Game image processing method and device, electronic equipment and program product

By setting target trigger conditions in the game and displaying screenshot prompts, and providing candidate image sequences for users to choose from and save, the problem of players having difficulty accurately capturing exciting moments in the game is solved, the interactive experience is improved, and the system resource configuration is optimized.

CN122164088APending Publication Date: 2026-06-09NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2026-03-20
Publication Date
2026-06-09

AI Technical Summary

Technical Problem

Players struggle to accurately capture exciting moments in the game, and manually selecting materials is inefficient.

Method used

The terminal device provides a graphical user interface to respond to user settings commands to set target trigger conditions. When the conditions are detected, a screenshot prompt is displayed and a candidate image sequence is provided for the user to select and save.

Benefits of technology

It achieves accurate capture and efficient saving of exciting moments in the game, improves the human-computer interaction experience, and reduces storage space usage and server load.

✦ Generated by Eureka AI based on patent content.

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Abstract

This disclosure provides a game image processing method. In response to a first setting instruction, at least one target trigger condition is determined based on at least one game information. When the target trigger condition is detected, a screenshot prompt is displayed in a graphical user interface. In response to a first screenshot instruction, an image selection interface corresponding to a first screenshot mode is displayed. The image selection interface includes a candidate image sequence determined based on the target game event. In response to a save instruction, the target game image determined from the image selection interface is saved according to the target format corresponding to the save instruction. This enables the system to intelligently identify the target trigger condition based on the game information set by the user, and actively prompt the user to take a screenshot when the condition is detected, thereby providing a candidate image sequence containing the screen before and after the trigger for the user to select and save.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and in particular to a game image processing method, apparatus, electronic device, and program product. Background Technology

[0002] With the rapid development of mobile terminal technology, various mobile games have emerged, such as role-playing games (RPGs) and multiplayer online battle arena (MOBA) games. In these games, players typically control virtual characters to fight, explore, or complete specific tasks to obtain an immersive entertainment experience. In related technologies, screen recording or screenshots are commonly used to record exciting moments during gameplay. For example, some terminal devices offer a "rewind" function, which passively saves the game screen for a period of time before and after the user's actions. Alternatively, users can take real-time screenshots through physical button combinations or drop-down menus. When players want to save their highlight moments of defeating bosses or obtaining rare items, they often need to manually find and extract the desired footage from a long recorded video after the game ends, or rely on the system background mechanically caching a fixed-length video stream. Summary of the Invention

[0003] The purpose of this disclosure is to provide a game image processing method, apparatus, electronic device, and program product to solve the technical problems in the related art where players find it difficult to accurately capture exciting moments in the game and where manually selecting materials is inefficient.

[0004] In a first aspect, this disclosure provides a game image processing method, which provides a graphical user interface through a terminal device. The graphical user interface includes a game interface provided by running a game program, comprising: in response to a first setting instruction, determining at least one target triggering condition based on at least one game information; when the target triggering condition is detected, displaying screenshot prompt information in the graphical user interface; in response to a first screenshot instruction, displaying an image selection interface corresponding to a first screenshot mode; wherein the image selection interface contains a sequence of candidate images determined based on a target game event; and in response to a save instruction, saving the target game image determined from the image selection interface according to the target format corresponding to the save instruction.

[0005] Secondly, this disclosure provides a game image processing apparatus, comprising: a setting module for acquiring a target game event set by a user; a prompting module for displaying screenshot prompt information in a graphical user interface when a target triggering condition is detected; an interface display module for displaying an image selection interface corresponding to a first screenshot mode in response to a first screenshot command; wherein the image selection interface contains a sequence of candidate images determined based on the target game event; and a saving module for saving the target game image determined from the image selection interface according to a target format corresponding to a saving command.

[0006] Thirdly, this disclosure provides an electronic device, including a processor and a memory, wherein a computer program is stored in the memory, and when the processor executes the computer program, it implements the steps of the game image processing method described in any of the preceding claims.

[0007] Fourthly, this disclosure provides a computer program product, including a computer program that, when executed by a processor, implements the steps of the game image processing method described in any of the preceding claims.

[0008] This disclosure provides a game image processing method, apparatus, electronic device, and program product, enabling the system to intelligently identify target trigger conditions based on user-defined game information. Upon detecting such conditions, the system proactively prompts the user to take a screenshot, and then provides a candidate image sequence containing images before and after the trigger for the user to choose from and save. This approach changes the traditional passive recording or manual snapshot mode, allowing users to select and save images after a memorable moment, thus improving the interactive experience. Simultaneously, it supports user-defined trigger conditions, enabling precise caching rather than continuous background recording, reducing storage space usage and server load, thereby effectively solving computer-related problems and optimizing system resource allocation. Attached Figure Description

[0009] Figure 1 A schematic diagram of a system architecture according to an embodiment of this disclosure is shown;

[0010] Figure 2 A flowchart illustrating a game image processing method according to an embodiment of this disclosure is shown; Figure 3 A schematic diagram of a game settings interface according to an embodiment of this disclosure is shown. Figure 4 A schematic diagram of an image selection interface according to an embodiment of the present disclosure is shown. Figure 5 A schematic diagram showing an interface for setting the capture range according to an embodiment of this disclosure; Figure 6 A schematic diagram of another image selection interface according to an embodiment of the present disclosure is shown. Figure 7 A schematic diagram of an interface displaying a screenshot prompt message is shown in an embodiment of this disclosure. Figure 8 A schematic diagram of a game image processing apparatus according to an embodiment of the present disclosure is shown; Figure 9 A schematic diagram of an electronic device according to an embodiment of the present disclosure is shown. Detailed Implementation

[0011] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.

[0012] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.

[0013] To make the objectives, technical solutions, and advantages of this disclosure clearer, the embodiments of this disclosure will be described in further detail below with reference to the accompanying drawings.

[0014] Figure 1A system architecture diagram of the operating environment of this embodiment is shown. This system architecture may include a first client 110, a second client 120, and a server 130. The first client 110 and the second client 120 are terminal devices that have installed and run game client programs, such as mobile phones, tablets, personal computers, smart wearable devices, game consoles, etc. They have display functions and can display a graphical user interface, which may include the operating system interface or the application interface. The first client 110 is the client used by the first game account, and the second client 120 is the client used by the second game account; that is, the game client program running on the first client 110 is logged into the first game account, and the game client program running on the second client 120 is logged into the second game account. The server 130 generally refers to the backend system providing game services in this exemplary embodiment; it can be a single server or a cluster of multiple servers. A game server program is deployed on the server 130 to perform server-side game data processing. The first client 110, the second client 120, and the server 130 can be connected via wired or wireless communication links for data transmission. For example, the first client 110 can send information (such as an editing assistance request) to the second client 120 through the server 130, and the second client 120 can send information (such as an edited first game lineup) to the first client 110 through the server 130. In addition, the first client 110 and the second client 120 can also communicate directly through wired or wireless means.

[0015] In one implementation, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be based on the aforementioned system architecture. Various cloud applications can run under the cloud interaction system, such as cloud gaming. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of in-game control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 130). The cloud gaming client (such as the aforementioned first client 110 and second client 120) includes receiving and sending data, as well as presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing or editing, the player operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the cloud gaming client via the network, and finally decodes and outputs the game screen through the cloud gaming client.

[0016] This embodiment provides a game image processing method. Figure 2 This is a flowchart of a game image processing method according to an embodiment of the present disclosure, such as... Figure 2 As shown, the process includes the following steps: Step S110: In response to the first setting instruction, determine at least one target triggering condition based on at least one piece of game information; Step S120: When the target trigger condition is detected, a screenshot prompt message is displayed in the graphical user interface; Step S130: In response to the first screenshot command, display the image selection interface corresponding to the first screenshot mode; wherein, the image selection interface contains a sequence of candidate images determined based on the target game event; Step S140: In response to the save command, save the target game image determined from the image selection interface according to the target format corresponding to the save command.

[0017] The method provided in this embodiment enables the system to intelligently identify highlight moments in the game by pre-setting target trigger conditions during game operation, fundamentally solving the technical problem of missing exciting moments due to player reaction delays. Furthermore, by displaying screenshot prompts when target trigger conditions are detected, players can be informed of the existence of exciting scenes that can be captured without interrupting game operation, significantly improving the human-computer interaction experience. In addition, by providing an image selection interface containing candidate image sequences, the traditional "instant capture" mode is transformed into a "backtracking selection" mode, giving players the freedom to browse and select their favorite scenes at their leisure, enriching the gameplay and possibilities of game screenshots.

[0018] The steps described above are explained in detail below.

[0019] In step S110, specifically, during the operation of the game program, the terminal device presents the game screen to the user through the graphical user interface. When the system receives the first setting instruction issued by the user, it determines at least one target triggering condition based on at least one piece of game information associated with the instruction, so as to monitor the target triggering condition during the subsequent operation of the game.

[0020] A graphical user interface (GUI) is a visual interface on a terminal device used to present game visuals and receive user interactions. GUIs typically display information such as game scenes, character states, and control functions, allowing users to intuitively understand the game status and perform corresponding actions.

[0021] In an alternative implementation, the graphical user interface can be a full-screen game interface. For example, when a user runs a game program in full-screen mode on a terminal device, the graphical user interface occupies the entire screen display area, and the game scene, character images, and various operation buttons are all presented in this full-screen interface.

[0022] In an alternative implementation, the graphical user interface can be a windowed game interface. For example, a user runs a game program in windowed mode on a terminal device that supports windowed operation. The graphical user interface is presented on the screen as an independent window, and the user can adjust the window size and view the content of other applications at the same time.

[0023] In an alternative implementation, the graphical user interface can be a split-screen game interface. For example, a user runs a game program on a terminal device that supports split-screen functionality. The graphical user interface occupies part of the screen, while another part can display other applications. The user can view social messages or strategy information while playing the game.

[0024] The first setting command can be a command issued by the user to the system through interactive operation to configure target trigger conditions. This allows the system to determine the trigger conditions to be monitored based on the user's settings preferences. The first setting command can be implemented through click, swipe, long press, and / or other operations. For example, by clicking a specific function switch or configuration option in the game settings interface, the user issues the first setting command to the system.

[0025] In an alternative implementation, the first setting instruction can be an instruction generated by a trigger operation on a function switch control. For example, a user sees a function switch labeled "Highlight Moment Capture" in the game's settings interface (such as...). Figure 3 As shown in the image, the user can switch the switch from the off state to the on state by clicking the switch. At this time, the system receives the first setting instruction and begins to determine the target triggering conditions based on the preset game information.

[0026] In an alternative implementation, the first setting command may be a command triggered by voice input.

[0027] In an alternative implementation, the first setting instruction may be an instruction triggered by a shortcut gesture.

[0028] Game information can be data related to the game's running status, content, or progress. It typically describes the current game context and provides data support for determining target trigger conditions, enabling the system to identify game moments worth capturing.

[0029] In an optional implementation, the game information can be game event type information. For example, the system obtains predefined event type information in the game, such as "defeat enemy virtual objects" or "acquire virtual items" according to the user's first setting instruction, and uses these event types as the basis for determining the target triggering conditions.

[0030] In an optional implementation, the game information can be game scene identification information. For example, based on the user's first setting instruction, the system obtains scene identifiers that may feature highlight moments in the current game, such as "dungeon scene" or "competitive scene," and determines, based on these scene identifiers, which scenes require activation of trigger condition monitoring.

[0031] In an optional implementation, the game information can be user historical behavior information. For example, based on the user's first setting instruction, the system analyzes game scenarios in which the user frequently takes screenshots during historical gameplay, and intelligently infers triggering conditions that the user may be interested in based on this historical behavior information.

[0032] It should be noted that game information may be only one of the above implementation methods, or it may be multiple of the above implementation methods simultaneously. For example, if only one method is used, the system may determine the target trigger condition based solely on the game event type information; if multiple methods are used simultaneously, the system may comprehensively consider the game event type information, game scene identification information, and user historical behavior information to more accurately determine the target trigger condition that matches the user's preferences.

[0033] The target trigger condition can be a preset condition used by the system to determine whether to initiate the image capture processing flow. The target trigger condition typically serves as a standard for identifying highlight moments in the game; when this condition is met during gameplay, the system will trigger subsequent screenshot prompts and image selection processes. The target trigger condition is determined by conditions related to game information. In an alternative implementation, the target triggering condition may be the occurrence of a specific game event, such as a controlled virtual object defeating a target hostile virtual object, or the system determining that the target triggering condition is met when a user-controlled character in the game successfully defeats a hostile character.

[0034] In an optional implementation, the target trigger condition can be a specific game value reaching a threshold. For example, the system sets "the user's game score reaches a preset value" as the target trigger condition according to a first setting instruction. When the user's accumulated game score reaches the preset value, the system determines that the target trigger condition has been met.

