A video game fusion processing method, device and computer readable storage medium

By setting view frames in the video and game interfaces and rendering them synchronously, the problem of the inability to integrate the video and game interfaces is solved, improving the user's gaming experience and enjoyment.

CN113457143BActive Publication Date: 2026-04-24NUBIA TECHNOLOGY CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NUBIA TECHNOLOGY CO LTD
Filing Date
2021-07-29
Publication Date
2026-04-24

AI Technical Summary

Technical Problem

In existing technologies, the mobile video playback interface and the game interface cannot be integrated, resulting in the surfaceview of the background video playing blocking the surfaceview of the game in front, lacking interactive display and limiting the user experience.

Method used

The system determines the first view frame of the video background when the video is playing and the second view frame of the game foreground when the game starts. It sets the view frame to display mode, renders the occluded areas synchronously, and switches the background color of the canvas of the game foreground to a transparent color to blend the video display and the game display.

Benefits of technology

It achieves integrated processing of video games, enhances the user's visual experience and enjoyment during gameplay, and provides a richer interactive experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a video game fusion processing method and device and a computer readable storage medium, and the method comprises the following steps: determining a first view frame for creating a video background of a video display, and determining a second view frame for creating a game foreground of a game display; if the first view frame is set as a preset display mode, synchronously rendering an occluded area in the process of rendering the video background; if the second view frame is set as the display mode, switching a default background color of a canvas from black to transparent in the process of rendering the game foreground; and synchronously rendering the video background and the game foreground in the display mode to fuse the video display and the game display. The application realizes a humanized video game fusion processing scheme, so that a user can obtain a more abundant view experience through a synchronously played video in the process of playing a game, and the interest of the game process is improved.
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Description

Technical Field

[0001] This invention relates to the field of mobile communications, and more particularly to a video game fusion processing method, device, and computer-readable storage medium. Background Technology

[0002] In current technology, with the continuous development of smart terminal devices, users' demands for multi-interface display within devices are also increasing. In particular, currently, the video playback interface and game interface of mobile phones are both developed and rendered using SurfaceView (view frame). However, the two SurfaceViews are not merged together. If they are displayed together, the display area of ​​the first SurfaceView will block the display area of ​​the second SurfaceView. For example, when making a video call in WeChat, the local camera video frame will block the full-screen video area of ​​the other party behind it.

[0003] Therefore, in the existing technology, due to the limitations of the system's rendering settings, it is impossible to merge the surfaceview of the background video playback and the surfaceview of the foreground game together. The lack of such scene display and interaction limits the scalability of a single video interface or game interface, and the user experience needs to be improved. Summary of the Invention

[0004] To address the aforementioned technical deficiencies in the prior art, this invention proposes a video game fusion processing method, which includes:

[0005] When starting video playback, a first view frame is determined to create the video background for video display, and when starting the game program, a second view frame is determined to create the game foreground for game display.

[0006] If the first view frame is set to a preset display mode, the obscured area is rendered synchronously during the rendering of the video background.

[0007] If the second view frame is set to the display mode, the default background color of the canvas is switched from black to transparent during the rendering of the game foreground.

[0008] In the display mode, the video background and the game foreground are rendered simultaneously to blend the video display and the game display.

[0009] Optionally, determining a first view frame for creating the video background for video display when starting video playback, and determining a second view frame for creating the game foreground for game display when starting the game program, includes:

[0010] A first fusion setting option for the video display and the game display is preset within the video playback interface;

[0011] When the first fusion setting option is enabled, if the video playback starts, a first view frame for creating the video background for video display is determined, and when the game program included in the first fusion setting option starts, a second view frame for creating the game foreground for game display is determined.

[0012] Optionally, determining a first view frame for creating the video background for video display when starting video playback, and determining a second view frame for creating the game foreground for game display when starting the game program, further includes:

[0013] A second fusion setting option for the video display and the game display is preset in the game launch interface or game management interface;

[0014] When the second fusion setting option is enabled, if the game program is started, a second view frame for creating the game foreground for game display is determined, and when the video file contained in the second fusion setting option is started playing, a first view frame for creating the video background for video display is determined.

