Method for controlling game operation
By displaying objects in different areas within the strategy game view and adjusting the execution speed based on user input, the problem of low user interaction and decision-making efficiency in existing technologies is solved, thereby improving the game experience and strategy formulation capabilities.
Patent Information
- Application Number
- CN202511650925.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2019-08-23
- Filing Date
- 2020-07-09
- Publication Date
- 2026-02-27
AI Technical Summary
Existing strategy games face challenges in user interaction and decision-making efficiency, especially in real-time action and strategy formulation, leading to untimely and incorrect decisions that negatively impact the gaming experience.
By displaying objects in sections within the game view and sensing user input through touch or swipe gestures, the system can adjust the object's execution speed, giving users time to formulate strategies before the game begins.
It improves users' decision-making efficiency and interactive experience in strategy games, allowing users to formulate strategies before the game starts, reducing untimely and incorrect decisions.
Smart Images

Figure CN121570809A_ABST
Abstract
Description
[0001] This application is a divisional application of Chinese invention patent application No. 202080052741.8, filed on July 9, 2020, entitled "Method for Controlling Game Operation". Technical Field
[0002] This disclosure generally relates to a game environment, and more specifically to a method for controlling game operations within a graphical user interface of the game environment. Furthermore, this disclosure relates to a computing device for controlling game operations within a graphical user interface of the game environment. Additionally, this disclosure relates to a software product stored on a non-transitory machine-readable data storage medium, wherein the software product is executable on the computing hardware of the computing device to implement the above-described method. Background Technology
[0003] In recent years, the use of electronic devices for entertainment purposes, such as smartphones and tablets, has become widespread. One implementation of electronic devices for entertainment is their use as gaming systems for mobile games. An important aspect of any gaming system implemented on an electronic device is that the user can easily interact with the game's user interface to control various actions within the game. Most of these electronic devices include touch-sensitive displays, and game applications can be controlled through such touch-sensitive operations on these displays.
[0004] Typically, strategy games feature objects (such as characters) controlled by the user to complete game objectives or tasks, such as collecting rewards and recognition, constructing various structures, etc. Such games are becoming increasingly complex and demanding in terms of attention and strategy, with real-time gameplay requiring players to be even more focused. Furthermore, it has been observed that sometimes, conventional war-based strategy games become extremely intense, with a large number of actions displayed on the screen simultaneously, which can be challenging for players to follow. This often leads to untimely and incorrect decisions, resulting in inappropriate strategies and ultimately, the loss or failure to achieve objectives, which can be frustrating for players.
[0005] Furthermore, another problem associated with current strategy games is that they require users to act in real-time during gameplay and do not allow users to consider future actions before the game begins. This necessitates some users making spontaneous decisions within a given timeframe, which often leads to inaccurate decisions and inefficient strategies for achieving objectives. Additionally, current strategy games do not allow users to participate in game activities / objectives before the game begins (i.e., before pressing the start button, etc.). Therefore, preemptive strategy formulation is a concept unacceptable in existing game systems.
[0006] Therefore, in light of the above discussion, there is a need to overcome the aforementioned shortcomings of the current game and to provide an effective method for controlling game operations. Summary of the Invention
[0007] This disclosure seeks to provide a computer-implemented method for controlling game operations. It also seeks to provide a computing device for controlling game operations. Specifically, this disclosure provides a method for facilitating user interaction by improving the user experience through sensing and acquiring user input performed via touch or swipe operations on a graphical user interface. This disclosure seeks to provide solutions to existing problems associated with conventional game operation methods that are generally unsatisfactory to users. The aim of this disclosure is to provide a solution that at least partially overcomes the problems encountered in the prior art and to provide an efficient, interactive, and seamless method for controlling game operations.
[0008] In one aspect, embodiments of this disclosure provide a computer-implemented method for controlling game operations, the method comprising: - Render the game view on the display of the computing device. The game view includes a first area and a second area. - Display one or more first objects in a first area, the one or more first objects being configured to perform one or more actions in the first area, the one or more actions being performed at a first execution speed; - Detect the selection of a second object in the second area of the display; and - When a second object is detected to be selected, the execution speed of one or more actions performed by one or more first objects in the first area will be changed to the second execution speed.
[0009] On the other hand, embodiments of the present invention provide a computing device for controlling game operations, the computing device comprising: - Display; and - A processing unit, the processing unit including at least one processor, the at least one processor being configured to: - Render the game view on the monitor, which includes a first area and a second area; - Detect the selection and deselection of a second object on the display; and - Display one or more first objects in the first area that perform one or more actions at an execution speed equal to the first execution speed; and - Wherein, when a selection of a second object is detected, the at least one processor is configured to change the execution speed of one or more first objects to the second execution speed.
[0010] The embodiments of this disclosure substantially eliminate or at least partially solve the aforementioned problems in the prior art, and provide an effective method for controlling game operations, giving users ample time to formulate strategies and make decisions before taking action in game operations.
[0011] Additional aspects, advantages, features, and objectives of this disclosure will become apparent from the detailed description of the accompanying drawings and illustrative embodiments, as interpreted in conjunction with the appended claims.
[0012] It should be understood that the features of this disclosure are readily combined in various combinations without departing from the scope of this disclosure as defined by the appended claims. Attached Figure Description
[0013] The above overview and the following detailed description of illustrative embodiments can be better understood when read in conjunction with the accompanying drawings. For the purpose of illustrating this disclosure, exemplary constructions of this disclosure are shown in the drawings. However, this disclosure is not limited to the specific methods and tools disclosed herein. Furthermore, those skilled in the art will understand that the drawings are not drawn to scale. Where possible, the same elements have been indicated by the same numbers.
[0014] Embodiments of this disclosure will now be described by way of example only with reference to the following figures, in which:
[0015] Figure 1 This is a schematic diagram of a computing device for controlling game operations according to an embodiment of the present disclosure;
[0016] Figure 2 It is a graphical representation of a game view rendered on a graphical user interface associated with a display of a computing device, according to embodiments of the present disclosure;
[0017] Figure 3 It is a graphical representation of a game view surrounding a home base region in a first region rendered on a graphical user interface associated with a display of a computing device, according to an embodiment of the present disclosure;
[0018] Figure 4A According to embodiments of this disclosure, a pop-up window, rendered on a graphical user interface associated with a display of a computing device, is depicted as a headquarters pop-up. Figure 3 A graphical representation of an exemplary headquarters;
[0019] Figure 4B The image depicted as a lab pop-up, rendered on a graphical user interface associated with a display of a computing device, is an embodiment of this disclosure. Figure 3 A graphical representation of an exemplary laboratory;
[0020] Figure 4CAccording to embodiments of this disclosure, a pop-up window depicting a transport unit is rendered on a graphical user interface associated with a display of a computing device. Figure 3 A graphical representation of an exemplary transport unit;
[0021] Figures 5A to 5B It is a graphical representation of a game view, including a first area and a second area, rendered on a graphical user interface associated with a display of a computing device, according to various embodiments of the present disclosure.
