Method and system for controlling mobile phone online game interaction on back screen pixelated display
By building a distributed interactive network through near-field communication technology, game logic synchronization and differentiated visual feedback can be achieved among multiple devices. This solves the problems of low utilization rate and monotonous feedback of mobile phone back screens in multi-person interactive scenarios, and provides a low-cost, high-real-time and rich social interactive experience.
Patent Information
- Application Number
- CN202610763292.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-05-29
- Publication Date
- 2026-07-24
AI Technical Summary
In existing technologies, the utilization rate of mobile phone back screens in multi-person interactive scenarios is low, there is a lack of collaborative linkage and the game result feedback is monotonous, lacking logical linkage and differentiated visual feedback mechanisms between multiple devices.
Near-field communication technology is used to quickly build a distributed interactive network. A star topology network or a peer-to-peer broadcast network is used to realize game logic synchronization and differentiated visual feedback. The host device maintains the global logic state and synchronizes it to the client device, generating differentiated display commands to drive the back screen dot matrix display unit to play personalized animations.
It achieves a low-cost, high-real-time, and highly consistent experience across multiple devices, creates rich social interaction gameplay, provides highly ritualistic personalized feedback, enhances user engagement and social fun, and possesses environmental adaptability and robustness.
Smart Images

Figure CN122441087A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the fields of mobile communication and computer graphics processing technology, specifically to a control method, system, and related equipment based on near-field communication technology, which connects the secondary screens of multiple mobile devices (such as the dot matrix screen on the back of a mobile phone) into a distributed interactive display network and realizes game status synchronization and differentiated visual feedback. Background Technology
[0002] With the continuous improvement of smartphone hardware performance and the increasing diversification of users' social entertainment needs, personalized and social interaction functions of smartphones have become a new development trend. Among them, the pixel screen on the back of the phone, as an emerging visual interaction interface, is gradually gaining popularity among users due to its low power consumption, high recognition, and unique retro pixel style. This secondary screen provides a brand-new hardware carrier for expanding the interactive gameplay of mobile phones in multi-person offline social scenarios. For example, in the scenario of friends gathering, multiple users can combine the back screens of their phones to form a temporary, large spliced display screen to watch animations or perform interactive performances together. While waiting for a table in a restaurant, users can use their respective phone back screens to play simple mini-games such as "reaction test", "rock-paper-scissors", or "dice comparison". This online interaction based on distributed, mobile display terminals can effectively break down the barriers between "smartphone addicts" and create a fun offline social connection experience.
[0003] However, most current mobile phone back screen applications remain in a standalone operation mode, such as allowing users to set static images, text, or simple dynamic effects, lacking logical linkage and collaborative control mechanisms between multiple devices; specifically, existing technologies have the following significant drawbacks: First, there is a lack of effective multi-device collaborative display architecture; existing technologies cannot manage and drive the back screens of multiple mobile phones as logically unified or related display units, and cannot realize distributed game scenarios such as "each mobile phone back screen represents an independent game character, a chessboard grid or a playing card".
[0004] Second, the potential for interaction on the back screen has not been explored; existing mobile "online games" usually rely entirely on the main screen for interaction and display, with the back screen only used as a simple notification indicator. Its potential for independent interaction and display as a "second display screen" has been seriously underestimated.
[0005] Third, the game results feedback is monotonous and lacks immersion. After a multiplayer interactive game ends, existing technical solutions usually only display a uniform settlement interface on each user's main screen, lacking a mechanism that can automatically trigger differentiated and personalized visual feedback based on each device user's specific performance in the game (such as ranking, score, win or loss). For example, it is impossible to play a celebratory animation on the back screen of the "champion" phone and display an encouraging animation on the back screen of the "eliminated" phone, resulting in a lack of ritual and visual impact in the presentation of game results, which weakens the fun of social interaction.
