A game control method, device, electronic device and storage medium

By providing shortcut bars on the game interface and using voice control instructions, the complex operation of virtual props in the game combat stage is solved, and the human-computer interaction efficiency is improved.

CN115364478BActive Publication Date: 2025-07-29NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202211065965.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-09-01
Publication Date
2025-07-29
Estimated Expiration
2042-09-01

AI Technical Summary

Technical Problem

During the game battle stage, players' operations using virtual props become troublesome, resulting in reduced human-computer interaction efficiency, especially when both hands are occupied during fierce battles.

Method used

Provide shortcut fields to store virtual props in the graphical user interface, and control the controlled virtual characters to use virtual props in the target shortcut fields through voice control instructions.

Benefits of technology

It simplifies the control and use of virtual props, reduces the difficulty of game operations, and improves human-computer interaction efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application provides a game control method, device, electronic device and storage medium, including: providing at least one quick access bar in the graphical user interface and storing at least one virtual item in the quick access bar; when the controlled virtual character enters the combat state, in response to a character control instruction, controlling the controlled virtual character to perform corresponding game actions in the game scene; during the process of the controlled virtual character performing game actions, in response to an item control instruction, controlling the controlled virtual character to use the virtual item stored in the target quick access bar determined based on the item control instruction; wherein, the item control instruction is a voice control instruction. By using the voice-form item control instruction associated with the target quick access bar, the present application controls the controlled virtual character to use the virtual item in the target quick access bar, simplifies the control and use operation of virtual items in the game combat stage, reduces the game difficulty, and improves the human-computer interaction efficiency.
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Description

Technical Field

[0001] The present application relates to the field of game technologies, and in particular, to a game control method, apparatus, electronic device, and storage medium. Background Art

[0002] With the improvement of the material life of human society, games, as a form of entertainment, have developed rapidly. In most games, players can control virtual characters to use virtual items to enhance the combat power of the virtual characters.

[0003] Currently, during the game combat phase, players can use virtual items by pressing shortcut keys or open the game backpack to search for virtual items for use. However, since the combat of players is intense during the game combat phase, the player's hands are occupied. In this case, the operation of using virtual items through the above solutions will become more troublesome and will also interrupt the player's move sequence, thereby reducing the human-computer interaction efficiency. Summary of the Invention

[0004] In view of this, the purpose of the present application is to provide a game control method, apparatus, electronic device, and storage medium, which simplify the control and use operation of virtual items during the game combat phase, reduce the game operation difficulty, and improve the human-computer interaction efficiency.

[0005] In a first aspect, an embodiment of the present application provides a game control method. A graphical user interface is provided through a terminal device, and at least part of a game scene is displayed on the graphical user interface. The game scene includes a controlled virtual character, and the game control method includes:

[0006] Providing at least one shortcut slot on the graphical user interface and storing at least one virtual item in the shortcut slot;

[0007] When the controlled virtual character enters the combat state, in response to a character control instruction, controlling the controlled virtual character to perform corresponding game actions in the game scene;

[0008] During the process of the controlled virtual character performing the game actions, in response to a prop control instruction, controlling the controlled virtual character to use the virtual item stored in the target shortcut slot determined based on the prop control instruction;

[0009] Wherein, the prop control instruction is a voice control instruction.

[0010] In a second aspect, an embodiment of the present application further provides a game control apparatus. A graphical user interface is provided through a terminal device, and at least part of a game scene is displayed on the graphical user interface. The game scene includes a controlled virtual character, and the game control apparatus includes:

[0011] An item storage module, configured to provide at least one shortcut bar in the graphical user interface and store at least one virtual item in the shortcut bar;

[0012] A character control module, configured to, when the controlled virtual character enters a combat state, in response to a character control instruction, control the controlled virtual character to perform corresponding game actions in the game scene;

[0013] An item control module, configured to, during the process of the controlled virtual character performing the game actions, in response to an item control instruction, control the controlled virtual character to use the virtual item stored in the target shortcut bar determined based on the item control instruction;

[0014] Wherein, the item control instruction is a voice control instruction.

[0015] In a third aspect, an embodiment of the present application further provides an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the memory through the bus, and the processor executes the machine-readable instructions to perform the steps of the game control method as described above.

[0016] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, it performs the steps of the game control method as described above.

[0017] The game control method, device, electronic device, and storage medium provided by the embodiments of the present application include: providing at least one shortcut bar in the graphical user interface and storing at least one virtual item in the shortcut bar; when the controlled virtual character enters a combat state, in response to a character control instruction, controlling the controlled virtual character to perform corresponding game actions in the game scene; during the process of the controlled virtual character performing the game actions, in response to an item control instruction, controlling the controlled virtual character to use the virtual item stored in the target shortcut bar determined based on the item control instruction; wherein, the item control instruction is a voice control instruction.

[0018] Compared with the prior art, during the process of the controlled virtual character entering a combat state and performing game actions, by using a voice-form item control instruction associated with the target shortcut bar, the present application controls the controlled virtual character to use the virtual item in the target shortcut bar, simplifies the control and use operation of virtual items in the game combat stage, reduces the game operation difficulty, and improves the human-computer interaction efficiency.

[0019] To make the above objects, features, and advantages of the present application more obvious and understandable, the following specifically gives preferred embodiments and, in conjunction with the accompanying drawings, makes a detailed description as follows. Brief Description of the Drawings

[0020] To more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings required for use in the embodiments. It should be understood that the following drawings only show certain embodiments of the present application and should not be regarded as limiting the scope. For those of ordinary skill in the art, without creative efforts, other relevant drawings can also be obtained based on these drawings.

[0021] Figure 1 It is a flowchart of a game control method provided by an embodiment of the present application;

[0022] Figure 2 It is a flowchart of another game control method provided by an embodiment of the present application;

[0023] Figure 3 It is a flowchart of another game control method provided by an embodiment of the present application;

[0024] Figure 4 It is a flowchart of another game control method provided by an embodiment of the present application;

[0025] Figure 5 It is a schematic structural diagram of a game control device provided by an embodiment of the present application;

[0026] Figure 6 It is a schematic structural diagram of another game control device provided by an embodiment of the present application;

[0027] Figure 7 It is a schematic structural diagram of another game control device provided by an embodiment of the present application;

[0028] Figure 8 It is a schematic structural diagram of an electronic device provided by an embodiment of the present application. Detailed Description of the Embodiments

[0029] To make the objectives, technical solutions, and advantages of the embodiments of the present application clearer, the following will clearly and completely describe the technical solutions in the embodiments of the present application in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. Usually, the components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the present application to be protected, but only represents the selected embodiments of the present application. Based on the embodiments of the present application, every other embodiment obtained by those of ordinary skill in the art without creative efforts falls within the scope of protection of the present application.

[0030] First, a brief introduction to the names involved in the embodiments of the present application is given:

[0031] (1) Terminal device

[0032] The terminal device involved in the embodiments of the present application mainly refers to a terminal that provides a graphical user interface and can perform control operations on a controlled virtual character. Among them, the terminal device can be the local terminal device mentioned below, or the client device in the cloud interaction system. The terminal device can include, but is not limited to, any one of the following devices: laptop computer, smart phone, tablet computer, desktop computer, game console, MP4 (Moving Picture Experts Group Audio Layer IV) player, personal digital assistant (PDA), e-book reader, etc. An application program that supports games, such as an application program that supports 3D games or 2D games, is installed and run on the terminal device. In the embodiments of the present application, the application program is introduced as a game application. Optionally, the application program can be a stand-alone application program, such as a stand-alone 3D game program, or a network online version of the application program.

[0033] (2) Graphical user interface

[0034] The graphical user interface is a display format for the interface between a human and a computer, which allows the user to manipulate icons, identifiers, or menu options on the screen using input devices such as a mouse or keyboard, and also allows the user to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs, or perform other tasks, etc. The graphical user interface can provide or display the interface corresponding to the application program, and this interface includes a UI interface and a game screen for players to interact. In an alternative embodiment, the UI interface can include game controls (such as skill controls, movement controls, function controls, etc.), indication identifiers (such as direction indication identifiers, character indication identifiers, etc.), information display areas (such as the number of kills, game time, etc.), or game setting controls (such as system settings, store, gold coins, etc.). The game screen is the display screen corresponding to the game scene displayed by the terminal device.

[0035] (3) Game scene

[0036] A game scene is a virtual scene displayed (or provided) when an application runs on a terminal or a server, that is, a scene used during the normal progress of a game. That is to say, a game scene refers to, during the progress of a game, virtual game controls that carry controlled virtual characters, and the controlled virtual characters can move, release skills, etc. under the control of operation instructions issued by a user (i.e., a player) to a terminal device in the game scene. Optionally, the game scene can be a simulation environment of the real world, a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, the game scene is a scene for a user to control the complete game logic of a controlled virtual character. Optionally, the game scene can also be used for a game scene battle between at least two controlled virtual characters, and there are virtual resources available for at least two controlled virtual characters in this game scene. Exemplarily, the game scene can include any one or more of the following elements: game background elements, virtual character elements, virtual prop elements, etc.

