Operation control method and apparatus, device, storage medium and program product
By introducing a backtracking function in multiplayer online tactical competitive games, players can trace the game state back to the historical state and start over, solving the problem of insufficient operation control and improving the flexibility of the game and player experience.
Patent Information
- Application Number
- PCT/CN2024/084338
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-05-25
- Filing Date
- 2024-03-28
- Publication Date
- 2025-07-10
AI Technical Summary
In existing multiplayer online tactical competitive games, the flexibility and diversity of operation control are insufficient, resulting in poor player gaming experience.
An operation control method is provided, allowing a player to trace the game state back to a historical state through a backtracking function and restart the game from the state, including displaying a second game screen and controlling the operation of a virtual object.
It improves players' flexibility and diversity in game operations and enhances the gaming experience.
Smart Images

Figure CN2024084338_10072025_PF_FP_ABST
Abstract
Description
Operation control method, device, equipment, storage medium and program product
[0001] This application claims priority to the Chinese patent application filed with the China Patent Office on May 25, 2023, with application number 2023106033440 and application name “Operation control method, device, equipment and computer-readable storage medium”, the entire contents of which are incorporated by reference into this application. Technical Field
[0002] The embodiments of the present application relate to the field of computer technology, and in particular to operation control. Background Art
[0003] With the continuous development of computer technology, electronic games have become a common form of entertainment in people's daily lives, among which Multiplayer Online Battle Arena Games (MOBA) is one of them.
[0004] In multiplayer online tactical competitive games, the flexibility and diversity of operation control have become important factors to attract players. Therefore, it is necessary to provide an operation control method to improve the flexibility and diversity of operation control.
[0005] Summary of the Invention
[0006] The embodiments of the present application provide an operation control method, apparatus, device, storage medium, and program product. The technical solution is as follows:
[0007] In one aspect, an embodiment of the present application provides an operation control method, the method comprising:
[0008] displaying a first game screen, wherein the first game screen includes a virtual object in a virtual environment;
[0009] controlling the virtual object to play a game in the virtual environment;
[0010] In response to a triggering operation of the backtracking function, a second game screen is displayed, where the second game screen is a screen obtained by controlling the game process to cause the game state of the virtual object in the virtual environment to be backtracked to a historical state;
[0011] The virtual object is controlled to start from the historical state and restart the game.
[0012] On the other hand, an embodiment of the present application provides an operation control device, the device comprising:
[0013] A display module, configured to display a first game screen, wherein the first game screen includes a virtual object in a virtual environment;
[0014] A control module, configured to control the virtual object to play a game in the virtual environment;
[0015] The display module is further configured to display a second game screen in response to a triggering operation of the backtracking function, wherein the second game screen is a screen obtained by controlling the game process to cause the game state of the virtual object in the virtual environment to be backtracked to a historical state;
[0016] The control module is further configured to control the virtual object to restart the game from the historical state.
[0017] On the other hand, an embodiment of the present application provides a computer device, which includes a processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor to enable the computer device to implement any of the above-mentioned operation control methods.
[0018] On the other hand, a computer-readable storage medium is provided, in which a computer program is stored. The computer program is loaded and executed by a processor to enable a computer to implement any of the above-mentioned operation control methods.
[0019] On the other hand, a computer program product is provided, wherein a computer program is stored in the computer program product, and the computer program is loaded and executed by a processor to enable a computer device to implement any one of the above-mentioned operation control methods.
[0020] The technical solutions provided by the embodiments of the present application bring at least the following beneficial effects:
[0021] The technical solution provided in the embodiment of the present application displays a second game screen when the backtracking function is triggered. The game state of the virtual object in the virtual environment included in the second game screen is a historical state, so as to control the virtual object to re-start the game from the historical state. This method allows the player to use the backtracking function to trace the game back to the second game screen before the first game screen when the object state in the first game screen does not meet the expectations, such as being accidentally hit, or when an incorrect operation is triggered in the first game screen, and continue the game with the object state in the second game screen. This game backtracking method allows players to quickly and conveniently trace back the game progress during the game, making the player's control over the game operation more diverse, thereby improving the player's flexibility in controlling the game operation, and improving the player's gaming experience to a certain extent. BRIEF DESCRIPTION OF THE DRAWINGS
[0022] FIG1 is a schematic diagram of an implementation environment of an operation control method provided in an embodiment of the present application;
[0023] FIG2 is a flow chart of an operation control method provided by an embodiment of the present application;
[0024] FIG3 is a schematic diagram showing a display of a start page provided in an embodiment of the present application;
[0025] FIG4 is a schematic diagram showing a first game screen according to an embodiment of the present application;
[0026] FIG5 is a schematic diagram showing another display of a first game screen provided in an embodiment of the present application;
[0027] FIG6 is a schematic diagram showing another first game screen according to an embodiment of the present application;
[0028] FIG7 is a schematic diagram showing another display of a first game screen provided in an embodiment of the present application;
[0029] 8 is a schematic diagram of a process for obtaining the object state of a virtual object included in a second game screen according to an embodiment of the present application;
[0030] 9 is a schematic diagram of another process for obtaining the object state of a virtual object included in a second game screen according to an embodiment of the present application;
[0031] 10 is a schematic diagram of another process for obtaining the object state of a virtual object included in a second game screen according to an embodiment of the present application;
[0032] FIG11 is a schematic diagram showing a second game screen according to an embodiment of the present application;
[0033] FIG12 is a flow chart of an operation control method provided in an embodiment of the present application;
[0034] FIG13 is a schematic structural diagram of an operation control device provided in an embodiment of the present application;
[0035] FIG14 is a schematic structural diagram of a terminal device provided in an embodiment of the present application;
[0036] FIG15 is a schematic diagram of the structure of a server provided in an embodiment of the present application. DETAILED DESCRIPTION
[0037] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.
[0038] Definitions of abbreviations or key terms involved in the embodiments of this application.
[0039] Virtual objects are movable objects within a virtual scene. These movable objects can be virtual people, virtual animals, cartoon characters, and so on. The target user can manipulate virtual objects through external components or by tapping the touchscreen display. Each virtual object has its own unique shape and volume within the virtual scene and occupies a portion of the space within the virtual scene. For example, when the virtual scene is three-dimensional, the virtual object is a three-dimensional model created using animation skeletal technology.
[0040] FIG1 is a schematic diagram of an implementation environment of an operation control method provided in an embodiment of the present application. As shown in FIG1 , the implementation environment includes: a terminal device 101 and a server 102 .
[0041] The terminal device 101 has an application program that can provide a game screen installed and running. The terminal device 101 is used to execute the operation control method provided in the embodiment of the present application.
[0042] The embodiments of the present application do not limit the types of applications that can provide game screens. For example, applications that can provide game screens refer to game applications. For example, third-person shooting (TPS) games, first-person shooting (FPS) games, multiplayer online tactical competitive (MOBA) games, multiplayer shooting survival games, massively multiplayer online role-playing games (MMO RPG) games, etc. In an exemplary embodiment, the game application involved in the embodiments of the present application is a game application based on frame synchronization, that is, the operation control method provided in the embodiments of the present application can be applied to game applications based on frame synchronization.
[0043] Of course, in addition to gaming applications, applications that can provide gaming graphics may also include other types of applications, such as virtual reality (VR) applications, augmented reality (AR) applications, 3D map applications, scene simulation applications, social applications, and interactive entertainment applications.
[0044] Server 102 provides background services for the application installed on terminal device 101 that can provide game graphics. In one possible implementation, server 102 performs primary computing tasks, while terminal device 101 performs secondary computing tasks. Alternatively, server 102 performs secondary computing tasks, while terminal device 101 performs primary computing tasks. Alternatively, terminal device 101 and server 102 can collaborate on computing using a distributed computing architecture.
[0045] The terminal device 101 is any electronic device that can interact with a user through one or more methods such as a keyboard, touchpad, touch screen, remote control, voice interaction, or handwriting device, such as a PC (Personal Computer), a mobile phone, a smart phone, a PDA (Personal Digital Assistant), a wearable device, a PPC (Pocket PC), a tablet computer, a smart car computer, a smart TV, a smart speaker, etc. The server 102 can be a single server, a server cluster consisting of multiple server units, or a cloud computing service center. The terminal device 101 establishes a communication connection with the server 102 via a wired network or a wireless network.
[0046] Those skilled in the art should understand that the above-mentioned terminal device 101 and server 102 are merely examples, and other existing or future terminal devices or servers, if applicable to the present application, should also be included in the scope of protection of the present application and are incorporated herein by reference.
[0047] The present application provides an operation control method, which can be applied to the implementation environment shown in FIG1 . For example, FIG2 shows a flowchart of an operation control method provided in the present application. The method can be executed by the terminal device 101 in FIG1 . As shown in FIG2 , the method includes the following steps 201 to 204 .
[0048] In step 201 , a first game screen is displayed, where the first game screen includes a virtual object in a virtual environment.
