Game Prop Usage Method, Aid Range Display Method and Device, Storage Medium
By displaying attribute recovery controls in the graphical user interface when the attribute value of the game virtual object is lower than the threshold, the problem of cumbersome attribute value recovery process in the existing technology is solved, and more convenient attribute value recovery operations are achieved, which improves the player's game stickiness and terminal equipment performance.
Patent Information
- Application Number
- CN202210271000.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-03-18
- Publication Date
- 2025-06-13
- Estimated Expiration
- 2042-03-18
AI Technical Summary
In the prior art, the process of recovering attribute values in the game is cumbersome, especially for novice players, it is difficult to quickly complete the health recovery operation, and it is easy to expose its own target during operation and be attacked by hostile game virtual objects, resulting in game failure and reducing the player's game stickiness.
When the attribute value of the game virtual object is less than or equal to the attribute threshold, the attribute recovery control is displayed in the graphical user interface, and in response to the player's operation, control the game virtual object to restore the attribute value using the corresponding game virtual props.
It simplifies the operation process of attribute value recovery, automatically selects appropriate game virtual props, reduces the complexity of game operations, makes it more convenient for players to restore attribute value, improves the difficulty of getting started and game stickiness for novice players, and reduces the data processing pressure of terminal devices.
Smart Images

Figure CN114602174B_ABST
Abstract
Description
Background Art
[0002] With the development of terminal devices and the gaming industry, a large number of games with different themes have emerged to meet the needs of players. In some games, the game virtual object controlled by the player may be attacked. At this time, the virtual health of the game virtual object decreases. When the virtual health of the game virtual object reaches zero, the game fails. When the virtual health of the game virtual object decreases, the player can use the health recovery items provided in the game to recover the virtual health of the game virtual object. Usually, multiple types of health recovery items are provided in the game, and different types have different health recovery effects.
[0003] When using health recovery items, the player needs to open the game virtual backpack and select the appropriate type of health recovery item in the game virtual backpack to recover the virtual health of the game virtual object. However, in the existing technology for recovering health, the process is relatively cumbersome. Especially for some novice players, it is difficult to quickly complete the operation of recovering health. Moreover, when performing the operation, it is easy to expose one's own target and be attacked by hostile game virtual objects, resulting in the loss of the game round, thereby reducing the player's game stickiness. In addition, due to the complexity of the interaction, a large number of interaction instruction processes are required for the terminal device, resulting in a large data processing pressure.
[0004] It should be noted that the information disclosed in the above background art section is only used to enhance the understanding of the background of the present disclosure. Therefore, it may include information that does not constitute the prior art known to those of ordinary skill in the art. Summary of the Invention
[0005] The purpose of the present disclosure is to provide a method and device for using game props, a computer-readable storage medium, and an electronic device, which can solve the problem of inconvenient operation when recovering attribute values in a game, so as to improve the performance of graphical user interaction.
[0006] Other features and advantages of the present disclosure will become apparent through the following detailed description, or be learned in part through the practice of the present disclosure.
[0007] According to a first aspect of the present disclosure, there is provided a method for using game props, characterized in that it includes: when the attribute value of a first game virtual object is less than or equal to an attribute threshold, displaying an attribute recovery control in the graphical user interface corresponding to the first game virtual object; wherein, the attribute value of the first game virtual object has at least one attribute threshold; in response to an attribute recovery operation on the attribute recovery control, controlling the first game virtual object to use a game virtual prop corresponding to the attribute threshold to recover the attribute value of the first game virtual object; wherein, the game virtual prop is used to recover the attribute value of the first game virtual object.
[0008] Optionally, in response to an attribute restoration operation on the attribute restoration control, control the first game virtual object to perform any one of the combined game actions corresponding to the attribute threshold, maintaining the game action, the game action corresponding to the attribute threshold, and maintaining the game action; wherein, the maintaining game action is the game action performed by the game virtual object before receiving the attribute restoration operation on the attribute restoration control.
[0009] Optionally, the maintaining game action includes a posture game action and an attack game action. Controlling the first game virtual object to perform any one of the combined game actions corresponding to the attribute threshold, maintaining the game action, the game action corresponding to the attribute threshold, and maintaining the game action includes: when the maintaining game action of the first game virtual object has a posture game action and does not have an attack game action, controlling the first game virtual object to perform the combined game actions corresponding to the attribute threshold and maintaining the game action; when the maintaining game action of the first game virtual object has an attack game action, controlling the first game virtual object to continue performing the maintaining game action; when the maintaining game action of the first game virtual object does not have a posture game action and does not have an attack game action, controlling the first game virtual object to perform the game action corresponding to the attribute threshold.
[0010] Optionally, displaying the attribute restoration control in the graphical user interface corresponding to the first game virtual object includes: obtaining the lost attribute value of the first game virtual object, and determining the game virtual item corresponding to the attribute threshold according to the lost attribute value of the first game virtual object; displaying the attribute restoration control corresponding to the game virtual item in the graphical user interface corresponding to the first game virtual object.
[0011] Optionally, in response to an attribute restoration operation on the attribute restoration control, controlling the first game virtual object to use the game virtual item corresponding to the attribute threshold includes: in response to the attribute restoration operation on the attribute restoration control, obtaining the lost attribute value of the first game virtual object; determining the game virtual item corresponding to the attribute threshold according to the lost attribute value of the first game virtual object, and controlling the first game virtual object to use the game virtual item corresponding to the attribute threshold.
[0012] Optionally, before displaying the attribute restoration control in the graphical user interface when the attribute value of the first game virtual object is less than or equal to the attribute threshold, the method further includes: in response to a prop acquisition operation, controlling the first game virtual object to acquire a game virtual item in the game scene.
[0013] Optionally, after controlling the first game virtual object to obtain a game virtual item in the game scene, store the game virtual item in the game backpack corresponding to the first game virtual object, and determine the game virtual item corresponding to the attribute threshold according to the lost attribute value of the first game virtual object, including: searching in the game backpack for multiple game virtual items whose recovery amount is greater than or equal to the lost attribute value of the first game virtual object; determining at least one target game virtual item according to the recovery amounts of the multiple game virtual items, and determining the target game virtual item as the game virtual item corresponding to the attribute threshold.
[0014] According to a second aspect of the present disclosure, there is provided a method for displaying an assistance range, characterized by including: when the attribute value of the first game virtual object is less than or equal to the attribute threshold, displaying the assistance range corresponding to the first game virtual object; wherein, the attribute value of the first game virtual object has at least one attribute threshold, the size of the assistance range corresponds to the attribute threshold, and the assistance range is used for the second game virtual object to assist the first game virtual object.
[0015] Optionally, after the second game virtual object enters the assistance range corresponding to the first game virtual object, provide the game virtual item corresponding to the attribute threshold to the first game virtual object; control the first game virtual object to obtain the game virtual item; wherein, the game virtual item is used to restore the attribute value of the first game virtual object.
[0016] Optionally, after controlling the first game virtual object to obtain the game virtual item corresponding to the attribute threshold, the method further includes: displaying an attribute recovery control in the graphical user interface corresponding to the first game virtual object; in response to an attribute recovery operation on the attribute recovery control, controlling the first game virtual object to use the game virtual item corresponding to the attribute threshold to restore the attribute value of the first game virtual object; wherein, the game virtual item is used to restore the attribute value of the first game virtual object.
[0017] Optionally, providing the game virtual item corresponding to the attribute threshold to the first game virtual object includes: displaying a prop sharing control in the image user interface corresponding to the second game virtual object; in response to a prop sharing operation on the prop sharing control, controlling the second game virtual object to provide the game virtual item corresponding to the attribute threshold to the first game virtual object.
[0018] According to a third aspect of the present disclosure, there is provided a game item usage device, characterized in that the device includes: a recovery control display module, configured to display a property recovery control in a graphical user interface corresponding to a first game virtual object when a property value of the first game virtual object is less than or equal to a property threshold; wherein, the property value of the first game virtual object has at least one property threshold; a game item usage module, configured to control the first game virtual object to use a game virtual item corresponding to the property threshold to recover the property value of the first game virtual object in response to a property recovery operation on the property recovery control; wherein, the game virtual item is used to recover the property value of the first game virtual object.
[0019] According to a fourth aspect of the present disclosure, there is provided an assistance range display device, characterized in that the device includes: an assistance range display module, configured to display an assistance range corresponding to a first game virtual object when a property value of the first game virtual object is less than or equal to a property threshold; wherein, the property value of the first game virtual object has at least one property threshold, and the size of the assistance range corresponds to the property threshold, and the assistance range is used for a second game virtual object to assist the first game virtual object.
[0020] According to a fifth aspect of the present disclosure, there is provided a computer-readable storage medium, on which a computer program is stored, and when the program is executed by a processor, it implements the game item usage method of the first aspect in the above embodiments or the assistance range display method of the second aspect in the above embodiments.
[0021] According to a sixth aspect of the present disclosure, there is provided an electronic device, including:
[0022] One or more processors; and
[0023] A memory, configured to store one or more programs, and when the one or more programs are executed by the one or more processors, cause the one or more processors to implement the game item usage method of the first aspect in the above embodiments or the assistance range display method of the second aspect in the above embodiments.
[0024] The technical solutions provided by the embodiments of the present disclosure may include the following beneficial effects:
[0025] In a method for using game props provided by an embodiment of the present disclosure, when the attribute value of a game virtual object is less than or equal to an attribute threshold, an attribute recovery control can be displayed in the graphical user interface, and the game virtual object can be controlled to use the game virtual prop corresponding to the attribute threshold. On the one hand, the operation process of recovering the attribute value of the game virtual object can be simplified, and the appropriate game virtual prop can be automatically selected for the player to recover the attribute value of the game virtual object, reducing the complexity of the game operation, making it more convenient for the player to recover the attribute value, thereby reducing the difficulty for novice players to get started with the game and avoiding the loss of new players; on the other hand, the speed of recovering the attribute value is accelerated, and the risk of exposing its own target when the game virtual object is recovered is reduced, which is beneficial to the progress of the game session, thereby enhancing the player's game stickiness; on the other hand, since this solution can directly use game virtual props in the graphical user interface, the player does not need to open the game backpack to use game virtual props, thereby reducing the screen processing pressure of the processor and improving the display performance of the terminal device. In addition, the data transmission between the server and the terminal device is reduced, thereby reducing the processing pressure of the server, and further improving the running stability of the game client.
