A game timing control method, device, and computer-readable storage medium

By monitoring timing events within the game interface and generating event processing windows, the problem of handling urgent matters during game play affects the progress of the game is solved, improving user experience and multi-task coordination.

CN113171607BActive Publication Date: 2025-07-08NUBIA TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202110590139.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-05-28
Publication Date
2025-07-08
Estimated Expiration
2041-05-28

AI Technical Summary

Technical Problem

In the prior art, handling urgent matters (such as answering calls and sending text messages) while playing games will lead to an impact on the game progress and poor user experience.

Method used

Monitor timing events in the game interface to determine whether there are pending items. If there is and the processing time is shorter than the timing time, an event processing window is generated and switch to the event processing interface according to the touch command, and the game preview window is displayed at the same time.

Benefits of technology

It achieves that the game progress is not affected when handling urgent matters, improves user experience and multi-task coordination, and avoids the impact of pending matters on the game experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention discloses a game timing control method, device and computer-readable storage medium. The method includes: when a timing event is detected in the game interface, determining whether there is a pending matter currently. If there is the pending matter currently, obtaining the timing time corresponding to the timing event, and obtaining the expected processing time of the pending matter; if the processing time is shorter than the timing time, generating a matter processing window in the game interface; switching the game interface to the matter processing interface corresponding to the pending matter according to the touch instruction of the matter processing window, and generating a game preview window corresponding to the timing event in the matter processing interface. A user-friendly game timing control solution is realized, which avoids delaying the pending matter during the game process and also avoids the impact of the pending matter on the game experience, enhancing the user experience.
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Description

Technical Field

[0001] The present invention relates to the field of mobile communications, and in particular to a game timing control method, device, and computer-readable storage medium. Background Art

[0002] In the prior art, with the continuous development of intelligent terminal devices and the popularization of Android smartphones, mobile games have penetrated into people's lives at an astonishing speed. When people play games on their mobile phones, they require not to be disturbed during the game process, such as calls, messages, etc. However, when playing a game, if an urgent text message or WeChat message needs to be sent, generally the game is minimized to the background, or an application is popped up on the game interface for operation. Although the above solutions provide timely program switching, for games such as role battles, when returning to the game after the processing matter is completed, the game character may have died or other serious problems affecting the game progress may occur. Therefore, the matter processing mechanism during the current game process is not yet perfect, and the user's game experience still needs to be further improved. Summary of the Invention

[0003] To solve the above technical defects in the prior art, the present invention proposes a game timing control method, which includes:

[0004] When a timing event is detected in the game interface, determine whether there is a pending matter currently.

[0005] If there is the pending matter currently, obtain the timing time corresponding to the timing event, and obtain the expected processing time of the pending matter.

[0006] If the processing time is shorter than the timing time, generate a matter processing window in the game interface.

[0007] According to the touch instruction of the matter processing window, switch the game interface to the matter processing interface corresponding to the pending matter, and generate a game preview window corresponding to the timing event in the matter processing interface.

[0008] Optionally, when a timing event is detected in the game interface, determining whether there is a pending matter currently includes:

[0009] Monitor the feature events related to user manipulation in the game interface.

[0010] If the feature event is the suspension of the game main body operation, determine the suspension operation as the monitored event.

[0011] Optionally, when a timing event is detected in the game interface, determining whether there is a pending matter currently includes:

[0012] Identify whether the monitored event has a corresponding timing area.

[0013] If the time information of the timing area meets the preset monitoring conditions, then use the monitored time as the timing event.

[0014] Optionally, when a timing event is monitored within the game interface, determine whether there are any pending matters currently, including:

[0015] When the timing event is monitored within the game interface, obtain unread messages, unanswered calls, and unadjusted device parameters in the device.

[0016] Use the unread messages, unanswered calls, and unadjusted device parameters that meet the preset processing conditions as the pending matters.

[0017] Optionally, if there are pending matters currently, obtain the timing time corresponding to the timing event, and obtain the expected processing time of the pending matters, including:

[0018] Read the time information in the timing area in real time to obtain the timing time.

[0019] Estimate the processing time based on the quantity and types of the unread messages, unanswered calls, and unadjusted device parameters.

[0020] Optionally, if the processing time is shorter than the timing time, generate a matter processing window within the game interface, including:

[0021] If any one of the first processing time corresponding to the unread message, the second processing time corresponding to the unanswered call, and the third processing time corresponding to the unadjusted device parameter is shorter than the timing time, generate a matter processing window in the idle area of the game interface.

[0022] Display an event icon corresponding to any one of the unread messages, unanswered calls, and unadjusted device parameters whose processing time is shorter than the timing time in the matter processing window.

[0023] Optionally, switch the game interface to the matter processing interface corresponding to the pending matter according to the touch instruction of the matter processing window, and generate a game preview window corresponding to the timing event within the matter processing interface, including:

[0024] Receive the touch instruction of the event icon, and switch the game interface to the matter processing interface corresponding to the pending matter.

[0025] Generate a game preview window corresponding to the timing event in the idle area within the matter processing interface, and retain the matter processing window.

[0026] Optionally, the step of switching the game interface to the matter processing interface corresponding to the matter to be processed according to the touch instruction of the matter processing window, and generating a game preview window corresponding to the timing event within the matter processing interface, further includes:

[0027] In the matter processing window within the matter processing interface, display the event icons corresponding to other matters to be processed.

