Game management method and terminal equipment
Patent Information
- Application Number
- CN202380055503.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2022-11-28
- Filing Date
- 2023-08-31
- Publication Date
- 2025-03-21
AI Technical Summary
In mobile scenarios, gamers are easily disturbed by factors such as network instability, pop-up messages, and application notifications, which affect their immersive experience, and it is difficult for existing technology to provide personalized game settings and management solutions.
Provide a game management method that dynamically identifies game applications, dual-entry centralized management and intelligent layout, uses game service applications to provide setting entrances outside the game, supports personalized settings, and provides hidden setting entrances in the game to ensure that users Uninterrupted during gameplay.
It improves users' immersive gaming experience. Through dynamic identification and centralized management, users can easily set up games outside the game to avoid interruptions, meet personalized needs, and adapt to different terminal devices through intelligent layout to enhance user experience.
Smart Images

Figure CN119677568A_ABST
Abstract
Description
Game management method and terminal device
[0001] This application claims priority to the Chinese patent application filed with the State Intellectual Property Office on November 28, 2022, with application number 202211501369.1 and application name “Game Management Method and Terminal Device”, the entire contents of which are incorporated by reference into this application. Technical Field
[0002] The present application relates to the technical field of electronic equipment, and in particular to a game management method and terminal device. Background Art
[0003] As the gaming market continues to expand, players are demanding higher and higher standards for mobile gaming experiences, including network speed, frame rate, and visual quality. Especially in mobile scenarios, players are prone to encountering unstable networks that cause game lags, or receiving pop-up messages and app notifications during gameplay. These situations can disrupt player operations and affect the player's immersive experience.
[0004] Therefore, how to enable players to obtain an immersive experience in the game scene that is not easily disturbed by other factors has become an issue worthy of attention.
[0005] Summary of the Invention
[0006] The embodiments of the present application provide a method and terminal device for game management, which solves the problem that users are easily disturbed during the game, resulting in a poor immersive experience, by setting up a game application service that integrates functions such as game dynamic identification, dual entry for game settings, and intelligent layout.
[0007] In a first aspect, a game management method is provided, which is applied to a terminal device and includes:
[0008] When running a first application, displaying a first application interface of the first application, the first application interface including a first setting card of a first game application, the first setting card including setting controls corresponding to one or more functions supported by the first game application;
[0009] In response to a first operation input by a user on a first setting control in the first setting card, setting a first function to a target state, the first function corresponding to the first setting control;
[0010] When a second operation input by the user on the first application interface is detected, a second application interface of the first application is displayed, the second application interface including a second settings card of a second game application, the second settings card including settings controls corresponding to one or more functions supported by the second game application; wherein the first game application and the second game application are any two of the multiple game applications managed by the first application;
[0011] When the first game application is run, a first game interface of the first game application is displayed, where the first game interface includes a first control;
[0012] When it is detected that the user inputs a third operation for the first control, a first setting panel is displayed, where the first setting panel includes a second setting control, and the second setting control indicates that the first function is the target state.
[0013] In one possible implementation, the first application may correspond to a game service application, which may also be described as a game manager, a game service manager, or a game key. The game service application may have the functions of dynamically identifying game applications, allowing users to centrally manage and set up local games through a game portal, and intelligently layout game function controls.
[0014] In one possible implementation, the first setting control and the second setting control may be the same or different. The functions of the first setting control and the second setting control are both to receive the user's setting operation, so that the terminal device changes the state of a certain game function (such as the on state or the off state), but the specific presentation forms of the first setting control and the second setting control on the interface may be different, for example, the first setting control may be presented in the form of an oval button, and the second setting control may be presented in the form of a rectangular button, etc. The first setting control and the second setting control being different here may specifically refer to the first setting control and the second setting control being presented to the user in different forms, styles, or rendering effects.
[0015] In one possible implementation, the first settings panel may include settings controls corresponding to the first game application. The settings controls in the first settings panel may be of the same type as the settings controls corresponding to the first game application in the first application. The specific presentation of the settings controls in the first settings panel may correspond to the function icons described below.
[0016] According to the game management method provided by this implementation, a game service application with dynamic game identification and centralized game management is used to enable users to centrally manage and set local games at an entrance outside the game, and support personalized settings for individual games, thereby making it easier for users to obtain the game setting entrance and perform game settings outside the game process, avoiding interruptions in the game process and improving the user's immersive experience during the game.
[0017] In combination with the first aspect, in some implementations of the first aspect, one or more functions corresponding to the first game are different from one or more functions corresponding to the second game.
[0018] In combination with the first aspect, in some implementations of the first aspect, when the second game application is run, a second game interface of the second game application is displayed, where the second game interface includes the first control;
[0019] When it is detected that the user inputs a fourth operation on the first control, a second setting panel is displayed, wherein the type of setting controls included in the second setting panel is different from the type of setting controls included in the first setting panel.
[0020] According to the game management method provided by this implementation, different game applications can correspond to different functions. At the same time, the setting panels of different game applications can also display different setting controls for different games. In this way, flexible settings for different games can be achieved.
[0021] In conjunction with the first aspect, in certain implementations of the first aspect, when a first triggering event is acquired, the first game is identified as a game-type application, and the first game application is associated with the first triggering event;
[0022] Add the first game application to the first application.
[0023] In a possible implementation, the first triggering event may be, for example, the terminal device downloading the first application, or the terminal device installing the first application.
[0024] According to the game management method provided by this implementation, by adding the game applications downloaded or installed on the terminal device to the game application service, users can centrally manage and set up local games at the game entrance, avoiding interruptions in the game process and improving the user's immersive experience during the game.
[0025] In combination with the first aspect, in some implementations of the first aspect, the first control is a floating ball.
[0026] According to the game management method provided by this implementation, by displaying a floating ball as a setting entrance during the operation of the game application, a relatively hidden setting entrance can be provided for users to set up the game when needed, thereby meeting the user's real-time game setting needs while ensuring the user's gaming experience.
[0027] In conjunction with the first aspect, in some implementations of the first aspect, the method further includes:
[0028] When a second trigger event is obtained, traversing multiple applications included in the terminal device, and identifying a game-type application among the multiple applications;
[0029] generating a game list based on the game types of the multiple applications;
[0030] If it is detected that the first game is in the game list, the first game is run.
[0031] In a possible implementation, the multiple applications in the terminal device may include applications currently installed on the terminal device.
[0032] According to the game management method provided by this implementation, by scanning the applications of the terminal device and identifying the game applications therein, the game service application can be quickly opened for the game application after the game application is started, thereby improving the user's gaming experience.
[0033] In conjunction with the first aspect, in certain implementations of the first aspect, the first game interface further includes a game display card corresponding to the first game application, and the second application interface further includes a game display card corresponding to the second game; when the first application includes multiple game display cards corresponding to multiple games, the method further includes:
[0034] In response to a fifth operation input by the user, switching the application interface including different game display cards until the second application interface is displayed; or
[0035] In response to a sixth operation input by the user, different game display cards are displayed in sequence in a preset format until the game display card corresponding to the second game application is displayed.
[0036] In combination with the first aspect, in some implementations of the first aspect, the fifth operation or the sixth operation includes any one of the following:
[0037] Swipe left, swipe right, swipe up, swipe down.
[0038] In combination with the first aspect, in some implementations of the first aspect, when a seventh operation input by the user is detected, the first setting card is displayed.
[0039] In combination with the first aspect, in some implementations of the first aspect, the game display card further includes a one-click installation control corresponding to the game.
[0040] In one implementation, for a game application that has been downloaded but not yet installed, the user can use the installation control in the game service application to install the game application with one click.
[0041] In conjunction with the first aspect, in some implementations of the first aspect, the method further includes:
[0042] When the user sets the first function of the first game to the target state in the first application, the target state of the first function is synchronized to the second setting control in the first setting panel, so that the second setting control indicates that the first function is the target state.
[0043] In conjunction with the first aspect, in some implementations of the first aspect, the method further includes:
[0044] When the user sets the second function of the first game through the setting panel and obtains the target state of the second function, the target state of the second function is synchronized to the first setting control included in the setting card, so that the first setting control indicates that the first function is in the target state.
[0045] In conjunction with the first aspect, in some implementations of the first aspect, the method further includes:
[0046] When the first game application is run again, the functional status indicated by the setting controls included in the first setting panel that is displayed again is consistent with the functional status when the first game application was last exited.
[0047] In one possible implementation, the terminal device may have a memory effect on the set functional status. When the first application exits, the terminal device may record the final setting status corresponding to each function in the setting panel when it exits; thereafter, when the first application is run again, the setting status corresponding to the function in the setting panel may be consistent with the final setting status at the last exit.
[0048] According to the game management method provided by this implementation, after the player completes the game settings, the background reads the final setting status corresponding to the moment the user exits the game, and when the player enters the game next time, the corresponding function is automatically turned on, which can achieve intelligent matching of the player's usage habits, avoid repeated operations, and reduce the player's operating costs.
[0049] In conjunction with the first aspect, in some implementations of the first aspect, the method further includes:
[0050] Reading the model of the terminal device, wherein different models correspond to the functions;
[0051] According to the model of the terminal device and the corresponding relationship, obtaining that the terminal device does not support a third function;
[0052] If the setting panel includes the third function, deleting the setting control corresponding to the third function in the setting panel;
[0053] The positions of the setting controls corresponding to other functions located after the position of the setting control corresponding to the third function are moved forward in sequence.
[0054] According to the game management method provided by this implementation, the adaptive function layout can avoid the situation where users of different terminal devices are unable to activate a certain function, and can always maintain a better function arrangement than a fixed layout.
[0055] In conjunction with the first aspect, in some implementations of the first aspect, the method further includes:
[0056] Obtaining first game information corresponding to a plurality of games from a cloud server, the first game information including one or more of package names of data packets corresponding to the plurality of games, identifiers of the games, and features of the games; and
[0057] Obtaining the second game information corresponding to the game in the terminal device, where the second game information includes one or more of a package name of a data packet corresponding to the game in the terminal device, an identifier of the game, and a feature of the game;
[0058] When the first trigger event is obtained, detecting whether the information corresponding to the first application is consistent with the first game information and / or the second game information;
[0059] If so, the first game is identified as the game application.
[0060] In conjunction with the first aspect, in some implementations of the first aspect, the method further includes:
[0061] Obtaining a preset identification feature, where the identification feature is used to identify an application of a game type;
[0062] When a first trigger event is obtained, detecting whether the information corresponding to the first game includes the identification feature;
[0063] If included, the first game is identified as the game application.
[0064] In conjunction with the first aspect, in some implementations of the first aspect, the method further includes:
[0065] When the second trigger event is obtained, the game application identification function is enabled.
