A method and device for using a game prop, an electronic device, and a storage medium
By displaying item information prompts in the game interface in response to the sliding operation of the backpack control, the target item can be directly equipped, solving the problem of the cumbersome item acquisition process and improving efficiency and interaction efficiency.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-01-03
- Publication Date
- 2026-04-14
AI Technical Summary
In existing technologies, the process of obtaining game items is cumbersome, involves many steps, is inefficient, and affects the efficiency of human-computer interaction.
By responding to the sliding operation of the backpack control in the graphical user interface, multiple item information prompt controls are displayed, and the target item is directly equipped to the target virtual character according to the operation of the selected target information prompt control.
The steps involved in acquiring items have been reduced, improving the efficiency of item acquisition and human-computer interaction.
Smart Images

Figure CN115970272B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, and in particular to a method, device, electronic device and storage medium for using items in a game. Background Technology
[0002] In today's rapidly developing technological world, people's quality of life is constantly improving, and the terminal devices people use are becoming increasingly intelligent. As a result, there are more and more online games developed based on these terminal devices. Among them, in competitive games, the target virtual character can use props to assist in completing game tasks, fight against enemy virtual characters, or cooperate with teammates virtual characters.
[0003] Currently, all items a player uses are generally stored in their inventory. During gameplay, when a player needs to use a specific item, they must first open their inventory, then select the target item from a large selection of items, and finally equip the item to the target virtual character. The entire process is cumbersome and the efficiency of obtaining items is relatively low. Summary of the Invention
[0004] In view of this, the purpose of this application is to provide a method, device, electronic device and storage medium for using items in a game. By controlling the movement of the backpack control in a graphical user interface, when the sliding operation on the backpack control meets the preset item matching trigger condition, multiple item information prompt controls are displayed. Based on the operation on the selected target information prompt control, the corresponding target item is selected and equipped to the target virtual character. This reduces the operation steps for obtaining items and helps to improve the efficiency of item acquisition and human-computer interaction.
[0005] In a first aspect, embodiments of this application provide a method for using items in a game, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of the game scene and a backpack control, and the game scene includes a target virtual character controlled by the terminal device; the method of use includes:
[0006] In response to a touch operation on the graphical user interface, the target virtual character is controlled to interact virtually with other virtual characters using the currently held items;
[0007] In response to a sliding operation on the backpack control satisfying a preset item matching trigger condition, multiple item information prompt controls are displayed in the graphical user interface;
[0008] From the plurality of item information prompt controls, determine the target information prompt control and equip the target item corresponding to the target information prompt control to the target virtual character.
[0009] Secondly, embodiments of this application also provide a device for using game items, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of the game scene and a backpack control. The game scene includes a target virtual character controlled by the terminal device. The device includes:
[0010] A character control module is used to respond to touch operations on the graphical user interface and control the target virtual character to perform virtual interactions with other virtual characters using the currently held props.
[0011] The control display module is used to display multiple item information prompt controls in the graphical user interface in response to a sliding operation on the backpack control satisfying a preset item matching trigger condition;
[0012] The prop matching module is used to determine the target information prompt control from the plurality of prop information prompt controls, and equip the target prop corresponding to the target information prompt control to the target virtual character.
[0013] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the method for using game items as described in any of the first aspects.
[0014] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the method for using game items as described in any of the first aspects.
[0015] This application provides a method, apparatus, electronic device, and storage medium for using game items. Responding to touch operations in a graphical user interface (GUI), it controls a target virtual character to hold the current item and interact virtually with other virtual characters. Simultaneously, upon receiving a sliding operation on the backpack control, it controls the backpack control to move within the GUI. When the sliding operation on the backpack control meets a preset item matching trigger condition, multiple item information prompt controls are displayed in the GUI. A target information prompt control is selected from these controls, and the target item corresponding to that target information prompt control is equipped to the target virtual character. Thus, by controlling the movement of the backpack control within the GUI, and displaying multiple item information prompt controls when a sliding operation on the backpack control meets the preset item matching trigger condition, and selecting the corresponding target item based on the operation on the selected target information prompt control, and equipping it to the target virtual character, the number of steps required to acquire items is reduced, thus improving the efficiency of item acquisition and human-computer interaction.