[0006] Therefore, there is an urgent need in this field for a mobile online game interactive display control solution that can quickly form a network using near-field communication technology, has an efficient state synchronization mechanism, and can provide differentiated, pixelated visual feedback on each player's back screen based on the game results. Summary of the Invention
[0007] The technical problem to be solved by the present invention is to overcome the shortcomings of the prior art in the low utilization rate of mobile phone back screens in multi-person interactive scenarios, lack of collaborative linkage and single result feedback, and to provide a control method, system and device that can build a distributed interactive network by combining the back screens of multiple mobile phones to realize game logic synchronization and personalized visual feedback.
[0008] To address the aforementioned technical problems, the first aspect of this invention provides a method for controlling the pixelated display of mobile online game interaction on the back screen, applied to an interactive network composed of multiple mobile terminals, the method comprising: Rapid discovery and networking steps: Discover surrounding mobile terminals through various near-field communication methods, and dynamically construct a star topology network or a peer-to-peer broadcast network based on network conditions and device performance; Game logic synchronization steps: A host device is identified in the network, which maintains and updates the global logic state of the game, and synchronizes the global logic state to each client device in the network at a preset frequency; Differentiated feedback control steps: When the game reaches the predetermined end condition, the host device generates a settlement information package containing differentiated display instructions based on the performance data of each client device during the game, and distributes it to each client device; each client device drives its local back screen dot matrix display unit to play a preset pixel animation that matches its own performance based on the received settlement information package.
[0009] Furthermore, the rapid discovery and networking steps include: supporting at least one of Bluetooth Low Energy Broadcast Scan, Wi-Fi Direct discovery, and NFC Touch Connection for device discovery; when more than two devices are detected, a host election algorithm is executed based on the battery level, CPU load, and / or wireless signal strength of each mobile terminal to determine the device with the highest score as the host device, and the remaining devices as client devices; the host device establishes a wireless access point or Wi-Fi Direct group to form a star topology network.
[0010] Furthermore, the game logic synchronization step also includes: before the game starts, the host device and each client device synchronize with the network time protocol to calibrate the logical clock of each device; the host device integrates the operation inputs from each client device at a fixed frame rate, calculates the global logical state at the next moment, and encapsulates it into a state data frame for broadcast; after sending local operation inputs, each client device performs local prediction rendering based on the current state, and after receiving the corrected state frame broadcast by the host device, compares it with the local predicted state, and if there is a difference, performs state interpolation for smooth transition.
[0011] Furthermore, the differentiated feedback control steps specifically include: at the end of the game, each client device uploads its local final performance data to the host device; the host device runs a sorting algorithm to generate a ranking list for each client device based on the final performance data; the host device matches a preset animation identifier for each client device according to the ranking list and encapsulates it into the settlement information packet for broadcast; each client device parses the settlement information packet, obtains the corresponding animation identifier according to its own identifier, and calls and executes the corresponding pixel animation sequence from the locally stored animation resource library to play on the back screen dot matrix display unit.
[0012] Furthermore, the method also includes disconnection reconnection and fault tolerance steps: the host device continuously monitors the network connection status with each client device; when a client device is detected to be disconnected, the game logic update of that device is paused within a predetermined timeout period, or a system managed logic is started for it; if the client device reconnects to the network within the timeout period, the host device sends a complete snapshot of the current game status to that device, enabling it to quickly synchronize and rejoin the game.
[0013] A second aspect of the present invention provides a mobile online game interactive display control system, applied to a mobile terminal, the system comprising: The network communication module is used to discover and connect to other mobile terminals through the near-field communication protocol, build a distributed interactive network, and is responsible for sending and receiving data within the network. The game logic processing module is used to create and maintain the global state of the game when acting as a host device, and to synchronize the operations and states of each client device; when acting as a client device, it responds to local user input and reports operation data, and receives and applies the global state synchronized by the host device. The back screen rendering control module is used to generate display driving data for the local back screen dot matrix based on the status information provided by the game logic processing module when acting as a client device; and to drive the back screen to play the corresponding preset pixel animation based on the matching animation identifier when receiving a settlement instruction. The host decision module is used to evaluate the performance of itself and other devices in the network according to a preset algorithm during the networking phase, and decide whether the device should act as a host device or a client device in the interactive network.
