WO2024051606A1 - 一种游戏展示方法、装置、终端及存储介质 - Google Patents

一种游戏展示方法、装置、终端及存储介质 Download PDF

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Publication number
WO2024051606A1
WO2024051606A1 PCT/CN2023/116559 CN2023116559W WO2024051606A1 WO 2024051606 A1 WO2024051606 A1 WO 2024051606A1 CN 2023116559 W CN2023116559 W CN 2023116559W WO 2024051606 A1 WO2024051606 A1 WO 2024051606A1
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WO
WIPO (PCT)
Prior art keywords
game
screen
display
switching
preview screen
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PCT/CN2023/116559
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English (en)
French (fr)
Inventor
董艺菲
余强
Original Assignee
北京有竹居网络技术有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Publication of WO2024051606A1 publication Critical patent/WO2024051606A1/zh

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Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/44Arrangements for executing specific programs
    • G06F9/451Execution arrangements for user interfaces
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • G06F3/04842Selection of displayed objects or displayed text elements
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0487Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures

Definitions

  • the embodiments of the present disclosure relate to the field of games, for example, to a game display method, device, terminal and storage medium.
  • Embodiments of the present disclosure provide a game display method, device, terminal and storage medium, solving the problem that users need to face numerous game choices.
  • an embodiment of the present disclosure provides a game display method, wherein the method is applied to a client, and the method includes:
  • the preview screen of the game before switching is displayed on the display screen
  • the display content on the display screen is switched from the preview screen of the game before the switch to the preview screen of the game after the switch;
  • the game running mode is entered, and the running screen of the current game is displayed on the display screen, wherein the current game includes the pre-switching game or the Game after switching.
  • embodiments of the present disclosure also provide a game display device, wherein the device is configured On the client side, the device includes:
  • the first display module of the preview screen is configured to display the preview screen of the game before switching on the display screen in the game preview mode;
  • the second preview screen display module is configured to, in response to a game switching operation, switch the display content on the display screen from the preview screen of the game before the switch to the preview screen of the game after the switch;
  • the running screen display module is configured to enter the game running mode in response to a trigger operation inputted to the preview screen of the current game, and display the running screen of the current game on the display screen, wherein the current game includes the The game before the switch or the game after the switch.
  • an embodiment of the present disclosure also provides a terminal, wherein the terminal includes:
  • a storage device arranged to store at least one program
  • the at least one processor When the at least one program is executed by the at least one processor, the at least one processor is caused to implement the game display method provided by any embodiment of the present disclosure.
  • embodiments of the present disclosure also provide a storage medium containing computer-executable instructions, wherein the computer-executable instructions, when executed by a computer processor, are used to implement the game display provided by any embodiment of the present disclosure. method.
  • Figure 1 is a schematic flowchart of a game display method provided by an embodiment of the present disclosure
  • Figure 2a is a schematic interface diagram of an example before game switching provided by an embodiment of the present disclosure
  • Figure 2b is a schematic interface diagram of an example after game switching provided by an embodiment of the present disclosure
  • Figure 2c is a schematic interface diagram of a game operation example provided by an embodiment of the present disclosure.
  • FIG. 3 is a schematic flowchart of another game display method provided by an embodiment of the present disclosure.
  • FIG. 4 is a schematic flowchart of another game display method provided by an embodiment of the present disclosure.
  • FIG. 5 is a schematic flowchart of another game display method provided by an embodiment of the present disclosure.
  • Figure 6 is a schematic flowchart of another game display method provided by an embodiment of the present disclosure.
  • FIG. 7 is a schematic flowchart of another game display method provided by an embodiment of the present disclosure.
  • Figure 8 is a schematic structural diagram of a game display device provided by an embodiment of the present disclosure.
  • Figure 9 is a schematic structural diagram of a terminal provided by an embodiment of the present disclosure.
  • the term “include” and its variations are open-ended, ie, “including but not limited to.”
  • the term “based on” means “based at least in part on.”
  • the term “one embodiment” means “at least one embodiment”; the term “another embodiment” means “at least one additional embodiment”; and the term “some embodiments” means “at least some embodiments”. Relevant definitions of other terms will be given in the description below.
  • FIG. 1 is a schematic flowchart of a game display method provided by an embodiment of the present disclosure.
  • the embodiment of the present disclosure is suitable for game display situations, and is particularly suitable for displaying only a preview screen of a game on the display screen, and then switching in response to the game. Operation to switch and display the preview screen of another game.
  • the method can be executed by a game display device, which can be implemented in the form of software and/or hardware, optionally, through a terminal, which can be a mobile terminal or a personal computer (PC) terminal, etc. , in particular, it can be a mobile terminal, for example, it can be a mobile phone or a tablet computer.
  • a game display device which can be implemented in the form of software and/or hardware, optionally, through a terminal, which can be a mobile terminal or a personal computer (PC) terminal, etc. , in particular, it can be a mobile terminal, for example, it can be a mobile phone or a tablet computer.
  • PC personal computer
  • the method is applied to the client and includes:
  • the game preview mode can be understood as a mode that can preview the game content of the game.
  • it can be understood as a mode that allows the user to preview the game content of the game before or after the game is run.
  • the game content may be presented through a preview screen of the game.
  • the display screen may be a screen on the terminal that can be used to display the preview screen, for example, it may be a mobile phone screen or a tablet screen.
  • the preview screen of the pre-switching game may be a screen used to present the game content of the pre-switching game.
  • the pre-switching game may be a game browsed by the user (or player) before triggering the game switching operation.
  • the preview screen of the game before switching is displayed on the display screen.
  • the user can view the display content on the display screen (that is, the preview screen of the game before switching).
  • Fully experience the game content of the pre-switch game thereby determining whether you are interested in the pre-switch game, and thereby determine whether you want to play the pre-switch game.
  • the preview screen of the game before switching can be represented by a game picture or a game video of the game before switching, and the game video can be a game production object of the game before switching.
  • the video recorded for the game before switching may also be a game replay (repaly) of other players playing the game before switching, etc.
  • the preview screen of the game before switching may be a running screen displayed frame by frame following the running process of the game before switching.
  • the preview screen of the game before such a switch has some effects, It is similar to playing a game video, but it does not directly play the game video made in advance, but displays pictures or games composed of various game materials that have been loaded (that is, directly run) of the game before the switch. Scenes, and/or other players' game live broadcasts, that is, the pre-switch game represented by the preview screen of the pre-switch game can be run directly, thereby allowing the user to click and play, that is, the user starts the switch In the case of the previous game, the game before switching can be played directly without waiting for the game loading process, thus improving the user's gaming experience.
  • the game switching operation may be an operation input by a user (ie, a player) for switching the currently displayed pre-switching game (or a preview screen of the pre-switching game).
  • the game switching operation may be input in a variety of ways, for example, input may be input by touching the display screen, or by pressing a button on a terminal integrated with the display screen. Enter by pressing physical buttons, or by executing preset sound information or gesture information. It can be understood that the input method of the game switching operation can be set according to the application scenario, and is not limited here.
  • the game switching operation input by touching the display screen may include a sliding operation, a clicking operation or a pressing operation acting on the display screen, which is not limited here.
  • the sliding operation may be a sliding operation along a preset direction
  • the preset direction may be understood as a preset sliding direction, which may be, for example, parallel to the screen direction of the terminal (i.e., up and down). sliding) or vertical (i.e. sliding left and right) direction.
  • the post-switched game to be switched is determined, and the display content of the display screen is switched from the preview screen of the pre-switched game to the preview screen of the post-switched game.
  • the game after switching may be a game browsed by the user after the user inputs the game switching operation
  • the preview screen of the game after switching may be understood as a screen used to present the game content of the game after switching.
  • the game before switching and the game after switching are different games.
  • the preview screen of the game before switching and the preview screen of the game after switching are preview screens of different games. They are not different preview screens of the same game.
  • a preview screen of a game is displayed on the display screen, that is, a game is displayed on the display screen before switching the game or after switching the game.
  • a game is displayed on the display screen before switching the game or after switching the game.
  • the representation form of the preview screen of the game after switching may be the same as or different from the representation form of the preview screen of the game before switching, which is not limited here.
  • the preview screen of the game before switching is displayed on the display screen shown in Figure 2a. If the user determines what the preview screen of the game before switching represents by browsing the preview screen of the game before switching, If you are not interested in the game before switching, you can input the game switching operation by sliding on the display screen.
  • the terminal integrated with the display screen determines the post-switched game to be switched in response to the game switching operation, and then switches the display content on the display screen from the preview screen of the pre-switching game to the switched game.
  • the preview screen of the subsequent game (as shown in Figure 2b), that is, the preview screen of the game before switching is no longer displayed on the display screen, but the preview screen of the game after switching is displayed instead.
  • the user can determine whether he is interested in the post-switched game represented by browsing the preview screen of the post-switched game currently displayed on the display screen, and if he is not interested, The game switching operation is entered again by sliding on the display screen.
  • the terminal may use the preview screen of the game after switching as the preview screen of the game before switching, and complete the game switching process by performing the above steps again.
  • the user causes the terminal to switch the preview screen displayed on the display screen by sliding on the display screen.
  • the preview screen is switched and displayed again and again, which is like A waterfall flow presentation effect, allowing users to fully experience the game content in the waterfall flow.
  • only a preview screen of one game can be displayed on the display screen at a time, and then the preview screen of another game can be switched and displayed in response to a game switching operation triggered by the user. This allows users to determine whether the currently displayed game is theirs. Interested games to find games that interest you.
  • the technical solution of the embodiment of the present disclosure is applied to the client.
  • the client In the game preview mode, the client displays the preview screen of the game before switching on the display screen; in the case of receiving the game switching operation, this indicates that the user is interested in the current game.
  • the client can change the display content on the display screen from the pre-switch game by responding to the game switch operation.
  • the preview screen is switched to a preview screen of the switched game, so that the user can determine whether he is interested in the switched game represented by the currently displayed preview screen of the switched game, so that the user can find the game he is interested in.
  • the technical solution of the embodiment of the present disclosure effectively solves the problem of users having to face complicated game choices due to the simultaneous display of preview images of multiple games on the display screen by switching the preview images displayed on the display screen. problem, thus improving the user’s gaming experience.
  • the method also includes:
  • start the client In response to a client start instruction, start the client, wherein at least the pre-switch game and the post-switch game are integrated in the client;
  • the preview screen of the game before switching is displayed on the display screen, including:
  • the client startup instruction can be understood as an instruction for starting the client.
  • the client startup instruction may be generated in a variety of ways. For example, it may be generated when a trigger operation is received on a preset startup icon that can be used to initiate the client startup instruction.
  • the startup icon may be The client icon of the client; or, it is generated when a preset trigger event for triggering the startup of the client is detected; or it is generated when preset sound information or gesture information is detected, etc. It can be understood that the method of generating the client startup instruction can be based on the application scenario. Settings are not limited here.
  • at least two games are integrated into the client, and the at least two games include the pre-switching game and the post-switching game.
  • Another name for the client may be an application (Application, app) used to implement game display.
  • the client is started.
  • the client homepage of the client that has been started is displayed on the display screen, and the preview screen of the game before switching is displayed on the client homepage.
  • the user starts (or opens) the client, he can directly browse to the preview screen of the game before switching on the homepage of the client, which means that after the user opens the client , you can play games directly, thus improving the user’s gaming experience.
  • FIG. 3 is a schematic flowchart of another game display method provided by an embodiment of the present disclosure.
  • the method is applied to the client and includes:
  • the current game may be the pre-switching game or the post-switching game mentioned above. Of course, it may also be a game other than the pre-switching game and the post-switching game. This is different from the actual game. It depends on the situation and is not limited here.
  • the trigger operation input for the preview screen of the current game can be understood as an operation for entering the game running mode, thereby running the corresponding current game.
  • the input method for triggering the operation of inputting the preview screen of the current game may be in a variety of ways, for example, it may be input by directly touching the preview screen of the current game. , optionally, click on certain areas in the screen, click on controls or buttons on the interface, click on menu options, etc., or by pressing the button corresponding to the preview screen of the current game on the terminal integrated with the display screen. Input is performed by pressing physical buttons, or by executing preset sound information or gesture information corresponding to the preview screen of the current game, and so on.
  • the input method of the trigger operation can be set according to the application scenario, and is not limited here.
  • the game operation mode can be It is interpreted as a mode that enables the game to run, thereby allowing the user to play the game in a running state.
  • the running screen can be understood as the screen presented to the outside world by the current game in a running state, which can change according to the user's playing situation of the current game.
  • Receive and respond to the trigger operation inputted for the preview screen of the current game enter the game running mode, thereby running the current game so that the user can play the current game in a running state; and A running screen of the current game is displayed on the display screen, so that the user can control the current game based on the displayed running screen.
  • the preview screen of the current game is displayed through the display screen, and then when a trigger operation input for the preview screen of the current game is received, the user responds to the trigger operation, thereby entering
  • the game running mode runs the current game and displays the running screen of the current game on the display screen, thus realizing the click-and-play effect, that is, allowing the user to input the trigger operation , the current game can be played immediately, thereby ensuring the user's gaming experience.
  • the method also includes:
  • the trigger operation in response to the preview screen input of the current game includes:
  • the game play control corresponding to the preview screen of the current game is displayed on the display screen, so that the user can play the current game represented by the preview screen currently displayed on the display screen by triggering the game play control.
  • the current game may be the game before switching or the game after switching. This is related to the actual situation and is not limited here.