[0016] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0017] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0018] Figure 1 A flowchart illustrating a method for using game items, provided as an embodiment of this application;
[0019] Figure 2 One of the schematic diagrams of the graphical user interface provided in the embodiments of this application;
[0020] Figure 3 This is a second schematic diagram of the graphical user interface provided in the embodiments of this application;
[0021] Figure 4 This is a third schematic diagram of the graphical user interface provided in the embodiments of this application;
[0022] Figure 5 One of the structural schematic diagrams of a device for using game props provided in this application embodiment;
[0023] Figure 6A second schematic diagram of a device for using game props provided in this application embodiment;
[0024] Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation
[0025] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. Based on the embodiments of this application, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this application.
[0026] The following is a description of the terms used in this application:
[0027] (1) Game scene (virtual scene)
[0028] A game scene is a game environment displayed (or provided) by an application while it is running on a terminal or server. Optionally, the game scene is a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A game scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene, and can include elements such as sky, land, or ocean, with the land element including environmental elements such as deserts and cities. Among them, the game scene is the scene in which the user controls virtual objects and completes the game logic. For example, in a sandbox 3D shooting game, the game scene is a 3D game world for players to control virtual objects to fight. Instance game scenes can include at least one element among mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles. For example, in a 2D or 2.5D card game, the game scene is the scene for displaying and releasing cards or displaying the virtual objects corresponding to the cards. Instance game scenes can include arenas, battlegrounds, or other "field" elements or other elements that can display the card battle status. For a 2D or 2.5D multiplayer online tactical competitive game, the game scene is a 2D or 2.5D terrain scene for virtual objects to fight. Instance game scenes can include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.
[0029] (2) Game Interface
[0030] A game interface refers to the interface of an application provided or displayed through a graphical user interface (GUI). This interface includes a UI for player interaction and a game screen. In optional embodiments, the UI may include game controls (e.g., skill controls, movement controls, function controls), indicators (e.g., direction indicators, character indicators), information display areas (e.g., kill count, match time), or game setting controls (e.g., system settings, shop, coins). In optional embodiments, the game screen is the display screen corresponding to the virtual scene shown on the terminal device. The game screen may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the virtual scene.
[0031] (3) Virtual objects
[0032] A virtual object refers to a controllable dynamic object in a virtual scene. Optionally, the dynamic object can be a virtual character, virtual animal, anime character, etc. The virtual object is a character controlled by the player through an input device, or an artificial intelligence (AI) trained and set up for battle in a virtual environment, or a non-player character (NPC) set up for battle in a virtual scene. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle; this application embodiment does not limit this. In one possible implementation, the user can control the virtual object to move within the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc. provided by the application to fight against other virtual objects.
[0033] (4) Player Role
[0034] A player character is a virtual object that can be controlled by a player and move within the game environment. It is also called a player virtual character or player virtual object, and in some video games, it may be referred to as a shikigami (spirit) or hero character. A player character can be at least one of several different forms, such as a virtual person, virtual animal, anime character, or virtual vehicle.
[0035] Secondly, the applicable scenarios for this application are described. This application can be applied to the field of game technology.
[0036] In today's rapidly developing technological world, people's quality of life is constantly improving, and the terminal devices people use are becoming increasingly intelligent. As a result, there are more and more online games developed based on these terminal devices. Among them, in competitive games, the target virtual character can use props to assist in completing game tasks, fight against enemy virtual characters, or cooperate with teammates virtual characters.
[0037] Currently, all items a player uses are generally stored in their inventory. During gameplay, when a player needs to use a specific item, they must first open their inventory, then select the target item from a large selection of items, and finally equip the item to the target virtual character. The entire process is cumbersome and the efficiency of obtaining items is relatively low.
[0038] Based on this, this application provides a method for using items in a game to reduce the number of steps required to obtain items, improve the efficiency of item acquisition, and enhance human-computer interaction efficiency.
[0039] In one embodiment of the application, the method for using game items can run on a local terminal device or a server. When the method for using game items runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0040] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separate. The storage and operation of in-game items are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0041] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0042] In one possible implementation, this invention provides a method for using in-game items, providing a graphical user interface through a terminal device. The terminal device can be a local terminal device (such as a local touchscreen terminal) or a client device in the aforementioned cloud interaction system. The following description uses the example of the method for using in-game items running on a local terminal device (hereinafter referred to as the terminal device).
