dialog box, presenting the user with basic information about the trial segment and a hint about the potential difficulty, allowing the user to prepare before officially entering the trial. For example, after the user clicks the Trial button, the system may pop up a dialog box stating, "You are about to experience the boss battle on the 90th floor of the Great Secret Realm in 'Immortal God of War'. This segment is quite difficult. Do you confirm your entry?" and provide two options: "Confirm" and "Cancel."

[0080] The trial play process is a game state in which the system recreates the corresponding game scene based on the user's selected video clip and allows the user to actually operate the game. The trial play process can be interactively controlled through clicks, swipes, long presses, and / or other operations. For example, after starting the trial play process, the user can control the character to fight using standard game operations.

[0081] In an optional embodiment, the trial process is a special game running mode that does not start from the initial state of the level, but from the game state corresponding to the video segment selected by the user, allowing the user to directly experience a specific game scene. For example, if the user selects the BOSS battle part in the original video as the trial segment, the trial process will start directly from the state where the BOSS battle starts, including the correct character position, health points, skill cooling state, and the state of the BOSS, etc.

[0082] In an optional embodiment, the trial process will restore the game state in the video as much as possible, including equipment configuration, skill layout, scene elements, etc., to ensure that the user can try to operate under the same conditions as in the video. For example, the system will load the same character, equipment and skill settings used by the player in the video, even including the skill cooling state and resource value at that moment, so that the trial experience is as close as possible to the game state in the original video.

[0083] In a specific application, after the terminal device detects that the user clicks the trial control, the screen briefly displays the prompt "Loading trial environment…", and then the interface switches to a game operation interface that is almost the same as the original video screen. In this interface, the position, health points, and skill cooling state of the character controlled by the user are completely consistent with the marked time point in the video. The top of the interface displays the prompt "Trial mode: BOSS battle segment" and a countdown bar showing the remaining trial time. The user can now challenge this BOSS battle according to his own operation method and try to reproduce or surpass the performance of the player in the original video.

[0084] In a game level trial method provided in an embodiment of the present application, determining the trial segment includes:

[0085] Step S21, in response to the combined touch control action including horizontal sliding and sliding operation in the first preset direction with respect to the video progress bar, marking the starting node on the video progress bar;

[0086] Step S22, in response to the combined touch control action including horizontal sliding and sliding operation in the second preset direction with respect to the video progress bar, marking the ending node on the video progress bar;

[0087] Step S23, generating the trial segment including time interval identification according to the starting node and the ending node.

[0088] By the method provided by the embodiment, the user can accurately define the range of the trial play segment through an intuitive combination touch gesture, and the operation process is simplified and the marking accuracy is improved. The innovative interaction not only optimizes the operation experience of the user when selecting the video segment, but also improves the accuracy and pertinence of the trial play content through the explicit time interval identification, solves the technical problem that the traditional video interception interaction is complex and not intuitive, and provides a smoother and more efficient game learning path for the user.

[0089] The above scheme will be described in detail below.

[0090] In step S21, in response to the combination touch action including the lateral sliding and the sliding operation in the first preset direction with respect to the video progress bar, the starting node is marked on the video progress bar. The first preset direction is an arbitrary direction set by a person, such as upward, downward, or a preset angle direction.

[0091] The combination touch action is a composite gesture combining multiple basic touch operations, and is used to perform a specific function. The combination touch action can be realized by the combination of clicking operation, sliding operation, long pressing operation, and / or other operation modes. For example, the user can mark the starting node through the combination touch action of first lateral sliding and then upward sliding.

[0092] In an optional embodiment, the combination touch action is a composite gesture combining the lateral sliding and the vertical sliding in a specific order, and is specially used to accurately mark a specific position on the video progress bar. The lateral sliding is used to position the video time point, and the vertical sliding direction is used to distinguish whether to mark the starting node or the ending node. For example, the user can first slide left and right on the video progress bar to find the desired time point, and then perform an obvious upward sliding action while keeping the finger in contact with the screen, and the system recognizes the instruction of marking the starting node.

[0093] In an optional embodiment, the combination touch action not only supports continuous gesture combination (such as directly upward sliding or downward sliding after completing the lateral sliding in a single touch), but also supports a step-by-step operation process (such as first positioning by lateral sliding, then lifting the finger, and then marking the node by upward sliding or downward sliding after long pressing the position), to meet the operation habits of different users. For example, some users may be more accustomed to single and continuous gesture operation, and some other users may be more accustomed to step-by-step accurate operation, and the system can recognize and respond to both.

[0094] The starting node is the starting position of the trial play segment marked by the user, and corresponds to a specific time point in the video. The starting node can be marked by clicking operation, sliding operation, long pressing operation, and / or other operation modes. For example, the user can mark the starting node through the combination operation of lateral sliding and upward sliding.

[0095] In an optional embodiment, the starting node is the position marked by the user on the video timeline, corresponding to a specific time point and game state in the video. The system records detailed information of this time point, including video time code, corresponding game scene state, character position and state parameters, etc., to provide accurate starting conditions for subsequent practice processes. For example, when the user marks 3 seconds before the start of a BOSS battle as the starting node, the system records the complete game state at this time point, including character position, orientation, skill cooling state and other parameters.

[0096] In an optional embodiment, the starting node not only contains time information, but is also automatically associated with key game events in the video, such as the start of a battle, the release of a BOSS skill, or the triggering of a special mechanism, etc. important time points, helping users more accurately capture game segments that need to be practiced. For example, the system detects that the starting node marked by the user is exactly the preparation stage before the BOSS releases a large range skill, and intelligently associates it with the event to ensure that the user can handle this key challenge calmly during practice.

[0097] In a specific application, when a user watches a 15-minute dungeon completion video in the video sub-interface, he finds that a key BOSS battle starts at the 8th minute. The terminal device detects that the user first performs a horizontal sliding operation on the video progress bar to accurately position the video playback position to the preparation stage before the start of the BOSS battle; then the user keeps his finger in contact with the screen and performs an obvious upward sliding operation, and the terminal device recognizes this combination of touch control actions and marks the starting node at the corresponding position of the video progress bar, while a prompt "Starting point marked: 08:12" pops up above the screen, indicating that the starting position of the practice segment has been successfully marked.

[0098] In step S21, in response to the combination of horizontal sliding and sliding operation in the second preset direction on the video progress bar, the starting node is marked on the video progress bar. The second preset direction is an arbitrary direction set by humans, such as upward, downward, or a preset angle direction. The second preset direction and the first preset direction are different set directions.

[0099] The ending node is the end position of the practice segment marked by the user, corresponding to a specific time point in the video. The ending node can be marked by clicking, sliding, long pressing and / or other operation methods. For example, the user can mark the ending node by a combination of horizontal sliding and downward sliding.

[0100] In an optional implementation, the end node is a user marked end position of the trial segment on the video timeline, corresponding to another specific time point and game state in the video, which together with the start node defines the range of the video segment that the user wants to play. The system will also record the detailed game state information at this time point for evaluating the trial completion condition and effect comparison. For example, when the user marks the start time of the victory animation after the end of the BOSS battle as the end node, the system will take this state as the target completion state of the trial segment.

[0101] In an optional implementation, the end node marking supports intelligent adjustment function. When the user marks a position close to the end point of a certain key game event (such as battle victory, stage completion, etc.), the system will suggest automatic alignment to these logically complete end points to ensure the integrity of the trial experience. For example, if the user marks the end node at a time after the BOSS battle victory but before the reward is displayed, the system will prompt the user whether to adjust to the complete end position containing the reward display.

[0102] In step S23, the trial segment containing the time interval identifier is generated according to the start node and the end node.

[0103] Among them, the time interval identifier is visual information representing the start and end time of the trial segment. The time interval identifier can be viewed or modified through click operation, sliding operation, long press operation and / or other operation modes. For example, the user can view the detailed information of the time interval identifier through click operation.

[0104] In an optional implementation, the time interval identifier is a visual element automatically generated by the system according to the start node and the end node marked by the user, which is used to intuitively display the time range and position of the selected trial segment in the entire video, usually in the form of highlighted section on the progress bar, time code label or special color mark, etc. For example, the system may highlight the part between the start node and the end node on the video progress bar with different colors, and label the specific time range such as "08:12-10:45" near the progress bar.