[0066] In conjunction with the first aspect, in some implementations of the first aspect, the second triggering event includes:
[0067] The terminal device is powered on and receives a power-on broadcast; or
[0068] Receive a user's input of an on / off operation for a switch control corresponding to a game recognition function; or
[0069] The terminal device installs a new application and receives an application installation broadcast.
[0070] In combination with the first aspect, in some implementations of the first aspect, the first triggering event is installing the first application.
[0071] In a second aspect, a terminal device is provided, comprising: one or more processors; one or more memories; the one or more memories storing one or more computer programs, the one or more computer programs comprising instructions, which, when executed by the one or more processors, enable the terminal device to execute the method described in any implementation of the first aspect above.
[0072] In a third aspect, a computer-readable storage medium is provided, wherein the computer-readable storage medium stores computer-executable program instructions, and when the computer-executable program instructions are executed on a computer, the computer executes the method as described in any implementation of the first aspect above.
[0073] In a fourth aspect, a computer program product is provided, comprising a computer program code, which, when executed on a computer, causes the computer to execute the method as described in any one of the implementations of the first aspect. BRIEF DESCRIPTION OF THE DRAWINGS
[0074] FIG1 is a schematic structural diagram of a terminal device 100 provided in an embodiment of the present application.
[0075] FIG2 is a software structure block diagram of a terminal device 100 provided in an embodiment of the present application.
[0076] 3A to 3I are some GUI schematic diagrams that may be involved in the implementation process of a game management method provided in an embodiment of the present application.
[0077] 4A to 4C are schematic diagrams of related GUIs that may be involved in the implementation of another game management method provided in an embodiment of the present application.
[0078] 5A to 5D are schematic diagrams of related GUIs that may be involved in the implementation of another game management method provided in an embodiment of the present application.
[0079] 6A and 6B are schematic diagrams of related GUIs that may be involved in the implementation of another game management method provided in an embodiment of the present application.
[0080] FIG7 is a schematic flowchart of a game management method provided in an embodiment of the present application.
[0081] FIG8 is a schematic flowchart of another game management method provided in an embodiment of the present application.
[0082] FIG9 is a schematic flowchart of another game management method provided in an embodiment of the present application. DETAILED DESCRIPTION
[0083] It should be noted that the terms used in the implementation methods section of the embodiments of the present application are only used to explain the specific embodiments of the present application, and are not intended to limit the present application. In the description of the embodiments of the present application, unless otherwise specified, " / " means or, for example, A / B can mean A or B; "and / or" in this article is merely a way to describe the association relationship of associated obstacles, indicating that there can be three relationships, for example, A and / or B can mean: A exists alone, A and B exist at the same time, and B exists alone. In addition, in the description of the embodiments of the present application, unless otherwise specified, "multiple" means two or more than two, "at least one" and "one or more" mean one, two or more than two.
[0084] In the following, the terms "first" and "second" are used for descriptive purposes only and should not be understood as indicating or implying relative importance or implicitly specifying the number of the technical features indicated. Therefore, the definition of "first" and "second" features may explicitly or implicitly include one or more of the features.
[0085] References to "one embodiment" or "some embodiments" in this specification mean that a particular feature, structure, or characteristic described in conjunction with that embodiment is included in one or more embodiments of the present application. Thus, phrases such as "in one embodiment," "in some embodiments," "in other embodiments," and "in yet other embodiments" appearing in various places in this specification do not necessarily refer to the same embodiment, but rather mean "one or more, but not all, embodiments," unless otherwise specifically emphasized. The terms "including," "comprising," "having," and variations thereof mean "including but not limited to," unless otherwise specifically emphasized.
[0086] Combined with the introduction in the background technology, the current game application service solutions have the following pain points: (1) Newly downloaded games cannot be found by users in a timely manner. For example, a player downloads a new game, but the background does not recognize the new game, resulting in the player being unable to find the game and unable to use the settings entrance of the game service application. (2) After entering the game, players are usually focused on game operations and have little extra time and energy to think about and operate function settings. Therefore, for scenarios that only support settings and management during the game process, players find it difficult to obtain an immersive gaming experience. (3) During the game process, players' demand for enhanced game services will vary depending on the mobile phone model, personal preferences, etc., and some game scenarios that only provide fixed function layouts are difficult to meet the personalized needs of players.
[0087] In response to the above-mentioned pain points, the embodiments of the present application provide a method for game management. By designing a game service application with the functions of dynamic game identification, dual-entry centralized management, and intelligent function layout, users can centrally manage and set local games at the entrance outside the game, and support personalized settings for individual games. When the user enters the game, the background will dynamically identify the game application and open the game service application, which can be folded on one side of the page in the form of a floating ball. In the game, the function panel of the game service application will be intelligently arranged according to the user's last settings and / or the model of the terminal device, providing users with a function layout that better meets their needs, creating a fast, convenient and uninterrupted user experience for users.
[0088] The game management method provided in the embodiment of the present application can be applied in game scenarios, especially in scenarios where users play games through terminal devices.
[0089] For example, as shown in Figure 1, it is a schematic diagram of the structure of a terminal device 100 provided in an embodiment of the present application. The terminal device 100 may be a terminal device with a display screen.
[0090] The terminal device 100 may be various types of electronic devices, such as a mobile phone, a tablet computer, a wearable device, a laptop computer, a desktop computer, a netbook, a personal digital assistant (PDA), etc. The embodiment of the present application does not impose any limitation on the type of the terminal device.
[0091] The terminal device 100 may include a processor 110, an external memory interface 120, an internal memory 121, a universal serial bus (USB) interface 130, a charging management module 140, a power management module 141, a battery 142, an antenna 1, an antenna 2, a mobile communication module 150, a wireless communication module 160, an audio module 170, a speaker 170A, a receiver 170B, a microphone 170C, an earphone interface 170D, a sensor module 180, a button 190, a motor 191, an indicator 192, a camera 193, a display screen 194, and a subscriber identification module (SIM) card interface 195, etc. The sensor module 180 may include a pressure sensor 180A, a gyroscope sensor 180B, an air pressure sensor 180C, a magnetic sensor 180D, an acceleration sensor 180E, a distance sensor 180F, a proximity light sensor 180G, a fingerprint sensor 180H, a temperature sensor 180J, a touch sensor 180K, an ambient light sensor 180L, a bone conduction sensor 180M, etc.
[0092] It should be understood that the structure illustrated in the embodiments of the present invention does not constitute a specific limitation on the terminal device 100. In other embodiments of the present application, the terminal device 100 may include more or fewer components than shown, or may combine or separate certain components, or arrange the components differently. The illustrated components may be implemented in hardware, software, or a combination of software and hardware.
[0093] The processor 110 may include one or more processing units. For example, the processor 110 may include an application processor (AP), a modem processor, a graphics processing unit (GPU), an image signal processor (ISP), a controller, a memory, a video codec, a digital signal processor (DSP), a baseband processor, and / or a neural-network processing unit (NPU). The different processing units may be independent devices or integrated into one or more processors.
[0094] The controller may be the nerve center and command center of the terminal device 100. The controller may generate an operation control signal according to the instruction operation code and the timing signal to complete the control of fetching and executing instructions.
[0095] Processor 110 may also include a memory for storing instructions and data. In some embodiments, the memory in processor 110 is a cache memory. This memory can store instructions or data that have just been used or are being recycled by processor 110. If processor 110 needs to use the same instruction or data again, it can directly access the memory. This avoids duplicate accesses, reduces processor 110 latency, and thus improves system efficiency.
[0096] In some embodiments, the processor 110 may include one or more interfaces. The interfaces may include an inter-integrated circuit (I2C) interface, an inter-integrated circuit sound (I2S) interface, a pulse code modulation (PCM) interface, a universal asynchronous receiver / transmitter (UART) interface, a mobile industry processor interface (MIPI), a general-purpose input / output (GPIO) interface, a subscriber identity module (SIM) interface, and / or a universal serial bus (USB) interface.
[0097] It is understood that the interface connection relationship between the modules illustrated in the embodiment of the present invention is merely an illustrative illustration and does not constitute a structural limitation on the terminal device 100. In other embodiments of the present application, the terminal device 100 may also adopt a different interface connection method from the above embodiment, or a combination of multiple interface connection methods.
[0098] The charging management module 140 is used to receive charging input from a charger. The charger can be a wireless charger or a wired charger. In some wired charging embodiments, the charging management module 140 can receive charging input from the wired charger via the USB interface 130. In some wireless charging embodiments, the charging management module 140 can receive wireless charging input via the wireless charging coil of the terminal device 100. While charging the battery 142, the charging management module 140 can also provide power to the terminal through the power management module 141.
[0099] The power management module 141 is used to connect the battery 142, the charging management module 140 and the processor 110. The power management module 141 receives input from the battery 142 and / or the charging management module 140, and provides power to the processor 110, the internal memory 121, the external memory, the display 194, the camera 193, and the wireless communication module 160. The power management module 141 can also be used to monitor parameters such as battery capacity, battery cycle count, and battery health status (leakage, impedance). In some other embodiments, the power management module 141 can also be set in the processor 110. In other embodiments, the power management module 141 and the charging management module 140 can also be set in the same device.
[0100] The wireless communication function of the terminal device 100 can be implemented through the antenna 1, the antenna 2, the mobile communication module 150, the wireless communication module 160, the modem processor and the baseband processor.
[0101] Antenna 1 and Antenna 2 are used to transmit and receive electromagnetic wave signals. Each antenna in terminal device 100 can be used to cover a single or multiple communication frequency bands. Different antennas can also be reused to improve antenna utilization. For example, antenna 1 can be reused as a diversity antenna for a wireless local area network. In other embodiments, the antennas can be used in conjunction with a tuning switch.
[0102] The mobile communication module 150 can provide solutions for wireless communications including 2G / 3G / 4G / 5G applied to the terminal device 100. The mobile communication module 150 may include at least one filter, a switch, a power amplifier, a low noise amplifier (LNA), etc. The mobile communication module 150 can receive electromagnetic waves from the antenna 1, and filter, amplify, and process the received electromagnetic waves, and transmit them to the modulation and demodulation processor for demodulation. The mobile communication module 150 can also amplify the signal modulated by the modulation and demodulation processor, and convert it into electromagnetic waves for radiation through the antenna 1. In some embodiments, at least some of the functional modules of the mobile communication module 150 can be set in the processor 110. In some embodiments, at least some of the functional modules of the mobile communication module 150 can be set in the same device as at least some of the modules of the processor 110.