[0037] (4) Controlled virtual character

[0038] A controlled virtual character refers to a dynamic object that can be controlled in a game scene. Optionally, the dynamic object can be a virtual person, an anime character, etc. The controlled virtual character is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a game scene battle through training. Optionally, the controlled virtual character is a virtual person competing in a game scene. Optionally, the number of virtual characters in a game scene battle is preset, or dynamically determined according to the number of clients joining the battle. The embodiments of the present application do not limit this. In a possible implementation manner, a player can control the controlled virtual character to move in the game scene. For example, control the controlled virtual character to run, jump, crawl, etc., and can also control the controlled virtual character to use skills, virtual props, etc. provided by the application to fight with other virtual characters. Optionally, when the game scene is a three-dimensional virtual scene, the controlled virtual character can be a three-dimensional virtual model, and each controlled virtual character has its own shape and volume in the three-dimensional virtual scene, occupying a part of the space in the three-dimensional virtual scene. Optionally, the controlled virtual character is a three-dimensional character constructed based on three-dimensional human bone technology, and the controlled virtual character realizes different external images by wearing different skins. In some implementation manners, the controlled virtual character can also be implemented using a 2.5-dimensional or 2-dimensional model. The embodiments of the present application do not limit this.

[0039] (5) Virtual prop

[0040] A virtual item refers to a virtual item that can be used by a controlled virtual character in a game scenario. Optionally, the virtual item can be directly controlled by a player and make corresponding presentations in response to the interaction behavior of the controlled virtual character. For example, the controlled virtual character uses the virtual item in the game scenario, etc. Optionally, a virtual item refers to an item that provides convenience for players. For example, the virtual item can include, but is not limited to, at least one of the following items: consumables, equipment items, and quest items. As an example, consumables can include, but are not limited to, food, medicine, raw materials, hidden weapons, etc., equipment items can include, but are not limited to, weapons, helmets, armors, belts, etc., and quest items can include, but are not limited to, plot items, gang goods, letters, escort silver, etc.

[0041] The game control method provided by the embodiments of the present application can run on a local terminal device or a server. When the game control method runs on the server, the game control method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.

[0042] In an optional implementation manner, 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 running of the game control method are completed on the cloud game server, and the role of the client device is to receive, send, and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a television, a computer, a personal digital assistant, etc.; however, the cloud game server in the cloud is responsible for game control. 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.

[0043] In an optional implementation manner, 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 the electronic device and run. The way the local terminal device provides the graphical user interface to the player can include various ways. 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 the 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.

[0044] Secondly, the applicable application scenarios of this application are introduced. With the improvement of the material life of human society, games, as a form of entertainment, have developed rapidly. In most games, players can control virtual characters to use virtual items to enhance the combat power of the virtual characters.

[0045] Currently, during the game combat phase, players can use virtual items by pressing shortcut keys or open the game backpack to search for virtual items for use. However, due to the intense combat during the game combat phase, the player's hands are occupied. In this case, the operation of using virtual items by the above-mentioned method will become more troublesome and will also interrupt the player's move sequence, thereby reducing the human-computer interaction efficiency.

[0046] Based on this, the embodiments of this application provide a game control method, device, electronic device, and storage medium, which can simplify the control and use operation of virtual items during the game combat phase, reduce the game operation difficulty, and improve the human-computer interaction efficiency.

[0047] Please refer to Figure 1 , Figure 1 which is a flowchart of a game control method provided by the embodiments of this application. The game control method provided by the embodiments of this application provides a graphical user interface through a terminal device. At least part of the game scene is displayed on the graphical user interface, and the game scene includes a controlled virtual character; as Figure 1 shown in

[0048] S101. Provide at least one shortcut slot on the graphical user interface and store at least one virtual item in the shortcut slot;

[0049] S102. When the controlled virtual character enters the combat state, in response to the character control instruction, control the controlled virtual character to perform corresponding game actions in the game scene;

[0050] S103. During the process of the controlled virtual character performing game actions, in response to the item control instruction, control the controlled virtual character to use the virtual item stored in the target shortcut slot determined based on the item control instruction; wherein, the item control instruction is a voice control instruction.

[0051] The game control method provided by the embodiment of the present application. First, at least one quick access bar is provided in the graphical user interface, and at least one virtual item is stored in the quick access bar. Here, storing the virtual item in the quick access bar for the player to use can intuitively prompt the player about the virtual items that can be directly used through the item control instructions in voice form, enabling the player to have expectations for the virtual items they use; when the controlled virtual character enters the combat state, in response to the character control instruction, the controlled virtual character is controlled to perform corresponding game actions in the game scene. At this time, the controlled virtual character performs game actions corresponding to the character control instruction in the game scene under the control of the character control instruction issued by the player to the terminal device; then, during the process of the controlled virtual character performing the game action, in response to the item control instruction, the controlled virtual character is controlled to use the virtual item stored in the target quick access bar determined based on the item control instruction. Among them, the item control instruction is a voice control instruction, and the player controls the controlled virtual character to use the virtual item in the target quick access bar by using the item control instruction in voice form associated with the target quick access bar. Here, the player can directly use the virtual item stored in the target quick access bar through the voice control instruction, simplifying the control and use operation of the virtual item in the game combat stage, reducing the game operation difficulty, and improving the human-computer interaction efficiency.

[0052] For the convenience of understanding this embodiment, taking the game control method provided by the embodiment of the present application applied to a terminal device as an example, the above exemplary steps provided by the embodiment of the present application will be described separately.

[0053] In step S101, at least one quick access bar is provided in the graphical user interface, and at least one virtual item is stored in the quick access bar.

[0054] In this step, the quick access bar can be set at the corner position of the graphical user interface to prevent interference with the player's line of sight and at the same time enable the graphical user interface to have the characteristic of a simple interface.

[0055] In the above manner, at least one virtual item is stored in the quick access bar, so that the player does not need to search for the virtual item in the game backpack anymore. The virtual item is directly displayed on the graphical user interface through the quick access bar, which is intuitive and simple. Since the player does not need to search for the virtual item in the game backpack anymore, it helps to reduce the interaction frequency between the player and the terminal device.

[0056] In the embodiments of the present application, the quick access slots can provide virtual items that can be quickly used by players during the game. Among them, there can be multiple such quick access slots, and each quick access slot can store one type of virtual item. Different types of virtual items can be stored in different quick access slots; or each quick access slot can store the virtual item identifier of one type of virtual item. The quantity of a virtual item in a quick access slot can be displayed through a quantity identifier. By the displayed quantity identifier, players can be timely reminded of the remaining quantity of items in the quick access slot, so that the remaining quantity of virtual items in the quick access slot can be intuitively shown to players, and the remaining quantity of items indicated by the quantity identifier will be updated as the usage times of the virtual items in the quick access slot change.

[0057] For example, one of the quick access slots can store treatment-type virtual items such as first aid kits or bandages. By triggering this quick access slot during the game, the controlled virtual character can use the first aid kit or bandage in this quick access slot. After the first aid kit or bandage is used, the first aid kit or bandage in this quick access slot will be deleted, and the corresponding quick access slot becomes an empty slot. Another example is that another quick access slot can store virtual items such as food or medicine for status recovery or increasing status attributes. By triggering this quick access slot during the game, the controlled virtual character can use the food or medicine in this quick access slot, etc. The quantity identifier displayed on this quick access slot will change as the food or medicine is continuously consumed. When the food or medicine is exhausted, the food or medicine in this quick access slot will be deleted, and the corresponding quick access slot becomes an empty slot.

[0058] In the embodiments of the present application, the step of storing at least one virtual item in the quick access slot in step S101 can include various methods. For example, the player first selects a quick access slot, and then uses a voice control command to store the virtual item in the selected quick access slot. In this way, before using the voice control command to store the virtual item in the selected quick access slot, selecting a quick access slot first can accurately store the virtual item in the selected quick access slot. Here, the step of the player selecting a quick access slot includes but is not limited to: the game system selects the first quick access slot from the empty slots in at least one quick access slot or selects the first quick access slot from at least one quick access slot according to a specified screening rule; the player selects the second quick access slot from at least one quick access slot through a voice control command; the player selects the third quick access slot from at least one quick access slot through a touch operation; another example is that the player can store the target virtual item in the empty slot in at least one quick access slot through the operation of touching the target virtual item and the empty slot. The following is a specific introduction to the above situations:

[0059] In the first alternative embodiment, the step of storing at least one virtual item in the quick access bar includes: in response to an item storage instruction, controlling to store a target virtual item in a second quick access bar among at least one quick access bar; wherein, the item storage instruction is a voice control instruction, the target virtual item is a virtual item determined based on the voice control instruction, and the second quick access bar is a quick access bar determined from among at least one quick access bar based on the voice control instruction.

[0060] In the above steps, in response to the item storage instruction, determine the second quick access bar from among at least one quick access bar according to the item storage instruction, determine the target virtual item according to the item storage instruction, and at the same time store the target virtual item in the second quick access bar, wherein the item storage instruction is a voice control instruction. Among them, the second quick access bar can be an empty bar or a quick access bar storing virtual items. Here, an empty bar refers to an empty quick access bar without virtual items stored.

[0061] In the above manner, the player can simultaneously determine the second quick access bar and the target virtual item according to the item storage instruction, and store the target virtual item in the second quick access bar, which enables the player to quickly store the target virtual item in the second quick access bar without the player having to click on the quick access bar or open the in-game backpack, simplifies the player's operation steps, reduces the player's operation cost, and thus improves the human-computer interaction efficiency.

[0062] In the implementation of this application, the voice control instruction further includes a voice flag bit; the step of storing at least one virtual item in the quick access bar further includes: in response to the item storage instruction, determining the set value of the voice flag bit from the item storage instruction; based on the set value, controlling to store the target virtual item in the second quick access bar; or based on the set value, controlling to delete the target virtual item from the second quick access bar.

