A personalized interactive configuration method for game controller screen animation
Through adaptive layout algorithms and visual configuration tools, combined with animation editing and mixing algorithms, the problem that gamepad cannot provide flexible interaction in limited screen space is solved, and rich key function display and animation effects are achieved, improving the flexibility and fluency of the user experience.
Patent Information
- Application Number
- CN202510005425.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-01-03
- Publication Date
- 2025-04-22
- Estimated Expiration
- 2045-01-03
AI Technical Summary
Existing gamepads cannot provide flexible and dynamic user interaction experience within limited screen space, making it difficult to achieve rich key function display, animation effects and operation feedback.
Adaptive layout algorithm is used to dynamically adjust the layout of interface elements, provide visual configuration tools and animation editing tools, support players to customize key mapping and parameter adjustments, preview effects in real time, and handle multiple keys triggering simultaneously through animation mixing and transition algorithms.
It realizes adaptive layout under different screen sizes, provides an intuitive and easy-to-use configuration interface and animation editing tools, improving the flexibility and fluency of user interaction experience, and ensuring the coherence and personalization of animation playback.
Smart Images

Figure CN119386454B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of game controllers, and in particular to a method for configuring personalized interaction of screen animations of game controllers. Background Art
[0002] With the continuous development of gaming hardware, controllers have become an important device for players to interact with games. In order to improve the user experience, many controller manufacturers have added more personalized and customized functions to the traditional button functions. For example, modern controllers often incorporate technologies such as programmable buttons, touch screens, and vibration feedback. However, existing controllers are usually limited to static settings of button functions and simple display functions, and cannot provide a flexible and dynamic user interaction experience.
[0003] In the process of implementing button customization and animation control, game controllers face the technical challenge of how to present rich interactive content and operation feedback within a limited screen space:
[0004] Since the controller’s screen size is relatively small, the interface layout and information hierarchy need to be carefully designed when displaying button functions, animation effects, operation prompts and other information, ensuring that the content is clear and easy to read while also taking into account aesthetics and ease of operation. In addition, when players customize button functions, the controller needs to provide an intuitive and easy-to-use configuration interface to guide players to quickly complete button mapping and parameter adjustments, and preview the modification effects in real time.
[0005] At the same time, in order to allow players to give full play to their creativity and freely design personalized button animations, the controller also needs to provide animation editing tools, support the addition, deletion and attribute modification of animation frames, and be able to smoothly render animation effects in real time. In terms of animation control, the controller needs to accurately trigger the corresponding animation effects according to the player's button operations, and handle the synchronous display of animations triggered by multiple buttons at the same time, to ensure the continuity and smoothness of animation playback;
[0006] In addition, considering that players may frequently adjust button settings and animation content, the controller must have an efficient data management and storage mechanism to support fast switching and loading of different configuration schemes, and be able to maintain the previous settings after power failure or restart, providing a continuous and consistent gaming experience. Summary of the invention
[0007] In order to solve the above-mentioned technical problems, the present invention provides a method for configuring personalized interaction of game controller screen animation.
[0008] The technical solution of the present invention is achieved in this way:
[0009] A method for configuring personalized interaction of a game controller screen animation, comprising the following steps:
[0010] S1. Get the size and resolution parameters of the game controller screen;
[0011] S2. Adopt an adaptive layout algorithm to dynamically adjust the layout of interface elements according to the screen size and resolution of the game controller;
[0012] S3, using visual configuration tools to provide players with an intuitive and easy-to-use button mapping and parameter adjustment interface;
[0013] S4. Introducing animation editing tools to support players to freely create personalized button animations;
[0014] S5, monitoring the player's key operation events, and judging and calling the corresponding animation effects in real time according to the preset trigger conditions;
[0015] S6. Introduce data management and storage architecture to store and index players' key configuration and animation data in a structured manner.
[0016] Furthermore, the process of dynamically adjusting the layout of the interface elements using the adaptive layout algorithm in step S2 specifically includes:
[0017] According to the preset adaptive layout algorithm rules, calculate the scaling ratio and position coordinates of interface elements under different screen sizes;
[0018] For the functional modules of the game controller, information clustering technology is used to classify the interface elements into one category. According to the results of information clustering, hierarchical display technology is used to place functional modules of different categories in different display layers, and the priority of the layers is set;
[0019] During adaptive layout, obtain the interface elements of each display layer, dynamically adjust the size of the elements according to the scaling ratio, and re-layout them according to the position coordinates;
[0020] Through the least squares fitting algorithm, after the layout is adjusted, the density and spacing of the interface elements are detected to determine whether the readability requirements are met. If not, the layout is further optimized;
[0021] According to the operation habits of the game controller, the touch area of the interface elements is reasonably divided, and the fuzzy matching algorithm is used to enlarge the response range of key operation elements;
[0022] Unify the design of interface styles for different functional modules to achieve consistent display effects.
[0023] Furthermore, the process of providing players with an intuitive and easy-to-use button mapping and parameter adjustment interface in step S3 specifically includes:
[0024] According to the preset visual configuration template, the player operation interface is dynamically generated. The interface includes a virtual button area and a parameter adjustment area. The virtual button area displays each configurable button in the game, and the parameter adjustment area displays the current value of each adjustable parameter.