  • the game play control can be expressed in a variety of ways, for example, it can be a button control, an option control or a sliding control (for example, a sliding control divided into two levels: play and non-play). ).
  • FIG. 2a and FIG. 2b show the game play control represented by a triangular-style button control.
  • the input method for triggering the operation inputted by the game play control may be in a variety of ways, for example, it may be input by directly touching the game play control, or by inputting Press the physical buttons corresponding to the game play controls on the terminal integrated with the display screen to input, or perform preset sound information or gesture information corresponding to the game play controls. Enter, etc. It can be understood that the input method of the trigger operation can be set according to the application scenario, and is not limited here.
  • the response to a trigger operation input to the game play control may include: receiving a click operation acting on the game play control, and using the click operation as a trigger operation input to the game play control.
  • Trigger operation in response to the trigger operation input for the game play control, that is, in response to the click operation.
  • the user can input the triggering operation by clicking on the game play control.
  • the reason why you enter and play the current game by triggering the game play control instead of directly entering the current game and playing when the preview screen of the current game is displayed is that, Some control operations in the current game may conflict with the game switching operation. Therefore, in order to ensure accurate response to various operations, the game running mode is entered by triggering the game play control. At this time, the game operation mode is entered. The game switching operation will be triggered again.
  • FIG 4 is a schematic flowchart of another game display method provided by an embodiment of the present disclosure. This embodiment This is an addition to the game display method described in any of the above embodiments.
  • the method is applied to the client and includes:
  • the above technical solution effectively solves the problem of users having to face complicated game choices due to the simultaneous display of multiple game previews on the display screen by switching the preview images displayed on the display screen; on this basis on, enter the game running mode by responding to the trigger operation input for the preview screen of the current game, run the current game, and display the running screen of the current game running on the display screen, that is, allowing the user to click Ready to play.
  • the two cooperate with each other to improve the user's gaming experience to a great extent.
  • FIG. 5 is a schematic flowchart of another game display method provided by an embodiment of the present disclosure. This embodiment is an addition to the game display method described in any of the above embodiments.
  • the method is applied to the client and includes:
  • the general game materials can be understood as game materials that exist in both the preview screen of the game before the switch and the preview screen of the game after the switch, that is, the preview screen of the game before the switch and the preview screen of the game after the switch are generated.
  • the game materials are required for both the preview screen of the subsequent game and the game materials involved in both the pre-switching game and the post-switching game.
  • the game material may be game scene material and/or character material, and the game scene material may be It is used to represent the environment, buildings, machinery, props, weapons, etc. in the game.
  • the character materials can be used to represent the characters in the game.
  • the method used to generate the preview screen of the pre-switch game is All game materials have been loaded, which means that the universal game materials in all the game materials have been loaded. Therefore, the loaded universal game materials can be directly obtained here.
  • the general game material can be loaded when the preview screen of the game before switching needs to be displayed, or can be loaded when the client starts, and so on.
  • the target game material can be understood as the game material that is not currently loaded in the preview screen of the post-switched game to be generated, which is involved in the preview screen of the post-switched game and is involved in the pre-switched game.
  • Game materials not included in the preview screen can be considered as personalized game materials in the preview screen of the game after switching.
  • the target game material is loaded to generate a preview screen of the switched game based on the loading result.
  • the target game material can be loaded through a game engine that develops the switched game.
  • the pre-switching game and the post-switching game can be developed based on the same game engine, which means that the game in the preview screen of the pre-switching game can be developed based on the same game engine. Materials and game materials in the preview screen of the game after switching are loaded. The application of the same game engine ensures the loading speed of these game materials, thereby ensuring the free switching of each game/preview screen of each game in the waterfall flow. .
  • S440 Perform screen rendering based on the general game material and the loaded target game material to generate a preview screen of the switched game.
  • the general game materials and the target game materials in the preview screen of the switched game to be generated have been loaded, the general game materials and the target game materials that have been loaded can be based on these.
  • S450 Switch the display content on the display screen from the preview screen of the game before the switch to the preview screen of the game after the switch.
  • the technical solution of the embodiment of the present disclosure is that since the generated preview screen of the pre-switch game and the to-be-generated preview screen of the post-switch game contain the same game material (i.e., universal game material), the switch is generated When switching to the preview screen of the game, you can directly obtain the loaded general game materials and load the unloaded target game materials, that is, there is no need to load all the game materials involved in the preview screen of the game after switching. , thereby ensuring the generation speed of the preview screen of the switched game, thereby allowing the user to browse the preview screen of the switched game faster.
  • game material i.e., universal game material
  • the method also includes:
  • the universal game material is loaded.
  • the universal game material may be loaded during the startup process of the client or after the client is started. In other words, the universal game material can be loaded following the startup process of the client, or the universal game material can be loaded immediately after the client is started. In this way, when it is necessary to generate a preview screen of the game before switching, only the game materials other than the general game materials among all the game materials in the preview screen of the game before switching can be loaded. , thus ensuring the generation speed of the preview screen of the game before switching.
  • the game materials involved in the preview screens of most of the at least two games can be The client is loaded during the startup process or after the client is started, thereby ensuring the rapid generation of preview screens for most games.
  • the generation speed of the preview screen will directly affect the display speed of the preview screen, which in turn affects the display speed of the preview screen. to the user’s gaming experience.
  • the method is based on the general game material and the loaded target game material.
  • Perform screen rendering to generate a preview screen of the game after switching including:
  • screen rendering is performed based on the general game material and the loaded target game material, and a preview screen of the switched game is generated;
  • both the pre-switching game and the post-switching game are developed based on the game engine.
  • the generation process of the preview screen of the switched game can be realized through a game engine.
  • the generation process of the preview screen of the switched game can be realized by a game engine that has been loaded on the client.
  • the preview screen of the final game In other words, after the preview screen of the pre-switching game is generated based on the loaded game engine, in response to the game switching operation, there is no need to switch (i.e., load) another game engine, and the game engine can continue to be based on the previously loaded game engine.
  • the game engine generates a preview screen of the switched game, thereby ensuring the generation speed of the preview screen of the switched game.
  • FIG. 6 is a schematic flowchart of another game display method provided by an embodiment of the present disclosure. This embodiment is an addition to the game display method described in any of the above embodiments.
  • the method is applied to the client, and the method includes:
  • S540 Perform screen rendering based on the general game material and the loaded target game material to generate a preview screen of the switched game.
  • S550 Switch the display content on the display screen from the preview screen of the game before the switch to the preview screen of the game after the switch.
  • the terminal when the preview screen of the game before switching and the preview screen of the game after switching can be quickly generated, that is, the preview screen of the current game can be quickly generated, the terminal can quickly respond to The user enters the game running mode by inputting a trigger operation on the preview screen of the current game, thereby achieving a click-and-play effect.
  • displaying the running screen of the current game running on the display screen includes:
  • the current game is run through the current game material, and the running screen of the current game in a running state is displayed on the display screen.
  • the preview screen of the current game has been displayed on the display screen, and the preview screen of the current game is rendered based on the current game material in the preview screen of the current game, this illustrates that the preview screen of the current game has been displayed on the display screen.
  • the terminal responds to the triggering operation for the preview screen input of the current game, the current game materials have been loaded. Therefore, the loaded current game materials can be directly obtained, and the current game materials can be directly obtained through the current game materials. Run the current game without loading any game assets. In this way, when the user needs to play the current game, he can immediately run the current game without waiting for the loading process of the current game, achieving the effect of clicking and playing.
  • the current game material can be understood as the general game material and the target game material; in the current game
  • the current game material may be understood as the general game material and the game materials involved in the pre-switch game other than the general game material.
  • the method further includes:
  • stop running In response to a trigger operation input for the game exit control, stop running is in the running state The pre-switching game, and a preview screen of the pre-switching game is displayed on the display screen.
  • the game play control is set to avoid the conflict between the control operation in the current game and the game switching operation. For the same reason, when the user wants to switch to other games, he can also First exit the current game currently being played. For example, a game exit control is displayed on the display screen so that the user can exit the current game by triggering the game exit control. Similar to the game play control, the game exit control can also be expressed in various ways, which will not be described again here.
  • the pre-switching game in response to a trigger operation input to the game exit control, the pre-switching game that is in the running state is stopped and displayed on the display screen.
  • the user can trigger the game switching operation to perform game switching, thus ensuring the accurate triggering of the game switching function.
  • the terminal can display the switching shown in Figure 2a on the display screen again. A preview screen of the previous game.
  • FIG. 7 is a schematic flowchart of another game display method provided by an embodiment of the present disclosure. This embodiment is an addition to the game display method described in any of the above embodiments.
  • the method is applied to the client, and the method includes:
  • the game pool can be understood as a set including at least two candidate games, and the at least two candidate games include the pre-switching game and the post-switching game.
  • the current games represented by the preview images displayed on the display screen all come from the game pool.
  • S630 Determine the post-switched game to be switched from the at least two candidate games.
  • the terminal when the terminal needs to switch the display content of the display screen, the terminal can determine the post-switched game to be switched from the at least two candidate games, so that the determined post-switched game
  • the preview screen is displayed on the display screen.
  • the post-switch game may be determined from the at least two candidate games based on a variety of methods.
  • the game preference information of the triggering object of the game switching operation and/or the triggering time of the game switching operation are determined, so that based on the game preference information and/or the triggering time, from The post-switch game is determined from the at least two candidate games.
  • the trigger object can be understood as the object that triggers the game switching operation, that is, the user or player mentioned above.
  • the candidate game matching the game preference information among the at least two candidate games can be used as the post-switch game, thereby providing the trigger
  • the object recommends games that the object may be interested in, thus improving the efficiency of game distribution.
  • the game preference information can be determined based on the games that the trigger object has frequently played in history, or can also be determined based on the game preferences filled in by the trigger object itself, etc., which are not done here. limited.
  • the triggering time can be understood as the time to trigger the game switching operation.
  • the candidate game matching the trigger time among the at least two candidate games can be used as the post-switch game, thereby recommending both for the trigger object. Games that can satisfy the game playing experience without affecting normal work and rest, such as recommending more gentle games during the preset rest period, so that the triggering target will not have difficulty falling asleep due to the game being too intense.
  • a recommendation icon and a focus icon are displayed on the display screen, so that when the recommendation icon is selected, recommendation information is obtained, and based on the recommendation information, the game is selected from the at least two candidate games.
  • the attention information of the triggering object of the game switching operation is obtained, and the post-switched game to be switched is determined from the at least two candidate games based on the attention information, wherein, the attention information represents information about a game produced by the object that the triggering object pays attention to.
  • a recommendation icon and a follow icon are displayed on the display screen.
  • the recommendation icon can be used to indicate that the client integrated with the game pool automatically recommends games (that is, automatically determines the game after switching).
  • the follow icon The icon may be used to represent a game made by recommending the object that triggers the object's attention. Therefore, when the recommendation icon is selected (for example, as shown in Figure 2a), it indicates that the triggering object wants the client to automatically recommend games for itself, so at this time, it can be obtained to indicate that the client Recommendation information of the recommended game, thereby determining the post-switched game from the at least two candidate games based on the recommendation information.
  • the attention icon when the attention icon is selected, it indicates that the triggering object hopes that the client will recommend games produced by the following object to itself, so at this time, the information used to indicate that the triggering object is paying attention can be obtained. to determine the post-switch game from the at least two candidate games based on the attention information.
  • the selected recommendation icon or the attention icon may be selected by default by the client, or may be actively selected by the triggering object, which is not limited here.
  • the above technical solution can recommend the post-switched game that meets the needs of the triggering object according to the icon selection status.
  • S640 Switch the display content on the display screen from the preview screen of the game before the switch to the preview screen of the game after the switch.
  • the technical solution of the embodiment of the present disclosure obtains a game pool containing at least two candidate games, so that in response to the game switching operation, the post-switched game can be directly determined from the game pool, thereby ensuring determines the speed of the game after said switch.
  • the method further includes:
  • the game running mode is entered, and the running screen of the current game is displayed on the display screen, wherein the current game includes the pre-switching game or the Game after switching.
  • Figure 8 is a schematic structural diagram of a game display device provided by an embodiment of the present disclosure. As shown in Figure 8, the device includes: a display module 710, a switching module 720 and a game running module 730.
  • the display module 710 is configured to display the preview screen of the game before switching on the display screen in the game preview mode, or to display the preview screen of the game after the switch; in the game running mode, Display the running screen of the current game running; the switching module 720 is configured to respond to the game switching operation and, through the display module, switch the display content on the display screen from the preview screen of the game before the switching to switching The preview screen of the last game; the game running module 730 is configured to enter the game running mode in response to the trigger operation input for the preview screen of the current game, and display the current game running mode on the display screen through the display module.
  • a running screen wherein the current game includes the pre-switching game or the post-switching game.
  • the technical solution of the embodiment of the present disclosure can be configured on the client.
  • the client displays the preview screen of the game before switching on the display screen; when receiving the game switching operation, it indicates that the user is interested in the current game. If the pre-switch game represented by the displayed preview screen of the pre-switch game is not of interest, then the client can change the display content on the display screen from the pre-switch game by responding to the game switch operation.
  • the preview screen is switched to a preview screen of the switched game, so that the user can determine whether he is interested in the switched game represented by the currently displayed preview screen of the switched game, so that the user can find the game he is interested in.
  • the above device by switching the preview images displayed on the display screen, effectively solves the problem of users facing complicated game choices due to the simultaneous display of preview images of multiple games on the display screen, thus improving the improve the user’s gaming experience.