[0063] Here, the voice control instruction corresponding to the item storage instruction includes a voice flag bit; wherein, different set values of the voice flag bit result in different functions of the voice control instruction. For example, based on the set value, control to store the target virtual item in the second quick access bar; or based on the set value, control to delete the target virtual item from the second quick access bar.

[0064] In this way, if the player fills up the quick access bar through the item storage instruction and then realizes due to a pronunciation mistake or a sudden change of mind that they don't want to use the virtual item in the quick access bar, they can actively delete the virtual item in the second quick access bar through the voice flag bit included in the voice control instruction corresponding to the above item storage instruction. And the player can also achieve the purpose of quickly storing the virtual item in the second quick access bar through the voice flag bit included in the voice control instruction corresponding to the above item storage instruction.

[0065] Exemplarily, a specified number or letter can be set to represent the set value in the voice flag bit. For example, "0" is one of the set values in the voice flag bit, which is used to represent deleting the target virtual item in the quick access bar. "A" is another set value in the voice flag bit, which is used to represent storing the target virtual item into the quick access bar. "3" represents the quick access bar identifier corresponding to the second quick access bar. At this time, the determined second quick access bar is the quick access bar ranked third among at least one quick access bar. "XX" represents the target virtual item, where "XX" is the virtual item identifier corresponding to the target virtual item. The virtual item identifier can be the name of the target virtual item or the item position identifier of the target virtual item. Exemplarily, "03" represents deleting the target virtual item in the second quick access bar; "A3XX" represents storing the target virtual item XX into the second quick access bar.

[0066] The above solution of setting the voice flag bit in the voice control instruction can achieve replacing two operations of deleting the target virtual item and storing the target virtual item with one voice control instruction, improving the simplicity of the voice control instruction, reducing the instruction complexity and the learning cost of the user, and then achieving quickly and accurately deleting the target virtual item in the second quick access bar or quickly and accurately storing the target virtual item into the second quick access bar, with convenient operation and indirectly improving the human-computer interaction efficiency.

[0067] In the second alternative embodiment, the step of storing at least one virtual item in the quick access bar includes: in response to the item storage instruction, controlling to store the target virtual item into the first quick access bar among at least one quick access bar; wherein, the item storage instruction is a voice control instruction, the target virtual item is the virtual item determined based on the voice control instruction, and the first quick access bar is the vacant bar among at least one quick access bar and / or the quick access bar determined from at least one quick access bar according to the specified screening rule.

[0068] Here, when storing the target virtual item determined by the item storage instruction into the quick access slots, priority is given to considering the first quick access slot as the vacant slot among at least one quick access slot. Among them, when there are multiple vacant slots in at least one quick access slot, the virtual item can be randomly stored into the vacant slot in at least one quick access slot; it can also be defaulted to store in the order of the slots from front to back, and the slot order represents the order of the values or letters corresponding to the quick access slot identifiers displayed on the quick access slots from small to large. However, when all the quick access slots are occupied, it is possible to consider replacing the virtual item that has not been used for a long time in the quick access slot, or replacing the virtual item in the first slot of the quick access slot when all virtual items have not been used. Specifically, the first quick access slot can be determined from at least one quick access slot according to a specified screening rule. Among them, the specified screening rule refers to selecting the quick access slot corresponding to the virtual item that has not been used for a long time from at least one quick access slot or selecting the first slot in at least one quick access slot.

[0069] In a specific embodiment, the step of storing at least one virtual item in the quick access slot further includes: in response to the item storage instruction, controlling to store the target virtual item into the first quick access slot among at least one quick access slot; wherein, the item storage instruction is a voice control instruction, the target virtual item is the virtual item determined based on the voice control instruction, and the first quick access slot is the quick access slot corresponding to the virtual item that has not been used for a long time among at least one quick access slot.

[0070] In the above manner, the target virtual item determined by the item storage instruction can be used to replace the virtual item that has not been used for a long time in the quick access slot, thereby avoiding the continuous occupation of the quick access slot by the virtual item that has not been used for a long time, resulting in resource waste. At the same time, directly replacing the virtual item that has not been used for a long time in the quick access slot can improve the update speed of the virtual items in the quick access slot, thereby reducing the update delay of the virtual items in the quick access slot.

[0071] In another specific embodiment, the step of storing at least one virtual item in the quick access slot further includes: in response to the item storage instruction, controlling to store the target virtual item into the first quick access slot among at least one quick access slot; wherein, the item storage instruction is a voice control instruction, the target virtual item is the virtual item determined based on the voice control instruction, and the first quick access slot is the slot ranked first among at least one quick access slot.

[0072] Here, a quick access slot identifier corresponding to each quick access slot can be displayed at at least one quick access slot. The quick access slot identifier can be a numerical identifier or a letter identifier, and thus at least one quick access slot can be sorted according to the value or letter corresponding to the quick access slot identifier.

[0073] Since the virtual items are stored in the quick access slots in sequence, the virtual item in the slot ranked first is the earliest one stored in the slot, and the virtual item in the slot ranked last is the latest one stored in the slot. By the above method, when none of the virtual items have been used, replacing the virtual item in the slot ranked first can achieve sequential replacement of the virtual items in the quick access slots, thereby updating the virtual items in the quick access slots in real time, better meeting the needs of players, and enhancing the players' gaming experience.

[0074] Further, when the step of storing at least one virtual item in the quick access slot is to store multiple virtual items in the quick access slot, the step of storing multiple virtual items in the quick access slot includes: in response to an item storage instruction, controlling to store multiple target virtual items in a first quick access slot among at least one quick access slot; wherein, the item storage instruction is a voice control instruction, the target virtual item is a virtual item determined based on the voice control instruction, and the first quick access slot is an empty slot among at least one quick access slot and a quick access slot determined from at least one quick access slot according to a specified screening rule.

[0075] Here, when storing multiple target virtual items in the quick access slot, the target virtual items can be stored in the order of first storing them in the empty slot, and then storing them in the quick access slot corresponding to the virtual item that has not been used for a long time or the slot ranked first.

[0076] In the above method, through one item storage instruction, it is possible to control the storage of the target virtual item in the first quick access slot without performing other touch operations on the terminal device, improving the convenience of game operation, reducing the operation duration and operation cost, thereby significantly shortening the system response time, increasing the terminal response frequency, and facilitating the player to quickly store the target virtual item in the first quick access slot, improving the user experience and enhancing the playability of the game.

[0077] Here, the voice control instruction corresponding to the item storage instruction includes a voice flag bit; wherein, different setting values of the voice flag bit result in different functions of the voice control instruction. For example, based on the setting value, controlling to store the target virtual item in the first quick access slot; or based on the setting value, controlling to delete the target virtual item from the first quick access slot.

[0078] Among them, the description of the voice flag bit of the voice control instruction corresponding to controlling to store the target virtual item in the first quick access slot or controlling to delete the target virtual item from the first quick access slot can refer to the description of the voice flag bit of the voice control instruction corresponding to controlling to store the target virtual item in the second quick access slot or controlling to delete the target virtual item from the second quick access slot, and has the same technical effect, which will not be elaborated here.

[0079] In a third alternative embodiment, the step of storing at least one virtual item in the quick access bar includes: in response to a touch operation on a target virtual item in the third quick access bar and the game backpack of the controlled virtual character, storing the target virtual item in the third quick access bar; wherein the target virtual item is one of all the virtual items in the game backpack of the controlled virtual character, and the first touch point and the second touch point of the touch operation are respectively located on the target virtual item and the third quick access bar.

[0080] In this step, the touch operation includes, but is not limited to: a drag operation, two click operations, a pinch operation, etc.

[0081] Exemplarily, in a first embodiment, in response to a drag operation on a target virtual item, moving the target virtual item into the third quick access bar according to the drag operation, and storing the target virtual item in the third quick access bar; in a second embodiment, in response to a first click operation on any virtual item in the game backpack, selecting the target virtual item, and in response to a second click operation on one of at least one quick access bar, storing the selected target virtual item in the third quick access bar; in a third embodiment, in response to a pinch operation on the target virtual item and the third quick access bar, storing the target virtual item in the third quick access bar.

[0082] In the above manner, the player can store the virtual item in the third quick access bar without issuing a voice control command, so that the player can achieve the purpose of storing the virtual item in the third quick access bar even without knowing the name of the virtual item, and can avoid the problem of possible voice recognition errors when storing the virtual item in the third quick access bar by voice control command, thereby improving the accuracy of storing the virtual item in the third quick access bar.

[0083] In an alternative embodiment, in response to an item storage instruction, control is performed to store a virtual item determined by the item storage instruction in the first quick access bar or the second quick access bar; in another alternative embodiment, in response to an item storage instruction, control is performed to sequentially store multiple virtual items of the same type determined by the item storage instruction in the same first quick access bar or the same second quick access bar.

[0084] Further, the item storage instruction is a voice control instruction. The virtual item identifier is included in the voice-form item storage instruction. The virtual item identifier is used to refer to a virtual item and to distinguish different types of virtual items. Here, the virtual item identifier may include the name or location information of the virtual item. The name of the virtual item may include multiple types. Exemplarily, the name of the virtual item may be the initial name set during game development, or it may be the "nickname" of the virtual item summarized by the game player according to the characteristics of the virtual item during the game process, and this "nickname" is well-known to a large number of game players. For example, "Aegis of the Immortal" in Honor of Kings can also be called "Resurrection Armor". The location information of the virtual item refers to the location of the virtual item in the game backpack.