[0025] Obtain the player's drag and click operations in the virtual button area, identify the virtual button selected by the player, and determine the target button function that the player intends to map according to the preset button mapping rules. If the mapping is successful, associate the virtual button with the target function;
[0026] Obtain the player's drag and click operations in the parameter adjustment area, identify the parameter selected by the player, and determine the target value of the parameter that the player intends to adjust according to the preset parameter value adjustment rules. If the adjustment value is within the legal range, update the current value of the parameter to the target value;
[0027] Based on the button mapping association data and parameter target value data completed by the player, the latest configuration data of the game is dynamically generated, and the virtual button images and parameter values in the configuration data are synchronously updated to the corresponding area of the visualization interface to preview the configuration effect in real time.
[0028] Furthermore, the step S3 also includes the step of compressing the game configuration data, specifically:
[0029] Compress the game configuration data to reduce the storage volume and transmission bandwidth of the configuration data. The compressed configuration data is associated with the player account and stored in the cloud server.
[0030] At the next login, based on the player account information, the compressed configuration data associated with the account is obtained from the cloud server, the configuration data is decompressed, and the complete button mapping and parameter value data are restored;
[0031] Based on the restored configuration data, the latest virtual button images and parameter values of the game are dynamically generated, and they are synchronously updated to the corresponding areas of the visual interface. The configuration effects are previewed in real time, and players can continue to make adjustments based on this, or directly apply the configuration to start the game.
[0032] Use a verification algorithm to perform integrity verification on the restored configuration data. If the data is found to be damaged or lost, it will be replaced with the default value.
[0033] Based on the player's identification information, the restored personalized configuration is associated with the player. When the player uses the handle next time, the corresponding configuration is automatically loaded for it to achieve a continuous personalized gaming experience.
[0034] Furthermore, the process of the player freely creating a personalized key animation in step S4 is specifically as follows:
[0035] Through the timeline and keyframes, players can flexibly add, delete and edit animation frames, and adjust the properties of each frame;
[0036] Using real-time rendering technology, the animation effects are generated and displayed in real time while the player is editing the animation;
[0037] According to the player's operation, obtain the timeline and key frame information, and add, delete and edit animation frames through the animation editing tool.
[0038] Furthermore, step S4 also includes using an animation mixing and transition algorithm to automatically calculate and generate transition frames between different animations to cope with the situation where multiple buttons are triggered simultaneously, specifically:
[0039] In case of multiple buttons being triggered at the same time, an animation blending algorithm is used to calculate the blended animation posture and displacement data based on the weight coefficients of different animations.
[0040] According to the posture difference between the current animation and the target animation, a series of transition frames are automatically calculated through the interpolation algorithm to generate a smooth transition animation sequence;
[0041] Obtain frame data after animation mixing and transition, combine character models and scene information, and render in real time to generate a coherent and smooth animation effect;
[0042] Continuously monitor the player's key operations, and dynamically adjust the weight coefficient and transition time of the animation blending according to the key combinations triggered in real time.
[0043] Furthermore, the process of real-time determination and calling of corresponding animation effects in step S5 is specifically as follows:
[0044] Monitor the player's key operation events and obtain the timestamp and key type information of the key trigger;
[0045] According to the preset key trigger conditions, determine whether the currently triggered key combination meets the conditions. If so, determine the animation effect that needs to be played.
[0046] Furthermore, the process of storing and indexing the player's key configuration and animation data in a structured manner in step S6 is specifically as follows:
[0047] The memory cache and pre-reading mechanism are used to improve the access and loading speed of data. At the same time, it supports the fast switching and loading of multiple configuration schemes. Players can choose different schemes according to their needs and can quickly respond and apply the corresponding settings.
[0048] Use relational database to design player configuration data table, use player ID as primary key, key mapping, parameter value, animation effect as fields, and create index to speed up query;
[0049] Use the memory cache mechanism to load commonly used player configuration data into memory and set cache update strategies;
[0050] Based on the player's request, dynamically determine whether the required configuration data is in the memory cache. If so, directly obtain it from the memory; otherwise, read it from the database and cache it in the memory;
[0051] Pre-reading technology is used to predict the configuration data that may be needed based on the game behavior and habits of the players, and load it into the memory cache in advance to reduce the number of real-time database reads;
[0052] Store multiple configuration plans of players in the form of key-value pairs, where the key is the plan name and the value is the corresponding configuration data;
[0053] When players switch configuration schemes, they can obtain the corresponding configuration data based on the selected scheme name, quickly load it and apply it to the game;
[0054] Introducing an incremental update mechanism, when players modify the configuration, only the changed data is synchronized, reducing the amount of data transmission and update time;
[0055] Design configuration data verification steps to verify the legitimacy of custom configuration data uploaded by players to ensure data integrity and correctness and prevent illegal data from causing game anomalies;
[0056] Data compression technology is used to compress and store configuration data, reducing data volume, improving storage efficiency and transmission speed, and decompressing it in real time when in use.