[0049] In an exemplary embodiment of the present application, a game application is installed and running in a terminal device. The game application may refer to an application that needs to be downloaded, or may refer to an embedded program that relies on a host program to run, such as a mini-program. This embodiment of the present application does not limit this. Among them, an embedded program is an application that is developed based on a programming language and relies on a host program to run. An embedded program does not need to be downloaded and installed, it only needs to be dynamically loaded in the host program to run. Users can find the embedded program they need by searching, scanning, etc., click to apply it, and it will not occupy the memory of the terminal device after closing it after use, which is very convenient. The game application can be a first-person shooter application, a third-person shooter application, a massively multiplayer online role-playing application, or other types of applications. This embodiment of the present application does not limit the type of the game application.
[0050] The relevant information of the game application is displayed in the display interface of the terminal device. The relevant information of the game application can be the icon of the game application, the name of the game application, or other information that can identify the game application. The embodiment of the present application does not limit this. When the user wants to start the game application, the user selects the relevant information of the game application. The terminal device receives the selection operation for the game related information and displays the start page. The start page displays a start control. Figure 3 is a display schematic diagram of a start page provided by an embodiment of the present application. The start page displays a start control 301.
[0051] When a user selects the start control, the terminal device receives the selection of the start control, starts a game, and displays a first game screen, which includes virtual objects in a virtual environment. In the subsequent embodiments, a game of the game application is used as an example, and the first, second, third, and fourth game screens involved are all game screens of the same game.
[0052] The virtual environment is the game scene displayed by the game application after the terminal device runs the game application. The virtual environment has virtual objects provided by the game application, including at least one virtual object controlled by a player (such as the user object of the terminal device), and may also include other environmental objects in the game scene, such as the ground, background, non-player objects, etc.
[0053] 4 is a schematic diagram of a first game screen provided by an embodiment of the present application. The first game screen displays a virtual environment and virtual objects in the virtual environment.
[0054] In one possible implementation, the virtual objects displayed in the first game screen may include virtual objects controlled by the user of the terminal device (such as a user), and may also include virtual objects controlled by other players. The other players may be objects in the same team as the user, or objects in a different team from the user. This embodiment of the present application does not limit this.
[0055] The user selecting the start control may mean that the user clicks the start control, or the user double-clicks the start control, or the user selects the start control in other ways, and the embodiments of the present application do not limit this. The user selecting the relevant information of the game application may mean that the user clicks the relevant information of the game application, or the user selects the relevant information of the application by voice, or other ways, and the embodiments of the present application do not limit the method for selecting the relevant information of the game application.
[0056] Optionally, other information may be displayed on the start page, for example, a virtual object controlled by the user may be displayed on the start page. 302 in FIG. 3 is a virtual object controlled by the user.
[0057] In step 202, a virtual object is controlled to play a game in a virtual environment.
[0058] In one possible implementation, other controls are also displayed on the first game screen. For example, virtual controls for controlling changes in the object state of a virtual object may also be displayed on the first game screen, such as a launch control, a jump control, a crouch control, a squat control, and a direction control. The launch control is used to launch a virtual resource using a virtual item, the jump control is used to instruct the virtual object controlled by the object to jump, the crouch control is used to instruct the virtual object controlled by the object to squat, the squat control is used to instruct the virtual object controlled by the object to squat, and the direction control is used to change the direction of travel of the virtual object controlled by the object. For example, control 401 in Figure 4 is a launch control, control 402 is a jump control, control 403 is a squat control, control 404 is a squat control, and control 405 is a direction control.
[0059] Optionally, the virtual object is controlled to play the game in the virtual environment by at least one of a launch control, a jump control, a lie-down control, a squat control, and a direction control. Of course, other controls may also be displayed in the first game screen, and this embodiment of the application does not limit this.
[0060] In step 203, in response to the triggering operation of the backtracking function, a second game screen is displayed, which is a screen obtained by controlling the game process to make the game state of the virtual object in the virtual environment backtrack to the historical state.
[0061] Optionally, the backtracking function refers to a function of backtracking the game state of a virtual object in a virtual environment, such as backtracking from a first game screen to a previous second game screen.
[0062] In one possible implementation, the difference in the number of frames between the first and second game screens in the game satisfies a reference duration, which corresponds to the duration of the rewind function. In other words, the rewind function can be a fast rewind corresponding to a fixed rewind duration, such as 5 seconds or 10 seconds, thereby rewinding the game from the current game time to the game time 5 or 10 seconds ago.
[0063] The terminal device can determine the number of frames corresponding to the duration based on the running frame rate of the game application, and then replay the game based on this. The duration can be a preset fixed duration, or it can be different for different types of game games, or it can be changed based on user adjustments, which is not limited by this application.
[0064] The rewind function can be triggered by a voice command or in response to a triggering operation. For example, a rewind control may be displayed on the first game screen, such as control 406 in FIG4 . In response to a triggering operation on the rewind control, the rewind function is determined to be triggered. Alternatively, the rewind function may be determined to be triggered in response to a triggering operation on the volume-up control of the terminal device, or in response to a triggering operation on the volume-down control of the terminal device.
[0065] A first control can also be displayed in the first game screen, and the first control is used to hide the backtracking control. For example, the control 407 in Figure 4 is the first control. In response to the triggering operation for the first control, the backtracking control is canceled in the first game screen, and the second control is displayed in the first game screen, and the second control is used to display the backtracking control. Figure 5 is a display diagram of another first game screen provided in an embodiment of the present application. The first game screen shown in Figure 5 does not display the backtracking control, and the second control 501 is displayed. In response to the triggering operation for the second control, the second control is canceled in the first game screen, and the backtracking control is displayed in the first game screen.
[0066] The triggering operation for the first control may be a click operation for the first control, or other operations for the first control, which is not limited in the present embodiment. The triggering operation for the second control is similar to the triggering operation for the first control, and will not be described in detail here.
[0067] In one possible implementation, in response to a triggering operation of a rewind function, the process of displaying a second game screen includes: in response to the triggering operation of the rewind function, determining a reference value based on the game's frame rate and a reference duration; if the reference value is less than a first value, determining a second value based on the first value and the reference value, wherein the first value is the number of frames corresponding to the first game screen in the game, and the second value is the number of frames corresponding to the second game screen in the game; and obtaining the second game screen based on the second value, and displaying the second game screen. The reference duration is the duration corresponding to the rewind function, and the reference value is the number of frames to be rewinded. The duration corresponding to the rewind function can be a duration set by the game developer or a duration set by a participant in the game, and this is not limited in this embodiment of the application. For example, if the duration corresponding to the rewind function is 10 seconds, then the reference duration is 10 seconds. The game's frame rate is the frequency at which a bitmap image, in units of frames, appears continuously on the display. The game's frame rate can be set by the game developer or by a participant in the game, and this is not limited in this embodiment of the application. For example, the frame rate of the game is 30 frames per second, that is, 30 frames of game screen are displayed in one second.
[0068] The process of determining the reference value based on the game's frame rate and reference duration includes: multiplying the game's frame rate and the reference duration as the reference value. For example, if the game's frame rate is 30 frames per second and the reference duration is 10 seconds, the reference value is 30*10=300.
[0069] After determining the reference value, it is necessary to determine the magnitude relationship between the reference value and the first value. If the reference value is less than the first value, it means that backtracking is possible; if the reference value is not less than the first value, it means that backtracking is not possible.
[0070] As can be seen from this, since the frame rate of the same game may vary when running on different terminal devices, and the frame rates of different games may also vary when running on the same terminal device, after determining the number of frames corresponding to the reference duration based on the game's frame rate, the replay function can be accurately implemented for the current game. Moreover, based on the game's progress (historical frame count), it can also be determined whether the replay function is currently available, ensuring the correct implementation of the replay function.
[0071] Based on the fact that the reference value is not less than the first value, a first prompt message is displayed in the first game screen, and the first prompt message is used to indicate that backtracking is not possible. The content of the first prompt message can be any content, and the embodiment of the present application is not limited to this. For example, the content of the first prompt message is "The game duration is short, and backtracking is not possible for the time being~". Figure 6 is a schematic diagram of another display of the first game screen provided by an embodiment of the present application. A first prompt message 601 is displayed in the first game screen shown in Figure 6.
[0072] Optionally, based on the reference value being less than the first value, a second prompt message is displayed in the first game screen, and the second prompt message is used to indicate that the second game screen is being acquired. The content of the second prompt message can be any content, and the embodiment of the present application does not limit this. For example, the content of the second prompt message is "Time is going back, please wait~". Figure 7 is a schematic diagram of another display of the first game screen provided by an embodiment of the present application. A second prompt message 701 is displayed in the first game screen shown in Figure 7. After the second game screen is acquired, the second prompt message is canceled and the second game screen is displayed.