[0028] When the timing time ends, switch back to the game interface from any of the matter processing interfaces.

[0029] The present invention also provides a game timing control device, which includes a memory, a processor, and a computer program stored on the memory and executable on the processor. When the computer program is executed by the processor, it implements the steps of the game timing control method described in any one of the above.

[0030] The present invention also provides a computer-readable storage medium, on which a game timing control program is stored. When the game timing control program is executed by a processor, it implements the steps of the game timing control method described in any one of the above.

[0031] Implementing the game timing control method, device, and computer-readable storage medium of the present invention, when a timing event is detected within the game interface, it is determined whether there is a matter to be processed currently. If there is a matter to be processed currently, obtain the timing time corresponding to the timing event, and obtain the expected processing time of the matter to be processed; if the processing time is shorter than the timing time, generate a matter processing window within the game interface; switch the game interface to the matter processing interface corresponding to the matter to be processed according to the touch instruction of the matter processing window, and generate a game preview window corresponding to the timing event within the matter processing interface. It realizes a user-friendly game timing control scheme, avoids delaying the matter to be processed during the game process, and also avoids the impact of the matter to be processed on the game experience, improves the coordination between multiple tasks in the device, and enhances the user experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0032] The present invention will be further described below in conjunction with the drawings and embodiments. In the drawings:

[0033] Figure 1 is a schematic hardware structure diagram of a mobile terminal related to the present invention;

[0034] Figure 2It is an architecture diagram of a communication network system provided by an embodiment of the present invention;

[0035] Figure 3 It is a flowchart of the first embodiment of the game timing control method of the present invention;

[0036] Figure 4 It is a flowchart of the second embodiment of the game timing control method of the present invention;

[0037] Figure 5 It is a flowchart of the third embodiment of the game timing control method of the present invention;

[0038] Figure 6 It is a flowchart of the fourth embodiment of the game timing control method of the present invention;

[0039] Figure 7 It is a flowchart of the fifth embodiment of the game timing control method of the present invention;

[0040] Figure 8 It is a flowchart of the sixth embodiment of the game timing control method of the present invention;

[0041] Figure 9 It is a flowchart of the seventh embodiment of the game timing control method of the present invention;

[0042] Figure 10 It is a flowchart of the eighth embodiment of the game timing control method of the present invention. Detailed implementation manners

[0043] It should be understood that the specific embodiments described herein are only used to explain the present invention and are not used to limit the present invention.

[0044] In the subsequent description, suffixes such as "module", "component", or "unit" used to represent elements are only for the convenience of describing the present invention and have no specific meaning in themselves. Therefore, "module", "component", or "unit" can be used interchangeably.

[0045] The terminal can be implemented in various forms. For example, the terminal described in the present invention can include mobile terminals such as mobile phones, tablet computers, laptop computers, palm computers, personal digital assistants (PDAs), portable media players (PMPs), navigation devices, wearable devices, smart bracelets, pedometers, etc., and fixed terminals such as digital TVs and desktop computers.

[0046] In the subsequent description, the mobile terminal will be used as an example for illustration. Those skilled in the art will understand that, except for elements specifically for mobile purposes, the structure according to the embodiments of the present invention can also be applied to fixed-type terminals.

[0047] Please refer to Figure 1 which is a schematic diagram of the hardware structure of a mobile terminal for implementing various embodiments of the present invention. The mobile terminal 100 may include components such as an RF (Radio Frequency) unit 101, a WiFi module 102, an audio output unit 103, an A / V (audio / video) input unit 104, a sensor 105, a display unit 106, a user input unit 107, an interface unit 108, a memory 109, a processor 110, and a power supply 111. Those skilled in the art can understand that Figure 1 the mobile terminal structure shown in

[0048] does not limit the mobile terminal. The mobile terminal may include more or fewer components than shown in the figure, or combine certain components, or have different component arrangements. Figure 1 The following specifically introduces each component of the mobile terminal:

[0049] The RF unit 101 can be used to receive and send signals during information reception or call processes. Specifically, after receiving the downlink information from the base station, it is given to the processor 110 for processing; in addition, the uplink data is sent to the base station. Generally, the RF unit 101 includes but is not limited to antennas, at least one amplifier, a transceiver, a coupler, a low-noise amplifier, a duplexer, etc. In addition, the RF unit 101 can also communicate with the network and other devices through wireless communication. The above wireless communication can use any communication standard or protocol, including but not limited to GSM (Global System of Mobile communication), GPRS (General Packet Radio Service), CDMA2000 (CodeDivision Multiple Access 2000), WCDMA (Wideband Code DivisionMultiple Access), TD-SCDMA (Time Division-Synchronous CodeDivision Multiple Access), FDD-LTE (Frequency DivisionDuplexing-Long Term Evolution), and TDD-LTE (Time DivisionDuplexing-Long Term Evolution), etc.

[0050] WiFi belongs to short - range wireless transmission technology. Through the WiFi module 102, the mobile terminal can help users send and receive emails, browse the web, and access streaming media, etc. It provides users with wireless broadband Internet access. Although Figure 1 the WiFi module 102 is shown, it can be understood that it does not belong to the essential components of the mobile terminal and can be completely omitted within the scope of not changing the essence of the invention according to needs.