[0105] In an optional embodiment, the time interval identifier not only displays time information, but also associates with the display of a key game event label in the interval, such as "Boss Battle - Ice Giant", "Second Stage of Dungeon", and other descriptive information, to help users more clearly identify and manage multiple playtest segments. For example, when the user marks multiple playtest segments, each segment is distinguished by different colors on the video progress bar, and is accompanied by a brief descriptive label, facilitating user selection and management. In a specific application, after the user marks the start node (08:12) of the boss battle in the walkthrough video, the user continues to watch the video until the boss is defeated (10:45), then performs a horizontal swipe to position to this time point, and performs a clear downward swipe operation. The terminal device recognizes this combination of touch actions, marks the end node on the video progress bar, and displays the prompt "End point marked: 10:45" below the progress bar. Subsequently, the terminal device automatically processes the two marked points, highlights the interval from 08:12 to 10:45 in blue on the video progress bar, and adds the label "Ice Giant Battle (2 minutes 33 seconds)" above the highlighted area, generating a playtest segment with clear time interval identification. The user can intuitively see the playtest range he selected, and confirm it before proceeding with subsequent playtest operations.

[0106] In a specific application of the present embodiment, the terminal device detects that the user first positions to an important battle scene at the 8th minute of the video by horizontal swipe, and then performs an upward swipe operation during the playback of the walkthrough video. The terminal device immediately marks the start node at the current position of the video progress bar, and displays the prompt "Start point: 08:23" above the screen. Subsequently, the user continues to watch the video to the end of the battle at the 10th minute, performs a horizontal swipe to position, and then performs a downward swipe operation. The terminal device marks the end node on the video progress bar, and displays the prompt "End point: 10:53" below the screen. The system immediately highlights the interval from 08:23 to 10:53 in blue on the video progress bar, and adds the label "Elite Monster Battle (2 minutes 30 seconds)" above the area, successfully generating a playtest segment with clear time interval identification. This intuitive interaction allows the user to precisely define the game segment he wants to playtest, greatly improving the convenience and accuracy of the operation.

[0107] In the game level trial playing method provided in an embodiment of the present application, when the start node is marked, a start timestamp prompt box is displayed in a third preset direction relative to the video progress bar; when the end node is marked, an end timestamp prompt box is displayed in a fourth preset direction relative to the video progress bar; and the prompt box contains a game scene thumbnail corresponding to a video frame. Through the method provided in the embodiment, the user can intuitively obtain the time and content information of the marked node, the accuracy and operation convenience of node marking are improved, the interactive experience of the user in the trial playing segment selection process is enhanced, and the accessibility and learning efficiency of the game content are improved through the visual game scene thumbnail assistance, so that the technical problem of being difficult to accurately locate a key segment in a traditional game video watching process is effectively solved.

[0108] The above scheme is described in detail below.

[0109] The third and fourth preset directions are an artificial direction arbitrarily set by a user, such as upward, downward, or a preset angle direction. The third preset direction and the fourth preset direction are different preset directions.

[0110] The start timestamp prompt box is a graphical user interface element displayed above the video progress bar, and is used to display the time information and scene preview information of the marked start node.

[0111] In an optional embodiment, the start timestamp prompt box is an information display control containing time information and scene preview, and is used to help the user accurately locate and confirm the start marking point in the video. For example, when the user marks the start node on the video progress bar through the combination of the horizontal sliding and upward sliding operation touch actions, the terminal device immediately displays a semi-transparent rectangular prompt box above the video progress bar, which contains time point information such as "00:45", indicating that the user has marked the start point at 45 seconds of the video.

[0112] In an optional embodiment, the start timestamp prompt box adopts a visually prominent design style to ensure that the user can clearly identify the marked start position, and can contain specific color coding and visual identification. For example, the terminal device designs the start timestamp prompt box as a green outline semi-transparent rectangular box, displays specific time information such as "02:13" inside, and adds a "start" text label or a green marking icon in the box, so that the user can intuitively distinguish that this is the start node and not the end node, and the operation efficiency of the user in marking the nodes in a complex game video is improved.

[0113] In a specific application, when a user is watching a top-ranked player's walkthrough video of a large dungeon, the user finds a key combat skill at the time point "03:25" in the video that he wants to learn. The user holds and swipes the video progress bar to the position, and then performs a swipe-up operation to mark the point as the starting node of the trial segment. At this time, the terminal device immediately displays a starting timestamp prompt box above the video progress bar, which clearly displays the timestamp "03:25" to confirm that the user has accurately marked the desired time point.

[0114] In a specific application, when a user is watching a top-ranked player's walkthrough video of a large dungeon, the user finds a key combat skill at the time point "03:25" in the video that he wants to learn. The user holds and swipes the video progress bar to the position, and then performs a swipe-up operation to mark the point as the starting node of the trial segment. At this time, the terminal device immediately displays a starting timestamp prompt box above the video progress bar, which clearly displays the timestamp "03:25" to confirm that the user has accurately marked the desired time point.

[0115] In an optional implementation, the ending timestamp prompt box is an interface element corresponding to the starting timestamp prompt box, but its position and visual style are different, used to clearly identify the ending point of the trial segment. For example, when the user marks the ending node on the video progress bar by a combination of swipe and swipe-down touch actions, the terminal device displays a semi-transparent prompt box with a red border below the video progress bar, which displays time point information such as "01:30", indicating that the user has marked the ending point at 1 minute and 30 seconds in the video.

[0116] In an optional implementation, the ending timestamp prompt box has a design feature that is different from the starting timestamp prompt box, which facilitates the user to intuitively distinguish between the two different types of node markings. For example, the terminal device designs the ending timestamp prompt box as a rectangular box with a red or orange border, which displays specific time information such as "04:25" inside, and contains a "end" text label or a stop symbol icon, so that the user can clearly identify that this is the ending point of the trial segment, avoiding visual confusion with the starting node, and improving the user's operation accuracy when marking multiple segments.

[0117] In a specific application, after marking the starting node, the user continues to watch the video and decides to mark the ending node at "04:15", because it is the ending point of a combat phase. The user holds the video progress bar and swipes to the time point, and then performs a swipe-down operation. The terminal device immediately displays an ending timestamp prompt box below the video progress bar, which displays the time information "04:15", and the user confirms that the desired ending position has been correctly marked by viewing the prompt box, thereby completing the trial segment marking of the key combat process from "03:25" to "04:15".

[0118] In a specific application, after marking the starting node, the user continues to watch the video and decides to mark the ending node at "04:15", because it is the ending point of a combat phase. The user holds the video progress bar and swipes to the time point, and then performs a swipe-down operation. The terminal device immediately displays an ending timestamp prompt box below the video progress bar, which displays the time information "04:15", and the user confirms that the desired ending position has been correctly marked by viewing the prompt box, thereby completing the trial segment marking of the key combat process from "03:25" to "04:15".

[0119] In an optional embodiment, the game scene thumbnail is a reduced-size image presentation of the video frame corresponding to the marked time point, which can help the user visually confirm the specific game scene of the selected time point. For example, when the user marks the start or end node, the corresponding prompt box not only displays the time information, but also contains a small preview window with an approximate 16:9 ratio, which displays a thumbnail of the game screen at that time point, such as a game screen showing the character releasing a specific skill, facing a specific boss, or being at a specific map location.

[0120] In an optional embodiment, the game scene thumbnail has high information value and helps the user accurately identify and confirm the key game moments through intuitive visual presentation. For example, the terminal device highlights key game elements on the thumbnail, such as the current character's health percentage, skill cooldown status, and important information such as the current combat stage, and uses high-definition compression algorithms to ensure that enough details can be clearly displayed even in a small size, allowing the user to accurately determine whether it is the game scene they want to mark through the thumbnail.

[0121] In a specific application, the user wants to mark the start and end segments of a specific boss battle for repeated practice. When the user marks the start node, the terminal device not only displays the time information "05:20" in the start timestamp prompt box above the video progress bar, but also displays a game scene thumbnail that clearly shows the character facing the boss and preparing to release the opening skill. Similarly, when the user marks the end node, the terminal device displays the time information "07:10" in the end timestamp prompt box below the video progress bar, and also displays a game screen thumbnail of the boss being defeated. Through these visual aids, the user can accurately confirm and mark the complete boss battle process they want to practice.

[0122] In an embodiment of the game level trial method provided in the present application, the starting the trial process according to the trial segment further includes:

[0123] In response to a second touch operation on the trial control, the character equipment configuration of the target player is loaded, and the equipment configuration includes at least one of the following:

[0124] an equipment combination identical to that of the target player;

[0125] an equipment combination based on attribute equivalent replacement of the equipment of the target player;

[0126] an equipment combination adjusted by the user.