[0035] In an alternative implementation, the target trigger condition can be completing a specific game event in a specific game scenario or reaching a specific game value threshold. For example, the quality of an item obtained in game scenario 1 meets the threshold for rare quality.

[0036] It should be noted that the target triggering condition may be only one of the above implementation methods, or it may be multiple of the above implementation methods at the same time.

[0037] Players can make initial settings during gameplay, such as while in a dungeon or during a match. Alternatively, they can do so in the game lobby or the default game scene. The default game scene typically refers to the player's initial location upon entering the game; for example, in MMORPGs, this might be the default main city area, while in shooting games it might be the spawn island. The game lobby usually refers to the game's interface before entering the main game scene.

[0038] In step S120, specifically, the system continuously monitors whether the preset target triggering conditions are met during the game's operation. When the target triggering conditions are detected to be met, the system displays screenshot prompt information in the graphical user interface to inform the user that there is a moment of highlight that can be captured and prompts the user to perform screenshot-related operations.

[0039] Among these, detecting a target trigger condition means that the system determines, by monitoring game performance data, that a preset trigger condition has been met. Detecting a target trigger condition typically serves as a signal to initiate the screenshot prompt process, enabling the system to provide the user with screenshot-related guidance information at an appropriate point in the game.

[0040] In an optional implementation, the detection of the target trigger condition can be achieved by detecting a specific event identifier through a built-in game interface. For example, when the game program defeats an enemy virtual object, it sends a corresponding event identifier to the system through a built-in interface. Upon receiving the event identifier, the system determines that the target trigger condition has been detected.

[0041] In an optional implementation, the target trigger condition can be detected by detecting specific game screen features through image recognition technology. For example, the system performs real-time image recognition on the current game screen, and determines that a target trigger condition has been detected when it recognizes a victory effect screen or a results screen.

[0042] In an alternative implementation, the target trigger condition can be detected by monitoring changes in game data to identify a specific numerical state. For example, the system continuously monitors the health data of hostile virtual objects in the game, and when it detects that the health of a target hostile virtual object changes from a positive value to zero, it determines that a target trigger condition has been detected.

[0043] It should be noted that the method for detecting the target trigger condition can be just one of the methods described above, or it can be multiple methods simultaneously. For example, in the case of just one method, the system can specifically detect the target trigger condition through the game's built-in interface; in the case of multiple methods simultaneously, the system can comprehensively use multiple methods such as game built-in interface detection, image recognition technology, and game data monitoring to improve the accuracy and reliability of target trigger condition detection.

[0044] Screenshot prompts are visual messages presented to the user in the graphical user interface to indicate the presence of a moment that can be captured. These prompts typically guide the user's attention and encourage them to take a screenshot, ensuring the user is aware of the opportunity and doesn't miss a crucial moment.

[0045] In an optional implementation, the screenshot prompt can be a visual indicator element displayed in a designated area of ​​the interface. For example, when the system detects a target trigger condition, a screenshot icon with dynamic effects is displayed in the upper right corner of the graphical user interface. This icon uses flashing or breathing light effects to indicate to the user that a screenshot operation can be performed.

[0046] In an alternative implementation, the screenshot prompt can be a semi-transparent prompt displayed at the edge of the interface. For example, when the system detects a target trigger condition, a prompt symbol is displayed with low transparency in the edge area of ​​the graphical user interface. This prompt does not excessively obscure the game screen while still attracting the user's attention.

[0047] In an alternative implementation, the screenshot prompt can be a dynamic visual effect associated with the screenshot control. For example, when the system detects a target trigger condition, a notification halo with a breathing glow effect is displayed around a preset screenshot control in the game interface, indicating to the user that triggering the screenshot control will enter a special screenshot mode.

[0048] It should be noted that the screenshot prompt information can be just one of the above implementation methods, or it can be multiple of the above implementation methods simultaneously. For example, in the case of just one method, the system can display a visual indicator element as a screenshot prompt information only in a designated area of ​​the interface; in the case of multiple methods simultaneously, the system can display a semi-transparent prompt at the edge of the interface and display dynamic visual effects around the screenshot control, thereby enhancing the user's perception through multiple forms of prompt information.

[0049] In one specific application, a user is playing a role-playing game on a smartphone, and the character they control is fighting against a hostile virtual object. When the user-controlled character successfully defeats the hostile virtual object, the system detects that the target trigger condition has been met, and then displays a screenshot prompt icon with a breathing light effect in the upper right corner of the graphical user interface. The changing light effect of this icon indicates to the user that there is a moment of highlight that can be captured, and the user can choose to trigger the screenshot operation to enter the subsequent image selection process.

[0050] In step S130, specifically, when the user issues a first screenshot command, the system responds to the command by entering the first screenshot mode and displays an image selection interface in the graphical user interface. This image selection interface displays a sequence of candidate images determined based on the target game event corresponding to the target triggering condition, for the user to browse and select.

[0051] The first screenshot command can be a screenshot command issued by the user to the system through interactive operation. The first screenshot command usually triggers the system to enter the first screenshot mode and display the image selection interface, allowing the user to select a satisfactory game image from the candidate image sequence.

[0052] The first screenshot command can be triggered by taking a screenshot when the target trigger condition is detected. This screenshot operation can be the same as a regular screenshot operation or a specific screenshot operation method. In other implementations, it can also be triggered by a screenshot operation method that differs from the regular screenshot operation.

[0053] In an optional implementation, the first screenshot command can be a command triggered by a preset screenshot operation on the terminal device. For example, during the screenshot prompt display, the user triggers a screenshot operation by simultaneously pressing the power button and volume down button on the terminal device. The system recognizes this operation as the first screenshot command, enters the first screenshot mode, and displays the image selection interface.

[0054] In an optional implementation, the first screenshot instruction can be an instruction generated by a triggering operation applied to the screenshot prompt information. For example, when a user clicks the screenshot prompt icon displayed on the interface during the screenshot prompt information display, the system recognizes this operation as the first screenshot instruction, enters the first screenshot mode, and displays the image selection interface.

[0055] In an optional implementation, the first screenshot command can be a command triggered by a screenshot operation configured in the game program. For example, when a user clicks the screenshot function button in the game interface during the screenshot prompt display, the system recognizes this operation as the first screenshot command, enters the first screenshot mode, and displays the image selection interface.

[0056] It should be noted that the first screenshot command may be only one of the above implementation methods, or it may be multiple of the above implementation methods at the same time.

[0057] The first screenshot mode is a special screenshot mode that differs from the regular real-time screenshot mode. The first screenshot mode usually provides users with an image retrospective selection function, allowing users to select a satisfactory image from a pre-cached image sequence to save, rather than only being able to obtain a single frame at the moment the screenshot operation is triggered.

[0058] In an optional implementation, the first screenshot mode can be a backtracking selection mode based on a pre-caching mechanism. For example, when a user triggers the first screenshot command, the system enters the first screenshot mode, in which the system displays a sequence of game screens pre-cached before and after the occurrence of the target triggering condition, and the user can freely select the image to save from these screens.

[0059] In an optional implementation, the first screenshot mode can be an intelligent screenshot mode that supports multiple output formats. For example, when a user triggers the first screenshot command, the system enters the first screenshot mode, which not only allows the user to select a single frame image to save as a static image, but also supports the user to select multiple frames to save as dynamic images or video formats.

[0060] In an optional implementation, the first screenshot mode can be a non-intrusive floating selection mode. For example, when the user triggers the first screenshot command, the system enters the first screenshot mode. This mode presents the image selection interface by overlaying a floating window on the game interface, without completely interrupting the display of the game screen, thus reducing interference with the user's gaming experience.

[0061] It should be noted that the first screenshot mode may be only one of the above implementation methods, or it may be multiple of the above implementation methods at the same time.

[0062] The image selection interface is an interactive interface presented to the user by the system in the first screenshot mode, used for browsing and selecting candidate images. The image selection interface typically displays a sequence of candidate images and receives user selections, enabling the user to determine the target game image to be saved from multiple candidate images.

[0063] In an optional implementation, the image selection interface can be a floating window interface overlaid on the graphical user interface. For example, when the user triggers the first screenshot command, the system overlays a floating window above the game screen, displaying the image frames in the candidate image sequence arranged in chronological order. The user can browse and select within the floating window, such as... Figure 4 As shown.

[0064] In an optional implementation, the image selection interface can be a full-screen image browsing interface. For example, when a user triggers the first screenshot command, the system displays the image selection interface in full-screen mode, showing candidate images in a larger size to allow the user to view image details more clearly and make a selection.

[0065] In an optional implementation, the image selection interface can be a comprehensive operation interface with a partitioned layout. For example, when a user triggers the first screenshot command, the image selection interface displayed by the system includes an image display area, a timeline area, and a function button area. The user can drag to select images at different times in the timeline area and perform a save operation through the controls in the function button area, such as... Figure 4 As shown.

[0066] It should be noted that the image selection interface may be only one of the above embodiments, or it may be multiple of the above embodiments.

[0067] The target game event can be a game event that actually occurs during game execution, corresponding to the target triggering condition. Specifically, the target game event refers to the specific game process event associated with the system detecting the target triggering condition. The occurrence time of this event and the screen images before and after it constitute the content source of the candidate image sequence.

[0068] The candidate image sequence can be a set of consecutive game frames acquired by the system based on the occurrence time of the target game event. The candidate image sequence typically serves to provide users with a set of specific moments that they can review and browse, allowing them to select game images from it to save.

[0069] In an optional implementation, the candidate image sequence can be consecutive game frames within a preset time period before and after the occurrence of the target game event. For example, when the system detects the occurrence of the target game event, it acquires game frames from several seconds before and several seconds after the event, and arranges these frames in chronological order to form a candidate image sequence for the user to select.

[0070] In an optional implementation, the candidate image sequence can be a set of key frame images after frame extraction. For example, the system performs frame extraction on the acquired original game screen according to a preset sampling frame rate, extracting key frame images to form a candidate image sequence, thereby reducing the amount of data and facilitating quick browsing by the user.

[0071] In an alternative implementation, the candidate image sequence can be a set of highlighted frames containing key moments of the event. For example, the system automatically marks the frames in the candidate image sequence corresponding to the precise moment when the target game event occurs, making it easier for users to quickly locate the most critical highlight.

[0072] It should be noted that the candidate image sequence may be only one of the above embodiments, or it may be multiple of the above embodiments at the same time.

[0073] In one specific application, after a user-controlled character successfully defeats a hostile virtual object, the system detects the target trigger condition and displays a screenshot prompt icon in the upper right corner of the interface. The user sends a first screenshot command to the system via the screenshot operation configured on the terminal device. The system responds to this command and enters the first screenshot mode, displaying a floating window-like image selection interface overlaid on the game screen. This image selection interface displays a sequence of candidate images in chronological order, including multiple frames of game footage from a few seconds before and after the event of defeating the hostile virtual object. The user can browse these frames by swiping and select the target image to save.

[0074] In step S140, specifically, when the user selects the target game image to be saved in the image selection interface and issues a save command, the system responds to the save command, performs save processing on the target game image according to the target format corresponding to the save command, and stores the game image selected by the user in the storage space of the terminal device in the specified format.

[0075] The save command is a user-initiated instruction to the system via interactive operations in the image selection interface to save the target game image. The save command typically triggers the system to perform image saving processing, enabling the system to save the user-selected image to storage space according to the format requirements specified in the command.

[0076] In an optional implementation, the save command can be triggered by clicking the save button. For example, after browsing a sequence of candidate images in the image selection interface, the user sends a save command to the system by clicking the "Save" button on the interface, and the system responds to the command by saving the currently selected image.

[0077] In an alternative implementation, the save command can be a command triggered by a specific gesture. For example, after browsing a sequence of candidate images in the image selection interface, a user sends a save command to the system by performing a double-tap gesture on the target image, and the system responds to the command by saving the image.

[0078] In an alternative implementation, the save command can be triggered by selecting a specific save format option. For example, after browsing a sequence of candidate images in the image selection interface, the user sends a save command to the system by clicking on a format option such as "Save as Image" or "Save as Animated GIF" in the interface. The system responds to the command and saves the target image according to the selected format.

[0079] It should be noted that the save command may be only one of the above embodiments, or it may be multiple of the above embodiments.

[0080] The target format can be the storage format of the game image specified by the save command. The target format usually determines the file form in which the target game image is stored, allowing users to choose the appropriate image format according to their subsequent needs.

[0081] In an optional implementation, the target format can be a static image format. For example, when the user specifies saving in a static image format via a save command, the system saves the target game image as a static image file such as PNG or JPG, which is suitable for scenarios where the user needs to save a single frame of a highlight.