[0014] Furthermore, the network communication module supports hybrid networking modes, including: a centralized mode, in which one device is elected as the host and serves as the network central node; and a decentralized broadcast mode, in which each device acts as a peer node and synchronizes its status through a broadcast protocol.
[0015] A third aspect of the present invention provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the computer program to implement the steps of the control method described above.
[0016] A fourth aspect of the present invention provides a computer-readable storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, implements the steps of the control method described above.
[0017] Compared with the prior art, the beneficial effects of the present invention include: 1. Low-cost multi-screen interaction: This invention makes full use of the user's existing smartphone back screen hardware, without the need to purchase any additional dedicated equipment, and can quickly build a large distributed display array or multiple independent interactive game terminals, which greatly reduces the technical threshold and cost of multiplayer offline interactive games.
[0018] 2. High real-time performance and strong consistency: Through an optimized lightweight private communication protocol, a precise network time synchronization mechanism, and a state synchronization strategy that combines prediction and interpolation algorithms, millisecond-level operation response and strict synchronization of game screen and logic state between multiple devices are ensured, effectively eliminating screen fragmentation and unfair operation caused by network latency.
[0019] 3. Created a wealth of social interaction gameplay: Transformed the back screen of each mobile phone into an independent game interaction unit, pioneering new offline multiplayer interactive scenarios such as distributed chessboard battles, collaborative pixel art drawing, and reaction competitions, significantly enhancing the fun and technological feel of social gatherings.
[0020] 4. Provide personalized feedback with a strong sense of ritual: Through a ranking-based differentiated animation trigger mechanism, the abstract game win or loss results are transformed into intuitive, vivid and personalized pixel animations, which are presented directly on the user's physical device, greatly enhancing the user's sense of participation, accomplishment and the sense of ritual of the entire interaction process.
[0021] 5. Strong environmental adaptability and robustness: The hybrid networking strategy and dynamic host election mechanism can adapt to various offline wireless environments, from simple to complex; the comprehensive disconnection detection and state snapshot resynchronization mechanism effectively ensures the continuity and stability of the game when the network fluctuates in mobile scenarios, and improves the overall user experience. Attached Figure Description
[0022] Figure 1 This is a schematic diagram of the architecture of the mobile online game interactive display control system provided in an embodiment of the present invention; Figure 2 This is a general flowchart of the mobile online game interactive display control method provided in the embodiments of the present invention; Figure 3 This is a detailed flowchart of the rapid discovery and networking steps used in the embodiments of the present invention; Figure 4 This is a timing diagram illustrating the game logic synchronization and state prediction interpolation principle used in the embodiments of the present invention; Figure 5 This is a detailed flowchart of the differentiated feedback control steps used in the embodiments of the present invention; Figure 6 This is a flowchart illustrating the specific interaction process of an embodiment of the present invention using a "pixel ping-pong" game as an example; Figure 7 This is a schematic diagram of the differentiated animation display during the settlement stage provided in an embodiment of the present invention. Detailed Implementation
[0023] The present invention will be further described in detail below with reference to the accompanying drawings and specific embodiments. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the present invention should be included within the protection scope of the present invention.
[0024] To make the objectives, technical solutions, and advantages of the present invention clearer, the embodiments of the present invention will be described in further detail below with reference to the accompanying drawings; the specific embodiments described herein are only for explaining the present invention and are not intended to limit the present invention.
[0025] First, please refer to Figure 1 This illustrates a system architecture in one embodiment of the present invention; the system operates on multiple mobile terminals (e.g., smartphones 100A, 100B, 100C, etc.), each terminal containing the same software functional modules, which include: Network communication module 101: Responsible for underlying communication; it integrates Bluetooth Low Energy, Wi-Fi (including Wi-Fi Direct), and NFC drivers, performing device discovery, connection establishment, data packet encapsulation / parsing, and sending and receiving; its core function is to maintain network connection status and implement a lightweight application layer protocol. The protocol frame structure can be designed as: [Frame Header][Command ID][Sequence Number][Data Payload][Checksum]; the frame header is used to identify the start of the frame; the command ID identifies the operation type (such as status synchronization, operation reporting, settlement instructions, etc.); the sequence number is used for data packet sorting and deduplication; the data payload carries specific information; and the checksum is used to ensure data integrity.