[0051] The audio output unit 103 can convert the audio data received by the radio frequency unit 101 or the WiFi module 102 or stored in the memory 109 into an audio signal and output it as sound when the mobile terminal 100 is in call signal reception mode, call mode, recording mode, voice recognition mode, broadcast reception mode, and other modes. Moreover, the audio output unit 103 can also provide audio output related to specific functions performed by the mobile terminal 100 (such as call signal reception sound, message reception sound, etc.). The audio output unit 103 can include a speaker, a buzzer, etc.

[0052] The A / V input unit 104 is used to receive audio or video signals. The A / V input unit 104 can include a Graphics Processing Unit (GPU) 1041 and a microphone 1042. The graphics processor 1041 processes the image data of still pictures or videos obtained by an image capture device (such as a camera) in video capture mode or image capture mode. The processed image frames can be displayed on the display unit 106. The image frames processed by the graphics processor 1041 can be stored in the memory 109 (or other storage media) or transmitted via the radio frequency unit 101 or the WiFi module 102. The microphone 1042 can receive sounds (audio data) via the microphone 1042 in call mode, recording mode, voice recognition mode, and other operating modes, and can process such sounds into audio data. The processed audio (voice) data can be converted into a format that can be output via the radio frequency unit 101 to the mobile communication base station in the case of call mode. The microphone 1042 can implement various types of noise cancellation (or suppression) algorithms to eliminate (or suppress) the noise or interference generated during the reception and transmission of audio signals.

[0053] The mobile terminal 100 further includes at least one sensor 105, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor includes an ambient light sensor and a proximity sensor. Among them, the ambient light sensor can adjust the brightness of the display panel 1061 according to the brightness of the ambient light, and the proximity sensor can turn off the display panel 1061 and / or the backlight when the mobile terminal 100 is moved to the ear. As a kind of motion sensor, the accelerometer sensor can detect the magnitude of acceleration in all directions (generally three axes), and can detect the magnitude and direction of gravity when stationary, and can be used for applications that identify the posture of the mobile phone (such as horizontal and vertical screen switching, related games, magnetometer attitude calibration), vibration recognition related functions (such as pedometer, tapping), etc.; as for other sensors that the mobile phone can also be configured with, such as fingerprint sensors, pressure sensors, iris sensors, molecular sensors, gyroscopes, barometers, hygrometers, thermometers, infrared sensors, etc., they will not be elaborated here.

[0054] The display unit 106 is used to display information input by the user or information provided to the user. The display unit 106 may include a display panel 1061, and the display panel 1061 may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc.

[0055] The user input unit 107 can be used to receive input digital or character information, and generate key signal inputs related to the user settings and function controls of the mobile terminal. Specifically, the user input unit 107 may include a touch panel 1071 and other input devices 1072. The touch panel 1071, also known as a touch screen, can collect touch operations of the user on or near it (such as operations of the user using a finger, a stylus, or any suitable object or accessory on or near the touch panel 1071), and drive the corresponding connection device according to a pre-set program. The touch panel 1071 may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the touch position of the user, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into touch point coordinates, and then sends it to the processor 110, and can receive and execute the commands sent by the processor 110. In addition, the touch panel 1071 can be implemented in multiple types such as resistive, capacitive, infrared, and surface acoustic wave. In addition to the touch panel 1071, the user input unit 107 may further include other input devices 1072. Specifically, the other input devices 1072 may include, but are not limited to, one or more of a physical keyboard, function keys (such as volume control keys, power on / off keys, etc.), a trackball, a mouse, a joystick, etc., and are not specifically limited here.

[0056] Further, the touch panel 1071 may cover the display panel 1061. After the touch panel 1071 detects a touch operation on or near it, it is transmitted to the processor 110 to determine the type of touch event. Subsequently, the processor 110 provides a corresponding visual output on the display panel 1061 according to the type of touch event. Although in Figure 1 , the touch panel 1071 and the display panel 1061 are implemented as two independent components to realize the input and output functions of the mobile terminal, but in some embodiments, the touch panel 1071 and the display panel 1061 may be integrated to realize the input and output functions of the mobile terminal, and the specific details are not limited here.

[0057] The interface unit 108 serves as an interface through which at least one external device can be connected to the mobile terminal 100. For example, the external device may include a wired or wireless headset port, an external power supply (or battery charger) port, a wired or wireless data port, a memory card port, a port for connecting a device with an identification module, an audio input / output (I / O) port, a video I / O port, a headset port, and so on. The interface unit 108 can be used to receive inputs from external devices (such as data information, power, etc.) and transmit the received inputs to one or more components within the mobile terminal 100 or can be used to transmit data between the mobile terminal 100 and external devices.

[0058] The memory 109 can be used to store software programs and various data. The memory 109 mainly includes a program storage area and a data storage area. Among them, the program storage area can store an operating system, application programs required for at least one function (such as a sound playback function, an image playback function, etc.); the data storage area can store data created according to the use of the mobile phone (such as audio data, phone book, etc.). In addition, the memory 109 may include a high-speed random access memory and may also include a non-volatile memory, such as at least one magnetic disk storage device, a flash memory device, or other volatile solid-state storage devices.