[0082] In one optional implementation, the target format can be a dynamic image format. For example, when a user specifies saving in a dynamic image format via a save command, the system combines multiple frames from the candidate image sequence into a GIF animation or live photo format for saving, suitable for scenarios where the user needs to save continuous dynamic images. In another optional implementation, the target format can be a video format. For example, when a user specifies saving in a video format via a save command, the system combines image frames from the candidate image sequence in chronological order into an MP4 or other video file for saving, suitable for scenarios where the user needs to save a relatively long period of game footage.

[0083] It should be noted that the target format may be only one of the above embodiments, or it may be multiple of the above embodiments.

[0084] The target game image can be the game scene that the user selects from the candidate image sequence in the image selection interface to save. The target game image usually serves as the final output image to be saved, and is the satisfactory image that the user selects from multiple candidate images.

[0085] In an optional implementation, the target game image can be a single frame selected by the user from a sequence of candidate images. For example, the user can browse the sequence of candidate images by swiping in the image selection interface, select a frame showing the moment of defeating an enemy virtual object as the target game image, and the system saves the single frame image.

[0086] In an alternative implementation, the target game image can be a combination of multiple frames selected by the user from a candidate image sequence. For example, the user specifies the start and end frames in the candidate image sequence in the image selection interface, and all image frames within that range are used as the target game image. The system then combines these image frames into a dynamic format and saves it.

[0087] In an optional implementation, the target game image can be a keyframe image automatically recommended by the system from the candidate image sequence. For example, if the user does not make a manual selection, the system automatically determines the best frame as the target game image based on the time when the target game event occurs and saves it.

[0088] Alternatively, the system can automatically determine the target game image from the candidate image sequence based on the save format currently selected by the user and the rules corresponding to the current save format. For example, if a live image is selected, all current candidate image sequences will be determined as the target game image and saved as a live format image.

[0089] It should be noted that the target game image may be only one of the above embodiments, or it may be multiple of the above embodiments.

[0090] like Figure 3 and Figure 4As shown in an exemplary application of this embodiment, a user runs a role-playing game on a smartphone, with the game screen displayed in full-screen mode. The user first enters the game's settings interface and activates the "Highlight Moment Capture" function by clicking the toggle switch. At this point, the system receives a first setting instruction and determines "defeating an enemy virtual object" as the target trigger condition based on the game's predefined event type information. Subsequently, the user enters the game's battle scene and controls their character to fight an enemy virtual object. When the user-controlled character successfully defeats the enemy virtual object, the system detects that the target trigger condition has been met and immediately displays a screenshot notification icon with a breathing glow effect in the upper right corner of the graphical user interface. Then, the user sends a first screenshot instruction to the system using the system's default screenshot operation. The system responds to this instruction and enters the first screenshot mode, displaying a floating image selection interface overlaid on the game screen. This image selection interface displays a sequence of candidate images in chronological order, including multiple frames of game footage within a few seconds before and after the event of defeating the enemy virtual object. Users browse these screens by swiping within the floating window, selecting a frame that shows the moment a character unleashes their final, devastating skill. They then tap the "Save as Image" button to send a save command to the system. The system responds to this command, saving the selected frame to the smartphone's photo album in static image format, thus completing the capture and saving process for this game image.

[0091] In a game image processing method provided in one embodiment of this application, in response to a first setting instruction, setting at least one target triggering condition according to the first setting instruction includes: Step S210: Display the settings interface, which contains multiple candidate game scenes; Step S220: In response to the selection operation for multiple candidate game scenes, the selected candidate game scene is determined as the target game scene.

[0092] The method provided in this embodiment enables the system to define the detection range of specific game events based on the target game scene actively configured by the user, thereby accurately limiting the predictive screenshot mechanism to the game scene that the player is truly interested in. On the one hand, by providing a settings interface containing multiple candidate game scenes, the operational threshold for users to configure screenshot trigger conditions is reduced. Players can complete personalized settings without understanding complex event logic, improving the interactive experience. On the other hand, by allowing players to choose their target game scene, players with different preferences can selectively enable the capture function of specific game events (e.g., highlight moments) in specific dungeons or levels, avoiding the waste of resources caused by indiscriminate monitoring of all scenes and improving the richness of the game. In addition, the scene-granularity-based trigger condition configuration method effectively reduces the computational overhead of continuous background monitoring, reduces the performance burden on terminal devices when running game programs, and solves the technical bottleneck of implementing intelligent screenshot function on mobile terminals in resource-constrained environments.

[0093] Specifically, in this embodiment, the target triggering condition is configured to include the target game scene as a limiting dimension. That is, when the system determines whether to trigger the pre-screenshot mechanism for a specific game moment, it needs to first confirm whether the current game process is in the target game scene specified by the user in advance. Only when the scene matching condition is met will it further detect whether the preset target game event has occurred.

[0094] The target game scene can be an independent game area or game mode within the game program with specific gameplay rules or narrative background. It usually serves to define the detection boundaries for specific game moments, ensuring that the pre-screenshot mechanism only takes effect in the specific scene that the player is focused on, thus avoiding unnecessary consumption of system resources during the regular game flow.

[0095] In an optional implementation, the target game scene can be configured as a specific instance scene within the game program, which has independent entry conditions and completion objectives. For example, in a role-playing mobile game, a player sets the "xxxx" instance as the target game scene. When the player enters the instance and defeats the elite monsters within, the system detects that the player is currently in the target game scene and triggers a pre-caching mechanism to capture this highlight moment.

[0096] In an alternative implementation, the target game scenario can be configured as a competitive battle scenario in the game program, which typically involves real-time confrontation between players and other players or high-difficulty opposing units.

[0097] In an optional implementation, the target game scene can be configured as a limited-time event scene in the game program, which typically has a special reward mechanism and time-limited gameplay. For example, in a card collection mobile game, if a player sets the "Anniversary Celebration Event" scene as the target game scene, when the player draws a limited-edition rare card in the event, the system detects that the scene matches and the triggering conditions are met, and immediately caches the sequence of screens before and after the card drawing animation for the player to select and save later.

[0098] It should be noted that the target game scene may be only one of the above implementation methods, or it may be multiple of the above implementation methods at the same time.

[0099] In step S210, specifically, in response to the user's trigger operation for configuring the screenshot function, the terminal device displays a settings interface in the graphical user interface. The settings interface presents multiple candidate game scenes for the user to browse and select in the form of a visual list or an array of icons. Each candidate game scene corresponds to an independent game area or game mode in the game program.

[0100] The settings interface can be a user interface provided by the game program or terminal device system for configuring screenshot function parameters. It typically serves to display candidate game scenes and receive user selections, allowing users to personalize the target game scene within a unified interactive interface.

[0101] In an optional implementation, the settings interface can be configured as a function settings panel embedded within the game program, accessible through a settings entry point on the game's main interface. For example, in a role-playing mobile game, the player clicks the gear icon in the upper right corner of the game's main interface to enter system settings and display the settings interface (e.g., Figure 3 (As shown), then select the "Screenshot Settings" submenu, and the scene selection interface will be displayed (as shown). Figure 5 As shown in the figure, multiple candidate game scenes such as "Scene 1" and "Scene 2" are displayed in a vertical list format. Each scene name is accompanied by a corresponding scene thumbnail and checkbox control.

[0102] In an optional implementation, the settings interface can be configured as a guided configuration interface that pops up when the highlight screenshot function is first enabled. This guided configuration interface guides the user through the initial settings using a wizard-style process. For example, when a player first enables the highlight screenshot function... Figure 3 After selecting the function switch, the system will automatically pop up a settings interface (such as...). Figure 5 (As shown).

[0103] Among them, candidate game scenarios can be a set of optional game areas or game modes that are predefined by the game program and provided to the user for selection.

[0104] In an optional implementation, the candidate game scene can be configured as a main storyline instance scene in the game program, which typically carries the core game narrative and key plot nodes. For example, in a role-playing mobile game, the candidate game scenes displayed in the settings interface include main storyline instances such as "Chapter 1: Entering the Martial World," "Chapter 2: Martial Arts Tournament," and "Chapter 3: Peak Showdown." Players can choose to enable the highlight screenshot function in these scenes with important plot twists to record the moment of completion.

[0105] In an optional implementation, the candidate game scenarios can be configured as daily challenge activity scenarios within the game program, which typically have a daily reset participation limit and reward mechanism. For example, in a strategy card mobile game, the candidate game scenarios displayed in the settings interface include daily activities, and players can choose to enable the pre-screenshot function in activity scenarios with a higher probability of obtaining rare rewards.

[0106] In a specific application, when a player first activates the "highlight prediction and capture" function in a role-playing mobile game, the system automatically pops up a settings interface (or the settings interface that the player actively selects). This settings interface displays all candidate game scene identifiers and corresponding selection controls supported by the current game version in a list format. Each scene card displays the scene name, scene preview image, and a brief description of the scene. After browsing the scene information, the player determines the target scene to be selected based on their own gaming habits and screenshot needs.

[0107] In step S220, specifically, the terminal device detects and responds to the user's selection operation for one or more candidate game scenes in the settings interface, marks the candidate game scene selected by the user as the target game scene, and the system will then determine whether to activate the pre-screenshot mechanism based on the configuration information of the target game scene.

[0108] The selection operation is an interactive behavior performed by the user in the settings interface to express their intention to select a candidate game scene. It typically translates the user's scene preferences into configuration instructions that the system can recognize, allowing the system to update the configuration status of the target game scene based on the user's selection. Selection operations can be implemented through clicks, swipes, long presses, and / or other methods. For example, by clicking a checkbox control or scene card corresponding to a candidate game scene in the settings interface, the user selects that candidate game scene as the target game scene.

[0109] like Figure 5As shown in an exemplary application of this embodiment, a player enables the "highlight prediction and capture" function in a role-playing mobile game and enters the settings interface for configuration. The settings interface displays eight candidate game scenes in a vertical list, with a corresponding scene thumbnail and checkbox control next to each scene name. After browsing the list, the player clicks the checkbox next to "Scene 1" to make it checked, and then clicks the checkbox next to "Scene 2" to make it checked as well. In response to the player's selection of the above two candidate game scenes, the system determines "Scene 1" and "Scene 2" as the target game scenes. After completing the settings, the player exits the settings interface and starts the game. When the player enters the "Scene 1" instance and defeats the elite monster in the instance, the system detects that the player is currently in the preset target game scene and that a target game event that meets the conditions has occurred.

[0110] In a game image processing method provided in one embodiment of this application, the target game event is determined by at least one of the following methods: Candidate game events pre-set by the system for any game scenario; The system pre-sets corresponding candidate game events for the candidate game scenarios; Candidate game events are set according to the game event setting instructions and correspond to the target game scene.

[0111] Specifically, the determination of target game events can include multiple sources. These sources can be preset configurations at the system level, exclusive configurations for specific scenarios, or personalized configurations based on user-initiated settings. By applying or combining at least one of these methods individually, it is possible to flexibly determine under what circumstances the pre-caching mechanism for a specific game moment is triggered.

[0112] The system's pre-defined candidate game events applicable to any game scenario can be understood as a universal event library. Regardless of the game scenario selected by the user, these candidate game events will be identified. This library typically provides event recognition capabilities for various game scenarios, allowing users to detect candidate game events occurring in those target game scenarios after selecting them, without requiring separate settings from the player. It should be noted that the game events in the universal event library can be those that may exist in any game scenario, or those that appear in some game scenarios but not in others.

[0113] In an optional implementation, the candidate game events pre-set by the system for any game scenario may include general event types related to character growth, which can be identified and triggered in any game scenario.

[0114] In an optional implementation, the candidate game events pre-set by the system for any game scenario may include general event types related to social interaction, which can be uniformly identified in multiple game scenarios.

[0115] In one optional implementation, the candidate game events pre-set by the system for any game scenario may include general event types related to achievement. For example, during gameplay, when the system detects that a controlled virtual object has completed an achievement objective and obtained an achievement badge, it is determined that the "achievement unlock" candidate game event pre-set by the system is satisfied, and the system then activates a pre-caching mechanism to record this exciting moment.

[0116] The system pre-sets corresponding candidate game events for candidate game scenes, which can be considered a scene-related event configuration mechanism. This mechanism establishes exclusive event mapping relationships for different game scene types. It typically provides more accurate and relevant highlight event recognition capabilities for specific game scenes, enabling the system to automatically match the most relevant candidate game events based on the current game scene, thus improving the targeting and accuracy of event recognition.

[0117] In an optional implementation, the system may pre-set corresponding candidate game events for candidate game scenarios, including battle result events pre-set for battle instance scenarios. These events are highly related to the core gameplay of the battle instance. For example, when a player selects to enter instance scenario A, the system automatically loads the candidate game event configuration corresponding to that scenario, setting "defeat the final boss of the instance" as the candidate game event for the current scenario. When it is detected that the controlled virtual object successfully defeats the final boss in the instance, the pre-caching mechanism is triggered.