[0026] It should be understood that the above general description and the following detailed description are only exemplary and explanatory, and cannot limit the present disclosure. BRIEF DESCRIPTION OF THE DRAWINGS
[0027] The accompanying drawings herein are incorporated into the specification and constitute a part of this specification, showing embodiments consistent with the present disclosure, and are used together with the specification to explain the principles of the present disclosure. Obviously, the accompanying drawings in the following description are only some embodiments of the present disclosure. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts. In the drawings:
[0028] Figure 1 Schematically showing a flowchart of a method for using game props in an exemplary embodiment of the present disclosure;
[0029] Figure 2 Schematically showing a schematic diagram of displaying an attribute recovery control in the graphical user interface corresponding to a first game virtual object in an exemplary embodiment of the present disclosure;
[0030] Figure 3 Schematically showing a flowchart of determining a game action to be executed according to the existence states of a posture game action and an attack game action in an exemplary embodiment of the present disclosure;
[0031] Figure 4 Schematically showing a flowchart of displaying an attribute recovery control corresponding to the game virtual prop in the graphical user interface corresponding to the first game virtual object in an exemplary embodiment of the present disclosure;
[0032] Figure 5 A flowchart schematically showing a game virtual item corresponding to an attribute threshold determined according to the lost attribute value of a first game virtual object, and controlling the first game virtual object to use the game virtual item corresponding to the attribute threshold;
[0033] Figure 6 A flowchart schematically showing determining at least one target game virtual item according to the recovery amounts of multiple game virtual items, and determining the target game virtual item as the game virtual item corresponding to the attribute threshold in an exemplary embodiment of the present disclosure;
[0034] Figure 7 A schematic diagram schematically showing the assistance range corresponding to a first game virtual object in an exemplary embodiment of the present disclosure;
[0035] Figure 8 A flowchart schematically showing providing the game virtual item corresponding to the attribute threshold to the first game virtual object after a second game virtual object enters the assistance range corresponding to the first game virtual object in an exemplary embodiment of the present disclosure;
[0036] Figure 9 A flowchart schematically showing controlling a second game virtual object to provide the game virtual item corresponding to the attribute threshold to a first game virtual object in an exemplary embodiment of the present disclosure;
[0037] Figure 10 A schematic diagram schematically showing a prop sharing control being displayed in a graphical user interface corresponding to a second game virtual object in an exemplary embodiment of the present disclosure;
[0038] Figure 11 A schematic diagram schematically showing an application scenario in an exemplary embodiment of the present disclosure;
[0039] Figure 12 A schematic diagram schematically showing the composition of a game item usage device in an exemplary embodiment of the present disclosure;
[0040] Figure 13 A schematic diagram schematically showing the composition of an assistance range display device in an exemplary embodiment of the present disclosure;
[0041] Figure 14 A schematic diagram schematically showing the structure of a computer system of an electronic device suitable for implementing the exemplary embodiments of the present disclosure. Detailed implementation manners
[0042] Example embodiments will now be described more fully with reference to the accompanying drawings. However, the example embodiments can be implemented in various forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concept of example embodiments to those skilled in the art. The described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments. In addition, the described features, structures, or characteristics may be combined in any suitable manner in one or more examples. In the following description, numerous specific details are provided to give a thorough understanding of the embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure may be practiced without one or more of the specific details, or may be implemented using other methods, components, devices, steps, etc. In other cases, well-known structures, methods, devices, implementations, materials, or operations are not shown or described in detail to avoid obscuring aspects of this disclosure.
[0043] The block diagrams shown in the drawings are merely functional entities and do not necessarily correspond to physically independent entities. That is, these functional entities can be implemented in software form, or implemented in one or more software-hardened modules, or implemented in different networks and / or processor devices and / or microcontroller devices.
[0044] With the development of terminal devices and the gaming industry, a large number of games with different themes have emerged to meet the needs of players. In some games, the game virtual object controlled by the player may be attacked. At this time, the virtual health of the game virtual object decreases. When the virtual health of the game virtual object reaches zero, the game fails. When the virtual health of the game virtual object decreases, the player can use the health recovery items provided in the game to recover the virtual health of the game virtual object. Usually, various types of health recovery items are provided in the game, and different types have different health recovery effects.
[0045] When using a health recovery item, the player needs to open the game virtual backpack and select a suitable type of health recovery item in the game virtual backpack to recover the virtual health of the game virtual object. However, in the existing technology, the process of recovering health is relatively cumbersome. Especially for some novice players, it is difficult to quickly complete the operation of recovering health, and when performing the operation, it is easy to expose their own targets and be attacked by hostile game virtual objects, resulting in the loss of the game round, and further reducing the player's game stickiness. Moreover, due to the complexity of the interaction, a large number of interaction instruction processes are required for the terminal device, resulting in a large data processing pressure.
[0046] In an exemplary embodiment of the present disclosure, when the attribute value of the first game virtual object is less than or equal to an attribute threshold, an attribute recovery control may be displayed in the graphical user interface corresponding to the first game virtual object; wherein, the attribute value of the first game virtual object has at least one attribute threshold, and in response to an attribute recovery operation on the attribute recovery control, the first game virtual object is controlled to use a game virtual item corresponding to the attribute threshold to recover the attribute value of the first game virtual object. Refer to Figure 1 As shown, a flowchart of a method for using game items in this exemplary embodiment is shown, which may include the following steps:
[0047] Step S110: When the attribute value of the first game virtual object is less than or equal to an attribute threshold, an attribute recovery control is displayed in the graphical user interface corresponding to the first game virtual object; wherein, the attribute value of the first game virtual object has at least one attribute threshold;
[0048] Step S120: In response to an attribute recovery operation on the attribute recovery control, the first game virtual object is controlled to use a game virtual item corresponding to the attribute threshold to recover the attribute value of the first game virtual object.
[0049] In the method for using game items provided by an embodiment of the present disclosure, when the attribute value of the game virtual object is less than or equal to an attribute threshold, an attribute recovery control may be displayed in the graphical user interface, and the game virtual object is controlled to use a game virtual item corresponding to the attribute threshold. On the one hand, the operation process of recovering the attribute value of the game virtual object can be simplified, and the appropriate game virtual item is automatically selected for the player to recover the attribute value of the game virtual object, reducing the complexity of the game operation, making it more convenient for the player to recover the attribute value, thereby reducing the difficulty for novice players to get started with the game and avoiding the loss of new players; on the other hand, the speed of recovering the attribute value is increased, and the risk of exposing its own target when the game virtual object is recovered is reduced, which is beneficial to the progress of the game session, thereby enhancing the player's game stickiness; on the further hand, since this solution can directly use game virtual items in the graphical user interface, the player does not need to open the game backpack to use game virtual items, thereby reducing the screen processing pressure of the processor and improving the display performance of the terminal device. In addition, the data transmission between the server and the terminal device is reduced, thereby reducing the processing pressure of the server, and further improving the running stability of the game client.
[0050] In the method for using game items in one of the embodiments of the present disclosure, it may run on a local terminal device or a server. When the method for using game items runs on the server, the method for using game items may be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0051] In an optional implementation, various cloud applications can run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running entity of the game program and the presenting entity of the game screen are separated. The storage and operation of the usage method of game props are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a personal digital assistant, etc.; however, the information processing is performed by the cloud game server in the cloud. When playing a game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, returns it to the client device through the network, and finally, the game screen is decoded and output through the client device.
[0052] In an optional implementation, taking a game as an example, the local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The way the local terminal device provides the graphical user interface to the player can include various methods. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, and the graphical user interface includes a game screen. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0053] In an exemplary embodiment of the present disclosure, the games in the solution of the present disclosure can include various types of games. For example, TPS (Third-Person Shooter), FPS (First-Person Shooter), RPG (Role-Playing Game), ACT (Action Game), SLG (Strategy Game), FTG (Fighting Game), SPG (Sports Game), RCG (Racing Game), AVG (Adventure Game), etc. As long as it involves a scene of game instruction conversion, the control solution of the cloud game of the present disclosure can be applied. It should be noted that the present disclosure does not make special limitations on the types of games.
[0054] Next, Figure 1 and embodiments will be used to describe steps S110 to S120 of the usage method of game props in this exemplary embodiment in more detail.
[0055] Step S110, when the attribute value of the first game virtual object is less than or equal to the attribute threshold, display an attribute recovery control in the graphical user interface corresponding to the first game virtual object;
[0056] In an exemplary embodiment of the present disclosure, a game virtual object refers to a game unit controlled by a player. The player can control the game virtual object to complete corresponding actions through various controls in the graphical user interface. Specifically, the game virtual objects may include the protagonist, supporting characters, enemies, unit objects in the game, and also all objects with independent action elements such as plural groups. Any object that can directly execute the player's operation instructions in the game can be used as a game virtual object. The display forms of game virtual objects may include human form, animal form, object form, etc., and also include some game virtual objects with poor human presence, whose specific manifestation forms are device forms (such as mechas in mecha games, tanks in tank games, aircraft in aviation games, etc.). It should be noted that the present disclosure does not make special limitations on the specific forms of game virtual objects.
[0057] In an exemplary embodiment of the present disclosure, the attribute value of a game virtual object can be used to indicate the game state of the game virtual object. For example, the attribute value of a game virtual object may include the virtual health of the game virtual object. When the virtual health of the game virtual object is zero, the game ends. Another example is that the attribute value of a game virtual object may include the virtual energy bar of the game virtual object. When the virtual energy bar of the game virtual object is zero, the game virtual object cannot send skills. Still another example is that the attribute value of a game virtual object may include the health state of the game virtual object. When the health state of the game virtual object is zero, the game ends. It should be noted that the present disclosure does not make special limitations on the specific types of the attribute values of game virtual objects.
[0058] In an exemplary embodiment of the present disclosure, when the attribute value of the first game virtual object is less than or equal to the attribute threshold, an attribute recovery control is displayed in the graphical user interface corresponding to the first game virtual object. Specifically, when the attribute value of the first game virtual object is less than or equal to the attribute threshold, it indicates that the current attribute value of the first game virtual object is insufficient and the attribute value of the first game virtual object needs to be replenished.
[0059] For example, the attribute value of the first game virtual object is virtual health, and the attribute threshold is 50%. When the first game virtual object is attacked by other game virtual objects, the virtual health of the first game virtual object is 42%. At this time, the virtual health of 42% of the first game virtual object is less than the attribute threshold of 50%, indicating that the virtual health of the first game virtual object is insufficient and the virtual health of the first game virtual object needs to be replenished.
[0060] For another example, the attribute value of the first game virtual object is virtual energy, and the attribute threshold is 30%. After the first game virtual object continuously releases multiple skills, the virtual energy of the first game virtual object is 20%. At this time, the virtual blood volume of the first game virtual object, which is 20%, is less than the attribute threshold of 30%, indicating that the virtual energy of the first game virtual object is insufficient and the virtual energy of the first game virtual object needs to be replenished.
[0061] In an exemplary embodiment of the present disclosure, the attribute threshold of the attribute value of the first game virtual object can be freely set by game developers. When the attribute value of the first game virtual object is less than or equal to the attribute threshold, an attribute recovery control is displayed in the graphical user interface corresponding to the first game virtual object.
[0062] Among them, the attribute value of the first game virtual object has at least one attribute threshold. Specifically, the attribute value of the first game virtual object can include multiple attribute thresholds. For example, the attribute value of the first game virtual object is virtual blood volume, and the attribute value of the first game virtual object can include first attribute thresholds of 70%, 50%, and 30%. It should be noted that the present disclosure does not make any special limitations on the specific number of attribute thresholds.
[0063] In an exemplary embodiment of the present disclosure, when the attribute value of the first game virtual object is less than or equal to the attribute threshold, an attribute recovery control is displayed in the graphical user interface corresponding to the first game virtual object. Specifically, the graphical user interface corresponding to the first game virtual object refers to the graphical user interface of the game displayed by the display module of the terminal device that controls the first game virtual object, and the attribute recovery control can be displayed in this graphical user interface. Among them, the attribute recovery control can be used to restore the attribute value of the first game virtual object.
[0064] Among them, the attribute recovery control is set at any position of the user graphical interface, and the attribute recovery control can also be set to any size. The shape of the attribute recovery control can be any shape, such as a circle, a square, an ellipse, a triangle, or the shape of the overlapping part of any number of graphics.
[0065] In the game, game developers can provide the default position and default size of the attribute recovery control, or provide a custom solution to game players, so that users can adjust the position and size of the attribute recovery control according to their own habits.
[0066] It should be noted that the present disclosure does not make any special limitations on the specific shape, position, and size of the attribute recovery control.
[0067] For example, Figure 2As shown, the attribute value of the first game virtual object 201 is virtual health, and the attribute threshold is 50%. When the virtual health 202 of the first game virtual object is 30%, the current virtual health of the first game virtual object is less than the attribute threshold. At this time, an attribute recovery control 203 can be displayed in the graphical user interface 200 corresponding to the first game virtual object.
[0068] Furthermore, after the attribute recovery control is displayed in the graphical user interface, the attribute recovery control can be prompted (such as increasing the contrast of the attribute recovery control, etc.) so that players can quickly locate the specific position of the attribute recovery control.
[0069] Furthermore, when the attribute value of the first game virtual object is less than or equal to the attribute threshold, the attribute recovery control can be directly displayed in the graphical user interface corresponding to the first game virtual object; or, after the attribute value of the first game virtual object is less than or equal to the attribute threshold for more than a preset time, the attribute recovery control can be displayed in the graphical user interface corresponding to the first game virtual object. It should be noted that the present disclosure does not make special limitations on the display timing of the attribute recovery control in the graphical user interface corresponding to the first game virtual object.