[0026] Host Decision Module 102: Active only during network initialization; this module collects performance metrics of the device (such as current battery percentage, CPU idle rate, Wi-Fi / Bluetooth signal strength RSSI), and can obtain metrics of other candidate devices through network exchange; it runs an election algorithm, for example: score = w1 battery level + w2(1-CPU load) + w3 RSSI; After all devices exchange scores, the one with the highest score becomes the host, and the rest become clients; If there are only two devices on the network, it can be simplified to the initiator being the host.
[0027] Game Logic Processing Module 103: This is the core of game operation. On the host device, this module acts as the "authoritative server," maintaining the state machine of the entire game world (such as the position, score, and game stage of all objects). It receives operation instructions from all clients, integrates and calculates them within fixed logic frames (such as 60 frames per second), and generates a new global state. On the client device, this module is responsible for capturing local user input (touch, sensor data), encoding it into operation instructions, and sending them to the host. It also receives and applies the authoritative state broadcast by the host. To achieve a smooth experience, this module also includes a "client prediction" submodule, which immediately simulates the effect of the operation locally after it is sent for preview.
[0028] The rear screen rendering control module 104 is responsible for controlling the display of the dot matrix screen on the back of the phone. It obtains data descriptions of "what this device needs to display" (e.g., a position matrix representing a ping-pong paddle and coordinates representing a ball) from the game logic processing module 103. This module has an embedded lightweight rendering engine that converts these logic descriptions into driving data for the LED array of the dot matrix screen. More importantly, it manages a local animation resource library that stores multiple preset pixel animation sequences (such as celebration animations, encouragement animations, etc.) and can select and play the specified animation after receiving instructions.
[0029] Next, combined Figure 2 The overall flowchart shown details the overall process of the control method of the present invention. The method begins with step S201, namely rapid discovery and networking. The goal of this step is to quickly connect multiple mobile phones into a communicable network with minimal or no user intervention. Figure 3 As shown, the detailed process includes: S301, Startup Discovery: When a user launches an online game application on one or more mobile phones, the application calls the network communication module 101 to periodically broadcast (e.g., via BLE) a beacon containing information such as the application identifier and supported game types, while simultaneously scanning for similar beacons in the vicinity; for example, the host device periodically broadcasts an Advertisement Packet containing RoomID, GameType, and HostID; after the client scans the broadcast, it parses the information and initiates a connection request.
[0030] S302 Device Discovery and Screening: When device A scans the beacon of device B, or exchanges basic information via NFC touch, the two devices discover each other. Users can see the list of discovered devices and select them in the application interface; or, the application can automatically select all discovered devices that are running the same application and are in a connectable state. For example, using the NFC tag exchange function, two mobile phones can touch each other back to back to directly exchange Wi-Fi Direct configuration information or Bluetooth MAC addresses, achieving "instant connection".
[0031] S303, Topology Decision and Host Election: When the number of selected devices is greater than 2, the automatic decision-making process begins; the host decision module 102 of each device is activated, exchanging performance indicators and calculating scores; assuming there are mobile phones A, B, and C, with calculated scores of 85, 78, and 92 respectively; then the mobile phone C with the highest score (92 points) is elected as the host; if there are only two devices (such as A and B), the device A that initiated the invitation can be the default host; for example, in a multi-person scenario (>2 people), the election algorithm is automatically triggered; based on indicators such as battery level, CPU load, and signal strength, the one with the highest score automatically becomes the Host, and the rest are Clients.