[0022] Figures 6A to 6E It is a graphical representation depicting the steps of selecting and releasing a second object in a game view, rendered on a graphical user interface associated with a display of a computing device, according to various embodiments of the present disclosure;
[0023] Figures 7A to 7G This is a graphical representation of the step of placing a second object in a third area in a game view, rendered on a graphical user interface associated with a display of a computing device, according to various embodiments of the present disclosure; and
[0024] Figure 8 This is a flowchart depicting the steps involved in a computer-implemented method for controlling game operations according to embodiments of the present disclosure.
[0025] In the accompanying diagrams, underlined numbers are used to indicate the item in which the underlined number is located or the item adjacent to the underlined number. Ununderlined numbers are associated with the item identified by the line linking the ununderlined number to the item. When a number is ununderlined and accompanied by an associated arrow, the ununderlined number is used to identify the general item pointed to by the arrow. Detailed Implementation
[0026] The following detailed description illustrates embodiments of this disclosure and how they can be implemented. Although some patterns for implementing this disclosure have been disclosed, those skilled in the art will recognize that other embodiments for implementing or practicing this disclosure are also possible.
[0027] On one hand, embodiments of this disclosure provide a computer-implemented method for controlling game operations, the method comprising: - Render the game view on the display of the computing device. The game view includes a first area and a second area. - Display one or more first objects in a first area, the one or more first objects being configured to perform one or more actions in the first area, the one or more actions being performed at a first execution speed; - Detect the selection of a second object in the second area of the display; and - When a second object is detected to be selected, the execution speed of one or more actions performed by one or more first objects in the first area will be changed to the second execution speed.
[0028] On the other hand, embodiments of the present invention provide a computing device for controlling game operations, the computing device comprising: - Display; and - A processing unit including at least one processor, wherein the at least one processor is configured to: - Render the game view on the monitor, which includes a first area and a second area; - Detect the selection and deselection of a second object on the display; and - Display one or more first objects in the first area that perform one or more actions at an execution speed equal to the first execution speed; and - Wherein, when the selection of a second object is detected, the at least one processor is configured to change the execution speed of one or more first objects to the second execution speed.
[0029] This disclosure provides a computing device for controlling game operations. The computing device includes a display and a processing unit including at least one processor. The processing unit is operable to execute a software product, resulting in the generation and rendering of a graphical user interface on the display. In this disclosure, the computing device, together with its processing unit, software product, and graphical user interface, is implemented to perform the method to control game operations. Examples of computing devices include, but are not limited to, mobile phones, smartphones, mobile internet devices (MIDs), tablet computers, ultra-mobile personal computers (UMPCs), phablets, personal digital assistants (PDAs), network tablet computers, personal computers (PCs), handheld PCs, laptop computers, desktop computers, network attached storage (NAS) devices, large-size touchscreens with embedded PCs, and interactive entertainment devices such as game consoles, television (TV) devices, and set-top boxes (STBs).
[0030] Throughout this disclosure, the term "processing unit" refers to a computing element operable to respond to and process instructions for driving a system. Optionally, at least one processor includes, but is not limited to, a microprocessor, a microcontroller, a Complex Instruction Set Computing (CISC) microprocessor, a Reduced Instruction Set Computing (RISC) microprocessor, a Very Long Instruction Word (VLIW) microprocessor, or any other type of processing circuitry. Furthermore, the term "processor unit" can refer to one or more individual processors, processing devices, and various elements associated with processing devices that can be shared by other processing devices. Additionally, one or more individual processors, processing devices, and elements are arranged in various architectures for responding to and processing instructions for driving a system.
[0031] In this example, the game operation can be one of the following: action game, role-playing game (RPG), strategy game, shooting game, racing game, etc. For the purposes of this disclosure, the game operation is a strategy game. In this example, the game operation is a war-based strategy game. It should be understood that such a game operation can include a game view rendered on a graphical user interface on a display. In embodiments, the game operation can involve multiple users (also referred to as "players," and the two terms are used interchangeably below), such that each user is provided with a corresponding base in the game arena. Each player can attack the base of (multiple) opposing players, and vice versa. Furthermore, players can establish their own defensible zones, which can be attacked by other players during the game operation. Throughout this disclosure, the term "user" as used herein refers to a person (i.e., a human) who uses a computing device to access the game and performs user-specific actions in the game operation.
[0032] The game view includes a first area and a second area rendered on the display of a computing device. It is noteworthy that the processing unit is configured to render the game view having the first and second areas. Throughout this disclosure, the term "first area" as used herein refers to a portion of the game view displaying one or more first objects performing one or more actions within the first area. The first area is an area in which one or more first objects are positioned and in which the one or more first objects perform one or more actions. Furthermore, the first area is also used to place second objects within it. In an example, the first area is a battlefield with multiple enemy bases, enemy soldiers, etc., performing actions such as defending a base. Furthermore, enemy bases can be attacked by second objects that can be placed from the second area into the first area. Throughout this disclosure, the term "second area" as used herein refers to a portion of the game view displaying multiple second objects that can be placed in the first area by the user at their discretion. It is noteworthy that the second area displays user-selectable options, which the user can select to perform a specific task. It is noteworthy that the first area can be understood as the area in the game view displaying one or more first objects performing one or more actions, while the second area can be understood as the area in the game view displaying second objects as user-selectable options. It should be understood that by dividing the game view into two areas (i.e., the first area and the second area), the first area and the second area can be displayed to the user simultaneously.
[0033] Throughout this disclosure, the term "first object" as used herein refers to an object displayed in a first area that is configured to perform one or more actions. Typically, one or more actions are performed at a first execution speed. Optionally, one or more first objects include one or more of enemy forces, enemy weapons, enemy bases, and enemy tools. In examples, a first object can be a character or avatar performing one or more actions in the first area at a first execution speed. A first object can be, but is not limited to, a soldier, a soldier unit, a weapon system (such as tanks and other vehicles), or a graphical representation of any other person, or even an animal or fictional character configured to perform one or more actions in the first area. In another example, a first object can be a static object located in the first area that serves as a target object in a game operation. In such examples, a first object can be, but is not limited to, buildings, bases, military installations, walls, weapon systems, and mines. A first object can possess various abilities that allow it to perform one or more actions used to achieve objectives such as defensive attacks. In the examples, the first object is configured to perform one or more actions, such as moving from one location to another, picking up a weapon and moving it from one location to another, firing a weapon (such as a gun), throwing a weapon (such as a grenade, knife, etc.), or driving a transport unit (such as a jeep, tank, helicopter) from one location to another. In another example, the first object is capable of attacking and killing or destroying a second object. As used herein, one or more actions can be tasks or activities that the first object is configured to perform. It is noteworthy that one or more actions of one or more first objects in the first area are autonomously controlled. In this document, the term "autonomously controlled" can be understood as one or more actions performed by one or more first objects independent of user intervention. Optionally, one or more actions of one or more first objects are controlled by the processing unit of a computing device.