[0085] In the above manner, different types of virtual items are distinguished by the virtual item identifier included in the voice-form item storage instruction. Since there is a unique correspondence between the virtual item identifier and the virtual item, it helps the terminal device to quickly determine the virtual item corresponding to the virtual item identifier included in the item storage instruction from at least one virtual item held by the controlled virtual character, indirectly improving the terminal response frequency.

[0086] Considering that in the process of determining the virtual item to be stored in the target quick bar according to the virtual item identifier included in the voice-form item storage instruction, there may be the following problem: It is impossible to match the virtual item corresponding to the virtual item identifier included in the item storage instruction issued by the player among at least one virtual item held by the controlled virtual character. Based on this, the embodiments of the present application propose the following solution:

[0087] If the virtual item held by the controlled virtual character does not include the virtual item corresponding to the virtual item identifier included in the item storage instruction, a prompt message is output; the prompt message is used to indicate that the virtual item corresponding to the virtual item identifier included in the item storage instruction cannot be stored in the quick bar.

[0088] Here, if the virtual item held by the controlled virtual character includes the virtual item corresponding to the virtual item identifier included in the item storage instruction, the virtual item corresponding to the virtual item identifier included in the item storage instruction held by the controlled virtual character is stored in the quick bar; if the virtual item held by the controlled virtual character does not include the virtual item corresponding to the virtual item identifier included in the item storage instruction, a prompt message is output.

[0089] Exemplarily, the prompt message includes but is not limited to: a beeping feedback sound, a pop-up window message, a voice broadcast message, etc.

[0090] Among them, the virtual items held by the controlled virtual character refer to the virtual items that the controlled virtual character can use. For example, the virtual items held by the controlled virtual character can be the virtual items existing in the game backpack of the controlled virtual character.

[0091] By the above method, when no virtual item corresponding to the virtual item identifier included in the item storage instruction sent by the player can be matched among at least one virtual item held by the controlled virtual character, a prompt message can be output. This facilitates the player to quickly judge the result that the virtual item corresponding to the virtual item identifier included in the item storage instruction cannot be stored in the quick access slot, avoiding an increase in the waiting time of the player due to network latency, reducing the waiting time of the player, and improving the game operation efficiency.

[0092] In step S102, when the controlled virtual character enters the combat state, in response to the character control instruction, control the controlled virtual character to perform corresponding game behaviors in the game scene.

[0093] In this step, the controlled virtual character can be the virtual character in the game of the account that logs in to the game client on the terminal device, that is, the virtual character controlled by the player corresponding to the account. However, it does not exclude the possibility that the controlled virtual character is controlled by other application programs or artificial intelligence modules. The game scene is the virtual scene displayed (or provided) when the application program runs on the terminal or server. The virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment. Optionally, the virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc. Among them, the land includes environmental elements such as deserts and cities. During the game process, the controlled virtual character can move, attack and other actions under the control of the character control instruction sent by the player to the terminal device in the game scene.

[0094] The character control instruction refers to the interaction instruction sent by the player through the terminal device, which is used to control the controlled virtual character to perform the game behaviors indicated by the character control instruction in the game scene. Exemplarily, the character control instruction can be the interaction instruction sent by the player through the keyboard and / or mouse on the computer side, or the interaction instruction sent by the player through the touch screen on the mobile terminal. Here, the interaction instruction includes but is not limited to click instruction, slide instruction, long press instruction.

[0095] Game behavior refers to the behavior performed by a controlled virtual character in a game scene. There are various types of game behaviors, such as movement behavior, attack behavior, move-attack behavior, defense behavior, etc. Optionally, game behavior includes but is not limited to: the game behavior of a controlled virtual character moving in a game scene, the game behavior of a controlled virtual character releasing a game skill in a game scene, the game behavior of a controlled virtual character using a virtual item in a game scene, the game behavior of a controlled virtual character releasing a game skill or using a virtual item while moving in a game scene.

[0096] Exemplarily, the game behavior of a controlled virtual character moving in a game scene may include behaviors such as the controlled virtual character walking, running, jumping, climbing, lying down, flying in the game scene, etc.; the game behavior of a controlled virtual character releasing a game skill in a game scene may include attack behavior (e.g., killing an enemy virtual character), defense behavior (e.g., blocking an attack from an enemy virtual character), the behavior of releasing a ultimate move, etc.; the game behavior of a controlled virtual character using a virtual item in a game scene may include throwing a "grenade", using a "health pack", throwing a "flashbang", driving a "motorcycle", etc.

[0097] In an alternative embodiment, in response to a click operation on an action execution shortcut key on the keyboard, control the controlled virtual character to perform a game behavior associated with the action execution shortcut key in the game scene.

[0098] For example, the action execution shortcut keys on the keyboard may include the F1 key, F2 key, F3 key, etc. The game behavior associated with each action execution shortcut key can be artificially set in advance according to the player's needs and can be changed as the player's needs change.

[0099] In this way, the player controls the controlled virtual character to perform a game behavior associated with the action execution shortcut key in the game scene through the action execution shortcut keys set on the keyboard, which can improve the execution efficiency of the player's game behavior and thus improve the human-computer interaction efficiency.

[0100] In step S103, during the process of the controlled virtual character performing a game behavior, in response to a prop control instruction, control the controlled virtual character to use the virtual item stored in the target shortcut slot determined based on the prop control instruction; wherein, the prop control instruction is a voice control instruction.

[0101] Here, the step of controlling the controlled virtual character to use the virtual item stored in the target shortcut slot determined based on the prop control instruction includes: obtaining the shortcut slot identifier included in the prop control instruction; determining the shortcut slot corresponding to the shortcut slot identifier in at least one shortcut slot as the target shortcut slot, and controlling the controlled virtual character to use the virtual item stored in the target shortcut slot.

[0102] In an alternative embodiment, a shortcut field identifier corresponding to each shortcut field is displayed at the position corresponding to the shortcut field. The shortcut field identifier is used to represent the corresponding shortcut field in a voice control command. The shortcut field identifier includes, but is not limited to, a numeric identifier and an alphabetic identifier. Exemplarily, for all shortcut fields, numeric identifiers can be set on the shortcut fields in ascending order of numerical values, or alphabetic identifiers can be set on the shortcut fields in ascending order of letters. Here, the position of the shortcut field identifier on the shortcut field is not specifically limited. Preferably, the shortcut field identifier can be set at the corner position of the shortcut field to avoid blocking the virtual items in the shortcut field.

[0103] Furthermore, a shortcut field identifier is displayed on the shortcut field, and the shortcut field identifier is included in the voice form of the item control command. If the two are compared and are consistent, the target shortcut field can be determined, and then the controlled virtual character can be controlled to use the virtual item in the target shortcut field.

[0104] Exemplarily, the voice control command can be "1", indicating to use the virtual item in the first field of the shortcut field.

[0105] The above method controls the controlled virtual character to use the virtual item in the target shortcut field by using the voice form of the item control command associated with the target shortcut field, simplifies the game character control operation in the game battle stage, reduces the game operation difficulty, and improves the human-computer interaction efficiency. Here, since the shortcut field identifier is simple and easy to recognize, using the shortcut field identifier in the voice control command to represent the corresponding shortcut field can simplify the voice control command in the game battle stage, achieve the effect of reducing computer resource consumption and reducing the error rate of voice recognition in the game battle stage, and thus improve the human-computer interaction efficiency.

[0106] Considering that when players actually issue voice control commands, such as "1", it is easy to be confused with the voices in the actual scene. For example, when players are playing games and chatting with their teammates, the chat content involves shortcut field identifiers (numbers, such as having 1 bowl of rice and 2 dishes, drinking 3 glasses of water, etc.). To avoid the situation of accidentally releasing virtual items, the voice control command can be distinguished from the voices in the actual scene by including a voice flag bit.

[0107] Here, the voice control command corresponding to the item control command includes a voice flag bit; wherein, based on the set value in the voice flag bit, the controlled virtual character is controlled to use the virtual item stored in the target shortcut field, or based on the set value in the voice flag bit, the controlled virtual character is controlled to stop using the virtual item stored in the target shortcut field.

[0108] Exemplarily, a specified letter can be set to represent the set value of the voice flag bit included in the voice control instruction. For example, "K" is one of the set values in the voice flag bit, used to represent that the controlled virtual character uses the virtual item stored in the shortcut bar; "T" is another set value in the voice flag bit, used to represent that the controlled virtual character stops using the virtual item stored in the target shortcut bar. "2" is the shortcut bar identifier corresponding to the target shortcut bar. At this time, the target shortcut bar is the shortcut bar ranked second among at least one shortcut bar. Furthermore, "K2" means that the controlled virtual character uses the virtual item stored in the target shortcut bar, and "T2" means that the controlled virtual character stops using the virtual item stored in the target shortcut bar.