[0059] The processor 110 is the control center of the mobile terminal, connecting various parts of the entire mobile terminal using various interfaces and lines. By running or executing software programs and / or modules stored in the memory 109, and calling data stored in the memory 109, it executes various functions of the mobile terminal and processes data, thereby monitoring the mobile terminal as a whole. The processor 110 may include one or more processing units; preferably, the processor 110 may integrate an application processor and a modem processor. Among them, the application processor mainly processes the operating system, user interface, and application programs, etc., and the modem processor mainly processes wireless communication. It can be understood that the above-mentioned modem processor may not be integrated into the processor 110 either.

[0060] The mobile terminal 100 may further include a power source 111 (such as a battery) for supplying power to each component. Preferably, the power source 111 may be logically connected to the processor 110 through a power management system, so as to manage functions such as charging, discharging, and power consumption management through the power management system.

[0061] Although Figure 1 not shown, the mobile terminal 100 may further include a Bluetooth module and the like, which will not be elaborated here.

[0062] To facilitate the understanding of the embodiments of the present invention, the communication network system on which the mobile terminal of the present invention is based will be described below.

[0063] Please refer to Figure 2 , Figure 2 , which is an architecture diagram of a communication network system provided by an embodiment of the present invention. The communication network system is an LTE system of the general mobile communication technology. The LTE system includes a UE (User Equipment) 201, an E-UTRAN (Evolved UMTS Terrestrial Radio Access Network) 202, an EPC (Evolved Packet Core) 203, and the operator's IP service 204 that are sequentially communicatively connected.

[0064] Specifically, the UE 201 may be the above terminal 100, which will not be elaborated here.

[0065] The E-UTRAN 202 includes an eNodeB 2021 and other eNodeBs 2022, etc. Among them, the eNodeB 2021 may be connected to other eNodeBs 2022 through a backhaul (such as an X2 interface), the eNodeB 2021 is connected to the EPC 203, and the eNodeB 2021 may provide access for the UE 201 to the EPC 203.

[0066] The EPC 203 may include an MME (Mobility Management Entity) 2031, an HSS (Home Subscriber Server) 2032, other MMEs 2033, an SGW (Serving Gate Way) 2034, a PGW (PDN Gate Way) 2035, a PCRF (Policy and Charging Rules Function) 2036, etc. Among them, the MME 2031 is a control node that processes the signaling between the UE 201 and the EPC 203 and provides bearer and connection management. The HSS 2032 is used to provide some registers to manage functions such as a home location register (not shown in the figure) and stores some user-specific information such as service characteristics and data rates. All user data can be sent through the SGW 2034. The PGW 2035 can provide IP address allocation for the UE 201 and other functions. The PCRF 2036 is a policy and charging control policy decision point for service data flows and IP bearer resources, and it selects and provides available policy and charging control decisions for a policy and charging enforcement function unit (not shown in the figure).

[0067] The IP service 204 may include the Internet, an intranet, an IMS (IP Multimedia Subsystem), or other IP services, etc.

[0068] Although the above has been introduced by taking the LTE system as an example, those skilled in the art should be aware that the present invention is not only applicable to the LTE system, but also applicable to other wireless communication systems, such as GSM, CDMA2000, WCDMA, TD-SCDMA, and future new network systems, etc., which are not limited herein.

[0069] Based on the above mobile terminal hardware structure and communication network system, various embodiments of the method of the present invention are proposed.

[0070] Embodiment 1

[0071] Figure 3 It is a flowchart of the first embodiment of the game timing control method of the present invention. A game timing control method, the method includes:

[0072] S1. When a timing event is detected in the game interface, determine whether there is a pending matter currently.

[0073] S2. If there is the pending matter currently, obtain the timing time corresponding to the timing event, and obtain the expected processing time of the pending matter.

[0074] S3. If the processing time is shorter than the timing time, a matter processing window is generated within the game interface.

[0075] S4. According to the touch instruction of the matter processing window, the game interface is switched to the matter processing interface corresponding to the matter to be processed, and a game preview window corresponding to the timing event is generated within the matter processing interface.

[0076] Optionally, in this embodiment, when a timing event is detected within the game interface, it is determined whether there is a matter to be processed currently. The timing time is an event related to the game process in the game interface, including the death timing of game characters, the death timing of game target objects, the timing of any game enemy or friendly moving to the destination, the additional attribute timing of game characters, etc.

[0077] Optionally, in this embodiment, the matters to be processed are unread messages, un-answered calls, and un-adjusted device parameters. The unread messages include unread messages related to the game itself and within the game, as well as unread messages outside the game, of the system or third-party programs; the un-answered calls include un-answered calls generated during the game, un-answered calls within a preset time before the game, and un-answered repeated calls; the un-adjusted device parameters include parameters such as brightness parameters and operation sensitivity parameters related to the game that need to be adjusted when external conditions such as external light and location area change.

[0078] Optionally, in this embodiment, if there is the matter to be processed currently, the timing time corresponding to the timing event is obtained, and the expected processing time of the matter to be processed is obtained. The timing time can be presented in the form of a countdown. Therefore, when it is determined that the expected processing time of the matter to be processed is within the countdown time range, it can be determined that the above matter to be processed can be switched for processing.