[0032] S304. Network Establishment: Depending on the environment, the network communication module 101 of host device C preferably turns on a portable Wi-Fi hotspot (Soft AP) or establishes a Wi-Fi Direct group, assigns a local area network IP address, establishes a TCP / UDP long connection channel, and defines a private binary protocol: [Header][CmdID][SeqNum][Payload][Checksum] to ensure efficient and complete data transmission. Then, host C sends network connection parameters (such as SSID, password, or Wi-Fi Direct group information) to clients A and B. The network communication modules 101 of clients A and B automatically connect to the network according to the received parameters and obtain the local area network IP address assigned by host C. At this point, a star topology network centered on host C is established. For some simple games with low real-time requirements, a decentralized BLE broadcast mode (Gossip protocol) can also be used, where each device is a peer node and synchronizes its state.
[0033] S305, Game room initialization, including step S305a, performing dynamic host election, and step S305b, defaulting to host as the initiator, or negotiating to P2P mode: The game logic processing module 103 of host C creates a game room, initializes game rules and global state (such as map size, initial character position, total game duration, etc.), and packages this initialization information into a "game start" command with a precise timestamp, broadcasting it to all clients A and B; After receiving the command, the game logic processing modules 103 of clients A and B initialize their local game state and calibrate their local logic clocks according to the timestamp to ensure that the synchronization error of all devices at the start of the game is within milliseconds.
[0034] S306: Network topology ready (C / S star or P2P mesh).
[0035] After the network is established, the process proceeds to step S202, which is game logic synchronization. This is the core of ensuring a consistent experience across multiple devices. Before the game starts, the Host and Client perform NTP-like time synchronization, calculating network round-trip latency and clock offset to ensure that the logical clock error of all devices is controlled within ±10ms. The Host, as the authoritative party, maintains a unique game state machine, performing a cycle of "receiving input - calculating state - broadcasting state" at a fixed frequency (e.g., 30 or 60 times per second). Simultaneously, to combat network latency (typically 20-200ms), this invention employs a hybrid strategy of "client prediction + server authoritative correction + interpolation smoothing," such as... Figure 4 The timing diagram is shown below: At time T0: Client A detects that the user taps the screen (input operation I_A), and immediately (T0') encodes operation I_A into an operation command and sends it to host C; at the same time, the game logic processing module 103 of client A assumes that this operation will be recognized by the host, and immediately predicts the next state S1_pred_A based on the current state S0 locally, and hands it over to the back screen rendering control module 104 for rendering and display; in this way, the user can see the operation feedback immediately without any delay.
[0036] At time T1: At a fixed logical frame time point, host C receives instruction I_A from client A and instruction I_B from client B (if any); host C's game logic processing module 103, based on the previous authoritative state S0, integrates I_A and I_B to calculate the next authoritative global state S1_authoritative.
[0037] At time T2: Host C broadcasts the calculated authoritative state S1_authoritative to all clients A and B.
[0038] At time T3: Client A receives the authoritative state S1_authoritative. At this time, Client A compares S1_authoritative with its previous prediction S1_pred_A. If they match perfectly, the prediction is accurate and no correction is needed, resulting in a perfect experience. If they do not match (for example, the host determines that A's operation is invalid in the integral due to network latency, or B's operation affects A's result), then Client A needs to make corrections. However, directly "jumping" to S1_authoritative would cause a sudden change in the screen and a jarring experience. Therefore, Client A's rendering module uses state interpolation technology: it does not immediately display S1_authoritative, but rather smoothly transitions from the currently displayed prediction state S1_pred_A to S1_authoritative over several rendering frames (e.g., 2-3 frames, approximately 30-50ms). This transition process is almost invisible to the user, correcting errors while ensuring smoothness and avoiding sudden changes in the screen. Client B's process is similar, but it does not have local prediction, so it directly applies S1_authoritative or interpolates from the previous state to S1_authoritative.