[0073] Based on the reference value being less than the first value, determining the second value based on the first value and the reference value includes: using the first value as a minuend, the reference value as a subtrahend, and using the difference between the first value and the reference value as the second value. For example, if the first value is 452 and the reference value is 300, the second value is 152, meaning that the second game screen is the 152nd frame of the game.
[0074] In one possible implementation, the process of acquiring the second game screen based on the second numerical value includes: acquiring the object state of the virtual object included in the second game screen based on the second numerical value; and acquiring the second game screen based on the object state of the virtual object included in the second game screen. Alternatively, the terminal device sends a screen acquisition request to the server, the screen acquisition request carrying the second numerical value, the screen acquisition request being used to acquire the second game screen; the server receives the screen acquisition request, parses the screen acquisition request to obtain the second numerical value, acquires the object state of the virtual object included in the second game screen based on the second numerical value, and acquires the second game screen based on the object state of the virtual object included in the second game screen; the server sends the second game screen to the terminal device, so that the terminal device acquires the second game screen.
[0075] Since the object states of virtual objects are different in different game screens during the game, in order to accurately rewind the game from the current first game screen to the historical second game screen, the terminal device obtains the object state of the virtual object in the second game screen, thereby accurately rewinding the game to the second game screen, ensuring the accuracy of the second game screen.
[0076] Among them, the terminal device obtains the object state of the virtual object included in the second game screen according to the second value in the following three implementation methods.
[0077] Implementation method 1: The terminal device stores a first state set corresponding to each frame of the game screen from the first frame to the first game screen, as well as a correspondence between the first state set corresponding to each frame of the game screen and the frame number corresponding to each frame of the game screen. The first state set corresponding to any frame of the game screen includes the object state of the virtual object included in any frame of the game screen. From the first state sets corresponding to each frame of the game screen, the first state set corresponding to the game screen of the second value is determined, and the object state of the virtual object included in the determined first state set is used as the object state of the virtual object included in the second game screen.
[0078] Optionally, each time the terminal device displays a frame of game screen, it records the object state of the virtual object included in this frame of game screen, generates a first state set corresponding to this frame of game screen based on the object state of the virtual object included in this frame of game screen, and stores the first state set corresponding to this frame of game screen and the frame number corresponding to this frame of game screen in the terminal device.
[0079] For example, when the game reaches the 452nd frame, that is, the first game screen is the 452nd frame of the game, the terminal device stores the first state set corresponding to each frame of the game screen from the first frame of the game screen to the 452nd frame of the game screen, as well as the correspondence between the first state set corresponding to each frame of the game screen and the frame number corresponding to each frame of the game screen. The following Table 1 is an exemplary table of the correspondence between the frame number corresponding to each frame of the game screen and the first state set corresponding to each frame of the game screen stored in a terminal device provided in an embodiment of the present application.
[0080] Table 1
[0081] It can be seen from Table 1 above that the first state set corresponding to the first frame game screen of the game is first state set 1, the first state set corresponding to the second frame game screen of the game is first state set 2, and the first state sets corresponding to the other frame game screens of the game are shown in Table 1 above, and will not be repeated here.
[0082] It should be noted that the terminal device stores a first state set corresponding to each frame of the game screen. The above Table 1 is only an example of the first state set corresponding to the 452 frames of game screen provided in the embodiment of the present application, and is not limited to this.
[0083] For example, if the second value is 152, the object state of the virtual object included in the first state set corresponding to the game screen with a frame number of 152 is used as the object state of the virtual object included in the second game screen. In other words, the object state of the virtual object included in the first state set 152 is used as the object state of the virtual object included in the second game screen.
[0084] FIG8 is a schematic diagram of a process for obtaining the object state of a virtual object included in a second game screen provided by an embodiment of the present application. The first value is 452, the second value is 152, and the terminal device stores a set of first states corresponding to each game frame from the first frame to the 452th frame. The set of first states corresponding to each game frame is shown in FIG8 . The object state of the virtual object included in the first state set corresponding to the game screen with the corresponding frame number 152 is used as the object state of the virtual object included in the second game screen.
[0085] This method only needs to determine the frame number of the game screen (second game screen) traced back, and then obtain the first state set corresponding to the game screen of the frame number, which can save the computing power of the terminal device. However, storing the state set corresponding to each frame of the game screen in the terminal device will take up a large amount of storage space of the terminal device. As the game progresses, the number of displayed game screens increases, and the number of state sets saved in the terminal device also increases, which makes the game run less smoothly and affects the player's gaming experience.
[0086] Optionally, after obtaining the object state of the virtual object included in the second game screen, since the second game screen will be displayed later and the game will continue from the second game screen as the starting point, the first state set corresponding to each frame game screen from the second game screen (second numerical frame game screen) to the first game screen will not be needed. Therefore, after obtaining the object state of the virtual object included in the second game screen, the first state set corresponding to each frame game screen from the second game screen to the first game screen can also be deleted to save memory space of the terminal device.
[0087] In one possible implementation, the aforementioned method of storing the first state set corresponding to each frame of the game screen in the terminal device requires a relatively large amount of memory on the terminal device. Therefore, each time the terminal device obtains the first state set corresponding to a frame of the game screen, it can send the first state set corresponding to that frame of the game screen and the frame number corresponding to that frame of the game screen to the server. The server then stores the corresponding relationship between the first state set corresponding to that frame of the game screen, the frame number corresponding to that frame of the game screen, and the first state set corresponding to that frame of the game screen. This eliminates the need to store the first state set corresponding to each frame of the game screen in the terminal device, thereby saving memory space on the terminal device.
[0088] When a first state set corresponding to each frame of the game screen from the first frame to the first game screen is stored in the server, a process of obtaining the object state of the virtual object included in the second game screen according to the second value includes: sending a first acquisition request to the server, the first acquisition request carrying the second value. After receiving the first acquisition request, the server parses the first acquisition request to obtain the second value; the server uses the object state of the virtual object included in the first state set corresponding to the game screen from the first frame of the game screen stored in the server to the first game screen, and the corresponding frame number is the second value as the object state of the virtual object included in the second game screen; the server sends the object state of the virtual object included in the second game screen to the terminal device, so that the terminal device obtains the object state of the virtual object included in the second game screen.
[0089] It should be noted that the storage method of the first state set corresponding to each frame of the game screen from the first frame to the first game screen in the server is similar to the storage method in the terminal device, which will not be repeated here.
[0090] Exemplarily, if the second value is 152, then the first acquisition request carries 152, and the server uses the object state of the virtual object included in the first state set 152 as the object state of the virtual object included in the second game screen, and then sends the object state of the virtual object included in the first state set 152 to the terminal device.
[0091] In one possible implementation, after the server sends the object state of the virtual object included in the second game screen to the terminal device, it can also delete the first state set corresponding to each frame of the game screen from the second game screen to the first game screen to save the server's memory space.
[0092] Since the first state sets corresponding to each frame in the game are pre-stored, when it is necessary to roll back to the second game screen, the first state set corresponding to the second value can be efficiently matched from the pre-stored first state sets based on the frame number (the second value) of the second game screen. This first state set can accurately identify the object state of the virtual object in the game at the second game screen, thereby improving the efficiency of obtaining the object state.
[0093] Implementation method 2: The terminal device stores the second state set corresponding to the first frame of the game screen of the game, and the instructions corresponding to each frame of the game screen from the second frame of the game screen to the first game screen. The instruction corresponding to the i-th frame of the game screen is used to indicate the instruction required to control the change of the object state from displaying the (i - 1)-th frame of the game screen to displaying the i-th frame of the game screen. The second state set includes the object states of the virtual objects included in the first frame of the game screen, where 1 < i ≤ the first value. According to the second value, determine the instructions corresponding to the second frame of the game screen to the second game screen respectively from the instructions corresponding to each frame of the game screen; according to the second state set and the instructions corresponding to the second frame of the game screen to the second game screen respectively, obtain the object states of the virtual objects included in the second game screen.
[0094] Optionally, the process of obtaining the object states of the virtual objects included in the second game screen according to the second state set and the instructions corresponding to the second frame of the game screen to the second game screen respectively includes: obtaining the object states of the virtual objects included in the second frame of the game screen according to the object states of the virtual objects included in the first frame of the game screen and the instruction corresponding to the second frame of the game screen; according to the second state set, in a manner of obtaining the object states of the virtual objects included in the i-th frame of the game screen based on the object states of the virtual objects included in the (i - 1)-th frame of the game screen and the instruction corresponding to the i-th frame of the game screen, until the object states of the virtual objects included in the second game screen are obtained, that is, the object states of the virtual objects included in the second game screen are obtained.