[0109] Here, if the prop control instruction does not include a voice flag bit, even if the system detects that the voice instruction includes shortcut bar identifiers such as "1", "2", or "3", the virtual item in the target shortcut bar corresponding to the shortcut bar identifier cannot be used. At this time, even if the player issues a voice instruction involving the shortcut bar identifier, the controlled virtual character cannot be controlled to use the virtual item in the target shortcut bar. This can avoid the problem of accidentally releasing virtual items caused by voice instructions in the actual scenario (such as chatting) (which are not the voice instructions issued by the player to control the release of virtual items in the target shortcut bar), thereby improving the accuracy of the voice control instruction to control the controlled virtual character to use the virtual item in the target shortcut bar.

[0110] Through the above method, not only can the semantics be clarified, that is, distinguish whether this is "a clear voice control instruction" or "the player just mentioned this virtual item when chatting with other players, but did not intend to use this virtual item"; it can also avoid the voice instruction in the chat from accidentally controlling the controlled virtual character to use the virtual item in the target shortcut bar.

[0111] In this way, setting the voice flag bit in the voice control instruction corresponding to the prop control instruction can achieve replacing two operations of using the target virtual item and stopping using the target virtual item with one voice control instruction, improving the simplicity of the voice control instruction, reducing the instruction complexity and the learning cost of the user, and then achieving quickly controlling the controlled virtual character to use the virtual item stored in the target shortcut bar or stop using the virtual item stored in the target shortcut bar, with convenient operation, and indirectly improving the human-computer interaction efficiency.

[0112] In the embodiment of the present application, each time after using a virtual item, if the virtual item in the shortcut bar no longer exists in the game backpack, the virtual item that does not exist in the game backpack needs to be removed from the shortcut bar to avoid occupying the shortcut bar resources.

[0113] In related solutions, when a player uses virtual items, there may be a need to continuously use multiple virtual items. However, continuously issuing item control commands multiple times will most likely cause the game system to consume a large amount of computer resources to identify the item control commands, and there may be problems of misidentification due to a large number of item control commands during the identification process. Based on this, when there are multiple virtual items in the game and the player intends to use multiple virtual items, the embodiments of the present application propose the following solution: The item control command further includes a number identifier, which is used to represent the number of times the controlled virtual character uses the virtual item in the target quick slot; Step S103 specifically further includes: During the process of the controlled virtual character performing a game action, in response to the item control command, controlling the controlled virtual character to use the virtual item stored in the target quick slot determined based on the item control command according to the number of times corresponding to the number identifier.

[0114] Specifically, when a player uses a virtual item, saying "the number M of the quick slot" can be used to use the virtual item in the Mth slot; saying "the number M of the quick slot" multiplied by "the number N" can be used to use the virtual item in the Mth slot N times. For example: The player can issue "2" (alone, without other text before and after) to indicate using the virtual item in the 2nd slot once, or the single "1 multiplied by 6" to indicate using the virtual item in the 1st slot 6 times.

[0115] Through the above method, the purpose of allowing the player to quickly use multiple virtual items can be achieved, thereby improving the response frequency of the terminal device. At the same time, it is also possible to use virtual items multiple times without continuously issuing voice control commands multiple times, reducing the consumption of computer resources and increasing the success rate of continuously using virtual items multiple times.

[0116] In addition, a voice flag bit can also be set in the voice control command corresponding to the above item control command to quickly control the controlled virtual character to use the virtual item stored in the target quick slot multiple times, improving the simplicity of the voice control command, with convenient operation and indirectly improving the human-computer interaction efficiency.

[0117] In the embodiments of the present application, since the number of virtual items in the quick slot can be displayed through a number identifier, when the player issues an item control command such as "1 multiplied by N", the player can refer to the displayed number identifier to select the size of N. In addition, the remaining number of virtual items can also be represented by a color tone. For example, the icon being relatively green indicates that the remaining number of virtual items in the quick slot is large, and the icon being relatively red indicates that the remaining number of virtual items in the quick slot is small.

[0118] Through the above method, the remaining number of virtual items in the quick slot is intuitively shown to the player, facilitating the player to accurately issue item control commands.

[0119] In the embodiments of the present application, after each use of a virtual item, if the virtual item in the quick access bar no longer exists in the game backpack, it is necessary to remove the virtual item that does not exist in the game backpack from the quick access bar to avoid occupying the quick access bar resources.

[0120] Based on this, the removal of virtual items in the quick access bar in the embodiments of the present application can be divided into two methods. One method is: after detecting that the virtual item is exhausted, automatically remove the exhausted virtual item from the quick access bar; the other method is: according to the voice flag bit included in the voice control instruction corresponding to the item control instruction issued by the player or the deletion operation of the player on the virtual item in the quick access bar, actively remove the virtual item from the quick access bar. The following is a specific description of these two methods:

[0121] In one embodiment, it is detected whether the virtual item in the quick access bar is exhausted during the game process; if so, the exhausted virtual item is removed from the quick access bar.

[0122] Through the above method, the exhausted virtual item can be automatically removed from the quick access bar, with convenient operation, and the quick removal of virtual items in the quick access bar can be realized, which not only improves the human-computer interaction efficiency but also improves the user experience.

[0123] In another embodiment, in response to the item control instruction, the to-be-deleted field in the quick access bar is determined according to the quick access bar identifier included in the item control instruction, and the virtual item in the to-be-deleted field is deleted according to the voice flag bit included in the voice control instruction corresponding to the item control instruction.

[0124] Exemplarily, a specified number can be set to represent the voice flag bit. For example, "02" represents deleting the virtual item in the to-be-deleted field, where "2" is the quick access bar identifier corresponding to the to-be-deleted field. At this time, the to-be-deleted field is the second field in at least one quick access bar, and "0" is the set value in the voice flag bit, which is used to represent deleting the virtual item in the to-be-deleted field. By setting the voice flag bit in the item control instruction, the virtual item in any field of the quick access bar can be quickly and accurately deleted, with convenient operation, indirectly improving the human-computer interaction efficiency.

[0125] It should be noted that setting the voice flag bit for deleting the target virtual item in the quick access bar in the item storage instruction has the same expression form as setting the voice flag bit for deleting the target virtual item in the to-be-deleted field in the item control instruction, and the effects that can be achieved are also similar, and the two can be referred to each other.

[0126] Or, in the non-combat stage of the game, in response to the deletion operation on the virtual item in the quick access bar, the virtual item in the quick access bar is deleted.

[0127] Here, during the non-combat phase of the game, when the mouse is moved to the virtual item and right-clicked, it is deleted.

[0128] In the above method, directly deleting the virtual item in the shortcut bar by right-clicking is simple and easy to implement, enabling players to easily master this operation and improving the convenience of game operation.

[0129] In addition, the embodiment of the present application also provides a solution: detecting the virtual item identifier included in the voice control instruction, if the virtual item corresponding to the virtual item identifier has been stored in the shortcut bar, directly releasing the virtual item stored in the target shortcut bar determined based on the voice control instruction; if the virtual item corresponding to the virtual item identifier has not been stored in the shortcut bar, storing the virtual item corresponding to the virtual item identifier in the target shortcut bar, and then continuing to respond to the voice control instruction to control the controlled virtual character to use the virtual item stored in the target shortcut bar determined based on the voice control instruction.

[0130] For example, if the player says "blue potion" twice, the blue potion can be released. When the player says "blue potion" for the first time, the blue potion is stored in the shortcut bar, and when the player says "blue potion" for the second time, it is directly released. Here, the role of the shortcut bar is to remind the player that the blue potion has been successfully stored and can be directly released by calling its name.

[0131] Through the above method, two voice control instructions can be continuously issued to control the controlled virtual character to use the virtual item in the shortcut bar. There is no need to change the voice control instruction in the middle. Due to the unity of the voice control instruction, it is convenient for players to understand and indirectly improves the human-computer interaction efficiency.

[0132] Considering that in the related solutions, there may be a situation where players talk about relevant virtual items during the chat process but are misrecognized as voice control instructions (which can be item storage instructions or item control instructions). To avoid confusing the player's chat content with the voice control instructions, the embodiment of the present application adopts the following solution to solve the above possible problems:

[0133] In response to obtaining the player's game voice corresponding to the voice control instruction, segmenting the player's game voice based on the time interval between adjacent syllables in the player's game voice;

[0134] For each segment of the player's game voice, parsing the player's game voice into text and performing word segmentation processing on the parsed text to obtain a word segmentation result;

[0135] Screening out keywords from the word segmentation results corresponding to each segment of the player's game voice and determining the keyword as the virtual item identifier corresponding to the segment of the player's game voice.

[0136] In the above steps, before the game starts, the player can enable the voice recognition function in the game so that during the game, the terminal device can continuously obtain the player's game voice. The obtained player's game voice is segmented according to the time interval between adjacent two syllables.

[0137] Specifically, obtain a preset time interval threshold; if it is detected that the time interval between adjacent two syllables in the player's game voice is greater than the preset time interval threshold, then segment the player's game voice; wherein, the preset time interval threshold is used to represent the minimum time interval between two segments of the player's game voice.

[0138] Furthermore, each segmented player's game voice is parsed to obtain the text corresponding to this segment of the player's game voice, and the parsed text is subjected to word segmentation processing to obtain a word segmentation result. Among them, the methods of word segmentation processing include but are not limited to mechanical matching method, feature word library method, constraint matrix method, and grammar analysis method. For example, the sentence "I want to add blue medicine" is subjected to word segmentation processing by the grammar analysis method to obtain the following word segmentation result: I, want, add, blue medicine.