  • the game display device also includes: a general game material acquisition module, a target game material loading module, and a preview screen generation module;
  • the universal game material acquisition module is configured to acquire the loaded universal game material after the response to the game switching operation, wherein the universal game material includes the preview screen of the game before the switching and the It will be present in the preview screen of the game after switching;
  • the target game material loading module is configured to load target game material, wherein the target game material is the currently unloaded game material in the preview screen of the switched game to be generated;
  • the preview screen generation module is configured to perform screen rendering based on the universal game material and the loaded target game material, and generate a preview screen of the switched game.
  • the game display device also includes: a first startup module of the client and a universal game Material loading module;
  • the first startup module of the client is configured to start the client in response to a client startup instruction
  • the universal game material loading module is configured to load the universal game material during the startup process of the client or after the client is started.
  • the preview screen generation module is set to:
  • screen rendering is performed based on the general game material and the loaded target game material, and a preview screen of the switched game is generated;
  • both the pre-switching game and the post-switching game are developed based on the game engine.
  • the game running module 730 is configured to: in response to a trigger operation input for the preview screen of the current game, enter the game running mode, obtain the loaded current game materials of the current game, and use the The current game material runs the current game, and the running screen of the current game in the running state is displayed on the display screen through the display module, where the current game includes the pre-switching game or the Game after switching.
  • the game display device when the current game is the game before switching, the game display device further includes: a game exit control display module and a third preview screen display module;
  • the game exit control display module is configured to display the game exit control on the display screen before the response to the game switching operation
  • the third display module of the preview screen is configured to stop running the pre-switch game that is in the running state in response to a trigger operation input to the game exit control, and display the pre-switch game on the display screen. Game preview screen.
  • the game display device also includes: a game play control display module;
  • the game play control display module is configured to display the game play controls corresponding to the preview screen of the current game on the display screen;
  • the running screen display module 730 may include: a trigger operation response unit;
  • the trigger operation response unit is configured to respond to the input of the game play control. triggering operation.
  • the game display device also includes: a second startup module of the client;
  • the second starting module of the client is configured to start the client in response to a client starting instruction, wherein at least the pre-switching game and the post-switching game are integrated in the client;
  • the display module 710 may include: a preview screen display unit
  • the preview screen display unit is configured to display the client homepage of the activated client on the display screen, and to display the preview screen of the game before switching on the client homepage.
  • the switching module 720 includes: a game switching operation response unit;
  • the game switching operation response unit is configured to respond to a game switching operation input by touching the display screen.
  • the game switching operation includes a sliding operation of sliding along a preset direction.
  • the game display device also includes: a game pool acquisition module and a game determination module after switching;
  • the game pool acquisition module is configured to acquire a game pool after the response to the game switching operation, wherein the game pool contains at least two candidate games, and the at least two candidate games include the switching pre-game and post-switch game;
  • the post-switched game determination module is configured to determine the post-switched game to be switched from the at least two candidate games.
  • the game display device also includes: game preference information and trigger time determination module;
  • the game preference information and trigger time determination module is configured to determine the game preference information of the trigger object of the game switching operation, and/or the trigger time of the game switching operation;
  • the game determination module after switching is set to:
  • the post-switched game to be switched is determined from the at least two candidate games.
  • the game display device also includes: a recommendation icon and attention icon display module;
  • the recommendation icon and attention icon display module is configured to be displayed on the display screen Recommend icon and follow icon;
  • the game determination module after switching is set to:
  • recommendation information is obtained, and the post-switched game to be switched is determined from the at least two candidate games based on the recommendation information, wherein the recommendation information represents integration There is information about games recommended by the client in the game pool;
  • the attention information of the triggering object of the game switching operation is obtained, and the post-switched game to be switched is determined from the at least two candidate games based on the attention information, wherein, the attention information represents information about a game produced by the object that the triggering object pays attention to.
  • the game display device provided by the embodiment of the present disclosure can execute the game display method provided by any embodiment of the present disclosure, and has corresponding functional modules for executing the method.
  • FIG. 9 is a schematic structural diagram of a terminal provided by an embodiment of the present disclosure.
  • Terminal devices in embodiments of the present disclosure may include, but are not limited to, mobile phones, notebook computers, digital broadcast receivers, personal digital assistants (Personal Digital Assistant, PDA), PAD (tablet computers), portable multimedia players (Portable Media Player , PMP), mobile terminals such as vehicle-mounted terminals (such as vehicle-mounted navigation terminals), and fixed terminals such as digital televisions (Television, TV), desktop computers, etc.
  • PDA Personal Digital Assistant
  • PAD tablet computers
  • PMP portable multimedia players
  • mobile terminals such as vehicle-mounted terminals (such as vehicle-mounted navigation terminals)
  • fixed terminals such as digital televisions (Television, TV), desktop computers, etc.
  • the terminal shown in FIG. 9 is only an example and should not impose any restrictions on the functions and scope of use of the embodiments of the present disclosure.
  • the terminal 500 may include a processing device (such as a central processing unit, a graphics processor, etc.) 501 , which may process data stored in a read-only memory (Read-Only Memory, ROM) 502
  • ROM read-only memory
  • RAM random access memory
  • various programs and data required for the operation of the terminal 500 are also stored.
  • the processing device 501, the ROM 502 and the RAM 503 are connected to each other via a bus 504.
  • An editing/output (I/O) interface 505 is also connected to bus 504.
  • the following devices can be connected to the I/O interface 505: input devices 506 including, for example, a touch screen, touch pad, keyboard, mouse, camera, microphone, accelerometer, gyroscope, etc.; including, for example, a Liquid Crystal Display (LCD) , an output device 507 such as a speaker, a vibrator, etc.; a storage device 508 including a magnetic tape, a hard disk, etc.; and a communication device 509.
  • the communication device 509 may allow the terminal 500 to communicate wirelessly or wiredly with other devices to exchange data.
  • FIG. 9 illustrates terminal 500 with various devices, it should be understood that implementation or availability of all illustrated devices is not required. More or fewer means may alternatively be implemented or provided.
  • embodiments of the present disclosure include a computer program product including a computer program carried on a non-transitory computer-readable medium, the computer program containing program code for performing the method illustrated in the flowchart.
  • the computer program may be downloaded and installed from the network via communication device 509, or from storage device 508, or from ROM 502.
  • the processing device 501 When the computer program is executed by the processing device 501, the above-mentioned functions defined in the method of the embodiment of the present disclosure are performed.
  • the terminal provided by the embodiment of the present disclosure and the game display method provided by the above-mentioned embodiment belong to the same disclosed concept.
  • Technical details that are not described in detail in this embodiment can be referred to the above-mentioned embodiment.
  • Embodiments of the present disclosure provide a computer storage medium on which a computer program is stored.
  • the program is executed by a processor, the game display method provided by the above embodiments is implemented.
  • the computer-readable medium mentioned above in the present disclosure may be a computer-readable signal medium or a computer-readable storage medium, or any combination of the above two.
  • Examples of computer-readable storage media For example, it may be - but is not limited to - electrical, magnetic, optical, electromagnetic, infrared, or semiconductor systems, devices or devices, or any combination of the above.
  • Computer readable storage media may include, but are not limited to: an electrical connection having one or more wires, a portable computer disk, a hard drive, random access memory (RAM), read only memory (ROM), removable Programmable read-only memory (EPROM (Erasable Programmable Read-Only Memory) or flash memory), optical fiber, portable compact disk read-only memory (Compact Disc Read-Only Memory, CD-ROM), optical storage device, magnetic storage device, or the above Any suitable combination.
  • a computer-readable storage medium may be any tangible medium that contains or stores a program for use by or in connection with an instruction execution system, apparatus, or device.
  • a computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave, carrying computer-readable program code therein. Such propagated data signals may take many forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above.
  • a computer-readable signal medium may also be any computer-readable medium other than a computer-readable storage medium that can send, propagate, or transmit a program for use by or in connection with an instruction execution system, apparatus, or device .
  • Program code contained on a computer-readable medium can be transmitted using any appropriate medium, including but not limited to: wires, optical cables, radio frequency (Radio Frequency, RF), etc., or any suitable combination of the above.
  • the client and server can communicate using any currently known or future developed network protocol such as HTTP (HyperText Transfer Protocol), and can communicate with digital data in any form or medium.
  • Communications e.g., communications network
  • Examples of communication networks include Local Area Networks (LANs), Wide Area Networks (WANs), the Internet (e.g., the Internet), and end-to-end networks (e.g., ad hoc end-to-end networks), as well as any current network for knowledge or future research and development.
  • LANs Local Area Networks
  • WANs Wide Area Networks
  • the Internet e.g., the Internet
  • end-to-end networks e.g., ad hoc end-to-end networks
  • the above-mentioned computer-readable medium may be included in the above-mentioned terminal; it may also exist separately without being assembled into the terminal.
  • the computer-readable medium carries at least one program.
  • the terminal When the at least one program is executed by the terminal, the terminal:
  • the preview screen of the game before switching is displayed on the display screen
  • the display content on the display screen is switched from the preview screen of the game before the switch to the preview screen of the game after the switch;
  • the game running mode is entered, and the running screen of the current game running is displayed on the display screen, wherein the current game includes the pre-switching game or the Game after switching.
  • Computer program code for performing the operations of the present disclosure may be written in one or more programming languages, including but not limited to object-oriented programming languages—such as Java, Smalltalk, C++, and Includes conventional procedural programming languages—such as "C” or similar programming languages.
  • the program code may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer or entirely on the remote computer or server.
  • the remote computer can be connected to the user's computer through any kind of network, including a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computer (such as an Internet service provider through Internet connection).
  • LAN local area network
  • WAN wide area network
  • Internet service provider such as an Internet service provider through Internet connection
  • each block in the flowchart or block diagram may represent a module, segment, or portion of code that contains one or more logic functions that implement the specified executable instructions.
  • the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown one after another may actually execute substantially in parallel, or they may sometimes execute in the reverse order, depending on the functionality involved.
  • each block of the block diagram and/or flowchart illustration, and combinations of blocks in the block diagram and/or flowchart illustration can be implemented by special purpose hardware-based systems that perform the specified functions or operations. , or can be implemented using a combination of specialized hardware and computer instructions.
  • the units involved in the embodiments described in the present disclosure can be implemented in software, or they can Implemented through hardware.
  • the name of the unit does not constitute a limitation on the unit itself under certain circumstances.
  • the display module can also be described as "in the game preview mode, display the preview screen of the game before switching on the display screen, or, Show the preview screen of the game after switching; in the game running mode, show the running screen of the current game running.”
  • exemplary types of hardware logic components include: field programmable gate array (Field Programmable Gate Array, FPGA), application specific integrated circuit (Application Specific Integrated Circuit, ASIC), application specific standard product (Application Specific Standard Parts (ASSP), System on Chip (SOC), Complex Programmable Logic Device (CPLD), etc.
  • a machine-readable medium may be a tangible medium that may contain or store a program for use by or in connection with an instruction execution system, apparatus, or device.
  • the machine-readable medium may be a machine-readable signal medium or a machine-readable storage medium.
  • Machine-readable media may include, but are not limited to, electronic, magnetic, optical, electromagnetic, infrared, or semiconductor systems, devices or devices, or any suitable combination of the foregoing.
  • machine-readable storage media would include one or more wire-based electrical connections, laptop disks, hard drives, random access memory (RAM), read only memory (ROM), erasable programmable read only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination of the above.
  • RAM random access memory
  • ROM read only memory
  • EPROM or flash memory erasable programmable read only memory
  • CD-ROM portable compact disk read-only memory
  • magnetic storage device or any suitable combination of the above.
  • Example 1 provides a game display method, which may include:
  • the preview screen of the game before switching is displayed on the display screen
  • the display content on the display screen is switched from the preview screen of the game before the switch to the preview screen of the game after the switch;
  • the game running mode is entered, and the running screen of the current game running is displayed on the display screen, wherein the current game includes The game before switching or the game after switching.
  • Example 2 provides the method of Example 1, which after the response to the game switching operation, further includes:
  • Target game materials are currently unloaded game materials in the preview screen of the switched game to be generated
  • Screen rendering is performed based on the general game material and the loaded target game material to generate a preview screen of the switched game.
  • Example 3 provides the method of Example 2, further including:
  • the universal game material is loaded.
  • Example 4 provides the method of Example 2, which involves performing screen rendering based on the universal game material and the loaded target game material to generate a preview of the switched game.
  • Screen including:
  • screen rendering is performed based on the general game material and the loaded target game material, and a preview screen of the switched game is generated;
  • both the pre-switching game and the post-switching game are developed based on the game engine.
  • Example 5 provides the method of Example 2, wherein displaying the running screen of the current game running on the display screen includes:
  • the current game is run through the current game material, and the running screen of the current game in a running state is displayed on the display screen.
  • Example 6 provides the method of Example 5.
  • the current game is the pre-switching game
  • the method The law also includes:
  • the pre-switching game in the running state is stopped, and a preview screen of the pre-switching game is displayed on the display screen.
  • Example 7 provides the method of Example 1, which further includes:
  • the trigger operation in response to the preview screen input of the current game includes:
  • Example 8 provides the method of Example 1, further including:
  • start the client In response to a client start instruction, start the client, wherein at least the pre-switch game and the post-switch game are integrated in the client;
  • the preview screen of the game before switching is displayed on the display screen, including:
  • Example 9 provides the method of Example 1, where the response to a game switching operation includes:
  • Example 10 provides the method of Example 9, where the game switching operation includes a sliding operation of sliding along a preset direction.