[0103] The modem processor may include a modulator and a demodulator. The modulator is used to modulate the low-frequency baseband signal to be transmitted into a medium-high frequency signal. The demodulator is used to demodulate the received electromagnetic wave signal into a low-frequency baseband signal. The demodulator then transmits the demodulated low-frequency baseband signal to the baseband processor for processing. After being processed by the baseband processor, the low-frequency baseband signal is passed to the application processor. The application processor outputs a sound signal through an audio device (not limited to the speaker 170A, the receiver 170B, etc.) or displays an image or video through the display screen 194. In some embodiments, the modem processor may be an independent device. In other embodiments, the modem processor may be independent of the processor 110 and be set in the same device as the mobile communication module 150 or other functional modules.
[0104] The wireless communication module 160 can provide wireless communication solutions including wireless local area networks (WLAN) (such as wireless fidelity (Wi-Fi) networks), Bluetooth (BT), global navigation satellite system (GNSS), frequency modulation (FM), near field communication (NFC), infrared (IR), etc., which are applied to the terminal device 100. The wireless communication module 160 can be one or more devices that integrate at least one communication processing module. The wireless communication module 160 receives electromagnetic waves via the antenna 2, frequency modulates and filters the electromagnetic wave signals, and sends the processed signals to the processor 110. The wireless communication module 160 can also receive the signal to be sent from the processor 110, frequency modulate it, amplify it, and convert it into electromagnetic waves for radiation through the antenna 2.
[0105] In some embodiments, the antenna 1 of the terminal device 100 is coupled to the mobile communication module 150, and the antenna 2 is coupled to the wireless communication module 160, so that the terminal device 100 can communicate with the network and other devices through wireless communication technology. The wireless communication technology may include global system for mobile communications (GSM), general packet radio service (GPRS), code division multiple access (CDMA), wideband code division multiple access (WCDMA), time-division code division multiple access (TD-SCDMA), long term evolution (LTE), BT, GNSS, WLAN, NFC, FM, and / or IR technology. The GNSS may include a global positioning system (GPS), a global navigation satellite system (GLONASS), a Beidou navigation satellite system (BDS), a quasi-zenith satellite system (QZSS) and / or a satellite based augmentation system (SBAS).
[0106] The terminal device 100 implements a display function through a GPU, a display screen 194 , and an application processor, etc. The display screen 194 is used to display images, videos, etc.
[0107] The terminal device 100 can realize the shooting function through the ISP, camera 193, video codec, GPU, display screen 194 and application processor.
[0108] The digital signal processor is used to process digital signals. In addition to processing digital image signals, it can also process other digital signals. For example, when the terminal device 100 selects a frequency point, the digital signal processor is used to perform Fourier transform on the frequency point energy. The video codec is used to compress or decompress digital video. The NPU is a neural network (NN) computing processor that quickly processes input information by drawing on the structure of biological neural networks, such as the transmission mode between neurons in the human brain, and can also continuously self-learn.
[0109] The external memory interface 120 can be used to connect an external memory card, such as a Micro SD card, to expand the storage capacity of the terminal device 100. The external memory card communicates with the processor 110 via the external memory interface 120 to implement data storage. For example, files such as music and videos can be stored on the external memory card. The internal memory 121 can be used to store computer-executable program code, which includes instructions.
[0110] The terminal device 100 can implement audio functions such as music playback and recording through the audio module 170, the speaker 170A, the receiver 170B, the microphone 170C, the headphone jack 170D, and the application processor.
[0111] The pressure sensor 180A is used to sense pressure signals and convert them into electrical signals. The gyroscope sensor 180B can be used to determine the motion posture of the terminal device 100. The magnetic sensor 180D includes a Hall effect sensor. The terminal device 100 can use the magnetic sensor 180D to detect the opening and closing of the flip cover. The acceleration sensor 180E can detect the magnitude of the acceleration of the terminal device 100 in various directions (generally three axes). When the terminal device 100 is stationary, it can detect the magnitude and direction of gravity. It can also be used to identify the terminal's posture and is used in applications such as landscape and portrait screen switching and pedometers. The proximity light sensor 180G may include, for example, a light-emitting diode (LED) and a light detector, such as a photodiode. The LED can be an infrared LED. The terminal device 100 emits infrared light through the LED. The ambient light sensor 180L is used to sense the brightness of ambient light. The terminal device 100 can adaptively adjust the brightness of the display screen 194 based on the perceived ambient light brightness. The fingerprint sensor 180H is used to collect fingerprints. The temperature sensor 180J is used to detect temperature. Touch sensor 180K, also known as a "touch panel," can be mounted on display screen 194. Together, touch sensor 180K and display screen 194 form a touch screen, also known as a "touch screen." Touch sensor 180K detects touch operations applied to or near it. Bone conduction sensor 180M can capture vibration signals.
[0112] In addition, the terminal device 100 also includes an air pressure sensor 180C and a distance sensor 180F. The air pressure sensor 180C is used to measure air pressure. In some embodiments, the terminal device 100 calculates the altitude based on the air pressure value measured by the air pressure sensor 180C to assist in positioning and navigation.
[0113] The distance sensor 180F is used to measure distance. The terminal device 100 can measure distance using infrared or laser. In some embodiments, when shooting a scene, the terminal device 100 can use the distance sensor 180F to measure distance to achieve fast focusing.
[0114] For example, the software system of the terminal device 100 can adopt a layered architecture, an event-driven architecture, a microkernel architecture, a microservice architecture, or a cloud architecture. This embodiment of the present invention uses the Android system with a layered architecture as an example to illustrate the software structure of the terminal device 100. Figure 2 is a block diagram of the software structure of the terminal device 100 according to an embodiment of the present application.
[0115] A layered architecture divides software into several layers, each with distinct roles and responsibilities. Layers communicate with each other through software interfaces. In some embodiments, the Android system is divided into four layers: the application layer, the application framework layer, the Android runtime and system layer, and the kernel layer.
[0116] The application layer can include a series of application packages. As shown in Figure 2, the application package can include applications such as camera, calendar, map, WLAN, short message, gallery, call, navigation, Bluetooth, video, etc. In the embodiment of the present application, the application layer can also include game applications.
[0117] The application framework layer provides an application programming interface (API) and programming framework for applications in the application layer. The application framework layer includes some predefined functions. As shown in Figure 2, the application framework layer may include a window manager, content provider, telephony manager, resource manager, notification manager, and view system.
[0118] The window manager is used to manage window programs. The window manager can obtain the display size, determine whether there is a status bar, lock the screen, take screenshots, etc.
[0119] Content providers are used to store and retrieve data and make it accessible to applications. The data may include videos, images, audio, calls made and received, browsing history and bookmarks, phone books, etc.
[0120] The view system includes visual controls, such as those for displaying text and images. The view system is used to build applications. A display interface can consist of one or more views. For example, a display interface containing a text notification icon might include a view for displaying text and a view for displaying images.
[0121] The phone manager is used to provide communication functions of the terminal device 100, such as management of call status (including answering, hanging up, etc.).
[0122] The resource manager provides various resources for applications, such as localized strings, icons, images, layout files, video files, and so on.
[0123] The Notification Manager allows applications to display notifications in the status bar. These messages can be displayed briefly and then disappear automatically, without requiring user interaction. For example, the Notification Manager can be used to notify users of completed downloads and message reminders. The Notification Manager can also display notifications in the top status bar as icons or scrolling text, such as notifications from background applications, or as dialog windows on the screen. Examples include displaying text messages in the status bar, emitting alert sounds, vibrating the terminal, or flashing indicator lights.
[0124] The Android runtime includes the core library and the virtual machine. The Android runtime is responsible for scheduling and management of the Android system.
[0125] The core library consists of two parts: one is the function that needs to be called by the Java language, and the other is the Android core library.
[0126] The application layer and application framework layer run in a virtual machine. The virtual machine executes the Java files in the application layer and application framework layer as binary files. The virtual machine is responsible for managing the object lifecycle, stack management, thread management, security and exception management, and garbage collection.
[0127] The system library can include multiple functional modules, such as surface manager, media library, 3D graphics processing library (such as OpenGL ES), 2D graphics engine (such as SGL), etc.
[0128] The surface manager is used to manage the display subsystem and provide fusion of 2D and 3D layers for multiple applications.
[0129] The media library supports playback and recording of a variety of common audio and video formats, as well as static image files. The media library can support a variety of audio and video encoding formats, such as: MPEG4, H.264, MP3, AAC, AMR, JPG, PNG, etc.
[0130] The 3D graphics processing library is used to implement 3D graphics drawing, image rendering, compositing, and layer processing.
[0131] A 2D graphics engine is a drawing engine for 2D drawings.
[0132] The kernel layer is the layer between hardware and software. The kernel layer includes at least display driver, camera driver, audio driver, and sensor driver.
[0133] In order to better understand the game management method provided in the embodiment of the present application, the implementation process of the game management method at the user-visible level is introduced below with reference to the accompanying drawings.
[0134] 3A to 3F are schematic diagrams of some graphical user interfaces (GUIs) that may be involved in implementing a game management method provided in an embodiment of the present application. For ease of description, the following description is based on an example in which the terminal device is a mobile phone.
[0135] In some embodiments, when a user wants to play a game, they can first download the game to their mobile phone. There are many ways for users to download games to their mobile phones, such as: (1) downloading the game to the local phone from a mobile phone store; (2) downloading the game to the local phone from a web page, etc. However, the embodiments of this application do not specifically limit the method of downloading games.
[0136] Taking the above-mentioned method of downloading games as method (1) as an example, an exemplary game download process is introduced in conjunction with Figures 3A and 3B. As shown in Figure 3A, it is an exemplary main interface of a mobile phone. A status bar can be displayed above the main interface. The status bar can include: one or more signal strength indicators of mobile communication signals (or cellular signals), one or more signal strength indicators of wireless high-fidelity (Wi-Fi) signals, a battery indicator of the mobile phone, a time indicator, etc. The main screen interface can also include an application icon display area for displaying various types of application icons, such as a clock icon, a calendar icon, a gallery icon, a memo icon, a file management icon, an email icon, a music icon, a calculator icon, a recorder icon, a sports health icon, a weather icon, a browser icon, a game service icon, a setting icon, an application market icon, etc. There can be a page indicator display area below the multiple application icons. The page indicator included in the area is used to indicate the position relationship between the currently displayed page and other pages. A tray application icon display area may be displayed below the page indicator for displaying a plurality of tray application icons, such as a camera application icon, a contact application icon, a phone dialing application icon, a message application icon, etc. In other embodiments, the mobile phone home screen may include more or fewer application icons or tray application icons than shown in the figure, and this application is not limited thereto.