[0095] For example, if the first value is 10 and the second value is 5, then what needs to be obtained is the object state of the virtual object included in the 5th frame of the game screen. The terminal device stores the object state of the virtual object included in the 1st frame of the game screen and the instructions corresponding to each frame of the game screen from the 2nd frame of the game screen to the 10th frame of the game screen. From the instructions corresponding to each frame of the game screen from the 2nd frame of the game screen to the 10th frame of the game screen, the instructions corresponding to the 2nd frame of the game screen, the instructions corresponding to the 3rd frame of the game screen, the instructions corresponding to the 4th frame of the game screen, and the instructions corresponding to the 5th frame of the game screen are obtained. Therefore, according to the object state of the virtual object included in the first frame of the game screen and the instruction corresponding to the second frame of the game screen, the object state of the virtual object included in the second frame of the game screen is obtained; according to the object state of the virtual object included in the second frame of the game screen and the instruction corresponding to the third frame of the game screen, the object state of the virtual object included in the third frame of the game screen is obtained; according to the object state of the virtual object included in the third frame of the game screen and the instruction corresponding to the fourth frame of the game screen, the object state of the virtual object included in the fourth frame of the game screen is obtained; according to the object state of the virtual object included in the fourth frame of the game screen and the instruction corresponding to the fifth frame of the game screen, the object state of the virtual object included in the fifth frame of the game screen is obtained, that is, the object state of the virtual object included in the second game screen is obtained.
[0096] Figure 9 is a schematic diagram of another process for acquiring the object state of a virtual object included in a second game screen, provided in an embodiment of the present application. The first value is 452, the second value is 152, and the terminal device stores the second state set corresponding to the first game frame, and the instructions corresponding to each game frame from the second to the 452nd game frame. The instructions corresponding to each game frame are shown in Figure 9. Based on the second state set corresponding to the first game frame and the instructions corresponding to each game frame from the second to the 152nd game frame, the object state of the virtual object included in the second game screen is acquired.
[0097] The advantage of this method is that during the game process, it is only necessary to save the state set corresponding to the first frame of the game screen and the instructions corresponding to each subsequent frame of the game screen, without having to save the state set corresponding to each frame of the game screen, thereby greatly reducing the amount of data saved. However, as the game progresses, the number of displayed game screens increases, and the number of instructions that need to be saved also increases. Each time backtracking is performed, it is necessary to obtain the instructions corresponding to all game screens between the backtracked game screen and the first frame of the game screen. Then, the terminal device obtains the object state of the virtual object included in the backtracked game screen based on the instruction set corresponding to the first frame of the game screen and the instructions corresponding to all game screens between the backtracked game screen and the first frame of the game screen. This puts a lot of computing pressure on the terminal device, and the time required to obtain the object state of the virtual object included in the second game screen is long, which in turn leads to a long acquisition time for the second game screen and a poor gaming experience for the player.
[0098] In one possible implementation, after obtaining the object state of the virtual object included in the second game screen, since the second game screen is to be displayed later and the game is continued from the second game screen as the starting point, the instructions corresponding to each frame of the game screen from the second game screen to the first game screen are not needed. Therefore, the instructions corresponding to each frame of the game screen from the second game screen to the first game screen can also be deleted to save memory space of the terminal device.
[0099] In one possible implementation, the aforementioned method of storing the second state set corresponding to the first frame of the game screen and the instructions corresponding to each other frame of the game screen in the terminal device requires a relatively large amount of memory on the terminal device. Therefore, after obtaining the second state set corresponding to the first frame of the game screen, the terminal device can send the second state set corresponding to the first frame of the game screen and the frame number corresponding to the first frame of the game screen to the server. The server then stores the corresponding relationship between the second state set corresponding to the first frame of the game screen, the frame number corresponding to the first frame of the game screen, and the second state set corresponding to the first frame of the game screen. After obtaining the instructions corresponding to each other frame of the game screen, the terminal device sends the instructions corresponding to each frame of the game screen and the frame number corresponding to each frame of the game screen to the server. The server then stores the corresponding relationship between the instructions corresponding to each frame of the game screen and the frame number corresponding to each frame of the game screen. This eliminates the need to store the second state set corresponding to the first frame of the game screen and the instructions corresponding to each frame of the game screen in the terminal device, thereby saving memory space on the terminal device.
[0100] When the second state set corresponding to the first frame of the game screen and the instructions corresponding to the transition from the second frame of the game screen to the first frame of the game screen are stored in the server, the process of obtaining the object state of the virtual object included in the second game screen according to the second numerical value includes: sending a second acquisition request to the server, the second acquisition request carrying the second numerical value. After receiving the second acquisition request, the server parses the second acquisition request to obtain the second numerical value; the server obtains the second state set corresponding to the first frame of the game screen and the instructions corresponding to each frame of the game screen from the second frame of the game screen to the second frame of the game screen from the server's storage space, and the server obtains the object state of the virtual object included in the second game screen according to the second state set and the instructions corresponding to each frame of the game screen from the second frame of the game screen to the second frame of the game screen; the server sends the object state of the virtual object included in the second game screen to the terminal device, so that the terminal device obtains the object state of the virtual object included in the second game screen.
[0101] Optionally, after the server obtains the second state set corresponding to the first frame of the game screen and the instructions corresponding to each frame of the game screen from the second frame of the game screen to the second game screen from the server's storage space, it sends the second state set corresponding to the first frame of the game screen and the instructions corresponding to each frame of the game screen from the second frame of the game screen to the second game screen to the terminal device. The terminal device receives the second state set corresponding to the first frame of the game screen and the instructions corresponding to each frame of the game screen from the second frame of the game screen to the second game screen, and obtains the object state of the virtual object included in the second game screen according to the second state set corresponding to the first frame of the game screen and the instructions corresponding to each frame of the game screen from the second frame of the game screen to the second game screen.
[0102] It should be noted that the storage method of the instructions corresponding to each frame of the game screen from the second frame to the first frame in the server is similar to the storage method in the terminal device, which will not be repeated here.
[0103] For example, if the second value is 5, the second acquisition request carries 5, and the server acquires the second state set corresponding to the first frame of the game screen, as well as the instructions corresponding to the second frame of the game screen, the instructions corresponding to the third frame of the game screen, the instructions corresponding to the fourth frame of the game screen, and the instructions corresponding to the fifth frame of the game screen. According to the object state of the virtual object included in the second state set and the instruction corresponding to the second frame of the game screen, the object state of the virtual object included in the second frame of the game screen is acquired. According to the object state of the virtual object included in the second frame of the game screen and the instruction corresponding to the third frame of the game screen, the object state of the virtual object included in the third frame of the game screen is acquired. According to the object state of the virtual object included in the third frame of the game screen and the fourth frame of the game screen, the object state of the virtual object included in the fourth frame of the game screen is acquired. According to the object state of the virtual object included in the fourth frame of the game screen and the instruction corresponding to the fifth frame of the game screen, the object state of the virtual object included in the fifth frame of the game screen is acquired, and then the object state of the virtual object included in the fifth frame of the game screen is sent to the terminal device.
[0104] In one possible implementation, after the server sends the object state of the virtual object included in the second game screen to the terminal device, or after the server sends the second state set corresponding to the first frame game screen and the instructions corresponding to each frame game screen from the second frame game screen to the second game screen to the terminal device, the server can also delete the instructions corresponding to each frame game screen from the second game screen to the first game screen to save memory space on the server.
[0105] Implementation method three: The terminal device stores third state sets corresponding to multiple frames of reference game screens, as well as a correspondence between the third state sets corresponding to each frame of the reference game screen and the frame number corresponding to each frame of the reference game screen. The reference game screen is a game screen whose frame number meets the frame number requirement. The third state set corresponding to any reference game screen includes the object state of the virtual object included in any reference game screen. Based on the second value meeting the frame number requirement, the object state of the virtual object included in the second game screen is determined based on the third state set corresponding to the second game screen.
[0106] The number of frames that meets the frame number requirement may refer to the number of frames every reference number. For example, if the reference number is 10, the number of frames that meets the frame number requirement may be the 1st frame, the 11th frame, the 21st frame, and so on.
[0107] For example, the first value is 71 and the second value is 61. The terminal device stores the third state set corresponding to the first frame of the game screen, the third state set corresponding to the 11th frame of the game screen, the third state set corresponding to the 21st frame of the game screen, the third state set corresponding to the 31st frame of the game screen, the third state set corresponding to the 41st frame of the game screen, the third state set corresponding to the 51st frame of the game screen, the third state set corresponding to the 61st frame of the game screen, and the third state set corresponding to the 71st frame of the game screen. Therefore, the object state of the virtual object included in the third state set corresponding to the 61st frame of the game screen is used as the object state of the virtual object included in the second game screen.
[0108] Optionally, after the terminal device obtains the object state of the virtual object included in the second game screen, since the second game screen will be displayed later and the game will continue from the second game screen as the starting point, the third state set corresponding to the reference game screen with a corresponding frame number not less than the second value will not be needed. Therefore, the third state set corresponding to the reference game screen with a corresponding frame number greater than or equal to the second value can also be deleted to save memory space of the terminal device.