  • Example 11 provides the method of Example 1, which, after responding to the game switching operation, further includes:
  • the game pool contains at least two candidate games, and the at least two candidate games include the pre-switch game and the post-switch game;
  • the post-switched game to be switched is determined from the at least two candidate games.
  • Example 12 provides the method of Example 11, further including:
  • Determining the post-switched game to be switched from the at least two candidate games includes:
  • the post-switched game to be switched is determined from the at least two candidate games.
  • Example 13 provides the method of Example 11, further including:
  • Determining the post-switched game to be switched from the at least two candidate games includes:
  • recommendation information is obtained, and the post-switched game to be switched is determined from the at least two candidate games based on the recommendation information, wherein the recommendation information represents integration There is information about games recommended by the client in the game pool;
  • the attention information of the triggering object of the game switching operation is obtained, and the post-switched game to be switched is determined from the at least two candidate games based on the attention information, wherein, the attention information represents information about a game produced by the object that the triggering object pays attention to.
  • Example 14 provides a game display device, including:
  • the display module is configured to display the preview screen of the game before switching on the display screen in the game preview mode, or to display the preview screen of the game after the switch; in the game running mode, display the running screen of the current game running;
  • a switching module configured to, in response to a game switching operation, switch the display content on the display screen from the preview screen of the game before the switch to the preview screen of the game after the switch through the display module;
  • the game running module is configured to enter the game running mode in response to a trigger operation input on the preview screen of the current game, and display the current game running mode on the display screen through the display module.
  • the running screen wherein the current game includes the pre-switching game or the post-switching game.

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Abstract

本公开实施例提供了一种游戏展示方法、装置、终端及存储介质。该方法应用于客户端,该方法可包括:在游戏预览模式下,于展示屏幕上展示切换前游戏的预览画面;响应于游戏切换操作,将所述展示屏幕上的展示内容,由所述切换前游戏的预览画面切换为切换后游戏的预览画面;响应于针对当前游戏的预览画面输入的触发操作,进入游戏运行模式,在所述展示屏幕上展示所述当前游戏运行的运行画面,其中,所述当前游戏包括所述切换前游戏或是所述切换后游戏。

Description

一种游戏展示方法、装置、终端及存储介质
本公开要求在2022年9月6日提交中国专利局、申请号为202211085872.3的中国专利申请的优先权,该申请的全部内容通过引用结合在本公开中。
技术领域
本公开实施例涉及游戏领域,例如涉及一种游戏展示方法、装置、终端及存储介质。
背景技术
随着智能移动设备的不断普及以及游戏开发技术的不断提高,游戏已成为越来越多的人们在休闲娱乐时的主要选择。
但是,对于当前市面上的能够提供各种游戏的应用程序而言,其会让用户面临纷繁的游戏选择,用户的游玩体验不佳。
发明内容
本公开实施例提供了一种游戏展示方法、装置、终端及存储介质,解决了用户需要面临纷繁的游戏选择的问题。
第一方面,本公开实施例提供了一种游戏展示方法,其中,该方法应用于客户端,该方法包括:
在游戏预览模式下,于展示屏幕上展示切换前游戏的预览画面;
响应于游戏切换操作,将所述展示屏幕上的展示内容,由所述切换前游戏的预览画面切换为切换后游戏的预览画面;
响应于针对当前游戏的预览画面输入的触发操作,进入游戏运行模式,在所述展示屏幕上展示所述当前游戏运行的运行画面,其中,所述当前游戏包括所述切换前游戏或是所述切换后游戏。
第二方面,本公开实施例还提供了一种游戏展示装置,其中,该装置配置 于客户端,该装置包括:
预览画面第一展示模块,设置为在游戏预览模式下,于展示屏幕上展示切换前游戏的预览画面;
预览画面第二展示模块,设置为响应于游戏切换操作,将所述展示屏幕上的展示内容,由所述切换前游戏的预览画面切换为切换后游戏的预览画面;
运行画面展示模块,设置为响应于针对当前游戏的预览画面输入的触发操作,进入游戏运行模式,在所述展示屏幕上展示所述当前游戏运行的运行画面,其中,所述当前游戏包括所述切换前游戏或是所述切换后游戏。
第三方面,本公开实施例还提供了一种终端,其中,该终端包括:
至少一个处理器;
存储装置,设置为存储至少一个程序,
当所述至少一个程序被所述至少一个处理器执行,使得所述至少一个处理器实现本公开任意实施例所提供的游戏展示方法。
第四方面,本公开实施例还提供了一种包含计算机可执行指令的存储介质,其中,所述计算机可执行指令在由计算机处理器执行时用于实现本公开任意实施例所提供的游戏展示方法。
附图说明
贯穿附图中,相同或相似的附图标记表示相同或相似的元素。应当理解附图是示意性的,原件和元素不一定按照比例绘制。
图1是本公开实施例所提供的一种游戏展示方法的流程示意图;
图2a是本公开实施例所提供的一种游戏切换前示例的界面示意图;
图2b是本公开实施例所提供的一种游戏切换后示例的界面示意图;
图2c是本公开实施例所提供的一种游戏运行示例的界面示意图;
图3是本公开实施例所提供的另一种游戏展示方法的流程示意图;
图4是本公开实施例所提供的另一种游戏展示方法的流程示意图;
图5是本公开实施例所提供的另一种游戏展示方法的流程示意图;
图6是本公开实施例所提供的另一种游戏展示方法的流程示意图;
图7是本公开实施例所提供的另一种游戏展示方法的流程示意图;
图8是本公开实施例所提供的一种游戏展示装置的结构示意图;
图9是本公开实施例所提供的一种终端的结构示意图。
具体实施方式
下面将参照附图更详细地描述本公开的实施例。虽然附图中显示了本公开的某些实施例,然而应当理解的是,本公开可以通过各种形式来实现,而且不应该被解释为限于这里阐述的实施例,相反提供这些实施例是为了更加透彻和完整地理解本公开。应当理解的是,本公开的附图及实施例仅用于示例性作用,并非用于限制本公开的保护范围。
应当理解,本公开的方法实施方式中记载的各个步骤可以按照不同的顺序执行,和/或并行执行。此外,方法实施方式可以包括附加的步骤和/或省略执行示出的步骤。本公开的范围在此方面不受限制。
本文使用的术语“包括”及其变形是开放性包括,即“包括但不限于”。术语“基于”是“至少部分地基于”。术语“一个实施例”表示“至少一个实施例”;术语“另一实施例”表示“至少一个另外的实施例”;术语“一些实施例”表示“至少一些实施例”。其他术语的相关定义将在下文描述中给出。
需要注意,本公开中提及的“第一”、“第二”等概念仅用于对不同的装置、模块或单元进行区分,并非用于限定这些装置、模块或单元所执行的功能的顺序或者相互依存关系。
需要注意,本公开中提及的“一个”、“多个”的修饰是示意性而非限制性的,本领域技术人员应当理解,除非在上下文另有明确指出,否则应该理解为“至少一个”。
本公开实施方式中的多个装置之间所交互的消息或者信息的名称仅用于说 明性的目的,而并不是用于对这些消息或信息的范围进行限制。
图1为本公开实施例所提供的一种游戏展示方法的流程示意图,本公开实施例适用于游戏展示的情形,尤其适用于于展示屏幕上只展示一个游戏的预览画面,然后通过响应游戏切换操作来切换并展示另一个游戏的预览画面的情形。该方法可以由游戏展示装置来执行,该装置可以通过软件和/或硬件的形式实现,可选的,通过终端来实现,该终端可以是移动终端或是个人电脑(personal computer,PC)端等,尤其可以是移动终端,例如可以是,手机或平板电脑等。
如图1所示,所述方法应用于客户端,所述方法包括:
S110、在游戏预览模式下,于展示屏幕上展示切换前游戏的预览画面。
其中,所述游戏预览模式可以理解为可预览游戏的游戏内容的模式,例如可以理解为在游戏运行前或是游戏运行后,允许用户预览游戏的游戏内容的模式。在本公开实施例中,所述游戏内容可以通过游戏的预览画面呈现出来。所述展示屏幕可以是终端上的可用于展示预览画面的屏幕,例如可以是,手机屏幕或是平板屏幕等。所述切换前游戏的预览画面可以是用于呈现切换前游戏的游戏内容的画面,所述切换前游戏可以是用户(或说玩家)在触发游戏切换操作前被用户浏览到的游戏。在所述游戏预览模式下,于所述展示屏幕上展示所述切换前游戏的预览画面,这样一来,用户可以通过所述展示屏幕上的展示内容(即所述切换前游戏的预览画面)充分感受所述切换前游戏的游戏内容,由此确定自己是否对所述切换前游戏感兴趣,从而确定是否想要游玩所述切换前游戏。
本公开实施例中,可选的,所述切换前游戏的预览画面可以通过所述切换前游戏的游戏图片或是游戏视频进行表示,所述游戏视频可以是所述切换前游戏的游戏制作对象为所述切换前游戏录制的视频,也可以是其他玩家游玩所述切换前游戏时的游戏回放(repaly)等。除此之外,特别的,所述切换前游戏的预览画面更可以是跟随着所述切换前游戏的运行进程而一帧帧展现出来的运行画面。需要强调的是,虽然这样的切换前游戏的预览画面所呈现出的效果有些 类似于在播放游戏视频,但其并不是直接播放提前制作好的游戏视频,而是在展示由所述切换前游戏的已加载完成(即可直接运行)的各种游戏素材构成的画面或游戏场景,和/或,其他玩家游戏实况,即这样的切换前游戏的预览画面所表征出的所述切换前游戏可以被直接运行,由此允许用户即点即玩,即用户在启动所述切换前游戏的情况下,可以直接游玩所述切换前游戏,而无需等待游戏加载过程,由此提升了用户的游玩体验。
