Data-driven state machine for user interactive displays
First Claim
1. A method of providing a data-driven interactive display of a computer-implemented game on a client computing system using a state machine, the method comprising electronic operations executed by the client computing system, the operations including:
- obtaining a state machine definition from a server computer system, wherein the state machine definition defines a plurality of states of a plurality of graphical objects in an interactive display for the game, and wherein the plurality of states control characteristics of the respective objects of the plurality of graphical objects;
loading the state machine definition within a client-implemented state machine, wherein the client-implemented state machine controls display of the plurality of graphical objects, and wherein the state machine definition includes tokenized strings that represent variable values in respective states applicable to respective graphical objects of the plurality of graphical objects;
in response to determination by the client-implemented state machine of a first state of a particular graphical object, generating display of the particular graphical object in the interactive display of the game;
identifying a runtime variable of the first state from parsing a particular tokenized string with the client-implemented state machine, wherein the runtime variable is determined during runtime of the interactive display of the game to identify a first display property of the first state of the particular graphical object, and wherein the client-implemented state machine uses the first display property of the first state to implement a requirement, a cost, or an effect corresponding with the display of the particular graphical object; and
in response to determination by the client-implemented state machine of a second state of a particular graphical object, generating an updated display of the particular graphical object in the interactive display of the game, wherein the client-implemented state machine uses a second display property of the second state to implement a requirement, a cost;
or an effect corresponding with the updated display of the particular graphical object.
5 Assignments
0 Petitions
Accused Products
Abstract
Systems and methods may be used to provide and implement a state machine in a display software user interface environment, and used to handle events and actions associated with the state machine. In one example embodiment, a virtual display environment provided by an engine is interfaced with a state machine that is configured to interpret various state machine definitions corresponding to states occurring in the virtual display environment. The state machine definitions may be used to determine how a particular state of a virtual item in the display environment may be represented, interacted with, and transitioned into another state. Use of the state machine definitions may enable representation of complex scenarios for virtual objects and events in the display environment in a unified definition format, without requiring specialized programming or scripting commands to implement the scenarios.
66 Citations
21 Claims
-
1. A method of providing a data-driven interactive display of a computer-implemented game on a client computing system using a state machine, the method comprising electronic operations executed by the client computing system, the operations including:
-
obtaining a state machine definition from a server computer system, wherein the state machine definition defines a plurality of states of a plurality of graphical objects in an interactive display for the game, and wherein the plurality of states control characteristics of the respective objects of the plurality of graphical objects; loading the state machine definition within a client-implemented state machine, wherein the client-implemented state machine controls display of the plurality of graphical objects, and wherein the state machine definition includes tokenized strings that represent variable values in respective states applicable to respective graphical objects of the plurality of graphical objects; in response to determination by the client-implemented state machine of a first state of a particular graphical object, generating display of the particular graphical object in the interactive display of the game; identifying a runtime variable of the first state from parsing a particular tokenized string with the client-implemented state machine, wherein the runtime variable is determined during runtime of the interactive display of the game to identify a first display property of the first state of the particular graphical object, and wherein the client-implemented state machine uses the first display property of the first state to implement a requirement, a cost, or an effect corresponding with the display of the particular graphical object; and in response to determination by the client-implemented state machine of a second state of a particular graphical object, generating an updated display of the particular graphical object in the interactive display of the game, wherein the client-implemented state machine uses a second display property of the second state to implement a requirement, a cost;
or an effect corresponding with the updated display of the particular graphical object. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9)
-
-
10. A non-transitory computer-readable storage medium comprising instructions, that when executed by one or more processors of a computing system, cause the computing system to:
-
obtain a state machine definition from a server computer system, wherein the state machine definition defines a plurality of states of a plurality of graphical objects in an interactive display for a computer-implemented game, and wherein the plurality of states control characteristics of the respective objects of the plurality of graphical objects; load the state machine definition within a client-implemented state machine, wherein the client-implemented state machine controls display of the plurality of graphical objects, and wherein the state machine definition includes tokenized strings that represent variable values in respective states applicable to respective graphical objects of the plurality of graphical objects; generate a display of a particular graphical object in the interactive display of the game, in response to a first state of the particular graphical object determined using the client-implemented state machine; identify a runtime variable of the first state from parsing a particular tokenized string with the client-implemented state machine, wherein the runtime variable is determined during runtime of the interactive display of the game to identify a first display property of the first state of the particular graphical object, and wherein the client-implemented state machine uses the first display property of the first state to implement a requirement, a cost, or an effect corresponding with the display of the particular graphical object; and generate an updated display of the particular graphical object in the interactive display of the game, in response to a second state of the particular graphical object determined using the client-implemented state machine;
wherein the client-implemented state machine uses a second display property of the second state to implement a requirement, a cost, or an effect corresponding with the updated display of the particular graphical object. - View Dependent Claims (11, 12, 13, 14, 15, 16, 17, 18)
-
-
19. A system, comprising:
-
one or more processors; and one or more memory devices with instructions stored thereon, wherein the instructions are executed by the one or more processors to implement one or more modules, the one or more modules including; a state machine client module including instructions that, when executed by the one or more processors; obtain a state machine definition from a server computer system, wherein the state machine definition defines a plurality of states of a plurality of graphical objects in an interactive display for a computer-implemented game, and wherein the plurality of states control characteristics of the respective objects of the plurality of graphical objects; load the state machine definition within a client-implemented state machine, wherein the client-implemented state machine controls display of the plurality of graphical objects; and
wherein the state machine definition includes tokenized strings that represent variable values in respective states applicable to respective graphical objects of the plurality of graphical objects; anda user interface display module including instructions that, when executed by the one or more processors; generate a display of a particular graphical object in the interactive display of the game, in response to a first state of the particular graphical object determined using the client-implemented state machine; identify a runtime variable of the first state from parsing a particular tokenized string with the client-implemented state machine, wherein the runtime variable is determined during runtime of the interactive display of the game to identify a first display property of the first state of the particular graphical object, and wherein the client-implemented state machine uses the first display property of the first state to implement a requirement, a cost, or an effect corresponding with the display of the particular graphical object; and generate an updated display of the particular graphical object in the interactive display of the game, in response to a second state of the particular graphical object determined using the client-implemented state machine, wherein the client-implemented state machine uses a second display property of the second state to implement a requirement, a cost, or an effect corresponding with the updated display of the particular graphical object. - View Dependent Claims (20, 21)
-
Specification