[0118] In an optional implementation, the system may pre-set corresponding candidate game events for candidate game scenarios, including task completion events pre-defined for task execution scenarios. These events are highly correlated with the achievement of the task scenario's objective. For example, when a player selects to enter scenario B, the system automatically loads the candidate game event configuration corresponding to that scenario, setting "completing the final step of the task chain" as the candidate game event for the current scenario. When it is detected that the controlled virtual object has successfully completed the last task step in the task chain, the pre-caching mechanism is triggered.

[0119] In an optional implementation, the system may pre-set corresponding candidate game events for candidate game scenarios, including collaborative achievement events preset for guild activity scenarios. These events are highly correlated with the team collaboration characteristics of guild scenarios. For example, when a player selects to enter scenario C, the system automatically loads the candidate game event configuration corresponding to that scenario, setting "all guild members complete the guild task" or "guild ranking improves" as candidate game events for the current scenario. When the corresponding collaborative achievement is detected, a pre-caching mechanism is triggered.

[0120] The candidate game events set according to the game event setting instructions, corresponding to the target game scene, can be a user-customizable event configuration mechanism. This mechanism allows players to actively issue setting instructions through the settings interface to specify personalized candidate game events for a particular target game scene. It typically serves to meet players' personalized needs, enabling them to define which events are considered specific game moments in which scenarios based on their game preferences and priorities, thus achieving personalized customization of the screenshot function. These game event setting instructions can be implemented through click, swipe, long press, and / or other operations. Taking click as an example, players can select the target game scene in the settings interface by clicking, and then select the desired candidate game events from the event list by clicking, completing the personalized event configuration.

[0121] In an optional implementation, the candidate game events set according to the game event setting instructions and corresponding to the target game scene may include rare item acquisition events customized by the player for a specific dungeon scene. For example, after selecting scene D as the target game scene in the settings interface, the player can set "acquire specified rare equipment items" as a candidate game event for that scene by clicking the event configuration option. Subsequently, when the player acquires the specified rare equipment in that dungeon scene, the system will trigger a pre-caching mechanism.

[0122] In one exemplary application of this embodiment, the system pre-sets global candidate game events applicable to any game scenario, including "character level-up" and "obtaining rare quality items." Simultaneously, the system pre-sets a specific candidate game event for scenario A: "defeating the final boss of the dungeon." Furthermore, the user can add a custom candidate game event for scenario A: "successfully counter-killing an enemy virtual object after the controlled virtual object's health drops to a danger threshold" through the event configuration function in the settings interface.

[0123] In a game image processing method provided in one embodiment of this application, when a target trigger condition is detected, displaying screenshot prompt information in the graphical user interface includes: Step S310: When a target game event is detected in the target game scene, a screenshot prompt message is displayed in the graphical user interface.

[0124] The method provided in this embodiment enables the system to accurately identify target game events in specific target game scenarios, thereby triggering screenshot prompts only within the game scene that the player is interested in. On the one hand, this avoids the interference caused by frequent pop-up prompts in non-interesting scenes, effectively improving the player's interactive experience during gameplay. On the other hand, by combining scene detection and event detection, a more refined mechanism for capturing specific game moments is achieved, allowing players to automatically obtain screenshot opportunities of exciting moments in customized game scenes, enhancing the richness and personalization of the game screenshot function.

[0125] Specifically, during game operation, the system continuously monitors whether the current game scene is the target game scene preset by the user. When it is determined that the current scene belongs to the target game scene, the system further detects whether a preset target game event has occurred in the scene. If the target game event is detected, the corresponding screenshot prompt information is displayed in the graphical user interface to remind the user that there is a specific game moment that can be captured.

[0126] The target game scene can be a specific game environment or game instance selected by the user from multiple candidate game scenes, where the user wishes to capture a specific game moment. It typically defines the effective scope of the system's event detection, ensuring that the system only monitors the target game event within the user's desired scenario, thereby achieving precise screenshot trigger control.

[0127] In one embodiment of this application, a game image processing method further includes: Step S410: Trigger the pre-caching mechanism to obtain the first historical game screen within a first preset time period before the target triggering condition occurs and / or the second historical game screen within a second preset time period after the target game event occurs. Step S420: Generate a candidate image sequence based on the first historical game screen and / or the second historical game screen.

[0128] The method provided in this embodiment can automatically trigger a pre-caching mechanism when a target triggering condition is detected, actively acquiring historical game footage before and after the event. This allows players to obtain complete footage covering a specific game moment without relying on manual operation, effectively solving the technical problem that it is difficult to capture exciting moments due to the inability to pause the game process and the perceived delay in manual screenshots. This improves the user's interactive experience of acquiring exciting footage in the game scene. At the same time, by integrating historical game footage before and after the event to generate a candidate image sequence, it provides users with a diverse range of image selections, enriching the content presentation of the game screenshot function and enhancing the game's richness. In addition, the pre-caching mechanism avoids the computational overhead of extensive retrospective retrieval by predictively caching image data, thus optimizing the resource scheduling efficiency of the terminal device.

[0129] The above plan will be explained in detail below.

[0130] In step S410, specifically, when the system detects a target trigger condition that meets the preset conditions, it automatically starts a pre-caching mechanism. This mechanism can retrospectively obtain game footage within a certain period of time before the target trigger condition occurs, and prospectively obtain game footage within a certain period of time after the target game event occurs, thereby ensuring that the footage before and after the critical moment is completely preserved.

[0131] The pre-caching mechanism can be a screen caching strategy that runs continuously in the background. It can record game screen data to a temporary storage area in real time without interfering with the foreground game process. The pre-caching mechanism typically has the function of transforming the screen data in the temporary storage area into candidate materials that can be selected by the user when a specific trigger condition is detected.

[0132] In an optional implementation, the pre-caching mechanism can be configured as a circular caching mode, whereby the system continuously maintains a fixed-capacity screen buffer, constantly overwriting old screens with new ones. When a trigger condition is detected, the screen data in the current buffer is locked. For example, when a player enters a dungeon, the system starts the circular caching mode in the background, continuously writing game screens into the buffer. When the system detects that the player has defeated the dungeon boss, it locks the buffer, preserving the complete screen sequence before and after defeating the boss.

[0133] In an optional implementation, the pre-caching mechanism can be configured as an event-driven caching mode, whereby the system only activates screen caching when a specific pre-emptive signal is detected, in order to save system resources. For example, when the system detects a pre-emptive signal that a player is about to enter the battle results phase, it activates the event-driven caching mode and begins recording the screen before and after the battle results, ensuring that the player can obtain the key screen displaying their battle results.

[0134] The first preset time period can be a preset duration preceding the occurrence of the target triggering condition, which defines the time range of historical game footage that needs to be retrieved. The first preset time period typically ensures that key footage before the occurrence of the target triggering condition can be fully captured, allowing users to obtain the background footage before the event.

[0135] In an optional implementation, the first preset time period can be configured as a fixed duration, which is preset by the system.

[0136] In an optional implementation, the first preset time period can be configured as an adjustable duration, which can be customized by the user according to personal preferences.

[0137] In an optional implementation, the first preset time period can be configured as a dynamically adaptive duration, which is automatically adjusted by the system according to the characteristics of the current game scene.

[0138] The first historical game screen can be game screen data cached within a first preset time period before the target triggering condition occurs.

[0139] In an alternative implementation, the first historical game footage may include a continuous sequence of video frames recorded at the original frame rate.

[0140] In an alternative implementation, the first historical game screen may include a sequence of keyframes that have undergone frame-skipping to reduce storage footprint.

[0141] The second preset time period can be a preset duration after the target game event occurs, which is used to define the time range of subsequent game footage that needs to be acquired.

[0142] In an optional implementation, the second preset time period can be configured to have the same duration as the first preset time period in order to maintain the symmetry of the images before and after the event.

[0143] In an optional implementation, the second preset time period can be configured to have a different duration than the first preset time period to adapt to the characteristics of the screen for a specific event type.

[0144] In an optional implementation, the second preset time period can be configured to be dynamically extended, that is, the system automatically extends the cache time according to the subsequent development of the event.

[0145] The second historical game footage can be game footage data acquired within a second preset time period after the target game event occurs. In step S420, specifically, the system integrates and processes the acquired first and / or second historical game screens, arranges and combines them in chronological order, and generates a candidate image sequence that can be browsed and selected by the user. This candidate image sequence will be presented to the user in the image selection interface.

[0146] The candidate image sequence can be a set of image frames arranged in chronological order, consisting of a first historical game screen and / or a second historical game screen, which serves as the source of content for users to browse and select in the image selection interface.

[0147] In an optional implementation, the candidate image sequence can be formed by stitching together a first historical game screen and a second historical game screen in chronological order to create a complete sequence of images before and after the event. For example, in an action mobile game, after a player defeats a boss, the system stitches together the charging screen before defeating the boss (the first historical game screen) and the victory screen after defeating the boss (the second historical game screen) in chronological order to generate a candidate image sequence containing the complete event process, which the player can browse and select in the image selection interface. Figure 6 As shown.

[0148] In an alternative implementation, the candidate image sequence may consist of only the first historical game screen, which is suitable for scenarios where the user is more concerned with the screen before the event occurs.

[0149] In an alternative implementation, the candidate image sequence may consist of only second historical game screens, suitable for scenarios where users are more concerned with the screens after an event occurs.

[0150] It should be noted that the candidate image sequence may be only one of the above embodiments, or it may be multiple of the above embodiments at the same time.

[0151] The process of generating candidate image sequences involves converting historical game footage into a set of displayable image frames. This process determines the image quality and frame rate density of the candidate image sequences. The method of generating candidate image sequences typically balances image quality, storage usage, and browsing smoothness, ensuring a good browsing and selection experience for users.

[0152] In one alternative implementation, the original frame rate of historical game footage can be preserved when generating the candidate image sequence to provide the highest quality image selection. For example, the system preserves the original frame rate of 60 frames per second when generating the candidate image sequence, allowing players to select the most exciting moments to save from a wider range of frames.

[0153] In an optional implementation, frame-by-frame processing of historical game footage can be performed when generating candidate image sequences to reduce data volume and improve browsing efficiency. For example, the system performs frame-by-frame processing at a sampling frame rate of 10 frames per second when generating candidate image sequences, reducing the number of swipe operations required by the user while retaining sufficient image selection.

[0154] In an optional implementation, when generating candidate image sequences, intelligent frame extraction can be performed based on the degree of image change, prioritizing the retention of key frames with significant image changes. For example, when generating candidate image sequences, the system analyzes the degree of image change, prioritizing the retention of frames with drastic image changes such as skill releases and hit detections, while removing static or minimally changing frames, ensuring that each frame in the candidate image sequence has high visual value.

[0155] It should be noted that the processing method for generating candidate image sequences can be only one of the above embodiments, or multiple of the above embodiments simultaneously. In a game image processing method provided in one embodiment of this application, generating candidate image sequences based on a first historical game screen and / or a second historical game screen includes: Step S4210: Perform frame extraction processing on the first historical game screen and / or the second historical game screen according to the preset sampling frame rate to obtain a continuous set of image frames as a candidate image sequence.

[0156] The method provided in this embodiment enables the system to perform frame extraction processing on historical game screens before and after the target triggering condition at a preset sampling frame rate, thereby effectively controlling the amount of data while ensuring screen continuity and avoiding excessive storage resource consumption caused by caching all original frames.

[0157] Specifically, after the pre-caching mechanism is triggered to obtain the historical game screens before and after the target triggering condition occurs, the system performs frame extraction processing on these historical game screens according to the pre-set sampling frame rate. Specific frames are extracted from the original continuous screen frames at fixed intervals, thereby obtaining a set of continuously arranged image frames. This set of image frames serves as a candidate image sequence for players to browse and select in the image selection interface.

[0158] The preset sampling frame rate is a parameter value pre-configured by the system to control the frequency of image frames extracted from historical game footage. Specifically, the preset sampling frame rate refers to the number of image frames extracted from the original game footage per unit time; its value determines the image density and smoothness of the candidate image sequence. Frame extraction processing involves data processing operations that filter and extract frames from the original historical game footage according to specific rules. Specifically, frame extraction processing refers to the process of periodically selecting specific frames and discarding the remaining frames from a continuous sequence of original game footage frames at intervals determined by the preset sampling frame rate.

[0159] The continuous image frame set can be an ordered set of multiple image frames arranged in chronological order after frame extraction processing. Specifically, the continuous image frame set refers to a sequence of image frames extracted from a first historical game screen and / or a second historical game screen, maintaining the original temporal order, with each image frame having sequential continuity in the temporal dimension. In a game image processing method provided in an embodiment of this application, displaying screenshot prompt information in the graphical user interface includes at least one of the following steps: Step S510: Display a countdown progress bar in a designated display area of ​​the graphical user interface; Step S520: Display a prompt light effect with preset dynamic effects on the edge of the preset screenshot control; configure the preset screenshot control to respond to trigger operations and control entry into screenshot mode. Step S530: Display a prompt in the edge area of ​​the graphical user interface according to the first transparency.