S120、响应于游戏切换操作,将所述展示屏幕上的展示内容,由所述切换前游戏的预览画面切换为切换后游戏的预览画面。
其中,所述游戏切换操作可以是由用户(即玩家)输入的用于对当前展示的所述切换前游戏(或是说所述切换前游戏的预览画面)进行切换的操作。本公开实施例中,可选的,所述游戏切换操作的输入方式可以有多种,例如可以是,通过触控所述展示屏幕来输入,或者通过按压集成有所述展示屏幕的终端上的实体按键来输入,再或者通过执行预先设置的声音信息或是手势信息等来输入。可以理解的是,所述游戏切换操作的输入方式可根据应用场景进行设置,在此不做限定。在此基础上,通过触控所述展示屏幕这种方式输入的所述游戏切换操作可以包括作用在所述展示屏幕上的滑动操作、点击操作或是按压操作等,在此未做限定。示例性的,所述滑动操作可以是沿着预设方向进行滑动的滑动操作,所述预设方向可以理解为预先设置的滑动方向,例如可以是,与所述终端的屏幕方向平行(即上下滑动)或是垂直(即左右滑动)的方向。
响应于所述游戏切换操作,确定待切换的切换后游戏,并将所述展示屏幕的展示内容,由所述切换前游戏的预览画面切换为所述切换后游戏的预览画面。其中,所述切换后游戏可以是用户在输入所述游戏切换操作之后被用户浏览到的游戏,所述切换后游戏的预览画面可以理解为用于呈现出所述切换后游戏的游戏内容的画面。需要说明的是,第一,所述切换前游戏和所述切换后游戏是不同的游戏,换言之,所述切换前游戏的预览画面以及所述切换后游戏的预览画面是不同游戏的预览画面,而并非是同一游戏的不同的预览画面。第二,本 公开实施例中,可选的,在展示屏幕上展示一个游戏的预览画面,也就是说,在游戏切换前或在游戏切换后,于展示屏幕上展示一个游戏,例如,还可以是全屏展示。第三,所述切换后游戏的预览画面的表示形式,与所述切换前游戏的预览画面的表示形式可以相同或不同,在此未做限定。通过于所述展示屏幕上展示所述切换后游戏的预览画面,可让用户通过所述展示屏幕上的展示内容(即所述切换后游戏的预览画面)充分感受所述切换后游戏的游戏内容,由此确定自己是否对所述切换后游戏感兴趣,是否想要游玩所述切换后游戏。
为了更加形象地理解上述技术方案,下面结合具体示例,对其进行示例性说明。示例性的,在图2a所示的展示屏幕上展示出了切换前游戏的预览画面,如果用户通过浏览所述切换前游戏的预览画面,确定自己对所述切换前游戏的预览画面所表征的切换前游戏不感兴趣,则通过在所述展示屏幕上进行滑动来输入游戏切换操作。集成有所述展示屏幕的终端通过响应于所述游戏切换操作,确定待切换的切换后游戏,然后将所述展示屏幕上的展示内容,由所述切换前游戏的预览画面切换为所述切换后游戏的预览画面(如图2b所示),即不再在所述展示屏幕上展示所述切换前游戏的预览画面,改为展示所述切换后游戏的预览画面。示例性的,用户可以通过浏览所述展示屏幕上当前展示出的所述切换后游戏的预览画面,确定自己对其所表征的所述切换后游戏是否感兴趣,并在不感兴趣的情况下,再次通过在所述展示屏幕上进行滑动来输入游戏切换操作。这时,所述终端可以将所述切换后游戏的预览画面作为所述切换前游戏的预览画面,并通过再次执行上述步骤来完成游戏切换过程。
由上可知,一方面,用户通过在所述展示屏幕上进行滑动的方式来使所述终端对于所述展示屏幕上展示出的预览画面进行切换,预览画面的一次次切换展示,这就好比是一个瀑布流的呈现效果,由此允许用户在瀑布流中充分感受游戏内容。另一方面,本公开实施例的技术方案,每次于所述展示屏幕上可以只展示一个游戏的预览画面,然后通过响应于用户触发的游戏切换操作来切换并展示另一个游戏的预览画面,从而让用户确定当前展示出的游戏是否是自己 感兴趣的游戏,从而找到自己感兴趣的游戏。这样一来,相较于在同一时间于所述展示屏幕上展示多个游戏的预览画面,从而让用户从这同时展示出的多个游戏中选择出自己感兴趣的游戏的实现方案,上述技术方案无需用户面临纷繁的游戏选择,由此提升了用户的游玩体验。
本公开实施例的技术方案,应用于客户端,所述客户端在游戏预览模式下,于展示屏幕上展示切换前游戏的预览画面;在接收到游戏切换操作的情况下,这说明用户对当前展示出的所述切换前游戏的预览画面所表征的切换前游戏并不感兴趣,那么客户端可以通过响应于所述游戏切换操作,将所述展示屏幕上的展示内容,由所述切换前游戏的预览画面切换为切换后游戏的预览画面,以使用户确定对当前展示出的所述切换后游戏的预览画面所表征的切换后游戏是否感兴趣,以便用户可以找到自己感兴趣的游戏。本公开实施例的技术方案,通过对展示屏幕上展示出的预览画面进行切换的方式,有效解决了因为在展示屏幕上同时展示多个游戏的预览画面而导致的用户需要面临纷繁的游戏选择的问题,由此提升了用户的游玩体验。
可选的,所述方法还包括:
响应于客户端启动指令,启动所述客户端,其中,所述客户端中至少集成有所述切换前游戏和所述切换后游戏;
所述于展示屏幕上展示切换前游戏的预览画面,包括:
于展示屏幕上展示已启动的所述客户端的客户端首页,并于所述客户端首页上展示切换前游戏的预览画面。
其中,所述客户端启动指令可以理解为用于启动所述客户端的指令。所述客户端启动指令的生成方式可以有多种,例如可以是,接收到作用于预先设置的可用于发起所述客户端启动指令的启动图标上的触发操作时生成,所述启动图标可以是所述客户端的客户端图标;或者,检测到预先设置的用于触发所述客户端启动的触发事件时生成;又或者,检测到预设的声音信息或是手势信息时生成等。可以理解的是,所述客户端启动指令的生成方式可以根据应用场景 进行设置,在此并不做限定。本公开实施例中,所述客户端中集成有至少两个游戏,所述至少两个游戏包括所述切换前游戏以及所述切换后游戏。所述客户端的另一个称呼可以是用于实现游戏展示的应用程序(Application,app)。响应于所述客户端启动指令,启动所述客户端。
在启动完成所述客户端的情况下,于展示屏幕上展示已启动的所述客户端的客户端首页,并于所述客户端首页上展示切换前游戏的预览画面。这样一来,用户在启动(或是说打开)所述客户端后,可以直接在所述客户端首页上浏览到所述切换前游戏的预览画面,这意味着用户在打开所述客户端后,可以直接游玩游戏,由此提高了用户的游玩体验。
图3是本公开实施例所提供的另一种游戏展示方法流程示意图。
如图3所示,所述方法应用于客户端,所述方法包括:
S210、在游戏预览模式下,于展示屏幕上展示当前游戏的预览画面。
其中,所述当前游戏可以是上文中的所述切换前游戏或是所述切换后游戏,当然,其也可以是除所述切换前游戏和所述切换后游戏之外的游戏,这与实际情况有关,在此未做限定。
S220、响应于针对所述当前游戏的预览画面输入的触发操作,进入游戏运行模式,在所述展示屏幕上展示所述当前游戏运行的运行画面。
其中,针对所述当前游戏的预览画面输入的触发操作可以理解为用于进入游戏运行模式,从而运行对应的所述当前游戏的操作。在本公开实施例中,可选的,所述针对所述当前游戏的预览画面输入的触发操作的输入方式可以有多种,例如可以是,通过直接触控所述当前游戏的预览画面来输入,可选的,点击画面中某些区域、点击界面上的控件或按钮、点击菜单选项等,或者,通过按压集成有所述展示屏幕的终端上的与所述当前游戏的预览画面相对应的实体按键来输入,再或者,通过执行预先设置的与所述当前游戏的预览画面相对应的声音信息或是手势信息等来输入,等等。可以理解的是,所述触发操作的输入方式可以根据应用场景进行设置,在此不做限定。所述游戏运行模式可以理 解为可实现游戏运行,从而允许用户游玩处于运行状态的游戏的模式。所述运行画面可以理解为处于运行状态的所述当前游戏对外所呈现出的画面,其可以跟随着用户对于所述当前游戏的游玩情况而发生变化。接收并响应于所述针对所述当前游戏的预览画面输入的触发操作,进入到所述游戏运行模式,从而运行所述当前游戏,以使用户可以游玩处于运行状态的所述当前游戏;并且在所述展示屏幕上展示所述当前游戏运行的运行画面,以便用户基于展示出的所述运行画面操控所述当前游戏。
上述技术方案,在游戏预览模式下,通过展示屏幕展示出当前游戏的预览画面,然后在接收到针对所述当前游戏的预览画面输入的触发操作的情况下,响应于所述触发操作,从而进入游戏运行模式,运行所述当前游戏,并在所述展示屏幕上展示所述当前游戏运行的运行画面,由此实现了即点即玩的效果,即允许用户在输入所述触发操作的情况下,可以立即游玩所述当前游戏,从而保证了用户的游戏体验。
可选的,所述方法还包括:
于所述展示屏幕上展示与所述当前游戏的预览画面对应的游戏游玩控件;
所述响应于针对当前游戏的预览画面输入的触发操作,包括:
响应于针对所述游戏游玩控件输入的触发操作。
其中,于展示屏幕上展示与所述当前游戏的预览画面对应的游戏游玩控件,以使用户通过触发所述游戏游玩控件来游玩所述展示屏幕上当前展示出的预览画面所表征的当前游戏。在本公开实施例中,所述当前游戏可能是所述切换前游戏,也可能是所述切换后游戏,这与实际情况有关,在此并未做限定。在实际应用中,可选的,所述游戏游玩控件可以通过多种方式进行表示,例如可以是,按钮控件、选项控件或是滑动控件(例如分为游玩和非游玩两个档位的滑动控件)。示例性的,图2a和图2b中均展示出了通过三角样式的按钮控件所表示出的所述游戏游玩控件。
接收针对所述游戏游玩控件输入的触发操作,并响应于所述针对所述游戏 游玩控件输入的触发操作,从而进入游戏运行模式,并在所述展示屏幕上展示所述当前游戏运行的运行画面。在本公开实施例中,可选的,所述针对所述游戏游玩控件输入的触发操作的输入方式可以有多种,例如可以是,通过直接触控所述游戏游玩控件来输入,或者,通过按压集成有所述展示屏幕的终端上的与所述游戏游玩控件相对应的实体按键来输入,再或者,通过执行预先设置的与所述游戏游玩控件相对应的声音信息或是手势信息等来输入,等等。可以理解的是,所述触发操作的输入方式可以根据应用场景进行设置,在此不做限定。示例性的,所述响应于针对所述游戏游玩控件输入的触发操作,可以包括:接收作用于所述游戏游玩控件上的点击操作,并将所述点击操作作为针对所述游戏游玩控件输入的触发操作;响应于针对所述游戏游玩控件输入的触发操作,即响应于所述点击操作。换言之,用户可以通过点击所述游戏游玩控件来输入所述触发操作。
需要说明的是,这里通过触发所述游戏游玩控件来进入到所述当前游戏中进行游玩,而不是展示出所述当前游戏的预览画面时直接进入到所述当前游戏中进行游玩的原因在于,所述当前游戏中的一些操控操作与所述游戏切换操作有可能产生冲突,因此为了保证各种操作的准确响应,这里通过触发所述游戏游玩控件来进入到所述游戏运行模式,此时不会再触发到所述游戏切换操作。
为了更好地理解上述技术方案,下面结合具体示例,对其进行示例性说明。示例性的,如图2a所示,这里以切换前游戏的预览画面为当前游戏的预览画面为例,用户在浏览到所述展示屏幕上展示的所述当前游戏的预览画面的情况下,确定自己对当前展示的所述当前游戏的预览画面所表征的所述当前游戏感兴趣,则点击所述展示屏幕的中间部位所展示出的所述游戏游玩控件。终端在接收到作用于所述游戏游玩控件上的点击操作的情况下,响应于所述点击操作,进入游戏运行模式,并运行所述当前游戏,于所述展示屏幕上展示出处于运行状态的所述当前游戏的运行画面,如图2c所示。
图4是本公开实施例所提供的另一种游戏展示方法流程示意图,本实施例 是对上述任一实施例中所述的游戏展示方法进行追加。
如图4所示,所述方法应用于客户端,所述方法包括:
S310、在游戏预览模式下,于展示屏幕上展示切换前游戏的预览画面。
S320、响应于游戏切换操作,将所述展示屏幕上的展示内容,由所述切换前游戏的预览画面切换为切换后游戏的预览画面。
S330、响应于针对当前游戏的预览画面输入的触发操作,进入游戏运行模式,在所述展示屏幕上展示所述当前游戏运行的运行画面,其中,所述当前游戏包括所述切换前游戏或是所述切换后游戏。
上述技术方案,通过对展示屏幕展示出的预览画面进行切换的方式,有效解决了因为在展示屏幕上同时展示多个游戏的预览画面而导致的用户需要面临纷繁的游戏选择的问题;在此基础上,通过响应针对当前游戏的预览画面输入的触发操作来进入到游戏运行模式,运行所述当前游戏,并在所述展示屏幕上展示出所述当前游戏运行的运行画面,即允许用户即点即玩。两者相互配合,在较大程度上提升了用户的游玩体验。
图5是本公开实施例所提供的另一种游戏展示方法流程示意图,本实施例是对上述任一实施例中所述的游戏展示方法进行追加。
如图5所示,所述方法应用于客户端,所述方法包括:
S410、在游戏预览模式下,于展示屏幕上展示切换前游戏的预览画面。
S420、响应于游戏切换操作,确定待切换的切换后游戏,获取已加载完成的通用游戏素材,其中,所述通用游戏素材在所述切换前游戏的预览画面以及所述切换后游戏的待生成的预览画面中均存在。
其中,所述通用游戏素材可以理解为在所述切换前游戏的预览画面和所述切换后游戏的预览画面中均存在的游戏素材,即在生成所述切换前游戏的预览画面以及所述切换后游戏的预览画面时均需要的游戏素材,再即在所述切换前游戏以及所述切换后游戏中均涉及的游戏素材。在本公开实施例中,可选的,所述游戏素材可以是游戏场景素材和/或人物角色素材,所述游戏场景素材可以 用于表征游戏中的环境、建筑、机械、道具及武器等,所述人物角色素材可以用于表征游戏中的人物角色等。