[0127] The method provided by the embodiment enables the player to experience the game content in a manner close to the actual game configuration of the senior player, effectively solving the problem that the player cannot accurately reproduce the operation skills and equipment collocation of the senior player. By providing multiple equipment collocation options, the accuracy of the equipment of the senior player is ensured, and the adaptability of the personal game habits of the player is also taken into account, effectively improving the interactive experience and content richness of the game, and solving the technical problems of high learning cost and low practice efficiency in the field of computer games.

[0128] The above scheme is described in detail below.

[0129] The character equipment collocation is a combination of various props, weapons, armor and other in-game items equipped by the player character in the game, which directly affects the various attribute parameters and battle performance of the game character in the game. The character equipment collocation usually includes multiple equipment slots, each slot can be equipped with a corresponding type of game item, and these items together constitute a complete equipment combination system, which can comprehensively affect the battle power, survival ability and special skill effect of the game character. Reasonable collocation of the character equipment collocation is crucial for the performance of the player in the game, and is one of the key factors to determine whether the game difficulty level can be passed smoothly.

[0130] In an optional embodiment, the character equipment collocation can include a combination of main weapons, secondary weapons, helmets, chest armor, gloves, shoes, jewelry and other equipment slots, and the equipment of each slot has different attribute additions and special effects. For example, in a role-playing game, the equipment collocation of the target player can include a legendary quality "Storm of Anger" main weapon, an epic quality "Dragon Bone Armor", and a rare quality "Agile Boots" and other equipment items, and the combination of these equipment collectively constitutes the overall battle power and skill effect of the player character.

[0131] In an optional embodiment, the character equipment collocation can also include more complex equipment combination elements such as skill collocation, talent tree selection, and gem embedding scheme. These elements cooperate with each other to form a synergistic effect, further enhancing the battle capability of the character. For example, in a certain large-scale multiplayer online game, in addition to the basic equipment, the target player can also select a specific skill combination such as "Ice Star" combined with "Arcane Enhancement" talent, and embed multiple "Critical Strike Enhancement Gems" in the equipment, and these complex configurations collectively determine the unique battle style and pass strategy of the player in the game.

[0132] An identical equipment combination to the target player's is defined as one in which the system loads the same equipment configuration as the target player's equipment in the video during the trial, in terms of type, quality, attributes, and appearance. This equipment combination fully replicates the target player's equipment state as seen in the playthrough video, ensuring the trial experience is highly consistent with the original video's gameplay environment, helping players accurately learn the target player's operating techniques and strategies.

[0133] In one alternative embodiment, having the same equipment combination as the target player means that the system needs to precisely replicate every item of equipment used by the target player, including its rank, enhancement level, enchantment effects, and other details. For example, in an action role-playing game, if the target player uses a +10 enhancement level "Dragon Slayer Sword", a full-star rarity "Indestructible Armor", and auxiliary equipment with a specific set effect, then during the trial play, the system will load the same equipment combination for the current player according to this configuration.

[0134] In an alternative embodiment, the process of loading an identical equipment set to the target player may involve checking whether the current player already possesses the equipment. If not, the equipment is temporarily authorized for use only during the trial period. For example, in a collectible role-playing game, even if the current player does not yet possess the target player's exclusive five-star character "Thor" and his exclusive weapon, the system will temporarily grant access to the character and equipment during the trial period to ensure the integrity of the trial experience.

[0135] Among them, the equipment combination based on the target player's equipment with equivalent attributes is provided by the system when the target player's equipment cannot be completely copied. The system provides a set of replacement equipment with basically the same key attributes and effects, but may differ in specific equipment items. This equipment combination retains the core attributes and characteristics of the original equipment while providing a viable alternative for players with different conditions.

[0136] In an alternative embodiment, attribute equivalent replacement may involve finding a replacement among the current player's equipment that has similar or equivalent key attributes to the target player's equipment. For example, if the target player is using the "Eye of Judgement" weapon, which provides 30% critical strike rate and 80% critical strike damage, and the current player does not have this weapon, the system may select the "Blade of Vengeance" that the current player owns, which provides 28% critical strike rate and 75% critical strike damage, as a replacement to match the original equipment's attributes as closely as possible.

[0137] In an optional embodiment, the attribute equivalent replacement not only considers the attribute matching of single equipment, but also considers the synergistic effect and suit effect of the overall equipment combination. For example, if the target player uses the "Dragon Knight" four-piece suit equipment to obtain a certain suit bonus, but the current player lacks two pieces, the system can recommend a mixed solution of "Dark Knight" two-piece suit and "Dragon Knight" two-piece suit to obtain similar overall attribute bonus effect.

[0138] Among them, the user self-defined adjusted equipment combination is an equipment combination that allows the current player to make personalized adjustments and modifications based on the equipment configuration of the target player before the trial, to adapt to personal game habits and preferences. This equipment combination not only retains the value of reference learning, but also increases the flexibility of personalized experience.

[0139] In an optional embodiment, user self-defined adjustment can include replacing or modifying part of the items in the target player's equipment while keeping other key equipment unchanged. For example, in a role action game, the player may be used to using his own familiar "Storm Greatsword" instead of the "Flame Spear" used by the target player, but still wants to keep the configuration of the target player's armor and accessories, and the system allows such partial equipment self-defined replacement.

[0140] In an optional embodiment, user self-defined adjustment can also include adjustment of secondary attributes such as equipment enhancement level, enchantment effect, and gem inlay. For example, in a certain massively multiplayer online game, the player may want to use the same kind of equipment as the target player, but adjust the enhancement level or gem arrangement to adapt to his own game style, and the system will support such more detailed equipment parameter adjustment.

[0141] In a specific application, after the player clicks the trial control, the terminal device first detects whether the player's account already has all the equipment used by the target player. If the player has complete equipment, the system defaults to "the same equipment combination as the target player"; if some key equipment is missing, the terminal device will automatically calculate and provide "an equipment combination based on attribute equivalent replacement of the target player's equipment", and display an equipment preview interface to allow the player to further "user self-defined adjustment". The player can view the detailed attribute comparison of the three equipment schemes on this interface and make a selection or fine-tune according to personal preference. After confirming the equipment configuration, the terminal device loads the selected equipment combination and starts the game trial process according to the previously determined trial segment.

[0142] In an embodiment of the application, a game level trial method is provided, and the level passing video sub-interface further includes a play control. The method further includes:

[0143] Step S51, in response to a third touch operation acting on the play control, playing the level passing video from the current marker node.

[0144] Step S52, superimposed display of the skill release timeline of the target player during the playing process.

[0145] The method provided by the embodiment enables accurate playing from a specific mark node through a playing control, and superimposed display of skill release timeline information, thereby improving the interactive experience, enabling the player to more intuitively understand the operation timing and skill release rhythm of a skilled player, improving the richness of the game, providing more detailed learning reference information for the player, and solving the computer field technical problems of traditional video playing that cannot be accurately positioned and lack of operation guidance information.

[0146] The above scheme will be described in detail below.

[0147] In step S51, the pass video is played from the current mark node in response to a third touch operation on the playing control.

[0148] The playing control is an interactive interface element for controlling the playing state of the video. The playing control usually includes interface components such as a playing button and a pause button, and is used to control the playing state of the video in response to the operation instruction of the user. The playing control can be realized by means of clicking operation, sliding operation, long pressing operation and / or other operations. For example, the playing control is triggered by clicking operation, thereby realizing the function of playing the pass video from the current mark node.

[0149] In an optional embodiment, the playing control is specifically an interactive button component in the pass video sub-interface, which provides the user with convenient video playing control function, and has the function of responding to the touch operation of the user and triggering the corresponding playing instruction. For example, the playing control can be a circular playing button located in the bottom control bar of the pass video interface. When the user clicks the button, the terminal device detects the touch operation and executes the instruction of playing the pass video from the current mark node.

[0150] In an optional embodiment, the playing control is specifically a comprehensive control component integrating multiple playing control functions, which has the function of identifying different types of touch operations and executing corresponding playing instructions, and is used to uniformly manage the state conversion of video playing. For example, the playing control can include multiple sub-controls such as a playing / pausing switching button, a fast-forward button and a fast-rewind button. The user can play the pass video content of the target player from the starting node position marked by clicking the playing button.

[0151] The third touch operation is a specific interactive action of the user acting on the play control. The third touch operation is an independent interaction mode different from the first touch operation and the second touch operation, and is used to trigger the play function. The third touch operation can be realized by a click operation, a sliding operation, a long press operation and / or other operations. For example, the third touch operation is realized by a click operation, and the video play function is started in response to the user clicking the play control.