[0057] Furthermore, it also includes restarting the preservation mechanism:
[0058] After the controller is powered off or restarted, it automatically reads the last setting status and restores the configurations such as button mapping, parameter values, and animation effects;
[0059] Specifically, if the controller loses power or restarts, the automatic recovery mechanism is triggered to read the last setting status data, restore the button mapping relationship based on the read data, and rebuild the correspondence between the physical buttons and the virtual buttons;
[0060] Get the saved parameter values, apply these parameters to the corresponding hardware modules of the controller, make the working state of the controller the same as before, read the configuration data of the animation effect, reload the animation effect, and keep the visual and tactile feedback of the controller the same as before the power failure;
[0061] Write the restored key mapping, parameter values, animation effects and other data into the working memory of the controller so that these configurations take effect when the controller is running.
[0062] Furthermore, the restart security mechanism also includes:
[0063] Use a verification algorithm to perform integrity check on the restored configuration data. If the data is found to be damaged or lost, use the default value to replace it to ensure that the controller can work normally.
[0064] By establishing a version management mechanism for configuration data, recording the timestamp and version number of each modification, and implementing the configuration history and backtracking functions, players can restore to any previous configuration state as needed.
[0065] Compared with the prior art, the present invention has the following beneficial effects:
[0066] Aiming at the adaptive layout of screens of different sizes and the personalized configuration requirements of players, the present invention adopts a dynamic adjustment algorithm to automatically optimize the layout of interface elements according to screen parameters. Through the visual configuration tool, players can intuitively perform key mapping and parameter adjustment, and generate preview effects in real time. The integrated animation editing tool supports players to freely create key animations, and adopts real-time rendering technology to provide a WYSIWYG creation experience.
[0067] By monitoring key operation events, calling corresponding animations according to trigger conditions, and using hybrid algorithms to ensure smooth transitions between multiple animations, the efficient data management architecture supports fast switching of multiple configuration schemes and automatically restores the last settings after power failure;
[0068] Through the seamless connection of interface layout, button customization, animation editing, real-time control, data management and other links, the present invention provides players with a consistent, smooth and personalized game operation experience, while having good scalability to adapt to ever-changing needs. BRIEF DESCRIPTION OF THE DRAWINGS
[0069] Figure 1 A flowchart of a method for configuring personalized interaction of screen animations of a game controller according to the present invention;
[0070] Figure 2 It is a schematic diagram of the process of dynamically adjusting the layout of interface elements by using an adaptive layout algorithm in S2 of the present invention;
[0071] Figure 3 A schematic diagram of the process of freely creating personalized key animations for S4 players in the present invention and using animation mixing and transition algorithms. DETAILED DESCRIPTION
[0072] In order to make the purpose, features and advantages of the present invention more obvious and easy to understand, the technical solutions in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the embodiments described below are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.
[0073] like Figure 1 As shown, a method for configuring personalized interaction of game controller screen animation includes the following steps:
[0074] S1. Get the size and resolution parameters of the game controller screen;
[0075] S2. Adopt an adaptive layout algorithm to dynamically adjust the layout of interface elements according to the screen size and resolution of the game controller;
[0076] S3, using visual configuration tools to provide players with an intuitive and easy-to-use button mapping and parameter adjustment interface;
[0077] S4. Introducing animation editing tools to support players to freely create personalized button animations;
[0078] S5, monitoring the player's key operation events, and judging and calling the corresponding animation effects in real time according to the preset trigger conditions;
[0079] S6. Introduce data management and storage architecture to store and index players' key configuration and animation data in a structured manner.
[0080] In this embodiment, the screen of the game controller is a touch screen arranged below each operation button on the controller, which is used to expand the controllable area of the controller and can display animations to achieve interaction with players.
[0081] Furthermore, the process of dynamically adjusting the layout of the interface elements using the adaptive layout algorithm in step S2 specifically includes:
[0082] According to the preset adaptive layout algorithm rules, calculate the scaling ratio and position coordinates of interface elements under different screen sizes;
[0083] For the functional modules of the game controller, information clustering technology is used to classify the interface elements into one category. According to the results of information clustering, hierarchical display technology is used to place functional modules of different categories in different display layers, and the priority of the layers is set;
[0084] During adaptive layout, obtain the interface elements of each display layer, dynamically adjust the size of the elements according to the scaling ratio, and re-layout them according to the position coordinates;
[0085] Through the least squares fitting algorithm, after the layout is adjusted, the density and spacing of the interface elements are detected to determine whether the readability requirements are met. If not, the layout is further optimized;
[0086] According to the operation habits of the game controller, the touch area of the interface elements is reasonably divided, and the fuzzy matching algorithm is used to enlarge the response range of key operation elements;
[0087] Unify the interface styles of different functional modules to achieve consistent display effects;
[0088] In this step, specifically, first obtain the size and resolution parameters of the game controller screen, such as screen size, resolution and other information, and calculate the scaling ratio and position coordinates of the interface elements under different screen sizes according to the preset adaptive layout algorithm rules, such as scaling the element to 80% of the original size and placing it in the center of the screen;
[0089] For the functional modules of the game controller, the K-means clustering algorithm is used to group the elements with related operation logic and similar functions into one category, such as moving operations, attack operations, and menu operations. According to the results of information clustering, the Z-order layered display technology is used to place functional modules of different categories in different display layers, set the priority of the layers, and display the animations corresponding to different types of operations in layers;
[0090] During adaptive layout, the interface elements of each display layer are obtained, and the size of the elements is dynamically adjusted according to the scaling ratio, such as scaling the elements to 120% of the original size, and re-layout is performed according to the position coordinates, such as horizontally centering the elements and vertically spacing them at 20 pixels. After the layout is adjusted, the density and spacing of the interface elements are detected through the least squares fitting algorithm. If the element density exceeds 50 per square inch, or the element spacing is less than 10 pixels, it is determined that the readability requirement is not met and the layout needs to be further optimized;
[0091] According to the operation habits of the game controller, the touch area of the interface elements is reasonably divided, and the fuzzy matching algorithm is used to enlarge the response range of the operation elements to 150% of the original size to improve the operation efficiency. The interface styles of different functional modules are designed in a unified way, and the colors are matched through the HSV color model, and the Material Design style is used for coordination to ensure the beauty of the overall interface and the consistent display effect under different screen sizes;
[0092] Obtain the player's interface layout preference data, analyze the data through the SVM support vector machine algorithm, and obtain the optimal interface layout solution, such as placing the operation area at the bottom of the screen and the menu area on the right side of the screen, and apply it to the dynamic generation of the game interface;
[0093] Establish a player feedback collection and analysis mechanism, and use the Word2Vec word embedding model and LSTM sentiment analysis model to promptly discover and resolve problems and dissatisfaction encountered by players in the game, such as optimizing operation feedback, adjusting game difficulty, etc., to continuously optimize the gaming experience.