[0034] Throughout this disclosure, the term "second object" as used herein refers to an object displayed in a second area. Optionally, a second object is a resource configured to perform operations on one or more first objects and includes at least one of soldiers, troop units, weapon systems, transport systems, aids, and energy enhancement tools. Notably, the second object is a user-selectable option displayed in the second area. The second object may possess various abilities or skill levels to perform operations on one or more first objects. In an example, the second object is a character or avatar displayed in the second area that, when selected by a user and placed in the first area, performs operations on one or more first objects. In an example, the second object is a troop with multiple soldiers, each soldier equipped with a gun configured to fire at one or more first pairs in the first area to kill enemy soldiers and destroy an enemy base. In another example, the second object is a weapon system, such as a grenade or bomb, configured to destroy an enemy base and an enemy base within a portion of the first area targeted by the grenade or bomb. In yet another example, the second object is an airdrop containing one or more of the following: medical aid, food packages, water bottles, etc., which can be provided to soldiers operating in enemy bases. It should be understood that the term "second object" can also include more than one second object shown in the second area, and therefore should not unduly limit the scope of the appended claims herein.
[0035] In one embodiment, the first area includes a third area and a fourth area. A selected second object is configured to be deployed from the second area to the third area, and one or more first objects are configured to be located in the fourth area. The second area is used to display second objects for selection, and the third area is used to deploy the selected second object. Notably, the fourth area includes one or more first objects performing one or more actions. In the example, the computer-implemented method includes selecting a second object from the second area and dragging the selected second object from the second area to the third area, where the second object is deselected (i.e., released). The third area can be considered as a playing field in which the user performs one or more user-selected actions, while the fourth area can be considered as an action field in which one or more game actions (such as attacks) are performed. Notably, the second object can be released anywhere in the third area according to a user-defined strategy. It is understood that when the second object is released in the third area, the second object is configured to autonomously move from the third area to a specific target in the fourth area at a first execution speed to perform an action on it. In one or more embodiments, the second object is configured to be dragged to the fourth area and released at a specific location in the fourth area according to a user-defined strategy. For example, a second object, such as a grenade, can be placed directly on a first object, such as an enemy base to be destroyed. In another example, a second object, such as an airdrop, can be placed directly on soldiers to provide them with energy supplies, medical supplies, etc.
[0036] According to one embodiment, the first area further includes a home base area, which includes a headquarters for managing second objects, a laboratory for upgrading one or more skills of the second objects, and a transportation unit for moving the second objects from a third area to a fourth area. Optionally, the headquarters is a building or graphical representation of an object used to manage the second objects. Notably, the headquarters is configured to manage cards displayed in the second area, such as soldier cards, troop unit cards, weapon system cards, transportation system cards, aid cards, or energy enhancement tool cards. In some examples, the headquarters may also be used to upgrade one or more skills of second object cards displayed in the second area. Optionally, the headquarters is configured to display the skill level possessed by each second object. In one or more examples, the headquarters also displays the total number of rewards collected by the user as a way of representing a particular user's progress in the game.
[0037] Optionally, a laboratory is a graphical representation of a building or object used to upgrade one or more skills of a second object. It is worth noting that each second object possesses a specific skill level and can be upgraded to a higher level in the laboratory. In the example, a specific second object, such as a soldier capable of firing 10 rounds per minute, can be upgraded to a higher-level weapon capable of firing 20 rounds per minute. In another example, a specific second object, such as a grenade capable of destroying two blocks in a fourth area, can be upgraded to a higher-level grenade capable of destroying four blocks in a fourth area.
[0038] Optionally, a transport unit is a graphical representation of a vehicle or object used to move a second object from a third area to a fourth area. In one example, a transport unit could be a helicopter that can be used to move a second object from a third area to a fourth area. In another example, a transport unit could be a tank that can be used to move a second object from a third area to a fourth area.
[0039] In addition, the first area may include one or more obstacles, such as walls, to restrict the movement of one or more first or second objects to specific areas within the game arena. Optionally, the game arena includes one or more elements, such as stars, health collection points, or ammunition collection points, to provide assistance to the user and / or increase the score associated with the player's performance. Furthermore, the user interface may present one or more indicators to provide the player with information, such as information related to the game's score or the health of the second object. In some examples, graphic objects are represented by different shapes and / or different colors. In other examples, graphic objects are represented by different symbols, such as different letters. In some examples, the user interface also includes various indicators, such as a first indicator displaying the user's name, a second indicator displaying the number of second objects or cards available in the second area, a third indicator displaying the ability or skill associated with the selected second object at a given time, a fourth indicator displaying the number of available energy replenishment units, a fifth indicator displaying the number of rewards collected by the second object, and so on.
[0040] The method implemented in this computer includes detecting the selection of a second object in a second area of the display. Notably, the processing unit is configured to detect the selection and deselection of the second object on the display by a pointing device. In game operation, a user can select a second object to subsequently cause the second object to perform some operation related to the game operation on one or more first objects. Furthermore, the method implemented in this computer includes detecting the deselection or release of the selected second object by a pointing device in the first area. Optionally, the second object is configured to be selected by: bringing the pointing device to contact the display at the second object in the second area, and dragging the pointing device together with the selected second object to the first area while maintaining contact between the pointing device and the second object on the display, and deselecting the second object includes terminating contact between the pointing device and the second object on the display in the first area. In this context, selecting the second object includes bringing the pointing device to contact the display at the second object in the second area, and dragging the pointing device to the first area while maintaining contact between the pointing device and the second object on the display, and deselecting the second object includes terminating contact between the pointing device and the second object on the display in the first area.
[0041] To make a selection, the user of the computing device employs a pointing device, such as one or more of his / her fingers (or a stylus), and performs a touch operation at one or more locations in a graphical user interface rendered on the display. In this document, the display is an input / output device configured to detect input corresponding to clicks, taps, and swipes on the display using the pointing device. In one or more examples, the display is a multi-touch sensitive screen capable of simultaneously performing sensing, touch, or swipe operations at multiple points on the screen. Furthermore, in addition to using a finger, swipe operations can also be performed using a mouse by first pointing and clicking the mouse at a point on the display, then dragging the pointer on the screen along the desired path, and finally releasing the mouse at the final location. Additionally, any other display-sensitive device or organ (e.g., a pen or any object with a basic point) can be used as a pointing device to perform touch or swipe operations on the display.
[0042] For the purposes of this disclosure, the display is a touch-sensitive display; however, those skilled in the art will understand that the disclosed embodiments can be implemented on other display types with suitable input devices, without any limitation. Optionally, the touch-sensitive display is configured to sense pressure applied by a pointing device, including a finger or any other touch-sensitive object. In one example, the touch-sensitive display may be a capacitive touchscreen operable to sense changes in capacitance to detect a touch thereon. In another example, the touch-sensitive display may be a resistive touchscreen operable to sense changes in resistance to detect a touch thereon. In yet another example, the touch-sensitive display is an optical touchscreen operable to sense changes in reflectivity to detect a touch thereon.