[0152] In an optional embodiment, the third touch operation is specifically a click action of the user's finger contacting the surface of the play control and quickly leaving, which is used to convey the user's intention to start playing the video to the system, and has the function of triggering the execution of the play instruction. For example, when the user sees the play control in the pass video sub-interface, the user can lightly touch the surface of the control with the finger. After the terminal device detects the click operation, it immediately responds and starts playing the pass video of the target player from the currently marked node position.

[0153] In a specific application, the terminal device displays the play control on the pass video sub-interface, and the play control is located in the control area at the bottom of the interface. When the user completes the marking of the trial play segment, the user clicks the play control, and the terminal device detects the third touch operation, and then starts playing the pass video of the target player from the starting node position marked by the user, so that the user can view the complete operation process starting from a specific key node.

[0154] In step S52, the skill release time axis of the target player is superimposed and displayed during the playing process.

[0155] The skill release time axis is a visual information element for displaying the skill use timing of the target player during the pass process. The skill release time axis is a timeline form of information display, which is used to identify and display various skill information released by the target player at a specific time point. The skill release time axis helps the watching user to understand the operation rhythm of the expert player.

[0156] In an optional embodiment, the skill release time axis is specifically a skill use record displayed in a horizontal bar graph, which is used to provide intuitive skill release reference information for the watching user, and has the functions of identifying the skill type, release timing and use sequence. For example, the skill release time axis can be displayed as a timeline with different color markers above or below the video picture. Each marker represents a specific skill released by the target player at the time point, and different skills are distinguished by different colors or icons.

[0157] In an optional implementation, the skill release timeline is specifically an interactive timeline component containing detailed skill information, which serves to provide more abundant skill use data for users to learn from, and has the functions of showing skill cooling state, damage value and hit combination. For example, when a user hovers the mouse or touches a certain skill marker point on the timeline with a finger, detailed information of the skill such as the specific name, damage value, and remaining cooling time can be displayed in a pop-up manner, helping the user to better understand the skill use strategy of the target player.

[0158] The superimposed display is a display mode of adding an additional information layer on the basis of the original video screen. The superimposed display is an information presentation technology that does not affect the viewing of the original video content, and the supplementary information is displayed by covering a transparent or semi-transparent information layer on the video screen.

[0159] In an optional implementation, the superimposed display is specifically a technical implementation mode of adding an information overlay layer under the premise of maintaining the integrity of the original video screen, which serves to present the video content and the supplementary information simultaneously without interference, and has the functions of improving information density and user experience. For example, the terminal device can superimpose and display the skill release timeline on the edge area or blank area of the video screen while playing the clear video, so as to ensure that the user can clearly watch the operation screen of the target player and simultaneously understand the timing information of the skill release.

[0160] In a specific application, the terminal device superimposes and displays a skill release timeline on the video screen while playing the clear video of the target player. The timeline displays the skill release situation of the target player before and after the current playing time point in real time, including the skills that have been released and the skills that are about to be released, helping the watching user to accurately grasp the skill use rhythm and battle strategy of the target player.

[0161] In a game level trial play method provided in an embodiment of the present application, after the trial play process is started according to the trial play clip, the level-clearing video sub-interface is converted to a trial play interface after the trial play process is started; the trial play clips include multiple, and the method further includes: displaying a clip navigation bar on the trial play interface, the navigation bar including clip node icons arranged in chronological order; responding to a fourth touch operation, jumping to the starting node of the previous trial play clip; responding to a fifth touch operation, jumping to the starting node of the next trial play clip. The method provided in this embodiment enables the fast switching function of multi-clip trial play to be realized through the technical means of interface conversion and clip navigation, effectively improving the player's interactive experience during the trial play process, and reducing the complexity of operation through a visual navigation bar and convenient touch operations; at the same time, it enriches the functional dimensions of the game trial, allowing players to flexibly select different clips for targeted practice, greatly improving the richness and playability of the game; in addition, through the programmed interface state management and touch event response mechanism, it effectively solves the computer technology problem of complex interactive state switching in multimedia applications.

[0162] The interface is converted into a switching process of a user interface state, which is used to switch the currently displayed interface from one functional mode to another functional mode.

[0163] In an optional embodiment, interface conversion specifically refers to the process of converting the interface originally used for video playback and clip selection into the actual game operation interface. This conversion process involves the rearrangement of interface elements, the updating of function buttons, and the change of interaction mode. For example, after the terminal device detects that the trial play process has started, it automatically hides the playback controls, selection tools, and other elements in the level-through video sub-interface, while loading and displaying the virtual buttons, skill bar, health bar, and other game interface elements required for game operation.

[0164] In an optional implementation, interface transitions specifically serve the purpose of enabling functional switching and user experience consistency. They ensure a smooth transition from video viewing mode to game operation mode, avoiding abrupt interface jumps. This transition process also optimizes interface layout and improves operational efficiency. For example, when a player completes the selection of a trial clip and initiates the trial, the terminal device executes interface transition logic, adjusting the layout of the video playback interface to a full-screen layout suitable for game operation while retaining necessary navigation and control elements.

[0165] In an optional implementation, the plurality of trial segments specifically refers to a plurality of game scene segments marked by the player when watching the clear video, which have practice value. These segments usually correspond to key operation nodes or difficult parts in the game. The plurality of trial segments can meet the needs of the player to practice different skill points respectively. For example, in a clear video of a high-difficulty level, the player may mark 5 trial segments, which correspond to the opening combo, the middle position, the skill release timing, the key operation of the boss battle, and the end stage respectively, and each segment has a time length of 30 seconds to 2 minutes.

[0166] The segment navigation bar is a visual navigation control displayed on the trial interface, used to display and manage the switching operation of the plurality of trial segments.

[0167] In an optional implementation, the segment navigation bar specifically refers to a control bar arranged horizontally or vertically at a specific position of the trial interface. The navigation bar intuitively displays all available trial segments in an iconic way and provides a quick switching function. The segment navigation bar can reflect the progress state and completion of the current segment in real time. For example, the navigation bar is displayed at the top of the trial interface with a semi-transparent background, and contains 6 circular icons, each of which represents a trial segment. The icon of the currently ongoing segment is displayed in a highlighted color.

[0168] In an optional implementation, the segment navigation bar specifically has the functions of providing visual navigation and state feedback. It can help the player clearly understand the current practice progress and the number of remaining segments. The navigation bar also has the functions of simplifying the operation process and improving the interaction efficiency. For example, when the player enters the trial mode, the terminal device displays a navigation bar containing 8 segment nodes on the top of the interface. Each node displays a thumbnail of the corresponding segment and a time length identifier. The completed segment displays a green checkmark identifier, and the current segment displays a flashing border.

[0169] The segment node icon is a visual identifier element in the navigation bar representing each trial segment.

[0170] In an optional implementation, the segment node icon specifically refers to an interactive identifier representing the trial segment in a graphical way. These icons usually contain key information of the segment, such as time length, difficulty level, or scene type. The segment node icon can reflect the completion and availability of the segment through different visual states. For example, each segment node icon adopts a round rectangular design with a size of 40x30 pixels. Inside, it displays a representative game scene screenshot of the segment. Below the icon, the segment number and the estimated time length are marked.

[0171] The fourth touch operation is a user interaction action for triggering forward switching of the trial segment. The interaction operation can be realized by means of a click operation, a sliding operation, a long press operation and / or other operations. Taking the click operation as an example, in response to the click operation, the system jumps to the starting node of the previous trial segment.

[0172] In an optional embodiment, the fourth touch operation specifically refers to an interaction instruction executed by the player on the trial interface for switching to the previous segment. The operation is usually realized by a specific gesture mode or button click, and has clear operation recognition characteristics. The fourth touch operation can provide flexible segment switching function in the trial process. For example, the player performs a right sliding gesture on the left side area of the trial interface, or clicks the left arrow button in the navigation bar, and the system identifies the operation as the fourth touch operation.

[0173] The fifth touch operation is a user interaction action for triggering backward switching of the trial segment. The interaction operation can be realized by means of a click operation, a sliding operation, a long press operation and / or other operations. Taking the click operation as an example, in response to the click operation, the system jumps to the starting node of the next trial segment.

[0174] In an optional embodiment, the fifth touch operation specifically refers to an interaction instruction executed by the player on the trial interface for switching to the subsequent segment. The operation is opposite to the fourth touch operation in direction, and is usually distinguished by different gesture modes or buttons. The fifth touch operation can support the needs of sequential learning and progress promotion. For example, the player performs a left sliding gesture on the right side area of the trial interface, or clicks the right arrow button in the navigation bar, and the system identifies the operation as the fifth touch operation.