[0015] Optionally, if the first view frame is set to a preset display mode, then during the rendering of the video background, the occluded area is rendered synchronously, including:

[0016] In the obscured area, acquire the game character in the foreground and the game state of the game character;

[0017] Adjust the rendering parameters of the occluded area according to the game character and the game state.

[0018] Optionally, if the first view frame is set to a preset display mode, then during the rendering of the video background, the occluded area is rendered synchronously, further comprising:

[0019] Obtain the character type of the game character and the types of skills released in the game state;

[0020] Adjust the rendering parameters according to the character type or the skill release type.

[0021] Optionally, if the second view frame is set to the display mode, then during the rendering of the game foreground, switching the default background color of the canvas from black to transparent includes:

[0022] During the rendering of the game foreground, the video content of the video background and the content features of the video content are obtained;

[0023] The transparency of the canvas is adjusted based on the video content and the content characteristics.

[0024] Optionally, if the second view frame is set to the display mode, then during the rendering of the game foreground, switching the default background color of the canvas from black to transparent further includes:

[0025] Obtain the main body and background of the video content, as well as the movement state of the main body in the background;

[0026] The transparency corresponding to the subject and the background is determined, and the transparency is dynamically adjusted according to the movement state.

[0027] Optionally, the step of simultaneously rendering the video background and the game foreground in the display mode to merge the video display and the game display includes:

[0028] Monitor the termination time of the video display or the game display;

[0029] At the termination time, the first view frame or the second view frame in the display mode is set to the default mode.

[0030] The present invention also proposes a video game fusion processing device, the device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the computer program, when executed by the processor, implements the steps of the video game fusion processing method as described in any of the preceding claims.

[0031] The present invention also proposes a computer-readable storage medium storing a video game fusion processing program, which, when executed by a processor, implements the steps of the video game fusion processing method as described in any of the preceding claims.

[0032] The video game fusion processing method, apparatus, and computer-readable storage medium of the present invention determine a first view frame for creating a video background for video display when video playback starts, and a second view frame for creating a game foreground for game display when the game program starts. If the first view frame is set to a preset display mode, the occluded area is rendered synchronously during the rendering of the video background. If the second view frame is set to the display mode, the default background color of the canvas is switched from black to transparent during the rendering of the game foreground. The video background and the game foreground are rendered synchronously in the display mode to fuse the video display and the game display. This achieves a user-friendly video game fusion processing solution, allowing users to obtain a richer visual experience through synchronously played videos during gameplay, thus enhancing the enjoyment of the game. Attached Figure Description

[0033] The present invention will be further described below with reference to the accompanying drawings and embodiments. In the accompanying drawings:

[0034] Figure 1 This is a schematic diagram of the hardware structure of a mobile terminal according to the present invention;

[0035] Figure 2 This is a communication network system architecture diagram provided in an embodiment of the present invention;

[0036] Figure 3 This is a flowchart of the first embodiment of the video game fusion processing method of the present invention;

[0037] Figure 4 This is a flowchart of the second embodiment of the video game fusion processing method of the present invention;

[0038] Figure 5 This is a flowchart of the third embodiment of the video game fusion processing method of the present invention;

[0039] Figure 6 This is a flowchart of the fourth embodiment of the video game fusion processing method of the present invention;

[0040] Figure 7 This is a flowchart of the fifth embodiment of the video game fusion processing method of the present invention;

[0041] Figure 8 This is a flowchart of the sixth embodiment of the video game fusion processing method of the present invention;

[0042] Figure 9 This is a flowchart of the seventh embodiment of the video game fusion processing method of the present invention;

[0043] Figure 10This is a flowchart of the eighth embodiment of the video game fusion processing method of the present invention. Detailed Implementation

[0044] It should be understood that the specific embodiments described herein are for illustrative purposes only and are not intended to limit the scope of the invention.

[0045] In the following description, the use of suffixes such as "module," "part," or "unit" to denote elements is solely for the purpose of illustrative purposes and has no specific meaning in itself. Therefore, "module," "part," or "unit" may be used interchangeably.

[0046] Terminals can be implemented in various forms. For example, the terminals described in this invention may include mobile terminals such as mobile phones, tablets, laptops, handheld computers, personal digital assistants (PDAs), portable media players (PMPs), navigation devices, wearable devices, smart bracelets, pedometers, etc., as well as fixed terminals such as digital TVs and desktop computers.