需要说明的是,由于所述展示屏幕上已展示出所述切换前游戏的预览画面,这说明所述切换前游戏的预览画面已被生成,那么用于生成所述切换前游戏的预览画面的全部游戏素材均已加载完成,也就是说所述全部游戏素材中的所述通用游戏素材已加载完成,因此这里可以直接获取已加载完成的所述通用游戏素材。本公开实施例中,可选的,所述通用游戏素材可以在需要展示所述切换前游戏的预览画面时进行加载,也可以在所述客户端启动时进行加载,等等。
S430、加载目标游戏素材,其中,所述目标游戏素材是待生成的所述切换后游戏的预览画面中的当前未加载的游戏素材。
其中,所述目标游戏素材可以理解为待生成的所述切换后游戏的预览画面中当前未加载的游戏素材,其是在所述切换后游戏的预览画面中涉及且在所述切换前游戏的预览画面中未涉及的游戏素材,其可以认为是所述切换后游戏的预览画面中的个性化游戏素材。对所述目标游戏素材进行加载,以便基于加载结果生成所述切换后游戏的预览画面。
在本公开实施例中,可选的,可以通过开发出所述切换后游戏的游戏引擎加载所述目标游戏素材。在此基础上,可选的,所述切换前游戏和所述切换后游戏可以基于同一游戏引擎开发得到,这意味着可以基于同一所述游戏引擎对所述切换前游戏的预览画面中的游戏素材以及所述切换后游戏的预览画面中的游戏素材进行加载,同一游戏引擎的应用,保证了这些游戏素材的加载速度,进而保证了瀑布流中的各个游戏/各个游戏的预览画面的自由切换。
S440、基于所述通用游戏素材和已加载完成的所述目标游戏素材进行画面渲染,生成所述切换后游戏的预览画面。
其中,由于待生成的所述切换后游戏的预览画面中的所述通用游戏素材及所述目标游戏素材均已加载完成,因此可以基于这些加载完成的所述通用游戏素材及所述目标游戏素材进行画面渲染,从而生成所述切换后游戏的预览画面, 以便在所述展示屏幕上对所述切换后游戏的预览画面进行展示。
S450、将所述展示屏幕上的展示内容,由所述切换前游戏的预览画面切换为所述切换后游戏的预览画面。
本公开实施例的技术方案,由于已生成的所述切换前游戏的预览画面以及待生成的所述切换后游戏的预览画面中包含相同的游戏素材(即通用游戏素材),因此生成所述切换后游戏的预览画面时,可以直接获取已加载完成的所述通用游戏素材,并对未加载的目标游戏素材进行加载,即无需对所述切换后游戏的预览画面中涉及的全部游戏素材进行加载,由此保证了所述切换后游戏的预览画面的生成速度,从而可以让用户更快地浏览到所述切换后游戏的预览画面。
可选的,所述方法还包括:
响应于客户端启动指令,启动所述客户端;
在所述客户端的启动过程中或是在启动所述客户端之后,对所述通用游戏素材进行加载。
其中,所述客户端启动指令的具体含义以及生成方式已在上文中进行介绍,在此不再赘述。在所述客户端的启动过程中或是在启动所述客户端之后,可以加载所述通用游戏素材。换言之,可以跟随着所述客户端的启动过程加载所述通用游戏素材,也可以在所述客户端启动后立即加载所述通用游戏素材。这样一来,在需要生成所述切换前游戏的预览画面的情况下,可以只需对所述切换前游戏的预览画面中的全部游戏素材中除了所述通用游戏素材之外的游戏素材进行加载,由此保证了所述切换前游戏的预览画面的生成速度。
在本公开实施例中,可选的,针对集成在所述客户端中的至少两个游戏,可以将所述至少两个游戏中的大部分游戏的预览画面中均涉及的游戏素材,都在所述客户端的启动过程中或是在启动所述客户端之后进行加载,从而保证了绝大多数游戏的预览画面的快速生成,预览画面的生成速度会直接影响到预览画面的展示速度,进而影响到用户的游玩体验。
可选的,所述基于所述通用游戏素材和已加载完成的所述目标游戏素材进 行画面渲染,生成所述切换后游戏的预览画面,包括:
通过游戏引擎,基于所述通用游戏素材和已加载完成的所述目标游戏素材进行画面渲染,生成所述切换后游戏的预览画面;
其中,所述切换前游戏和所述切换后游戏均基于所述游戏引擎开发完成。
其中,可以通过游戏引擎实现所述切换后游戏的预览画面的生成过程,示例性的,可以通过已加载在所述客户端上的游戏引擎来实现所述切换后游戏的预览画面的生成过程。在此基础上,在所述切换前游戏和所述切换后游戏均是基于同一游戏引擎开发完成的情况下,这意味着可基于同一游戏引擎生成所述切换前游戏的预览画面和所述切换后游戏的预览画面。换言之,在基于已加载完成的所述游戏引擎生成所述切换前游戏的预览画面之后,在响应于所述游戏切换操作时,无需切换(即加载)另一游戏引擎,可以继续基于先前已加载的所述游戏引擎生成所述切换后游戏的预览画面,由此保证了所述切换后游戏的预览画面的生成速度。
图6是本公开实施例所提供的另一种游戏展示方法流程示意图,本实施例是对上述任一实施例中所述的游戏展示方法进行追加。
如图6所示,所述方法应用于客户端,所述方法包括:
S510、在游戏预览模式下,于展示屏幕上展示切换前游戏的预览画面。
S520、响应于游戏切换操作,确定待切换的切换后游戏,获取已加载完成的通用游戏素材,其中,所述通用游戏素材在所述切换前游戏的预览画面以及所述切换后游戏的待生成的预览画面中均存在。
S530、加载目标游戏素材,其中,所述目标游戏素材是待生成的所述切换后游戏的预览画面中的当前未加载的游戏素材。
S540、基于所述通用游戏素材和已加载完成的所述目标游戏素材进行画面渲染,生成所述切换后游戏的预览画面。
S550、将所述展示屏幕上的展示内容,由所述切换前游戏的预览画面切换为所述切换后游戏的预览画面。
S560、响应于针对当前游戏的预览画面输入的触发操作,进入游戏运行模式,在所述展示屏幕上展示所述当前游戏运行的运行画面,其中,所述当前游戏包括所述切换前游戏或是所述切换后游戏。
本公开实施例的技术方案,在可以快速生成所述切换前游戏的预览画面及所述切换后游戏的预览画面,即可以快速生成所述当前游戏的预览画面的情况下,终端可以快速响应于用户针对所述当前游戏的预览画面输入的触发操作,由此来进入游戏运行模式,从而实现了即点即玩的效果。
可选的,所述在所述展示屏幕上展示所述当前游戏运行的运行画面,包括:
获取所述当前游戏的已加载完成的当前游戏素材;
通过所述当前游戏素材运行所述当前游戏,在所述展示屏幕上对处于运行状态的所述当前游戏的运行画面进行展示。
需要说明的是,由于所述当前游戏的预览画面已展示于所述展示屏幕上,并且所述当前游戏的预览画面基于所述当前游戏的预览画面中的当前游戏素材渲染得到,这说明所述终端在响应于针对所述当前游戏的预览画面输入的触发操作时,所述当前游戏素材均已加载完成,因此可直接获取已加载完成的所述当前游戏素材,并通过所述当前游戏素材直接运行所述当前游戏,此时无需再加载任何游戏素材。这样一来,用户在需要游玩所述当前游戏时,可立即运行所述当前游戏,无需等待所述当前游戏的加载过程,达到了即点即玩的效果。本公开实施例中,可选的,在所述当前游戏是所述切换后游戏的情况下,所述当前游戏素材可以理解为所述通用游戏素材和所述目标游戏素材;在所述当前游戏是所述切换前游戏的情况下,所述当前游戏素材可以理解为所述通用游戏素材以及所述切换前游戏中涉及的除所述通用游戏素材之外的游戏素材。
在此基础上,可选的,在所述当前游戏是所述切换前游戏的情况下,所述响应于游戏切换操作之前,所述方法还包括:
于所述展示屏幕上展示游戏退出控件;
响应于针对所述游戏退出控件输入的触发操作,停止运行正处于运行状态 的所述切换前游戏,并于所述展示屏幕上展示所述切换前游戏的预览画面。
其中,正如上文所述,设置所述游戏游玩控件是为了避免所述当前游戏中操控操作与所述游戏切换操作冲突,那么基于同样的原因,用户在想要切换至其它游戏时,也可以先退出当前正游玩的所述当前游戏。示例性的,于所述展示屏幕上展示游戏退出控件,以使用户通过触发所述游戏退出控件退出所述当前游戏。类似于所述游戏游玩控件,所述游戏退出控件也可以通过多种方式进行表示,在此不再赘述。这里以所述当前游戏包括所述切换前游戏为例,响应于针对所述游戏退出控件输入的触发操作,停止运行正处于运行状态的所述切换前游戏,并于所述展示屏幕上展示所述切换前游戏的预览画面,这时用户可以触发所述游戏切换操作,从而进行游戏切换,由此保证了游戏切换功能的准确触发。示例性的,继续以图2c所示的游戏运行示例为例,在终端停止运行正在运行的所述切换前游戏之后,终端可以于所述展示屏幕上再次展示出图2a所示的所述切换前游戏的预览画面。
图7是本公开实施例所提供的另一种游戏展示方法流程示意图,本实施例是对上述任一实施例中所述的游戏展示方法进行追加。
如图7所示,所述方法应用于客户端,所述方法包括:
S610、在游戏预览模式下,于展示屏幕上展示切换前游戏的预览画面。
S620、响应于游戏切换操作,获取游戏池,其中,所述游戏池中包含至少两个候选游戏,所述至少两个候选游戏包括所述切换前游戏,以及,所述游戏切换操作对应的切换后游戏。
其中,所述游戏池可以理解为包含有至少两个候选游戏的集合,所述至少两个候选游戏包括所述切换前游戏以及所述切换后游戏。本公开实施例中,于所述展示屏幕上展示出的预览画面所表征的当前游戏均来自于所述游戏池。
S630、从所述至少两个候选游戏中确定待切换的所述切换后游戏。
其中,终端在需要切换所述展示屏幕的展示内容时,可以从所述至少两个候选游戏中确定出待切换的所述切换后游戏,以便将确定出的所述切换后游戏 的预览画面展示于所述展示屏幕上。
在本公开实施例中,可以基于多种方式从所述至少两个候选游戏中确定出所述切换后游戏。示例性的,确定出所述游戏切换操作的触发对象的游戏喜好信息,和/或,所述游戏切换操作的触发时间,从而基于所述游戏喜好信息,和/或,所述触发时间,从所述至少两个候选游戏中确定出所述切换后游戏。其中,所述触发对象可以理解为触发所述游戏切换操作的对象,即上文中的用户或是玩家。针对根据所述游戏喜好信息这个因素确定所述切换后游戏的方案,可以将所述至少两个候选游戏中与所述游戏喜好信息匹配的候选游戏作为所述切换后游戏,从而为所述触发对象推荐其有可能感兴趣的游戏,由此提高了游戏的分发效率。在本公开实施例中,可选的,所述游戏喜好信息可以根据所述触发对象历史经常游玩的游戏确定,也可以根据所述触发对象自己填写的游戏喜好确定,等等,在此未做限定。所述触发时间可以理解为触发所述游戏切换操作的时间。针对根据所述触发时间这个因素确定所述切换后游戏的方案,可将所述至少两个候选游戏中匹配所述触发时间的候选游戏作为所述切换后游戏,从而为所述触发对象推荐既可以满足游戏游玩体验,又不会影响到正常作息的游戏,例如在预先设置的休息时间段内推荐较为和缓的游戏,从而不会让所述触发对象因为游戏过于激烈而难以入眠。
再示例性的,于所述展示屏幕上展示推荐图标以及关注图标,从而在所述推荐图标被选中的情况下,获取到推荐信息,并基于所述推荐信息从所述至少两个候选游戏中确定出待切换的所述切换后游戏,其中,所述推荐信息表示集成有所述游戏池的所述客户端推荐的游戏的信息;
或是,
在所述关注图标被选中的情况下,获取到所述游戏切换操作的触发对象的关注信息,基于所述关注信息从所述至少两个候选游戏中确定出待切换的所述切换后游戏,其中,所述关注信息表示所述触发对象关注的对象制作的游戏的信息。
其中,所述展示屏幕上展示有推荐图标以及关注图标,所述推荐图标可以用于表示由集成有所述游戏池的客户端自动推荐游戏(即自动确定所述切换后游戏),所述关注图标可以用于表示推荐所述触发对象关注的对象制作的游戏。因此,在所述推荐图标被选中的情况下(例如图2a所示),这时表明所述触发对象希望所述客户端为自己自动推荐游戏,因此此时可获取用于表示所述客户端推荐的游戏的推荐信息,从而基于所述推荐信息从所述至少两个候选游戏中确定出所述切换后游戏。类似的,在所述关注图标被选中的情况下,这时表明所述触发对象希望所述客户端为自己推荐所关注的对象制作的游戏,因此此时可获取用于表示所述触发对象关注的对象制作的游戏的关注信息,以基于所述关注信息从所述至少两个候选游戏中确定所述切换后游戏。在本公开实施例中,被选中的所述推荐图标或是所述关注图标,可以是由所述客户端默认选中,也可以是由所述触发对象主动选中,在此并未做限定。上述技术方案,可以根据图标选中情况,为所述触发对象推荐出满足其需求的所述切换后游戏。
S640、将所述展示屏幕上的展示内容,由所述切换前游戏的预览画面切换为所述切换后游戏的预览画面。
本公开实施例的技术方案,通过获取包含有至少两个候选游戏的游戏池,从而在响应于所述游戏切换操作时,可以从所述游戏池中直接确定所述切换后游戏,由此保证了所述切换后游戏的确定速度。
在本公开实施例中,可选的,所述方法还包括:
响应于针对当前游戏的预览画面输入的触发操作,进入游戏运行模式,在所述展示屏幕上展示所述当前游戏运行的运行画面,其中,所述当前游戏包括所述切换前游戏或是所述切换后游戏。
图8为本公开实施例所提供的一种游戏展示装置结构示意图,如图8所示,所述装置包括:展示模块710、切换模块720以及游戏运行模块730。
其中,所述展示模块710,设置为在游戏预览模式下,于展示屏幕上展示切换前游戏的预览画面,或,展示切换后游戏的预览画面;在游戏运行模式下, 展示所述当前游戏运行的运行画面;所述切换模块720,设置为响应于游戏切换操作,通过展示模块,将所述展示屏幕上的展示内容,由所述切换前游戏的预览画面切换为切换后游戏的预览画面;所述游戏运行模块730,设置为响应于针对当前游戏的预览画面输入的触发操作,进入游戏运行模式,通过展示模块,在所述展示屏幕上展示所述当前游戏运行的运行画面,其中,所述当前游戏包括所述切换前游戏或是所述切换后游戏。