[0043] Optionally, the computer-implemented method further includes rendering a start button on the display in response to the deployment of a second object in the third area. Optionally, the computer-implemented method further includes detecting a selection of the start button and, in response to the selection of the start button, moving the deployed second object from the third area to a fourth area at a first execution speed. In the example, the start button is rendered on the display when the second object is deployed in the second area. It is noteworthy that the second object does not move from its deployment position in the third area until the user presses the start button. This approach ensures that the user has ample time to formulate a strategy regarding game actions and decide which cards of the second object he / she expects to deploy. It is also noteworthy that the provision of the start button allows the user to deploy more than one second object in the third area before pressing the start button. The implementation of the start button also allows the user to reclaim a second object already deployed in the third area and deploy another second object as needed, since the game does not start immediately upon deployment of a second object, but rather upon selection of the start button. This provision allows the user to effectively formulate a game action strategy before the game begins.
[0044] As previously described, one or more first objects perform one or more actions in a first region at a first execution speed. It should be understood that, when placed in the first region, a second object is configured to perform one or more operations or actions at the first execution speed. Throughout this disclosure, the term "execution speed" refers to the rate at which one or more first objects are displayed in the first region. It is noteworthy that the execution speed of an object corresponds to the number of frames displayed on a display of a computing device for that object within a specific time period. For the purposes of this disclosure, execution speed can be defined as the speed at which one or more actions of a first object in the first region are autonomously controlled by a processing unit. Throughout this disclosure, the term "first execution speed" refers to the speed at which one or more first objects performing one or more actions are rendered on the display when the selection of a second object is not detected.
[0045] Optionally, the computer-implemented method further includes synchronizing one or more actions of one or more first objects with a first clock operating at a first speed corresponding to a first execution speed. In the example, actions such as a soldier moving from a third area to a fourth area, a soldier firing a bullet at an enemy base, or throwing a grenade at an enemy base are rendered on the display at the first execution speed.
[0046] The computer-implemented method includes changing the execution speed of one or more actions performed by one or more first objects in a first region to a second execution speed when a second object is detected as being selected. It should be understood that the execution speed of one or more first objects in the first region is changed to the second execution speed during the duration of the selection of the second object by the pointing device. Throughout this disclosure, the term "second execution speed" refers to the speed at which one or more first objects performing one or more actions are rendered on the display when the selection of the second object is detected.
[0047] Optionally, the second execution speed is slower than the first execution speed. That is, when the selection of the second object is detected, one or more actions performed by the first object are slower compared to when the selection of the second object is not detected. Optionally, the second execution speed is 1 / 2 to 1 / 10 of the first execution speed. In the example, if the first execution speed is x frames per second (fps), then the second execution speed can be x / 2, x / 3, x / 4, x / 5, x / 6, x / 7, or x / 8 fps, up to x / 4, x / 5, x / 6, x / 7, x / 8, x / 9, or x / 10 fps.
[0048] Optionally, the computer-implemented method further includes synchronizing one or more actions of one or more first objects with a second clock operating at a second speed corresponding to a second execution speed during the duration of the selection of the second object by the pointer device. It is understood that the first object is configured to perform one or more actions at a first execution speed before the selection of the second object is detected, but the first object is configured to decelerate when the selection of the second object is detected in the second region. Optionally, during the duration of the selection of the second object, i.e., during the duration the second object is selected by the pointer device and dragged into the first region, the speed of one or more actions of one or more first objects is slowed down, for example by a factor of 2. In an example, when a second object such as a soldier is selected in the second region and dragged into a third region for precise placement in the third region, one or more first objects configured to perform one or more actions in the fourth region are slowed down. In such an example, if a particular first object would cover a distance L in the game view rendered on the display at the first execution speed, then the particular object would cover a distance L / 2 in the game view rendered on the display at the second execution speed. It should be understood that when a specific second object is selected, the first execution speed of all other objects, including the first and second objects, performing actions in the fourth and / or third areas is changed to a second execution speed. It should be understood that this method of slowing down one or more first objects in the fourth area facilitates user interaction during gameplay and allows users to better formulate strategies during the game, as slowing down actions in the enemy area in the fourth area provides users with sufficient time to strategically deploy the second object in the third area.
[0049] The computer-implemented method also includes changing the execution speed of one or more actions performed by one or more first objects in a first region to a first execution speed when it is detected that a second object is no longer selected. Notably, the method includes changing the execution speed of one or more first objects in the first region to the first execution speed in response to the release of a selected second object in the first region. In the example, when a second object, such as a soldier, is released in a third region, the execution speed of one or more first objects is changed back to the first execution speed. Optionally, the computer-implemented method also includes resynchronizing one or more actions of one or more first objects with a first clock in response to detecting the deselection of a selected second object in the first region.
[0050] Optionally, the computer-implemented method further includes providing a control option on the display, which, when selected, is configured to define a ratio of a second execution speed to a first execution speed. Notably, the user is prompted to define the ratio of the second execution speed to the first execution speed. This ratio defines the factor by which the first execution speed is slowed down to achieve the desired execution speed. In one example, the first execution speed is "x", and the user-defined ratio is "1 / 2", resulting in a second execution speed of 1 / 2 of x. In this context, the second execution speed will be slower than the first execution speed. In another example, the first execution speed is "y", and the user-defined ratio is "1 / 4", resulting in a second execution speed of 1 / 4 of x. In this context, the second execution speed will be slower than the first execution speed. In an alternative embodiment, the first execution speed is "z", and the user-defined ratio is "2", resulting in a second execution speed that is twice x. In this context, the second execution speed will be faster than the first execution speed. It is worth noting that the control option can be presented on the display in any suitable manner known in the art. In one example, the user is prompted to enter a numerical value to define the ratio of the second execution speed to the first execution speed. In another example, the control options are presented on the display as a predefined ratio of the second execution speed to the first execution speed, and the user is prompted to select any of these ratios. In yet another example, the control options are presented on the display as a slider control, which has a slider for increasing or decreasing the ratio of the second execution speed to the first execution speed as needed by the user. It should be understood that the control options are provided to the user before the game starts. Furthermore, the user is also allowed to increase or decrease the ratio between game actions via a "pause" option provided in the game.
[0051] According to an embodiment, the computer-implemented method further includes connecting multiple computing devices to a server to facilitate an online multiplayer game system. For this purpose, the method includes concurrently rendering game views on corresponding displays of the multiple computing devices. Notably, the graphical user interface (GUI) is temporarily and concurrently generated on the displays of the multiple computing devices to facilitate interaction between multiple users and the GUI. The method also includes coordinating one or more actions of one or more first objects in game operations across the multiple computing devices via a server. Advantageously, the GUI generated on the multiple computing devices is coordinated and synchronized via a server and changes simultaneously over time on the multiple computing devices.
[0052] As used herein, the term "server" refers to a structure and / or module comprising programmable and / or non-programmable components configured to store, process, and / or share information. Optionally, a server includes any arrangement of physical or virtual computing entities capable of enhancing information to perform various computational tasks. Furthermore, it should be understood that a server can be a single hardware server and / or multiple hardware servers operating in a parallel or distributed architecture. In examples, a server may include components such as memory, processors, network adapters, etc., to store, process, and / or share information with other computing components, such as user equipment / user gear.