[0047] The following description will use a mobile terminal as an example. Those skilled in the art will understand that, apart from elements specifically designed for mobile purposes, the construction according to embodiments of the present invention can also be applied to fixed-type terminals.

[0048] Please see Figure 1 This is a schematic diagram of the hardware structure of a mobile terminal implementing various embodiments of the present invention. The mobile terminal 100 may include: 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, etc. Those skilled in the art will understand that... Figure 1 The mobile terminal structure shown does not constitute a limitation on the mobile terminal. The mobile terminal may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0049] The following is combined Figure 1 A detailed introduction to each component of the mobile terminal:

[0050] The radio frequency unit 101 can be used for receiving and transmitting signals during information transmission or calls. Specifically, it receives downlink information from the base station and processes it with the processor 110; additionally, it transmits uplink data to the base station. Typically, the radio frequency unit 101 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low-noise amplifier, and a duplexer. Furthermore, the radio frequency unit 101 can also communicate wirelessly with networks and other devices. The aforementioned wireless communications may use any communication standard or protocol, including but not limited to GSM (Global System of Mobile communication), GPRS (General Packet Radio Service), CDMA2000 (Code Division Multiple Access 2000), WCDMA (Wideband Code Division Multiple Access), TD-SCDMA (Time Division-Synchronous Code Division Multiple Access), FDD-LTE (Frequency Division Duplexing-Long Term Evolution), and TDD-LTE (Time Division Duplexing-Long Term Evolution).

[0051] WiFi is a short-range wireless transmission technology. Mobile terminals using the WiFi module 102 can help users send and receive emails, browse web pages, and access streaming media, providing users with wireless broadband internet access. Although Figure 1 WiFi module 102 is shown, but it is understood that it is not a necessary component of a mobile terminal and can be omitted as needed without changing the nature of the invention.

[0052] The audio output unit 103 can convert audio data received by the radio frequency unit 101 or the WiFi module 102 or stored in the memory 109 into audio signals and output them as sound when the mobile terminal 100 is in call signal receiving mode, call mode, recording mode, voice recognition mode, broadcast receiving mode, etc. Furthermore, the audio output unit 103 can also provide audio output related to specific functions performed by the mobile terminal 100 (e.g., call signal receiving sound, message receiving sound, etc.). The audio output unit 103 may include a speaker, a buzzer, etc.

[0053] The A / V input unit 104 is used to receive audio or video signals. The A / V input unit 104 may include a graphics processing unit (GPU) 1041 and a microphone 1042. The GPU 1041 processes image data of still images or videos acquired 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 GPU 1041 can be stored in the memory 109 (or other storage medium) or transmitted via the radio frequency unit 101 or the WiFi module 102. The microphone 1042 can receive sound (audio data) in operating modes such as telephone call mode, recording mode, and voice recognition mode, and can process such sound into audio data. The processed audio (voice) data can be converted into a format that can be transmitted to a mobile communication base station via the radio frequency unit 101 in telephone call mode. The microphone 1042 can implement various types of noise cancellation (or suppression) algorithms to eliminate (or suppress) noise or interference generated during the reception and transmission of audio signals.

[0054] The mobile terminal 100 also 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. The ambient light sensor can adjust the brightness of the display panel 1061 according to the ambient light level, and the proximity sensor can turn off the display panel 1061 and / or backlight when the mobile terminal 100 is moved to the ear. As a type of motion sensor, the accelerometer sensor can detect the magnitude of acceleration in various directions (generally three axes). When stationary, it can detect the magnitude and direction of gravity and can be used for applications that recognize the phone's posture (such as landscape / portrait switching, related games, magnetometer posture calibration), vibration recognition-related functions (such as pedometer, tapping), etc. Other sensors that may be configured in the phone, such as fingerprint sensors, pressure sensors, iris sensors, molecular sensors, gyroscopes, barometers, hygrometers, thermometers, and infrared sensors, will not be described in detail here.

[0055] 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, which may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like.