[0139] Finally, the obtained word segmentation result is compared with the reference words in the preset dictionary, and the keywords that are consistent with the reference words in the preset dictionary are screened out from the word segmentation results corresponding to each segment of the player's game voice, and the screened keywords are determined as the virtual item identifiers corresponding to this segment of the player's game voice. For example, by comparing with the reference words in the preset dictionary, the keyword "blue medicine" is screened out from the word segmentation result: I, want, add, blue medicine, and "blue medicine" is used as the virtual item identifier corresponding to this segment of the player's game voice.

[0140] In the above solution, when the player issues a voice control instruction, a pause is required in the middle of two sentences so that the terminal device can distinguish between these two sentences. In this way, the terminal device continuously obtains the player's game voice, segments the player's game voice, and parses each segment of the player's game voice respectively, so as to quickly identify the name of the virtual item.

[0141] In the embodiment of the present application, by segmenting the player's game voice, not only can the semantics be clarified, that is, to distinguish whether this is "a clear instruction" or "the player just mentioned this virtual item when chatting with other players, but there is no intention to add this virtual item to the quick access bar or release this virtual item"; but also fast calculation can be achieved. The short voice length means that the voice recognition model is more accurate, which also means less computing resources are consumed and it is more power-saving.

[0142] Considering that there will always be some novice players in relevant games who are not familiar with the names of virtual items, for such novice players, it is difficult to implement the solution of storing the virtual item corresponding to the virtual item identifier included in the voice form of the item storage instruction into the quick access bar, which is likely to reduce the game experience of players and at the same time lead to a decrease in the playability of the game. Based on this, the embodiments of the present application propose the following solution: in response to a controlled virtual character picking up a virtual item, the virtual item identifier corresponding to the picked-up virtual item is played through voice; the virtual item identifier is used to refer to the virtual item in the voice control instruction. Thus, the problem that the above-mentioned novice players are difficult to store the virtual item into the quick access bar due to not being familiar with the name of the virtual item is overcome.

[0143] In the first solution, when the virtual item identifier includes the name of the virtual item, the game control method provided by the embodiments of the present application further includes the following two embodiments:

[0144] First, in response to a character training control instruction, control the controlled virtual character to perform the game behavior indicated by the character training control instruction in the game scene; during the process of the controlled virtual character performing the game behavior, in response to a selection instruction for any one of all the virtual items involved in the process of the controlled virtual character performing the game behavior, play the name of the selected virtual item through voice.

[0145] The above steps are in the novice training stage of the game. Players can understand the operation logic of the game and be familiar with the usage method of virtual items in the novice training stage to help players quickly get familiar with the game.

[0146] Here, selection means that the cursor of the mouse is located within the touch area of any one of all the virtual items involved in the process of the controlled virtual character performing the game behavior, or the finger of the player is located within the touch area of any one of all the virtual items involved in the process of performing the game behavior.

[0147] Second, in response to a character training control instruction, control the controlled virtual character to perform the game behavior indicated by the character training control instruction in the game scene; during the process of the controlled virtual character performing the game behavior, in response to the character level of the controlled virtual character not exceeding the preset level threshold, play the name of the selected virtual item through voice.

[0148] Here, the selected virtual item means that when the player picks up a virtual item in the game scene, when the cursor of the mouse or the finger of the player acts within the touch area range of the virtual item, it is considered that the virtual item is selected.

[0149] Exemplarily, during the novice period of the player, if the player's character level is lower than level 10 (the preset level threshold), each time the novice player picks up a virtual item, the name of the virtual item is played audibly. In this way, it is convenient for the player to become familiar with the name of the virtual item.

[0150] By the above method of playing the name of the selected virtual item during the novice training stage or the novice guidance stage, it helps the player quickly become familiar with the name of the virtual item. In this way, for novice players who are not familiar with the item names, they can be pre-familiarized with the item names, and then they can store the virtual item corresponding to the virtual item identifier included in the item storage instruction in the quick access bar in the form of a voice item storage instruction, making the scope of application of the present application wider and improving the playability of the game.

[0151] In the second solution, when the virtual item identifier includes the item position identifier of the virtual item, the game control method further includes: displaying the item position identifier of each virtual item in the game backpack of the controlled virtual character; wherein, the item position identifier represents the position of the virtual item in the game backpack; in response to the item storage instruction, storing the virtual item corresponding to the item position identifier included in the item storage instruction in the quick access bar.

[0152] Exemplarily, taking the item position identifier as an example for illustration: the item position identifier can be represented by a two-dimensional array; the two-dimensional array can be determined according to the row number and column number where the virtual item is located in the game backpack. For example: multiple virtual items are displayed in the game backpack in a matrix arrangement. For each virtual item, the virtual item identifier of the virtual item includes the row number and column number of the virtual item in the game backpack. If the item position identifier displayed in the game backpack is (2, 3), the corresponding item storage instruction can be the second row and third column of the game backpack or backpack 23 (the second row and third column), etc. In this way, the player does not need to remember the name of the virtual item, and only needs to execute the item storage instruction (in the form of a voice control instruction) according to the item position identifier displayed by the virtual item in the game backpack, avoiding the problem that the player cannot issue the item storage instruction due to unfamiliarity with the item name, thereby improving the human-computer interaction efficiency.

[0153] In the embodiment of the present application, when the controlled virtual character enters the combat state and during the process of the controlled virtual character performing game actions, it is possible to control the controlled virtual character to use the virtual item stored in the target quick access bar determined based on the item control instruction. By using the voice form of the item control instruction associated with the target quick access bar, controlling the controlled virtual character to use the virtual item in the target quick access bar makes the operation of controlling the use of virtual items by the player during the game combat stage more convenient, and does not interrupt the move sequence, simplifies the operation of controlling the use of virtual items in the game combat stage, reduces the game operation difficulty, and improves the human-computer interaction efficiency.

[0154] Several important embodiments provided in the embodiments of the present application are separately described below. Specifically, please refer to Figure 2 , Figure 3 and Figure 4 .

[0155] As Figure 2 shown, the game control method provided in the embodiments of the present application further includes:

[0156] S201. Provide at least one shortcut bar in the graphical user interface, and in response to a prop storage instruction, control to store a target virtual prop in a second shortcut bar among the at least one shortcut bar; wherein, the prop storage instruction is a voice control instruction, the target virtual prop is a virtual prop determined based on the voice control instruction, and the second shortcut bar is a shortcut bar determined from the at least one shortcut bar based on the voice control instruction;

[0157] S202. When the controlled virtual character enters the combat state, in response to a character control instruction, control the controlled virtual character to perform corresponding game actions in the game scene;

[0158] S203. During the process of the controlled virtual character performing game actions, in response to a prop control instruction, control the controlled virtual character to use the virtual prop stored in the target shortcut bar determined based on the prop control instruction; wherein, the prop control instruction is a voice control instruction.

[0159] It should be noted that all the specific embodiments described in the previous embodiment ( Figure 1 the method embodiment shown) are equally applicable to this embodiment and will not be elaborated here.

[0160] In the above manner, the controlled virtual character can be controlled to use the virtual item in the target quick slot through two voice control instructions (item storage instruction and item control instruction), and the forms of the two voice control instructions can be set differently to avoid confusion. Specifically, according to the item storage instruction in voice form, the virtual item determined by the item storage instruction can be stored in the target quick slot. In this way, the player does not need to search for the virtual item in the game backpack anymore, and the virtual item can be directly displayed on the graphical user interface through the quick slot, which is intuitive and concise. It enables the player to promptly master the virtual items that actually exist in the game and achieve the player's expectations when manipulating the virtual items. At the same time, it reduces the search process of the player for the virtual items, which helps to reduce the interaction frequency between the player and the terminal device. Moreover, by using the item control instruction in voice form associated with the target quick slot to control the controlled virtual character to use the virtual item in the target quick slot, the operation of controlling the use of the virtual item by the player in the game combat stage is more convenient and will not interrupt the move sequence, simplifies the control and use operation of the virtual item in the game combat stage, reduces the game operation difficulty, and improves the human-computer interaction efficiency.

[0161] As Figure 3 shown, the game control method provided by the embodiment of the present application further includes:

[0162] S301. Provide at least one quick slot in the graphical user interface, and in response to a touch operation on the target virtual item in the third quick slot and the game backpack of the controlled virtual character, store the target virtual item in the third quick slot; wherein, the target virtual item is one of all the virtual items in the game backpack of the controlled virtual character, and the first touch point and the second touch point of the touch operation are respectively located on the target virtual item and the third quick slot;

[0163] S302. When the controlled virtual character enters the combat state, in response to a character control instruction, control the controlled virtual character to perform corresponding game behaviors in the game scene;

[0164] S203. During the process of the controlled virtual character performing game behaviors, in response to an item control instruction, control the controlled virtual character to use the virtual item stored in the target quick slot determined based on the item control instruction; wherein, the item control instruction is a voice control instruction.

[0165] It should be noted that all the specific embodiments described in the previous embodiment ( Figure 1 the method embodiment shown) are equally applicable to this embodiment, and will not be elaborated here.

[0166] In the above method, players do not need to be familiar with the names of virtual items, and can store virtual items in the target quick bar, which is friendly to novice players, thereby improving the gaming experience of novice players. Moreover, by using a voice control command associated with the field identifier of the target quick bar to control the controlled virtual character to use the virtual item in the target quick bar, the operation of controlling the use of virtual items by players during the game battle phase is more convenient, and it will not interrupt the move process, simplifies the operation of controlling the use of virtual items in the game battle phase, reduces the difficulty of game operation, and improves the efficiency of human-computer interaction.