[0137] In some embodiments, when a user downloads a game through the above method (1), an operation 301 (such as a click operation) may be inputted for the application market icon in the main interface shown in FIG3A . In response to the user's operation 301 , the mobile phone may open the application market application and display the game best-selling list interface shown in FIG3B . The game best-selling list interface may include multiple games with the most downloads or uses, as well as download controls corresponding to each game.
[0138] In some embodiments, assuming a user wants to download Game A, the user may input an operation 302 (e.g., a click operation) on the download control corresponding to Game A. In response to operation 302, the mobile phone may download the data corresponding to Game A. The mobile phone may download Game A in the background, and the data corresponding to Game A may specifically include information such as the installation package or other data packages corresponding to Game A.
[0139] It should be noted that in the game management method provided in the embodiment of the present application, the mobile phone may be installed with a game service application and may have a game management function. In some cases, the game management function in the embodiment of the present application may be specifically performed by the game service application. Among them, the game management function may specifically include dynamic identification of game applications, function settings for games through dual entrances, and intelligent layout of game function icons, etc., wherein the dual entrances in the embodiment of the present application may include a setting entrance outside the game process and a setting entrance during the game process. The setting entrance outside the game process can be provided by the game service application, and the setting entrance during the game can be provided by a control (such as a floating ball) displayed in the game interface.
[0140] It should be noted that the game service application can also be described as a game manager (GAME MANAGER), game service manager, game manager, etc. It serves as a setting entry for function settings for one or more games installed on the terminal device, and can be specifically presented as a quick application icon displayed on the mobile phone desktop (not shown in the figure).
[0141] It's also important to note that, unlike in-game feature settings, using a game service app outside of a game allows for centralized management of multiple downloaded (or installed) games on your phone. However, using the in-game settings portal typically only allows for individual settings for the currently running game, not for centralized settings for multiple games. These two settings and their characteristics will be described below with reference to the accompanying figures and will not be detailed here.
[0142] In some embodiments, there are multiple ways to enable the game management function on a mobile phone, including, for example: method (1), the mobile phone is factory-set to enable the game management function by default; method (2), a switch control corresponding to the game management function may be provided in the mobile phone, and the user may manually enable the game management function through the switch control.
[0143] For example, when the game management function is enabled in the above-mentioned method (2), a process of enabling the game management function is described in conjunction with FIG3C . As shown in FIG3C , the setting interface in the mobile phone can include multiple setting function items, such as wireless and network setting items, Bluetooth setting items, desktop and wallpaper setting items, display setting items, sound setting items, game management setting items, battery setting items, storage setting items, healthy mobile phone usage setting items, security and privacy setting items, etc.
[0144] In some embodiments, when the user needs to turn on the game management function, an operation 303 (such as a click operation) can be input for the game management setting entry in FIG3C . In response to operation 303 , the mobile phone can display a game management setting interface as shown in FIG3D . Exemplarily, as shown in FIG3D , the game management setting interface may include a switch control corresponding to the game management function and an introduction statement for the game management function, such as “The game management function is used to dynamically identify and centrally set applications that support this function. When a user downloads a new game, the game type can be automatically identified, and the setting function for the game can be added to the quick application.”
[0145] In some embodiments, the user may input an operation 304 (such as a click operation) for the switch control of the game management function shown in Figure 3D. In response to the operation 304, the mobile phone may enable the game management function.
[0146] With the game management function enabled, after a mobile phone downloads the data corresponding to Game A, it can dynamically identify the type of application currently being downloaded based on this data. If the application is identified as a game, the phone can further update it to a game service application and add the corresponding functions (or modes) to the game service application. It should be understood that the game service application here can correspond to the shortcut application mentioned above.
[0147] In some embodiments, a user can access a game service application by clicking on an icon of the game service application displayed on the mobile phone desktop. For example, as shown in FIG3E , upon receiving an operation 305 (e.g., a click operation) input by the user on the game service application icon, the mobile phone may display, in response to operation 305 , the relevant interface of the game service application as shown in FIG3F and FIG3G .
[0148] As shown in FIG3F , the game display interface of the game service application primarily includes a current game display area, which may include the game title and a one-touch launch control, and optionally, a game introduction. For example, a previous game display area may be displayed to the left of the current game display area, and a next game display area may be displayed to the right of the current game display area. For example, the current game display area, the previous game display area, and the next game display area may be specifically presented as game display cards corresponding to different games, each of which may include the game title and a one-touch launch control. Users can swipe right or left on the current interface to switch the current game display area to the previous game display area or the next game display area. For example, the game display card corresponding to the current game can be switched to the game display card corresponding to the previous game or the next game. Of course, swiping up or down can also be used to switch between game display cards corresponding to different games. This embodiment of the application does not limit the specific type of operation used to switch game display cards.
[0149] It should be noted that the previous game and next game mentioned in the embodiment of the present application are only used to distinguish the game currently displayed in the main interface area. The display position of each game is not necessarily limited to a fixed rule, but can be flexibly set as needed. For example, the arrangement order of multiple games or game display cards from left to right in the game display interface (as shown in Figure 3F, the previous game, the current game, the next game, or the game display card corresponding to the previous game, the game display card corresponding to the current game, and the game display card corresponding to the next game) can correspond to the download time sequence of the games; for another example, the arrangement order of multiple games or game display cards from left to right in the game display interface (as shown in Figure 3F, the previous game, the current game, the next game, or the game display card corresponding to the previous game, the game display card corresponding to the current game, and the game display card corresponding to the next game) can correspond to the alphabetical order of the game names, etc. This application is not limited to this.
[0150] It should also be noted that the previous game, current game, and next game shown in FIG3F are merely examples. In other embodiments, the game display interface can also be used to display game display cards corresponding to more games. For example, if the game service application includes multiple games (e.g., more than 3 games), when the user continuously swipes right or left, the mobile phone can, in response to the continuous right or left swipe operation, display other games that are not currently displayed in the form of a scroll to the left, or display other games that are not currently displayed in the form of a scroll to the right. Alternatively, if the game service application includes multiple games (e.g., more than 3 games), when the user continuously swipes right or left, the mobile phone can, in response to the continuous right or left swipe operation, display other game display cards that are not currently displayed in the form of a scroll to the left, or display other game display cards that are not currently displayed in the form of a scroll to the right.
[0151] In some embodiments, the display interface shown in FIG. 3F or FIG. 3G , in which the display areas (or game display cards) of one or more game applications presented may correspond one-to-one to the game applications installed in the mobile phone.
[0152] As shown in 3G, it is the settings interface corresponding to the currently displayed game. The game display interface may include the current game display area (or the game display card corresponding to the current game), and the settings area corresponding to the current game may be included below the current game display area. The settings area may include game mode setting controls, do not disturb mode setting controls, etc. Exemplarily, the settings area corresponding to the game can be specifically presented as a settings card, which includes game mode setting controls, do not disturb mode setting controls, etc. In some embodiments, when the mobile phone displays the game display interface as shown in Figure 3F, the settings card corresponding to the game can automatically appear below the game display card (or other orientation); or, in other embodiments, when the mobile phone displays the game display interface as shown in Figure 3F, the user can input an upward swipe operation (or other types of preset operations) to scroll the settings card below the current game display area. In some other embodiments, when the mobile phone displays the interface as shown in Figure 3G, the user can also input a downward swipe operation (or other types of preset operations) to scroll the settings card from the current interface.
[0153] For example, when a user needs to set the game mode for Game A, he or she can first find the game display card corresponding to Game A by swiping left or right on the game display interface, and display the game display card on the current interface (the interface shown in Figure 3F); then, the user can input an upward swipe operation on the current interface to scroll the setting card corresponding to Game A to the current display interface, that is, to display the setting card corresponding to Game A below the game display area in the current interface; then, the user can input an operation through the setting control for the game mode to implement the setting of Game A. Optionally, after completing the setting of Game A, the user can also input a downward swipe operation on the interface. In response to the downward swipe operation, the mobile phone can hide the setting card from the current interface in a scrolling manner.
[0154] In some embodiments, the setting cards corresponding to different games can present different personalized content. For example, the setting cards corresponding to different games can include different functions. For example, for Game A, its corresponding setting card can include functions corresponding to Game A, and for Game B, its corresponding setting card can include functions corresponding to Game B. However, the functions corresponding to Game A and Game B may be different. Through personalized function display, flexible and efficient personalized settings for different games can be achieved.
[0155] For example, as shown in Figure 3H, the settings card for Game A may include settings for Game Mode and Do Not Disturb Mode; and as shown in Figure 3I, the settings card for Game B may include settings for Network Acceleration and Enhanced Display. The reason the game application service displays personalized settings cards for different game applications is that in some scenarios, different game applications support different settings (for example, different game applications are configured with different types of settings), and thus the settings corresponding to different game applications need to be displayed in a personalized manner so that users can configure different settings for different game applications.
[0156] In some instances, the game service application can be used to set different types of functions for different game applications.
[0157] It should be noted that the above-mentioned Figures 3H and 3I are only used as examples to introduce the different types of functions corresponding to different games. In actual applications, different games can also correspond to different information in the game display card, or correspond to different display effects (or styles) of the game display card, or correspond to different display effects (or styles) of the setting card, etc. Among them, the display effect (or style) of the game display card and / or setting card mentioned here can refer to the display position of the game display card and / or setting card in the mobile phone interface, or the relative position between the game display card and the setting card, or the rendering effect presented by the game display card and / or setting card, etc., and the embodiments of this application do not limit this.
[0158] In some embodiments, the settings made by the user for the game (e.g., Game A) in the game service application can be synchronized and updated to the game application (e.g., Game A). When the user plays Game A, the functions or parameters in the settings panel corresponding to Game A are consistent with the settings made by the user in the game service application.
[0159] It should be noted that the embodiments shown in Figures 3F and 3G above are based on the example of a user inputting a sliding operation to switch game display cards or setting cards, and are described only as an example of a game display card being displayed, hidden, or switched in a scrolling manner, or a setting card being displayed, hidden, or switched in a scrolling manner. However, in actual applications, this is not limited to this. For example, the user can also input a single click, double click, or long press on the interface to switch game cards or display or hide setting cards; for another example, game cards and / or setting cards can also be displayed or hidden on the current interface by fading in and out, etc., and the embodiments of the present application are not limited to this.
[0160] According to the game management method provided in the embodiment of the present application, through a game service application with dynamic game identification, dual-entry centralized management, and intelligent function layout functions, users can centrally manage and set local games at the entrance outside the game, and support personalized settings for individual games, thereby facilitating users to obtain the game setting entrance and perform game settings outside the game process, avoiding interruptions in the game process, and improving the user's immersive experience during the game.