[0094] Furthermore, the process of providing players with an intuitive and easy-to-use button mapping and parameter adjustment interface in step S3 specifically includes:
[0095] According to the preset visual configuration template, the player operation interface is dynamically generated. The interface includes a virtual button area and a parameter adjustment area. The virtual button area displays each configurable button in the game, and the parameter adjustment area displays the current value of each adjustable parameter.
[0096] Obtain the player's drag and click operations in the virtual button area, identify the virtual button selected by the player, and determine the target button function that the player intends to map according to the preset button mapping rules. If the mapping is successful, associate the virtual button with the target function;
[0097] Obtain the player's drag and click operations in the parameter adjustment area, identify the parameter selected by the player, and determine the target value of the parameter that the player intends to adjust according to the preset parameter value adjustment rules. If the adjustment value is within the legal range, update the current value of the parameter to the target value;
[0098] Based on the button mapping association data and parameter target value data completed by the player, the latest configuration data of the game is dynamically generated, and the virtual button images and parameter values in the configuration data are synchronously updated to the corresponding area of the visualization interface to preview the configuration effect in real time.
[0099] In this step, specifically, according to a preset visual configuration template, the button layout and parameter adjustment controls are defined in XML format, and the player operation interface is dynamically generated by parsing the template file. When the player drags and clicks in the virtual button area, a gesture recognition algorithm, such as trajectory-based pattern matching, is used to identify the virtual button selected by the player;
[0100] According to the preset key mapping rules, a hash table is used to store the correspondence between virtual keys and physical keys, and the function of the target key that the player intends to map is determined. When the player operates in the parameter adjustment area, the gesture recognition algorithm is also used to identify the parameter selected by the player, and the target value that the player intends to adjust is determined according to preset rules such as the parameter value range and step size;
[0101] Based on the configuration data completed by the player, the latest configuration of the game is dynamically generated, and the virtual button images and parameter values are synchronously updated to the interface. The interface is refreshed at a frame rate of 60FPS using real-time rendering technology.
[0102] Furthermore, the step S3 also includes the step of compressing the game configuration data, specifically:
[0103] Compress the game configuration data to reduce the storage volume and transmission bandwidth of the configuration data. The compressed configuration data is associated with the player account and stored in the cloud server.
[0104] At the next login, based on the player account information, the compressed configuration data associated with the account is obtained from the cloud server, the configuration data is decompressed, and the complete button mapping and parameter value data are restored;
[0105] Based on the restored configuration data, the latest virtual button images and parameter values of the game are dynamically generated, and they are synchronously updated to the corresponding areas of the visual interface. The configuration effects are previewed in real time, and players can continue to make adjustments based on this, or directly apply the configuration to start the game.
[0106] Use a verification algorithm to perform integrity verification on the restored configuration data. If the data is found to be damaged or lost, it will be replaced with the default value.
[0107] Based on the player's identification information, the restored personalized configuration is associated with the player, and the corresponding configuration is automatically loaded for the player the next time the player uses the controller, achieving a continuous personalized gaming experience;
[0108] Specifically, a data compression algorithm, such as run-length coding or Huffman coding, is used to compress the configuration data and associate it with the player account, and the data is transmitted and stored in a cloud server through a network. When the player logs in next time, the compressed configuration data is obtained from the server according to the account information, and the corresponding decompression algorithm is used to restore the complete button mapping and parameter values;
[0109] Perform integrity check on the restored configuration data, such as calculating the CRC32 check code. If the data is found to be damaged, replace it with the default value. Finally, associate the restored personalized configuration with the player based on the player's unique identifier, such as the player ID, to achieve a continuous personalized gaming experience.
[0110] Furthermore, the process of the player freely creating a personalized key animation in step S4 is specifically as follows:
[0111] Through the timeline and keyframes, players can flexibly add, delete and edit animation frames, and adjust the properties of each frame;
[0112] Using real-time rendering technology, the animation effects are generated and displayed in real time while the player is editing the animation;
[0113] According to the player's operation, obtain the timeline and key frame information, and add, delete and edit animation frames through the animation editing tool;
[0114] Specifically, players use the mouse to add keyframes on the timeline. Each keyframe contains the position, rotation, scale and other attribute information of the animation object. The Bezier curve interpolation algorithm is used to automatically generate transition frames according to the attribute values of adjacent keyframes to form a smooth animation trajectory.