[0167] As Figure 4 shown, the game control method provided by the embodiment of the present application includes:

[0168] S401. Provide at least one quick bar in the graphical user interface, and store at least one virtual item in the quick bar;

[0169] S402. In response to a click operation on the action execution shortcut key among the keyboard keys, control the controlled virtual character to perform a game behavior associated with the action execution shortcut key in the game scene;

[0170] S403. During the process of the controlled virtual character performing the game behavior, in response to a prop control command, control the controlled virtual character to use the virtual item stored in the target quick bar determined based on the prop control command; wherein, the prop control command is a voice control command.

[0171] It should be noted that all the specific embodiments described in the previous embodiment ( Figure 1 the method embodiment shown) are equally applicable to this embodiment, and will not be elaborated here.

[0172] In the above method, the keyboard input is used in combination with the voice control command (the two input methods are compatible), so that in a scenario where it is inconvenient to use the keyboard input or mouse click, the voice control command is used to replace the keyboard input or mouse click.

[0173] During the game battle process, players can use keyboard input while using voice control commands. They don't have to open the game backpack to check virtual items one by one, and it won't interrupt the game moves. This simplifies the control and use of virtual items during the game battle stage, reduces the difficulty of game operations, improves not only the human-computer interaction efficiency but also the playability of the game. Since the virtual items frequently used during the game process are stored in the quick access bar, during subsequent game battles, corresponding voice control commands can be directly executed according to the quick access bar identifiers in the quick access bar. This also simplifies the problem of inaccurate identification and use of item names caused by complex voice control commands during intense game battles. Especially for virtual items used multiple times, using "1 times 6" to replace the voice command "use xx item 6 times" is more convenient and has higher accuracy, reducing the consumption of computer resources and the error rate of voice recognition during the game battle stage, thereby improving the human-computer interaction efficiency.

[0174] Based on the same inventive concept, an embodiment of the present application also provides a game control device corresponding to the game control method. Since the principle of solving problems by the device in the embodiment of the present application is similar to the above-mentioned game control method in the embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be elaborated.

[0175] Please refer to Figure 5 、 Figure 6 and Figure 7 , Figure 5 which are schematic structural diagrams of a game control device provided by an embodiment of the present application. Figure 6 which are schematic structural diagrams of another game control device provided by an embodiment of the present application. Figure 7 which are schematic structural diagrams of another game control device provided by an embodiment of the present application. An embodiment of the present application provides a game control device. Through the terminal device, a graphical user interface is provided, and at least part of the game scene is displayed on the graphical user interface. The game scene includes a controlled virtual character. The game control device 500 includes:

[0176] An item storage module 501, configured to provide at least one quick access bar on the graphical user interface and store at least one virtual item in the quick access bar;

[0177] A character control module 502, configured to control the controlled virtual character to perform corresponding game actions in the game scene in response to a character control command when the controlled virtual character enters the combat state;

[0178] An item control module 503, configured to control the controlled virtual character to use the virtual item stored in the target quick access bar determined based on the item control command during the process of the controlled virtual character performing game actions;

[0179] Among them, the prop control instruction is a voice control instruction.

[0180] In an alternative embodiment of the present application, the prop storage module 501 is specifically configured to:

[0181] In response to the prop storage instruction, control the target virtual prop to be stored in the first quick slot among at least one quick slot;

[0182] Among them, the prop storage instruction is a voice control instruction, the target virtual prop is a virtual prop determined based on the voice control instruction, and the first quick slot is an empty slot among at least one quick slot and / or a quick slot determined from at least one quick slot according to a specified screening rule.

[0183] In an alternative embodiment of the present application, the prop storage module 501 is further specifically configured to:

[0184] In response to the prop storage instruction, control the target virtual prop to be stored in the second quick slot among at least one quick slot;

[0185] Among them, the prop storage instruction is a voice control instruction, the target virtual prop is a virtual prop determined based on the voice control instruction, and the second quick slot is a quick slot determined from at least one quick slot based on the voice control instruction.

[0186] In an alternative embodiment of the present application, the voice control instruction further includes a voice flag bit, and the prop storage module 501 is further specifically configured to:

[0187] In response to the prop storage instruction, determine the set value of the voice flag bit from the prop storage instruction;

[0188] Based on the set value, control the target virtual prop to be stored in the first quick slot or the second quick slot; or based on the set value, control the target virtual prop to be deleted from the first quick slot or the second quick slot.

[0189] Furthermore, as Figure 6 shown, the game control device 500 further includes a voice playback module 504, and the voice playback module 504 is used for:

[0190] In response to the controlled virtual character picking up a virtual prop, play the virtual prop identifier corresponding to the picked-up virtual prop through voice;

[0191] Among them, the virtual prop identifier is used to represent the virtual prop in the voice control instruction.

[0192] Furthermore, as Figure 7 shown, the game control device 500 further includes an identifier display module 505, and the identifier display module 505 is used for:

[0193] Display a quick access field identifier corresponding to each quick access field at at least one quick access field;

[0194] Among them, the quick access field identifier is used to refer to the corresponding quick access field in the voice control instruction.

[0195] In an alternative embodiment of the present application, the item control instruction further includes a usage count identifier, which is used to represent the number of times the controlled virtual character uses the virtual item in the target quick access field;

[0196] The item control module 503 is specifically further configured to:

[0197] In response to the item control instruction, control the controlled virtual character to use the virtual item stored in the target quick access field determined based on the item control instruction according to the usage count corresponding to the usage count identifier.

[0198] The game control device provided by the embodiment of the present application controls the controlled virtual character to use the virtual item in the target quick access field by using the voice-based item control instruction associated with the target quick access field. The player can directly use the virtual item stored in the target quick access field through the voice control instruction, making it more convenient for the player to control the use of the virtual item during the game battle stage, and not interrupting the move process, simplifying the control and use operation of the virtual item during the game battle stage, reducing the game operation difficulty, and improving the human-computer interaction efficiency.

[0199] Please refer to Figure 8 , Figure 8 which is a schematic structural diagram of an electronic device provided by the embodiment of the present application. As Figure 8 shown in

[0200] The memory 802 stores machine-readable instructions executable by the processor 801. When the electronic device 800 runs, the processor 801 communicates with the memory 802 through the bus 803, and the processor 801 executes the machine-readable instructions to perform the following steps:

[0201] Provide at least one quick access field in the graphical user interface and store at least one virtual item in the quick access field;

[0202] When the controlled virtual character enters the combat state, in response to the character control instruction, control the controlled virtual character to perform corresponding game actions in the game scene;

[0203] During the process of the controlled virtual character performing game actions, in response to the item control instruction, control the controlled virtual character to use the virtual item stored in the target quick access field determined based on the item control instruction;

[0204] Among them, the prop control instruction is a voice control instruction.

[0205] In an alternative embodiment of the present application, when the processor 801 executes storing at least one virtual prop in the quick access bar, the following steps are specifically executed:

[0206] In response to the prop storage instruction, control to store the target virtual prop in the first quick access bar among at least one quick access bar;

[0207] Among them, the prop storage instruction is a voice control instruction, the target virtual prop is the virtual prop determined based on the voice control instruction, and the first quick access bar is the vacant bar among at least one quick access bar and / or the quick access bar determined from at least one quick access bar according to the specified screening rule.

[0208] In an alternative embodiment of the present application, when the processor 801 executes storing at least one virtual prop in the quick access bar, the following steps are specifically executed:

[0209] In response to the prop storage instruction, control to store the target virtual prop in the second quick access bar among at least one quick access bar;

[0210] Among them, the prop storage instruction is a voice control instruction, the target virtual prop is the virtual prop determined based on the voice control instruction, and the second quick access bar is the quick access bar determined from at least one quick access bar based on the voice control instruction.

[0211] In an alternative embodiment of the present application, the voice control instruction further includes a voice flag bit; when the processor 801 executes storing at least one virtual prop in the quick access bar, the following steps are specifically executed:

[0212] In response to the prop storage instruction, determine the set value of the voice flag bit from the prop storage instruction;

[0213] Based on the set value, control to store the target virtual prop in the first quick access bar or the second quick access bar; or based on the set value, control to delete the target virtual prop from the first quick access bar or the second quick access bar.

[0214] In an alternative embodiment of the present application, the processor 801 further executes the following steps:

[0215] In response to the controlled virtual character picking up a virtual prop, play the virtual prop identifier corresponding to the picked-up virtual prop through voice;

[0216] Among them, the virtual prop identifier is used to represent the virtual prop in the voice control instruction.

[0217] In an alternative embodiment of the present application, the processor 801 further executes the following steps:

[0218] Display a quick bar identifier corresponding to each quick bar at at least one quick bar position;

[0219] Among them, the quick bar identifier is used to refer to the corresponding quick bar in the voice control instruction.

[0220] In an alternative embodiment of the present application, the prop control instruction further includes a usage times identifier, which is used to represent the usage times of the virtual prop in the target quick bar by the controlled virtual character; when the processor 801 executes in response to the prop control instruction to control the controlled virtual character to use the virtual prop stored in the target quick bar determined based on the prop control instruction, the following steps are specifically executed:

[0221] In response to the prop control instruction, control the controlled virtual character to use the virtual prop stored in the target quick bar according to the usage times.