[0161] The above, in conjunction with Figures 3F to 3I, describes a method for performing game settings outside of the game process through an entrance provided by an application other than the game. However, it should be understood that in addition to setting up one or more games in the game service application, the game management method provided in the embodiment of the present application can also provide a relatively hidden entrance during the game process, so that when the user does not have any function setting requirements, the entrance will not affect the user's immersive game experience. When the user has function setting requirements, the relevant settings can be flexibly and in real time through the entrance. The following, in conjunction with the accompanying drawings, provides a specific exemplary introduction to how to perform game settings during the game process in the game management method provided in the embodiment of the present application.
[0162] For example, as shown in FIG. 4A to FIG. 4C , there are related GUI schematic diagrams that may be involved in the implementation process of another game management method provided in an embodiment of the present application.
[0163] FIG4A is a schematic diagram of a game interface, which may include a floating ball 401 , which is an entry point for game settings during the game.
[0164] It should be noted that the floating ball shown in the embodiment of the present application can be used as an exemplary setting entrance. In actual applications, the setting entrance during the game process can also be set to other forms of controls, such as icons, dots, etc., and the embodiment of the present application does not limit this.
[0165] In some embodiments, as shown in Figure 4B, when the user needs to set up the game, the user can input an operation 402 (such as a click operation) for the floating ball 401. In response to the operation 402 input by the user, the mobile phone can display the function setting area as shown in Figure 4C on the current game interface. Exemplarily, the function setting area can be specifically presented as a setting panel 403, wherein the setting panel 403 can be used to display the game mode, a plurality of game parameters corresponding to the game mode, and so on. Exemplarily, as shown in Figure 4C, the game mode and the plurality of game parameters corresponding to the game mode can be presented in the game mode display area, and the game mode display area can be presented in a specific area in the setting panel (such as the upper area in the setting panel).
[0166] In one possible implementation, the game mode display area can be displayed or hidden according to user needs. For example, the game mode display area can be set in a drawer form. When the user needs to view the game mode and / or game parameters, they can enter a preset operation (such as a pull-down operation input for the game mode display area). In response to the preset operation, the game mode display area can be displayed in the settings panel, such as covering a part of the settings panel or covering the entire area of the settings panel (such as covering the display area of the function icons shown in Figure 6A).
[0167] Exemplarily, game parameters may include: the current corresponding network delay (PIN) duration of the game (PIN 12ms as shown in Figure 5C), central processing unit (CPU) occupancy (CPU 16% as shown in Figure 5C), memory RAM occupancy (RAM 12% as shown in Figure 5C), game frame rate (FPS 120 as shown in Figure 5C), etc.
[0168] In addition, the settings panel 403 may also include multiple function icons, such as a network acceleration icon, a do not disturb mode icon, an anti-accidental touch icon, an enhanced display icon, a game filter icon, a strategy station icon, etc. These multiple function icons can be used to receive user input operations, and the mobile phone can then turn on or off a certain function in response to the user input operation. For example, when the user needs to turn on the network acceleration function, they can input a click operation on the network acceleration icon in the settings panel. In response to the click operation, the mobile phone can turn on the network acceleration function corresponding to the game.
[0169] In some embodiments, the functions corresponding to the function icons displayed in the settings panel may all be functions supported by the mobile phone, that is, functions that are not supported by the mobile phone will not be displayed in the settings panel. In one possible scenario, different models of mobile phones may support different functions, so the specific function icons displayed in the settings panels of different mobile phones may be different. For example, as shown in Table 1 below, there is an exemplary correspondence between mobile phone models and supported functions. Taking the correspondence shown in Table 1 as an example, the settings panel of the mobile phone of model 1 may display icons for a total of 4 functions, such as a network acceleration icon, a display enhancement icon, an anti-mistouch icon, and a game filter icon. The settings panel of the mobile phone of model 2 may display icons for a total of 3 functions, such as a network acceleration icon, an anti-mistouch icon, and a game filter icon.
[0170] Table 1
[0171] In another possible scenario, different types of games may also support different functions. For example, different games may be pre-configured to support different functions or provide customized functions for different game types during game development. Therefore, the specific function icons displayed in the settings panel of different games may be different. Specifically, there may be many types of game subdivisions, including multiplayer online battle arena (MOBA) games, shooting games, card games, chess and card games, etc. Users may have different service needs when playing different types of games. For example, when playing shooting games such as Game for Peace, users may have higher requirements for screen brightness and character clarity; when playing multiplayer voice-based tactical competitive games such as Honor of Kings, users may have higher requirements for do not disturb calls, smooth voice, and voice modification. Therefore, the game management method provided in the embodiment of the present application can customize personalized function support solutions and function display solutions for different types of games.
[0172] For example, the following Table 2 shows an exemplary correspondence between game types and supported functions. Taking the correspondence shown in Table 2 as an example, the settings panel of Game A may display icons for three functions: a network acceleration icon, an anti-mistouch icon, and a game filter icon. The settings panel of Game B may display icons for four functions: a network acceleration icon, an enhanced display icon, an anti-mistouch icon, and a game filter icon.
[0173] Table 2
[0174] In some embodiments, there are multiple ways to determine which function icon is specifically displayed in the settings panel, such as: Method (1), determining which function icon is displayed in the settings panel based on the model corresponding to the machine. For example, the mobile phone can obtain the model corresponding to the machine, and then obtain the functions supported by the machine based on the correspondence between the model and the supported functions; then, the icons of these functions are displayed in the settings panel. Method (2), determining which function icon is displayed in the settings panel based on the game type. For example, when a user (for the first time) starts a game, the mobile phone can obtain the game type corresponding to the current game, and then obtain the functions supported by the game based on the correspondence between the game type and the supported functions; then, the icons of these functions are displayed in the settings panel. Method (3), determining which function icon is displayed in the settings panel based on the machine model and the game type. For example, the mobile phone can first obtain the model corresponding to the local machine, and obtain one or more functions supported by the local machine (recorded as the first function) based on the correspondence between the model and the supported functions; then, obtain the game type corresponding to the current game, and then obtain one or more functions supported by the game (recorded as the second function) based on the correspondence between the game type and the supported functions; then, obtain the intersection of the first function and the second function, and display the icons of the functions included in the intersection in the settings panel. Alternatively, the mobile phone can also first obtain the game type corresponding to the current game, and then obtain one or more functions supported by the game (recorded as the second function) based on the correspondence between the game type and the supported functions; then, obtain the model corresponding to the local machine, and obtain one or more functions supported by the local machine (recorded as the first function) based on the correspondence between the model and the supported functions; then, obtain the intersection of the first function and the second function, and display the icons of the functions included in the intersection in the settings panel. The embodiment of the present application does not specifically limit the order of obtaining the functions supported by the local machine model and obtaining the functions supported by the game in method (3).
[0175] It should be noted that the above-mentioned methods of determining which function icons are displayed on the settings panel can be executed when the mobile phone runs the game for the first time, but do not need to be executed when the game is not being run for the first time. The reason why it does not need to be executed when the game is not being run for the first time is that in one possible implementation method, each time the game is exited, the mobile phone can record the function icons displayed in the settings panel when the game is exited. When the game is run again on the same mobile phone, the mobile phone can display the same function icons in the settings panel as when the game was exited last time based on the recorded relevant information. Therefore, there is no need to detect the model, game type and related correspondence every time the game is started, thereby saving the computing resources of the mobile phone and improving the efficiency of displaying function icons in the settings panel.
[0176] In some embodiments, when a user needs to turn a function on or off, they can enter a preset action (such as a click action) for the icon corresponding to the function in the settings card. After the user sets a function in the settings card, the setting can be updated synchronously in the game service application. For example, the user can turn on the network acceleration function by clicking the network acceleration icon in the settings card. When the network acceleration function is turned on, the network acceleration function of the corresponding game in the game service application will also be turned on synchronously.
[0177] According to the game management method provided in the embodiment of the present application, by setting a hidden game setting entrance such as a floating ball during the game, it is possible to meet the user's needs for game settings at any time without affecting the user's immersive game experience.
[0178] The following, in conjunction with the accompanying drawings, specifically introduces the functional status of the game service application and the setting panel that can remember the settings in the game management method provided in the embodiment of the present application.
[0179] 5A and 5B are schematic diagrams of related GUIs that may be involved in the implementation of another game management method provided in an embodiment of the present application. For ease of understanding, the following description is still based on the example of a mobile phone as the terminal device.
[0180] In the game management method provided in the embodiment of the present application, the game service application and the setting panel can respectively present a functional status memory effect, which can be achieved through a reading and recording capability of the mobile phone. The reading and recording capability can specifically include: the ability of the mobile phone to read and record the functional status set by the user for the game application service and the setting panel.
[0181] Specifically, the mobile phone can record the functional status of the game in the game service application each time the user exits the game application; or the mobile phone can remember the functional status of the game in the settings panel each time the user exits the game application. The next time the game service application is run, the mobile phone can set the functional status of the game in the game service application according to the functional status recorded when the game was last exited, so that the functional status of the game in the current game is consistent with the functional status of the previous game. Alternatively, the next time the game is run, the mobile phone can set the functional status in the settings panel according to the final setting status recorded when the game was last exited, so that the functional status of the game in the current game is consistent with the functional status of the previous game.
[0182] For example, the status of a function here may include an on state or an off state, or a specific parameter value set to a certain function, etc. For ease of description, the embodiment of the present application uniformly describes the function status of the game service application and the function status in the settings panel when the user exits the game as the final setting state.
[0183] It should be noted that the game service application and the settings panel are two ways to set up game functions. The main differences include the different corresponding setting entrances (such as the setting entrance corresponding to the game service application is, for example, the icon corresponding to the application; the setting entrance corresponding to the settings panel is, for example, the floating ball displayed in the game interface), and the corresponding scenes are also different (such as the game application service corresponds to the setting scene outside the game; the settings panel corresponds to the setting scene during the game process), etc. However, due to the function settings made by the user in either setting method, the corresponding setting status can be synchronized to the other setting method. For example, if the "network acceleration" function of game A is set to "on" in the game service application, then in the settings panel corresponding to game A, the "network acceleration" function will also be synchronized to the "on" status. Therefore, in some cases, the final setting status recorded by the mobile phone based on the game application service and the final setting status recorded by the mobile phone based on the settings panel may be the same.
