Game Pause State Optimization for Embedded Applications
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-modifiedWhat 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.Join the waitlist — get patent alerts
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