[0115] During the real-time rendering process, the state of the animation object is continuously updated at a speed of 60 frames per second, and the rendering results are displayed in real time on the interface to provide instant feedback. When the player presses the "W", "A", "S", and "D" keys on the keyboard, the key events are captured and the trigger timestamps are recorded. If the "W" and "D" keys are pressed at the same time, the corresponding mixed animation effects are triggered;
[0116] Using real-time rendering technology, the animation effects are generated and displayed in real time at a speed of 30 frames per second during the process of players editing animations, providing a what-you-see-is-what-you-get creation experience; through the timeline and keyframes, players are supported to add a keyframe with a jump height of 2 meters in the 25th frame of the animation, and a keyframe with a rotation angle of 180 degrees in the 50th frame, and the scaling properties of the 30th frame can be adjusted to 1.5 times and the transparency to 50%, to achieve personalized key animation creation.
[0117] Furthermore, step S4 also includes using an animation mixing and transition algorithm to automatically calculate and generate transition frames between different animations to cope with the situation where multiple buttons are triggered simultaneously, specifically:
[0118] In case of multiple buttons being triggered at the same time, an animation blending algorithm is used to calculate the blended animation posture and displacement data based on the weight coefficients of different animations.
[0119] According to the posture difference between the current animation and the target animation, a series of transition frames are automatically calculated through the interpolation algorithm to generate a smooth transition animation sequence;
[0120] Obtain frame data after animation mixing and transition, combine character models and scene information, and render in real time to generate a coherent and smooth animation effect;
[0121] Continuously monitor the player's key operations, and dynamically adjust the weight coefficient and transition time of the animation blending according to the key combinations triggered in real time;
[0122] Specifically, based on the preset rules, the weight coefficients of different animations are calculated, for example, the weight of the "running" animation is 0.7, and the weight of the "jumping" animation is 0.3, and the final animation posture data is obtained through linear blending. When the animation switches, a 0.5-second transition animation is automatically inserted, and the spherical linear interpolation algorithm is used to smoothly transition the character's posture to avoid abrupt changes.
[0123] The rendering engine drives the skeleton movement of the character model based on the calculated animation data, and performs real-time rendering in combination with lighting, material and other information to generate realistic animation images. The player's operation input is continuously monitored, and when a key state change is detected, the weight coefficient of the animation blend is dynamically adjusted. For example, when the "W" key is released, the weight of the "running" animation is linearly reduced from 0.7 to 0 within 0.3 seconds, achieving a smooth animation transition effect;
[0124] In the case of multiple buttons being triggered at the same time, such as pressing the "W" and "D" keys at the same time, the animation control module uses an animation blending algorithm to calculate the blended animation posture and displacement data based on the forward animation weight of 0.7 and the rightward animation weight of 0.3. Based on the posture difference between the current animation "still" and the target animation "running", a 10-frame smooth transition animation sequence is generated through an interpolation algorithm. The frame data after animation blending and transition is obtained, and combined with the character model and scene information, a coherent and smooth animation effect is generated in real time at a speed of 60 frames per second.
[0125] Continuously monitor the player's key operations, and according to the real-time triggered key combinations, such as switching from the "W" key to the "S" key, dynamically adjust the forward animation weight from 1.0 to 0.0, and the backward animation weight from 0.0 to 1.0, and set the transition time to 0.5 seconds to ensure the natural connection of the animation switching.
[0126] Furthermore, the process of real-time determination and calling of corresponding animation effects in step S5 is specifically as follows:
[0127] Monitor the player's key operation events and obtain the timestamp and key type information of the key trigger;
[0128] According to the preset key trigger conditions, determine whether the currently triggered key combination meets the conditions, and if so, determine the animation effect to be played;
[0129] Specifically, the player's key operation events are monitored to obtain the timestamp and key type of the key trigger. For example, the timestamp of pressing key A is 1, and the key type is "a". According to the preset key trigger conditions, such as "jump animation is triggered when key A is pressed", it is determined whether the currently triggered key combination meets the conditions. If so, it is determined that the jump animation effect needs to be played.
[0130] According to different game scenarios and player operation habits, such as double-clicking to jump, a parameter configuration function for animation effects is provided. By adjusting parameters such as mixing weight and transition duration, such as increasing the mixing weight of the jumping animation by 20% and shortening the transition duration to 0.3 seconds, the animation performance is optimized and the player's operation experience is enhanced.
[0131] Furthermore, the process of storing and indexing the player's key configuration and animation data in a structured manner in step S6 is specifically as follows:
[0132] The memory cache and pre-reading mechanism are used to improve the access and loading speed of data. At the same time, it supports the fast switching and loading of multiple configuration schemes. Players can choose different schemes according to their needs and can quickly respond and apply the corresponding settings.