[0175] In an embodiment of the game level trial method provided in the application, the starting trial process according to the trial segment further includes:

[0176] In response to the second touch operation acting on the trial control, the game scene state corresponding to the starting node is reconstructed, including:

[0177] The life value and skill cooling state of the target player at the starting node are synchronized;

[0178] The enemy attributes and scene interactive elements corresponding to the starting node are restored.

[0179] The method provided in this embodiment allows for precise reconstruction of the game scene state at the starting node, including synchronizing the target player's health and skill cooldown status, as well as restoring enemy attributes and scene interactive elements. This ensures that the game state during the trial play is completely consistent with the original playthrough video, thereby enhancing the interactive experience and allowing players to practice in a real game environment. At the same time, this precise state reconstruction enhances the richness of the game, allowing players to experience the exact same game scenes and challenge conditions as expert players. Furthermore, precise state reconstruction and data synchronization achieved through computer technology solve the technical difficulties of game state restoration and improve the stability and accuracy of the system.

[0180] Among them, rebuilding the game scene state is the process of restoring the game environment to its complete state at a specific time node through computer technology.

[0181] In an optional implementation, reconstructing the game scene state involves restoring all elements of the game environment to their state at a specified point in time by reading scene data stored on the server, including terrain layout, obstacle locations, environmental effects, and other scene elements. For example, if a player chooses to start a trial game at a key battle node on the fifth level of a Greater Realm, the terminal device will retrieve the complete scene data corresponding to that node from the server and reconstruct all scene elements, including the map layout, trap locations, and ambient lighting effects.

[0182] In an optional implementation, recreating the game scene state also includes restoring the precise configuration of dynamic and static elements within the game world, ensuring the playable environment is identical to the original recording. For example, when recreating a boss battle scene, the terminal device must not only restore the boss's position and state, but also all decorative elements, special effects playback progress, background music playback position, and other details in the scene, ensuring the player receives the exact same visual and auditory experience as the original gameplay video.

[0183] Among them, synchronizing health values ​​and skill cooldown status is a technical process of accurately copying the various attribute data of the target player character at a specific point in time to the current trial character.

[0184] In one optional implementation, synchronizing health and skill cooldown status involves using data transmission technology to completely replicate the leaderboard player's character status data at the time of video recording, including key attributes such as current health percentage, mana, and remaining cooldowns for each skill. For example, if the target player's health at the starting point is 85%, their primary attack skill has a 3-second cooldown, and their ultimate skill is immediately usable, the terminal device will accurately set the trial character's status to the same values.

[0185] In an optional implementation, the synchronization process also includes a complete replication of the character's temporary status effects and equipment attributes, ensuring that the trial character possesses the exact same combat capabilities and status conditions as the target player. For example, if the target player is currently experiencing a buff or equipped with a specific temporary item at the start point, the terminal device will also add these status effects to the trial character, including detailed parameters such as the buff's remaining duration and effect strength.

[0186] In a specific application, when the terminal device starts to reconstruct the game scene, it will simultaneously obtain the detailed character data of the target player at that time node from the server, including the accurate health value, the precise cooldown time of each skill, the current magic value or energy value, etc., and then apply this data to the trial character that the player is about to control to ensure that the character status at the beginning of the trial is exactly the same as the status in the original video.

[0187] Among them, restoring enemy attributes and scene interactive elements is the technical implementation process of restoring all non-player characters and operable objects in the game environment to the state at a specified time point.

[0188] In an optional embodiment, restoring enemy attributes means restoring all enemy units' health, location, behavior, and attack patterns to their precise values ​​at the starting point, ensuring that the enemy's threat level and behavior are identical to those in the original recording. For example, if the starting point contains three different monsters with different health and locations, the terminal device will accurately restore each monster's specific health, location, and current attack or movement status.

[0189] In an optional embodiment, restoring the interactive elements of the scene includes restoring the state and availability of all objects in the environment that can be manipulated by the player or affect the game process, such as mechanisms, destructible obstacles, treasure chests, portals, and other elements. For example, if certain mechanisms have already been activated, certain treasure chests have been opened, or certain obstacles have been destroyed at the starting point, the terminal device will accurately restore the corresponding states of these elements to ensure the integrity and authenticity of the trial play environment.

[0190] In a specific application, after the terminal device completes scene reconstruction and character status synchronization, it will further restore the status of all game entities under the node, including setting the health of each enemy to the exact value at the time of video recording, and setting the mechanisms, props, interactive items, etc. in the scene to the specific status at that time, thereby providing players with the same challenging environment and game conditions as the expert players faced at the time.

[0191] In the game level trial method provided in an embodiment of the present application, after the trial process is started according to the trial segment, the pass video sub-interface is converted into a trial interface after the trial process is started, which includes:

[0192] In step S21, a trial progress panel is displayed on the trial interface, the trial progress panel including a remaining time countdown bar of the current trial segment and a switching direction indicating arrow of the adjacent trial segment.

[0193] By the method provided in the embodiment, the terminal device can provide intuitive trial progress feedback for the user by displaying the trial progress panel, show the remaining time of the current segment in real time and provide a convenient segment switching navigation function, effectively improving the interactive experience of the user in the trial process, enhancing the richness and operability of the game, and solving the computer technical problem of trial progress visualization in the game application through reasonable interface design and time management mechanism.

[0194] The trial progress panel is a special interface component for displaying the current trial state and providing navigation functions. The panel is a key functional module in the trial interface, providing the user with comprehensive control of the trial process. The trial progress panel integrates multiple information display and interactive elements, achieving fine-grained management of the trial experience.

[0195] In an optional embodiment, the trial progress panel specifically refers to a composite interface component containing time management, progress indication, navigation control and other functions. The panel specifically has the functions of updating the trial state in real time, providing intuitive visual feedback, and supporting quick navigation operations. The panel specifically has the functions of dynamically adjusting the display content, responding to user interactive operations, and synchronizing with the game logic in real time. For example, when the user is trying a certain battle segment, the terminal device displays the remaining time of the segment in the trial progress panel in real time, and when the time is close to the end, the panel reminds the user through color change or flashing effect, and the switching arrow displayed at the same time allows the user to jump to other trial segments of interest at any time.

[0196] The remaining time countdown bar of the current trial segment is a visual component for displaying time progress. The countdown bar is a core time management element in the trial progress panel, providing the user with accurate perception of the trial time. The countdown bar dynamically displays the time consumption of the current trial segment, allowing the user to intuitively understand the time consumption of the current trial segment.

[0197] In an optional embodiment, the remaining time countdown bar specifically refers to a bar-shaped progress indicator with gradient color and animation effects. The countdown bar specifically has the functions of providing accurate time visualization, alerting time status through color change, and supporting smooth animation transition. The countdown bar specifically has the functions of updating time display in real time, adjusting visual style according to remaining time, and providing time node reminders. For example, when a user is trying a battle segment set to 3 minutes, the terminal device displays sufficient remaining time in green in the countdown bar, automatically changes to yellow when the time decreases to within 1 minute, and changes to red with a slight pulsing animation effect to remind the user that time is running out in the last 30 seconds.

[0198] Among them, the switching direction indication arrow of adjacent tryout segments is an interactive control that provides navigation functions. The indication arrow is an important navigation element in the tryout progress panel, providing users with the ability to quickly switch between different tryout segments. The switching direction indication arrow is realized through clicking operations, sliding operations, long-pressing operations, and / or other operations. Taking the clicking operation as an example, the tryout progress panel is displayed on the tryout interface, and the user switches between segments by clicking the switching direction indication arrow of adjacent tryout segments.

[0199] In an optional embodiment, the switching direction indication arrow specifically refers to an interactive graphical control that includes left and right direction navigation. The indication arrow specifically has the functions of providing explicit navigation direction indication, supporting quick segment switching operations, and displaying the logical relationship between segments. The indication arrow specifically has the functions of responding to user clicking operations, providing visual feedback effects, and intelligently displaying available switching directions. For example, when the user is currently trying the second segment, the terminal device displays arrows pointing to the first segment to the left and the third segment to the right in the tryout progress panel. After the user clicks the right arrow, the user immediately jumps to the starting position of the third tryout segment to start a new tryout experience.

[0200] In an embodiment of the game level tryout method provided in the present application, the method further comprises:

[0201] A plurality of preset battle stage labels, each battle stage label being associated with a specific battle event starting time point;

[0202] In response to a selection operation on the battle stage label, a tryout segment containing a preset time range before and after the battle stage label is generated.