[0056] User input unit 107 can be used to receive input numerical or character information, and generate key signal inputs related to user settings and function control of the mobile terminal. Specifically, user input unit 107 may include touch panel 1071 and other input devices 1072. Touch panel 1071, also known as touch screen, can collect touch operations on or near the user (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near touch panel 1071), and drive corresponding connection devices according to a pre-set program. Touch panel 1071 may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch position and the signal generated by the touch operation, and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, sends it to processor 110, and can receive and execute commands from processor 110. In addition, touch panel 1071 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. In addition to the touch panel 1071, the user input unit 107 may also include other input devices 1072. Specifically, other input devices 1072 may include, but are not limited to, one or more of the following: physical keyboard, function keys (such as volume control buttons, power buttons, etc.), trackball, mouse, joystick, etc., without being limited here.

[0057] Furthermore, the touch panel 1071 may cover the display panel 1061. When the touch panel 1071 detects a touch operation on or near it, it transmits the information to the processor 110 to determine the type of touch event. Subsequently, the processor 110 provides corresponding visual output on the display panel 1061 based on the type of touch event. Although in Figure 1 In this embodiment, the touch panel 1071 and the display panel 1061 are two independent components to realize the input and output functions of the mobile terminal. However, in some embodiments, the touch panel 1071 and the display panel 1061 can be integrated to realize the input and output functions of the mobile terminal. The specific implementation is not limited here.

[0058] Interface unit 108 serves as an interface through which at least one external device can connect to 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 headphone port, and so on. Interface unit 108 may be used to receive input (e.g., data, power, etc.) from the external device and transmit the received input to one or more elements within mobile terminal 100, or it may be used to transmit data between mobile terminal 100 and the external device.

[0059] The memory 109 can be used to store software programs and various data. The memory 109 may primarily include a program storage area and a data storage area. The program storage area may store the operating system, applications required for at least one function (such as sound playback, image playback, etc.), etc.; the data storage area may store data created based on the use of the mobile phone (such as audio data, phonebook, etc.). Furthermore, the memory 109 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.

[0060] The processor 110 is the control center of the mobile terminal. It connects various parts of the mobile terminal via various interfaces and lines. By running or executing software programs and / or modules stored in the memory 109, and by calling data stored in the memory 109, it performs various functions and processes data of the mobile terminal, thereby providing overall monitoring of the mobile terminal. The processor 110 may include one or more processing units; preferably, the processor 110 may integrate an application processor and a modem processor. The application processor mainly handles the operating system, user interface, and applications, while the modem processor mainly handles wireless communication. It is understood that the modem processor may not be integrated into the processor 110.

[0061] The mobile terminal 100 may also include a power supply 111 (such as a battery) that supplies power to various components. Preferably, the power supply 111 can be logically connected to the processor 110 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system.

[0062] although Figure 1 As not shown, the mobile terminal 100 may also include a Bluetooth module, etc., which will not be described in detail here.

[0063] To facilitate understanding of the embodiments of the present invention, the communication network system on which the mobile terminal of the present invention is based is described below.

[0064] Please see Figure 2 , Figure 2 This invention provides a communication network system architecture diagram. The communication network system is an LTE system based on the universal 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 services 204, which are connected in sequence.

[0065] Specifically, UE201 can be the aforementioned terminal 100, which will not be elaborated here.

[0066] E-UTRAN202 includes eNodeB2021 and other eNodeB2022s. Among them, eNodeB2021 can connect to other eNodeB2022s via backhaul (e.g., X2 interface), and eNodeB2021 connects to EPC203. eNodeB2021 can provide UE201 with access to EPC203.

[0067] EPC203 may include MME (Mobility Management Entity) 2031, HSS (Home Subscriber Server) 2032, other MMEs 2033, SGW (Serving Gateway) 2034, PGW (Packet Data Network Gateway) 2035, and PCRF (Policy and Charging Rules Function) 2036, etc. Among them, MME2031 is the control node that handles signaling between UE201 and EPC203, providing bearer and connection management. HSS2032 provides registers to manage functions such as the Home Location Register (not shown in the diagram) and stores user-specific information such as service characteristics and data rates. All user data can be sent through SGW2034. PGW2035 can provide UE 201 IP address allocation and other functions. PCRF2036 is the policy and charging control decision point for service data flow and IP bearer resources. It selects and provides available policy and charging control decisions for the policy and charging enforcement function unit (not shown in the figure).