[0109] In one possible implementation, the aforementioned method of storing the third state set corresponding to the reference game screen in the terminal device requires a significant amount of memory on the terminal device. Therefore, after obtaining the third state set corresponding to the reference game screen, the terminal device can send the third state set corresponding to the reference game screen and the frame number corresponding to the reference game screen to the server, which then stores the correspondence between the third state set corresponding to the reference game screen, the frame number corresponding to the reference game screen, and the third state set corresponding to the reference game screen. This eliminates the need to store the third state set corresponding to the reference game screen in the terminal device, thereby conserving memory space on the terminal device.
[0110] When the third state set corresponding to the reference game screen is stored in the server, the process of obtaining the object state of the virtual object included in the second game screen according to the second numerical value includes: sending a third acquisition request to the server, the third acquisition request carrying the second numerical value. After receiving the third acquisition request, the server parses the third acquisition request to obtain the second numerical value; the server obtains the third state set corresponding to the reference game screen with a corresponding frame number of the second numerical value from the server's storage space, and uses the object state of the virtual object included in the third state set corresponding to the reference game screen with a corresponding frame number of the second numerical value as the object state of the virtual object included in the second game screen; and the server sends the object state of the virtual object included in the second game screen to the terminal device, so that the terminal device obtains the object state of the virtual object included in the second game screen.
[0111] In one possible implementation, after the server sends the object state of the virtual object included in the second game screen to the terminal device, the server may also delete the third state set corresponding to the reference game screen whose corresponding frame number is not less than the second value to save the server's memory space.
[0112] Optionally, the terminal device not only stores the third state sets corresponding to multiple frames of reference game screens and the correspondence between the third state sets corresponding to each frame of reference game screen and the number of frames corresponding to each frame of reference game screen, but also stores the instructions corresponding to each frame of game screen between two adjacent frames of reference game screens. The instructions corresponding to any game screen between two adjacent frames of reference game screens are used to indicate the instructions required to display any frame of game screen from the previous frame of any game screen to the previous frame of any game screen. The third state set corresponding to any reference game screen includes the object state of the virtual object included in any reference game screen.
[0113] Based on the fact that the second numerical value does not meet the frame number requirement, according to the second numerical value, a third state set corresponding to the third game screen is determined in the third state set corresponding to the multiple-frame reference game screens, and the third game screen is the reference game screen with the largest frame number among the reference game screens whose corresponding frame number is less than the second numerical value; among the instructions corresponding to each frame of the game screen, the instructions corresponding to the next frame of the third game screen to the second game screen are determined; according to the third state set corresponding to the third game screen, and the instructions corresponding to the next frame of the third game screen to the second game screen, the object state of the virtual object included in the second game screen is obtained.
[0114] For example, the process of obtaining the object state of the virtual object included in the second game screen according to the third state set corresponding to the third game screen, the instructions corresponding to each frame of the game screen between the third game screen and the second game screen, and the instructions corresponding to the second game screen includes: obtaining the object state of the virtual object included in the fourth game screen according to the object state of the virtual object included in the third game screen and the instructions corresponding to each frame of the game screen between the third game screen and the second game screen, the fourth game screen being the previous frame of the second game screen; obtaining the object state of the virtual object included in the second game screen according to the object state of the virtual object included in the fourth game screen and the instructions corresponding to the second game screen, the second game screen being the second game screen, that is, obtaining the object state of the virtual object included in the second game screen.
[0115] For example, the first value is 71, the second value is 55, and the terminal device stores the third state set corresponding to the first frame of the game screen, the third state set corresponding to the 11th frame of the game screen, the third state set corresponding to the 21st frame of the game screen, The third state set corresponding to the 31st frame of the game screen, the third state set corresponding to the 41st frame of the game screen, the third state set corresponding to the 51st frame of the game screen, the third state set corresponding to the 61st frame of the game screen, the third state set corresponding to the 71st frame of the game screen, the instructions corresponding to each frame of the game screen between the 1st frame of the game screen and the 11th frame of the game screen, the instructions corresponding to each frame of the game screen between the 11th frame of the game screen and the 21st frame of the game screen, the instructions corresponding to each frame of the game screen between the 21st frame of the game screen and the 31st frame of the game screen, the instructions corresponding to each frame of the game screen between the 31st frame of the game screen and the 41st frame of the game screen, the instructions corresponding to each frame of the game screen between the 41st frame of the game screen and the 51st frame of the game screen, the instructions corresponding to each frame of the game screen between the 51st frame of the game screen and the 61st frame of the game screen, and the instructions corresponding to each frame of the game screen between the 61st frame of the game screen and the 71st frame of the game screen. Since the second value is 55, the terminal device obtains the third state set corresponding to the 51st frame of the game screen and the instructions corresponding to the 52nd frame of the game screen, the instructions corresponding to the 53rd frame of the game screen, the instructions corresponding to the 54th frame of the game screen, and the instructions corresponding to the 55th frame of the game screen. According to the object state of the virtual object included in the 51st frame of the game screen and the instructions corresponding to the 52nd frame of the game screen, the terminal device obtains the object state of the virtual object included in the 52nd frame of the game screen. According to the object state of the virtual object included in the 52nd frame of the game screen and the instructions corresponding to the 53rd frame of the game screen, the terminal device obtains the object state of the virtual object included in the 53rd frame of the game screen. According to the object state of the virtual object included in the 53rd frame of the game screen and the instructions corresponding to the 54th frame of the game screen, the terminal device obtains the object state of the virtual object included in the 54th frame of the game screen. According to the object state of the virtual object included in the 54th frame of the game screen and the instructions corresponding to the 55th frame of the game screen, the terminal device obtains the object state of the virtual object included in the 55th frame of the game screen, that is, the object state of the virtual object included in the second game screen is obtained.
[0116] Figure 10 is a schematic diagram of another process for obtaining the object state of a virtual object included in a second game screen provided by an embodiment of the present application. The first value is 452, the second value is 152, and the terminal device stores a third state set corresponding to each reference game screen in a reference game screen that meets the frame number requirement, and instructions corresponding to each game screen between two adjacent reference game screens. The terminal device obtains a third state set 151 corresponding to the 151st game screen frame and an instruction 152 corresponding to the 152nd game screen frame. Based on the third state set 151 and the instruction 152, the object state of the virtual object included in the second game screen is obtained.
[0117] This method is a combination of implementation method 1 and implementation method 2. It does not need to save the state set corresponding to each frame of the game screen displayed in the terminal device, which can save the memory space of the terminal device compared to implementation method 1. Moreover, based on the third state set corresponding to the reference game screen (third game screen) with the largest frame number among the reference game screens with a corresponding frame number less than the second value, the instructions corresponding to each frame of the game screen between the third game screen and the second game screen, and the instructions corresponding to the second game screen, compared to implementation method 2, it can reduce the computing pressure of the terminal device, improve the efficiency of obtaining the object state of the virtual object included in the second game screen, and improve the efficiency of obtaining the second game screen.
[0118] In one possible implementation, after the terminal device obtains the object state of the virtual object included in the second game screen, since the second game screen will be displayed later and the game will continue from the second game screen as the starting point, the third state set corresponding to the reference game screen with a frame number greater than the second value and the instructions corresponding to the game screen with a frame number not less than the second value are not needed. The third state set corresponding to the reference game screen with a frame number greater than the second value can also be deleted, and the instructions corresponding to the game screen with a frame number not less than the second value can be deleted to save memory space of the terminal device.
[0119] In one possible implementation, the aforementioned method of storing the third state set corresponding to the reference game screen and the instructions corresponding to each frame between two adjacent reference game screens in the terminal device requires a significant amount of memory on the terminal device. Therefore, after obtaining the third state set corresponding to the reference game screen, the terminal device can send the third state set corresponding to the reference game screen and the frame number corresponding to the reference game screen to a server, with the server storing the corresponding relationship between the third state set corresponding to the reference game screen, the frame number corresponding to the reference game screen, and the third state set corresponding to the reference game screen. After obtaining the instructions corresponding to each frame between two adjacent reference game screens, the terminal device sends the instructions corresponding to each frame and the frame number corresponding to each frame to the server, with the server storing the corresponding relationship between the instructions corresponding to each frame, the frame number corresponding to each frame, and the instructions corresponding to each frame. This eliminates the need to store the third state set corresponding to the reference game screen and the instructions corresponding to each frame between two adjacent reference game screens in the terminal device, thereby conserving memory space on the terminal device.