[0203] The method provided by the embodiment enables the terminal device to quickly locate a key battle node by associating a specific battle event starting time point based on a preset battle stage label, thereby improving the interactive experience and enabling the player to more conveniently select a battle segment of interest. Meanwhile, the method improves the game richness by automatically generating a preset time range tryout segment before and after the preset time range, and provides the player with diversified tryout selection schemes. In addition, the technical scheme solves the computer field problems of quick positioning and automatic generation of a video segment by a preset label and time point association computer processing method, and improves the system processing efficiency.

[0204] The above scheme is described in detail below.

[0205] The plurality of preset battle stage labels are identification elements preset according to the characteristics of a game level. The battle stage labels are visual identifiers for identifying different battle stages in the game, and can help the player quickly identify and locate specific battle content. The battle stage labels have the function of quickly navigating and locating, enabling the player to directly jump to the battle segment of interest without frame-by-frame viewing of the video. The battle stage labels have the function of classifying and managing battle content, and orderly divide the complex pass video according to the battle logic.

[0206] In an optional embodiment, the plurality of preset battle stage labels can include different types of labels such as "opening battle", "mid-stage advance", "boss battle", "final showdown", and each label has clear battle characteristics and strategy requirements. For example, in the pass video of a large secret realm level, the system can preset "first wave of monster cleaning", "elite monster challenge", "boss first stage", "boss rage stage", and other battle stage labels. These labels are arranged in time sequence at the bottom area of the pass video playing interface.

[0207] In an optional embodiment, the plurality of preset battle stage labels can also be individually set according to different level types, and the system can intelligently identify the level characteristics and automatically generate corresponding stage labels. For example, for a tower defense level, the system can generate "defense stage", "first wave of attack", "mid-stage defense", "final sprint", and other labels. For an arena level, the system can generate "opening probe", "skill burst", "stalemate stage", "decisive moment", and other labels.

[0208] Each battle stage label is associated with a pre-established time mapping relationship of a specific battle event starting time point. This association is a time point corresponding mechanism established through data analysis and labeling, which can accurately locate the specific position of each battle event in the video. The association has the function of quick positioning, enabling the system to jump to the corresponding video time point immediately after receiving the label selection operation. The association has the function of data synchronization, ensuring the real-time synchronization of label selection and video playback state.

[0209] In an optional embodiment, the starting time point associated with each battle stage label is determined by analyzing the target player's clear video and identifying the occurrence time of the key battle event. For example, the "boss battle" label may be associated with the 180th second time point in the video, and the "skill burst stage" label may be associated with the 45th second time point. These time points have been accurately calculated and verified to ensure that the player can accurately jump to the corresponding battle scene after clicking the label.

[0210] In an optional embodiment, a specific battle event can include damage peak event, skill combo event, health critical event, equipment effect triggering event, etc. The system automatically identifies the occurrence time of these events by analyzing the game data changes in the video. For example, when the system detects that the player character releases a big skill, it will mark this time as the starting time point of the "skill burst" event and establish an association with the corresponding battle stage label.

[0211] In response to the selection operation for the battle stage label, the system detects and processes the user's interactive behavior. This selection operation is the user's interactive behavior of activating a specific label through touch, which can be realized through click operation, slide operation, long press operation and / or other operations. Taking the click operation as an example, when the user clicks a certain battle stage label, the system detects the selection operation and triggers the corresponding processing flow. The selection operation has the function of triggering the generation of clips, starting the automatic clip creation function of the system. The selection operation has the function of user intent recognition, helping the system understand the specific battle content that the user wants to try.

[0212] In an optional embodiment, the selection operation for the battle stage label can support single selection and multiple selection modes. The user can select a single battle stage of interest or simultaneously select multiple related battle stages for combined trial play. For example, the user can select the "elite monster challenge" and "boss first stage" labels at the same time, and the system will generate a continuous trial play clip containing the contents of the two stages, allowing the user to experience the complete challenge process.

[0213] In an optional implementation, the selection operation can also support a quick preview function. When the user taps a battle stage label, the system will quickly display key scenes from that stage without generating a full trial clip. For example, when the user taps the "BOSS Rage Stage" label, the interface will quickly flash several key battle scenes from that stage to help the user confirm whether to select that stage for trial play.

[0214] The system's automatic segment creation function generates a trial segment within a preset duration before and after the battle phase tag. This trial segment is centered around the time point corresponding to the selected tag and extends forward and backward for a certain length of time to form a complete game experience segment, providing users with sufficient context and a complete battle experience. Trial segments specifically ensure the integrity of the experience, preventing segments that are too short from preventing users from fully understanding the battle strategy. Trial segments also optimize the trial effect, ensuring users receive a good gaming experience through appropriate duration settings.

[0215] In an optional implementation, the preset duration range can be flexibly adjusted based on the different stages of the battle. For example, for a "Skill Burst" tag, a duration range of 10 seconds before and 15 seconds after might be set, while for a "Boss Battle" tag, a longer range of 30 seconds before and 60 seconds after might be set. For example, when a user selects the "Final Battle" tag, the system will generate a 75-second trial clip centered on the time point associated with that tag, taking 30 seconds forward and 45 seconds backward, to ensure the user fully experiences the final battle.

[0216] In an optional implementation, the system can dynamically adjust the length of the trial segments based on the actual duration of the combat event, analyzing game data to determine the natural ending point of each combat event. For example, for a long boss battle, the system will automatically extend the duration of the trial segment to ensure that the entire battle process is included; while for a short skill combo, the system will shorten the segment accordingly to avoid including too much irrelevant content.

[0217] In a specific application, the terminal device displays a plurality of preset battle stage labels in the bottom area of the pass-through video playing interface, including "opening army deployment", "first boss encounter", "skill combo demonstration", "key prop acquisition", "final boss battle", and the like. When the user clicks the "first boss encounter" label, the terminal device detects the selection operation and automatically generates a 60-second trial segment with the first 120-second time point associated with the label as the center, taking 20 seconds forward and 40 seconds backward, which completely contains the preparation stage before the boss appears, the key process of the boss battle, and the finishing action after the battle, providing the user with a complete boss challenge experience.

[0218] In a game level trial method provided in an embodiment of the present application, after the trial process is started according to the trial segment, the pass-through video sub-interface is converted into a trial interface after the trial process is started, which includes:

[0219] displaying a segment node status bar of the current challenge on the trial interface;

[0220] when the current trial segment is completed, updating the corresponding node icon in the status bar to a completion status identifier;

[0221] after the preset countdown time ends, automatically jumping to the starting node of the next trial segment.

[0222] Through the method provided in the embodiment, the technical means displays an intuitive segment node status bar on the trial interface, updates the completion status identifier in real time, and automatically jumps to the next segment, solving the problems that the player is difficult to grasp the overall progress and the manual switching of segments is complicated, improving the interactive experience, reducing the operation burden of the user through the automatic segment switching mechanism, improving the richness of the game, enabling the player to clearly grasp the completion of the plurality of trial segments through the visual status bar design, enhancing the level and sense of achievement of the trial mode, solving the problems in the computer field, optimizing the information display efficiency of the game interface through the intelligent state management and automatic jumping mechanism, and improving the user friendliness and operation fluency of the system.

[0223] The segment node status bar is a visual interface element for displaying the state information of each trial segment in the current trial process. The status bar has the function of intuitively displaying the trial progress, enabling the player to understand the current trial stage and the overall completion in real time, and has the functions of information summary display, progress indication, and state feedback.

[0224] In an optional implementation, the segment node status bar can be designed in the form of a horizontally arranged icon combination, each icon representing an independent trial segment, and the current state of each segment being distinguished by different colors, shapes or marks. For example, the terminal device displays a status bar containing 5 circular icons at the top area of the trial interface, the first icon is displayed in a highlighted color to represent the current challenge segment, and the remaining icons are displayed in gray to represent the to-be-challenged state.

[0225] The completion state mark is a visual mark element used to represent that the trial segment has been successfully completed. The mark has the functions of state confirmation and achievement display, can give the player clear completion feedback, enhance the sense of achievement and the motivation to continue the challenge, and has the functions of state marking, visual feedback and progress recording.

[0226] In an optional implementation, the completion state mark can be displayed in the form of a green check icon or a gold star mark, and the completion state is highlighted by prominent color change and dynamic effect. The mark can appear in the form of animation at the moment of segment completion, providing a smooth visual transition effect, and has the functions of instant feedback and visual enhancement. For example, when the player successfully completes the first trial segment, the terminal device immediately switches the corresponding node icon from the blue highlighted state to the green check mark, accompanied by a flashing animation effect.