[0068] IP services 204 may include the Internet, intranet, IMS (IP Multimedia Subsystem), or other IP services.

[0069] Although the above description uses the LTE system as an example, those skilled in the art should understand that the present invention is not only applicable to the LTE system, but also to other wireless communication systems, such as GSM, CDMA2000, WCDMA, TD-SCDMA, and future new network systems, etc., which are not limited here.

[0070] Based on the aforementioned mobile terminal hardware structure and communication network system, various embodiments of the method of the present invention are proposed.

[0071] Example 1

[0072] Figure 3 This is a flowchart of the first embodiment of the video game fusion processing method of the present invention. A video game fusion processing method, the method comprising:

[0073] S1. When starting video playback, determine a first view frame for creating the video background for video display, and when starting the game program, determine a second view frame for creating the game foreground for game display.

[0074] S2. If the first view frame is set to a preset display mode, the obscured area is rendered synchronously during the rendering of the video background.

[0075] S3. If the second view frame is set to the display mode, then during the rendering of the game foreground, the default background color of the canvas is switched from black to transparent.

[0076] S4. Simultaneously render the video background and the game foreground in the display mode to merge the video display and the game display.

[0077] Optionally, in this embodiment, for the two contents of game and video in different rendering canvases, the layout and rendering are calculated to make the two more effectively combined for display, so as to achieve a display effect that is completely different from the traditional game display and video display.

[0078] Optionally, in this embodiment, firstly, a new display mode (GameAndMovieMixMode) is defined in the surfaceview (view frame); then, in the surfaceview that creates the video background, the handlePageFlip function in the corresponding SurfaceFlinger (view server) is used to calculate the visible area of ​​each application window and notify it whether to perform layout and rendering. If, according to the normal process, there is an area obscured in front of its surfaceview, this area will not be calculated as a display area, i.e., this area will not be notified to render. Based on this, in this embodiment, if the video background surfaceview is set to the new display mode (GameAndMovieMixMode), then regardless of whether its area is obscured, it is calculated as a visible area and the corresponding surfaceview is notified to draw. Similarly, if the game foreground surfaceview is set to the new display mode (GameAndMovieMixMode), then its default background color of the canvas is switched from black to transparent, thereby blending the foreground game and the background video together.

[0079] The beneficial effect of this embodiment is that, by determining a first view frame for creating the video background when starting video playback, and a second view frame for creating the game foreground when starting the game program; if the first view frame is set to a preset display mode, the occluded area is rendered synchronously during the rendering of the video background; if the second view frame is set to the display mode, the default background color of the canvas is switched from black to transparent during the rendering of the game foreground; the video background and the game foreground are rendered synchronously in the display mode to merge the video display and the game display. This achieves a user-friendly video game fusion processing solution, allowing users to obtain a richer visual experience through synchronously played videos during gameplay, enhancing the enjoyment of the game.

[0080] Example 2

[0081] Figure 4 This is a flowchart of a second embodiment of the video game fusion processing method of the present invention. Based on the above embodiment, the step of determining a first view frame for creating a video background for video display when starting video playback, and determining a second view frame for creating a game foreground for game display when starting the game program, includes:

[0082] S11. A first fusion setting option for the video display and the game display is preset in the video playback interface;

[0083] S12. When the first fusion setting option is enabled, if the video playback starts, a first view frame for creating the video background for video display is determined, and when the game program included in the first fusion setting option starts, a second view frame for creating the game foreground for game display is determined.

[0084] Optionally, in this embodiment, a first fusion setting option for the video display and the game display is preset in the video file selection interface for video playback, wherein the first fusion setting option includes the names of one or more game programs set by the user.

[0085] Optionally, in this embodiment, when the first fusion setting option is enabled, selecting any video playback to start determines a first view frame for creating the video background for video display, and when the game program included in the first fusion setting option is started, a second view frame for creating the game foreground for game display is determined.