[0039] The game continues until the end conditions are met (such as one side reaching the score cap or the countdown ending). At this point, step S203, or differentiated feedback control, is initiated. This step is crucial for achieving personalized social feedback, and its detailed process is as follows: Figure 5 As shown: S501, Trigger Settlement: When the game logic processing module 103 of host C detects that the game end condition is met, it broadcasts the "Game over, prepare for settlement" instruction to all clients. S502, Data Collection: The game logic processing modules 103 of each client A and B send the local final performance data (such as final score, remaining health, completion time, etc.) to the host C.
[0040] S503, Authoritative Calculation and Ranking: After collecting all data, the game logic processing module 103 of host C runs the predetermined settlement and sorting algorithm; for example, in a racing game, it sorts according to the completion time; in a battle game, it sorts according to the score; assuming the sorting result is: champion A, runner-up C (host itself), third place B; host C generates a ranking list: [(DeviceID_A, Rank=1), (DeviceID_C, Rank=2), (DeviceID_B, Rank=3)].
[0041] S504. Generate and broadcast differentiated instructions: Host C matches a preset animation identifier (AnimID) for each device according to the ranking list; for example, the champion matches AnimID_GoldCup flashing + fireworks effect, the runner-up matches AnimID_SilverMedal, and the third place matches AnimID_BronzeMedal; Host C encapsulates these (DeviceID, AnimID) pairs into a settlement information packet and broadcasts it.
[0042] S505, Local Parsing and Animation Playback: Clients A, B, and C receive settlement packets respectively; the game logic processing module 103 of each device parses the packet content and looks up the AnimID corresponding to its own DeviceID; then, the device instructs the back screen rendering control module 104 to "play the animation corresponding to AnimID_X". The back screen rendering control module 104 retrieves the corresponding pixel animation sequence (such as a series of predefined frame data) from the local animation resource library and drives the back screen dot matrix LED to display frame by frame, thereby playing different celebration animations on the back screen of each mobile phone, with the effect as follows. Figure 7 As shown, the back screen of phone A displays a flashing crown and fireworks, the back screen of phone B displays clapping or smiling emoji animations, and the back screen of phone C displays a crying face or scrolling text with "Go for it!" or "Try again!" This achieves ranking-based, differentiated, and highly ceremonial visual feedback, enhancing the sense of immersion.
[0043] Finally, throughout the entire process, the disconnection reconnection and fault tolerance mechanism (step S204) always runs in the background; the network communication module 101 of host C monitors client connections via heartbeat packets; if client B is found to be disconnected, the game logic processing module 103 of host C will mark B's character as "temporarily away". In the following logic frames, it can be managed by a simple AI (such as automatic following) or marked as "AFK" and directly judged as losing; if client B successfully reconnects within the preset timeout window (such as 10 seconds), host C will send the current complete game state (a snapshot) to client B; after receiving it, client B's game logic processing module 103 completely overwrites the local state with this snapshot and immediately synchronizes to the latest, and then resumes normal gameplay; this ensures the continuity and robustness of the game.
[0044] ( Specific Implementation To make the technical solution of the present invention clearer and more complete, the following is combined with... Figure 6 Taking a specific "pixelated ping-pong" two-player game as an example, the implementation process of the present invention will be explained in detail.
[0045] 1. Scenario setting: User A and User B sit facing each other, each taking out their smartphones (phone A and phone B). Each phone has a small dot matrix screen on the back, and they want to use the back screens of their phones to play a simple ping-pong game.
[0046] 2. Quick Network Setup: User A launches the "Pixel Ping Pong" application on phone A, and user B launches the same application on phone B. Both applications begin broadcasting and scanning via BLE. Phone A scans for phone B, and user A selects to invite phone B in the interface. Since there are two devices, the network topology decision is in simplified mode, with the initiating phone A as the default host. Phone A's network communication module sends the Wi-Fi Direct networking configuration information to phone B via BLE. Phone B automatically accepts and connects to the Wi-Fi Direct group established by phone A, completing the point-to-point connection.