[0184] Optionally, in order to save resource consumption during the reading and recording process of the mobile phone, the method for the mobile phone to read and record the final setting state can be preset. For example, in method (1), the mobile phone can select to read and record the final setting state based on the setting method used by the user to set the function of the game. Specifically, if the user sets the function of the game through the game service application without setting the function through the setting panel, then when the user exits the game, the mobile phone can read and record the final function state based on the function state in the game service application; if the user sets the function of the game through the setting panel without setting the function through the game service application, then when the user exits the game, the mobile phone can record the final function state based on the function state in the setting panel. In method (2), the mobile phone can record the final state according to the default method, for example, the final function state can be recorded according to the function in the setting panel by default. In method (3), the mobile phone can also detect whether the game service application is turned on during the game. If it is turned on, when the user exits the game, the final setting state is recorded based on the function state in the game service application; if it is not turned on, when the user exits the game, the final setting state is recorded based on the function state in the setting panel, and so on. The embodiment of the present application does not specifically limit the method by which the mobile phone records the final setting status.
[0185] The following describes in detail the final setting state memory function corresponding to the game service application and the final state memory function corresponding to the setting panel.
[0186] Referring to Figures 5A to 5C , we will first describe the final settings memory function for a game service application. In some embodiments, a game service application may have the ability to read and record the user's last settings. As shown in Figure 5A , assume that a user has enabled Do Not Disturb mode in the settings card corresponding to Game A in the game service application. After completing the settings for Game A in the game service application, the user can return to the desktop and click the game application icon on the desktop to start the game. Later, when the user exits the game, for example, by clicking the exit control in the game interface as shown in Figure 5B , the game service application can read the final settings for Game A in the game service application in the background and store them. The next time the user enters the game, the game interface may display a reminder of the enabled features. These enabled features are those that were enabled in the game service application when the user last exited the game. For example, this reminder may be shown in Figure 5C , in the form of a card 501 reminding the user of the currently enabled features of the game.
[0187] The game service application reads and remembers the player's last settings. After the player completes the settings, the final setting status when the player exits the game is read, and the corresponding function is automatically turned on when the player enters the game next time. This can intelligently match the player's usage habits, thereby avoiding repeated operations and reducing the player's operating costs.
[0188] Please refer to Figure 5D for an explanation of how the settings panel remembers the final settings. Suppose a user, while playing Game A, turns on Do Not Disturb mode for Game A through the settings panel. In this case, the phone may highlight the corresponding control for Do Not Disturb mode, or may vibrate to remind the user that Do Not Disturb mode has been turned on for Game A. If the user exits Game A (for example, by clicking the Exit control in the game interface, as shown in Figure 5B), the phone may read the final settings for Game A in the settings panel at the time the user exited Game A in the background and store this final settings. The next time the user enters the game, the game interface may display a reminder of the enabled features. These enabled features are those that were enabled in the settings panel when the user last exited the game. For example, this reminder may be shown in Figure 5C, in the form of a card 501 reminding the user of the currently enabled features for the game. For another example, the next time the user enters the game and opens the settings panel again, the controls corresponding to Do Not Disturb mode in the settings panel may automatically highlight to remind the user that Do Not Disturb mode is currently enabled for the game.
[0189] According to the game management method provided in the embodiment of the present application, the function set by the player last time is read and memorized through the mobile phone application. When the player completes the setting, the final setting status at the time of the player's exit is read, and the corresponding function is automatically turned on when the player enters the game next time. It can realize intelligent matching of the player's usage habits, thereby avoiding repeated operations and reducing the player's operating costs.
[0190] Taking into account the different configurations of different mobile phones on the market, for example, some high-end models support 120Hz high frame rate and high dynamic range imaging (HDR), these configurations can achieve better game frame stability and game screen brightness; at the same time, some low-end models do not currently have the corresponding configuration capabilities. Based on this situation, the game service application also provides the ability to adapt to different models for function layout display. For example, if the background recognizes that the machine does not support HDR, the "Display Enhancement" function module will no longer be displayed in the function panel, and other functions can be arranged in a "Z" shape. For ease of understanding, the following is a more specific exemplary introduction to the intelligent layout function of the game service application in conjunction with Figures 6A and 6B.
[0191] For example, as shown in FIG6A and FIG6B , they are schematic diagrams of related GUIs that may be involved in the implementation process of another game management method provided in an embodiment of the present application.
[0192] In some embodiments, the settings panel (as shown in Figures 6A and 6B) includes a game mode display area, which can be used to display the game mode and multiple game parameters corresponding to the game mode. For example, the game parameters may include: the current corresponding network delay (PIN) duration of the game (PIN 12ms as shown in Figure 6A), central processing unit (CPU) usage (CPU 16% as shown in Figure 6A), memory RAM usage (RAM 12% as shown in Figure 6A), game frame rate (FPS 120 as shown in Figure 6A), etc.
[0193] In addition, the settings panel may also include icons corresponding to multiple functions. Taking Figure 6A as an example, it is assumed that the function icons (or function controls) displayed in the current settings panel include: network acceleration icon 601, do not disturb mode icon 602, anti-mistouch icon 603, display enhancement icon 604, game filter icon 605, strategy station icon 606 and screenshot icon 607. However, if in actual use, due to the limitations of the mobile phone model, the mobile phone does not actually support the display enhancement function, then when the mobile phone obtains that the machine does not support the display enhancement function, the display enhancement icon 604 can be hidden or deleted in the current settings panel, and the other function icons supported by the machine after the display enhancement icon 604 can be in a "Z" shape and replaced in the new position in sequence, wherein the interface after the function icon position adjustment can be as shown in Figure 6B.
[0194] A more specific scenario may include, for example, a user having two mobile phones (denoted as mobile phone A and mobile phone B), wherein mobile phone A is a higher-end model and supports the HDR function, while mobile phone B is a lower-end model and does not support the HDR function. When the user runs a game on mobile phone A, if mobile phone A detects that the local device supports HDR, a "display enhancement" icon (as shown in FIG6A ) may be displayed in the settings panel. When the user runs a game on mobile phone B, if mobile phone B detects that the local device does not support HDR, the "display enhancement" icon may not be displayed in the game's settings panel, and the other function icons after the "display enhancement" icon in the original mobile phone A may be moved forward one position in turn, such as moving in a "Z" shape, so that the settings panel of mobile phone B only displays the function icons corresponding to the functions supported by mobile phone B (as shown in FIG6B ).
[0195] In some embodiments, the settings panel may also have a memory capability for the function icons displayed. Specifically, the mobile phone can read and record the function icons displayed on the settings panel corresponding to the mobile phone. The next time the game is still run on the mobile phone, the function icons displayed in the settings panel may be consistent with the function icons displayed when the game was last exited. For example, taking mobile phone A as an example, assuming that mobile phone A supports the "enhanced display" function but does not support the "screenshot" function, the settings panel corresponding to the game will display the enhanced display icon, but not the screenshot icon. When exiting the game, mobile phone A can read and record the function icons displayed in the settings panel; the next time mobile phone A enters the game, the mobile phone can display the same function icon in the settings panel based on the function icon recorded when the game was last exited, that is, the enhanced display icon will also be displayed, but the screenshot icon will not be displayed.
[0196] According to the game management method provided in the embodiment of the present application, by adaptively arranging the function configuration chart of the game based on the functions actually supported by the terminal device, it is possible to avoid the situation where users are unable to activate a certain function on different models, and a better function arrangement can be maintained compared to a fixed layout.
[0197] The above, combined with the accompanying drawings, describes the visual interface content that may be involved in the implementation of the game management method provided in the embodiment of the present application. To better understand the game management method provided in the embodiment of the present application, the following further describes the underlying implementation logic of the game management method provided in the embodiment of the present application, combined with the accompanying drawings.
[0198] For example, as shown in Figure 7, a schematic flow chart of a game management method provided in an embodiment of the present application is provided. This flow may correspond to the process of a game service application dynamically identifying a game application, and its execution subject may be the terminal device described in Figure 1 or Figure 2 above.
[0199] As shown in FIG7 , in some embodiments, the terminal device may specifically include a game engine and a game server-side dynamic identification module (hereinafter referred to as the dynamic identification module). The game engine may obtain the IWare features of the application based on a game feature library (such as an IWare feature library) and transmit the IWare features to the game server-side dynamic identification module. Furthermore, the game engine may also have the ability to identify game applications. For example, the IWare feature library may include features corresponding to the game application, which can be used to identify the game application.
[0200] The dynamic identification module can store information corresponding to a variety of game applications, such as data packet information of the game application (such as package name), game application identifier (such as the name of the game application, etc.). In some embodiments, the dynamic identification module can obtain game information of a variety of game applications from the game center cloud, for example, the dynamic identification module can obtain the package names corresponding to a variety of game installation packages from the game center cloud. In other embodiments, the dynamic identification module can also obtain game information corresponding to the top N (i.e., TOP N) games in any game ranking list, and store a game library including TOPN games (such as a TOP6000 game library) based on the TOP N games. In some other embodiments, the dynamic identification module can also store a game library including games installed on this machine, etc. In addition, the dynamic identification module can also have the ability to dynamically identify game applications. In one possible scenario, the dynamic identification module can identify game applications based on the IWare features sent by the game engine.
[0201] It is worth noting that the game engine can identify game applications based mainly on user behavior and habit characteristics. Its recognition rate is limited and cannot meet the user's demand for game application recognition accuracy in some scenarios. Therefore, in the game management method provided in the embodiment of the present application, the dynamic recognition capability of the game service application (specifically, the dynamic recognition capability of the game application of the dynamic recognition module) can be borrowed to improve the game engine recognition rate. To achieve this purpose, in the game management method provided in the embodiment of the present application, a new reference interface is added between the game engine and the dynamic recognition module of the game service application. Through this reference interface, the dynamic recognition module can query the feature information of the current application (such as IWare features) from the game engine, and then dynamically identify whether the current application is a game application based on these features; or, optionally, through this reference interface, the game engine can also query the information of multiple games pre-acquired by the dynamic recognition module from the dynamic recognition module. It should be understood that in the above two methods, the former mainly uses the dynamic recognition module as the execution subject to dynamically identify the game application; the latter mainly uses the game engine as the execution subject to identify the game application. The following embodiments of the present application will introduce the method of dynamically identifying game applications mainly by the dynamic recognition module.
[0202] It should be noted that the game application identification process in the embodiment of the present application can be applied to a variety of scenarios, such as a scenario in which a terminal device newly downloads an application, or a scenario in which a terminal device newly installs an application, or before a user enters an application, or when a user is using an application, etc.
[0203] There are many ways for the dynamic identification module to identify game applications. For example, in some embodiments, after obtaining the IWare feature sent by the game engine, the dynamic identification module can compare the IWare feature with the game information obtained from the game center cloud. If the IWare feature is consistent with the game information, the application corresponding to the IWare can be identified as a message-type application.