[0227] The preset countdown time is a buffer waiting time set by the system, which is used to give the player a short rest and preparation time. The countdown mechanism has the functions of rhythm control and user experience optimization, can avoid sudden switching between trial segments, and gives the player sufficient psychological preparation time, and has the functions of time management, transition buffer and automatic control.

[0228] In an optional implementation, the preset countdown time can be set to an adjustable time length of 3 to 10 seconds, and the system dynamically adjusts the specific countdown time according to the difficulty difference of the trial segment and the historical performance of the player. The mechanism can display a countdown animation and preview information of the next segment during the countdown process, and has the functions of time prompt and content preview. For example, the terminal device displays a 5-second countdown after completing the first trial segment, and displays a circular progress bar and the prompt text "Entering Stage 2 soon" in the center of the screen during the countdown, so that the player can understand the challenge content to be faced.

[0229] In an embodiment of the game level trial method provided in the present application, at the end of the trial process, the trial evaluation is generated based on one or more of the following elements:

[0230] The percentage of the remaining life value of the current trial segment;

[0231] The ratio of the actual time to the target time for completing the trial segment;

[0232] Damage efficiency value to the target enemy.

[0233] The method provided by the embodiment can accurately quantify the operation level of the player based on the multi-dimensional data evaluation of the player's trial performance, effectively improve the interactive experience, enrich the diversity of the game evaluation system, and solve the computer field technical problems of the lack of objective data support in the traditional game evaluation system.

[0234] The remaining life value percentage is a ratio data representing the life value of the character relative to the initial life value when the player completes the trial segment. The remaining life value percentage can be achieved by "real-time monitoring operation, numerical calculation operation, state recording operation and / or other operation". Taking the numerical calculation operation as an example, the terminal device calculates the ratio of the current character life value to the initial life value at the end of the trial segment to generate the remaining life value percentage data.

[0235] In an optional embodiment, the remaining life value percentage is a numerical index calculated by monitoring the ratio of the current blood state of the character to the blood state at the start of the trial. The percentage data can intuitively reflect the survival ability and operation protection level of the player during the trial, providing important survival dimension evaluation basis for the evaluation system. For example, when the player completes a certain trial segment with 80% of the blood remaining, the remaining life value percentage of the segment is 80%, and the system determines that the player has good survival operation skills in the segment.

[0236] The time ratio is a relative relationship data representing the time consumed by the player to complete the trial segment and the reference standard time. The time ratio can be achieved by "time recording operation, data comparison operation, efficiency analysis operation and / or other operation". Taking the time recording operation as an example, the terminal device records the total time from the start of the trial segment to the completion of the player, and compares and calculates with the completion time of the target player.

[0237] In an optional embodiment, the time ratio is a time dimension evaluation index for measuring the operation efficiency and the degree of mastering the battle rhythm of the player. The ratio data can reflect the depth of the player's understanding of skill combo, battle timing, and provide quantitative reference for operation method optimization. For example, when the target player completes a certain battle segment in 60 seconds, and the current player takes 90 seconds, the time ratio is 1.5, indicating that the operation efficiency of the player needs to be improved.

[0238] The damage efficiency value represents a comprehensive evaluation of the damage a player inflicts on enemy units during the trial. This damage efficiency value can be achieved through "damage statistics operations, efficiency calculation operations, data analysis operations, and / or other operations." For example, in the damage statistics operation, the terminal device records the damage value caused by each player's attack in real time and calculates the overall damage output efficiency based on time.

[0239] In an optional implementation, the damage efficiency value is a combat performance indicator calculated by comprehensively analyzing factors such as the player's total damage output, number of effective hits, and the rationality of skill usage. This efficiency value can assess a player's output capacity and combat skill mastery, providing data support for equipment configuration and skill optimization. For example, if a player inflicts 50,000 points of total damage in a trial gameplay segment and has 20 effective attacks, the average single damage efficiency is 2,500 points, and the system uses this to assess the player's output level.

[0240] In a specific application, such as Figure 5 The diagram shows a trial evaluation. After the player completes multiple boss battle trial segments, the terminal device automatically collects data such as the player's remaining health, actual 65-second duration, and total damage output, and generates a comprehensive trial evaluation of "familiarity" and "hard-earned victory" through algorithm calculation.

[0241] This exemplary embodiment also discloses a game level trial playing device. Figure 6 This is a composition diagram of a game level trial playing device in an exemplary embodiment of the present disclosure. Figure 6 As shown, the device includes:

[0242] A display module, configured to display clearance videos of multiple players on the graphical user interface;

[0243] A first response module, configured to display a clearance video sub-interface in response to a selection operation of a target player's clearance video, the clearance video sub-interface including the target player's clearance video, a video progress bar, and a trial play control;

[0244] A second response module is configured to respond to a first touch operation on the video progress bar to determine a trial play segment of the level-clearing video;

[0245] The third response module is configured to respond to a second touch operation on the trial play control and start a trial play process according to the trial play segment.

[0246] Optionally, determining the trial play segment includes:

[0247] In response to a combined touch action comprising a horizontal slide and a slide in a first preset direction on the video progress bar, marking a starting node on the video progress bar;

[0248] in response to a combination touch action comprising a lateral swipe and a swipe operation in a second preset direction with respect to the video progress bar, marking an end node of the video progress bar;

[0249] generating a trial segment comprising a time interval identifier according to the start node and the end node.

[0250] Optionally, the method further comprises:

[0251] when marking the start node, displaying a start timestamp prompt box in a third preset direction with respect to the video progress bar;

[0252] when marking the end node, displaying an end timestamp prompt box in a fourth preset direction with respect to the video progress bar;

[0253] The prompt box comprises a game scene thumbnail corresponding to a video frame.

[0254] Optionally, starting a trial process according to the trial segment further comprises:

[0255] in response to a second touch operation acting on the trial control, loading a character equipment configuration of the target player, the equipment configuration comprising at least one of:

[0256] an equipment combination identical to that of the target player;

[0257] an equipment combination based on attribute equivalent replacement of equipment of the target player;

[0258] an equipment combination adjusted by the user.

[0259] Optionally, the clear video sub-interface further comprises a play control, and the method further comprises:

[0260] in response to a third touch operation acting on the play control, playing the clear video starting from the current marked node;

[0261] superimposedly displaying a skill release timeline of the target player during the playing process.

[0262] Optionally, after starting the trial process according to the trial segment, the clear video sub-interface is converted into a trial interface after the trial process is started; the trial segment comprises a plurality of, and the method further comprises:

[0263] displaying a segment navigation bar on the trial interface, the navigation bar comprising segment node icons arranged in time sequence;

[0264] in response to a fourth touch operation, jumping to a start node of a previous trial segment;

[0265] In response to the fifth touch operation, jump to a start node of a next playthrough segment.

[0266] Optionally, starting the playthrough process according to the playthrough segment further includes:

[0267] In response to a second touch operation on the playthrough control, reconstruct a game scene state corresponding to the start node, including:

[0268] Synchronize a life value and a skill cooling state of the target player at the start node;

[0269] Restore enemy attributes and scene interactive elements corresponding to the start node.

[0270] Optionally, after starting the playthrough process according to the playthrough segment, the pass video sub-interface is converted into a playthrough interface after the playthrough process is started; the method further includes:

[0271] Display a playthrough progress panel on the playthrough interface, the playthrough progress panel including:

[0272] A remaining time countdown bar of a current playthrough segment;

[0273] A switching direction indication arrow of an adjacent playthrough segment.

[0274] Optionally, the method further includes:

[0275] A plurality of preset battle stage labels, each battle stage label being associated with a start time point of a specific battle event;

[0276] In response to a selection operation on the battle stage label, generate a playthrough segment including a preset time length range before and after the battle stage label.

[0277] Optionally, after starting the playthrough process according to the playthrough segment, the pass video sub-interface is converted into a playthrough interface after the playthrough process is started; the method further includes:

[0278] Display a segment node status bar of a current challenge on the playthrough interface;

[0279] When the current playthrough segment is completed, update a corresponding node icon in the status bar to a completion state identifier;

[0280] After a preset countdown time ends, automatically jump to a start node of a next playthrough segment.

[0281] Optionally, the method further includes:

[0282] At the end of the playthrough process, generate a playthrough evaluation based on one or more of the following elements:

[0283] A remaining life value percentage of a current playthrough segment;

[0284] The ratio of the actual time taken to complete the trial segment to the target time;

[0285] Damage efficiency value caused to the main enemy.