[0070] Furthermore, the recovery amount of the game virtual item to be used can also be displayed in the graphical user interface.
[0071] Step S120, in response to an attribute recovery operation on the attribute recovery control, control the first game virtual object to use a game virtual item corresponding to the attribute threshold to recover the attribute value of the first game virtual object.
[0072] In an embodiment of the present disclosure, an attribute recovery operation on the attribute recovery control can be received, and the first game virtual object can be controlled to use a game virtual item corresponding to the attribute threshold. Specifically, the attribute recovery operation on the attribute recovery control can include an operation on the attribute recovery control.
[0073] Among them, the attribute recovery operation on the attribute recovery control can include a touch operation. For example, the attribute recovery operation on the attribute recovery control can include a sliding touch operation on the attribute recovery control, a pressing touch operation on the attribute recovery control, a gesture touch operation on the attribute recovery control, a long - press touch operation on the attribute recovery control, a click touch operation on the attribute recovery control, a drag touch operation on the attribute recovery control, etc.
[0074] Or, the attribute recovery operation on the attribute recovery control can include a mouse operation. For example, the attribute recovery operation on the attribute recovery control is an operation of clicking on the attribute recovery control with the mouse.
[0075] Alternatively, the property restoration operation for the property restoration control may include keyboard operations. For example, the property restoration control corresponds to the "A" key on the keyboard, and the property restoration operation for the property restoration control is the pressing operation for the "A" key.
[0076] It should be noted that the specific form of the property restoration operation for the property restoration control in the present disclosure is not specifically limited.
[0077] In an embodiment of the present disclosure, the game virtual item corresponding to the property threshold refers to a game virtual item suitable for the property value of the current first game virtual object. For example, the property value of the first game virtual object is virtual blood volume, the current virtual blood volume of the first game virtual object is 42%, the property threshold is 50%, and the game virtual item is a virtual blood volume restoration item. At this time, the virtual blood volume restoration item with a restoration amount of 50% can be set as the game virtual item corresponding to the blood volume threshold.
[0078] Furthermore, the property value of the first game virtual object may have multiple property thresholds, and the game virtual items corresponding to each property threshold may be different.
[0079] For example, the property value of the first game virtual object is virtual blood volume, the game virtual items include virtual blood volume restoration items with restoration amounts of 30%, 50%, and 70%, the property thresholds of the property value of the first game virtual object include 70%, 50%, and 30%. The virtual blood volume restoration item with a restoration amount of 30% can be set as the game virtual item corresponding to the blood volume threshold of 70%, that is, when the virtual blood volume of the first game virtual object is less than or equal to 70%, the virtual blood volume restoration item corresponding to the 70% blood volume threshold is the virtual blood volume restoration item with a restoration amount of 30%. The virtual blood volume restoration item with a restoration amount of 50% can be set as the game virtual item corresponding to the blood volume threshold of 50%, that is, when the virtual blood volume of the first game virtual object is less than or equal to 50%, the virtual blood volume restoration item corresponding to the 50% blood volume threshold is the virtual blood volume restoration item with a restoration amount of 50%. The virtual blood volume restoration item with a restoration amount of 70% can be set as the game virtual item corresponding to the blood volume threshold of 30%, that is, when the virtual blood volume of the first game virtual object is less than or equal to 30%, the virtual blood volume restoration item corresponding to the 30% blood volume threshold is the virtual blood volume restoration item with a restoration amount of 70%.
[0080] Furthermore, the game virtual item corresponding to the property threshold may include one or more game virtual items.
[0081] For example, the attribute value of the first game virtual object is virtual blood volume. The game virtual items include a virtual blood volume recovery item with a recovery amount of 30% and a virtual blood volume recovery item with a recovery amount of 10%. The current virtual blood volume of the first game virtual object is 42%, and the attribute threshold is 50%. At this time, two virtual blood volume recovery items with a recovery amount of 10% and one virtual blood volume recovery item with a recovery amount of 30% can be used as the game virtual items corresponding to the blood volume threshold.
[0082] Further, when there are multiple game virtual items corresponding to the attribute threshold, they can be sorted according to the recovery amount of the game virtual items, and the game virtual items with a larger recovery amount are preferentially used.
[0083] Further, the game virtual item corresponding to the attribute threshold can include the game virtual item with the largest recovery amount in the game virtual backpack of the first game virtual object, and this game virtual item is determined as the game virtual item corresponding to the attribute threshold.
[0084] For example, the attribute value of the first game virtual object is virtual blood volume. In the game virtual backpack of the first game virtual object, there are a virtual blood volume recovery item with a recovery amount of 10%, a virtual blood volume recovery item with a recovery amount of 20%, and a virtual blood volume recovery item with a recovery amount of 30%. The attribute threshold is 50%, and the current virtual blood volume of the first game virtual object is 40%. At this time, the virtual blood volume recovery item with a recovery amount of 30% in the game virtual backpack can be determined as the game virtual item corresponding to the attribute threshold.
[0085] Further, the attribute recovery value of the game virtual item corresponding to the attribute threshold can be greater than the lost value of the attribute value of the first game virtual object.
[0086] For example, the attribute value of the first game virtual object is virtual blood volume, the attribute threshold is 50%, and the recovery value of the game virtual item corresponding to this attribute threshold is 80%. After using this game virtual item, the attribute value of the first game virtual object is restored to 100%.
[0087] In an exemplary embodiment of the present disclosure, in response to an attribute recovery operation on the attribute recovery control, it is possible to control the first game virtual object to use the game virtual item corresponding to the attribute threshold to restore the attribute value of the first game virtual object. Specifically, controlling the first game virtual object to use the game virtual item corresponding to the attribute threshold can be used to restore the attribute value of the first game virtual object.
[0088] For example, the attribute value of the first game virtual object is virtual health, and the game virtual item corresponding to the attribute threshold is a virtual health recovery item with a recovery amount of 30%. After receiving an attribute recovery operation for the attribute recovery control, the first game virtual object can be controlled to use the virtual health recovery item with a recovery amount of 30% to recover 30% of the virtual health of the first game virtual object.
[0089] Furthermore, controlling the first game virtual object to use the game virtual item corresponding to the attribute threshold may include performing a recovery action.
[0090] For example, the attribute value of the first game virtual object is virtual health, and the game virtual item corresponding to the attribute threshold is a virtual bandage. After receiving an attribute recovery operation for the attribute recovery control, the first game virtual object can be controlled to perform a recovery action of "wrapping the bandage". After performing this recovery action, the virtual health of the first game virtual object can be recovered.
[0091] Alternatively, controlling the first game virtual object to use the game virtual item corresponding to the attribute threshold may not include performing a recovery action. That is, after receiving an attribute recovery operation for the attribute recovery control, the attribute value of the first game virtual object is directly recovered.
[0092] Furthermore, when using a game recovery item in the game to recover the attribute value of the first game virtual object requires performing a recovery action, after receiving an attribute recovery operation for the attribute recovery control, the first game virtual object can be controlled to stop the current game action and perform the recovery action to recover the attribute value of the first game virtual object.
[0093] For example, the attribute value of the first game virtual object is virtual health, the recovery action is a game action of "wrapping the bandage", and the first game virtual object is performing a "shooting" action. At this time, after receiving an attribute recovery operation for the attribute recovery control, the "shooting" action is stopped, and the game action of "wrapping the bandage" is performed to recover the virtual health of the first game virtual object.
[0094] Alternatively, when using a game recovery item in the game to recover the attribute value of the first game virtual object requires performing a recovery action, after receiving an attribute recovery operation for the attribute recovery control, the first game virtual object can be controlled to perform the current game action and then perform the recovery action to recover the attribute value of the first game virtual object.
[0095] For example, the attribute value of the first game virtual object is virtual health, the recovery action is the game action of "wrapping a bandage", and the first game virtual object is performing the "jumping" action. At this time, after receiving the attribute recovery operation for the attribute recovery control, it continues to perform the "jumping" action. After the "jumping" action is completed, it then performs the game action of "wrapping a bandage" to recover the virtual health of the first game virtual object.
[0096] It should be noted that the present disclosure does not make any special limitation on the specific manner of controlling the first game virtual object to use the game virtual item corresponding to the attribute threshold.
[0097] Through the solution of this embodiment, the attribute recovery control corresponding to the game virtual item that the first game virtual object currently needs to use can be displayed in the graphical user interface, and the player can use the game virtual item by clicking on the attribute recovery control. That is, the player can use the game virtual item without opening the game backpack, avoiding the terminal device from rendering the screen of the player selecting and using the game virtual item, such as the screen of the game backpack, the screen showing the game virtual item options, etc., thereby reducing the screen processing pressure of the processor, and further improving the display performance of the terminal device, avoiding problems such as game screen lag. In addition, since the number of player operation steps is reduced, the data transmission between the server and the terminal device is reduced, thereby reducing the processing pressure of the server, and further improving the running stability of the game client.
[0098] In an exemplary embodiment of the present disclosure, in response to the attribute recovery operation for the attribute recovery control, any one of the combined game actions of controlling the first game virtual object to perform the game action corresponding to the attribute threshold, maintaining the game action, the game action corresponding to the attribute threshold, and maintaining the game action can be controlled.
[0099] Specifically, the game action corresponding to the attribute threshold refers to the game action adapted to the attribute threshold that is executed when the attribute value of the first game virtual object is less than or equal to the attribute threshold.
[0100] For example, the attribute value of the first game virtual object is virtual health, the attribute threshold is 50%, when the virtual health of the first game virtual object is 42%, the attribute recovery control is displayed in the graphical user interface corresponding to the first game virtual object. After receiving the attribute recovery operation for the attribute recovery control, the squatting action (the game action corresponding to the attribute threshold) can be performed, and the first game virtual object can be controlled to use the virtual health recovery virtual item corresponding to the attribute threshold.
[0101] It should be noted that the present disclosure does not make any special limitation on the specific form of the game action corresponding to the attribute threshold.
[0102] In an exemplary embodiment of the present disclosure, the attribute values of the first game virtual object may include multiple attribute thresholds, and the game actions corresponding to each attribute threshold may be different.
[0103] For example, the attribute value of the first game virtual object is virtual health, the attribute thresholds are 30% and 50%, the game action corresponding to the 30% attribute threshold is the squat game action, and the game action corresponding to the 50% attribute threshold is the lying down game action.
[0104] It should be noted that the present disclosure does not make special limitations on the number of attribute thresholds and the specific forms of the game actions corresponding to the attribute thresholds.
[0105] Specifically, the maintained game action refers to the game action performed by the game virtual object before receiving the attribute restoration operation for the attribute restoration control.
[0106] For example, before receiving the attribute restoration operation for the attribute restoration control, the first game virtual object is performing the running game action. At this time, the running game action is the maintained game action.
[0107] Specifically, the combined game action of the game action corresponding to the attribute threshold and the maintained game action refers to the game action that simultaneously performs the game action corresponding to the attribute threshold and the maintained game action.
[0108] For example, the game action corresponding to the attribute threshold is the "squat" game action, and the maintained game action is the shooting game action. At this time, the combined game action of the squat game action and the shooting game action is the game action of shooting in the squatting state.
[0109] It should be noted that the present disclosure does not make special limitations on the specific forms of the combined game actions of the game actions corresponding to the attribute thresholds and the maintained game actions.
[0110] Furthermore, after receiving the attribute restoration operation for the attribute restoration control, the first game virtual object can be controlled to perform any one of the game action corresponding to the attribute threshold, the maintained game action, the combined game action of the game action corresponding to the attribute threshold and the maintained game action first, and then the first game virtual object can be controlled to use the game virtual item corresponding to the attribute threshold.
[0111] Alternatively, after receiving the attribute restoration operation for the attribute restoration control, while controlling the first game virtual object to use the game virtual item corresponding to the attribute threshold, the first game virtual object can be controlled to perform any one of the game action corresponding to the attribute threshold, the maintained game action, the combined game action of the game action corresponding to the attribute threshold and the maintained game action.