[0079] Optionally, in this embodiment, if the processing time is shorter than the timing time, a matter processing window is generated within the game interface. The processing window does not display the matter to be processed itself, but is used to display the mark of the matter to be processed to remind the user that the game interface can be switched by clicking. It can be understood that the mark can be the program icon corresponding to the matter to be processed, or a simpler colored small dot, for example, presented or reminded to the user in a flashing form.

[0080] Optionally, in this embodiment, the game interface is switched to the matter processing interface corresponding to the matter to be processed according to the touch instruction of the matter processing window, and a game preview window corresponding to the timing event is generated in the matter processing interface. Among them, after the game preview window corresponding to the timing event is generated in the matter processing interface, during the process of the user handling the matter, the timing time of the countdown can be obtained through the game preview window at any time, and by clicking on the game preview window, the matter processing interface can be switched back to the game interface.

[0081] Optionally, in this embodiment, the game timing control solution of this embodiment is provided as a function of a game tactical timer to end users such as mobile phones, so as to optimize the event processing mechanism in the game scenario. First, the user enables the function of automatically recording the tactical timer. When the user wants to send an emergency text message or WeChat message during the game, this function will record all operations related to timing in the game. Taking the King of Glory game as an example, the update time of the enhanced attributes of the red and blue game characters in the game, the death and resurrection time of the game characters, etc.

[0082] During the game, when a character in the game dies and needs some time to resurrect, but the user cannot operate the game during this period. The tactical timer function will prompt the user to change the game to a small window display and display the application that the user wants to process to the foreground, such as making a phone call, sending a WeChat message, browsing Weibo, etc. When the resurrection time of the character in the game arrives, the tactical timer will notify the user, and the user can directly click on the game small window and return to the game. In this way, it neither affects the user's real-time game playing nor delays the user's other urgent matters.

[0083] In order to implement the timing time acquisition mechanism in the above solution, in this embodiment, the real-time timer information of the game screen is first obtained in the Android system. Considering the current principle of the dlsym function in the Kernel, a mark is added before each function call of OpenGL in the Android system framework. That is, when the game is rendered in real time and calls the OpenGL function, it will first call each same OpenGL function in the custom so library. In the custom so library, in this embodiment, the gl functions of the key game timers can be counted and processed. After the counting is completed, the original OpenGL function of the Android system is executed. Thus, the function of the tactical timer is realized without affecting the rendering logic of the game.

[0084] Specifically, in this embodiment, first, it is determined that the foreground is a game application and a game application with a timer function; when starting the game, in this implementation, the so library implementing the hook functions of all OpenGL functions is first embedded into the system, enabling the framework game to load the so library of this marked function. Through the dlsym function of the kernel, all marked functions are actively loaded; when there is a timer function in the game screen, the marked function of this embodiment will capture the corresponding gl function call, save the value of the timer, and continuously determine the current timer scenario, such as the death and resurrection scenario of game characters, the update time scenario of the enhanced attributes of red and blue game individuals, the update time scenario of specific game targets, etc. Based on the above data acquisition foundation, in this embodiment, when a character in the game dies, the timer function will send a message to the user. After receiving the message, the user can minimize the game window and simultaneously use applications such as phone, WeChat, and Weibo to handle some urgent matters. It can be seen that in this embodiment, due to the tactical timer function, it helps the user record the resurrection time of game characters in real time. After the game character resurrects, the timer sends a message to the user. The user can click on the game window to directly enter the game for operation, which neither affects sending messages to others nor affects the game experience.

[0085] The beneficial effect of this embodiment is that when a timing event is detected in the game interface, it is determined whether there is a pending matter currently. If there is the pending matter currently, the timing time corresponding to the timing event is obtained, and the expected processing time of the pending matter is obtained; if the processing time is shorter than the timing time, a matter processing window is generated in the game interface; according to the touch instruction of the matter processing window, the game interface is switched to the matter processing interface corresponding to the pending matter, and a game preview window corresponding to the timing event is generated in the matter processing interface. A user-friendly game timing control scheme is realized, avoiding delaying the pending matter during the game process and also avoiding the impact of the pending matter on the game experience, improving the coordination between multiple tasks in the device, and enhancing the user experience.

[0086] Embodiment 2

[0087] Figure 4 It is a flowchart of the second embodiment of the game timing control method of the present invention. Based on the above embodiment, when it is detected that there is a timing event in the game interface, determining whether there is a pending matter currently includes:

[0088] S11. Monitor the feature events related to user operations in the game interface.

[0089] S12. If the feature event is a pause operation of the game main body, determine the pause operation as the monitored event.

[0090] Optionally, in this embodiment, feature events related to user manipulation within the game interface are monitored. Among them, the feature event is an event related to the game entity controlled by the user, that is, the event refers to an event controlled by the user's operation. For example, specific events such as the death, resurrection, and movement to a destination of a game character.

[0091] Optionally, in this embodiment, if the feature event is the suspension of operation of the game entity, the suspension of operation is determined as the monitored event. Among them, if specific events such as the death, resurrection, and movement to a destination of a game character are suspended, that is, the user's initiative operation is in a disabled state, the suspension of operation is determined as the monitored event in this embodiment.

[0092] The beneficial effect of this embodiment is that by monitoring the feature events related to user manipulation within the game interface; if the feature event is the suspension of operation of the game entity, the suspension of operation is determined as the monitored event. It provides a determination condition for the monitored event for implementing a user-friendly game timing control scheme, avoids delaying pending matters during the game process, and also avoids the impact of pending matters on the game experience, improves the coordination between multitasks in the device, and enhances the user experience.