[0204] For example, in other embodiments, the dynamic recognition module can also pre-acquire identification features corresponding to the game. These identification features can be common features of game applications extracted based on the characteristics of a large number of game applications and can serve as the identifier of the game application. After obtaining the IWare features sent by the game engine, the dynamic recognition module can detect whether the IWare features match the preset identification features. If the IWare features match one or more identification features, the application corresponding to the IWare can be identified as a message-type application.
[0205] For example, in some other embodiments, the dynamic identification module can also query whether the application is consistent with the data packet package name and / or application identifier (such as application name, etc.) of a game application obtained from the game center cloud through package name query and / or application identifier (such as application name, etc.) query, etc.; if consistent, the application is identified as a game application.
[0206] In some embodiments, the game center cloud may store information corresponding to multiple game applications, which may include the package name corresponding to the game application data packet, application identifier (such as the application name, etc.). The game center cloud may obtain information corresponding to the multiple game applications in various ways, such as obtaining information corresponding to multiple games from a third-party market cloud; or receiving game information reported by multiple terminal devices, etc., which is not limited in the present embodiment.
[0207] In some embodiments, after the dynamic recognition module identifies the application as a game application, it can send the local game to the system service; thereafter, the system service can implement game installation, game startup, and game operation, so that the user can use the application on the terminal device.
[0208] In some embodiments, there may be multiple ways to trigger the dynamic identification module (or game service application) to start game application identification, such as: method (1), when the terminal device installs the application, it may send an application installation broadcast, and in response to the application installation broadcast, the dynamic identification module may start to execute the identification process of the game application; method (2), the game service application may be provided with an add control, and when there is a game application to be added (such as a newly downloaded game application on the terminal device), the user may click the add control, and in response to the user's click operation, the dynamic identification module in the game service application may start to execute the identification process of the game application; method (3), when the terminal device is turned on, it may send a power-on broadcast, and in response to the power-on broadcast, the dynamic identification module may start to execute the identification process of the game application. Optionally, when the terminal device is in the turned-on state, the dynamic identification module may continue to be in the identification process of the game application, such as periodically identifying the game application.
[0209] Optionally, what is different from the above triggering method (2) and triggering method (3) is that in the above triggering method (1), the dynamic identification module can mainly identify the game applications among the existing applications in the terminal device. After identifying the game applications, the dynamic identification module can also generate a game list. However, the above triggering method (2) and triggering method (3) can be used to identify the game applications only for specific applications to be installed or uninstalled. That is, the identification methods of the above triggering method (2) and triggering method (3) are more targeted and do not need to identify all applications of the terminal device.
[0210] As a specific example, the game application identification process may include: when the terminal device is turned on, a power-on broadcast is sent. After receiving the power-on broadcast, the game service application (for example, a dynamic identification module in the game service application) can scan local applications, identify or match game applications in these applications, and generate a game list. Afterwards, the game service application can synchronize the game list to the cloud (such as the game center cloud), and can also cache the game list to a local database (such as the local game library). Afterwards, the game service application can synchronize the game application list to the system_server. During the subsequent use of the terminal device, the game service application can listen for application installation and / or uninstallation broadcasts. When the corresponding broadcast is received, it determines whether the installed and / or uninstalled application is a game application. If so, it calls an interface to synchronize to the system_server. When the user starts an application, the system_server will determine whether the application is a game application (such as determining whether the application is an application in the game list). If so, it starts the game service application.
[0211] It should be noted that the three triggering methods introduced above are only examples. In actual applications, the dynamic recognition module can be triggered to identify the game application in more other ways, and the embodiments of the present application do not limit this.
[0212] According to the game management method provided in the embodiment of the present application, by dynamically identifying the game application based on pre-acquired game information and the characteristics of the game application before or when the user enters the game, it is possible to accurately determine whether the current application is a game application, thereby facilitating the subsequent opening of the game service application for the game application and providing a hidden setting entrance in the game, thereby improving the user's gaming experience.
[0213] For example, as shown in FIG8 , a schematic flow chart of another game management method provided in an embodiment of the present application is provided. The execution subject of this process can be the terminal device described in FIG1 or FIG2 above, and specifically may include the following steps:
[0214] S801, start the application.
[0215] S802: Determine whether the application is a game application.
[0216] In some embodiments, in response to the application startup in step S801, the terminal device can identify whether the currently started application is a game application. The specific method of the terminal device identifying whether the application is a game application will be described in detail below and will not be described in detail here.
[0217] In some embodiments, if the launched application is a game application (ie, the judgment result in step S802 is "yes"), step S803 may be executed next. For ease of description, the currently launched game application is recorded as game application A.
[0218] S803, start the game service application and read the user's last game settings and model.
[0219] In some embodiments, in response to the launched application being a game application, the terminal device may launch a game service application. The terminal device may launch the game service application in various ways, such as automatically launching the game service application; prompting the user to authorize the terminal device to launch the game service application; or manually launching the game service application. This embodiment of the present application is not limited to this.
[0220] In some embodiments, after the game service application is started, the settings corresponding to the game application A stored on the terminal device when the user last exited the game application A can be read.
[0221] In some embodiments, the game service application can also read the model of the terminal device. For example, different models may correspond to different functions. The game service application can pre-acquire the correspondence between different models and their supported functions. After obtaining the model of the terminal device, the game service application can obtain the functions supported by the terminal device based on the model and the correspondence between the model and the function.
[0222] For example, the correspondence between a model and the functions it supports can be seen in Table 1 above.
[0223] S804, turn on intelligent function layout.
[0224] In some embodiments, after the game service application identifies the model of the terminal device and obtains the functions supported by the terminal device, it can intelligently arrange the functions of the setting card in the game interface based on the functions supported by the terminal device. For example, assuming the model of the terminal device is model 1, then the functions supported by the terminal device itself include network acceleration, display enhancement, anti-mistouch, game filters, etc. At this time, the game functions corresponding to the setting card can be shown in Figure 6A, including network acceleration, anti-mistouch, display enhancement, game filters, etc. For another example, assuming the model of the terminal device is model 2, then the functions supported by the terminal device itself include network acceleration, anti-mistouch, game filters, etc., but not display enhancement. At this time, the game functions corresponding to the setting card can be shown in Figure 6B, including network acceleration, anti-mistouch game filters, etc., but not display enhancement, and the positions corresponding to each function are intelligently arranged. Specifically, the positions corresponding to other functions (such as game filters, power station, screenshot) after the original position of display enhancement (the position shown in Figure 6A) are moved forward in sequence, such as in a "Z" shape. At this time, the functions displayed in the setting card are all functions supported by the terminal device.
[0225] In some embodiments, the user can set functions through the settings portal during the game, such as enabling or disabling a function in game application A through a settings card during the game. The function settings made by the user through the settings card in the game can be synchronized to the settings portal outside the game, such as to the game service application, so that the enabled state of the function in the game service application outside the game is consistent with the enabled state of the function in the setting card in the game.
[0226] S805, customize function settings through the game external entrance.
[0227] In some embodiments, users can also set functions for game application A through an external game entrance (such as a game service application), such as turning on a certain function in game application A, or turning off a certain function in game application A. These function settings can be synchronized to the setting card during the game process, so that the activation status of the function in the setting card of the game entrance is consistent with the activation status of the function in the game service application.
[0228] According to the game management method provided in the embodiment of the present application, by adaptively arranging the function configuration chart of the game based on the functions actually supported by the terminal device, it is possible to avoid the situation where users are unable to activate a certain function on different models, and a better function arrangement can be maintained compared to a fixed layout.
[0229] For example, as shown in FIG9 , a schematic flow chart of another method for game management provided in an embodiment of the present application is provided. The process can be executed by the terminal device shown in FIG1 or FIG2 as the main body, and specifically may include the following steps:
[0230] S901, when running a first application, displaying a first application interface of the first application, the first application interface including a first setting card of a first game application, the first setting card including setting controls corresponding to one or more functions supported by the first game application.
[0231] The first application may correspond to the game service application introduced above. For example, the first game application may correspond to the game A introduced above.
[0232] S902: In response to a first operation input by a user to a first setting control in a first setting card, setting a first function as a target state, the first function corresponding to the first setting control.
[0233] The target state may include, for example, a function-on state or a function-off state.
[0234] S903, when a second operation input by the user in the first application interface is detected, the second application interface of the first application is displayed, the second application interface includes a second setting card of the second game application, and the second setting card includes setting controls corresponding to one or more functions supported by the second game application; wherein the first game application and the second game application are any two of the multiple game applications managed by the first application.
[0235] S904: When the first game application is running, a first game interface of the first game application is displayed, where the first game interface includes a first control.
[0236] The first game interface may correspond to the interface shown in Figure 4A, for example. The first control may correspond to the control 401 (ie, the floating ball) shown in Figure 4A, for example.
[0237] S905 , when it is detected that the user inputs a third operation for the first control, displaying a first setting panel, the first setting panel including a second setting control, and the second setting control indicating that the first function is the target state.
[0238] The first setting panel may correspond to the setting panel 403 shown in FIG. 4C , for example.
[0239] In some embodiments, one or more functions corresponding to the first game application are different from one or more functions corresponding to the second game application.
[0240] In some embodiments, when the second game application is running, a second game interface of the second game application is displayed, and the second game interface includes the first control; when it is detected that the user inputs a fourth operation for the first control, a second setting panel is displayed, wherein the type of setting control included in the second setting panel is different from the type of setting control included in the first setting panel.
[0241] In some embodiments, the method further includes: when obtaining a first trigger event, identifying the first game application as a game-type application, the first game application being associated with the first trigger event; and adding the first game application to the first application.
[0242] In some embodiments, the first control is a floating ball.
[0243] In some embodiments, the method further includes: when obtaining a second trigger event, traversing multiple applications included in the terminal device, identifying game-type applications among the multiple applications; generating a game list based on the game-type applications among the multiple applications; and running the first game if it is detected that the first game is in the game list.
[0244] In some embodiments, the first application interface also includes a game display card corresponding to the first game application, and the second application interface also includes a game display card corresponding to the second game; when the first application includes multiple game display cards corresponding to multiple game applications, the method also includes: in response to a fifth operation input by the user, switching the application interface including different game display cards until the second application interface is displayed; or, in response to a sixth operation input by the user, displaying different game display cards in a preset form in sequence until the game display card corresponding to the second game application is displayed.
[0245] In some embodiments, the fifth operation or the sixth operation includes any one of the following: a left swipe operation, a right swipe operation, an up swipe operation, or a down swipe operation.
[0246] In some embodiments, the method further includes: when a seventh operation input by the user is detected, displaying the first setting card.
[0247] In some embodiments, the game display card further includes a one-button installation control corresponding to the game.