[0112] Alternatively, after receiving an attribute restoration operation for the attribute restoration control, the first game virtual object can be controlled to use a game virtual item corresponding to the attribute threshold first, and then the first game virtual object can be controlled to perform any one of the combined game actions of a game action corresponding to the attribute threshold, maintaining the game action, a game action corresponding to the attribute threshold, and maintaining the game action.
[0113] It should be noted that the present disclosure does not make any special limitations on the timing of controlling the first game virtual object to use a game virtual item corresponding to the attribute threshold and controlling the first game virtual object to perform any one of the combined game actions of a game action corresponding to the attribute threshold, maintaining the game action, a game action corresponding to the attribute threshold, and maintaining the game action.
[0114] In an embodiment of the present disclosure, when the maintained game action of the first game virtual object has a posture game action and does not have an attack game action, the first game virtual object is controlled to perform a combined game action of a game action corresponding to the attribute threshold and maintaining the game action. When the maintained game action of the first game virtual object has an attack game action, the first game virtual object is controlled to continue performing the maintained game action. When the maintained game action of the first game virtual object does not have a posture game action and does not have an attack game action, the first game virtual object is controlled to perform a game action corresponding to the attribute threshold. Refer to Figure 3 As shown, determining the game action to be performed according to the existence status of the posture game action and the attack game action may include the following steps S310 to S320:
[0115] Step S310, when the maintained game action of the first game virtual object has a posture game action and does not have an attack game action, control the first game virtual object to perform a combined game action of a game action corresponding to the attribute threshold and maintaining the game action;
[0116] In an embodiment of the present disclosure, when controlling the first game virtual object to perform any one of the combined game actions of a game action corresponding to the attribute threshold, maintaining the game action, a game action corresponding to the attribute threshold, and maintaining the game action, the existence status of the posture game action and the attack game action in the maintained game action of the first game virtual object can be judged first. Among them, the maintained game action may include a posture game action and an attack game action. The posture game action can be used to indicate the motion state of the first game virtual object, and the attack game action can be used to indicate the attack state of the first game virtual object. For example, the posture game action may include game actions such as walking and running, and the attack game action may include game actions such as shooting and slashing.
[0117] Specifically, when the holding game action of the first game virtual object has a posture game action and does not have an attack game action, control the first game virtual object to execute a combined game action of the game action corresponding to the attribute threshold and the holding game action.
[0118] For example, the posture game action is a movement game action, the attack game action is a shooting game action, and the game action corresponding to the attribute threshold is a prone game action. When the first game virtual object has a movement game action and does not have a shooting game action, it can execute a combined game action of the prone game action and the movement game action, that is, a crawling game action.
[0119] Step S320, when the holding game action of the first game virtual object has an attack game action, control the first game virtual object to continue to execute the holding game action;
[0120] For example, the attack game action is a shooting game action. When the first game virtual object has a shooting game action, continue to execute the shooting game action.
[0121] Step S330, when the holding game action of the first game virtual object does not have a posture game action and does not have an attack game action, control the first game virtual object to execute the game action corresponding to the attribute threshold.
[0122] For example, the posture game action is a movement game action, the attack game action is a shooting game action, and the game action corresponding to the attribute threshold is a prone game action. When the first game virtual object neither executes a movement game action nor executes a shooting game action, it can execute the prone game action.
[0123] It should be noted that the present disclosure does not make special limitations on the specific types of the posture game action and the attack game action.
[0124] Through the above steps S310 to S330, when the holding game action of the first game virtual object has a posture game action and does not have an attack game action, control the first game virtual object to execute a combined game action of the game action corresponding to the attribute threshold and the holding game action. When the holding game action of the first game virtual object has an attack game action, control the first game virtual object to continue to execute the holding game action. When the holding game action of the first game virtual object does not have a posture game action and does not have an attack game action, control the first game virtual object to execute the game action corresponding to the attribute threshold.
[0125] In one embodiment of the present disclosure, the lost attribute value of the first game virtual object can be obtained, the game virtual item corresponding to the attribute threshold can be determined according to the lost attribute value of the first game virtual object, and the attribute recovery control corresponding to the game virtual item can be displayed in the graphical user interface corresponding to the first game virtual object. Refer to Figure 4 As shown, displaying the attribute recovery control corresponding to the game virtual item in the graphical user interface corresponding to the first game virtual object includes the following steps S410 to S420:
[0126] Step S410, obtain the lost attribute value of the first game virtual object, and determine the game virtual item corresponding to the attribute threshold according to the lost attribute value of the first game virtual object;
[0127] In one embodiment of the present disclosure, the lost attribute value of the first game virtual object can be obtained. Specifically, the lost attribute value of the first game virtual object means that after the player controls the game virtual object to carry out game activities, some attribute values may be lost.
[0128] For example, the attribute value of the first game virtual object is virtual blood volume. The first game virtual object may be attacked by other game virtual objects in the game. After being attacked by other game virtual objects, the virtual blood volume of the first game virtual object will decrease. For example, it decreases from 100% virtual blood volume to 50% virtual blood volume. At this time, the lost attribute value of the first game virtual object is 50%.
[0129] Again, for example, the attribute value of the first game virtual object is virtual energy. The player can control the first game virtual object to release skills, and the virtual energy of the first game virtual object will decrease when releasing skills. For example, controlling the first game virtual object to release a game skill will consume 30% of the virtual energy, causing the virtual energy to decrease from 100% to 70%. At this time, the lost attribute value of the first game virtual object is 30%.
[0130] In one embodiment of the present disclosure, after obtaining the lost attribute value of the first game virtual object through the above steps, the game virtual item corresponding to the attribute threshold can be determined according to the lost attribute value of the first game virtual object. The game virtual item suitable for the lost attribute value of the first game virtual object can be determined as the game virtual item corresponding to the attribute threshold.
[0131] Specifically, the game virtual item with a recovery amount equal to the lost attribute value can be determined as the game virtual item corresponding to the attribute threshold.
[0132] For example, the lost attribute value of the first game virtual object is 30%. At this time, the game virtual item with a recovery amount of 30% can be determined as the game virtual item corresponding to the attribute threshold.
[0133] Alternatively, a game virtual item with a recovery amount less than the lost attribute value can be determined as the game virtual item corresponding to the attribute threshold.
[0134] For example, if the lost attribute value of the first game virtual object is 30%, at this time, a game virtual item with a recovery amount of 20% can be determined as the game virtual item corresponding to the attribute threshold.
[0135] Alternatively, a game virtual item with a recovery amount greater than the lost attribute value can be determined as the game virtual item corresponding to the attribute threshold.
[0136] For example, if the lost attribute value of the first game virtual object is 30%, at this time, a game virtual item with a recovery amount of 40% can be determined as the game virtual item corresponding to the attribute threshold.
[0137] It should be noted that the present disclosure does not make any special limitations on the specific manner of determining the game virtual item corresponding to the attribute threshold according to the lost attribute value of the first game virtual object.
[0138] Step S420: Display an attribute recovery control corresponding to the game virtual item in the graphical user interface corresponding to the first game virtual object.
[0139] For example, if the recovery amount of game virtual item 1 is 30%, at this time, the attribute recovery control corresponding to game virtual item 1 is the attribute recovery control marked with 30%; if the recovery amount of game virtual item 2 is 50%, at this time, the attribute recovery control corresponding to game virtual item 2 is the attribute recovery control marked with 50%.
[0140] It should be noted that the present disclosure does not make any special limitations on the specific form of the attribute recovery control corresponding to the game virtual item.
[0141] After displaying the attribute recovery control corresponding to the game virtual item in the graphical user interface corresponding to the first game virtual object, in response to an attribute recovery operation on the attribute recovery control, the first game virtual object can be controlled to use the game virtual item corresponding to the attribute threshold to restore the attribute value of the first game virtual object.
[0142] Through the above steps S410 to S420, the lost attribute value of the first game virtual object can be obtained, the game virtual item corresponding to the attribute threshold can be determined according to the lost attribute value of the first game virtual object, and the attribute recovery control corresponding to the game virtual item can be displayed in the graphical user interface corresponding to the first game virtual object. Through the solution of this embodiment, the game virtual item to be used can be determined according to the lost attribute value of the first game virtual object, and the attribute recovery control corresponding to the game virtual item can be directly displayed in the graphical user interface corresponding to the first game virtual object. That is, the player can use the game virtual item without opening the game backpack, and there is no need for the player to open the game backpack to find the game virtual item to be used, thus avoiding the terminal device from rendering the screen of the player selecting and using the game virtual item, such as the screen of the game backpack, the screen of displaying the game virtual item options, etc., thereby reducing the screen processing pressure of the processor, and then improving the display performance of the terminal device, and avoiding problems such as game screen freezing. In addition, since the operation steps of the player are reduced, the data transmission between the server and the terminal device is reduced, thereby reducing the processing pressure of the server, and then improving the running stability of the game client.
[0143] In an embodiment of the present disclosure, in response to an attribute recovery operation on the attribute recovery control, the lost attribute value of the first game virtual object can be obtained, the game virtual item corresponding to the attribute threshold can be determined according to the lost attribute value of the first game virtual object, and the first game virtual object can be controlled to use the game virtual item corresponding to the attribute threshold. Refer to Figure 5 As shown, determining the game virtual item corresponding to the attribute threshold according to the lost attribute value of the first game virtual object and controlling the first game virtual object to use the game virtual item corresponding to the attribute threshold may include the following steps S510 to S520:
[0144] Step S510, in response to an attribute recovery operation on the attribute recovery control, obtain the lost attribute value of the first game virtual object;
[0145] In an embodiment of the present disclosure, an attribute recovery operation on the attribute recovery control can be received, and the lost attribute value of the first game virtual object can be obtained. Specifically, the lost attribute value of the first game virtual object refers to that after the player controls the game virtual object to carry out game activities, some attribute values may be lost.
[0146] For example, the attribute value of the first game virtual object is virtual blood volume. The first game virtual object may be attacked by other game virtual objects in the game. After being attacked by other game virtual objects, the virtual blood volume of the first game virtual object will decrease, for example, from 100% virtual blood volume to 50% virtual blood volume. At this time, the lost attribute value of the first game virtual object is 50%.
[0147] For another example, the attribute value of the first game virtual object is virtual energy. The player can control the first game virtual object to release a skill, and when releasing the skill, the virtual energy of the first game virtual object will be reduced. For example, controlling the first game virtual object to release a game skill will consume 30% of the virtual energy, reducing the 100% virtual energy to 70% virtual energy. At this time, the lost attribute value of the first game virtual object is 30%.
[0148] Step S520: Determine the game virtual item corresponding to the attribute threshold according to the lost attribute value of the first game virtual object, and control the first game virtual object to use the game virtual item corresponding to the attribute threshold.
[0149] In an embodiment of the present disclosure, after determining the lost health value of the first game virtual object through the above steps, the game virtual item corresponding to the attribute threshold can be determined according to the lost attribute value of the first game virtual object. Specifically, the game virtual item adapted to the lost attribute value of the first game virtual object can be determined as the game virtual item corresponding to the attribute threshold.
[0150] Specifically, the game virtual item with a recovery amount equal to the lost attribute value can be determined as the game virtual item corresponding to the attribute threshold.
[0151] For example, if the lost attribute value of the first game virtual object is 30%, the game virtual item with a recovery amount of 30% can be determined as the game virtual item corresponding to the attribute threshold at this time.
[0152] Alternatively, the game virtual item with a recovery amount less than the lost attribute value can be determined as the game virtual item corresponding to the attribute threshold.
[0153] For example, if the lost attribute value of the first game virtual object is 30%, the game virtual item with a recovery amount of 20% can be determined as the game virtual item corresponding to the attribute threshold at this time.
[0154] Alternatively, the game virtual item with a recovery amount greater than the lost attribute value can be determined as the game virtual item corresponding to the attribute threshold.