[0093] Embodiment Three

[0094] Figure 5 It is a flowchart of the third embodiment of the game timing control method of the present invention. Based on the above embodiment, when a timing event is detected within the game interface, determining whether there is a pending matter currently includes:

[0095] S13. Identify whether the monitored event has a corresponding timing area.

[0096] S14. If the time information of the timing area meets the preset monitoring conditions, the monitored time is taken as the timing event.

[0097] Optionally, in this embodiment, within the game interface, identify whether the monitored event has a corresponding timing area or a corresponding progress bar for timing.

[0098] Optionally, in this embodiment, if the time information of the timing area meets the preset monitoring conditions, the monitored time is taken as the timing event. Among them, the preset monitoring conditions are that the characteristics of the timing are obvious and accurate, or the time progress of the timing will not end prematurely due to other game factors. Thus, the monitored time is taken as the timing event in this embodiment.

[0099] The beneficial effect of this embodiment is that by identifying whether the monitored event has a corresponding timing area; if the time information in the timing area meets the preset monitoring conditions, the monitoring time is used as the timing event. It provides a determination condition for the timing event for implementing a user-friendly game timing control scheme, avoiding delaying pending matters during the game process and also avoiding the impact of pending matters on the game experience, improving the coordination between multitasks in the device, and enhancing the user experience.

[0100] Embodiment Four

[0101] Figure 6 is a flowchart of the fourth embodiment of the game timing control method of the present invention. Based on the above embodiment, when a timing event is detected in the game interface, it is determined whether there is a pending matter currently, including:

[0102] S15. When the timing event is detected in the game interface, obtain unread messages, unanswered calls, and unadjusted device parameters in the device.

[0103] S16. Use the unread messages, unanswered calls, and unadjusted device parameters that meet the preset processing conditions as the pending matters.

[0104] Optionally, in this embodiment, when the timing event is detected in the game interface, obtain unread messages, unanswered calls, and unadjusted device parameters in the device. Among them, in this embodiment, when it is determined that there is a timing event, the detection of whether there are unread messages, unanswered calls, and unadjusted device parameters is started.

[0105] Optionally, in this embodiment, use the unread messages, unanswered calls, and unadjusted device parameters that meet the preset processing conditions as the pending matters. Among them, the preset processing conditions include that the unread messages contain preset keywords or come from preset key contacts, the contacts of the unanswered calls come from preset key contacts, and the unadjusted device parameters are related to the current game display or game control.

[0106] The beneficial effect of this embodiment is that by obtaining unread messages, unanswered calls, and unadjusted device parameters in the device when the timing event is detected in the game interface; using the unread messages, unanswered calls, and unadjusted device parameters that meet the preset processing conditions as the pending matters. It provides a determination condition for the pending matters for implementing a user-friendly game timing control scheme, avoiding delaying pending matters during the game process and also avoiding the impact of pending matters on the game experience, improving the coordination between multitasks in the device, and enhancing the user experience.

[0107] Embodiment Five

[0108] Figure 7 It is a flowchart of the fifth embodiment of the game timing control method of the present invention. Based on the above embodiments, if there is a to-be-processed matter currently, obtaining the timing time corresponding to the timing event, and obtaining the expected processing time of the to-be-processed matter includes:

[0109] S21. Read the time information in the timing area in real time to obtain the timing time.

[0110] S22. Calculate and obtain the processing time according to the unread information, the un-answered calls, and the quantity and types of un-adjusted parameters of the device.

[0111] Optionally, in this embodiment, if there are timing times of multiple timing areas in the game interface, determine whether there is an accumulation feature among them. If so, read and accumulate the time information in the multiple timing areas in real time to obtain the timing time. If not, take the time information in the longest timing area to obtain the timing time.

[0112] Optionally, in this embodiment, calculate and obtain the processing time according to the unread information, the un-answered calls, and the quantity and types of un-adjusted parameters of the device. Among them, according to the historical processing time-consuming data of the above unread information, the un-answered calls, and the un-adjusted parameters of the device, obtain the time-consuming times of different types of unread information, the un-answered calls, and the un-adjusted parameters of the device, and thus use it as the basis for the currently calculated time-consuming.

[0113] The beneficial effect of this embodiment is that the timing time is obtained by reading the time information in the timing area in real time; the processing time is calculated and obtained according to the unread information, the un-answered calls, and the quantity and types of un-adjusted parameters of the device. It provides a basis for calculating the processing time for realizing a user-friendly game timing control scheme, avoids delaying the to-be-processed matter during the game process, and also avoids the influence of the to-be-processed matter on the game experience, improves the coordination between multiple tasks in the device, and enhances the user experience.

[0114] Embodiment Six

[0115] Figure 8 It is a flowchart of the sixth embodiment of the game timing control method of the present invention. Based on the above embodiments, if the processing time is shorter than the timing time, generating an event processing window in the game interface includes:

[0116] S31. If any of the first processing time corresponding to the unread information, the second processing time corresponding to the un-answered call, and the third processing time corresponding to the un-adjusted parameters of the device is shorter than the timing time, then generate an event processing window in the idle area of the game interface.