[0043] Please see Figure 1 , Figure 1 A flowchart illustrating a method for using game items as provided in this application embodiment. Figure 1 As shown in the embodiments of this application, the method for using game items includes:
[0044] S101. In response to a touch operation on the graphical user interface, control the target virtual character to perform virtual interaction with other virtual characters using the currently held props.
[0045] S102. In response to the sliding operation of the backpack control satisfying the preset item matching trigger condition, multiple item information prompt controls are displayed in the graphical user interface.
[0046] S103. Determine the target information prompt control from the plurality of item information prompt controls, and equip the target item corresponding to the target information prompt control to the target virtual character.
[0047] This application provides a method for using game items. By controlling the movement of a backpack control in a graphical user interface, when the sliding operation on the backpack control meets the preset item matching trigger condition, multiple item information prompt controls are displayed. Based on the operation on the selected target information prompt control, the corresponding target item is selected and equipped to the target virtual character. This reduces the operation steps for obtaining items and helps to improve the efficiency of item acquisition and human-computer interaction.
[0048] The exemplary steps of the embodiments of this application are described below:
[0049] S101. In response to a touch operation on the graphical user interface, control the target virtual character to perform virtual interaction with other virtual characters using the currently held props.
[0050] In an optional embodiment, players can move a target virtual character in the game scene by controlling the target virtual character on the control terminal and control the target virtual character to complete corresponding game tasks in the game scene. When the target virtual character is performing game tasks in the game scene, it may interact virtually with other virtual characters.
[0051] Specifically, for other virtual characters (teammate virtual characters) who are in the same game faction as the target virtual character, the virtual interaction between the target virtual character and other virtual characters can be to cooperate in completing a game task, to ride in a vehicle in the game together, or for the target virtual character to receive treatment from other virtual characters or for the target virtual character to treat other virtual characters.
[0052] For other virtual characters (enemy virtual characters) who are in a different game faction from the target virtual character, the virtual interaction between the target virtual character and other virtual characters can be to engage in game battles.
[0053] It is worth noting that, regardless of the above situation, the target virtual character can interact with other virtual characters using the currently held items. As the virtual interaction between the target virtual character and other virtual characters progresses, the target virtual character may consider adjusting the currently held game items (replacing the current items, or adding accessories to the current items, etc.). The implementation scheme of this application is a scheme for the target virtual character to operate on the current items.
[0054] S102. In response to the sliding operation of the backpack control satisfying the preset item matching trigger condition, multiple item information prompt controls are displayed in the graphical user interface.
[0055] In an optional embodiment, the control that triggers the replacement of the current item and / or the equipping of accessories is a backpack control displayed in the graphical user interface. The backpack control allows players to view the game items currently stored in their backpack, discard unnecessary items, and store picked-up items in their backpack. However, in the prior art, the backpack control displayed in the graphical user interface cannot be moved. In this optional embodiment, the backpack control can move within the graphical user interface following the player's swipe. When the backpack control moves to the item matching trigger area, the corresponding target item from the target virtual character's backpack can be equipped to the target virtual character based on the different operation positions.
[0056] S103. Determine the target information prompt control from the plurality of item information prompt controls, and equip the target item corresponding to the target information prompt control to the target virtual character.
[0057] In an optional embodiment, when the backpack control moves in the graphical user interface, if the sliding operation on the backpack control meets the preset item matching trigger condition, it is determined that the player's intention is to obtain different target items from the backpack to replace and / or equip the current item, or the target virtual character itself. At this time, multiple item information prompt controls can be displayed, and the player can select the corresponding target item by operating the item information prompt controls. The player can also select the quantity of the target item and / or the performance parameters of the target item.
[0058] Specifically, the step "responding to a sliding operation on the backpack control satisfying a preset item matching trigger condition" includes:
[0059] a1: In response to the sliding operation, control the backpack control to move to the item triggering area to meet the preset item matching triggering conditions.
[0060] At this time, when the backpack control is moved to the item triggering area by sliding operation and the preset item matching triggering condition is met, multiple item information prompt controls are displayed within the preset range of the preset item matching triggering area.
[0061] Specifically, in this embodiment of the application, when the target virtual character is performing virtual interaction, the current item it holds is a shooting item. During the use of the shooting item, a crosshair area will be displayed in the graphical user interface to assist the target virtual character in aiming. Correspondingly, the item matching trigger area is also set to the crosshair area of the shooting item.