[0047] 3. Game Initialization and Synchronization: The game logic processing module of host A initializes the game: a virtual ping-pong table is created with a dividing line in the middle and a paddle on each side (controlled by A and B respectively). The ball is located in the center, and the initial score is 0:0. Host A packages these initial states, game rules (the first player to reach 5 points wins) and a precise synchronization timestamp and sends them to client B. Both sides calibrate their logic clocks, and the game is ready.
[0048] 4. Game progress is synchronized with the status, specifically including: 1) User operation: User B (controlling the racket on side B) tilts mobile phone B, and the gyroscope sensor of mobile phone B generates attitude data; the game logic processing module of client B converts this attitude data into the operation command Op_B of "moving the racket up and down".
[0049] 2) Prediction and Reporting: When client B sends Op_B to host A, it immediately makes a prediction locally: assuming this operation is approved, its racket should move up 2 units; therefore, the image of the racket moving up is immediately rendered on the local back screen; host A runs the game logic at a frequency of 30 frames per second; in the next logic frame, it receives Op_B, and may also receive its own operation Op_A (if user A is also operating); host A integrates these two operations, and combined with the ball's motion physics formula, calculates a new authoritative global state: the positions of rackets A and B, the new coordinates and velocity of the ball, and the current score; this new state is encapsulated into a state frame and broadcast to A (itsself) and B.
[0050] 3) State Correction: Client B receives the authoritative state frame from host A and compares its predicted state with the authoritative state. If the prediction is completely correct, no correction is needed, and the experience is seamless. If, due to network latency, the position of racket B calculated by host A deviates slightly from B's local prediction, client B's rendering module will not make the racket "jump" to the correct position. Instead, it will smoothly move the racket from the predicted position to the authoritative position in the next 2-3 frames. This process is very fast and smooth, and user B can hardly feel the correction process, but the game state always remains consistent with the authoritative state of host A. Host A's own client logic also performs the same processing.
[0051] 5. Settlement and Differentiated Feedback: After several rounds, host A determines that user B (phone B) is the first to reach 5 points, and the game ends. Host A broadcasts the game end command, client B reports its final score of 5, and host A knows its score is 3. Host A runs the sorting, B is the champion (Rank=1), and A is the runner-up (Rank=2). Host A generates a settlement packet: {(DeviceID_B, AnimID_Champion), (DeviceID_A, AnimID_RunnerUp)}, and broadcasts it.
[0052] 6. Animation Playback: Client B parses the settlement packet, finds its DeviceID_B, corresponding to AnimID_Champion; its back screen rendering control module retrieves the "Champion Animation" from the resource library—which may be a gold medal pattern and twinkling stars. Thus, User B's phone back screen begins to play the victory animation; Client A (i.e., the host itself) parses the settlement packet, finds AnimID_RunnerUp, and plays the "Runner-up Animation"—which may be a silver medal pattern and simple ribbons. User A's phone back screen then plays an encouraging animation. Both parties can immediately and intuitively see the game results on their phone back screens and gain a stronger sense of game immersion and social fun due to the personalized feedback.
[0053] The above description is merely a specific embodiment of the present invention, but the scope of protection of the present invention is not limited thereto. Any person skilled in the art can easily conceive of various equivalent modifications or substitutions within the technical scope disclosed in the present invention, such as extending the dot matrix screen of the present invention to the secondary screen of other mobile devices such as smartwatches and tablets; extending the communication method to communication based on sound waves, visible light, etc.; or extending the game type from competitive games to collaborative puzzle games, art co-creation, etc. These modifications, substitutions, or variations should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. A method for controlling the pixelated display of mobile online game interaction on the back screen, applied to an interactive network composed of multiple mobile terminals, characterized in that, The method includes: Rapid discovery and networking steps: Discover surrounding mobile terminals through various near-field communication methods, and dynamically construct a star topology network or a peer-to-peer broadcast network based on network conditions and device performance; Game logic synchronization steps: A host device is identified in the network, which maintains and updates the global logic state of the game, and synchronizes the global logic state to each client device in the network at a preset frequency; Differentiated feedback control steps: When the game reaches the predetermined end condition, the host device generates a settlement information package containing differentiated display instructions based on the performance data of each client device during the game, and distributes it to each client device; each client device drives its local back screen dot matrix display unit to play a preset pixel animation that matches its own performance based on the received settlement information package.