[0086] The beneficial effect of this embodiment is that by pre-setting a first fusion setting option for the video display and the game display within the video playback interface; when the first fusion setting option is enabled, if video playback starts, a first view frame for creating the video background is determined; and when the game program included in the first fusion setting option starts, a second view frame for creating the game foreground is determined. This provides a control method for setting options to achieve a user-friendly video game fusion processing solution, allowing users to obtain a richer visual experience through synchronously played videos during gameplay, thus enhancing the fun of the game.

[0087] Example 3

[0088] Figure 5 This is a flowchart of the third embodiment of the video game fusion processing method of the present invention. Based on the above embodiment, the step of determining a first view frame for creating a video background for video display when starting video playback, and determining a second view frame for creating a game foreground for game display when starting the game program, further includes:

[0089] S13. Preset a second fusion setting option for the video display and the game display in the game startup interface or game management interface;

[0090] S14. When the second fusion setting option is enabled, if the game program is started, a second view frame for creating the game foreground for game display is determined, and when the video file contained in the second fusion setting option is started playing, a first view frame for creating the video background for video display is determined.

[0091] Optionally, in this embodiment, after the game starts and the game interface is entered, the second fusion setting option for the video display and the game display is preset through the floating ball or the drop-down status bar of the game interface, or the second fusion setting option for the video display and the game display is preset in the game management interface of the game center.

[0092] Optionally, in this embodiment, when the second fusion setting option is enabled, if the game program is started, a second view frame for creating the game foreground for game display is determined, and a video file corresponding to the game program contained in the second fusion setting option is retrieved and the playback of the video file is started. At this time, a first view frame for creating the video background for video display is determined.

[0093] The beneficial effect of this embodiment is that by pre-setting a second fusion setting option for the video display and the game display within the game startup interface or game management interface; when the second fusion setting option is enabled, if the game program starts, a second view frame for creating the game foreground is determined; and when the video file included in the second fusion setting option is started and played, a first view frame for creating the video background is determined. This provides another control method for setting options to achieve a user-friendly video game fusion processing solution, allowing users to obtain a richer visual experience through synchronously played videos during gameplay, thus enhancing the fun of the game.

[0094] Example 4

[0095] Figure 6 This is a flowchart of the fourth embodiment of the video game fusion processing method of the present invention. Based on the above embodiment, if the first view frame is set to a preset display mode, then during the rendering of the video background, the occluded area is rendered synchronously, including:

[0096] S21. In the obscured area, obtain the game character in the foreground and the game state of the game character;

[0097] S22. Adjust the rendering parameters of the occluded area according to the game character and the game state.

[0098] Optionally, in this embodiment, in the occluded area, the game characters in the game foreground and the game state of the game characters are obtained. The game characters include the main game character operated by the user and other character objects in the game process. The game state includes the main game character's combat state, walking state, and skill release state, etc.

[0099] Optionally, in this embodiment, the rendering parameters of the occluded area are determined according to the current attribute state of the game character, or the rendering parameters of the occluded area are adjusted according to the rendering parameters of the game interface in the game state, that is, so that the rendering tones of the game foreground and the video background are consistent or similar.

[0100] The beneficial effect of this embodiment is that it obtains the game character in the foreground and the game state of the character in the occluded area; and adjusts the rendering parameters of the occluded area according to the game character and the game state. This provides an occluded area rendering method to achieve a more user-friendly video game fusion processing solution, allowing users to obtain a richer visual experience through synchronously played video during gameplay, thus enhancing the enjoyment of the game.

[0101] Example 5

[0102] Figure 7 This is a flowchart of the fifth embodiment of the video game fusion processing method of the present invention. Based on the above embodiment, if the first view frame is set to a preset display mode, then during the rendering of the video background, the occluded area is rendered synchronously, which further includes:

[0103] S23. Obtain the character type of the game character and the skill release type in the game state;

[0104] S24. Adjust the rendering parameters according to the character type or the skill release type.

[0105] Optionally, in this embodiment, the character type includes a classification of characters in a specific game program, and the type of rendering parameter adjustment in this embodiment is determined according to the classification method.

[0106] Optionally, in this embodiment, the skill release type also includes a classification of skills in a specific game program, and the type of rendering parameter adjustment in this embodiment is determined according to the classification method.