[0133] Use relational database to design player configuration data table, use player ID as primary key, key mapping, parameter value, animation effect as fields, and create index to speed up query;
[0134] Use the memory cache mechanism to load commonly used player configuration data into memory and set cache update strategies;
[0135] Based on the player's request, dynamically determine whether the required configuration data is in the memory cache. If so, directly obtain it from the memory; otherwise, read it from the database and cache it in the memory;
[0136] Pre-reading technology is used to predict the configuration data that may be needed based on the game behavior and habits of the players, and load it into the memory cache in advance to reduce the number of real-time database reads;
[0137] Store multiple configuration plans of players in the form of key-value pairs, where the key is the plan name and the value is the corresponding configuration data;
[0138] When players switch configuration schemes, they can obtain the corresponding configuration data based on the selected scheme name, quickly load it and apply it to the game;
[0139] Introducing an incremental update mechanism, when players modify the configuration, only the changed data is synchronized, reducing the amount of data transmission and update time;
[0140] Design configuration data verification steps to verify the legitimacy of custom configuration data uploaded by players to ensure data integrity and correctness and prevent illegal data from causing game anomalies;
[0141] Data compression technology is used to compress and store configuration data, reducing data volume, improving storage efficiency and transmission speed, and decompressing it in real time when in use.
[0142] Specifically, when designing a player configuration data table in a relational database, the player ID can be used as the primary key, key mapping, parameter value, animation effect, etc. can be used as fields, and a B+ tree index can be established for these fields to quickly locate data through a binary search algorithm;
[0143] Commonly used player configuration data can be loaded into memory using the LRU cache algorithm. The cache size is set to 1000 records. The cache is updated each time the data is accessed. Based on the player's request, a hash algorithm is used to determine whether the required data is in the memory cache. The hash function can be MurmurHash3, which maps the player ID to a fixed-size hash table.
[0144] Pre-reading technology can analyze players' game logs, use decision tree algorithms to predict players' behavior patterns, and asynchronously load the data that may be needed into the memory cache in advance. Multiple configuration schemes can be stored in JSON format, with the scheme name as the key and the configuration data as the value.
[0145] When players switch configuration plans, they can quickly locate the target plan in the JSON data through a binary search algorithm. When players modify the configuration, they can use a differential algorithm to calculate the changed parts and only synchronize these incremental data, which can reduce the transmission volume by more than 60%;
[0146] Use regular expressions to check the data format and use the CRC32 algorithm to calculate the data checksum to ensure data integrity. Finally, use the GZIP algorithm to compress the configuration data, with a compression rate of more than 50%. When in use, the GZIP decompression library is used to restore the data in real time.
[0147] Furthermore, it also includes restarting the preservation mechanism:
[0148] After the controller is powered off or restarted, it automatically reads the last setting status and restores the configurations such as button mapping, parameter values, and animation effects;
[0149] Specifically, if the controller loses power or restarts, the automatic recovery mechanism is triggered to read the last setting status data, restore the button mapping relationship based on the read data, and rebuild the correspondence between the physical buttons and the virtual buttons;
[0150] Get the saved parameter values, apply these parameters to the corresponding hardware modules of the controller, make the working state of the controller the same as before, read the configuration data of the animation effect, reload the animation effect, and keep the visual and tactile feedback of the controller the same as before the power failure;
[0151] Write the restored key mapping, parameter values, animation effects and other data into the working memory of the controller so that these configurations take effect when the controller is running;
[0152] Furthermore, the restart security mechanism also includes:
[0153] Use a verification algorithm to perform integrity check on the restored configuration data. If the data is found to be damaged or lost, use the default value to replace it to ensure that the controller can work normally.
[0154] By establishing a version management mechanism for configuration data, recording the timestamp and version number of each modification, and implementing the configuration history and backtracking functions, players can restore to any previous configuration state as needed.
[0155] Specifically, when the handle is powered off or restarted, the recovery mechanism will be automatically triggered to read the last setting status data from the storage module, such as the button mapping relationship, the volume parameter value of 60%, the brightness parameter value of 80%, the vibration level of medium, etc. Then, based on the read data, the mapping relationship between the physical buttons and the virtual buttons is rebuilt using a hash table algorithm to ensure that the button functions are consistent with those before power failure. Then, the read parameter values are applied to the corresponding hardware modules of the handle, such as setting the volume to 60%, the brightness to 80%, and the vibration level to medium, so that the handle is restored to its previous working state;
[0156] At the same time, the configuration data of the animation effects will be read, such as the RGB value of the LED light is (255, 0, 0) and the vibration frequency is 50Hz, and these effects will be reloaded to keep the visual and tactile feedback of the controller the same as before the power outage. All configuration data after recovery will be written to the working memory of the controller to take effect at runtime, and players can seamlessly continue to use the previous personalized settings;
[0157] To ensure data integrity, the CRC32 check algorithm is used to check the restored configuration data. If data is found to be damaged or lost, the preset default values are used to replace it, such as the volume is set to 50%, the brightness is set to 70%, and the vibration level is set to low by default, to ensure that the handle can work normally.
[0158] In addition, the restored personalized configuration will be associated with the player based on the player's unique identifier (such as player ID or login account), and the corresponding configuration will be automatically loaded for the player the next time the player uses the controller, achieving a continuous personalized gaming experience. In order to optimize storage space and read and write efficiency, the LZ4 compression algorithm is used to compress the configuration data, with a compression ratio of more than 50%, which greatly reduces the storage space occupied, while increasing the speed of data reading and writing, making the recovery process faster;
[0159] A version management mechanism for configuration data is established. Each modification will record the timestamp and version number, such as "20230530-v1.2". Players can choose to restore to any previous configuration state as needed, providing a flexible backtracking function.