[0160] The method provided in this embodiment enables the system to convey the information that the time for taking a screenshot has arrived through various non-intrusive visual cues when it detects a target trigger condition (such as defeating a BOSS or obtaining rare items). Players can intuitively perceive the remaining operable time window based on the countdown progress bar, or obtain gentle visual guidance through breathing light effects on the edge of the screenshot control or semi-transparent prompts on the edge of the screen. This effectively solves the technical problem in the prior art where the lack of intelligent prompts makes it difficult for players to grasp the best time for taking a screenshot, thereby improving the interactive experience and game richness.

[0161] The above plan will be explained in detail below.

[0162] In step S510, specifically, when the system detects that the target triggering condition is met, a countdown progress bar is presented in the designated display area of ​​the graphical user interface. The countdown progress bar is used to visually display the effective time window of the current first screenshot mode to the user. As time goes by, the progress bar gradually shrinks until the effective time window ends.

[0163] The designated display area can be a specific interface location in the graphical user interface that is pre-configured to carry screenshot prompt information.

[0164] In one optional implementation, the designated display area can be the top edge of the game interface. For example, when a player defeats a dungeon boss and triggers a highlight event, the system displays a horizontal countdown progress bar at the top right of the game interface. This progress bar is located below the health bar, allowing the player to continuously observe the battle results while simultaneously noticing the changing state of the progress bar through peripheral vision. Figure 7 As shown.

[0165] In an optional implementation, the designated display area can be the area adjacent to the screenshot control in the game interface. For example, when a player obtains a rare item and triggers a highlight event, the system displays an arc-shaped countdown progress bar directly above the screenshot control on the graphical user interface. This progress bar surrounds the screenshot button, allowing the player to visually observe the remaining effective operation time when preparing to perform the screenshot operation.

[0166] The countdown progress bar can be a graphical interface element with time visualization capabilities. Specifically, it is a progress indicator control that dynamically changes its fill level or length over time. This countdown progress bar is used to intuitively display the remaining valid time of the highlight screenshot mode, allowing players to accurately grasp the time window for screenshot operations and avoid missing the best screenshot opportunity due to a blurred sense of time.

[0167] In an alternative implementation, the countdown progress bar can be a linearly decreasing progress bar.

[0168] In an alternative implementation, the countdown progress bar can be a circular decreasing progress bar.

[0169] In an alternative implementation, the countdown progress bar can be a combination of numbers and graphics.

[0170] It should be noted that the countdown progress bar can be just one of the above embodiments, or it can be multiple of the above embodiments at the same time.

[0171] In one specific application, when the player-controlled character successfully defeats the final boss, the system detects that the target trigger condition has been met and then displays a horizontal countdown progress bar in the designated display area at the top center of the game interface. As time progresses, the progress bar smoothly shrinks from right to left, and the numerical indicator decreases and updates synchronously. While watching the boss's defeat animation, the player can use the presence of the progress bar to know whether they are currently within or have entered the effective time window for the first screenshot mode, allowing them to calmly choose the appropriate time to trigger the screenshot operation.

[0172] In step S520, specifically, when the system detects that the target trigger condition is met, a prompt light effect with a preset dynamic effect is presented in the edge area of ​​the preset screenshot control, and the preset screenshot control itself is configured to respond to the user's trigger operation, thereby controlling the terminal device to enter the screenshot mode.

[0173] The preset screenshot control can be an interactive control element pre-configured in the graphical user interface to trigger the screenshot function.

[0174] In one optional implementation, the preset screenshot control can be a dedicated screenshot button built into the game application, specifically used to control the triggering of entering the first screenshot mode. In another optional implementation, the preset screenshot control can be a function menu entry button in the game interface. For example, when a player's virtual city development reaches a milestone and triggers a highlight event, the system displays a tooltip effect on the edge of the function menu button in the corner of the interface. The secondary menu of this menu button includes a screenshot option, which the player can access to take a screenshot by operating the button.

[0175] In an optional implementation, the preset screenshot control can be a general screenshot button built into the game application. That is, it can control whether to enter the first screenshot mode or to trigger the normal instant screenshot mode. For example, if the preset screenshot control is triggered when a target trigger condition is detected, it controls whether to enter the first screenshot mode; if it is triggered when no target trigger condition is detected, it controls whether to enter the instant screenshot mode.

[0176] Among them, the preset dynamic effects can be visual presentation effects with time-dimensional changes that are applied to prompt light effects.

[0177] In an optional implementation, the preset dynamic effect can be a breathing gradient light effect.

[0178] In an alternative implementation, the preset dynamic effect can be a wraparound flowing light effect.

[0179] In an optional implementation, the preset dynamic effect can be a pulsed diffused light effect.

[0180] The prompt lighting effect can be a visual light and shadow element that appears in the edge area of ​​a preset screenshot control and is used to convey information about when the screenshot is taken. Specifically, it is a glowing effect or halo effect superimposed on the edge of the screenshot control.

[0181] In step S530, specifically, when the system detects that the target triggering condition is met, a prompt element is displayed in the edge area of ​​the graphical user interface according to a preset first transparency parameter. The prompt is presented in a semi-transparent visual form to convey prompt information to the player about the timing of taking a screenshot.

[0182] The edge area can be the area surrounding the display screen in a graphical user interface. Specifically, it refers to the border or corner areas around the game interface.

[0183] The first transparency can be a pre-configured transparency parameter value applied to the display of the prompt. This first transparency parameter controls the visual presentation of the prompt. By setting the transparency appropriately, the prompt can be perceived by the player without excessively obscuring the game screen or interfering with the player's gaming experience.

[0184] The prompt can be a visual identifier element displayed at the edge of the graphical user interface to convey information about when a screenshot is taken. Specifically, it is a symbol, icon, or mark with a specific graphic appearance.

[0185] In an alternative implementation, the prompt may be a prompt in the form of a camera icon.

[0186] In an alternative implementation, the cue can be a cue in the shape of a flashlight pattern.

[0187] In an alternative implementation, the prompt can be a composite prompt with text annotations.

[0188] In a game image processing method provided in one embodiment of this application, the step of displaying an image selection interface corresponding to a first screenshot mode in response to a first screenshot command includes: Step S610: If the display duration of the screenshot prompt information does not exceed the third preset duration or within the third preset duration after the target trigger condition is detected, respond to the target screenshot operation and display the image selection interface corresponding to the first screenshot mode. The target screenshot operation is the first preset screenshot operation configured by the terminal device or the second preset screenshot operation configured by the game program or the trigger operation applied to the screenshot prompt information.

[0189] The method provided in this embodiment enables the system to accurately identify and respond to the player's screenshot intent within a limited effective time window. By associating the display duration of the screenshot prompt information with a third preset duration, it ensures that when the player triggers a screenshot operation within a reasonable time range after a specific game moment, the system can accurately switch to the first screenshot mode, thereby avoiding the problem of screenshot mode triggering failure due to improper time window judgment.

[0190] Specifically, when the system detects the target trigger condition and displays a screenshot prompt in the graphical user interface, the system enters the trigger waiting state of the first screenshot mode. In this state, the system continuously monitors whether the display duration of the screenshot prompt exceeds the third preset duration, or whether the third preset duration has been exceeded since the target trigger condition was detected. If a target screenshot operation is detected within the above time window, the system responds to the target screenshot operation and displays the image selection interface corresponding to the first screenshot mode, allowing the player to select the target game image from the candidate image sequence.

[0191] The condition that the screenshot prompt message is displayed for no more than the third preset duration serves as a time condition for the system to determine whether it is currently within a valid screenshot response window. This typically ensures that the first screenshot mode is triggered only during the valid display period of the screenshot prompt message, preventing players from mistakenly triggering the first screenshot mode after the prompt message has disappeared, thus guaranteeing the timeliness and accuracy of the screenshot function.

[0192] In an optional implementation, if the display duration of the screenshot notification does not exceed a third preset duration, the system can record the cumulative duration of the screenshot notification from its initial display to the current moment using a timer, and compare this cumulative duration with the third preset duration. If the cumulative duration is less than the third preset duration, it is determined that the current period is within the valid screenshot response window. For example, such as... Figure 7 As shown, when a player defeats the final boss in a dungeon, the system detects the target game event and displays a screenshot prompt with a countdown progress bar in the upper right corner of the game interface. The total duration of the countdown progress bar is set to 5 seconds, which is the third preset duration of 5 seconds. When the countdown progress bar has displayed 3 seconds, the player triggers the screenshot operation. At this time, the display duration of the screenshot prompt is 3 seconds, which does not exceed the third preset duration of 5 seconds. The system determines that it is currently within the valid screenshot response window, responds to the screenshot operation, and displays the image selection interface corresponding to the first screenshot mode.

[0193] In one optional implementation, the system determines that the display duration of the screenshot notification does not exceed the third preset duration based on the remaining progress of the countdown progress bar in the screenshot notification. If the countdown progress bar has not yet completed, the system determines that the display duration of the screenshot notification does not exceed the third preset duration. Alternatively, the system can record the timestamp when the screenshot notification begins to display, obtain the current timestamp when a screenshot operation is detected, calculate the time difference between the two, and if the difference is less than the third preset duration, the system determines that it is within a valid screenshot response window.

[0194] It should be noted that the situation where the display duration of the screenshot prompt information does not exceed the third preset duration can be only one of the above embodiments, or it can be multiple of the above embodiments at the same time.

[0195] Among them, the third preset time after the target trigger condition is detected can be another time condition for the system to determine the effective screenshot response time window based on the detection time of the target trigger condition, so that the player can complete the screenshot operation within a certain time range after the highlight event is detected, ensuring the predictability of the screenshot function trigger.

[0196] In an optional implementation, within a third preset time period after the target trigger condition is detected, the system may start a timer with a duration of the third preset time period, starting from the moment the target trigger condition is detected. Screenshot operations received during the timer's counting period are considered to be within the third preset time period.

[0197] The target screenshot operation can be an interactive action used by the user to trigger the first screenshot mode. It usually serves as an input signal for the system to recognize the user's screenshot intention, enabling the system to switch to the first screenshot mode and display the image selection interface based on this operation.

[0198] The first preset screenshot operation configured on the terminal device can be a screenshot triggering method predefined at the terminal device's operating system level. Taking a click operation as an example, the user can trigger the first preset screenshot operation by clicking the screenshot shortcut button in the system control center, and enter the first screenshot mode when the time window conditions are met.

[0199] In an optional implementation, the first preset screenshot operation may be a combination of pressing the volume down button and the power button of the terminal device at the same time. This combination operation is pre-configured by the terminal device's operating system as a system-level screenshot trigger mode.

[0200] In an optional implementation, the first preset screenshot operation may be a gesture operation, which is pre-configured by the terminal device's operating system as a quick screenshot trigger method.

[0201] In an optional implementation, the first preset screenshot operation may be an operation of pulling down from the top of the screen to bring up the system control center and then clicking the screenshot shortcut icon. This operation path is preset by the operating system of the terminal device.

[0202] It should be noted that the first preset screenshot operation configured on the terminal device may be only one of the above embodiments, or it may be multiple of the above embodiments at the same time.

[0203] The second preset screenshot operation configured in the game program can be a screenshot trigger method pre-set by the game application within the game interface. It typically provides players with a convenient in-game screenshot entry point, allowing them to quickly trigger the screenshot function without leaving the game interface. For example, with a click operation, users can trigger the second preset screenshot operation by clicking the screenshot function button in the game interface, and enter the first screenshot mode when the time window conditions are met.

[0204] In an optional implementation, the second preset screenshot operation may be clicking a virtual screenshot button at a preset location in the game interface, which is pre-configured by the game program in the shortcut function bar of the game's main interface.

[0205] In one optional implementation, the second preset screenshot operation can be an operation triggered by a specific gesture in the game interface, where the gesture is predefined by the game program as an in-game screenshot trigger method. In another optional implementation, the second preset screenshot operation can be an operation triggered by long-pressing a specific area in the game interface, where the operation area and triggering conditions are pre-configured by the game program.

[0206] It should be noted that the second preset screenshot operation configured in the game program can be only one of the above embodiments, or it can be multiple of the above embodiments at the same time.

[0207] The trigger actions applied to the screenshot prompt information can be interactive operations that users can directly perform on the screenshot prompt information. Taking a click action as an example, a user can directly click on the area where the screenshot prompt information is located to trigger the entry into the first screenshot mode.

[0208] In an optional implementation, the triggering operation on the screenshot prompt message can be clicking the countdown progress bar displayed in the screenshot prompt message, and this clicking operation is recognized by the system as an instruction to trigger the first screenshot mode.