[0222] By using the voice-based prop control instruction associated with the target quick bar in the embodiments of the present application to control the controlled virtual character to use the virtual prop in the target quick bar, the player can directly use the virtual prop stored in the target quick bar through the voice control instruction, making it more convenient for the player to control the use of the virtual prop during the game battle stage, and will not interrupt the move process, simplifying the control and use operation of the virtual prop in the game battle stage, reducing the game operation difficulty, and improving the human-computer interaction efficiency.

[0223] The embodiments of the present application further provide a computer-readable storage medium, on which a computer program is stored, and when the computer program is run by a processor, the following steps can be executed:

[0224] Provide at least one quick bar in the graphical user interface and store at least one virtual prop in the quick bar;

[0225] When the controlled virtual character enters the combat state, in response to the character control instruction, control the controlled virtual character to perform corresponding game behaviors in the game scene;

[0226] During the process of the controlled virtual character performing game behaviors, in response to the prop control instruction, control the controlled virtual character to use the virtual prop stored in the target quick bar determined based on the prop control instruction;

[0227] Among them, the prop control instruction is a voice control instruction.

[0228] In an alternative embodiment of the present application, when the computer-readable storage medium executes storing at least one virtual prop in the quick bar, the following steps are specifically executed:

[0229] In response to an item storage instruction, control is performed to store a target virtual item in a first quick access slot among at least one quick access slot;

[0230] wherein, the item storage instruction is a voice control instruction, the target virtual item is a virtual item determined based on the voice control instruction, and the first quick access slot is an empty slot among at least one quick access slot and / or a quick access slot determined from at least one quick access slot according to a specified screening rule.

[0231] In an alternative embodiment of the present application, when a computer-readable storage medium executes storing at least one virtual item in a quick access slot, the following steps are specifically performed:

[0232] In response to an item storage instruction, control is performed to store a target virtual item in a second quick access slot among at least one quick access slot;

[0233] wherein, the item storage instruction is a voice control instruction, the target virtual item is a virtual item determined based on the voice control instruction, and the second quick access slot is a quick access slot determined from at least one quick access slot based on the voice control instruction.

[0234] In an alternative embodiment of the present application, the voice control instruction further includes a voice flag bit; when a computer-readable storage medium executes storing at least one virtual item in a quick access slot, the following steps are specifically performed:

[0235] In response to an item storage instruction, determine the set value of the voice flag bit from the item storage instruction;

[0236] Based on the set value, control is performed to store the target virtual item in the first quick access slot or the second quick access slot; or based on the set value, control is performed to delete the target virtual item from the first quick access slot or the second quick access slot.

[0237] In an alternative embodiment of the present application, the computer-readable storage medium further performs the following steps:

[0238] In response to a controlled virtual character picking up a virtual item, play the virtual item identifier corresponding to the picked-up virtual item through voice;

[0239] wherein, the virtual item identifier is used to represent the virtual item in the voice control instruction.

[0240] In an alternative embodiment of the present application, the computer-readable storage medium further performs the following steps:

[0241] Display a quick access slot identifier corresponding to each quick access slot at at least one quick access slot;

[0242] wherein, the quick access slot identifier is used to represent the corresponding quick access slot in the voice control instruction.

[0243] In an alternative embodiment of the present application, the prop control instruction further includes a usage count identifier, which is used to represent the number of times the controlled virtual character uses the virtual prop in the target quick slot; when the computer-readable storage medium executes to control the controlled virtual character to use the virtual prop stored in the target quick slot in response to the prop control instruction, the following steps are specifically executed:

[0244] In response to the prop control instruction, control the controlled virtual character to use the virtual prop stored in the target quick slot according to the usage count.

[0245] In the embodiment of the present application, by using a voice-form prop control instruction associated with the target quick slot to control the controlled virtual character to use the virtual prop in the target quick slot, the player can directly use the virtual prop stored in the target quick slot through the voice control instruction, making the operation of controlling the use of the virtual prop in the game battle stage more convenient, and will not interrupt the move process, simplifying the control and use operation of the virtual prop in the game battle stage, reducing the game operation difficulty, and improving the human-computer interaction efficiency.

[0246] Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working processes of the above-described systems, devices, and units can refer to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0247] In several embodiments provided by the present application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of the units is only a logical function division, and there may be other division methods in actual implementation. For another example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point, the displayed or discussed mutual coupling or direct coupling or communication connection may be through some communication interfaces, and the indirect coupling or communication connection of the devices or units may be in an electrical, mechanical, or other form.

[0248] The units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, they may be located in one place, or may be distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0249] In addition, in each embodiment of the present application, the various functional units can be integrated in one processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit.

[0250] When the above-mentioned function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on such an understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of this application. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROM), random access memories (RAM), magnetic disks, or optical discs that can store program codes.

[0251] Finally, it should be noted that: the above-mentioned embodiments are only specific implementation manners of this application, used to illustrate the technical solution of this application, rather than limiting it. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that: any person skilled in the art within the technical scope disclosed in this application can still modify the technical solutions recorded in the foregoing embodiments or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes, or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of this application, and should all be covered by the protection scope of this application. Therefore, the protection scope of this application should be subject to the protection scope of the claims.

Claims

1. A game control method, characterized in that, Providing a graphical user interface through a terminal device, at least part of a game scene is displayed on the graphical user interface, and a controlled virtual character is included in the game scene. The game control method includes: Providing at least one quick access bar on the graphical user interface and storing at least one virtual item in the quick access bar; When the controlled virtual character enters a combat state, in response to a character control instruction, controlling the controlled virtual character to perform corresponding game actions in the game scene; During the process of the controlled virtual character performing the game actions, in response to an item control instruction, controlling the controlled virtual character to use the virtual item stored in the target quick access bar determined based on the item control instruction; Wherein, the item control instruction is a voice control instruction; the voice control instruction corresponding to the item control instruction includes a voice flag bit; based on the set value in the voice flag bit, controlling the controlled virtual character to use the virtual item stored in the target quick access bar, or based on the set value in the voice flag bit, controlling the controlled virtual character to stop using the virtual item stored in the target quick access bar.

2. The game control method according to claim 1, wherein The step of storing at least one virtual item in the quick access bar includes: In response to an item storage instruction, controlling to store a target virtual item in the first quick access bar among the at least one quick access bar; Wherein, the item storage instruction is a voice control instruction, the target virtual item is the virtual item determined based on the voice control instruction, and the first quick access bar is the vacant bar among the at least one quick access bar and / or the quick access bar determined from the at least one quick access bar according to a specified screening rule.

3. The game control method according to claim 1, wherein The step of storing at least one virtual item in the quick access bar includes: In response to an item storage instruction, controlling to store a target virtual item in the second quick access bar among the at least one quick access bar; Wherein, the item storage instruction is a voice control instruction, the target virtual item is the virtual item determined based on the voice control instruction, and the second quick access bar is the quick access bar determined from the at least one quick access bar based on the voice control instruction.

4. The game control method according to claim 2 or 3, characterized in that The step of storing at least one virtual item in the quick access bar further includes: In response to the item storage instruction, determining the set value of the voice flag bit from the item storage instruction; Based on the set value, controlling to delete the target virtual item from the quick access bar.

5. The game control method according to any one of claims 1 to 3, characterized in that, The game control method further includes: In response to the controlled virtual character picking up a virtual item, playing the virtual item identifier corresponding to the picked-up virtual item through voice; Wherein, the virtual item identifier is used to represent the virtual item in the voice control instruction.

6. The game control method according to any one of claims 1 to 3, characterized in that The game control method further includes: Displaying a quick access bar identifier corresponding to each quick access bar at the at least one quick access bar; Wherein, the quick access bar identifier is used to represent the corresponding quick access bar in the voice control instruction.

7. The game control method according to any one of claims 1 to 3, characterized in that The item control instruction further includes a usage times identifier, and the usage times identifier is used to characterize the usage times of the virtual item in the target quick access bar by the controlled virtual character. The steps of controlling the controlled virtual character to use the virtual item stored in the target quick slot determined based on the item control instruction in response to the item control instruction include: In response to the item control instruction, controlling the controlled virtual character to use the virtual item stored in the target quick slot according to the number of uses.

8. A game control device, characterized in that, Providing a graphical user interface through a terminal device, at least part of a game scene is displayed on the graphical user interface, and the game scene includes a controlled virtual character. The game control device includes: An item storage module, configured to provide at least one quick slot on the graphical user interface and store at least one virtual item in the quick slot; A character control module, configured to, when the controlled virtual character enters a combat state, in response to a character control instruction, control the controlled virtual character to perform corresponding game actions in the game scene; An item control module, configured to, during the process of the controlled virtual character performing the game actions, in response to an item control instruction, control the controlled virtual character to use the virtual item stored in the target quick slot determined based on the item control instruction; Wherein, the item control instruction is a voice control instruction; the voice control instruction corresponding to the item control instruction includes a voice flag bit; based on the set value in the voice flag bit, controlling the controlled virtual character to use the virtual item stored in the target quick slot, or based on the set value in the voice flag bit, controlling the controlled virtual character to stop using the virtual item stored in the target quick slot.

9. An electronic device, characterized in that, Includes: A processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the memory through the bus. The processor executes the machine-readable instructions to perform the steps of the game control method according to any one of claims 1 to 7.

10. A computer-readable storage medium, characterized in that, A computer program is stored on the computer-readable storage medium. When the computer program is run by a processor, it performs the steps of the game control method according to any one of claims 1 to 7.

Citation Information

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