[0117] S32. Display, in the event processing window, an event icon corresponding to any one of the unread information, the un-answered call, and the un-adjusted parameters of the device whose processing time is shorter than the timing time.

[0118] Optionally, in this embodiment, if any of the first processing time corresponding to the unread information, the second processing time corresponding to the un-answered call, and the third processing time corresponding to the un-adjusted parameters of the device is shorter than the timing time, then generate an event processing window in the idle area of the game interface. Among them, for any pending matter whose processing time is shorter than the timing time, generate an event processing window in the idle area of the game interface, and simultaneously display, in the window, program icons corresponding to all the pending matters, or cyclically display program icons corresponding to all the pending matters.

[0119] Optionally, in this embodiment, display, in the event processing window, an event icon corresponding to any one of the unread information, the un-answered call, and the un-adjusted parameters of the device whose processing time is shorter than the timing time. Among them, the above event icon can be a program icon or a solid-color icon extracted from the main color of the program icon.

[0120] The beneficial effect of this embodiment is that by recognizing that if any of the first processing time corresponding to the unread information, the second processing time corresponding to the un-answered call, and the third processing time corresponding to the un-adjusted parameters of the device is shorter than the timing time, then generate an event processing window in the idle area of the game interface; display, in the event processing window, an event icon corresponding to any one of the unread information, the un-answered call, and the un-adjusted parameters of the device whose processing time is shorter than the timing time. It provides a generation scheme for event icons for implementing a user-friendly game timing control scheme, avoids delaying pending matters during the game process, and also avoids the impact of pending matters on the game experience, improves the coordination between multiple tasks in the device, and enhances the user experience.

[0121] Embodiment Seven

[0122] Figure 9It is a flowchart of the seventh embodiment of the game timing control method of the present invention. Based on the above embodiment, switching the game interface to the matter processing interface corresponding to the to-be-processed matter according to the touch command of the matter processing window, and generating a game preview window corresponding to the timing event in the matter processing interface, including:

[0123] S41. Receive the touch command of the event icon, and switch the game interface to the matter processing interface corresponding to the to-be-processed matter.

[0124] S42. Generate a game preview window corresponding to the timing event in the idle area in the matter processing interface, and retain the matter processing window.

[0125] Optionally, in this embodiment, receive the touch command of the event icon, and switch the game interface to the matter processing interface corresponding to the to-be-processed matter. Among them, when receiving a short press command of the event icon, switch the game interface to the matter processing interface corresponding to the to-be-processed matter with the shortest estimated time consumption. When receiving a long press command of the event icon, display program icons corresponding to each to-be-processed matter arranged in ascending order of estimated time consumption, and accept the short press command of the program icon by the user as the trigger entry condition for the corresponding matter processing interface.

[0126] Optionally, in this embodiment, generate a game preview window corresponding to the timing event in the idle area in the matter processing interface, and retain the matter processing window. Among them, display timing information in the game preview window, and display other to-be-processed matters in the matter processing window.

[0127] The beneficial effect of this embodiment is that by receiving the touch command of the event icon and switching the game interface to the matter processing interface corresponding to the to-be-processed matter; generating a game preview window corresponding to the timing event in the idle area in the matter processing interface, and retaining the matter processing window. It provides a processing method for interface switching for implementing a user-friendly game timing control scheme, avoids delaying to-be-processed matters during the game process, and also avoids the impact of to-be-processed matters on the game experience, improves the coordination between multiple tasks in the device, and enhances the user experience.

[0128] Embodiment Eight

[0129] Figure 10 It is a flowchart of the eighth embodiment of the game timing control method of the present invention. Based on the above embodiment, switching the game interface to the matter processing interface corresponding to the to-be-processed matter according to the touch command of the matter processing window, and generating a game preview window corresponding to the timing event in the matter processing interface, further includes:

[0130] S43. In the matter processing window within the matter processing interface, display the event icons corresponding to other matters to be processed.

[0131] S44. When the timing time ends, switch back to the game interface from any of the matter processing interfaces.

[0132] Optionally, in this embodiment, in the matter processing window within the matter processing interface, display the event icons corresponding to other matters to be processed. Among them, in the matter processing window within the matter processing interface, if there are other matters to be processed related to the currently processed matter, then preferentially display the event icons corresponding to the other matters to be processed. For example, when processing a WeChat message of a contact, there is also an unanswered call from this contact, then preferentially display the event icon of the matter to be processed corresponding to this unanswered call.

[0133] Optionally, in this embodiment, when the timing time ends and the matter to be processed is not completed, switch back to the game interface from any of the matter processing interfaces. When the timing time has not ended and all matters to be processed have been completed, switch back to the game interface from the last matter processing interface.

[0134] The beneficial effect of this embodiment lies in that by displaying the event icons corresponding to other matters to be processed in the matter processing window within the matter processing interface; when the timing time ends, switch back to the game interface from any of the matter processing interfaces. It provides a processing method for interface switching-back for implementing a user-friendly game timing control scheme, avoiding delaying matters to be processed during the game process, and also avoiding the impact of matters to be processed on the game experience, improving the coordination between multitasks in the device and enhancing the user experience.

[0135] Embodiment Nine

[0136] Based on the above embodiment, the present invention further proposes a game timing control device, which includes a memory, a processor, and a computer program stored on the memory and executable on the processor. When the computer program is executed by the processor, it implements the steps of the game timing control method described in any one of the above.