[0062] In one possible implementation, the determination of whether the backpack control moves to the preset item matching trigger area and meets the preset item matching trigger condition can be divided into two parts: the backpack control is not within the item matching trigger area, or the backpack control is within the item matching trigger area. The following will describe the determination method for whether the movement of the backpack control in the graphical user interface meets the trigger condition of the preset item matching trigger area in the two different cases:
[0063] The first scenario: The backpack control is not within the item matching trigger area, and the movement of the backpack control within the graphical user interface satisfies the triggering conditions of the preset item matching trigger area, including:
[0064] The backpack control is currently located in the item matching trigger area.
[0065] Specifically, as the backpack control moves with the sliding operation, the trajectory analysis shows that when the backpack control moves from outside the item matching trigger area to within the item matching trigger area, it is determined that the backpack control meets the trigger conditions of the preset item matching trigger area. At this time, multiple item information prompt controls can be displayed in the graphical user interface. Players can select from the displayed multiple item information prompt controls to determine the target item to be equipped. If the player does not select from the multiple item information prompt controls after they are displayed, it is assumed that the player does not necessarily need to select or equip the target item in time. At this time, the judgment of the backpack control within the item matching trigger area is entered.
[0066] The second type: The backpack control is within the item matching trigger area, and the movement of the backpack control in the graphical user interface satisfies the triggering conditions of the preset item matching trigger area, including any of the following:
[0067] After the backpack control enters the item matching trigger area, the backpack control stays in the item matching trigger area in the graphical user interface for a period of time greater than a preset time threshold.
[0068] After the backpack control enters the item matching trigger area, the movement distance of the backpack control in the item matching trigger area of the graphical user interface is greater than a preset movement distance threshold.
[0069] In one possible implementation, after the backpack control is slid into the item matching trigger area, it can be determined from both time and space dimensions whether the movement of the backpack control in the graphical user interface meets the triggering conditions of the preset item matching trigger area.
[0070] Specifically, in terms of time, after the backpack control is moved to the item matching trigger area, the time the backpack control stays in the item matching trigger area is counted. If the stay time is greater than the preset time threshold (which to some extent indicates that the player's dragging destination of the backpack control is the item matching trigger area), then it is determined that the backpack control meets the triggering conditions of the preset item matching trigger area. Multiple item information prompt controls can be displayed in the graphical user interface. Players can select from the multiple displayed item information prompt controls to determine the target item to be equipped.
[0071] In terms of spatial dimension, after the backpack control moves to the item matching trigger area, the movement distance of the backpack control within the item matching trigger area is counted. If the movement distance is greater than the preset movement distance threshold, it is determined that the backpack control meets the trigger condition of the preset item matching trigger area. Multiple item information prompt controls can be displayed in the graphical user interface. Players can select from the multiple displayed item information prompt controls to determine the target item to be equipped.
[0072] It's worth noting that the movement distance used to detect whether the backpack control meets the trigger conditions of the preset item matching trigger area in the spatial dimension is the total movement distance of the backpack control within the preset item matching trigger area (for example, if a player controls a backpack item to move back and forth within the preset item matching trigger area, although the position does not change when the backpack control stops moving, the movement distance of the backpack control keeps increasing before the movement stops). This is to prevent misjudgment of different player operations during the sliding process when distance detection is performed using a fixed position within the preset item matching trigger area as a reference point (in the example above, if a player controls a backpack item to move back and forth within the preset item matching trigger area, although the position does not change when the backpack control stops moving, if distance detection is performed using a fixed position within the preset item matching trigger area as a reference point, the movement distance of the backpack control will not meet the preset distance requirement, and the subsequent automatic item matching operation cannot be triggered).
[0073] In another possible implementation, after the backpack control is slid into the item matching trigger area, it can be determined from both time and space dimensions whether the movement of the backpack control in the graphical user interface meets the trigger conditions of the preset item matching trigger area. Alternatively, the time and space dimensions can be combined to determine whether the movement of the backpack control in the graphical user interface meets the trigger conditions of the preset item matching trigger area.