[0248] In some embodiments, the method also includes: when the user sets the first function of the first game application to the target state in the first application, synchronizing the target state of the first function to the second setting control in the first setting panel, so that the second setting control indicates that the first function is the target state.
[0249] In some embodiments, the method also includes: when the user sets the second function of the first game through the first setting panel and obtains the target state of the second function, synchronizing the target state of the second function to the first setting control included in the setting card, so that the first setting control indicates that the first function is in the target state.
[0250] In some embodiments, the method further includes: when the first game application is run again, the functional status indicated by one or more setting controls included in the first setting panel displayed again is consistent with the functional status when the first game application was last exited.
[0251] In some embodiments, the method further includes: reading the model of the terminal device, wherein there is a correspondence between different models and the functions; obtaining, based on the model of the terminal device and the correspondence, that the terminal device does not support the third function; if the settings panel includes the third function, deleting the setting control corresponding to the third function in the settings panel; and moving the positions of the setting controls corresponding to other functions located after the position of the setting control corresponding to the third function forward in sequence.
[0252] In some embodiments, the method further includes: obtaining first game information corresponding to multiple games from a cloud server, the first game information including data packet names corresponding to the multiple games, identification of the games, and one or more of the characteristics of the games; and obtaining the second game information corresponding to the games in the local terminal device, the second game information including data packet names corresponding to the games in the local terminal device, identification of the games, and one or more of the characteristics of the games; when obtaining the first trigger event, detecting whether the information corresponding to the first application is consistent with the first game information and / or the second game information; if so, identifying the first game as the game application.
[0253] In some embodiments, the method further includes: obtaining a preset identification feature, the identification feature being used to identify a game type application; when obtaining a first trigger event, detecting whether the information corresponding to the first game includes the identification feature; if so, identifying the first game as the game application.
[0254] In some embodiments, the method further includes: when the second trigger event is obtained, enabling a game application identification function.
[0255] In some embodiments, the second trigger event includes: the terminal device is powered on and receives a power-on broadcast; or, a user input of a power-on operation for a switch control corresponding to a game recognition function is received; or, the terminal device installs a new application and receives an application installation broadcast.
[0256] In some embodiments, the first triggering event is installing the first application or downloading the first application.
[0257] According to the game management method provided in the embodiment of the present application, by designing a game service application with the functions of dynamic game identification, dual-entry centralized management, and intelligent function layout, users can centrally manage and set local games at the entrance outside the game, and support personalized settings for individual games. When the user enters the game, the background will dynamically identify the game application and open the game service application, and can set a hidden setting entrance in the game interface, such as a floating ball that is folded on the side of the page. In the game, the function panel of the game service application will be intelligently arranged according to the user's last settings and the model of the terminal device, providing users with a function layout that better meets their needs, creating a fast, convenient and uninterrupted user experience for users.
[0258] Based on the same technical concept, an embodiment of the present application also provides a terminal device, including one or more processors; one or more memories; the one or more memories store one or more computer programs, and the one or more computer programs include instructions. When the instructions are executed by the one or more processors, the computer or processor executes one or more steps in any of the above methods.
[0259] Based on the same technical concept, an embodiment of the present application also provides a computer-readable storage medium, which stores computer-executable program instructions. When the computer-executable program instructions are executed on a computer, the computer or processor executes one or more steps in any of the above methods.
[0260] Based on the same technical concept, an embodiment of the present application also provides a computer program product containing instructions, wherein the computer program product includes computer program code. When the computer program code is run on a computer, the computer or processor executes one or more steps in any of the above methods.
[0261] In the above embodiments, it can be implemented in whole or in part by software, hardware, firmware or any combination thereof. When implemented using software, it can be implemented in whole or in part in the form of a computer program product. The computer program product includes one or more computer instructions. When the computer program instructions are loaded and executed on a computer, the process or function described in the embodiment of the present application is generated in whole or in part. The computer can be a general-purpose computer, a special-purpose computer, a computer network, or other programmable device. The computer instructions can be stored in a computer-readable storage medium or transmitted via the computer-readable storage medium. The computer instructions can be transmitted from one website, computer, server or data center to another website, computer, server or data center via a wired (e.g., coaxial cable, optical fiber, digital subscriber line) or wireless (e.g., infrared, wireless, microwave, etc.) method. The computer-readable storage medium can be any available medium that a computer can access or a data storage device such as a server or data center that includes one or more available media integrated. The available medium can be a magnetic medium (e.g., a floppy disk, a hard disk, a tape), an optical medium (e.g., a DVD), or a semiconductor medium (e.g., a solid state drive (SSD)).
[0262] Those skilled in the art will appreciate that all or part of the process steps in the above-described method embodiments can be implemented by a computer program instructing the relevant hardware. The program can be stored in a computer-readable storage medium, and when executed, the program can include the process steps in the above-described method embodiments. The aforementioned storage medium includes various media capable of storing program code, such as ROM or random access memory (RAM), magnetic disks, or optical disks.
[0263] The above description is merely a specific embodiment of the present invention, but the scope of protection of the present invention is not limited thereto. Any changes or substitutions within the technical scope disclosed in the present invention should be included in the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be based on the scope of protection of the claims.
Claims
1. A method for game management, characterized in that: Applied to terminal equipment, including: When running a first application, displaying a first application interface of the first application, the first application interface including a first setting card of a first game application, the first setting card including setting controls corresponding to one or more functions supported by the first game application; In response to a first operation input by a user on a first setting control in the first setting card, setting a first function to a target state, the first function corresponding to the first setting control; When a second operation input by the user on the first application interface is detected, a second application interface of the first application is displayed, the second application interface including a second settings card of a second game application, the second settings card including settings controls corresponding to one or more functions supported by the second game application; wherein the first game application and the second game application are any two of the multiple game applications managed by the first application; When the first game application is run, a first game interface of the first game application is displayed, where the first game interface includes a first control; When it is detected that the user inputs a third operation for the first control, a first setting panel is displayed, where the first setting panel includes a second setting control, and the second setting control indicates that the first function is in the target state.
2. The method according to claim 1, characterized in that The method further comprises: When the second game application is run, a second game interface of the second game application is displayed, where the second game interface includes the first control; When it is detected that the user inputs a fourth operation on the first control, a second setting panel is displayed, wherein the type of setting controls included in the second setting panel is different from the type of setting controls included in the first setting panel.
3. The method according to claim 1 or 2, characterized in that The method further comprises: When a first triggering event is obtained, identifying the first game application as a game-type application, and associating the first game application with the first triggering event; Add the first game application to the first application.
4. The method according to any one of claims 1 to 3, characterized in that The first control is a floating ball.
5. The method according to any one of claims 1 to 4, characterized in that The method further comprises: When a second trigger event is obtained, traversing multiple applications included in the terminal device, and identifying a game-type application among the multiple applications; generating a game list based on the game types of the multiple applications; If it is detected that the first game application is in the game list, the first game is run.
6. The method according to any one of claims 1 to 5, characterized in that The first application interface further includes a game display card corresponding to the first game application, and the second application interface further includes a game display card corresponding to the second game; when the first application includes multiple game display cards corresponding to multiple game applications, the method further includes: In response to a fifth operation input by the user, switching the application interface including different game display cards until the second application interface is displayed; or In response to a sixth operation input by the user, different game display cards are displayed in sequence in a preset format until the game display card corresponding to the second game application is displayed.
7. The method according to claim 6, characterized in that The fifth operation or the sixth operation includes any one of the following: Swipe left, swipe right, swipe up, swipe down.
8. The method according to claim 6 or 7, characterized in that The method further comprises: When a seventh operation input by the user is detected, the first setting card is displayed.
9. The method according to any one of claims 6 to 8, characterized in that The game display card also includes a one-key installation control corresponding to the game.
10. The method according to any one of claims 1 to 9, characterized in that The method further comprises: When the user sets the first function of the first game to the target state in the first application, the target state of the first function is synchronized to the second setting control in the first setting panel, so that the second setting control indicates that the first function is the target state.
11. The method according to any one of claims 1 to 9, characterized in that The method further comprises: When the user sets the second function of the first game application through the first setting panel and obtains the target state of the second function, the target state of the second function is synchronized to the first setting control included in the setting card, so that the first setting control indicates that the first function is in the target state.
12. The method according to any one of claims 1 to 11, characterized in that The method further comprises: When the first game application is run again, the functional status indicated by the one or more setting controls included in the first setting panel that is displayed again is consistent with the functional status when the first game application was last exited.
13. The method according to any one of claims 1 to 12, characterized in that The method further comprises: Reading the model of the terminal device, wherein different models correspond to the functions; According to the model of the terminal device and the corresponding relationship, obtaining that the terminal device does not support a third function; If the setting panel includes the third function, deleting the setting control corresponding to the third function in the setting panel; The positions of the setting controls corresponding to other functions located after the position of the setting control corresponding to the third function are moved forward in sequence.
14. The method according to any one of claims 3 to 13, characterized in that The method further comprises: Obtaining first game information corresponding to a plurality of games from a cloud server, the first game information including one or more of package names of data packets corresponding to the plurality of games, identifiers of the games, and features of the games; and Obtaining the second game information corresponding to the game in the terminal device, where the second game information includes one or more of a package name of a data packet corresponding to the game in the terminal device, an identifier of the game, and a feature of the game; When the first trigger event is obtained, detecting whether the information corresponding to the first application is consistent with the first game information and / or the second game information; If so, the first game is identified as the game application.
15. The method according to any one of claims 1 to 14, characterized in that The method further comprises: Obtaining a preset identification feature, where the identification feature is used to identify an application of a game type; When a first trigger event is obtained, detecting whether the information corresponding to the first game includes the identification feature; If included, the first game is identified as the game application.
16. The method according to any one of claims 5 to 15, characterized in that The method further comprises: When the second trigger event is obtained, the game application identification function is enabled.
17. The method according to claim 16, characterized in that The second triggering event includes: The terminal device is powered on and receives a power-on broadcast; or Receive a user's input of an on / off operation for a switch control corresponding to a game recognition function; or The terminal device installs a new application and receives an application installation broadcast.
18. The method according to any one of claims 1 to 17, characterized in that The first triggering event is installing the first application or downloading the first application.
19. A terminal device, characterized in that: include: one or more processors; one or more memories; The one or more memories store one or more computer programs, and the one or more computer programs include instructions. When the instructions are executed by the one or more processors, the terminal device performs the method according to any one of claims 1 to 18.
20. A computer-readable storage medium, characterized in that The computer-readable storage medium stores computer-executable program instructions, which, when executed on a computer, enable the computer to perform the method according to any one of claims 1 to 18.