[0155] For example, if the lost attribute value of the first game virtual object is 30%, the game virtual item with a recovery amount of 40% can be determined as the game virtual item corresponding to the attribute threshold at this time.
[0156] It should be noted that the present disclosure does not make special limitations on the specific method of determining the game virtual item corresponding to the attribute threshold according to the lost attribute value of the first game virtual object.
[0157] Through the above steps S510 - S520, in response to an attribute restoration operation on an attribute restoration control, the lost attribute value of the first game virtual object can be obtained. Based on the lost attribute value of the first game virtual object, the game virtual item corresponding to the attribute threshold is determined, and the first game virtual object is controlled to use the game virtual item corresponding to the attribute threshold. Through the solution of this embodiment, the game virtual item to be used can be determined according to the lost attribute value of the first game virtual object, and the first game virtual object can be directly controlled to use the game virtual item corresponding to the attribute threshold. That is, there is no need for the player to open the game backpack to find the game virtual item to be used and manually control the use of the game virtual item, thus avoiding the terminal device from rendering the screen of the player selecting and using the game virtual item. For example, the screen of the game backpack, the screen showing game virtual item options, etc., thereby reducing the screen processing pressure of the processor, improving the display performance of the terminal device, and avoiding problems such as game screen lag. In addition, since the player's operation steps are reduced, the data transmission between the server and the terminal device is reduced, thereby reducing the processing pressure of the server and improving the running stability of the game client.
[0158] In an exemplary embodiment of the present disclosure, in response to an item acquisition operation, the first game virtual object can be controlled to acquire a game virtual item in the game scene. Specifically, the player can control the game virtual object to perform game activities in the game scene and acquire game virtual items.
[0159] For example, there are multiple game virtual resource points distributed in the game scene, and the game virtual object can be controlled to acquire game virtual items at the game virtual resource points; or, there is a game virtual store in the game scene, and the game virtual object can be controlled to purchase game virtual items in the game virtual store; or, the player can control the game virtual object to attack other game virtual objects, and when other game virtual objects fail, the game virtual items dropped by other game virtual objects can be acquired.
[0160] Among them, the item acquisition operation is an operation for acquiring game virtual items. Specifically, the item acquisition operation can include touch operations, mouse operations, keyboard operations, etc.
[0161] For example, when controlling the first game virtual object to approach a game virtual resource point in the game scene, a game item acquisition pop-up window can be displayed in the graphical user interface corresponding to the first game virtual object. When the player clicks to confirm the acquisition through the mouse, the game virtual item can be acquired, that is, the item acquisition operation is a mouse click operation.
[0162] It should be noted that the present disclosure does not make any special restrictions on the specific form of the item acquisition operation.
[0163] Among them, the game scene is the game scene displayed (or provided) when the application runs on the terminal or server. Optionally, the game scene is a simulation environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The game scene is either a 2D game scene or a 3D game scene. The virtual environment can be the sky, land, ocean, etc. Among them, the land includes environmental elements such as deserts and cities. Among them, the game scene is a scene for the complete game logic of virtual objects such as user control. For example, in a sandbox 3D shooting game, the game scene is a 3D game world for players to control virtual objects to fight. Example game scenes can include at least one of the following elements: mountains, flatlands, rivers, lakes, oceans, deserts, sky, plants, buildings, vehicles; for example, in a 2D card game, the game scene is a scene for displaying the release of cards or displaying the virtual objects corresponding to the cards. Example game scenes can include: ring arenas, battle arenas, or other "field" elements or other elements that can display the card battle status; for 2D or 3D multiplayer online tactical competitive games, the game scene is a 2D or 3D terrain scene for virtual objects to fight. Example game scenes can include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.
[0164] In an exemplary embodiment of the present disclosure, a plurality of game virtual items with a recovery amount greater than or equal to the lost attribute value of the first game virtual object can be found in the game backpack, at least one target game virtual item can be determined according to the recovery amounts of the plurality of game virtual items, and the target game virtual item is determined as the game virtual item corresponding to the attribute threshold. Refer to Figure 6 As shown, determining at least one target game virtual item according to the recovery amounts of the plurality of game virtual items may include the following steps S610 to S620:
[0165] Step S610, find a plurality of game virtual items in the game backpack with a recovery amount greater than or equal to the lost attribute value of the first game virtual object;
[0166] In an exemplary embodiment of the present disclosure, after controlling the first game virtual object to obtain a game virtual item in the game scene, the game virtual item is stored in the game backpack corresponding to the first game virtual object. Specifically, the game backpack corresponding to the first game virtual object refers to the virtual container for storing items of the game virtual object after the game virtual object obtains the game virtual item. Game virtual items with a recovery amount greater than or equal to the lost attribute value of the first game virtual object can be found in the game backpack.
[0167] Specifically, the game backpack can be detected to determine whether there are multiple game virtual items in the game backpack whose recovery amount is greater than or equal to the lost attribute value of the first game virtual object. It should be noted that the present disclosure does not make special limitations on the specific method of finding multiple game virtual items in the game backpack whose recovery amount is greater than or equal to the lost attribute value of the first game virtual object.
[0168] Step S620: Determine at least one target game virtual item according to the recovery amounts of the multiple game virtual items, and determine the target game virtual item as the game virtual item corresponding to the attribute threshold.
[0169] In an exemplary embodiment of the present disclosure, after finding multiple game virtual items in the game backpack through the above steps, at least one target game virtual item can be determined according to the recovery amounts of the multiple game virtual items.
[0170] Specifically, the game virtual item with the largest recovery amount among the multiple game virtual items can be determined as the target game virtual item.
[0171] For example, the game virtual items found through the above steps include: a virtual blood volume recovery item with a recovery amount of 10%, a virtual blood volume recovery item with a recovery amount of 20%, and a virtual blood volume recovery item with a recovery amount of 30%. At this time, the virtual blood volume recovery item with a recovery amount of 30% can be determined as the target game item.
[0172] Alternatively, multiple game virtual items can be determined as target game virtual items according to the recovery amounts of the multiple game virtual items.
[0173] For example, the game virtual items found through the above steps include: a virtual blood volume recovery item with a recovery amount of 10%, a virtual blood volume recovery item with a recovery amount of 20%, and a virtual blood volume recovery item with a recovery amount of 30%. At this time, the lost attribute value of the first game virtual object is 50%. At this time, the virtual blood volume recovery item with a recovery amount of 20% and the virtual blood volume recovery item with a recovery amount of 30% can be determined as target game virtual items; for another example, the virtual blood volume recovery item with a recovery amount of 30% and two virtual blood volume recovery items with a recovery amount of 10% can be determined as target game virtual items.
[0174] Furthermore, when determining multiple game virtual items as target game virtual items according to the recovery amounts of the multiple game virtual items, the game virtual items with higher recovery amounts can be preferentially determined as target game virtual items.
[0175] For example, the game virtual items found through the above steps include: a virtual health recovery item with a recovery amount of 10%, a virtual health recovery item with a recovery amount of 20%, and a virtual health recovery item with a recovery amount of 30%. The lost attribute value of the first game virtual object is 50%. At this time, the virtual health recovery item with a recovery amount of 30% and the virtual health recovery item with a recovery amount of 20% can be preferentially determined as the target game virtual items.
[0176] Through the above steps S610 - S620, multiple game virtual items with a recovery amount greater than or equal to the lost attribute value of the first game virtual object can be found in the game backpack. At least one target game virtual item is determined according to the recovery amounts of the multiple game virtual items, and the target game virtual item is determined as the game virtual item corresponding to the attribute threshold.
[0177] In an exemplary embodiment of the present disclosure, when the attribute value of the first game virtual object is less than or equal to the attribute threshold, the assistance range corresponding to the first game virtual object can be displayed. Among them, the attribute value of the first game virtual object has at least one attribute threshold, and the size of the assistance range corresponds to the attribute threshold. The assistance range is used for the second game virtual object to assist the first game virtual object. Specifically, the assistance range corresponding to the first game virtual object refers to the display range with the position of the first game virtual object as the reference point when the attribute value of the first game virtual object is less than or equal to the attribute threshold. Through the assistance range corresponding to the first game virtual object, the first game virtual object can be more easily discovered, facilitating other game virtual objects to cover the first game virtual object, assist the first game virtual object, etc. Among them, the assistance range corresponding to the first game virtual object includes a planar range and a spatial range.
[0178] It should be noted that the present disclosure does not make special limitations on the specific shape and position of the assistance range corresponding to the first game virtual object.
[0179] Among them, the size of the assistance range corresponds to the attribute threshold. Specifically, the size of the assistance range corresponding to the attribute threshold can include: the larger the attribute threshold, the larger the assistance range corresponding to the first game virtual object, and the smaller the attribute threshold, the smaller the assistance range corresponding to the first game virtual object.
[0180] Alternatively, the size of the assistance range corresponding to the attribute threshold can also include: the larger the attribute threshold, the smaller the assistance range corresponding to the first game virtual object, and the smaller the attribute threshold, the larger the assistance range corresponding to the first game virtual object.
[0181] For example, such as Figure 7As shown, when the attribute value 702 of the first game virtual object 701 is less than 50% of the attribute threshold, a circle with the position O of the first game virtual object as the center and a radius of r1 can be used as the assistance range 703 corresponding to the first game virtual object. When the attribute value of the first game virtual object is less than 10% of the attribute threshold, a circle with the position O of the first game virtual object as the center and a radius of r2 can be used as the assistance range 704 corresponding to the first game virtual object, where r2 is greater than r1.
[0182] It should be noted that the present disclosure does not make special limitations on the correspondence between the size of the assistance range and the attribute threshold.
[0183] In an exemplary embodiment of the present disclosure, after the second game virtual object enters the assistance range corresponding to the first game virtual object, a game virtual item corresponding to the attribute threshold can be provided to the first game virtual object, and the first game virtual object can be controlled to obtain the game virtual item. Refer to Figure 8 As shown, after the second game virtual object enters the assistance range corresponding to the first game virtual object, providing a game virtual item corresponding to the attribute threshold to the first game virtual object may include the following steps S810 - S820:
[0184] Step S810, after the second game virtual object enters the assistance range corresponding to the first game virtual object, provide a game virtual item corresponding to the attribute threshold to the first game virtual object;
[0185] Step S820, control the first game virtual object to obtain the game virtual item.
[0186] In an exemplary embodiment of the present disclosure, after the second game virtual object enters the rescue range corresponding to the first game virtual object, a game virtual item can be provided to the first game virtual object. Among them, the game virtual item is used to restore the attribute value of the first game virtual object. Specifically, the game may further include a second game virtual object, and the second game virtual object may include a game virtual object controlled by other players, or the second game virtual object may include a non-player controlled game virtual object. It should be noted that the present disclosure does not make special limitations on the specific type of the second game virtual object.
[0187] Specifically, the second game virtual object entering the assistance range corresponding to the first game virtual object may include the second game virtual object being controlled by a player to enter the assistance range corresponding to the first game virtual object, or may include the second game virtual object entering the assistance range corresponding to the first game virtual object after triggering the behavior logic. It should be noted that the present disclosure does not make special limitations on the specific manner in which the second game virtual object enters the assistance range corresponding to the first game virtual object.
[0188] In an exemplary embodiment of the present disclosure, the entry of the second game virtual object into the assistance range corresponding to the first game virtual object may include the second game virtual object completely entering the assistance range corresponding to the first game virtual object, or the entry of the second game virtual object into the assistance range corresponding to the first game virtual object may also include the second game virtual object partially contacting the assistance range corresponding to the first game virtual object.
[0189] It should be noted that the present disclosure does not make any special limitations on the specific form of the second game virtual object entering the assistance range corresponding to the first game virtual object.
[0190] In an exemplary embodiment of the present disclosure, after the second game virtual object enters the assistance range corresponding to the second game virtual object, a game virtual item corresponding to the attribute threshold may be provided to the first game virtual object, and the first game virtual object may be controlled to obtain the game virtual item.