[0286] The method provided by the embodiment enables the user to accurately select a key segment in a high-hand player's passing video and experience actual operation through graphical interaction, thereby not only solving the problem of low learning efficiency caused by the fact that the user can only watch the video but cannot actually operate in the traditional game, but also reducing the learning cost and improving the user's game operation skills and game experience through the segmented trial play function.

[0287] The specific details of each module unit in the above embodiment have been described in detail in the corresponding game level trial play method, and in addition, the game level trial play device also includes other unit modules corresponding to the display control method, and therefore will not be described here.

[0288] It should be noted that although several modules or units of the device for action execution are mentioned in the above detailed description, such division is not mandatory. In fact, according to the embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into a plurality of modules or units.

[0289] Figure 7 The structure of a computer readable storage medium in an exemplary embodiment of the present disclosure is shown. As shown in Figure 7 The program product 1100 according to the embodiments of the present disclosure is described, on which a computer program is stored, which is executed by a processor to implement the method steps of the above game level trial play method. The method provided by the embodiment enables the user to accurately select a key segment in a high-hand player's passing video and experience actual operation through graphical interaction, thereby not only solving the problem of low learning efficiency caused by the fact that the user can only watch the video but cannot actually operate in the traditional game, but also reducing the learning cost and improving the user's game operation skills and game experience through the segmented trial play function.

[0290] The computer readable storage medium can include a data signal carried in the baseband or as part of a carrier wave, in which readable program codes are carried. Such a propagated data signal can take various forms, including but not limited to electromagnetic signal, optical signal or any suitable combination of the above. The computer readable storage medium can send, propagate or transmit programs for use by or in conjunction with an instruction execution system, device or apparatus.

[0291] The program code embodied on the computer readable storage medium may be transmitted by any appropriate medium, including but not limited to wireless, wired, optical fiber cable, radio frequency, etc., or any appropriate combination thereof.

[0292] The following describes the electronic device 1000 in the present exemplary embodiment. The electronic device 1000 is merely an example and should not impose any limitation on the function and scope of use of the embodiments of the present disclosure. Figure 8 The electronic device 1000 in the present exemplary embodiment is described. The electronic device 1000 is merely an example and should not impose any limitation on the function and scope of use of the embodiments of the present disclosure.

[0293] Referring to Figure 8 As shown, the electronic device 1000 is in the form of a general computing device. The components of the electronic device 1000 can include, but are not limited to, at least one processor 1010, at least one memory 1020, a bus 1030 connecting different system components including the processor 1010 and the memory 1020, and a display unit 1040.

[0294] The memory 1020 stores program code which can be executed by the processor 1010 to cause the processor 1010 to perform the specific method steps of the game level trial play method described above via execution of the executable instructions. Through the method provided by the present embodiment, the user can accurately select the key segments in the high-hand player's pass video and experience the actual operation through graphical interaction, not only solving the problem of low learning efficiency caused by being able to only watch the video but not being able to actually operate in the traditional game, but also reducing the learning cost through the segmented trial play function and improving the user's game operation skills and game experience.

[0295] The electronic device can also include a power component configured to perform power management on the electronic device, a wired or wireless network interface configured to connect the electronic device to a network, and an input / output (I / O) interface. The electronic device can operate based on an operating system stored in the memory, such as Android, iOS, Windows, Mac OS X, Unix, Linux, FreeBSD, or the like.

[0296] From the above description of the embodiments, those skilled in the art can easily understand that the example embodiments described herein can be implemented by software, or by software in combination with necessary hardware. Therefore, the technical solutions according to the embodiments of the present application can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a U disk, a mobile hard disk, etc.) or a network, and includes a number of instructions to make a computing device (which can be a personal computer, a server, an electronic device, or a network device, etc.) execute the method according to the embodiments of the present application.

[0297] Other embodiments of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the features disclosed herein. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.

[0298] It should be understood that the present disclosure is not limited to the precise structures herein described and illustrated in the drawings, and that various modifications and changes can be made without departing from its scope. The scope of the present disclosure is limited only by the claims that follow.

Claims

1. A game level trial play method, characterized in that: Providing a graphical user interface via a terminal device, the method comprising: Displaying a plurality of players' clearance videos on the graphical user interface; In response to a selection operation of a target player's clearance video, a clearance video sub-interface is displayed; wherein the clearance video sub-interface includes the target player's clearance video, a video progress bar, and a trial play control; In response to a first touch operation on the video progress bar, determining a trial play segment of the level-clearing video; In response to a second touch operation on the trial play control, a trial play process is started according to the trial play segment.

2. The method according to claim 1, wherein Determining the trial play segment includes: In response to a combined touch action comprising a horizontal slide and a slide operation in a first preset direction on the video progress bar, marking a starting node on the video progress bar; In response to a combined touch action comprising a horizontal slide and a slide operation in a second preset direction on the video progress bar, marking an end node on the video progress bar; A trial play segment including a time interval identifier is generated according to the start node and the end node.

3. The method according to claim 2, wherein Also includes: When marking the starting node, a starting timestamp prompt box is displayed in the third preset direction of the video progress bar; When marking the end node, an end timestamp prompt box is displayed in the fourth preset direction of the video progress bar; The prompt box includes a thumbnail of the game scene corresponding to the video frame.

4. The method according to claim 1, wherein The starting of the trial play process according to the trial play clip further includes: In response to a second touch operation on the trial play control, loading a character equipment configuration of the target player, the equipment configuration including at least one of the following: Exactly the same equipment combination as the target player; An equipment combination that replaces the target player's equipment with equivalent attributes; User-defined equipment combination.

5. The method according to claim 1, wherein The clearance video sub-interface further includes a play control, and the method further includes: In response to a third touch operation on the playback control, playing the clearance video starting from the currently marked node; During playback, the skill release timeline of the target player is superimposed and displayed.

6. The method according to claim 1, wherein After the trial play process is started according to the trial play clip, the level-clearing video sub-interface is converted into the trial play interface after the trial play process is started; the trial play clips include a plurality of trial play clips, and the method further includes: Displaying a segment navigation bar on the trial play interface, wherein the navigation bar includes segment node icons arranged in chronological order; In response to the fourth touch operation, jump to the starting node of the previous trial play segment; In response to the fifth touch operation, jump to the starting node of the next trial play segment.

7. The method according to claim 1, wherein The starting of the trial play process according to the trial play clip further includes: In response to a second touch operation on the trial play control, rebuilding the game scene state corresponding to the starting node includes: Synchronize the health and skill cooldown status of the target player at the starting node; Restore the enemy attributes and scene interactive elements corresponding to the starting node.

8. The method according to claim 1, wherein After the trial play process is started according to the trial play clip, the level-clearing video sub-interface is converted into the trial play interface after the trial play process is started; the method further includes: Displaying a trial play progress panel on the trial play interface, the trial play progress panel including: A countdown bar showing the remaining time of the current trial segment; Arrows indicating the switching direction between adjacent trial segments.

9. The method according to claim 1, wherein The method further includes: a plurality of preset battle stage tags, each battle stage tag being associated with a starting time point of a specific battle event; In response to a selection operation on the battle stage label, a trial play segment including a preset time range before and after the battle stage label is generated.

10. The method according to claim 1, wherein After the trial play process is started according to the trial play clip, the level-clearing video sub-interface is converted into the trial play interface after the trial play process is started; the method further includes: Displaying a status bar of the fragment node of the current challenge on the trial play interface; When the current trial play segment is completed, the corresponding node icon in the status bar is updated to a completion status mark; After the preset countdown time ends, it automatically jumps to the starting node of the next trial segment.

11. The method according to claim 10, wherein Also includes: At the end of the trial process, a trial evaluation is generated based on one or more of the following factors: The remaining health percentage of the current trial segment; The ratio of the actual time to the target time to complete the trial segment; The damage efficiency value for the main enemy.

12. A game level trial device, comprising: A display module, configured to display clearance videos of multiple players on the graphical user interface; A first response module, configured to display a clearance video sub-interface in response to a selection operation of a target player's clearance video, the clearance video sub-interface including the target player's clearance video, a video progress bar, and a trial play control; A second response module is configured to respond to a first touch operation on the video progress bar to determine a trial play segment of the level-clearing video; The third response module is configured to respond to a second touch operation on the trial play control and start a trial play process according to the trial play segment.

13. An electronic device, characterized in that: include: processor; and a memory for storing executable instructions for the processor; The processor is configured to execute the game level trial method according to any one of claims 1 to 11 by executing the executable instructions.

14. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the game level trial playing method according to any one of claims 1 to 11 is implemented.