[0209] In an optional implementation, the triggering operation on the screenshot prompt message can be clicking the screenshot icon displayed in the screenshot prompt message, which displays a dynamic effect of breathing light when the target trigger condition is detected to attract the user's attention.

[0210] In an optional implementation, the triggering operation on the screenshot prompt can be clicking a semi-transparent prompt displayed at the edge of the screen. This prompt serves as a form of screenshot prompt, and clicking this area will trigger the first screenshot mode.

[0211] It should be noted that the triggering operation applied to the screenshot prompt information can be only one of the above implementation methods, or it can be multiple of the above implementation methods at the same time.

[0212] In one exemplary application of this embodiment, when a player-controlled virtual character successfully defeats a dungeon boss in a dungeon battle, the system detects the target trigger condition and displays a countdown progress bar in the upper right corner of the game interface as a screenshot prompt. The countdown progress bar is set to 5 seconds. The player triggers the target screenshot operation by simultaneously pressing the volume down button and the power button on the terminal device. The system detects that the target screenshot operation occurs within the third preset duration of 5 seconds, and determines that it is currently within the valid screenshot response window. It then responds to the target screenshot operation and displays the image selection interface corresponding to the first screenshot mode.

[0213] In one embodiment of this application, a game image processing method further includes: Step S620: In response to the second screenshot command, trigger the second screenshot mode and acquire the game image at the moment corresponding to the second screenshot command. The second screenshot command is triggered in the following way: in the absence of a target trigger condition, respond to the first preset screenshot operation or the second preset screenshot operation. Step S630: Save the game image at the moment corresponding to the second screenshot command.

[0214] The method provided in this embodiment enables the system to perform regular real-time screenshots in scenarios where no target triggering conditions are detected, thereby forming a clear functional boundary with the first screenshot mode. This ensures that players can perform screenshot operations in any game state, retaining the convenience of traditional screenshots without affecting the special triggering mechanism of the pre-screenshot mode for specific game moments.

[0215] The above plan will be explained in detail below.

[0216] In step S620, specifically, when the system is in a state where no target triggering condition is detected, if a screenshot request is received from the user through the first preset screenshot operation configured by the terminal device or the second preset screenshot operation configured by the game program, the request is identified as a second screenshot instruction, thereby triggering the second screenshot mode and obtaining the game image presented at the moment corresponding to the second screenshot instruction.

[0217] The second screenshot command is an operation command used to trigger the instant screenshot function in normal game mode. It typically provides users with basic screenshot capabilities in scenarios where specific game trigger conditions are not met, ensuring the availability of the screenshot function throughout any game session. The second screenshot command can be implemented through click, swipe, long press, and / or other operations. Taking a click as an example, when the system does not detect the target trigger condition, the user can trigger the second screenshot command by clicking the preset screenshot button on the terminal device or the screenshot control in the game interface, thereby activating the second screenshot mode and capturing the game image at the current moment.

[0218] The second screenshot mode is a real-time screenshot mode, distinct from the first. It typically captures the current game screen directly during normal gameplay, eliminating the need for a screen rewind option and providing a fast and convenient screenshot experience.

[0219] In an optional implementation, the second screenshot mode can be a single-frame real-time capture mode, which directly captures a single frame of the game screen at the moment of triggering without activating the screen caching mechanism.

[0220] In an optional implementation, the second screenshot mode can be a silent quick screenshot mode, which completes the screenshot operation with minimal interface feedback after being triggered to avoid interfering with the game process.

[0221] In an optional implementation, the second screenshot mode can be a conventional screenshot processing mode, which adopts the same processing flow as the screenshot function of the terminal device system. For example, when a player wants to save chat history in the game's social chat interface, since this scene does not fall within the scope of highlight events, after triggering the second screenshot command, the system directly obtains the complete screen of the current chat interface as the game image according to the processing logic of the conventional screenshot mode.

[0222] The game image can be the content rendered by the game program and displayed in the graphical user interface at the moment the second screenshot command is triggered.

[0223] In an alternative implementation, the game image can be a full-screen view containing all game interface elements, including the game scene, characters, UI controls, and all other visible content.

[0224] In an alternative implementation, the game image can be a high-definition game screen that has undergone specific image quality processing, maintaining the same rendering quality as when the game is running.

[0225] In an alternative implementation, the game image can be a clean image containing only the core game content, which automatically hides some UI elements during capture to highlight the game scene itself.

[0226] It should be noted that the game image may be only one of the above embodiments, or it may be multiple of the above embodiments.

[0227] In this embodiment, the first preset screenshot operation and the second preset screenshot operation are the same as or similar to the first preset screenshot operation and the second preset screenshot operation described above regarding triggering the first screenshot command. Specifically, the operation method for triggering the second screenshot command is partially the same as the operation method for triggering the first screenshot command. However, the triggering of the first screenshot command or the second preset screenshot command can be controlled by whether the first preset screenshot operation or the second preset screenshot operation is triggered during the window entering the first screenshot mode.

[0228] In step S630, specifically, after obtaining the game image at the moment corresponding to the second screenshot command through the second screenshot mode, the system saves the game image according to the preset storage path and storage format to complete the regular screenshot process.

[0229] In one embodiment of this application, a game image processing method further includes: Step S640: If the display duration of the screenshot prompt message meets the third preset duration or within the third preset duration after the target trigger condition is detected, if no target screenshot operation is received, the screenshot prompt message is canceled and the trigger waiting state of the first screenshot mode is exited.

[0230] The method provided in this embodiment enables the system to automatically return to the normal state if the player does not respond to the screenshot prompt in time, thus avoiding the screenshot prompt information occupying interface display resources for a long time and interfering with the game process.

[0231] Specifically, when the system detects the target trigger condition and displays a screenshot prompt in the graphical user interface, the system simultaneously starts a timing mechanism to monitor the continuous display duration of the screenshot prompt or the time elapsed since the target trigger condition was detected. If no target screenshot operation is received from the player after the third preset time expires, the system automatically cancels the display of the screenshot prompt and switches the first screenshot mode from the trigger waiting state back to the normal operating state to release system resources and ensure the normal progress of subsequent game processes.

[0232] The "exit first screenshot mode trigger waiting state" is a process by which the system switches the screenshot function module from the standby state of the first screenshot mode back to the normal operating state. Specifically, it involves internal system logic operations that reset the screenshot mode-related status flags and adjust the relevant listening mechanisms. This ensures that the system can correctly return to the normal state after a screenshot prompt is not responded to, allowing subsequent screenshot operations to proceed according to the normal screenshot process instead of continuing to trigger the first screenshot mode, while simultaneously releasing system resources related to the trigger waiting state. For example, when the system executes the "exit first screenshot mode trigger waiting state" process, it resets the screenshot mode status flags to the normal mode and clears previously cached game screen data before and after the target game event to release memory resources. Afterward, the game interface fully returns to the normal display state. If the player triggers the screenshot function by pressing the volume down button and the power button during subsequent gameplay, the system will directly capture and save the single game screen at the trigger moment according to the normal screenshot mode, instead of entering the image selection interface containing a sequence of candidate images.

[0233] In a game image processing method provided in one embodiment of this application, the image selection interface corresponding to the first screenshot mode includes: Step S710: Overlay and display the floating window in the graphical user interface; Step S720: In the designated display area of ​​the floating window, display each image frame in the candidate image sequence in chronological order.

[0234] The method provided in this embodiment enables the system to intuitively present a sequence of candidate images based on the target game event cache to the player in the form of a floating window after detecting the target trigger condition and responding to the screenshot command. This transforms the traditional "instant capture" into "backtracking selection," fundamentally solving the technical problem that players find it difficult to accurately capture highlight moments due to the inability to pause the game process and the perceived delay in manual screenshotting. Through the structured design of the floating window and the designated display area, the orderly management and efficient display of the image sequence are achieved, effectively solving the technical challenge of real-time caching of game screens and collaborative presentation of user interaction interfaces in the computer field.

[0235] The above plan will be explained in detail below.

[0236] In step S710, specifically, when the system responds to the first screenshot command, a floating window is displayed as an overlay on the graphical user interface provided by the currently running game program. This floating window serves as the carrier of the image selection interface and is used to carry subsequent candidate image display and user interaction operations.

[0237] A floating window can be an independent window element that is displayed as an overlay on the graphical user interface.

[0238] In an alternative implementation, the floating window can be a rectangular window with a semi-transparent background, the transparency of which is set to allow users to observe changes in the underlying game screen through the edge area of ​​the floating window.

[0239] In an alternative implementation, the floating window can be a floating panel whose position is fixed to a specific area of ​​the graphical user interface, such as the upper right corner (e.g., the area of ​​the top right corner). Figure 4 (As shown).

[0240] In an alternative implementation, the floating window can be a resizable flexible window, whose edges can be dragged by the user to change the size of the display area as needed.

[0241] Overlay display can be a method of rendering a floating window as an independent layer on top of the graphical user interface. Overlay display typically ensures that the floating window is always displayed on top of the game screen, preventing it from being obscured by other elements in the game interface, thus ensuring that the user can perform image selection operations normally.

[0242] In step S720, specifically, after the floating window is successfully overlaid on the graphical user interface, the system arranges and displays the candidate image sequence generated based on the target trigger condition cache in an orderly manner according to the time sequence of each image frame in a pre-defined display area within the floating window, so that the user can browse the continuous screen before and after a specific game moment according to the time sequence.

[0243] The designated display area can be a specific interface area within the floating window that is pre-planned to display candidate images.

[0244] In an alternative implementation, the designated display area can be the main display area located in the center of the floating window, occupying most of the visible area of ​​the floating window for displaying candidate images.

[0245] In an optional implementation, the designated display area can be a strip-shaped area extending horizontally along the bottom of the floating window, displaying the candidate image sequence in thumbnail form. For example, the bottom of the floating window presents a horizontally extending strip-shaped designated display area, in which each image frame in the candidate image sequence is arranged sequentially as a proportionally scaled-down thumbnail, allowing the player to quickly locate the target moment's image through horizontal browsing.

[0246] In an optional implementation, the designated display area can be a preview area occupying the upper half of the floating window, while the lower half is reserved for displaying function buttons and the candidate image sequence. For example, the floating window is divided into upper and lower parts. The designated display area in the upper half is used to display a magnified view of the currently selected image in the candidate image sequence, while the lower half neatly arranges function buttons such as image save, GIF save, and video save, as well as the candidate image sequence area located above the function buttons. Users can switch between the selected images in the candidate image sequence by sliding or clicking. Figure 6 As shown.

[0247] One approach is to display candidate images in chronological order, arranging them according to the generation time of each frame. This allows users to browse the continuous screen changes from before the target trigger condition occurred to after it, following the natural sequence of events.

[0248] In an alternative implementation, the images can be displayed in chronological order in a horizontal arrangement from left to right, with the earliest generated image frame on the far left and the latest generated image frame on the far right.

[0249] In an alternative implementation, the images can be displayed in chronological order using a timeline with corresponding relative time markers displayed below each image frame.

[0250] In an optional implementation, the images can be displayed in chronological order using an automatic carousel, where the system displays each image frame sequentially at a preset playback speed to simulate an event playback effect.

[0251] It should be noted that displaying in chronological order may be only one of the above implementation methods, or it may be multiple of the above implementation methods.

[0252] In one embodiment of this application, a game image processing method further includes: Step S810: In response to the switching operation performed within the floating window, different image frames in the candidate image sequence are switched and displayed in the specified display area.

[0253] The method provided in this embodiment allows players to freely browse each image frame in the candidate image sequence through switching operations within a floating window, effectively solving the problem of difficulty in capturing highlight moments due to the inability to pause the game process and the perception delay caused by manual screenshots.

[0254] Specifically, when a player performs a switching operation in the floating window corresponding to the image selection interface, the system responds to the switching operation by switching and displaying different image frames in the candidate image sequence in the designated display area of ​​the floating window, so that the player can browse and select the target game image to be saved.

[0255] The switching operation can be an interactive action that players perform on the floating window to switch image frames. For example, taking the swipe operation as an example, players can swipe left or right within a designated display area of ​​the floating window to switch between the previous or next image frame in the candidate image sequence.

[0256] In an optional implementation, the switching operation can be a swipe gesture performed by the player in a horizontal direction within a designated display area, and the system determines the switching direction of the image frame based on the swipe direction.

[0257] In an optional implementation, the switching operation can be a click operation by the player on the forward or backward control set in the floating window, and the system determines the switching direction of the image frame according to the type of the clicked control.

[0258] In an optional implementation, the switching operation can be a drag operation by the player on a progress bar control set within the floating window. The system determines the target image frame to be displayed based on the drag position on the progress bar, such as... Figure 6 As shown, a dragging operation is performed on the candidate image sequence.