[0053] Furthermore, in this document, a communication network can be a collection of individual networks interconnected and used as a single large network. Such individual networks can be wired, wireless, or a combination thereof. Examples of such individual networks include, but are not limited to, Local Area Networks (LANs), Wide Area Networks (WANs), Metropolitan Area Networks (MANs), Wireless LANs (WLANs), Wireless WANs (WWANs), Wireless MANs (WMANs), the Internet, second-generation (2G) telecommunications networks, third-generation (3G) telecommunications networks, fourth-generation (4G) telecommunications networks, and Global Microwave Access Interoperability (WiMAX) networks. Additionally or alternatively, computing devices may use their own Bluetooth® networks and connect to Bluetooth® servers to synchronize with other electronic devices. The network environment can be implemented in various ways depending on a variety of possible scenarios. In one example scenario, the network environment can be implemented through a spatially juxtaposed arrangement of servers and databases. In another example scenario, the network environment can be implemented through a spatially distributed arrangement of servers and databases communicatively coupled to each other via a communication network. In yet another example scenario, the servers and databases can be implemented via cloud computing services.
[0054] The computer-implemented method further includes: when the selection of a second object is detected on any of the computing devices, changing the execution speed of one or more first objects in the game operation on each of the computing devices back to a second execution speed. In the example, the online multiplayer game system includes four computing devices associated with four corresponding users (i.e., player 1, player 2, player 3, and player 4) participating in the game operation. In this document, when the selection of a second object is detected on any of the four computing devices, the execution speed of one or more first objects on each of the four computing devices is changed to the second execution speed. In other words, when at least one of the four players makes a selection of the second object, the execution speed of one or more first objects is changed to the second execution speed. In this case, the server sends a synchronization signal to each clock in the clocks associated with the corresponding computing devices to change the execution speed of one or more first objects to the second execution speed. It is worth noting that one or more actions of the first objects on each computing device are slowed down, or the actions are performed in slow motion.
[0055] The computer-implemented method further includes changing the execution speed of one or more first objects in the game operation on each of the computing devices when no selection of a second object is detected on each computing device. In the example (as above), the online multiplayer game system includes four computing devices associated with four corresponding users (i.e., Player 1, Player 2, Player 3, and Player 4) participating in the game operation. Here, when no selection of the second object is detected on each of the four computing devices, the execution speed of one or more first objects on each of the four computing devices is changed to a first execution speed. In other words, when no player performs the selection operation of the second object, the execution speed of one or more first objects is changed to the first execution speed. In this case, the server sends a synchronization signal to each clock in the clocks associated with the corresponding computing devices to change the execution speed of one or more first objects to the first execution speed. Notably, when no player has selected the second object, the actions of one or more first objects on each of the computing devices are restored to their normal speed.
[0056] This disclosure also relates to the method described above. Various embodiments and variations disclosed above are applicable to this method.
[0057] Optionally, at least one processor is also configured to change the execution speed of one or more first objects to the first execution speed when a deselection of the second object is detected.
[0058] Optionally, the computing device further includes a first clock configured to operate at a first speed and a second clock configured to operate at a second speed. Herein, the first execution speed is synchronized with the first clock and the second execution speed is synchronized with the second clock. Optionally, the second speed of the second clock is slower than the first speed of the first clock. Optionally, the second speed of the second clock is 1 / 2 to 1 / 10 of the first speed of the first clock.
[0059] Alternatively, the display is a touch-sensitive display configured to detect contact between a pointing device and the display.
[0060] Optionally, the second object is configured to be selected when the pointer device comes into contact with the display in the second area, and the second object is configured to be dragged along the display to the first area while the contact is maintained. In this document, the second object is configured to be released when the contact with the pointer device in the first area is terminated.
[0061] Optionally, the game controls are strategy-based. Optionally, the first area includes a third area and a fourth area. In this document, the second area is configured to display a second object for selection, the selected second object is configured to be deployed in the third area when the deselection of the selected second object is detected, and one or more first objects are configured to be presented in the fourth area.
[0062] Optionally, the third region is a home base region, which includes a headquarters for managing the second object, a laboratory for upgrading one or more skills of the second object, and a transportation unit for moving the second object from the third region to the fourth region.
[0063] Optionally, one or more first objects include one or more of enemy forces, enemy weapons, enemy bases, and enemy tools, and wherein the second object is a resource for performing operations on one or more first objects and includes at least one of soldiers, troop units, weapon systems, transportation systems, aid and energy enhancement tools.
[0064] Optionally, at least one processor is also configured to render a start button on the display in response to detecting the deployment of a second object in the third area.
[0065] Optionally, at least one processor is configured to detect the selection of the start button by the pointer device on the display and, in response to the detection of the selection of the start button, move the deployed second object from the third area to the fourth area at a first execution speed.
[0066] Optionally, the at least one processor is further configured to: - Synchronize one or more actions of one or more first objects with a first clock, which operates at a first speed corresponding to a first execution speed; - During the duration of the detection of the selection of the second object, synchronize one or more actions of one or more first objects with a second clock operating at a second speed corresponding to the second execution speed; and - In response to detecting the deselection of the selected second object in the first region, resynchronize one or more actions of one or more first objects with the first clock.
[0067] Optionally, the at least one processor is further configured to provide control options on the display to define the ratio of the second execution speed to the first execution speed. Optionally, the at least one processor is configured to autonomously control one or more actions of one or more first objects in the first region.
[0068] Optionally, the server is connected to multiple computing devices to facilitate an online multiplayer gaming system, wherein the server is configured as follows: - Render game views concurrently on the corresponding displays of multiple computing devices; - Coordinate one or more actions of one or more first objects in game operations across multiple computing devices via a server.
[0069] Optionally, the server is also configured as follows: - When the selection of a second object is detected on any of the multiple computing devices, change the execution speed of one or more first objects in the game operation on each of the multiple computing devices to the second execution speed; and - When the absence of the selection of the second object is detected on any of the multiple computing devices, the execution speed of one or more first objects in the game operation on each of the multiple computing devices is changed. Detailed description of the attached figures
[0070] refer to Figure 1This diagram illustrates a block diagram of a computing device 100 according to an embodiment of the present disclosure. As shown, the computing device 100 includes a display 102, a processing unit 104, and a communication bus 106. The display 102 is communicatively coupled to the processing unit 104 via the communication bus 106. As shown, the display 102 provides a user interface 108 for rendering graphical elements, objects, game views, etc. Notably, the display 102 is touch-sensitive to receive user input from a pointer device (not shown). As shown, a first area 110 and a second area 112 are displayed on the user interface 108 of the display 102 of the computing device 100. The first area 110 displays one or more first objects 114 performing one or more actions. The second area 112 is located below the first area 110 and is displayed on the computing device 100. The second area 112 displays a second object 116 located therein. Herein, the pointer device is used by the user to select the second object 116 from the second area 112 and deploy the second object 116 in the first area 110.