[0137] It should be noted that the above device embodiment and method embodiment belong to the same concept. The specific implementation process is detailed in the method embodiment, and the technical features in the method embodiment are all correspondingly applicable in the device embodiment, and will not be elaborated here.

[0138] Embodiment Ten

[0139] Based on the above embodiments, the present invention further provides a computer-readable storage medium, on which a game timing control program is stored. When the game timing control program is executed by a processor, the steps of the game timing control method described in any one of the above are implemented.

[0140] It should be noted that the above medium embodiment and the method embodiment belong to the same concept. The specific implementation process is detailed in the method embodiment, and the technical features in the method embodiment are correspondingly applicable in the medium embodiment, which will not be elaborated here.

[0141] It should be noted that in this article, the term "including", "comprising" or any other variant thereof is intended to cover non-exclusive inclusion, so that a process, method, article or device including a series of elements not only includes those elements, but also includes other elements not expressly listed, or further includes elements inherent to such process, method, article or device. Without further limitation, an element defined by the statement "including a..." does not exclude the existence of additional identical elements in the process, method, article or device including that element.

[0142] The serial numbers of the above embodiments of the present invention are only for description and do not represent the advantages and disadvantages of the embodiments.

[0143] Through the description of the above embodiments, those skilled in the art can clearly understand that the above embodiment methods can be implemented by means of software plus a necessary general hardware platform. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on such an understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk), and includes several instructions for causing a terminal (which can be a mobile phone, computer, server, air conditioner, or network device, etc.) to execute the methods described in various embodiments of the present invention.

[0144] The embodiments of the present invention have been described above in conjunction with the accompanying drawings. However, the present invention is not limited to the above specific embodiments. The above specific embodiments are merely illustrative and not restrictive. Under the inspiration of the present invention, those of ordinary skill in the art can also make many forms without departing from the spirit and scope protected by the present invention and the claims. These all fall within the protection scope of the present invention.

Claims

1. A game timing control method, characterized in that, The method includes: When a timing event is detected within the game interface, determining whether there is a pending matter currently; If there is the pending matter currently, obtaining the timing time corresponding to the timing event, and obtaining the expected processing time of the pending matter; If the processing time is shorter than the timing time, generating a matter processing window within the game interface; Switching the game interface to a matter processing interface corresponding to the pending matter according to a touch command of the matter processing window, and generating a game preview window corresponding to the timing event within the matter processing interface; When a timing event is detected within the game interface, determining whether there is a pending matter currently, includes: Monitoring a feature event related to user operation within the game interface; If the feature event is a pause operation of the game main body, determining the pause operation as a monitored event; Identifying whether the monitored event has a corresponding timing area; If the time information of the timing area meets a preset monitoring condition, regarding the monitored event as the timing event.

2. The game timing control method according to claim 1, wherein When a timing event is detected within the game interface, determining whether there is a pending matter currently, further includes: When the timing event is detected within the game interface, obtaining unread messages, un-answered calls, and un-adjusted device parameters in the device; Regarding the unread messages, un-answered calls, and un-adjusted device parameters that meet a preset processing condition as the pending matter.

3. The game timing control method according to claim 2, wherein If there is the pending matter currently, obtaining the timing time corresponding to the timing event, and obtaining the expected processing time of the pending matter, includes: Reading the time information within the timing area in real time to obtain the timing time; Calculating and obtaining the processing time according to the quantity and type of the unread messages, un-answered calls, and un-adjusted device parameters.

4. The game timing control method according to claim 3, wherein If the processing time is shorter than the timing time, generating a matter processing window within the game interface, includes: If any one of a first processing time corresponding to the unread message, a second processing time corresponding to the un-answered call, and a third processing time corresponding to the un-adjusted device parameter is shorter than the timing time, generating a matter processing window within the idle area of the game interface; Displaying an event icon corresponding to any one of the unread messages, un-answered calls, and un-adjusted device parameters whose processing time is shorter than the timing time within the matter processing window.

5. The game timing control method according to claim 4, wherein Switching the game interface to a matter processing interface corresponding to the pending matter according to a touch command of the matter processing window, and generating a game preview window corresponding to the timing event within the matter processing interface, includes: Receiving a touch command of the event icon, and switching the game interface to a matter processing interface corresponding to the pending matter; Generating a game preview window corresponding to the timing event within the idle area of the matter processing interface, and retaining the matter processing window.

6. The game timing control method according to claim 5, wherein, Switching the game interface to the matter processing interface corresponding to the to-be-processed matter according to the touch command of the matter processing window, and generating a game preview window corresponding to the timing event in the matter processing interface, further includes: Displaying the event icons corresponding to other to-be-processed matters in the matter processing window within the matter processing interface; When the timing time ends, switching back from any of the matter processing interfaces to the game interface.

7. A game timekeeping control device, characterized in that, The device includes a memory, a processor, and a computer program stored on the memory and executable on the processor. When the computer program is executed by the processor, the steps of the game timing control method according to any one of claims 1 to 6 are implemented.

8. A computer-readable storage medium, characterized in that, A game timing control program is stored on the computer-readable storage medium. When the game timing control program is executed by the processor, the steps of the game timing control method according to any one of claims 1 to 6 are implemented.

Citation Information

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