2. The control method for pixelated display of mobile online game interaction on the back screen according to claim 1, characterized in that, The rapid discovery and networking steps include: It supports at least one of the following methods for device discovery: Bluetooth Low Energy Broadcast Scan, Wi-Fi Direct Discovery, and NFC Touch Connection; When more than two devices are detected, a host election algorithm is executed based on the battery level, CPU load and / or wireless signal strength of each mobile terminal. The device with the highest score is determined as the host device, and the remaining devices are client devices. The host device establishes wireless access points or Wi-Fi Direct groups to form a star topology network.
3. The control method for pixelated display of mobile online game interaction on the back screen according to claim 1, characterized in that, The game logic synchronization steps also include: Before the game starts, the host device synchronizes with each client device using the Network Time Protocol to calibrate the logical clock of each device. The host device integrates the operation inputs from each client device at a fixed frame rate, calculates the global logical state at the next moment, and encapsulates it into a state data frame for broadcast. After sending local operation input, each client device performs local prediction rendering based on the current state. After receiving the corrected state frame broadcast by the host device, it compares it with the local prediction state. If there is a difference, it performs state interpolation to smoothly transition.
4. The control method for pixelated display of mobile online game interaction on the back screen according to claim 1, characterized in that, The differential feedback control steps specifically include: When the game ends, each client device uploads its final performance data to the host device. The host device runs a sorting algorithm to generate a ranking list for each client device based on the final performance data; The host device matches a preset animation identifier for each client device according to the ranking list, and encapsulates it into the settlement information packet for broadcast. Each client device parses the settlement information packet, obtains the corresponding animation identifier based on its own identifier, and calls and executes the corresponding pixel animation sequence from the locally stored animation resource library to play on the back screen dot matrix display unit.
5. A control system for mobile online game interaction displayed on a pixelated back screen, applied to a mobile terminal, characterized in that, The system includes: The network communication module is used to discover and connect to other mobile terminals through the near-field communication protocol, build a distributed interactive network, and is responsible for sending and receiving data within the network. The game logic processing module is used to create and maintain the global state of the game when acting as a host device, and to synchronize the operations and states of each client device; when acting as a client device, it responds to local user input and reports operation data, and receives and applies the global state synchronized by the host device. The back screen rendering control module is used to generate display driving data for the local back screen dot matrix based on the status information provided by the game logic processing module when acting as a client device; and to drive the back screen to play the corresponding preset pixel animation based on the matching animation identifier when receiving a settlement instruction. The host decision module is used to evaluate the performance of itself and other devices in the network according to a preset algorithm during the networking phase, and decide whether the device should act as a host device or a client device in the interactive network.
6. The control system for mobile online game interaction on the pixelated display of the back screen according to claim 5, characterized in that, The network communication module supports a hybrid networking mode, including: In a centralized model, one device is elected as the host and acts as the central node of the network; and, In a decentralized broadcast mode, each device acts as a peer node and synchronizes its state through a broadcast protocol.
7. The control system for mobile online game interaction on the pixelated display of the back screen according to claim 5, characterized in that, When the game logic processing module is used as a client device, it also includes a prediction submodule, which is used to immediately predict the next state based on the operation data and the current state after sending the local operation data to the host device, and drive the back screen rendering control module to perform preview rendering.
8. The control system for mobile online game interaction on the pixelated display of the back screen according to claim 5, characterized in that, The back screen rendering control module integrates an animation resource library, which stores multiple sets of pixel animation sequence data corresponding to different game rankings or results.
9. An electronic device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that, When the processor executes the computer program, it implements the steps of the control method for the pixelated display of mobile online game interaction on the back screen as described in any one of claims 1 to 4.
10. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor, it implements the steps of the control method for the pixelated display of mobile online game interaction on the back screen as described in any one of claims 1 to 4.