[0071] refer to Figure 2 This illustrates an embodiment of the present disclosure in use with a computing device (such as...) Figure 1 The graphical user interface (such as) associated with the display of the computing device 100 Figure 1 The graphical representation of the game view 200 rendered on the user interface 108 of the display 102 is shown. As shown, the game view 200 includes a first region 202 and a second region 204. The first region 202 also includes a third region 206 and a fourth region 208 separated by obstacles. In this document, the third region 206 and the fourth region 208 are separated into two different regions by obstacles such as a river 210, and a bridge 212 is provided to connect the third region 206 and the second region 208. Further, the fourth region 208 displays one or more first objects 214 located in the fourth region 208 for defending against attacks and performing one or more actions at a first execution speed. As shown, the second region 202 displays a second object 216. The third region 206 is the playing field in which the second object 216 is arranged. The second object 216 is selected from the second region 202 and dragged to be deployed in the third region 206. Furthermore, after the release of the second object 216 in the third region 206, the second object 216 moves from the third region 206 to the fourth region 208 via the bridge 212 at a first execution speed.
[0072] refer to Figure 3 This illustrates an embodiment of the present disclosure in use with a computing device (such as...) Figure 1 The display of the computing device 100 (such as) Figure 1 The first area (such as the display 102) rendered on the associated graphical user interface Figure 1 The graphical user interface depicts the user's home base area 302 within the first area 202. The game view 300 includes a headquarters 304 for managing a second object, a laboratory 306 for upgrading one or more skills of the second object, and a transport unit 308 for moving the second object from a third area to a fourth area. The home base area 302 also includes information indicators such as a first indicator 310 for displaying the user's name and current ranking in the game, a second indicator 312 for displaying the total number of collected rewards, and a third indicator 314 for displaying the total number of coins collected in the game. Furthermore, a pointer device (not shown) can be used to select the graphical representations of the headquarters 304, laboratory 306, and transport unit 308 to further depict characteristics and abilities by presenting new pop-up windows.
[0073] refer to Figure 4A This illustrates an embodiment of the present disclosure in use with a computing device (such as...) Figure 1 The display of the computing device 100 (such as) Figure 1 The pop-up window 400A, rendered on the associated graphical user interface of the monitor 102, is depicted as a headquarters pop-up. Figure 3 A graphical representation of an exemplary headquarters. As shown, the headquarters pop-up window 400A includes multiple indicators, such as a first indicator 402 depicting the current level of supply boxes residing within the headquarters, a second indicator 404 depicting defense production parameters indicating the current gold production rate, and a third indicator 406 depicting gold storage parameters indicating the storage capacity of the headquarters' gold storage. Furthermore, the headquarters pop-up window 400A displays available cards 408 for a second object that can be managed by the user by selecting a second object to be displayed in a second area. The headquarters pop-up window 400A also displays a soon-to-be-locked second object that needs to be unlocked in subsequent levels as the game progresses.
[0074] refer to Figure 4B This illustrates an embodiment of the present disclosure in use with a computing device (such as...) Figure 1 The display of the computing device 100 (such as) Figure 1 The display 102) is rendered on the associated graphical user interface as a laboratory pop-up window 400B. Figure 3A graphical representation of an exemplary laboratory. As shown, a laboratory pop-up window 400B displays numerous second objects 410, such as soldiers, troop units, weapon systems, medical aid equipment, tools, etc., which are depicted as cards that can be upgraded to higher skills as the game progresses. In this document, each of the second objects 410 depicted in the cards possesses a specific level of skill set, which can be upgraded as needed by the user using multiple rewards collected by the user during gameplay. Furthermore, different categories of second objects are displayed on menu 412. In this document, each category of the second object 410 can be upgraded to a higher level relative to the current level in the laboratory. These second objects 410 are discovered / unlocked by completing various tasks and objectives, as well as upgrades at headquarters (such as object 402). As shown, unlocked cards are not available for selection, as depicted by a lock icon 414, indicating that card selection is unavailable.
[0075] refer to Figure 4C This illustrates an embodiment of the present disclosure in use with a computing device (such as...) Figure 1 The display of the computing device 100 (such as) Figure 1 The pop-up window depicting the transport unit is rendered on the associated graphical user interface of the display 102. Figure 3 A graphical representation of an exemplary transport unit. As shown, the transport unit pop-up window 400C displays the capacity of the transport unit. In this document, the transport unit is a helicopter, which can be used to move secondary objects such as soldiers, provide airdrops such as medical kits, and supply energy via air routes into enemy territory (fourth area). As shown, the transport unit pop-up window 400C displays several indicators depicting attack capability parameter 416, airdrop capability parameter 418, and defense capability parameter 420.
[0076] refer to Figure 5A and Figure 5B This illustrates various embodiments of the present disclosure in use with computing devices (such as...) Figure 1 The display of the computing device 100 (such as) Figure 1 The graphical user interface associated with the display 102 renders a first area (such as...) Figure 2 First area 202) and second area (such as Figure 2 The second region 204) is a graphical representation of game views 500A and 500B. As shown, game views 500A and 500B include a first region 502 and a second region 504. The first region 502 includes a third region 506 (such as...). Figure 2 The third region 206) and the fourth region 508 (such as Figure 2The fourth area 508). The second area 504 displays a second object 510 for the user to select from. The fourth area 508 includes one or more first objects 512.
[0077] like Figure 5A As shown, when the selection of the second object 510 is not detected, the first object 512 performs one or more actions at a first execution speed. In the fourth region covering a distance of "L" on the display, the first object 512 (in this document, a soldier) moves from a first position "A" to a second position "B". In this document, when the selection of the second object 510 is not detected, the first object 512 covers the distance "L" for a duration of 1 second. Figure 5B As shown, the pointer device 514 selects the second object 510. In this case, the first object 512 performs one or more actions at a second execution speed. In this context, the second execution speed is half of the first execution speed, and therefore the first object 512 performs one or more actions at a slower speed. As shown, in the fourth region covering a distance of "L / 2" on the display, the first object 512 moves from the first position "A" to the second position "B". In this context, when the selection of the second object 510 is detected, the first object 512 covers the "L / 2" distance for a duration of 1 second.
[0078] refer to Figures 6A to 6E This illustrates various embodiments of the present disclosure that will be used in conjunction with computing devices (such as...) Figure 1 The display of the computing device 100 (such as) Figure 1 The figure shows a graphical representation rendered on the associated graphical user interface of the display 102 of the device, illustrating the steps of selecting and releasing a second object in game views 600A, 600B, 600C, 600D, and 600E. As shown, each of the game views 600A, 600B, 600C, 600D, and 600E includes a second area 602 displaying the second object 604, a third area 606 for deploying the second object 604, and a fourth area 608 including one or more first objects 610. Furthermore, a pointer device 612 for performing user operations on the display is shown.