[0160] This embodiment uses an adaptive algorithm to optimize the interface layout according to the player's operating habits and usage scenarios, obtains a personalized interface layout plan, and improves the convenience and comfort of operation. Through a graphical key mapping tool, players can freely define the corresponding relationship between each physical key and the virtual key, obtain a personalized operation method, and save the mapping relationship to a configuration file. Through an animation editing tool, players are supported to freely create personalized key animations. Through a timeline and key frames, players can flexibly add, delete and edit animation frames, and can finely adjust the properties of each frame such as position, rotation, scaling, transparency, etc. Using real-time rendering technology, in the process of players editing animations, animation effects are generated and displayed in real time, providing a what-you-see-is-what-you-get creation experience;
[0161] The rendering engine calculates the visual effect at each moment based on the attribute data of the animation frame and presents it on the screen. Through the data management module, the player's interface layout, button mapping, animation effect and other personalized setting data are persistently stored, and encryption algorithms are used to encrypt and protect sensitive data to ensure data security. During the game, the real-time control module dynamically adjusts the state and behavior of interface elements, such as button brightness and vibration feedback, according to the player's operating instructions, to provide a real-time responsive interactive experience. A modular architecture design is used to divide functions such as interface layout, button mapping, animation editing, and real-time control into independent modules. By defining clear interfaces and protocols, decoupling and collaboration between modules are achieved, which facilitates the expansion and upgrade of functions.
[0162] At the same time, this embodiment also establishes a complete data synchronization mechanism to synchronize the player's personalized setting data to the cloud server in real time, so that players can seamlessly access and use their own configurations on different devices to obtain a consistent gaming experience. It collects player usage feedback and behavior data, and uses big data analysis technology to mine player preferences and habits, continuously optimize and improve functions and performance, and provide players with a more intelligent and humanized gaming experience.
[0163] The specific embodiments of the invention are described in detail above, but they are only examples. The present invention is not limited to the specific embodiments described above. Those skilled in the art should understand that the above embodiments and descriptions are only for explaining the principles of the present invention. Without departing from the spirit and scope of the present invention, the present invention may have various changes and improvements, which fall within the scope of the present invention. The scope of protection of the present invention is defined by the attached claims and their equivalents.
Claims
1. A method for configuring personalized interaction of game controller screen animation, characterized in that: The following steps are involved: S1. Get the size and resolution parameters of the game controller screen; S2. Adopt an adaptive layout algorithm to dynamically adjust the layout of interface elements according to the screen size and resolution of the game controller; S3, using visual configuration tools to provide players with an intuitive and easy-to-use button mapping and parameter adjustment interface; S4. Introducing animation editing tools to support players to freely create personalized button animations; S5, monitoring the player's key operation events, and judging and calling the corresponding animation effects in real time according to the preset trigger conditions; S6. Introduce data management and storage architecture to store and index players' key configuration and animation data in a structured manner; The process of the player freely creating a personalized key animation in step S4 is specifically that the player flexibly adds, deletes and edits animation frames through the timeline and key frames, and adjusts the attributes of each frame; Using real-time rendering technology, the animation effects are generated and displayed in real time while the player is editing the animation; According to the player's operation, obtain the timeline and key frame information, and add, delete and edit animation frames through the animation editing tool; The step S4 also includes using an animation mixing and transition algorithm to automatically calculate and generate transition frames between different animations to cope with the situation where multiple buttons are triggered simultaneously; The process of automatically calculating and generating transition frames between different animations is specifically, for the case where multiple keys are triggered simultaneously, using an animation mixing algorithm, and calculating the mixed animation posture and displacement data according to the weight coefficients of different animations; According to the posture difference between the current animation and the target animation, a series of transition frames are automatically calculated through the interpolation algorithm to generate a smooth transition animation sequence; Obtain frame data after animation mixing and transition, combine character models and scene information, and render in real time to generate a coherent and smooth animation effect; Continuously monitor the player's key operations, and dynamically adjust the weight coefficient and transition time of the animation blending according to the key combinations triggered in real time.
2. A method for configuring personalized interaction of game controller screen animation according to claim 1, characterized in that: The process of dynamically adjusting the layout of the interface elements using the adaptive layout algorithm in step S2 specifically includes: According to the preset adaptive layout algorithm rules, calculate the scaling ratio and position coordinates of interface elements under different screen sizes; For the functional modules of the game controller, information clustering technology is used to classify the interface elements into one category. According to the results of information clustering, hierarchical display technology is used to place functional modules of different categories in different display layers, and the priority of the layers is set; During adaptive layout, obtain the interface elements of each display layer, dynamically adjust the size of the elements according to the scaling ratio, and re-layout them according to the position coordinates; Through the least squares fitting algorithm, after the layout is adjusted, the density and spacing of the interface elements are detected to determine whether the readability requirements are met. If not, the layout is further optimized; According to the operation habits of the game controller, the touch area of the interface elements is reasonably divided, and the fuzzy matching algorithm is used to enlarge the response range of key operation elements; Unify the design of interface styles for different functional modules to achieve consistent display effects.