[0191] Specifically, after the second game virtual object enters the assistance range corresponding to the first game virtual object, the second game virtual object may be controlled to move to the position where the first game virtual object is located, and the second game virtual object may be controlled to hand the game virtual item to the first game virtual object, and the first game virtual object may be controlled to receive the game virtual item.
[0192] Alternatively, after the second game virtual object enters the assistance range corresponding to the second game virtual object, the second game virtual object may be controlled to move to the position where the first game virtual object is located, and the second game virtual object may be controlled to conduct a prop transaction with the first game virtual object. After the first game virtual object determines the game virtual item transaction, it can obtain the game virtual item.
[0193] Alternatively, after the second game virtual object enters the assistance range corresponding to the first game virtual object, the game virtual item may be placed in the assistance range, the first game virtual object may be controlled to move to the position where the game virtual item is located, and pick up the game virtual item.
[0194] It should be noted that the present disclosure does not make any special limitations on the specific manner of providing the game virtual item to the first game virtual object and controlling the first game virtual object to obtain the game virtual item.
[0195] Among them, the game virtual item provided by the second game virtual object to the first game virtual object is the game virtual item corresponding to the above-mentioned attribute threshold.
[0196] Through the above steps S810 - S820, after the second game virtual object enters the assistance range corresponding to the first game virtual object, a game virtual item corresponding to the attribute threshold can be provided to the first game virtual object, and the first game virtual object can be controlled to obtain the game virtual item.
[0197] In an exemplary embodiment of the present disclosure, after controlling the first game virtual object to obtain the game virtual item corresponding to the attribute threshold, an attribute recovery control may be displayed in the graphical user interface corresponding to the first game virtual object. In response to the attribute recovery operation on the attribute recovery control, the first game virtual object is controlled to use the game virtual item corresponding to the attribute threshold to recover the attribute value of the first game virtual object. Through the solution of this embodiment, after the first game virtual object obtains the game virtual item, the game virtual item can be directly used. That is, there is no need for the player to open the game backpack to find the obtained game virtual item, thereby avoiding the terminal device from rendering the screen of the player selecting and using the game virtual item. For example, the screen of the game backpack, the screen showing the game virtual item options, etc., thereby reducing the screen processing pressure of the processor, and further improving the display performance of the terminal device, avoiding problems such as game screen freezing. In addition, since the player's operation steps are reduced, the data transmission between the server and the terminal device is reduced, thereby reducing the processing pressure of the server, and further improving the running stability of the game client.
[0198] In an exemplary embodiment of the present disclosure, a prop sharing control may be displayed in the graphical user interface corresponding to the second game virtual object. In response to the prop sharing operation on the prop sharing control, the second game virtual object is controlled to provide the game virtual item corresponding to the attribute threshold to the first game virtual object. Refer to Figure 9 As shown, controlling the second game virtual object to provide the game virtual item corresponding to the attribute threshold to the first game virtual object may include the following steps S910 to S920:
[0199] Step S910, display a prop sharing control in the graphical user interface corresponding to the second game virtual object;
[0200] In an exemplary embodiment of the present disclosure, after the second game virtual object enters the assistance range corresponding to the first game virtual object, a prop sharing control may be displayed in the graphical user interface corresponding to the second game virtual object. Among them, the prop sharing control can be used to provide the game virtual item required by the first game virtual object to the first game virtual object. It should be noted that the present disclosure does not make special limitations on the specific manner of displaying the prop sharing control in the graphical user interface corresponding to the second game virtual object.
[0201] Specifically, the graphical user interface corresponding to the second game virtual object refers to the graphical user interface of the game displayed by the display module of the terminal device that controls the second game virtual object, and the prop sharing control can be displayed in this graphical user interface.
[0202] Among them, the prop sharing control is set at any position on the user graphical interface, and the prop sharing control can also be set to any size. The shape of the prop sharing control can be any shape, such as a circle, a square, an ellipse, a triangle, or the shape of the overlapping part of any number of graphics.
[0203] In the game, the game developer can provide the default position and default size of the prop sharing control, or provide a customization scheme for game players, so that users can adjust the position and size of the prop sharing control according to their own habits.
[0204] It should be noted that the present disclosure does not make special limitations on the specific shape, position, and size of the prop sharing control.
[0205] Step S920, in response to a prop sharing operation on the prop sharing control, control the second game virtual object to provide the game virtual prop corresponding to the attribute threshold to the first game virtual object.
[0206] In an exemplary embodiment of the present disclosure, after the prop sharing control is displayed in the graphical user interface through the above steps, a prop sharing operation on the prop sharing control can be received, and the second game virtual object can be controlled to provide the game virtual prop corresponding to the attribute threshold to the first game virtual object.
[0207] Among them, the prop sharing operation on the prop sharing control may include a touch operation. For example, the prop sharing operation on the prop sharing control may include a sliding touch operation on the prop sharing control, a pressing touch operation on the prop sharing control, a gesture touch operation on the prop sharing control, a long pressing touch operation on the prop sharing control, a clicking touch operation on the prop sharing control, a dragging touch operation on the prop sharing control, etc.
[0208] Alternatively, the prop sharing operation on the prop sharing control may include a mouse operation. For example, the prop sharing operation on the prop sharing control is an operation of clicking the prop sharing control with the mouse.
[0209] Alternatively, the prop sharing operation on the prop sharing control may include a keyboard operation. For example, the prop sharing control corresponds to the "B" key on the keyboard, and the prop sharing operation on the prop sharing control is a pressing operation on the "B" key.
[0210] It should be noted that the present disclosure does not make special limitations on the specific form of the prop sharing operation on the prop sharing control.
[0211] For example, such as Figure 10As shown, when the second game virtual object 1002 enters the assistance range 1003 corresponding to the first game virtual object 1001, a prop sharing control 1004 can be displayed in the graphical user interface 1000 corresponding to the second game virtual object, and in response to a prop sharing operation on the prop sharing control, the second game virtual object can be controlled to provide game virtual props to the first game virtual object.
[0212] Furthermore, the recovery amount of the game virtual prop to be shared can also be displayed in the graphical user interface.
[0213] Through the above steps S910 - S920, a prop sharing control can be displayed in the image user interface corresponding to the second game virtual object, and in response to a prop sharing operation on the prop sharing control, the second game virtual object can be controlled to provide game virtual props corresponding to the attribute threshold to the first game virtual object.
[0214] In the game prop usage method provided by an embodiment of the present disclosure, when the attribute value of the game virtual object is less than or equal to the attribute threshold, an attribute recovery control can be displayed in the graphical user interface, and the game virtual object can be controlled to use the game virtual prop corresponding to the attribute threshold. On the one hand, it can simplify the operation process of recovering the attribute value of the game virtual object, and automatically select a suitable game virtual prop for the player to recover the attribute value of the game virtual object, reducing the complexity of the game operation, making it more convenient for the player to recover the attribute value, thus reducing the difficulty for novice players to get started with the game and avoiding the loss of new players; on the other hand, it speeds up the speed of recovering the attribute value, reduces the risk of exposing its own target when the game virtual object is recovering, which is beneficial to the progress of the game session, thus enhancing the player's game stickiness; on the third hand, since this solution can directly use game virtual props in the graphical user interface, the player does not need to open the game backpack to use game virtual props, thus reducing the screen processing pressure of the processor and enhancing the display performance of the terminal device. In addition, it also reduces the data transmission between the server and the terminal device, thereby reducing the processing pressure of the server, and further enhancing the running stability of the game client.
[0215] The following provides an application scenario of this embodiment. As Figure 11 shown is a schematic diagram of a graphical user interface. This interface includes a game scene and virtual objects located in this game scene, and the game scene and virtual objects are not shown in Figure 11 . The player controls the virtual object to move in the game scene. Figure 11 The interface in
[0216] Among them, 1100 is a backpack control. Through a touch operation on this control, it triggers the display of a backpack interface in the graphical user interface for viewing the item props in the backpack. The item props can include, but are not limited to: props such as medicines, weapons, accessories, and armors. In an optional implementation, an edge line is set at the edge of the backpack control to indicate the amount of items in the backpack. Among them, the touch operation on the backpack control can be operations such as clicking, double-clicking, long-pressing, and swiping.
[0217] 1102 is a movement control. The shaded circle is the joystick in the movement control. In an optional implementation, the movement control is configured with a movement response area. Among them, the movement response area can be the same size as the movement control, that is, the area in the graphical user interface corresponding to the movement control is the movement response area. In an optional implementation, the size of the movement response area can be larger than the size of the movement control, that is, the movement control is set within the movement response area. In terms of distance, the graphical user interface is divided into left and right areas from the middle. Among them, the left area is the movement response area of the movement control. A movement control instruction is triggered through a touch operation on the movement response area of the movement control, and the movement direction of the virtual object is controlled according to the movement control instruction. Among them, the touch operation on the movement response area of the movement control can be operations such as clicking, double-clicking, long-pressing, and swiping.
[0218] When it is detected that the touch operation triggering the movement control instruction meets a preset condition, a "sprint" instruction is triggered to control the virtual object to automatically keep running in the game scene. For example Figure 5 In an optional implementation, when the touch operation triggering the movement control instruction meets the preset condition, it is a touch operation on the joystick area that slides along a preset direction to a preset distance or a preset area (such as the position indicated by the upward arrow of the joystick). For example, when the touch operation drags the joystick upward, a sprint control 1106 appears. When this sprint control is triggered, the virtual object enters the fast running mode. At the same time, the control 1130 is also a sprint control. When the 1130 control is clicked, the virtual object enters the fast running mode. In an optional implementation, when the touch operation triggering the movement control instruction meets the preset condition, it is a touch operation on the joystick area that meets a preset duration or a preset pressure, etc.
[0219] Both 1104 and 1114 are attack controls. The touch operation on the attack response area of the attack control triggers an attack instruction, and the virtual character is controlled to perform an attack operation in the game scene according to the attack instruction. Among them, the attack behavior triggered by the attack control corresponds to the current equipped state of the virtual object. For example, when the virtual object is equipped with a long-range weapon, the attack behavior triggered by the attack control is a shooting behavior, that is, the left hand can perform a shooting operation by triggering the 1104 control, and the right hand can perform a shooting operation by triggering the 1114 control; when the virtual character is equipped with a melee weapon, the attack behavior triggered by the attack control is a slashing behavior, etc. In an optional implementation manner, only one of the attack control 1104 and the attack control 1114 is displayed. Among them, the display position of the attack control can be adjusted according to the position setting instruction, and the position setting instruction can be triggered in the setting interface or during the game. Among them, the touch operation on the attack control can be operations such as clicking, double-clicking, long-pressing, and swiping.
[0220] 1108 and 1110 are pose controls. The touch operation on the pose control triggers a pose adjustment instruction to adjust the pose of the virtual object in the game scene. Among them, triggering the 1108 control can control the weapon to be located at the left arm position of the virtual object and control the virtual object to stand in a pose with the head turned to the left; triggering the 1110 control can control the weapon to be located at the right arm position of the virtual object and control the virtual object to stand in a pose with the head turned to the right. 1108 and 1110 are mostly used for pose control of the virtual object when it is hiding behind obstacles such as walls and big trees. Among them, the touch operation on the pose control can be operations such as clicking, double-clicking, long-pressing, and swiping.
[0221] 1112 is a weapon slot. Triggering the weapon slot can switch the weapon used by the player. The "continuous fire" on the left is used to indicate the current shooting mode. In the "continuous fire" mode, multiple bullets are continuously fired. In addition to the "continuous fire" mode, it can also be switched to the "single shot" mode. In the "single shot" mode, a single bullet is fired. The lower shaded bar is used to display the amount of bullets in the weapon. When shooting, the amount of bullets continuously decreases. When the amount of bullets becomes zero, automatic reloading can be performed, and at this time, the amount of bullets is the maximum. In addition, the 1116 control is a reloading control. Triggering the reloading control can add bullets to the currently used weapon. After reloading, the amount of bullets is the maximum. Among them, the touch operation on the weapon slot can be operations such as clicking, double-clicking, long-pressing, and swiping.