本公开实施例的技术方案,可配置于客户端,所述客户端在游戏预览模式下,于展示屏幕上展示切换前游戏的预览画面;在接收到游戏切换操作的情况下,说明用户对当前展示出的所述切换前游戏的预览画面所表征的切换前游戏并不感兴趣,那么客户端可以通过响应于所述游戏切换操作,将所述展示屏幕上的展示内容,由所述切换前游戏的预览画面切换为切换后游戏的预览画面,以使用户确定对当前展示出的所述切换后游戏的预览画面所表征的切换后游戏是否感兴趣,以便用户可以找到自己感兴趣的游戏。上述装置,通过对于展示屏幕上展示出的预览画面进行切换的方式,有效解决了因为在展示屏幕上同时展示多个游戏的预览画面而导致的用户需要面临纷繁的游戏选择的问题,由此提升了用户的游玩体验。
可选的,所述游戏展示装置,还包括:通用游戏素材获取模块、目标游戏素材加载模块以及预览画面生成模块;
其中,所述通用游戏素材获取模块,设置为在所述响应于游戏切换操作之后,获取已加载完成的通用游戏素材,其中,所述通用游戏素材在所述切换前游戏的预览画面以及所述切换后游戏的预览画面中均存在;
所述目标游戏素材加载模块,设置为加载目标游戏素材,其中,所述目标游戏素材是待生成的所述切换后游戏的预览画面中的当前未加载的游戏素材;
所述预览画面生成模块,设置为基于所述通用游戏素材和已加载完成的所述目标游戏素材进行画面渲染,生成所述切换后游戏的预览画面。
可选的,所述游戏展示装置,还包括:客户端第一启动模块以及通用游戏 素材加载模块;
其中,所述客户端第一启动模块,设置为响应于客户端启动指令,启动所述客户端;
所述通用游戏素材加载模块,设置为在所述客户端的启动过程中或是在启动所述客户端之后,对所述通用游戏素材进行加载。
可选的,所述预览画面生成模块,设置为:
通过游戏引擎,基于所述通用游戏素材和已加载完成的所述目标游戏素材进行画面渲染,生成所述切换后游戏的预览画面;
其中,所述切换前游戏和所述切换后游戏均基于所述游戏引擎开发完成。
可选的,所述游戏运行模块730,设置为:响应于针对当前游戏的预览画面输入的触发操作,进入游戏运行模式,获取所述当前游戏的已加载完成的当前游戏素材,并通过所述当前游戏素材运行所述当前游戏,通过展示模块,在所述展示屏幕上对处于运行状态的所述当前游戏的运行画面进行展示,其中,所述当前游戏包括所述切换前游戏或是所述切换后游戏。
可选的,在所述当前游戏是所述切换前游戏的情况下,所述游戏展示装置,还包括:游戏退出控件展示模块以及预览画面第三展示模块;
其中,所述游戏退出控件展示模块,设置为在所述响应于游戏切换操作之前,于所述展示屏幕上展示游戏退出控件;
所述预览画面第三展示模块,设置为响应于针对于所述游戏退出控件输入的触发操作,停止运行正处于运行状态的所述切换前游戏,并于所述展示屏幕上展示所述切换前游戏的预览画面。
可选的,所述游戏展示装置,还包括:游戏游玩控件展示模块;
其中,所述游戏游玩控件展示模块,设置为于所述展示屏幕上展示出与所述当前游戏的预览画面对应的游戏游玩控件;
所述运行画面展示模块730,可以包括:触发操作响应单元;
其中,所述触发操作响应单元,设置为响应于针对所述游戏游玩控件输入 的触发操作。
可选的,所述游戏展示装置,还包括:客户端第二启动模块;
其中,所述客户端第二启动模块,设置为响应于客户端启动指令,启动所述客户端,其中,所述客户端中至少集成有所述切换前游戏和所述切换后游戏;
所述展示模块710,可以包括:预览画面展示单元;
其中,所述预览画面展示单元,设置为于展示屏幕上展示已启动的所述客户端的客户端首页,并于所述客户端首页上展示切换前游戏的预览画面。
可选的,所述切换模块720,包括:游戏切换操作响应单元;
其中,所述游戏切换操作响应单元,设置为响应于通过触控所述展示屏幕输入的游戏切换操作。
可选的,所述游戏切换操作包括沿着预设方向进行滑动的滑动操作。
可选的,所述游戏展示装置,还包括:游戏池获取模块及切换后游戏确定模块;
其中,所述游戏池获取模块,设置为在所述响应于游戏切换操作之后,获取游戏池,其中,所述游戏池中包含至少两个候选游戏,所述至少两个候选游戏包括所述切换前游戏和所述切换后游戏;
所述切换后游戏确定模块,设置为从所述至少两个候选游戏中确定待切换的所述切换后游戏。
可选的,所述游戏展示装置,还包括:游戏喜好信息及触发时间确定模块;
其中,所述游戏喜好信息及触发时间确定模块,设置为确定所述游戏切换操作的触发对象的游戏喜好信息,和/或,所述游戏切换操作的触发时间;
所述切换后游戏确定模块,设置为:
基于所述游戏喜好信息,和/或,所述触发时间,从所述至少两个候选游戏中确定待切换的所述切换后游戏。
可选的,所述游戏展示装置,还包括:推荐图标及关注图标展示模块;
其中,所述推荐图标及关注图标展示模块,设置为于所述展示屏幕上展示 推荐图标以及关注图标;
所述切换后游戏确定模块,设置为:
在所述推荐图标被选中的情况下,获取到推荐信息,并基于所述推荐信息从所述至少两个候选游戏中确定出待切换的所述切换后游戏,其中,所述推荐信息表示集成有所述游戏池的所述客户端推荐的游戏的信息;
或是,
在所述关注图标被选中的情况下,获取到所述游戏切换操作的触发对象的关注信息,基于所述关注信息从所述至少两个候选游戏中确定出待切换的所述切换后游戏,其中,所述关注信息表示所述触发对象关注的对象制作的游戏的信息。
本公开实施例所提供的游戏展示装置可执行本公开任意实施例所提供的游戏展示方法,具备执行方法相应的功能模块。
值得注意的是,上述装置所包括的各个单元和模块只是按照功能逻辑进行划分的,但并不局限于上述的划分,只要能够实现相应的功能即可;另外,各功能单元的具体名称也只是为了便于相互区分,并不用于限制本公开实施例的保护范围。
图9为本公开实施例所提供的一种终端的结构示意图。下面参考图9,其示出了适于用来实现本公开实施例的终端500的结构示意图。本公开实施例中的终端设备可以包括但不限于诸如移动电话、笔记本电脑、数字广播接收器、个人数字助理(Personal Digital Assistant,PDA)、PAD(平板电脑)、便携式多媒体播放器(Portable Media Player,PMP)、车载终端(例如车载导航终端)等等的移动终端以及诸如数字电视(Television,TV)、台式计算机等等的固定终端。图9示出的终端仅仅是一个示例,不应对本公开实施例的功能和使用范围带来任何限制。
如图9所示,终端500可以包括处理装置(例如中央处理器、图形处理器等)501,其可以根据存储在只读存储器(Read-Only Memory,ROM)502中的 程序或者从存储装置508加载到随机访问存储器(Random Access Memory,RAM)503中的程序而执行各种适当的动作和处理。在RAM 503中,还存储有终端500操作所需的各种程序和数据。处理装置501、ROM 502以及RAM 503通过总线504彼此相连。编辑/输出(Input/Output,I/O)接口505也连接至总线504。
通常,以下装置可以连接至I/O接口505:包括例如触摸屏、触摸板、键盘、鼠标、摄像头、麦克风、加速度计、陀螺仪等的输入装置506;包括例如液晶显示器(Liquid Crystal Display,LCD)、扬声器、振动器等的输出装置507;包括例如磁带、硬盘等的存储装置508;以及通信装置509。通信装置509可以允许终端500与其他设备进行无线或有线通信以交换数据。虽然图9示出了具有各种装置的终端500,但是应理解的是,并不要求实施或具备所有示出的装置。可以替代地实施或具备更多或更少的装置。
特别地,根据本公开的实施例,上文参考流程图描述的过程可以被实现为计算机软件程序。例如,本公开的实施例包括一种计算机程序产品,其包括承载在非暂态计算机可读介质上的计算机程序,该计算机程序包含用于执行流程图所示的方法的程序代码。在这样的实施例中,该计算机程序可以通过通信装置509从网络上被下载和安装,或者从存储装置508被安装,或者从ROM 502被安装。在该计算机程序被处理装置501执行时,执行本公开实施例的方法中限定的上述功能。
本公开实施方式中的多个装置之间所交互的消息或者信息的名称仅用于说明性的目的,而并不是用于对这些消息或信息的范围进行限制。
本公开实施例提供的终端与上述实施例提供的游戏展示方法属于同一公开构思,未在本实施例中详尽描述的技术细节可参见上述实施例。
本公开实施例提供了一种计算机存储介质,其上存储有计算机程序,该程序被处理器执行时实现上述实施例所提供的游戏展示方法。
需要说明的是,本公开上述的计算机可读介质可以是计算机可读信号介质或者计算机可读存储介质或者是上述两者的任意组合。计算机可读存储介质例 如可以是——但不限于——电、磁、光、电磁、红外线、或半导体的系统、装置或器件,或者任意以上的组合。计算机可读存储介质的更具体的例子可以包括但不限于:具有一个或多个导线的电连接、便携式计算机磁盘、硬盘、随机访问存储器(RAM)、只读存储器(ROM)、可擦式可编程只读存储器(EPROM(Erasable Programmable Read-Only Memory)或闪存)、光纤、便携式紧凑磁盘只读存储器(Compact Disc Read-Only Memory,CD-ROM)、光存储器件、磁存储器件、或者上述的任意合适的组合。在本公开中,计算机可读存储介质可以是任何包含或存储程序的有形介质,该程序可以被指令执行系统、装置或者器件使用或者与其结合使用。而在本公开中,计算机可读信号介质可以包括在基带中或者作为载波一部分传播的数据信号,其中承载了计算机可读的程序代码。这种传播的数据信号可以采用多种形式,包括但不限于电磁信号、光信号或上述的任意合适的组合。计算机可读信号介质还可以是计算机可读存储介质以外的任何计算机可读介质,该计算机可读信号介质可以发送、传播或者传输用于由指令执行系统、装置或者器件使用或者与其结合使用的程序。计算机可读介质上包含的程序代码可以用任何适当的介质传输,包括但不限于:电线、光缆、射频(Radio Frequency,RF)等等,或者上述的任意合适的组合。
在一些实施方式中,客户端、服务器可以利用诸如HTTP(HyperText Transfer Protocol,超文本传输协议)之类的任何当前已知或未来研发的网络协议进行通信,并且可以与任意形式或介质的数字数据通信(例如,通信网络)互连。通信网络的示例包括局域网(Local Area Network,LAN),广域网(Wide Area Network,WAN),网际网(例如,互联网)以及端对端网络(例如,ad hoc端对端网络),以及任何当前已知或未来研发的网络。
上述计算机可读介质可以是上述终端中所包含的;也可以是单独存在,而未装配入该终端中。
上述计算机可读介质承载有至少一个程序,当上述至少一个程序被该终端执行时,使得该终端:
在游戏预览模式下,于展示屏幕上展示切换前游戏的预览画面;
响应于游戏切换操作,将所述展示屏幕上的展示内容,由所述切换前游戏的预览画面切换为切换后游戏的预览画面;
响应于针对当前游戏的预览画面输入的触发操作,进入游戏运行模式,在所述展示屏幕上展示所述当前游戏运行的运行画面,其中,所述当前游戏包括所述切换前游戏或是所述切换后游戏。
可以以一种或多种程序设计语言或其组合来编写用于执行本公开的操作的计算机程序代码,上述程序设计语言包括但不限于面向对象的程序设计语言—诸如Java、Smalltalk、C++,还包括常规的过程式程序设计语言—诸如“C”语言或类似的程序设计语言。程序代码可以完全地在用户计算机上执行、部分地在用户计算机上执行、作为一个独立的软件包执行、部分在用户计算机上部分在远程计算机上执行、或者完全在远程计算机或服务器上执行。在涉及远程计算机的情形中,远程计算机可以通过任意种类的网络——包括局域网(LAN)或广域网(WAN)—连接到用户计算机,或者,可以连接到外部计算机(例如利用因特网服务提供商来通过因特网连接)。
附图中的流程图和框图,图示了按照本公开各种实施例的系统、方法和计算机程序产品的可能实现的体系架构、功能和操作。在这点上,流程图或框图中的每个方框可以代表一个模块、程序段、或代码的一部分,该模块、程序段、或代码的一部分包含一个或多个用于实现规定的逻辑功能的可执行指令。也应当注意,在有些作为替换的实现中,方框中所标注的功能也可以以不同于附图中所标注的顺序发生。例如,两个接连地表示的方框实际上可以基本并行地执行,它们有时也可以按相反的顺序执行,这依所涉及的功能而定。也要注意的是,框图和/或流程图中的每个方框、以及框图和/或流程图中的方框的组合,可以用执行规定的功能或操作的专用的基于硬件的系统来实现,或者可以用专用硬件与计算机指令的组合来实现。
描述于本公开实施例中所涉及到的单元可以通过软件的方式实现,也可以 通过硬件的方式来实现。其中,单元的名称在某种情况下并不构成对该单元本身的限定,例如,展示模块还可以被描述为“在游戏预览模式下,于展示屏幕上展示切换前游戏的预览画面,或,展示切换后游戏的预览画面;在游戏运行模式下,展示所述当前游戏运行的运行画面”。
本文中以上描述的功能可以至少部分地由一个或多个硬件逻辑部件来执行。例如,非限制性地,可以使用的示范类型的硬件逻辑部件包括:现场可编程门阵列(Field Programmable Gate Array,FPGA)、专用集成电路(Application Specific Integrated Circuit,ASIC)、专用标准产品(Application Specific Standard Parts,ASSP)、片上系统(System on Chip,SOC)、复杂可编程逻辑设备(Complex Programmable Logic Device,CPLD)等等。