3. A method for configuring personalized interaction of game controller screen animation according to claim 1, characterized in that: The process of providing players with an intuitive and easy-to-use button mapping and parameter adjustment interface in step S3 specifically includes: According to the preset visual configuration template, the player operation interface is dynamically generated. The interface includes a virtual button area and a parameter adjustment area. The virtual button area displays each configurable button in the game, and the parameter adjustment area displays the current value of each adjustable parameter. Obtain the player's drag and click operations in the virtual button area, identify the virtual button selected by the player, and determine the target button function that the player intends to map according to the preset button mapping rules. If the mapping is successful, associate the virtual button with the target function; Obtain the player's drag and click operations in the parameter adjustment area, identify the parameter selected by the player, and determine the target value of the parameter that the player intends to adjust according to the preset parameter value adjustment rules. If the adjustment value is within the legal range, update the current value of the parameter to the target value; Based on the button mapping association data and parameter target value data completed by the player, the latest configuration data of the game is dynamically generated, and the virtual button images and parameter values in the configuration data are synchronously updated to the corresponding area of the visualization interface to preview the configuration effect in real time.
4. A method for configuring personalized interaction of game controller screen animation according to claim 3, characterized in that: The step S3 also includes the step of compressing the game configuration data, specifically: Compress the game configuration data to reduce the storage volume and transmission bandwidth of the configuration data. The compressed configuration data is associated with the player account and stored in the cloud server. At the next login, based on the player account information, the compressed configuration data associated with the account is obtained from the cloud server, the configuration data is decompressed, and the complete button mapping and parameter value data are restored; Based on the restored configuration data, the latest virtual button images and parameter values of the game are dynamically generated, and they are synchronously updated to the corresponding areas of the visual interface to preview the configuration effects in real time. Players can continue to make adjustments based on this, or directly apply the configuration to start the game. Use a verification algorithm to perform integrity verification on the restored configuration data. If the data is found to be damaged or lost, it will be replaced with the default value. Based on the player's identification information, the restored personalized configuration is associated with the player. When the player uses the handle next time, the corresponding configuration is automatically loaded for it to achieve a continuous personalized gaming experience.
5. A method for configuring personalized interaction of game controller screen animation according to claim 1, characterized in that: The process of real-time determination and calling of corresponding animation effects in step S5 is specifically as follows: Monitor the player's key operation events and obtain the timestamp and key type information of the key trigger; According to the preset key trigger conditions, determine whether the currently triggered key combination meets the conditions. If so, determine the animation effect that needs to be played.
6. A method for configuring personalized interaction of game controller screen animation according to claim 1, characterized in that: The process of structurally storing and indexing the player's key configuration and animation data in step S6 is specifically as follows: The memory cache and pre-reading mechanism are used to improve the access and loading speed of data. At the same time, it supports the fast switching and loading of multiple configuration schemes. Players can choose different schemes according to their needs, and can quickly respond and apply the corresponding settings. Use a relational database to design the player configuration data table, use the player ID as the primary key, key mapping, parameter value, and animation effect as fields, and create an index to speed up the query; Use the memory cache mechanism to load commonly used player configuration data into memory and set cache update strategies; Based on the player's request, dynamically determine whether the required configuration data is in the memory cache. If so, directly obtain it from the memory; otherwise, read it from the database and cache it in the memory; Pre-reading technology is used to predict the configuration data that may be needed based on the game behavior and habits of the players, and load it into the memory cache in advance to reduce the number of real-time database reads; Store multiple configuration plans of players in the form of key-value pairs, where the key is the plan name and the value is the corresponding configuration data; When players switch configuration schemes, they can obtain the corresponding configuration data based on the selected scheme name, quickly load it and apply it to the game; Introducing an incremental update mechanism, when players modify the configuration, only the changed data is synchronized, reducing the amount of data transmission and update time; Design configuration data verification steps to verify the legitimacy of custom configuration data uploaded by players to ensure data integrity and correctness and prevent illegal data from causing game anomalies; Data compression technology is used to compress and store configuration data, reducing data volume, improving storage efficiency and transmission speed, and decompressing it in real time when in use.
7. A method for configuring personalized interaction of game controller screen animation according to claim 1, characterized in that: It also includes the restart protection mechanism: After the controller is powered off or restarted, it automatically reads the last setting status and restores the button mapping, parameter values, and animation effect configuration; Specifically, if the controller loses power or restarts, the automatic recovery mechanism is triggered to read the last setting status data, restore the button mapping relationship based on the read data, and rebuild the correspondence between the physical buttons and the virtual buttons; Get the saved parameter values, apply these parameters to the corresponding hardware modules of the controller, make the working state of the controller the same as before, read the configuration data of the animation effect, reload the animation effect, and keep the visual and tactile feedback of the controller the same as before the power failure; Write the restored button mapping, parameter values, and animation effect data into the working memory of the controller so that these configurations take effect when the controller is running.
8. A method for configuring personalized interaction of game controller screen animation according to claim 7, characterized in that: The restart preservation mechanism also includes: Use a verification algorithm to perform integrity check on the restored configuration data. If the data is found to be damaged or lost, use the default value to replace it to ensure that the controller can work normally. By establishing a version management mechanism for configuration data, recording the timestamp and version number of each modification, and implementing the configuration history and backtracking functions, players can restore to any previous configuration state as needed.
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