[0120] When the third state set corresponding to the reference game screen and the instructions corresponding to each frame of the game screen between two adjacent reference game screens are stored in the server, a process for obtaining the object state of the virtual object included in the second game screen according to the second numerical value includes: sending a fourth acquisition request to the server, the fourth acquisition request carrying the second numerical value. After receiving the fourth acquisition request, the server parses the fourth acquisition request to obtain the second numerical value; the server obtains the third state set corresponding to the third game screen and the instructions corresponding to each frame of the third and second game screens, and the instructions corresponding to the second game screen from the server's storage space; the server obtains the object state of the virtual object included in the second game screen based on the third state set corresponding to the third game screen and the instructions corresponding to each frame of the third and second game screens, and the instructions corresponding to the second game screen; and the server sends the object state of the virtual object included in the second game screen to the terminal device, so that the terminal device obtains the object state of the virtual object included in the second game screen. The third game screen is the reference game screen with the largest frame number among the reference game screens whose corresponding frame numbers are less than the second numerical value.
[0121] Optionally, after obtaining the third state set corresponding to the third game screen and the instructions corresponding to each frame of the third game screen and the second game screen, and the instructions corresponding to the second game screen from the server's storage space, the server sends the third state set corresponding to the third game screen and the instructions corresponding to each frame of the third game screen and the second game screen, and the instructions corresponding to the second game screen to the terminal device. The terminal device receives the third state set corresponding to the third game screen and the instructions corresponding to each frame of the third game screen and the second game screen, and the instructions corresponding to the second game screen, and obtains the object state of the virtual object included in the second game screen according to the third state set corresponding to the third game screen and the instructions corresponding to each frame of the third game screen and the second game screen, and the instructions corresponding to the second game screen.
[0122] In one possible implementation, after the server sends the object state of the virtual object included in the second game screen to the terminal device, or after the server sends the third state set corresponding to the third game screen and the instructions corresponding to each frame of the third game screen and the second game screen, and the instructions corresponding to the second game screen to the terminal device, the server can also delete the third state set corresponding to the reference game screen whose corresponding frame number is greater than the second value, and delete the instructions corresponding to the game screen whose corresponding frame number is not less than the second value, to save the server's memory space.
[0123] In a possible implementation, after the terminal device obtains the object state of the virtual object included in the second game screen, it performs screen rendering according to the object state of the virtual object included in the second game screen to obtain the second game screen.
[0124] Optionally, the terminal device may also obtain the state of static objects included in the second game screen, and render the screen according to the state of the static objects included in the second game screen and the object state of the virtual objects included in the second game screen to obtain the second game screen.
[0125] The process of the server obtaining the object state of the virtual object included in the second game screen based on the second numerical value has been described above. After the server obtains the object state of the virtual object included in the second game screen, the server renders the screen according to the object state of the virtual object included in the second game screen to obtain the second game screen, and the server sends the second game screen to the terminal device so that the terminal device obtains the second game screen. Optionally, the server obtains the state of the static object included in the second game screen, renders the screen according to the state of the static object included in the second game screen and the object state of the virtual object included in the second game screen to obtain the second game screen, and the server sends the second game screen to the terminal device so that the terminal device obtains the second game screen.
[0126] In one possible implementation, after acquiring the second game screen, the second game screen is displayed. FIG11 is a schematic diagram of a display of a second game screen provided in an embodiment of the present application. The state of a virtual object in the virtual environment included in the second game screen is the object state of the virtual object in the second game screen.
[0127] In step 204, the virtual object is controlled to start from the historical state and restart the game.
[0128] Optionally, the second game screen may further display a backtracking control, a launch control, a jump control, a crouch control, a direction control, and a first control. For example, in FIG11 , control 1101 is a backtracking control, control 1102 is a launch control, control 1103 is a jump control, control 1104 is a crouch control, control 1105 is a crouch control, control 1106 is a direction control, and control 1107 is a first control. Using at least one of these controls, the virtual object is controlled to restart the game from a previous state.
[0129] In one possible implementation, a forward control (not shown in FIG. 11 ) may also be displayed in the second game screen. In response to a triggering operation on the forward control, a third game screen is displayed. The third game screen is a screen obtained by controlling the game process to advance the game state of the virtual object in the virtual environment to the first state. The virtual object is controlled to restart the game from the first state. Other controls may also be displayed in the third game screen, which are not limited in this embodiment of the present application.
[0130] Among them, in response to the trigger operation for the forward control, the process of displaying the third game screen includes: in response to the trigger operation for the forward control, according to the frame rate and the first duration of the game, determining a candidate value, the first duration is the duration corresponding to the forward control, and the first duration is less than the reference duration; according to the candidate value and the second value, determining a third value, the third numerical value frame game screen of the game is the third game screen; based on the third value is not greater than the first value and greater than the second value, according to the third value, obtaining the third game screen and displaying the third game screen. Optionally, according to the candidate value and the second value, the process of determining the third value includes: adding the candidate value and the second value to obtain the third value. The process of obtaining the third game screen according to the third value is similar to the process of obtaining the second game screen according to the second value in the above step 202, and will not be repeated here.
[0131] Optionally, based on the third value being greater than the first value, a third prompt message is displayed, and the third prompt message is used to indicate that progress is not possible. The content of the third prompt message can be any content, and the embodiment of the present application does not limit this.
[0132] For example, the frame rate of the game is 30 frames per second, the reference duration corresponding to the backtracking control is 10 seconds, and the first duration of the forward control is 5 seconds. The first game screen is the 452nd frame of the game, and the backtracking control is displayed in the first game screen. In response to the triggering operation for the backtracking control, according to the frame rate and reference duration of the game, it is determined that 300 frames need to be backtracked, that is, the 152nd frame of the game screen needs to be obtained; after the 152nd frame of the game screen is obtained, the second game screen is displayed, and the second game screen is the 152nd frame of the game screen, and the forward control is displayed in the second game screen. In response to the triggering operation for the forward control, according to the frame rate and the first duration of the game, it is determined that 150 frames need to be forwarded, that is, the 302nd frame of the game screen needs to be obtained; after the 302nd frame of the game screen is obtained, the third game screen is displayed, and the third game screen is the 302nd frame of the game screen.
[0133] When the rewind function is triggered, the above method displays a second game screen. The second game screen includes the game state of the virtual object in the virtual environment as the historical state, so that the virtual object can be controlled to restart the game from the historical state. This method allows the player to use the rewind function to return to the second game screen before the first game screen if the player is accidentally hit or triggers an incorrect operation in the first game screen, and continue the game in the state of the object in the second game screen. This gives the player a chance to start over, makes the player's control over the game operation more diverse, and thus can improve the player's flexibility in controlling the game operation, and to a certain extent, can also improve the player's gaming experience.
[0134] Figure 12 is a flow chart of an operation control method provided by an exemplary embodiment of the present application. The currently displayed first game screen is the 22nd frame of the game, and the object state of the virtual object included in each frame of the game screen is saved every 10 frames. In other words, the terminal device saves the object state of the virtual object included in the 1st frame of the game screen, the object state of the virtual object included in the 11th frame of the game screen, and the object state of the virtual object included in the 21st frame of the game screen. This process includes the following steps 1201 to 1226.
[0135] Step 1201: Display the first frame of the game screen, and save the object state of the virtual object included in the first frame of the game screen.
[0136] Step 1202: Display the second frame of the game screen and save the instructions corresponding to the second frame of the game screen.
[0137] The process of displaying the 3rd to 10th frame of the game screen is similar to the process of displaying the 2nd frame of the game screen, and will not be repeated here.
[0138] Step 1211: Display the 11th frame of the game screen, and save the object state of the virtual object included in the 11th frame of the game screen.
[0139] Step 1212: Display the 12th frame of the game screen and save the instructions corresponding to the 12th frame of the game screen.
[0140] The process of displaying the 13th to 20th frame of the game screen is similar to the process of displaying the 12th frame of the game screen, and will not be repeated here.
[0141] Step 1221: Display the 21st frame of the game screen, and save the object state of the virtual object included in the 21st frame of the game screen.
[0142] Step 1222: Display the 22nd frame of the game screen, and save the instructions corresponding to the 22nd frame of the game screen.
[0143] Step 1223: Receive a trigger operation for the backtracking control, and determine that it is necessary to backtrack to the 13th frame of the game screen based on the number of frames of the currently displayed game screen and the duration corresponding to the backtracking control.
[0144] Optionally, based on the number of frames of the currently displayed game screen and the duration corresponding to the backtracking control, the process of determining whether to backtrack to the 13th frame of the game screen is similar to the process of determining the second value in the above step 202, and will not be repeated here.
[0145] Step 1224: Obtain the object state of the virtual object included in the 11th frame of the game screen, the instruction corresponding to the 12th frame of the game screen, and the instruction corresponding to the 13th frame of the game screen.
[0146] Step 1225: The object state of the virtual object included in the 11th frame of the game screen, the instruction corresponding to the 12th frame of the game screen, and the instruction corresponding to the 13th frame of the game screen are obtained to obtain the 12th frame of the game screen.
[0147] Optionally, the process of obtaining the 12th frame of the game screen is similar to the above-mentioned process of obtaining the second game screen, and will not be repeated here.
[0148] Step 1226: Display the 12th frame of the game screen.
[0149] Optionally, the process of displaying the 12th frame of the game screen is similar to the above-mentioned process of displaying the second game screen, and will not be repeated here.
