US2015199078A1PendingUtilityA1

Game Pause State Optimization for Embedded Applications

Assignee: ZYNGA INCPriority: May 5, 2010Filed: Mar 25, 2015Published: Jul 16, 2015
Est. expiryMay 5, 2030(~3.8 yrs left)· nominal 20-yr term from priority
A63F 13/49G06F 3/0481G06F 3/0484H04L 67/131A63F 2300/5533G06F 9/44526
33
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Claims

Abstract

In one embodiment, executing an embedded application within the context of a first client application, wherein executing the embedded application comprises: executing application logic to adjust states of one or more display objects; rendering one or more of the one or more display objects that are associated with a stage definition in a display region of the first client application; and in response to a trigger event, causing the first application to generate a interface component in the display region and pausing the rendering of the embedded application by: generating a static image based on the states of the one or more display objects associated with the stage definition; associating the static image with the stage definition; and disassociating the one or more display objects from the stage definition.

Claims

exact text as granted — not AI-modified
What is claimed is: 
     
         1 . A method, comprising:
 executing an embedded application for a game within a first client application, the execution of the embedded application causing changes to states of a display object;   rendering the display object, the rendered display object being associated with a stage definition;   generating an interface component by the embedded application, the interface component receiving input to cause pausing of the rendering of the display object, the pausing includes,
 (i) generating a bitmap image to define a static image based on the states of the display object associated with the stage definition; 
 (ii) associating the static image with the stage definition; and 
 (iii) disassociating the display object from the stage definition, the embedded application is configured to stop processing the display object during a time period of disassociation; and 
   resuming the rendering of the embedded;   wherein the resuming causes disassociating of the static image from the stage definition.   
     
     
         2 . The method of  claim 1 , wherein during the time period disassociation the stage definition is not associated with a hierarchy structure of game object definitions of the display object. 
     
     
         3 . The method of  claim 2 , wherein resuming the rendering of the embedded application is processed by associating the hierarchy structure of game object definitions of the display object with the stage definition. 
     
     
         4 . The method of  claim 1 , wherein disassociating the static image from the stage definition causes the rendering to resume processing using the hierarchy structure of game object definitions of the display object, without reconstructing the hierarchy at resume of the embedded application. 
     
     
         5 . The method of  claim 1 , wherein the interface component is a pop-up window and is generated within a context of the first client application and outside a context of the embedded application. 
     
     
         6 . The method of  claim 1 , further comprising,
 clearing any rendering conflict in connection with the rendering of the embedded application before generating the static image.   
     
     
         7 . The method of  claim 1 , wherein the embedded application is a Flash component that is configured for rendering one or more of animations, or advertisements, or games or video, and wherein the first client application is a web page. 
     
     
         8 . The method of  claim 1 , wherein the interface component is associated with a window that is rendered over the embedded application but not rendered by the embedded application. 
     
     
         9 . The method of  claim 2 , wherein the hierarchy structure of game object definitions are maintained in memory during the time period disassociation. 
     
     
         10 . The method of  claim 1 , wherein only a rendering of a game scene is paused and the game itself continue to develop and progress. 
     
     
         11 . The method of  claim 10 , wherein game logic keeps a record of progression and continues to execute according to a timeline and adjusts the state of the display object and other display objects so that when a rendering of the game is resumed a most current state is rendered. 
     
     
         12 . Computer readable media having program instructions to be executed by a process of a computer, comprising:
 programming instructions for executing an embedded application for a game within a first client application, the execution of the embedded application causing changes to states of a display object;   programming instructions for rendering the display object, the rendered display object being associated with a stage definition;   programming instructions for generating an interface component by the embedded application, the interface component receiving input to cause pausing of the rendering of the display object, the pausing includes,
 (i) generating a bitmap image to define a static image based on the states of the display object associated with the stage definition; 
 (ii) associating the static image with the stage definition; and 
 (iii) disassociating the display object from the stage definition, the embedded application is configured to stop processing the display object during a time period of disassociation; and 
   programming instructions for resuming the rendering of the embedded;   wherein the resuming causes disassociating of the static image from the stage definition.   
     
     
         13 . The computer readable media of  claim 12 , wherein during the time period disassociation the stage definition is not associated with a hierarchy structure of game object definitions of the display object and is instead associated with the static image which causes the rendering to cease processing. 
     
     
         14 . The computer readable media of  claim 13 , wherein resuming the rendering of the embedded application is processed by associating the hierarchy structure of game object definitions of the display object with the stage definition. 
     
     
         15 . The computer readable media of  claim 12 , wherein disassociating the static image from the stage definition causes the rendering to resume processing using the hierarchy structure of game object definitions of the display object, without reconstructing the hierarchy at resume of the embedded application. 
     
     
         16 . The computer readable media of  claim 12 , further comprising,
 program instructions for clearing any rendering conflict in connection with the rendering of the embedded application before generating the static image.   
     
     
         17 . The computer readable media of  claim 12 ,
 wherein the embedded application is a Flash component that is configured for rendering one or more of animations, or advertisements, or games or video, and wherein the first client application is a web page; and   wherein the interface component is associated with a window that is rendered over the embedded application but not rendered by the embedded application.   
     
     
         18 . The computer readable media of  claim 12 ,
 wherein the hierarchy structure of game object definitions are maintained in memory during the time period disassociation, and only a rendering of a game scene is paused and the game itself continue to develop and progress.   
     
     
         19 . A method, comprising:
 executing an embedded application for a game within a first client application, the execution of the embedded application causing changes to states of a display object;   rendering the display object, the rendered display object being associated with a stage definition;   generating an interface component by the embedded application, the interface component receiving input to cause pausing of the rendering of the display object, the pausing includes,
 (i) generating a bitmap image to define a static image based on the states of the display object associated with the stage definition; 
 (ii) associating the static image with the stage definition; and 
 (iii) disassociating the display object from the stage definition, the embedded application is configured to stop processing the display object during a time period of disassociation, wherein during the time period disassociation the stage definition is not associated with a hierarchy structure of game object definitions of the display object and is instead associated with the static image which causes the rendering to cease processing; and 
   resuming the rendering of the embedded;   wherein the resuming causes disassociating of the static image from the stage definition.   
     
     
         20 . The method of  claim 19 ,
 wherein only a rendering of a game scene is paused and the game itself continue to develop and progress, and   wherein game logic keeps a record of progression and continues to execute according to a timeline and adjusts the state of the display object and other display objects so that when a rendering of the game is resumed a most current state is rendered.

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