[0222] The 1118 and 1120 controls are action controls. Through the touch operations on the action controls, the virtual object is controlled to perform corresponding actions in the game scene. For example, triggering 1118 can control the virtual object to squat down, and triggering 1120 can control the virtual object to assume a prone position. The 1122 control can control the virtual object to perform a jumping action. Among them, the touch operations on the action controls can be operations such as clicking, double-clicking, long-pressing, and swiping.
[0223] The 1124 control is used to control the current game scene to enter the aiming mode. When the first touch operation on the control 1124 is detected, it controls to enter the aiming mode. In the aiming mode, an aiming lens is displayed in the game scene, and the game scene seen by the virtual object through the aiming lens is also displayed. The accuracy of shooting can be improved in the aiming mode. When the second touch operation on the control 1124 is detected, it controls to exit the aiming mode. In an optional implementation, the first touch operation and the second touch operation are independent touch operations. For example, clicking the 1124 control controls the current game scene to enter the aiming mode, clicking the 1124 control again exits the aiming mode, and the game scene captured by the virtual camera following the virtual object is displayed again. In an optional implementation, the first touch operation and the second touch operation can be the start operation and the end operation of a touch operation. For example, when it is detected that the 1124 control is touched, it controls the game scene to enter the aiming mode. During the continuous pressing process, it controls the game scene to remain in the aiming mode. When it is detected that the touch that triggers the touch operation leaves the touch detection area, it controls to exit the aiming mode.
[0224] The 1126 control is used to control the shooting parameters of the virtual camera that presents the game screen, so as to adjust the field of view of the game scene displayed in the graphical user interface. In an optional implementation, when it is determined that a touch operation on the 1126 control is detected, the shooting parameters of the virtual camera are adjusted according to the touch operation. Among them, the shooting parameters include but are not limited to the position, orientation, perspective, etc. of the virtual camera. Among them, the touch operations on the 1126 control can be operations such as clicking, double-clicking, long-pressing, and swiping.
[0225] The 1128 control is a marking control. Through the touch operations on the marking control, virtual objects, virtual objects, etc. in the game scene are marked. The 1132 control is a setting control. Clicking the 1132 control displays a setting menu for setting the basic functions of the current game. The touch operations on the 1128 control can be operations such as clicking, double-clicking, long-pressing, and swiping.
[0226] The 1134 and 1136 controls are message controls. Among them, 1134 can be used to view system notifications, and 1136 can be used to view messages sent by teammates or send messages to teammates. 1138 is a mini-map, which is used to display the position of the virtual object controlled by the player, and can also display the positions of virtual objects of some other players.
[0227] Based on the above application scenarios, when the attribute value of the first game virtual object is less than or equal to the attribute threshold, an attribute recovery control can be displayed in the graphical user interface corresponding to the first game virtual object to execute the map display control method in the present disclosure. Alternatively, when the attribute value of the first game virtual object is less than or equal to the attribute threshold, the assistance range corresponding to the first game virtual object can be displayed to execute the assistance range display method of the present disclosure.
[0228] It should be noted that the above drawings are only schematic illustrations of the processes included in the method according to the exemplary embodiments of the present disclosure, rather than for limiting purposes. It is easy to understand that the processes shown in the above drawings do not indicate or limit the time sequence of these processes. Additionally, it is also easy to understand that these processes can be executed synchronously or asynchronously in, for example, multiple modules.
[0229] In addition, in the exemplary embodiment of the present disclosure, a game item usage device is also provided. Referring to Figure 12 As shown, a game item usage device 1200 includes: a recovery control display module 1210 and a game item usage module 1220.
[0230] Among them, the recovery control display module is used to display an attribute recovery control in the graphical user interface corresponding to the first game virtual object when the attribute value of the first game virtual object is less than or equal to the attribute threshold; wherein, the attribute value of the first game virtual object has at least one attribute threshold; the game item usage module is used to control the first game virtual object to use a game virtual item corresponding to the attribute threshold to restore the attribute value of the first game virtual object in response to an attribute recovery operation on the attribute recovery control; wherein, the game virtual item is used to restore the attribute value of the first game virtual object.
[0231] In an exemplary embodiment of the present disclosure, based on the foregoing solution, the device further includes: an attribute recovery operation response unit, which is used to control the first game virtual object to execute any one of a game action corresponding to the attribute threshold, maintaining a game action, a combined game action of a game action corresponding to the attribute threshold and maintaining a game action in response to an attribute recovery operation on the attribute recovery control; wherein, the maintaining game action is the game action executed by the game virtual object before receiving the attribute recovery operation on the attribute recovery control.
[0232] In an exemplary embodiment of the present disclosure, based on the foregoing solution, the maintaining game actions include pose game actions and attack game actions. The device controls the first game virtual object to execute any one of the combined game actions corresponding to the attribute threshold, the maintaining game actions, the game actions corresponding to the attribute threshold, and the maintaining game actions. The device further includes: a first game action execution unit, configured to control the first game virtual object to execute the combined game actions corresponding to the attribute threshold and the maintaining game actions when the maintaining game actions of the first game virtual object have pose game actions and do not have attack game actions; a second game action execution unit, configured to control the first game virtual object to continue to execute the maintaining game actions when the maintaining game actions of the first game virtual object have attack game actions; and a third game action execution unit, configured to control the first game virtual object to execute the game actions corresponding to the attribute threshold when the maintaining game actions of the first game virtual object do not have pose game actions and do not have attack game actions.
[0233] In an exemplary embodiment of the present disclosure, based on the foregoing solution, an attribute recovery control is displayed in the graphical user interface corresponding to the first game virtual object. The device further includes: a first lost attribute value acquisition unit, configured to acquire the lost attribute value of the first game virtual object and determine the game virtual item corresponding to the attribute threshold according to the lost attribute value of the first game virtual object; and an attribute recovery control display unit, configured to display the attribute recovery control corresponding to the game virtual item in the graphical user interface corresponding to the first game virtual object.
[0234] In an exemplary embodiment of the present disclosure, based on the foregoing solution, in response to an attribute recovery operation on the attribute recovery control, the device controls the first game virtual object to use the game virtual item corresponding to the attribute threshold. The device further includes: a second lost attribute value acquisition unit, configured to acquire the lost attribute value of the first game virtual object in response to the attribute recovery operation on the attribute recovery control; and a game virtual item determination unit, configured to determine the game virtual item corresponding to the attribute threshold according to the lost attribute value of the first game virtual object and control the first game virtual object to use the game virtual item corresponding to the attribute threshold.
[0235] In an exemplary embodiment of the present disclosure, based on the foregoing solution, before displaying the attribute recovery control in the graphical user interface when the attribute value of the first game virtual object is less than or equal to the attribute threshold, the device further includes: a prop acquisition operation response unit, configured to control the first game virtual object to acquire the game virtual item in the game scene in response to a prop acquisition operation.
[0236] In an exemplary embodiment of the present disclosure, based on the foregoing solution, after controlling the first game virtual object to obtain a game virtual item in the game scene, the game virtual item is stored in the game backpack corresponding to the first game virtual object, and the game virtual item corresponding to the attribute threshold is determined according to the lost attribute value of the first game virtual object. The apparatus further includes: a game virtual item search unit, configured to search for multiple game virtual items in the game backpack whose recovery amount is greater than or equal to the lost attribute value of the first game virtual object; a target item determination unit, configured to determine at least one target game virtual item according to the recovery amounts of the multiple game virtual items, and determine the target game virtual item as the game virtual item corresponding to the attribute threshold.
[0237] Since each functional module of the game item usage apparatus in the exemplary embodiment of the present disclosure corresponds to the steps in the exemplary embodiment of the above game item usage method, for details not disclosed in the apparatus embodiment of the present disclosure, please refer to the embodiment of the above game item usage method of the present disclosure.
[0238] In addition, in an exemplary embodiment of the present disclosure, an assistance range display apparatus is further provided. Referring to Figure 13 As shown, an assistance range display apparatus 1300 includes: an assistance range display module 1310.
[0239] Among them, the assistance range display module is configured to display the assistance range corresponding to the first game virtual object when the attribute value of the first game virtual object is less than or equal to the attribute threshold; wherein, the attribute value of the first game virtual object has at least one attribute threshold, and the size of the assistance range corresponds to the attribute threshold, and the assistance range is used for the second game virtual object to assist the first game virtual object.
[0240] In an exemplary embodiment of the present disclosure, based on the foregoing solution, the apparatus further includes: a game virtual item providing unit, configured to provide the game virtual item corresponding to the attribute threshold to the first game virtual object after the second game virtual object enters the assistance range corresponding to the first game virtual object; an item acquisition unit, configured to control the first game virtual object to acquire the game virtual item; wherein, the game virtual item is used to restore the attribute value of the first game virtual object.
[0241] In an exemplary embodiment of the present disclosure, based on the foregoing solution, after controlling the first game virtual object to obtain the game virtual item corresponding to the attribute threshold, the device further includes: a second attribute recovery control display unit, configured to display an attribute recovery control in the graphical user interface corresponding to the first game virtual object; a second attribute value recovery unit, configured to, in response to an attribute recovery operation on the attribute recovery control, control the first game virtual object to use the game virtual item corresponding to the attribute threshold to recover the attribute value of the first game virtual object; wherein the game virtual item is used to recover the attribute value of the first game virtual object.
[0242] In an exemplary embodiment of the present disclosure, based on the foregoing solution, when providing the first game virtual object with the game virtual item corresponding to the attribute threshold, the device further includes: a prop sharing control display unit, configured to display a prop sharing control in the graphical user interface corresponding to the second game virtual object; a prop sharing operation response unit, configured to, in response to a prop sharing operation on the prop sharing control, control the second game virtual object to provide the first game virtual object with the game virtual item corresponding to the attribute threshold.
[0243] Since each functional module of the assistance range display device in the exemplary embodiment of the present disclosure corresponds to the steps of the exemplary embodiment of the foregoing assistance range display method, for details not disclosed in the device embodiment of the present disclosure, please refer to the embodiment of the foregoing assistance range display method of the present disclosure.
[0244] It should be noted that although several modules or units of a device for action execution are mentioned in the foregoing detailed description, such a division is not mandatory. In fact, according to the embodiments of the present disclosure, the features and functions of the two or more modules or units described above may be embodied in one module or unit. Conversely, the features and functions of one module or unit described above may be further divided and embodied by multiple modules or units.
[0245] In addition, in an exemplary embodiment of the present disclosure, there is also provided an electronic device capable of implementing the above game item usage method.
[0246] Those skilled in the art to which the present disclosure pertains can understand that various aspects of the present disclosure can be implemented as a system, a method, or a program product. Therefore, various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware embodiment, a complete software embodiment (including firmware, microcode, etc.), or an embodiment combining hardware and software aspects, which can be collectively referred to herein as a "circuit", "module", or "system".
[0247] Next, with reference to Figure 14 the electronic device 1400 according to this embodiment of the present disclosure will be described. Figure 14The illustrated electronic device 1400 is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of the present disclosure.
[0248] As Figure 14 shown, the electronic device 1400 is presented in the form of a general-purpose computing device. The components of the electronic device 1400 may include, but are not limited to: at least one of the above-mentioned processing units 1410, at least one of the above-mentioned storage units 1420, a bus 1430 connecting different system components (including the storage unit 1420 and the processing unit 1410), and a display unit 1440.
[0249] Among them, the storage unit stores program code, and the program code can be executed by the processing unit 1410, so that the processing unit 1410 executes the steps according to various exemplary embodiments of the present disclosure described in the above "Exemplary Method" section of this specification. For example, the processing unit 1410 may execute steps S110 as Figure 1 shown: when the attribute value of the first game virtual object is less than or equal to the attribute threshold, display an attribute recovery control in the graphical user interface corresponding to the first game virtual object; wherein, the attribute value of the first game virtual object has at least one attribute threshold; step S120: in response to an attribute recovery operation on the attribute recovery control, control the first game virtual object to use a game virtual item corresponding to the attribute threshold to recover the attribute value of the first game virtual object, or the processing unit 1410 may execute the step: when the attribute value of the first game virtual object is less than or equal to the attribute threshold, display the assistance range corresponding to the first game virtual object.