[0150] FIG13 is a schematic diagram showing the structure of an operation control device provided in an embodiment of the present application. As shown in FIG13 , the device includes:
[0151] A display module 1301 is configured to display a first game screen including a virtual object in a virtual environment;
[0152] Control module 1302, for controlling virtual objects to play games in a virtual environment;
[0153] The display module 1301 is further configured to display a second game screen in response to a triggering operation of the backtracking function, where the second game screen is a screen obtained by controlling the game process to make the game state of the virtual object in the virtual environment backtrack to a historical state;
[0154] The control module 1302 is also used to control the virtual object to start the game again from the historical state.
[0155] In a possible implementation, the apparatus further includes:
[0156] An acquisition module, configured to determine a reference value according to the frame rate of the game and a reference duration in response to a trigger operation of the backtracking function, where the reference duration is the duration corresponding to the backtracking function, and the reference value is the number of frames of the screen to be backtracked; based on the reference value being less than a first value, determine a second value according to the first value and the reference value, where the first value is the number of frames corresponding to the first game screen in the game, and the second value is the number of frames corresponding to the second game screen to be backtracked in the game; and obtain the second game screen according to the second value.
[0157] A display module 1301, configured to display the second game screen.
[0158] In a possible implementation manner, the acquisition module is configured to obtain the object states of the virtual objects included in the second game screen according to the second value; and obtain the second game screen according to the object states of the virtual objects included in the second game screen.
[0159] In a possible implementation manner, in the terminal device, there is stored a first state set corresponding to each frame of the game screen from the first frame of the game screen to the first game screen, and a corresponding relationship between the first state set corresponding to each frame of the game screen and the number of frames corresponding to each frame of the game screen. The first state set corresponding to any frame of the game screen includes the object states of the virtual objects included in any frame of the game screen.
[0160] The acquisition module is configured to determine the first state set corresponding to the game screen with the second value from the first state sets corresponding to each frame of the game screen, and use the object states of the virtual objects included in the determined first state set as the object states of the virtual objects included in the second game screen. <00003An acquisition module is used to determine, based on the second numerical value, the instructions corresponding to the second frame game screen to the second game screen from the instructions corresponding to each frame game screen; and to acquire the object state of the virtual object included in the second game screen based on the second state set and the instructions corresponding to the second frame game screen to the second game screen.
[0165] In one possible implementation, an acquisition module is used to acquire the object state of the virtual object included in the second frame of the game screen based on the object state of the virtual object included in the first frame of the game screen and the instructions corresponding to the second frame of the game screen; according to the second state set, the object state of the virtual object included in the i-1 frame of the game screen and the instructions corresponding to the i-th frame of the game screen are acquired, until the object state of the virtual object included in the second game screen is acquired.
[0166] In a possible implementation, the deletion module is further configured to delete instructions corresponding to each frame of the game screen from the second game screen to the first game screen.
[0167] In one possible implementation, the terminal device stores third state sets corresponding to multiple frames of reference game screens, as well as a correspondence between the third state sets corresponding to each frame of the reference game screen and the frame number corresponding to each frame of the reference game screen. The reference game screen is a game screen whose frame number meets the frame number requirement. The third state set corresponding to any reference game screen includes the object state of the virtual object included in any reference game screen.
[0168] An acquisition module is configured to determine, based on the second value satisfying the frame number requirement, the object state of the virtual object included in the second game screen according to a third state set corresponding to the second game screen.
[0169] In a possible implementation, the deletion module is further configured to delete a third state set corresponding to a reference game screen having a corresponding frame number not less than a second value.
[0170] In one possible implementation, a terminal device stores a third state set corresponding to multiple frames of reference game screens, a correspondence between the third state set corresponding to each frame of the reference game screen and the frame number corresponding to each frame of the reference game screen, and instructions corresponding to each frame of the game screen between two adjacent reference game screens. The reference game screen is a game screen whose frame number meets a frame number requirement. The instructions corresponding to any game screen between the two adjacent reference game screens are used to indicate instructions required to display the previous frame of the game screen to the display of any frame of the game screen. The third state set corresponding to any reference game screen includes the object state of a virtual object included in any reference game screen.
[0171] An acquisition module is used to determine, based on the second value not meeting the frame number requirement, a third state set corresponding to the third game screen in the third state set corresponding to multiple frames of reference game screens, according to the second value, where the third game screen is the reference game screen with the largest frame number among the reference game screens whose corresponding frame number is less than the second value; determine, among the instructions corresponding to each frame of the game screen, the instructions corresponding to the next frame of the third game screen to the second game screen; and acquire the object state of the virtual object included in the second game screen according to the third state set corresponding to the third game screen and the instructions corresponding to the next frame of the third game screen to the second game screen.
[0172] In a possible implementation, the deletion module is further configured to delete the third state set corresponding to the reference game screen having a frame rate greater than the second value, and to delete the instructions corresponding to the game screen having a frame rate not less than the second value.
[0173] In one possible implementation, the display module 1301 is further used to respond to the triggering operation of the backtracking function, and based on the reference value being not less than the first value, display a first prompt message in the first game screen, where the first prompt message is used to indicate that backtracking is not possible.
[0174] In one possible implementation, the display module 1301 is also used to respond to the triggering operation of the backtracking function, and based on the reference value being less than the first value, display a second prompt information in the first game screen, and the second prompt information is used to indicate that the second game screen is being obtained.
[0175] In a possible implementation, the first game screen further includes a backtracking control;
[0176] The device also includes:
[0177] The determining module is configured to determine whether to trigger a backtracking function in response to a triggering operation on a backtracking control.
[0178] When the rewind function is triggered, the device displays a second game screen. The second game screen includes the game state of the virtual object in the virtual environment as a historical state, so that the virtual object can be controlled to restart the game from the historical state. This method allows the player to use the rewind function to return to the second game screen before the first game screen if the player is accidentally hit or triggers an incorrect operation in the first game screen, and continue the game in the state of the object in the second game screen. This gives the player a chance to start over, makes the player's control over the game operation more diverse, and thus can improve the player's flexibility in controlling the game operation, and to a certain extent, can also improve the player's gaming experience.
[0179] It should be understood that the above-mentioned device is merely an example of the division of the above-mentioned functional modules when implementing its functions. In actual applications, the above-mentioned functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the device and method embodiments provided in the above embodiments are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0180] FIG14 illustrates a block diagram of a terminal device 1400 according to an exemplary embodiment of the present application. Terminal device 1400 may be a portable mobile terminal, such as a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), laptop computer, or desktop computer. Terminal device 1400 may also be referred to as user equipment, portable terminal, laptop terminal, desktop terminal, or other similar names.
[0181] Typically, the terminal device 1400 includes a processor 1401 and a memory 1402 .
[0182] The processor 1401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1401 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array). The processor 1401 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1401 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1401 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0183] Memory 1402 may include one or more computer-readable storage media, which may be non-transitory. Memory 1402 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in memory 1402 is used to store at least one instruction, which is executed by processor 1401 to implement the operation control method provided in the method embodiment of the present application.
[0184] In some embodiments, terminal device 1400 may optionally include a peripheral device interface 1403 and at least one peripheral device. Processor 1401, memory 1402, and peripheral device interface 1403 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 1403 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include at least one of a radio frequency circuit 1404, a display screen 1405, a camera assembly 1406, an audio circuit 1407, and a power supply 1409.
[0185] The peripheral device interface 1403 may be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 1401 and the memory 1402 .
[0186] The radio frequency circuit 1404 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals.
[0187] The display screen 1405 is used to display a UI (User Interface).
[0188] The camera component 1406 is used to capture images or videos.
[0189] Audio circuitry 1407 may include a microphone and a speaker.
[0190] The power supply 1409 is used to supply power to various components in the terminal device 1400 .
[0191] In some embodiments, the terminal device 1400 further includes one or more sensors 1410 , including but not limited to: an acceleration sensor 1411 , a gyroscope sensor 1412 , a pressure sensor 1413 , an optical sensor 1415 , and a proximity sensor 1416 .
[0192] Those skilled in the art will understand that the structure shown in FIG14 does not constitute a limitation on the terminal device 1400 , and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0193] FIG15 is a schematic diagram of the structure of the server provided in an embodiment of the present application. The server 1500 may have relatively large differences due to different configurations or performances, and may include one or more processors (Central Processing Units, CPU) 1501 and one or more memories 1502, wherein the one or more memories 1502 store at least one program code, and the at least one program code is loaded and executed by the one or more processors 1501 to implement the operation control methods provided in the above-mentioned various method embodiments. Of course, the server 1500 may also have components such as a wired or wireless network interface, a keyboard, and an input and output interface for input and output. The server 1500 may also include other components for implementing device functions, which will not be described in detail here.