[0079] like Figure 6A As shown, the second object 604 is not selected, therefore the first object 610 performs one or more actions in the fourth region 608 at a first execution speed. In this document, the first object 610 covers a distance "L" for a duration of 1 second. Figure 6BAs shown, the second object 604 is selected by the pointer device 612. The execution speed of one or more actions of the first object 610 changes to a second execution speed upon detecting the selection of the second object 604 by the pointer device 612, and therefore, the first object 610 performs one or more actions in the fourth region 608 at the second execution speed. In this document, the second object 604 is selected for a duration of 1 second, during which the first object 610 covers a distance of "L / 2" in the fourth region 608 at the second execution speed. Figure 6C As shown, the second object 604 is dragged from the second region 602 to the third region 606 by the pointer device 612. In this embodiment, the pointer device 612 can be freely dragged within the third region 606 while maintaining contact with the second object 604 to precisely deploy the second object 604 to the desired position within the third region 606. It is noteworthy that while the pointer device 612 maintains contact with the second object 604, the first object 610 performs one or more actions at a second execution speed. In this embodiment, if the dragging of the second object 604 takes 1 second, then the first object 610 covers a distance of "L / 2" within the fourth region at the second execution speed. Figure 6D As shown, the second object 604 is released at a specific location "A" in the third region 606. In this document, the execution speed of one or more actions of the first object 610 changes to a first execution speed when the release of the pointer device from the second object 604 is detected in the third region 606, and therefore, the execution speed of the first object 610 performing one or more actions in the fourth region 608 is changed to the first execution speed. Figure 6E As shown, the cancellation of the second object 604 is detected, and the second object 604 moves from the third region 606 to the fourth region 608 at a first execution speed. In this document, after the release of the second object 604, both the first object 610 and the second object 604 move a distance "L" within 1 second.
[0080] refer to Figures 7A to 7G This illustrates various embodiments of the present disclosure in use with computing devices (such as...) Figure 1 The display of the computing device 100 (such as) Figure 1 The second object is placed in a third area (such as the display 102) rendered on the associated graphical user interface in game views 700A, 700B, 700C, 700D, 700E, 700F, and 700G. Figure 2A graphical representation of the steps in the third area 206. It can be seen that each of the game views 700A, 700B, 700C, 700D, 700E, 700F, and 700G includes a second area 702 displaying second objects 704 and 706, a third area 708 for deploying the second objects 704 and 706, and a fourth area 710 including one or more first objects 712. Furthermore, a pointer device 714 for performing user operations on the display is shown. Additionally, a "Start" button 716 for allowing the user to tap it to start the game when ready is shown.
[0081] like Figure 7A As shown, the second object 704 in the second region 702 is selected by the pointer device 714. (As indicated...) Figure 7B As shown, by dragging the pointer device 714 from the second region 702 to the third region 708 while maintaining contact with the second object 704, the second object 704 moves from the second region 702 to the third region 708. Figure 7C As shown, by terminating the contact between the second object 704 and the pointer device 714, the second object 704 is released in the third region 708. In this document, in response to the deployment of the second object 704, a "Start" button 716 is presented to the user. It is noteworthy that the second object 704 does not move from its deployment position until the "Start" button 716 is pressed. Furthermore, the second object 706 in the second region 702 is selected by the pointer device 714. Figure 7D As shown, the second object 706 moves from the second region 702 to the third region 708 by dragging the pointer device 714 from the second region 702 to the third region 708 while maintaining contact with the second object. Figure 7E As shown, by terminating contact between the second object 706 and the pointer device, the second object 706 is released in the third region 708. In this document, the second object 706 is placed in a different position than the second object 704. It is noteworthy that the second objects 704 and 706 do not move until the "Start" button 716 is pressed. Figure 7F As shown, the "Start" button 716 is pressed by the pointing device 714. Figure 7G As shown, the second objects 704 and 706 move from the third region 708 to the fourth region 710 at a first execution speed.
[0082] refer to Figure 8A flowchart 800 is shown illustrating the steps of a computer-implemented method for controlling game operations according to embodiments of the present disclosure. In step 802, a game view including a first region and a second region is rendered on a display of a computing device. In step 804, one or more first objects are displayed in the first region, the one or more first objects being configured to perform one or more actions in the first region. Hereinafter, the one or more actions are performed at a first execution speed. In step 806, selection of a second object in the second region of the display is detected. In step 808, upon detection of a second object being selected, the execution speed of the one or more actions performed by the one or more first objects in the first region is changed to a second execution speed.
[0083] Steps 802 to 808 are merely illustrative, and other alternatives may be provided without departing from the scope of the claims herein, wherein one or more steps are added, one or more steps are removed, or one or more steps are provided in a different order.
[0084] Modifications may be made to the embodiments of the present disclosure described above without departing from the scope of the disclosure as defined by the appended claims. Expressions such as “comprising,” “including,” “consisting of,” “have,” and “is” used to describe and claim this disclosure are intended to be interpreted in a non-exclusive manner, that is, allowing for the presence of items, components, or elements not explicitly described. Singular references should also be interpreted in relation to the plural.
Claims
1. A computer-implemented method for controlling game operations, the method comprising: - Render game views (200, 300, 500A, 500B) on the display (102) of the computing device (100), the game views including a first region (110, 202, 502) and a second region (112, 204, 504). - Display one or more first objects in the first area, the one or more first objects (114, 214, 512) being configured to perform one or more actions in the first area, the one or more actions being performed at a first execution speed; - Detect the selection of a second object (116, 216, 510) in the second area of the display; as well as - During the detection of the selection of the second object, operate the one or more actions performed by the one or more first objects in the first region at a second execution speed.
2. The computer-implemented method according to claim 1 further includes: When it is detected that the second object (116, 216, 510) is no longer selected, the execution speed of the one or more actions performed by the one or more first objects (114, 214, 512) in the first region (110, 202, 502) is changed to the first execution speed.
3. The computer-implemented method according to any one of the preceding claims, wherein the second execution speed is slower than the first execution speed.
4. The computer-implemented method according to any one of the preceding claims, wherein the second execution speed is 1 / 2 to 1 / 10 of the first execution speed.
5. A computer-implemented method according to any one of the preceding claims, wherein the second object (116, 216, 510) is configured to be selected by: causing a pointer device (514) to contact the display (102) at the second object in the second region (112, 204, 504), and dragging the pointer device together with the selected second object to the first region (110, 202, 502) while maintaining the contact of the pointer device together with the second object on the display, and wherein deselecting the second object includes terminating the contact of the pointer device together with the second object on the display in the first region.
6. The computer-implemented method according to any one of the preceding claims, wherein the game operation is a strategy-based game operation.
7. The computer-implemented method of claim 6, wherein the first region (110, 202, 502) includes a third region (206, 506) and a fourth region (208, 508), wherein the selected second object (116, 216, 510) is configured to be deployed from the second region (112, 204, 504) to the third region, and the one or more first objects (114, 214, 512) are configured to be located in the fourth region.
8. The computer-implemented method of claim 7, wherein the first region (110, 202, 502) includes a home base region (302), the home base region (302) including a headquarters for managing the second object (116, 216, 510), a laboratory for upgrading one or more skills of the second object, and a transport unit for moving the second object from the third region (206, 506) to the fourth region (208, 508).
9. The computer-implemented method according to any one of the preceding claims, wherein the one or more first objects (114, 214, 512) include one or more of enemy forces, enemy weapons, enemy bases, and enemy tools, and wherein the second object (116, 216, 510) is a resource configured to perform operations on the one or more first objects and includes at least one of soldiers, troop units, weapon systems, transport systems, airdrops, and energy enhancement tools.
10. The computer-implemented method according to any one of claims 7 to 9, further comprising deploying the second object (116, 216, 510) in the fourth region (208, 508).
11. The computer-implemented method according to any one of claims 7 to 10, further comprising rendering a start button on the display (102) in response to the deployment of the second object (116, 216, 510) in the third region (206, 506).