在本公开的上下文中,机器可读介质可以是有形的介质,其可以包含或存储以供指令执行系统、装置或设备使用或与指令执行系统、装置或设备结合地使用的程序。机器可读介质可以是机器可读信号介质或机器可读储存介质。机器可读介质可以包括但不限于电子的、磁性的、光学的、电磁的、红外的、或半导体系统、装置或设备,或者上述内容的任何合适组合。机器可读存储介质的更具体示例会包括基于一个或多个线的电气连接、便携式计算机盘、硬盘、随机存取存储器(RAM)、只读存储器(ROM)、可擦除可编程只读存储器(EPROM或快闪存储器)、光纤、便捷式紧凑盘只读存储器(CD-ROM)、光学储存设备、磁储存设备、或上述内容的任何合适组合。
根据本公开的至少一个实施例,【示例一】提供了一种游戏展示方法,可包括:
在游戏预览模式下,于展示屏幕上展示切换前游戏的预览画面;
响应于游戏切换操作,将所述展示屏幕上的展示内容,由所述切换前游戏的预览画面切换为切换后游戏的预览画面;
响应于针对当前游戏的预览画面输入的触发操作,进入游戏运行模式,在所述展示屏幕上展示所述当前游戏运行的运行画面,其中,所述当前游戏包括 所述切换前游戏或是所述切换后游戏。
根据本公开的至少一个实施例,【示例二】提供了示例一的方法,在所述响应于游戏切换操作之后,还包括:
获取已加载完成的通用游戏素材,其中,所述通用游戏素材在所述切换前游戏的预览画面以及所述切换后游戏的预览画面中均存在;
加载目标游戏素材,其中,所述目标游戏素材是待生成的所述切换后游戏的预览画面中的当前未加载的游戏素材;
基于所述通用游戏素材和已加载完成的所述目标游戏素材进行画面渲染,生成所述切换后游戏的预览画面。
根据本公开的至少一个实施例,【示例三】提供了示例二的方法,还包括:
响应于客户端启动指令,启动所述客户端;
在所述客户端的启动过程中或是在启动所述客户端之后,对所述通用游戏素材进行加载。
根据本公开的至少一个实施例,【示例四】提供了示例二的方法,所述基于所述通用游戏素材和已加载完成的所述目标游戏素材进行画面渲染,生成所述切换后游戏的预览画面,包括:
通过游戏引擎,基于所述通用游戏素材和已加载完成的所述目标游戏素材进行画面渲染,生成所述切换后游戏的预览画面;
其中,所述切换前游戏和所述切换后游戏均基于所述游戏引擎开发完成。
根据本公开的至少一个实施例,【示例五】提供了示例二的方法,所述在所述展示屏幕上展示所述当前游戏运行的运行画面,包括:
获取所述当前游戏的已加载完成的当前游戏素材;
通过所述当前游戏素材运行所述当前游戏,在所述展示屏幕上对处于运行状态的所述当前游戏的运行画面进行展示。
根据本公开的至少一个实施例,【示例六】提供了示例五的方法,在所述当前游戏是所述切换前游戏的情况下,在所述响应于游戏切换操作之前,所述方 法还包括:
于所述展示屏幕上展示游戏退出控件;
响应于针对所述游戏退出控件输入的触发操作,停止运行正处于运行状态的所述切换前游戏,并于所述展示屏幕上展示所述切换前游戏的预览画面。
根据本公开的至少一个实施例,【示例七】提供了示例一的方法,还包括:
于所述展示屏幕上展示与所述当前游戏的预览画面对应的游戏游玩控件;
所述响应于针对当前游戏的预览画面输入的触发操作,包括:
响应于针对所述游戏游玩控件输入的触发操作。
根据本公开的至少一个实施例,【示例八】提供了示例一的方法,还包括:
响应于客户端启动指令,启动所述客户端,其中,所述客户端中至少集成有所述切换前游戏和所述切换后游戏;
所述于展示屏幕上展示切换前游戏的预览画面,包括:
于展示屏幕上展示已启动的所述客户端的客户端首页,并于所述客户端首页上展示切换前游戏的预览画面。
根据本公开的至少一个实施例,【示例九】提供了示例一的方法,所述响应于游戏切换操作,包括:
响应于通过触控所述展示屏幕输入的游戏切换操作。
根据本公开的至少一个实施例,【示例十】提供了示例九的方法,所述游戏切换操作包括沿着预设方向进行滑动的滑动操作。
根据本公开的至少一个实施例,【示例十一】提供了示例一的方法,所述响应于游戏切换操作之后,还包括:
获取游戏池,其中,所述游戏池中包含至少两个候选游戏,所述至少两个候选游戏包括所述切换前游戏和所述切换后游戏;
从所述至少两个候选游戏中确定待切换的所述切换后游戏。
根据本公开的至少一个实施例,【示例十二】提供了示例十一的方法,还包括:
确定所述游戏切换操作的触发对象的游戏喜好信息,和/或,所述游戏切换操作的触发时间;
所述从所述至少两个候选游戏中确定待切换的所述切换后游戏,包括:
基于所述游戏喜好信息,和/或,所述触发时间,从所述至少两个候选游戏中确定待切换的所述切换后游戏。
根据本公开的至少一个实施例,【示例十三】提供了示例十一的方法,还包括:
于所述展示屏幕上展示推荐图标以及关注图标;
所述从所述至少两个候选游戏中确定待切换的所述切换后游戏,包括:
在所述推荐图标被选中的情况下,获取到推荐信息,并基于所述推荐信息从所述至少两个候选游戏中确定出待切换的所述切换后游戏,其中,所述推荐信息表示集成有所述游戏池的所述客户端推荐的游戏的信息;
或是,
在所述关注图标被选中的情况下,获取到所述游戏切换操作的触发对象的关注信息,基于所述关注信息从所述至少两个候选游戏中确定出待切换的所述切换后游戏,其中,所述关注信息表示所述触发对象关注的对象制作的游戏的信息。
根据本公开的至少一个实施例,【示例十四】提供了一种游戏展示装置,包括:
展示模块,设置为在游戏预览模式下,于展示屏幕上展示切换前游戏的预览画面,或,展示切换后游戏的预览画面;在游戏运行模式下,展示所述当前游戏运行的运行画面;
切换模块,设置为响应于游戏切换操作,通过展示模块,将所述展示屏幕上的展示内容,由所述切换前游戏的预览画面切换为切换后游戏的预览画面;
游戏运行模块,设置为响应于针对当前游戏的预览画面输入的触发操作,进入游戏运行模式,通过展示模块,在所述展示屏幕上展示所述当前游戏运行 的运行画面,其中,所述当前游戏包括所述切换前游戏或是所述切换后游戏。
以上描述仅为本公开的可选实施例以及对所运用技术原理的说明。本领域技术人员应当理解,本公开中所涉及的公开范围,并不限于上述技术特征的特定组合而成的技术方案,同时也应涵盖在不脱离上述公开构思的情况下,由上述技术特征或其等同特征进行任意组合而形成的其它技术方案。例如上述特征与本公开中公开的(但不限于)具有类似功能的技术特征进行互相替换而形成的技术方案。
此外,虽然采用特定次序描绘了各操作,但是这不应当理解为要求这些操作以所示出的特定次序或以顺序次序执行来执行。在一定环境下,多任务和并行处理可能是有利的。同样地,虽然在上面论述中包含了若干具体实现细节,但是这些不应当被解释为对本公开的范围的限制。在单独的实施例的上下文中描述的某些特征还可以组合地实现在单个实施例中。相反地,在单个实施例的上下文中描述的各种特征也可以单独地或以任何合适的子组合的方式实现在多个实施例中。
尽管已经采用特定于结构特征和/或方法逻辑动作的语言描述了本主题,但是应当理解所附权利要求书中所限定的主题未必局限于上面描述的特定特征或动作。相反,上面所描述的特定特征和动作仅仅是实现权利要求书的示例形式。

Claims (16)

  1. 一种游戏展示方法,应用于客户端,所述方法包括:
    在游戏预览模式下,于展示屏幕上展示切换前游戏的预览画面;
    响应于游戏切换操作,将所述展示屏幕上的展示内容,由所述切换前游戏的预览画面切换为切换后游戏的预览画面;
    响应于针对当前游戏的预览画面输入的触发操作,进入游戏运行模式,在所述展示屏幕上展示所述当前游戏运行的运行画面,其中,所述当前游戏包括所述切换前游戏或是所述切换后游戏。
  2. 根据权利要求1所述的方法,在所述响应于游戏切换操作之后,还包括:
    获取已加载完成的通用游戏素材,其中,所述通用游戏素材在所述切换前游戏的预览画面以及所述切换后游戏的预览画面中均存在;
    加载目标游戏素材,其中,所述目标游戏素材是待生成的所述切换后游戏的预览画面中的当前未加载的游戏素材;
    基于所述通用游戏素材和已加载完成的所述目标游戏素材进行画面渲染,生成所述切换后游戏的预览画面。
  3. 根据权利要求2所述的方法,还包括:
    响应于客户端启动指令,启动所述客户端;
    在所述客户端的启动过程中或是在启动所述客户端之后,对所述通用游戏素材进行加载。
  4. 根据权利要求2所述的方法,其中,所述基于所述通用游戏素材和已加载完成的所述目标游戏素材进行画面渲染,生成所述切换后游戏的预览画面,包括:
    通过游戏引擎,基于所述通用游戏素材和已加载完成的所述目标游戏素材进行画面渲染,生成所述切换后游戏的预览画面;
    其中,所述切换前游戏和所述切换后游戏均基于所述游戏引擎开发完成。
  5. 根据权利要求2所述的方法,其中,所述在所述展示屏幕上展示所述当前游戏运行的运行画面,包括:
    获取所述当前游戏的已加载完成的当前游戏素材;
    通过所述当前游戏素材运行所述当前游戏,在所述展示屏幕上对处于运行状态的所述当前游戏的运行画面进行展示。
  6. 根据权利要求5所述的方法,在所述当前游戏是所述切换前游戏的情况下,在所述响应于游戏切换操作之前,所述方法还包括:
    于所述展示屏幕上展示游戏退出控件;
    响应于针对所述游戏退出控件输入的触发操作,停止运行正处于运行状态的所述切换前游戏,并于所述展示屏幕上展示所述切换前游戏的预览画面。
  7. 根据权利要求1所述的方法,还包括:
    于所述展示屏幕上展示与所述当前游戏的预览画面对应的游戏游玩控件;
    所述响应于针对当前游戏的预览画面输入的触发操作,包括:
    响应于针对所述游戏游玩控件输入的触发操作。
  8. 根据权利要求1所述的方法,还包括:
    响应于客户端启动指令,启动所述客户端,其中,所述客户端中至少集成有所述切换前游戏和所述切换后游戏;
    所述于展示屏幕上展示切换前游戏的预览画面,包括:
    于展示屏幕上展示已启动的所述客户端的客户端首页,并于所述客户端首页上展示切换前游戏的预览画面。
  9. 根据权利要求1所述的方法,其中,所述响应于游戏切换操作,包括:
    响应于通过触控所述展示屏幕输入的游戏切换操作。
  10. 根据权利要求9所述的方法,其中,所述游戏切换操作包括沿着预设方向进行滑动的滑动操作。
  11. 根据权利要求1所述的方法,所述响应于游戏切换操作之后,还包括:
    获取游戏池,其中,所述游戏池中包含至少两个候选游戏,所述至少两个候选游戏包括所述切换前游戏和所述切换后游戏;
    从所述至少两个候选游戏中确定待切换的所述切换后游戏。
  12. 根据权利要求11所述的方法,还包括:
    确定所述游戏切换操作的触发对象的游戏喜好信息,和所述游戏切换操作的触发时间中的至少之一;
    所述从所述至少两个候选游戏中确定待切换的所述切换后游戏,包括:
    基于所述游戏喜好信息和所述触发时间中的至少之一,从所述至少两个候选游戏中确定待切换的所述切换后游戏。
  13. 根据权利要求11所述的方法,还包括:
    于所述展示屏幕上展示推荐图标以及关注图标;
    所述从所述至少两个候选游戏中确定待切换的所述切换后游戏,包括:
    在所述推荐图标被选中的情况下,获取到推荐信息,并基于所述推荐信息从所述至少两个候选游戏中确定出待切换的所述切换后游戏,其中,所述推荐信息表示集成有所述游戏池的所述客户端推荐的游戏的信息;
    或是,
    在所述关注图标被选中的情况下,获取到所述游戏切换操作的触发对象的关注信息,基于所述关注信息从所述至少两个候选游戏中确定出待切换的所述切换后游戏,其中,所述关注信息表示所述触发对象关注的对象制作的游戏的信息。
  14. 一种游戏展示装置,配置于客户端,所述装置包括:
    展示模块,设置为在游戏预览模式下,于展示屏幕上展示切换前游戏的预览画面,或是,展示切换后游戏的预览画面;在游戏运行模式下,展示当前游戏运行的运行画面;
    切换模块,设置为响应于游戏切换操作,通过展示模块,将所述展示屏幕上的展示内容,由所述切换前游戏的预览画面切换为切换后游戏的预览画面;
    游戏运行模块,设置为响应于针对当前游戏的预览画面输入的触发操作,进入游戏运行模式,通过展示模块,在所述展示屏幕上展示所述当前游戏运行的运行画面,其中,所述当前游戏包括所述切换前游戏或是所述切换后游戏。
  15. 一种终端,包括:
    至少一个处理器;
    存储器,设置为存储至少一个程序;
    当所述至少一个程序被所述至少一个处理器执行,使得所述至少一个处理器实现如权利要求1-13中任一所述的游戏展示方法。
  16. 一种计算机可读存储介质,所述计算机可读存储介质上存储有计算机程序,所述计算机程序被处理器执行时实现如权利要求1-13中任一所述的游戏展示方法。
PCT/CN2023/116559 2022-09-06 2023-09-01 一种游戏展示方法、装置、终端及存储介质 WO2024051606A1 (zh)

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