[0107] The beneficial effect of this embodiment is that by acquiring the character type of the game character and the types of skills released in the game state, and adjusting the rendering parameters according to the character type or the types of skills released, a differentiated control basis for rendering parameters is provided for realizing a user-friendly video game fusion processing solution. This allows users to obtain a richer visual experience through synchronously played videos during the game, enhancing the fun of the game.

[0108] Example 6

[0109] Figure 8 This is a flowchart of the sixth embodiment of the video game fusion processing method of the present invention. Based on the above embodiment, if the second view frame is set to the display mode, then during the rendering of the game foreground, the default background color of the canvas is switched from black to transparent, including:

[0110] S31. During the rendering of the game foreground, the video content of the video background and the content features of the video content are obtained;

[0111] S32. Adjust the transparency of the canvas according to the video content and the content features.

[0112] Optionally, in this embodiment, the content of the video corresponds to the game program. For example, when the game program is Honor of Kings, the content of the corresponding video includes Honor of Kings character role-playing videos, Honor of Kings character design videos, etc.

[0113] Optionally, in this embodiment, the content features of the video content are used to distinguish and locate game characters or other game objects in the game program, so that in the subsequent video game fusion process, the characters in the video and the characters in the game, the background of the video and the characters in the game, and other scenes can achieve a better fusion display effect.

[0114] The beneficial effect of this embodiment is that, during the rendering of the game foreground, the video content of the video background and the content features of the video content are obtained; the transparency of the canvas is adjusted according to the video content and the content features. This provides a way to determine transparency for a user-friendly video game fusion processing solution, allowing users to obtain a richer visual experience through synchronously played videos during gameplay, thus enhancing the fun of the game.

[0115] Example 7

[0116] Figure 9 This is a flowchart of the seventh embodiment of the video game fusion processing method of the present invention. Based on the above embodiment, if the second view frame is set to the display mode, then during the rendering of the game foreground, the default background color of the canvas is switched from black to transparent, which further includes:

[0117] S33. Obtain the main body and background of the video content, as well as the movement state of the main body in the background;

[0118] S34. Determine the transparency corresponding to the subject and the background, and dynamically adjust the transparency according to the movement state.

[0119] Optionally, in this embodiment, the transparent area corresponding to the subject and the transparency of the transparent area corresponding to the background are determined.

[0120] Optionally, in this embodiment, the transparency is dynamically adjusted according to the movement state, wherein the update state of the transparent area is determined according to the movement state of the subject, and the transparency of the transparent area is dynamically adjusted according to the view movement speed of the subject, thereby making the control view of the game subject more intuitive.

[0121] The beneficial effect of this embodiment is that by acquiring the main body and background of the video content, as well as the movement state of the main body in the background; determining the transparency corresponding to the main body and the background; and dynamically adjusting the transparency according to the movement state, a real-time transparency control method is provided to achieve a user-friendly video game fusion processing solution. This allows users to obtain a richer visual experience through synchronously played videos during gameplay, enhancing the fun of the game.

[0122] Example 8

[0123] Figure 10 This is a flowchart of the eighth embodiment of the video game fusion processing method of the present invention. Based on the above embodiment, the step of synchronously rendering the video background and the game foreground in the display mode to fuse the video display and the game display includes:

[0124] S41. Monitor the termination time of the video display or the game display;

[0125] S42. At the termination time, the first view frame or the second view frame in the display mode is set to the default mode.

[0126] Optionally, in this embodiment, the termination time of the video display or the game display is monitored. If the video display terminates before the game display, the first view frame in the display mode is set to the default mode.

[0127] Optionally, in this embodiment, the termination time of the video display or the game display is monitored. If the video display terminates after the game display, the second view frame in the display mode is set to the default mode.

[0128] The beneficial effect of this embodiment is that by monitoring the termination time of the video display or the game display, and at the termination time, setting the first view frame or the second view frame in the display mode to the default mode. This provides a way to restore the view frame for a more user-friendly video game fusion processing solution, allowing users to have a richer visual experience through synchronously played videos during gameplay, thus enhancing the enjoyment of the game.

[0129] Example 9

[0130] Based on the above embodiments, the present invention also proposes a video game fusion processing device, which includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the computer program is executed by the processor, it implements the steps of the video game fusion processing method as described in any of the above embodiments.