12. The computer-implemented method according to claim 11, further comprising: - Detect the selection of the start button; as well as - In response to the selection of the start button, the deployed second object (116, 216, 510) is moved from the third region (206, 506) to the fourth region (208, 508) at the first execution speed.
13. The computer-implemented method according to any one of the preceding claims further comprises: - Synchronize the one or more actions of the one or more first objects (114, 214, 512) with a first clock, the first clock operating at a first speed corresponding to the first execution speed; - During the duration of the selection detected by the pointer device (514) for the second object (116, 216, 510), the one or more actions of the one or more first objects are synchronized with a second clock operating at a second speed corresponding to the second execution speed; as well as - In response to detecting the deselection of the selected second object, the one or more actions of the one or more first objects are resynchronized with the first clock.
14. The computer-implemented method according to any one of the preceding claims further includes providing control options on the display (102), the control options being configured, when selected, to define a ratio of the second execution speed to the first execution speed.
15. The computer-implemented method according to any one of the preceding claims further includes autonomously controlling the one or more actions of the first objects (114, 214, 512) in the first region (110, 202, 502).
16. The computer-implemented method according to claim 15, further comprising: - Connect multiple computing devices (100) to the server to facilitate online multiplayer gaming systems; - The game view (200, 300, 500A, 500B) is rendered concurrently on the respective displays (102) of the plurality of computing devices. as well as - The server coordinates the actions of one or more first objects (114, 214, 512) in the game operation on the multiple computing devices.
17. The computer-implemented method according to claim 16, further comprising: - When the selection of the second object (116, 216, 510) is detected on any of the plurality of computing devices, the execution speed of the one or more first objects (114, 214, 512) in the game operation on each of the plurality of computing devices (100) is changed to the second execution speed; and - Upon detecting the deselection of the second object, the execution speed of the one or more first objects in the game operation is changed back to the first execution speed on each of the plurality of computing devices.
18. A computing device (100) for controlling game operations, the computing device comprising: - Display (102); as well as - Processing unit (104), including at least one processor, said at least one processor being configured to: - Render game views (200, 300, 500A, 500B) on the display, the game views including a first area (110, 202, 502) and a second area (112, 204, 504). - Detect the selection and deselection of the second object (116, 216, 510) on the display; as well as - Display one or more first objects (114, 214, 512) in the first region that are performing one or more actions at an execution speed equal to the first execution speed; and - During the detection of the selection of the second object, the one or more actions performed by the one or more first objects in the first region are operated at a second execution speed.
19. The computing device (100) of claim 18, wherein the at least one processor is further configured to change the execution speed of the one or more first objects (114, 214, 512) to the first execution speed when the deselection of the second object (116, 216, 510) is detected.
20. The computing device (100) according to any one of claims 18 or 19 further includes a first clock configured to operate at a first speed and a second clock configured to operate at a second speed, wherein the first execution speed is synchronized with the first clock and the second execution speed is synchronized with the second clock.
21. The computing device (100) of claim 20, wherein the second speed of the second clock is slower than the first speed of the first clock.
22. The computing device (100) according to any one of claims 20 or 21, wherein the second speed of the second clock is 1 / 2 to 1 / 10 of the first speed of the first clock.
23. The computing device (100) according to any one of claims 19 to 21, wherein the display (102) is a touch-sensitive display configured to detect contact of the pointer device (514) with the display (102).
24. The computing device (100) according to any one of claims 19 to 23, wherein the second object (116, 216, 510) is configured to be selected when the pointer device (514) contacts the display (102) in the second region (112, 204, 504), and the second object is configured to be dragged along the display to the first region (110, 202, 502) while the contact is maintained, and wherein the second object is configured to be released when the contact with the pointer device is terminated in the first region.
25. The computing device (100) according to any one of claims 19 to 24, wherein the game operation is a strategy-based game operation.
26. The computing device (100) of claim 25, wherein the first region (110, 202, 502) includes a third region (206, 506) and a fourth region (208, 508), wherein the second region (112, 204, 504) is configured to display the second object (116, 216, 510) for selection, the selected second object is configured to be deployed in the third region upon detection of the deselection of the selected second object, and the one or more first objects (114, 214, 512) are configured to be presented in the fourth region.
27. The computing device (100) of claim 26, wherein the third region (206, 506) is a home base region (302), the home base region (302) including a headquarters for managing the second object (116, 216, 510), a laboratory for upgrading one or more skills of the second object, and a transportation unit for moving the second object from the third region to the fourth region (208, 508).
28. The computing device (100) according to any one of claims 25 to 27, wherein the one or more first objects (114, 214, 512) include one or more of enemy forces, enemy weapons, enemy bases and enemy tools, and wherein the second object (116, 216, 510) is a resource for performing operations on the one or more first objects and includes at least one of soldiers, troop units, weapon systems, transportation systems, assistance and energy enhancement tools.
29. The computing device (100) according to any one of claims 26 to 28, wherein the at least one processor is further configured to render a start button on the display (102) in response to detecting the deployment of the second object (116, 216, 510) in the third region (206, 506).
30. The computing device (100) of claim 29, wherein the at least one processor is configured to detect the selection of the start button on the display (102) by the pointer device (514) and, in response to the detection of the selection of the start button, move the deployed second object (116, 216, 510) from the third region (206, 506) to the fourth region (208, 508) at the first execution speed.
31. The computing device (100) according to any one of claims 19 to 30, wherein the at least one processor is further configured to: - Synchronize the one or more actions of the one or more first objects (114, 214, 512) with a first clock, the first clock operating at a first speed corresponding to the first execution speed; - During the duration of the detection of the selected second object (116, 216, 510), the one or more actions of the one or more first objects are synchronized with a second clock operating at a second speed corresponding to the second execution speed; as well as - In response to the deselection of the second object detected in the first region (110, 202, 502), the one or more actions of the one or more first objects are resynchronized with the first clock.
32. The computing device (100) according to any one of claims 19 to 31, wherein the at least one processor is further configured to provide on the display (102) a control option for defining the ratio of the second execution speed to the first execution speed.
33. The computing device (100) according to any one of claims 19 to 32, wherein the at least one processor is configured to autonomously control the one or more actions of the one or more first objects (114, 214, 512) in the first region (110, 202, 502).
34. The computing device (100) according to any one of claims 19 to 33, further comprising a server connected to a plurality of computing devices to facilitate an online multiplayer gaming system, wherein the server is configured to: - The game view (200, 300, 500A, 500B) is rendered concurrently on the respective displays (102) of the plurality of computing devices. - The server coordinates the actions of one or more first objects (114, 214, 512) in the game operation on the multiple computing devices.
35. The computing device (100) of claim 34, wherein the server is further configured to: - When the selection of the second object (116, 216, 510) is detected on any of the plurality of computing devices, the execution speed of the one or more first objects (114, 214, 512) in the game operation on each of the plurality of computing devices is changed to the second execution speed; and - When the selection of the second object is not detected on any of the plurality of computing devices, the execution speed of the one or more first objects in the game operation on each of the plurality of computing devices is changed again.