[0250] Again, for example, the electronic device may implement the various steps as Figure 1 shown.
[0251] The storage unit 1420 may include a readable medium in the form of a volatile storage unit, such as a random access storage unit (RAM) 1421 and / or a cache storage unit 1422, and may further include a read-only storage unit (ROM) 1423.
[0252] The storage unit 1420 may also include a program / utilities 1424 having a set (at least one) of program modules 1425. Such program modules 1425 include, but are not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include the implementation of a network environment.
[0253] The bus 1430 may represent one or more of several types of bus structures, including a storage unit bus or a storage unit controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local bus using any of the multiple bus structures.
[0254] The electronic device 1400 can also communicate with one or more external devices 1470 (such as a keyboard, a pointing device, a Bluetooth device, etc.), and can also communicate with one or more devices that enable a user to interact with the electronic device 1400, and / or communicate with any device that enables the electronic device 1400 to communicate with one or more other computing devices (such as a router, a modem, etc.). Such communication can be carried out through the input / output (I / O) interface 1450. Moreover, the electronic device 1400 can also communicate with one or more networks (such as a local area network (LAN), a wide area network (WAN), and / or a public network, such as the Internet) through the network adapter 1460. As shown in the figure, the network adapter 1460 communicates with other modules of the electronic device 1400 through the bus 1430. It should be understood that, although not shown in the figure, other hardware and / or software modules can be used in combination with the electronic device 1400, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, etc.
[0255] Through the description of the above embodiments, those skilled in the art can easily understand that the exemplary embodiments described herein can be implemented by software, or can be implemented by the way of software in combination with necessary hardware. Therefore, the technical solution according to the embodiments of the present disclosure can be embodied in the form of a software product, and the software product can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, including several instructions to enable a computing device (which can be a personal computer, a server, a terminal device, or a network device, etc.) to execute the method according to the embodiments of the present disclosure.
[0256] In an exemplary embodiment of the present disclosure, there is also provided a computer-readable storage medium, on which a program product capable of implementing the above method of this specification is stored. In some possible embodiments, various aspects of the present disclosure can also be implemented in the form of a program product, which includes program code. When the program product runs on a terminal device, the program code is used to enable the terminal device to execute the steps according to various exemplary embodiments of the present disclosure described in the above "Exemplary Method" section of this specification.
[0257] The computer-readable signal medium can include a data signal propagated in a baseband or as part of a carrier wave, in which the readable program code is carried. Such a propagated data signal can take various forms, including but not limited to an electromagnetic signal, an optical signal, or any suitable combination of the above. The readable signal medium can also be any readable medium other than the readable storage medium, and this readable medium can send, propagate, or transmit a program used by or in combination with an instruction execution system, device, or device.
[0258] The program code contained on the readable medium can be transmitted with any appropriate medium, including but not limited to wireless, wired, optical fiber cable, RF, etc., or any suitable combination of the above.
[0259] The program code for performing the operations of the present disclosure can be written in any combination of one or more programming languages, including object-oriented programming languages such as Java, C++, etc., and also including conventional procedural programming languages such as the "C" language or similar programming languages. The program code can be executed entirely on the user's computing device, partially on the user device, executed as a stand-alone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user's computing device through any type of network, including a local area network (LAN) or a wide area network (WAN), or, it can be connected to an external computing device (for example, by using an Internet service provider to connect through the Internet).
[0260] In addition, the above-mentioned drawings are only schematic illustrations of the processes included in the method according to the exemplary embodiments of the present disclosure, rather than for limiting purposes. It is easy to understand that the processes shown in the above-mentioned drawings do not indicate or limit the chronological order of these processes. Additionally, it is also easy to understand that these processes can be executed, for example, synchronously or asynchronously in multiple modules.
[0261] Those skilled in the art will readily think of other embodiments of the present disclosure after considering the specification and practicing the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of the present disclosure, which follow the general principles of the present disclosure and include well-known common general knowledge or conventional technical means in the technical field not disclosed in the present disclosure. The specification and embodiments are only regarded as exemplary, and the true scope and spirit of the present disclosure are pointed out by the claims.
Claims
1. A method for using game props, characterized in that, the method includes: When the attribute value of the first game virtual object is less than or equal to the attribute threshold, display an attribute recovery control in the graphical user interface corresponding to the first game virtual object; wherein, the attribute value of the first game virtual object has at least one attribute threshold; In response to an attribute recovery operation on the attribute recovery control, control the first game virtual object to use a game virtual prop corresponding to the attribute threshold to recover the attribute value of the first game virtual object, and control the first game virtual object to perform any one of a combined game action of a game action corresponding to the attribute threshold, a game action corresponding to the attribute threshold, and a maintained game action; wherein, the maintained game action is the game action performed by the game virtual object before receiving the attribute recovery operation on the attribute recovery control; the game action corresponding to the attribute threshold refers to a game action adapted to the attribute threshold performed when the attribute value of the first game virtual object is less than or equal to the attribute threshold; the game virtual prop is used to recover the attribute value of the first game virtual object.
2. The method according to claim 1, characterized in that, the maintained game action includes a posture game action and an attack game action, and the controlling the first game virtual object to perform any one of a combined game action of a game action corresponding to the attribute threshold, a maintained game action, a game action corresponding to the attribute threshold, and the maintained game action includes: When the maintained game action of the first game virtual object has a posture game action and does not have an attack game action, control the first game virtual object to perform a combined game action of a game action corresponding to the attribute threshold and the maintained game action; When the maintained game action of the first game virtual object has an attack game action, control the first game virtual object to continue performing the maintained game action; When the maintained game action of the first game virtual object does not have a posture game action and does not have an attack game action, control the first game virtual object to perform a game action corresponding to the attribute threshold.
3. The method according to claim 1, characterized in that, the displaying an attribute recovery control in the graphical user interface corresponding to the first game virtual object includes: Obtain the lost attribute value of the first game virtual object, and determine the game virtual prop corresponding to the attribute threshold according to the lost attribute value of the first game virtual object; Display the attribute recovery control corresponding to the game virtual prop in the graphical user interface corresponding to the first game virtual object.
4. The method according to claim 1, characterized in that, the controlling the first game virtual object to use a game virtual prop corresponding to the attribute threshold in response to an attribute recovery operation on the attribute recovery control includes: In response to an attribute recovery operation on the attribute recovery control, obtain the lost attribute value of the first game virtual object; Determine the game virtual item corresponding to the attribute threshold according to the lost attribute value of the first game virtual object, and control the first game virtual object to use the game virtual item corresponding to the attribute threshold.
5. The method according to claim 4, wherein, before displaying the attribute recovery control in the graphical user interface when the attribute value of the first game virtual object is less than or equal to the attribute threshold, the method further includes: In response to the item acquisition operation, control the first game virtual object to acquire the game virtual item in the game scene.
6. The method according to claim 5, wherein, after controlling the first game virtual object to acquire the game virtual item in the game scene, store the game virtual item in the game backpack corresponding to the first game virtual object. Determining the game virtual item corresponding to the attribute threshold according to the lost attribute value of the first game virtual object includes: Search for multiple game virtual items in the game backpack whose recovery amount is greater than or equal to the lost attribute value of the first game virtual object; Determine at least one target game virtual item according to the recovery amounts of the multiple game virtual items, and determine the target game virtual item as the game virtual item corresponding to the attribute threshold.
7. A method for displaying the assistance range, wherein, the method includes: When the attribute value of the first game virtual object is less than or equal to the attribute threshold, display the assistance range corresponding to the first game virtual object; after the second game virtual object enters the assistance range corresponding to the first game virtual object, provide the game virtual item corresponding to the attribute threshold to the first game virtual object; control the first game virtual object to acquire the game virtual item; display an attribute recovery control in the graphical user interface corresponding to the first game virtual object; in response to the attribute recovery operation for the attribute recovery control, control the first game virtual object to use the game virtual item corresponding to the attribute threshold to restore the attribute value of the first game virtual object, and control the first game virtual object to perform any one of the combined game actions of the game action corresponding to the attribute threshold, the game action corresponding to the attribute threshold, and the maintained game action; wherein, the maintained game action is the game action performed by the game virtual object before receiving the attribute recovery operation for the attribute recovery control; the game action corresponding to the attribute threshold refers to the game action adapted to the attribute threshold when the attribute value of the first game virtual object is less than or equal to the attribute threshold; wherein, the attribute value of the first game virtual object has at least one attribute threshold, the size of the assistance range corresponds to the attribute threshold, and the assistance range is used for the second game virtual object to assist the first game virtual object; the game virtual item is used to restore the attribute value of the first game virtual object, and the game action corresponding to the attribute threshold refers to the game action adapted to the attribute threshold when the attribute value of the first game virtual object is less than or equal to the attribute threshold.
8. The method according to claim 7, wherein, providing the game virtual item corresponding to the attribute threshold to the first game virtual object includes: displaying an item sharing control in the graphical user interface corresponding to the second game virtual object; responding to an item sharing operation on the item sharing control, and controlling the second game virtual object to provide the game virtual item corresponding to the attribute threshold to the first game virtual object.
9. A game item usage device, wherein, the device includes: a recovery control display module, configured to display an attribute recovery control in the graphical user interface corresponding to the first game virtual object when the attribute value of the first game virtual object is less than or equal to an attribute threshold; wherein, the attribute value of the first game virtual object has at least one attribute threshold; a game item usage module, configured to respond to an attribute recovery operation on the attribute recovery control, control the first game virtual object to use the game virtual item corresponding to the attribute threshold to recover the attribute value of the first game virtual object, and control the first game virtual object to perform any one of a combined game action of a game action corresponding to the attribute threshold, a game action corresponding to the attribute threshold, and a maintained game action; wherein, the maintained game action is the game action performed by the game virtual object before receiving the attribute recovery operation on the attribute recovery control; the game action corresponding to the attribute threshold refers to a game action adapted to the attribute threshold performed when the attribute value of the first game virtual object is less than or equal to the attribute threshold; the game virtual item is used to recover the attribute value of the first game virtual object.
10. An assistance range display device, wherein, the device includes: an assistance range display module, configured to display the assistance range corresponding to the first game virtual object when the attribute value of the first game virtual object is less than or equal to an attribute threshold; after the second game virtual object enters the assistance range corresponding to the first game virtual object, provide the game virtual item corresponding to the attribute threshold to the first game virtual object; control the first game virtual object to obtain the game virtual item; display an attribute recovery control in the graphical user interface corresponding to the first game virtual object; respond to an attribute recovery operation on the attribute recovery control, control the first game virtual object to use the game virtual item corresponding to the attribute threshold to recover the attribute value of the first game virtual object, and control the first game virtual object to perform any one of a combined game action of a game action corresponding to the attribute threshold, a game action corresponding to the attribute threshold, and a maintained game action; wherein, the maintained game action is the game action performed by the game virtual object before receiving the attribute recovery operation on the attribute recovery control; the game action corresponding to the attribute threshold refers to a game action adapted to the attribute threshold performed when the attribute value of the first game virtual object is less than or equal to the attribute threshold; Among them, the attribute value of the first game virtual object has at least one attribute threshold, the size of the assistance range corresponds to the attribute threshold, the assistance range is used for the second game virtual object to assist the first game virtual object, the game virtual prop is used to restore the attribute value of the first game virtual object, and the game action corresponding to the attribute threshold refers to the game action adapted to the attribute threshold executed when the attribute value of the first game virtual object is less than or equal to the attribute threshold.
11. A computer-readable storage medium, on which a computer program is stored, Characterized in that, When the program is executed by a processor, it implements the method described in any one of claims 1 to 8.
12. An electronic device, Characterized in that, Comprising: One or more processors; And A memory for storing one or more programs, and when the one or more programs are executed by the one or more processors, the one or more processors implement the method described in any one of claims 1 to 8.
Citation Information
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