[0259] In a game image processing method provided in one embodiment of this application, in response to a save command, saving a target game image determined from an image selection interface according to the target format corresponding to the save command includes: Step S910: In response to the first save command triggered in the image selection interface, the currently displayed image frame in the specified display area is used as the target image and saved in static image format; Step S920: In response to the second save command triggered in the image selection interface, at least a portion of the image frames in the candidate image sequence are used as the target game image and saved in a dynamic image format or video format. Step S930: If no target operation is received for the image selection interface within the fourth preset time period, a third save command is triggered; in response to the third save command, the single frame image of the target time in the candidate image sequence is saved as the target game image in static image format.

[0260] The method provided in this embodiment enables the system to offer differentiated image saving strategies for different save command types. Players can flexibly choose to save specific game moments as static or dynamic images according to their own needs, thereby upgrading the traditional single screenshot mode to a diversified image output mode and effectively improving the interactive experience of game screenshots. In addition, by automatically triggering the default save mechanism when no user operation is detected within a preset time period, the problem of cached data loss due to user non-operation is effectively solved, ensuring the integrity and reliability of game image data.

[0261] The above plan will be explained in detail below.

[0262] In step S910, specifically, when the user triggers the first save command in the image selection interface, the system obtains the image frame currently displayed in the specified display area, determines the image frame as the target image, and then stores the target image in a static image format.

[0263] The first save command can be an operation command triggered by the user through the image selection interface, which instructs the system to save the currently displayed image frame.

[0264] In an optional implementation, the first save command can be an operation command generated by the user clicking the preset static image save button in the image selection interface. For example, in the pop-up image selection floating window, the player finds the exciting moment of defeating the BOSS by swiping and browsing, and then clicks the "Image" button at the bottom of the floating window. The system then responds to the first save command and saves the currently displayed image frame of defeating the BOSS as a static image in PNG or JPG format to the phone's photo album.

[0265] In an alternative implementation, the first save command may be an operation command generated by the user long-pressing or double-clicking the currently displayed image frame in the image selection interface.

[0266] It should be noted that the first save instruction may be only one of the above embodiments, or it may be multiple of the above embodiments.

[0267] Among them, still image formats can be digital image encoding formats used to store single-frame image data. They typically serve the purpose of saving single-frame game footage in high image quality, and still image formats can be PNG, JPG, etc.

[0268] In step S920, specifically, when the user triggers the second save command in the image selection interface, the system obtains at least a portion of the image frames from the candidate image sequence, determines these image frames as the target game image, and encodes and stores the target game image according to the dynamic image format or video format specified by the user or the system default.

[0269] The second save command can be an operation command triggered by the user through the image selection interface, which instructs the system to save multiple frames of game footage in a dynamic manner.

[0270] In an optional implementation, the second save command can be an operation command generated by the user clicking the Live Image Save button in the image selection interface. For example, after the player has finished browsing the continuous screen of defeating the BOSS in the image selection floating window, clicking the "Live Image" button in the floating window triggers the second save command. The system responds to the command by encoding and saving the image frame sequence covering the complete process before and after the BOSS is defeated in the candidate image sequence as a Live Photo. The player can view the playback effect of the dynamic screenshot in the album by long-pressing.

[0271] In an optional implementation, the second save command can be an operation command generated by the user clicking the video save button in the image selection interface. For example, in a screenshot scene of a game's exciting combo, after confirming the combo sequence in the image selection interface, clicking the "video" button triggers the second save command. The system encodes and saves the image frames recording the complete combo process in MP4 video format from the candidate image sequence, generating a video clip of the exciting game clip that can be directly played and shared.

[0272] It should be noted that, when saving via the second save instruction, at least some image frames in the candidate image sequence can be determined in the following ways: Method 1: Through user-triggered multi-selection operations, multiple image frames are selected from the candidate image sequence based on the multi-selection operation, and then these image frames are processed and saved according to live or video format; Method 2: When the second save command is triggered, all image frames in the current candidate image sequence will be saved by default.

[0273] In step S930, specifically, after the system displays the image selection interface, it starts timing. If no target operation performed by the user on the image selection interface is detected within the fourth preset time period, the system automatically triggers the third save instruction and responds to the third save instruction to determine the single frame image corresponding to the target time from the candidate image sequence and save it as the target game image in static image format.

[0274] The fourth preset time period can be a time window pre-configured by the system for waiting for user operation.

[0275] In an optional implementation, the fourth preset time period can be a fixed duration configured by the system default.

[0276] In an optional implementation, the fourth preset time period can be a duration that the user can customize in the system settings.

[0277] In an optional implementation, the fourth preset time period can be a duration that the system dynamically adjusts according to the game scene.

[0278] The target operation can be a valid interactive operation performed by the user on the image selection interface. It typically indicates that the user is performing an image selection or editing operation, enabling the system to determine whether the user needs to continue using the image selection interface.

[0279] In an alternative implementation, the target operation can be a swiping browsing operation performed by the user in the image selection interface.

[0280] In an optional implementation, the target operation can be the user dragging a progress bar in the image selection interface. For example, when a player drags the time progress bar in the floating window to locate a specific moment in the game screen, the system detects the progress bar dragging operation and determines it as the target operation, indicating that the user is selecting a target image, and the system continues to maintain the display state of the image selection interface.

[0281] In an optional implementation, the target operation can be the user clicking any functional control in the image selection interface. For example, in a game screenshot saving scenario, when a player clicks any save format button such as "Image," "Live Image," or "Video" in the floating window, the system detects the click operation and determines it as the target operation, then responds to the corresponding save instruction and performs the corresponding save process.

[0282] It should be noted that the target operation may be only one of the above embodiments, or it may be multiple of the above embodiments at the same time.

[0283] The third save command is an automatic save command generated by the system after detecting a timeout in user operations. It typically triggers the default save policy when the user does not respond in time, allowing the system to automatically retain key moments from specific game scenes to prevent complete loss of cached data.

[0284] In an optional implementation, the third save instruction can be a single-frame save instruction automatically generated by the system after a timeout. For example, in a screenshot scene of defeating a BOSS in a game, if the player enters screenshot mode and temporarily leaves without performing any operation within a fourth preset time period, the system will automatically trigger the third save instruction after the timeout, saving the key moment frame of the BOSS being defeated as a static image to the album, ensuring that the player can obtain a screenshot of a specific game moment even without manual operation.

[0285] In an optional implementation, the third save instruction may be an instruction that the system determines the content to be saved according to preset rules after a timeout.

[0286] In an alternative implementation, the third save instruction can be a save instruction triggered by the system after a timeout, combined with user preferences.

[0287] It should be noted that the third save instruction may be only one of the above embodiments, or it may be multiple of the above embodiments.

[0288] The target time can be a reference point used to determine the default saved image frame. It usually serves to instruct the system to select a specific image frame from the candidate image sequence, enabling the system to automatically determine the most representative specific game moment without the user's active selection.

[0289] In an alternative implementation, the target time can be the time when the target triggering condition is detected.

[0290] In an alternative implementation, the target time can be the moment when the user triggers the screenshot command.

[0291] In an alternative implementation, the target time can be the middle time of the candidate image sequence.

[0292] It should be noted that the target time can be only one of the above embodiments, or it can be multiple of the above embodiments at the same time.

[0293] In one embodiment of this application, a game image processing method further includes: In step S9110, if no target operation is received for the image selection interface within the fourth preset time period, the candidate image sequence is automatically cleared and the image selection interface is closed.

[0294] The method provided in this embodiment enables the system to automatically perform resource cleanup and interface recycling when the player does not perform any operation on the image selection interface, thereby avoiding the long-term occupation of storage space by cached data and ensuring that the game interface can be restored to the normal display state in a timely manner.

[0295] Specifically, once the image selection interface is displayed, the system starts timing. If no target operation is detected by the player on the image selection interface within the fourth preset time period, the system determines that the player does not intend to save the currently cached candidate image sequence. At this time, the system will automatically trigger the clearing mechanism to remove the cached candidate image sequence from the storage space and simultaneously close the currently displayed image selection interface so that the game interface returns to the normal game state.

[0296] refer to Figure 8 As shown, this disclosure provides a game image processing apparatus 800, including: The setting module 810 is used to obtain the target game event set by the user; The prompt module 820 is used to display a screenshot prompt message in the graphical user interface when a target trigger condition is detected; The interface display module 830 is used to respond to the first screenshot command and display the image selection interface corresponding to the first screenshot mode; wherein, the image selection interface contains a sequence of candidate images determined based on the target game event; The save module 840 is used to save the target game image determined from the image selection interface according to the target format corresponding to the save instruction.

[0297] The apparatus provided in this disclosure has the following technical effects: This feature allows users to save footage after a memorable moment, enhancing the interactive experience. It also supports user-defined trigger conditions, enabling precise caching rather than continuous background recording, reducing storage space usage and server load. This effectively addresses computer-related issues and optimizes system resource allocation.

[0298] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.

[0299] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0300] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the methods described above.

[0301] Specifically, in response to a first setting instruction, at least one target trigger condition is determined based on at least one game information; when the target trigger condition is detected, a screenshot prompt message is displayed in the graphical user interface; in response to a first screenshot instruction, an image selection interface corresponding to a first screenshot mode is displayed; wherein, the image selection interface contains a sequence of candidate images determined based on the target game event; in response to a save instruction, the target game image determined from the image selection interface is saved according to the target format corresponding to the save instruction.

[0302] Optionally, the target triggering condition includes a target game scene. In response to a first setting instruction, the step of setting at least one target triggering condition according to the first setting instruction includes: displaying a setting interface containing multiple candidate game scenes; and in response to a selection operation for the multiple candidate game scenes, determining the selected candidate game scene as the target game scene.

[0303] Optionally, the target game event is determined by at least one of the following methods: candidate game events pre-set by the system for any game scene; corresponding candidate game events pre-set by the system for candidate game scenes; or candidate game events corresponding to the target game scene set according to game event setting instructions.

[0304] Optionally, candidate game events include at least one of the following: the controlled virtual object defeats the target hostile virtual object; the controlled virtual object acquires the target virtual item.

[0305] Optionally, the step of displaying a screenshot prompt in the graphical user interface when a target trigger condition is detected is as follows: when a target game event is detected in the target game scene, a screenshot prompt is displayed in the graphical user interface.

[0306] Optionally, the method further includes: triggering a pre-caching mechanism to obtain a first historical game screen within a first preset time period before the occurrence of the target triggering condition and / or a second historical game screen within a second preset time period after the occurrence of the target game event; and generating a candidate image sequence based on the first historical game screen and / or the second historical game screen.

[0307] Optionally, a candidate image sequence is generated based on the first historical game screen and the second historical game screen, including: performing frame extraction processing on the first historical game screen and the second historical game screen according to a preset sampling frame rate to obtain a continuous set of image frames as the candidate image sequence.

[0308] Optionally, displaying screenshot prompt information in the graphical user interface includes at least one of the following steps: displaying a countdown progress bar in a designated display area of ​​the graphical user interface; displaying a prompt light effect with a preset dynamic effect on the edge of a preset screenshot control, wherein the preset screenshot control is configured to respond to a trigger operation and control entry into screenshot mode; and displaying a prompt symbol in the edge area of ​​the graphical user interface according to a first transparency.

[0309] Optionally, the step of displaying the image selection interface corresponding to the first screenshot mode in response to the first screenshot instruction includes: if the display duration of the screenshot prompt information does not exceed a third preset duration or within a third preset duration after the target trigger condition is detected, responding to the target screenshot operation and displaying the image selection interface corresponding to the first screenshot mode, wherein the target screenshot operation is a first preset screenshot operation configured by the terminal device or a second preset screenshot operation configured by the game program or a trigger operation applied to the screenshot prompt information.

[0310] Optionally, the method further includes: in response to a second screenshot command, triggering a second screenshot mode, acquiring a game image at the moment corresponding to the second screenshot command, wherein the second screenshot command is triggered in the following manner: in the absence of a target triggering condition, responding to a first preset screenshot operation or a second preset screenshot operation; and saving the game image at the moment corresponding to the second screenshot command.

[0311] Optionally, it also includes: if no target screenshot operation is received within the third preset time period after the display duration of the screenshot prompt message meets the third preset time period after the target trigger condition is detected, the screenshot prompt message is canceled and the trigger waiting state of the first screenshot mode is exited.

[0312] Optionally, displaying the image selection interface corresponding to the first screenshot mode includes: overlaying a floating window in the graphical user interface; and displaying each image frame in the candidate image sequence in chronological order in a designated display area of ​​the floating window.

[0313] Optionally, it also includes: in response to a switching operation performed within the floating window, switching the display of different image frames in the candidate image sequence within a specified display area.