[0131] It should be noted that the above-described device embodiments and method embodiments belong to the same concept. The specific implementation process can be found in the method embodiments, and the technical features in the method embodiments are also applicable to the device embodiments, which will not be repeated here.

[0132] Example 10

[0133] Based on the above embodiments, the present invention also proposes a computer-readable storage medium storing a video game fusion processing program, which, when executed by a processor, implements the steps of the video game fusion processing method as described in any of the above embodiments.

[0134] It should be noted that the above-described medium embodiments and method embodiments belong to the same concept. The specific implementation process can be found in the method embodiments, and the technical features in the method embodiments are also applicable to the medium embodiments, which will not be repeated here.

[0135] It should be noted that, in this document, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Unless otherwise specified, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes that element.

[0136] The sequence numbers of the above embodiments of the present invention are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0137] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods of the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this 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 to cause a terminal (which may be a mobile phone, computer, server, air conditioner, or network device, etc.) to execute the methods described in the various embodiments of the present invention.

[0138] The embodiments of the present invention have been described above with reference to the accompanying drawings. However, the present invention is not limited to the specific embodiments described above. The specific embodiments described above are merely illustrative and not restrictive. Those skilled in the art can make many other forms under the guidance of the present invention without departing from the spirit and scope of the claims. All of these forms are within the protection scope of the present invention.

Claims

1. A video game fusion processing method, characterized in that, The method includes: When starting video playback, a first view frame is determined to create the video background for video display, and when starting the game program, a second view frame is determined to create the game foreground for game display. If the first view frame is set to a preset display mode, the occluded area is rendered synchronously during the rendering of the video background. In the occluded area, the game character in the game foreground and the game state of the game character are obtained, and the rendering parameters of the occluded area are adjusted according to the character type of the game character or the skill release type in the game state. If the second view frame is set to the display mode, the default background color of the canvas is switched from black to transparent during the rendering of the game foreground. In the display mode, the video background and the game foreground are rendered simultaneously to blend the video display and the game display.

2. The video game fusion processing method according to claim 1, characterized in that, The process of determining a first view frame for creating the video background for video display when starting video playback, and determining a second view frame for creating the game foreground for game display when starting the game program, includes: A first fusion setting option for the video display and the game display is preset within the video playback interface; When the first fusion setting option is enabled, if the video playback starts, a first view frame for creating the video background for video display is determined, and when the game program included in the first fusion setting option starts, a second view frame for creating the game foreground for game display is determined.

3. The video game fusion processing method according to claim 2, characterized in that, The method of determining a first view frame for creating the video background for video display when starting video playback, and determining a second view frame for creating the game foreground for game display when starting the game program, further includes: A second fusion setting option for the video display and the game display is preset in the game launch interface or game management interface; When the second fusion setting option is enabled, if the game program is started, a second view frame for creating the game foreground for game display is determined, and when the video file contained in the second fusion setting option is started playing, a first view frame for creating the video background for video display is determined.

4. The video game fusion processing method according to claim 3, characterized in that, If the second view frame is set to the display mode, then during the rendering of the game foreground, the default background color of the canvas is switched from black to transparent, including: During the rendering of the game foreground, the video content of the video background and the content features of the video content are obtained; The transparency of the canvas is adjusted based on the video content and the content characteristics.

5. The video game fusion processing method according to claim 4, characterized in that, If the second view frame is set to the display mode, then during the rendering of the game foreground, switching the default background color of the canvas from black to transparent also includes: Obtain the main body and background of the video content, as well as the movement state of the main body in the background; The transparency corresponding to the subject and the background is determined, and the transparency is dynamically adjusted according to the movement state.

6. The video game fusion processing method according to claim 5, characterized in that, The step of simultaneously rendering the video background and the game foreground in the display mode to merge the video display and the game display includes: Monitor the termination time of the video display or the game display; At the termination time, the first view frame or the second view frame in the display mode is set to the default mode.

7. A video game fusion processing device, characterized in that, The device includes a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the computer program, when executed by the processor, implements the steps of the video game fusion processing method as described in any one of claims 1 to 6.

8. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a video game fusion processing program, which, when executed by a processor, implements the steps of the video game fusion processing method as described in any one of claims 1 to 6.

Citation Information

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