[0194] In an exemplary embodiment, a computer-readable storage medium is further provided, in which a computer program is stored. The computer program is loaded and executed by a processor to enable a computer to implement any one of the above-mentioned operation control methods.
[0195] Optionally, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, or the like.
[0196] In an exemplary embodiment, a computer program product is further provided. The computer program product stores a computer program, which is loaded and executed by a processor to enable a computer to implement any one of the above-mentioned operation control methods.
[0197] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, storage, display, etc.), and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use, and processing of relevant data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the game images involved in this application were obtained with full authorization.
[0198] It should be understood that the term "plurality" used herein refers to two or more. "And / or" describes a relationship between associated objects, indicating that three possible relationships exist. For example, "A and / or B" can mean: A exists alone, A and B exist simultaneously, or B exists alone. The character " / " generally indicates an "or" relationship between the associated objects.
[0199] The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0200] The above description is merely an exemplary embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the principles of the present application shall be included in the scope of protection of the present application.
Claims
1. An operation control method, which is executed by a terminal device, and the method includes: Displaying a first game screen, where the first game screen includes virtual objects located in a virtual environment; Controlling the virtual objects to play games in the virtual environment; In response to a trigger operation of a recall function, displaying a second game screen, where the second game screen is a screen obtained by controlling the game process to make the game state of the virtual objects in the virtual environment recall to a historical state; Controlling the virtual objects to start playing the game again from the historical state.
2. The method according to claim 1, where the displaying the second game screen in response to a trigger operation of a recall function includes: In response to a trigger operation of a recall function, determining a reference value according to the frame rate and a reference duration of the game, where the reference duration is the duration corresponding to the recall function, and the reference value is the number of frames of the screen to be recalled; Based on the reference value being less than a first value, determining a second value according to the first value and the reference value, where the first value is the number of frames corresponding to the first game screen in the game, and the second value is the number of frames corresponding to the second game screen in the game; Obtaining the second game screen according to the second value; Displaying the second game screen.
3. The method according to claim 2, where the obtaining the second game screen according to the second value includes: Obtaining the object states of the virtual objects included in the second game screen according to the second value; Obtaining the second game screen according to the object states of the virtual objects included in the second game screen.
4. In the terminal device according to claim 3, a first state set corresponding to each frame of the game screen from the first frame of the game screen to the first game screen of the game is stored, as well as the corresponding relationship between the first state set corresponding to each frame of the game screen and the number of frames corresponding to each frame of the game screen. The first state set corresponding to any frame of the game screen includes the object states of the virtual objects included in the any frame of the game screen; The obtaining the object states of the virtual objects included in the second game screen according to the second value includes: Determining the first state set corresponding to the game screen with the second value from the first state sets corresponding to each frame of the game screen, and using the object states of the virtual objects included in the determined first state set as the object states of the virtual objects included in the second game screen.
5. The method according to claim 4, after the obtaining the object states of the virtual objects included in the second game screen according to the second value, the method further includes: Deleting the first state sets corresponding to the second game screen to the first game screen respectively.
6. According to the method described in claim 3, a second state set corresponding to the first frame of the game screen of the game is stored in the terminal device, as well as instructions corresponding to each frame of the game screen from the second frame of the game screen to the first game screen. The instruction corresponding to the i-th frame of the game screen is used to indicate the instruction required to control the state change of the object from displaying the (i - 1)-th frame of the game screen to displaying the i-th frame of the game screen. The second state set includes the object states of the virtual objects included in the first frame of the game screen, where 1 < i ≤ the first value; The obtaining the object states of the virtual objects included in the second game screen according to the second value includes: According to the second value, determining the instructions corresponding to the second frame of the game screen to the second game screen respectively from the instructions corresponding to each frame of the game screen; According to the second state set and the instructions corresponding to the second frame of the game screen to the second game screen respectively, obtaining the object states of the virtual objects included in the second game screen.
7. According to the method described in claim 6, the obtaining the object states of the virtual objects included in the second game screen according to the second state set and the instructions corresponding to the second frame of the game screen to the second game screen respectively includes: Obtaining the object states of the virtual objects included in the second frame of the game screen according to the object states of the virtual objects included in the first frame of the game screen and the instruction corresponding to the second frame of the game screen; According to the second state set, in a manner of obtaining the object states of the virtual objects included in the i-th frame of the game screen based on the object states of the virtual objects included in the (i - 1)-th frame of the game screen and the instruction corresponding to the i-th frame of the game screen, until obtaining the object states of the virtual objects included in the second game screen.
8. According to the method described in claim 6, after obtaining the object states of the virtual objects included in the second game screen according to the second state set and the instructions corresponding to the second frame of the game screen to the second game screen respectively, the method further includes: Deleting the instructions corresponding to each frame of the game screen from the second game screen to the first game screen.
9. According to the method described in claim 3, a third state set corresponding to multiple frames of reference game screens is stored in the terminal device, as well as the corresponding relationship between the third state set corresponding to each frame of the reference game screen and the number of frames corresponding to each frame of the reference game screen. The reference game screen is a game screen whose number of frames meets the frame number requirement. The third state set corresponding to any reference game screen includes the object states of the virtual objects included in the any reference game screen; The obtaining the object states of the virtual objects included in the second game screen according to the second value includes: Based on the second value meeting the frame number requirement, determining the object states of the virtual objects included in the second game screen according to the third state set corresponding to the second game screen.
10. According to the method described in claim 9, after determining the object states of the virtual objects included in the second game screen according to the third state set corresponding to the second game screen based on the second value satisfying the frame number requirement, the method further includes: Deleting the third state set corresponding to the reference game screen whose corresponding frame number is not less than the second value.
11. According to the method described in claim 3, the terminal device stores the third state sets corresponding to multiple frames of reference game screens, the corresponding relationship between the third state sets corresponding to each frame of reference game screen and the frame numbers corresponding to each frame of reference game screen, and the instructions corresponding to each game screen between two adjacent frames of reference game screens. The reference game screen is a game screen whose frame number meets the frame number requirement. The instruction corresponding to any game screen between two adjacent frames of reference game screens is used to indicate the instruction required to display the previous frame of the game screen of the any game screen to displaying the any frame of the game screen. The third state set corresponding to any reference game screen includes the object states of the virtual objects included in the any reference game screen; The obtaining the object states of the virtual objects included in the second game screen according to the second value includes: Based on the second value not satisfying the frame number requirement, determining the third state set corresponding to the third game screen from the third state sets corresponding to the multiple frames of reference game screens according to the second value. The third game screen is the reference game screen with the largest frame number among the reference game screens whose corresponding frame numbers are less than the second value; Determining the instructions corresponding to the second game screen from the next frame of the third game screen to the second game screen among the instructions corresponding to each frame of the game screen; Obtaining the object states of the virtual objects included in the second game screen according to the third state set corresponding to the third game screen and the instructions corresponding to the second game screen from the next frame of the third game screen to the second game screen respectively.
12. According to the method described in claim 11, after obtaining the object states of the virtual objects included in the second game screen according to the third state set corresponding to the third game screen and the instructions corresponding to the second game screen from the next frame of the third game screen to the second game screen respectively, the method further includes: Deleting the third state sets corresponding to the reference game screens whose frame numbers are greater than the second value, and deleting the instructions corresponding to the game screens whose frame numbers are not less than the second value.
13. According to the method described in any one of claims 2 to 12, the method further includes: In response to the triggering operation of the backtracking function, based on the reference value not being less than the first value, displaying a first prompt message in the first game screen, where the first prompt message is used to indicate that backtracking is not allowed.
14. According to the method described in any one of claims 2 to 12, the method further includes: In response to a triggering operation of the rollback function, based on the reference value being less than the first value, a second prompt message is displayed in the first game screen, and the second prompt message is used to indicate that the second game screen is being obtained.
15. The method according to any one of claims 1 to 12, wherein the first game screen further includes a rollback control; The method further includes: In response to a triggering operation on the rollback control, it is determined that the rollback function is triggered.
16. An operation control device, the device includes: A display module, configured to display a first game screen, the first game screen including virtual objects located in a virtual environment; A control module, configured to control the virtual objects to play games in the virtual environment; The display module is further configured to, in response to a triggering operation of the rollback function, display a second game screen, where the second game screen is a screen obtained by controlling the game process to roll back the game state of the virtual objects in the virtual environment to a historical state; The control module is further configured to control the virtual objects to start from the historical state and play the game again.
17. A computer device, the computer device includes a processor and a memory, and a computer program is stored in the memory, and the computer program is loaded and executed by the processor to enable the computer device to implement the operation control method according to any one of claims 1 to 15.
18. A computer-readable storage medium, a computer program is stored in the computer-readable storage medium, and the computer program is loaded and executed by a processor to enable a computer to implement the operation control method according to any one of claims 1 to 15.
19. A computer program product, a computer program is stored in the computer program product, and the computer program is loaded and executed by a processor to enable a computer device to implement the operation control method according to any one of claims 1 to 15.