[0314] Optionally, in response to a save command, the step of saving the target game image determined from the image selection interface according to the target format corresponding to the save command includes at least one of the following: in response to a first save command triggered in the image selection interface, the currently displayed image frame in the specified display area is used as the target image and saved in a static image format; in response to a second save command triggered in the image selection interface, at least a portion of the image frames in the candidate image sequence are used as the target game image and saved in a dynamic image format or a video format; if no target operation is received for the image selection interface within a fourth preset time period, a third save command is triggered; in response to the third save command, a single frame image of the target time in the candidate image sequence is used as the target game image and saved in a static image format.

[0315] Optionally, the method further includes: if no target operation is received for the image selection interface within a fourth preset time period, automatically clearing the candidate image sequence and closing the image selection interface.

[0316] Implementing the above method steps using a computer program has the following technical effects: This feature allows users to save footage after a memorable moment, enhancing the interactive experience. It also supports user-defined trigger conditions, enabling precise caching rather than continuous background recording, reducing storage space usage and server load. This effectively addresses computer-related issues and optimizes system resource allocation.

[0317] In one implementation, the computer program product can be a tangible product, such as a computer-readable storage medium storing a computer program. The readable storage medium can be based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, and includes, but is not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.

[0318] In one implementation, the computer program product can be an intangible product. For example, the computer program product can be a virtual digital product, such as an executable file or installation package containing a computer program.

[0319] Computer program code can be written in one or more programming languages. Examples of programming languages ​​include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).

[0320] Computer programs can be carried or transmitted via signals such as electrical, magnetic, optical, electromagnetic, and infrared rays. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, to be executed by the processor of the electronic device) the method steps of various embodiments of this disclosure.

[0321] Exemplary embodiments of this disclosure also provide an electronic device, which may be the first client 110, the second client 120, or the server 130 described above. The electronic device includes a processor and a memory. The memory stores executable instructions for the processor, such as computer programs. The processor executes these executable instructions to perform the method steps of various exemplary embodiments of this disclosure.

[0322] Specifically, it includes: in response to a first setting instruction, determining at least one target triggering condition based on at least one game information; when the target triggering condition is detected, displaying screenshot prompt information in a graphical user interface; in response to a first screenshot instruction, displaying an image selection interface corresponding to a first screenshot mode; wherein the image selection interface contains a sequence of candidate images determined based on the target game event; and in response to a save instruction, saving the target game image determined from the image selection interface according to the target format corresponding to the save instruction.

[0323] Optionally, the target triggering condition includes a target game scene. In response to a first setting instruction, the step of setting at least one target triggering condition according to the first setting instruction includes: displaying a setting interface containing multiple candidate game scenes; and in response to a selection operation for the multiple candidate game scenes, determining the selected candidate game scene as the target game scene.

[0324] Optionally, the target game event is determined by at least one of the following methods: candidate game events pre-set by the system for any game scene; corresponding candidate game events pre-set by the system for candidate game scenes; or candidate game events corresponding to the target game scene set according to game event setting instructions.

[0325] Optionally, candidate game events include at least one of the following: the controlled virtual object defeats the target hostile virtual object; the controlled virtual object acquires the target virtual item.

[0326] Optionally, the step of displaying a screenshot prompt in the graphical user interface when a target trigger condition is detected is as follows: when a target game event is detected in the target game scene, a screenshot prompt is displayed in the graphical user interface.

[0327] Optionally, the method further includes: triggering a pre-caching mechanism to obtain a first historical game screen within a first preset time period before the occurrence of the target triggering condition and / or a second historical game screen within a second preset time period after the occurrence of the target game event; and generating a candidate image sequence based on the first historical game screen and / or the second historical game screen.

[0328] Optionally, a candidate image sequence is generated based on the first historical game screen and the second historical game screen, including: performing frame extraction processing on the first historical game screen and the second historical game screen according to a preset sampling frame rate to obtain a continuous set of image frames as the candidate image sequence.

[0329] Optionally, displaying screenshot prompt information in the graphical user interface includes at least one of the following steps: displaying a countdown progress bar in a designated display area of ​​the graphical user interface; displaying a prompt light effect with a preset dynamic effect on the edge of a preset screenshot control, wherein the preset screenshot control is configured to respond to a trigger operation and control entry into screenshot mode; and displaying a prompt symbol in the edge area of ​​the graphical user interface according to a first transparency.

[0330] Optionally, the step of displaying the image selection interface corresponding to the first screenshot mode in response to the first screenshot instruction includes: if the display duration of the screenshot prompt information does not exceed a third preset duration or within a third preset duration after the target trigger condition is detected, responding to the target screenshot operation and displaying the image selection interface corresponding to the first screenshot mode, wherein the target screenshot operation is a first preset screenshot operation configured by the terminal device or a second preset screenshot operation configured by the game program or a trigger operation applied to the screenshot prompt information.

[0331] Optionally, the method further includes: in response to a second screenshot command, triggering a second screenshot mode, acquiring a game image at the moment corresponding to the second screenshot command, wherein the second screenshot command is triggered in the following manner: in the absence of a target triggering condition, responding to a first preset screenshot operation or a second preset screenshot operation; and saving the game image at the moment corresponding to the second screenshot command.

[0332] Optionally, it also includes: if no target screenshot operation is received within the third preset time period after the display duration of the screenshot prompt message meets the third preset time period after the target trigger condition is detected, the screenshot prompt message is canceled and the trigger waiting state of the first screenshot mode is exited.

[0333] Optionally, displaying the image selection interface corresponding to the first screenshot mode includes: overlaying a floating window in the graphical user interface; and displaying each image frame in the candidate image sequence in chronological order in a designated display area of ​​the floating window.

[0334] Optionally, it also includes: in response to a switching operation performed within the floating window, switching the display of different image frames in the candidate image sequence within a specified display area.

[0335] Optionally, in response to a save command, the step of saving the target game image determined from the image selection interface according to the target format corresponding to the save command includes at least one of the following: in response to a first save command triggered in the image selection interface, the currently displayed image frame in the specified display area is used as the target image and saved in a static image format; in response to a second save command triggered in the image selection interface, at least a portion of the image frames in the candidate image sequence are used as the target game image and saved in a dynamic image format or a video format; if no target operation is received for the image selection interface within a fourth preset time period, a third save command is triggered; in response to the third save command, a single frame image of the target time in the candidate image sequence is used as the target game image and saved in a static image format.

[0336] Optionally, the method further includes: if no target operation is received for the image selection interface within a fourth preset time period, automatically clearing the candidate image sequence and closing the image selection interface.

[0337] Implementing the above method steps using electronic devices has the following technical advantages: This feature allows users to save footage after a memorable moment, enhancing the interactive experience. It also supports user-defined trigger conditions, enabling precise caching rather than continuous background recording, reducing storage space usage and server load. This effectively addresses computer-related issues and optimizes system resource allocation.

[0338] The following is for reference. Figure 9 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 9 The electronic device 1100 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.

[0339] like Figure 9 As shown, the electronic device 1100 may include: a processor 1110, a memory 1120, a bus 1130, an I / O (input / output) interface 1140, and a network adapter 1150.

[0340] Memory 1120 may include volatile memory, such as RAM 1121 and cache unit 1122, and may also include non-volatile memory, such as ROM 1123. Memory 1120 may also include one or more program modules 1124, such program modules 1124 including, but not limited to: operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 1124 may include the modules in the above-described apparatus.

[0341] The processor 1110 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).

[0342] The processor 1110 can be used to execute executable instructions stored in the memory 1120 to perform method steps of various embodiments of the present disclosure.

[0343] Bus 1130 is used to connect different components of electronic device 1100 and may include a data bus, an address bus and a control bus.

[0344] Electronic device 1100 can communicate with one or more external devices 1200 (such as keyboard, mouse, external controller, etc.) through I / O interface 1140.

[0345] Electronic device 1100 can communicate with one or more networks via network adapter 1150. For example, network adapter 1150 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 1150 can communicate with other modules of electronic device 1100 via bus 1130.

[0346] In one embodiment, the electronic device 1100 further includes a display for displaying a graphical user interface.

[0347] although Figure 9 As not shown in the diagram, other hardware and / or software modules may also be configured in the electronic device 1100, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.

[0348] As can be seen from the above, the technical solutions disclosed herein can be implemented as methods, apparatus, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will understand that various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which may be referred to as "circuit," "module," or "system," respectively.

[0349] It should be understood that this disclosure is not limited to the specific methods, steps, or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. Those skilled in the art will readily conceive of other embodiments based on the specific implementations provided in this disclosure. Therefore, the specific implementations provided in this disclosure are merely exemplary, and the scope and spirit of this disclosure are indicated by the claims, and should cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary technical means in the art not disclosed in this disclosure.

Claims

1. A game image processing method, characterized in that, A graphical user interface is provided through a terminal device, the graphical user interface including a game interface provided by running a game program, including: In response to the first setting instruction, at least one target trigger condition is determined based on at least one piece of game information; When the target trigger condition is detected, a screenshot prompt message is displayed in the graphical user interface; In response to the first screenshot command, an image selection interface corresponding to the first screenshot mode is displayed; wherein, the image selection interface contains a sequence of candidate images determined based on the target game event; In response to a save command, the target game image determined from the image selection interface is saved according to the target format corresponding to the save command.

2. The method according to claim 1, characterized in that, The target triggering condition includes a target game scene, and the step of setting at least one target triggering condition in response to a first setting instruction includes: The settings interface is displayed, which contains multiple candidate game scenes; In response to the selection operation for the plurality of candidate game scenarios, the selected candidate game scenario is determined as the target game scenario.

3. The method according to claim 2, characterized in that, The step of displaying a screenshot prompt message in the graphical user interface when the target trigger condition is detected is as follows: When the target game event is detected in the target game scene, a screenshot prompt message is displayed in the graphical user interface.

4. The method according to claim 1, characterized in that, The method further includes: Trigger a pre-caching mechanism to obtain the first historical game screen within a first preset time period before the occurrence of the target triggering condition and / or the second historical game screen within a second preset time period after the occurrence of the target game event; The candidate image sequence is generated based on the first historical game screen and / or the second historical game screen.

5. The method according to claim 1, characterized in that, Displaying the screenshot prompt information in the graphical user interface includes at least one of the following steps: A countdown progress bar is displayed in a designated display area of ​​the graphical user interface; A prompt light effect with preset dynamic effects is displayed on the edge of a preset screenshot control. The preset screenshot control is configured to respond to a trigger operation and control entry into screenshot mode. A prompt is displayed at the edge of the graphical user interface based on a first transparency.

6. The method according to claim 1, characterized in that, The step of displaying the image selection interface corresponding to the first screenshot mode in response to the first screenshot command includes: If the display duration of the screenshot prompt information does not exceed the third preset duration, or within the third preset duration after the target trigger condition is detected, the target screenshot operation is responded to, and the image selection interface corresponding to the first screenshot mode is displayed. The target screenshot operation is the first preset screenshot operation configured by the terminal device, the second preset screenshot operation configured by the game program, or a trigger operation applied to the screenshot prompt information.

7. The method according to claim 1, characterized in that, The image selection interface corresponding to the first screenshot mode includes: A floating window is overlaid and displayed in the graphical user interface; In the designated display area of ​​the floating window, each image frame in the candidate image sequence is displayed in chronological order.

8. The method according to claim 7, characterized in that, Also includes: In response to a switching operation performed within the floating window, different image frames in the candidate image sequence are switched and displayed in the designated display area.

9. The method according to claim 7, characterized in that, The step of saving the target game image determined from the image selection interface in response to a save command, according to the target format corresponding to the save command, includes at least one of the following: In response to a first save command triggered in the image selection interface, the image frame currently displayed in the specified display area is taken as the target image and saved in a static image format; In response to a second save command triggered in the image selection interface, at least a portion of the image frames in the candidate image sequence are used as the target game image and saved in a dynamic image format or video format; If no target operation is received for the image selection interface within the fourth preset time period, a third save command is triggered; In response to the third save command, the single frame image of the target time in the candidate image sequence is saved as the target game image in a static image format.

10. A game image processing device, characterized in that, include: The settings module is used to obtain the target game events set by the user; The prompt module is used to display a screenshot prompt message in the graphical user interface when the target triggering condition is detected; The interface display module is used to respond to the first screenshot command and display an image selection interface corresponding to the first screenshot mode; wherein, the image selection interface includes a candidate image sequence determined based on the target game event; The save module is used to save the target game image determined from the image selection interface according to the target format corresponding to the save instruction.

11. An electronic device, characterized in that, It includes a processor and a memory, wherein the memory stores a computer program, and when the processor executes the computer program, it implements the method as described in any one of claims 1-9.

12. A computer program product, characterized in that, It includes a computer program, which, when executed by a processor, implements the method as described in any one of claims 1-9.