[0074] Specifically, a second time threshold and a second movement distance threshold, different from the preset time threshold and the preset movement distance threshold, can be set. Even if the movement time of the backpack control in the graphical user interface does not reach the preset time threshold and the movement distance of the backpack control in the graphical user interface does not reach the preset movement distance threshold, when the movement time of the backpack control in the graphical user interface reaches the second time threshold and the movement distance of the backpack control in the graphical user interface also reaches the second movement distance threshold, it can be determined that the movement of the backpack control in the graphical user interface meets the triggering conditions of the preset item matching trigger area.
[0075] Among them, the second time threshold is less than the preset time threshold, and the second movement distance threshold is less than the preset movement distance threshold.
[0076] It is worth noting that in the above examples, the backpack control moves in the graphical user interface following the swipe operation. The backpack control moving with the swipe operation is only one manifestation in the embodiments of this application. In other possible implementations, after the item selection mechanism of the backpack control is triggered, the operation of displaying multiple item information prompts and selecting the target item can be determined based on the touch position of the swipe operation in the graphical user interface. The position of the backpack control itself in the graphical user interface does not change.
[0077] In other alternative embodiments, the step "responding to a sliding operation on the backpack control satisfying a preset item matching trigger condition" includes: responding to the position of the touch point of the sliding operation on the backpack control satisfying the preset item matching trigger condition. For example, the touch point of the sliding operation is located in the item matching trigger area.
[0078] S103. Determine the target information prompt control from the plurality of item information prompt controls, and equip the target item corresponding to the target information prompt control to the target virtual character.
[0079] In an optional embodiment, after determining that the sliding operation on the backpack control meets the preset item matching trigger condition, multiple item information prompt controls will be displayed within a preset range of the item matching trigger area. Players can select the corresponding target item by selecting the multiple item information prompt controls, and then select the corresponding target item from the backpack and equip it to the virtual character, and display the wearing status of the target item.
[0080] Specifically, displaying the wearing status of the target item can be done by displaying the wearing information of the target item in a fixed location in the graphical user interface, such as the item information display area, or by displaying a pop-up message to prompt the player that the target item has been worn.
[0081] In one possible implementation, each item information prompt control corresponds to an operable item, and multiple item information can also be displayed on the item information prompt control so that the player can select the quantity and / or performance parameters of the target item.
[0082] For example, if the current item is a shooting item, the item information prompt control can be the shooting item's attachment - scope (the multiple item information displayed on the item information prompt control can be different magnifications); it can also be the shooting item's attachment - bullets (the multiple item information displayed on the item information prompt control can be different bullet quantities); or it can be other shooting items that can replace the currently shot item (the multiple item information displayed on the item information prompt control can be different shooting item models).
[0083] In one possible implementation, after displaying multiple item information prompt controls in the graphical user interface, a target information prompt control can be selected through a selection operation among the multiple item information prompt controls, thereby determining the target item corresponding to the target information prompt control. The operation of selecting the target information prompt control from multiple item information prompt controls can be a separate continuous operation from the drag operation of the backpack control, or it can be a different stage of the same operation as the sliding operation of the backpack control. The specific operation of selecting the target information prompt control from multiple item information prompt controls is described below from the above two aspects:
[0084] Firstly, the operation of selecting a target information prompt control from multiple item information prompt controls is a separate, continuous operation from the sliding operation of the backpack control. The target information prompt control is determined through the following steps:
[0085] b1: In response to the sliding operation of the backpack control satisfying the preset item matching trigger condition, and when the sliding operation of the backpack control ends, receive the click operation of the multiple item information prompt controls.
[0086] b2: In response to a click operation on the plurality of item information prompt controls, determine the target information prompt control from the plurality of item information prompt controls based on the operation position of the click operation.
[0087] In an optional embodiment, in response to a sliding operation on the backpack control satisfying a preset item matching trigger condition, multiple item information prompt controls are displayed in the graphical user interface. If the sliding operation on the backpack control ends, a click operation on the multiple item information prompt controls is received, and in response to the click operation on the multiple item information prompt controls, the target information prompt control is determined from the multiple item information prompt controls according to the operation position of the click operation.
[0088] In an optional embodiment, multiple item information prompt controls may be displayed side by side in the same direction of the item matching trigger area, or they may be displayed separately in different directions of the item matching trigger area.
[0089] Secondly, the operation of selecting the target information prompt control from multiple item information prompt controls is a different stage of the same operation as the sliding operation for the backpack control. The target information prompt control is determined through the following steps:
[0090] c1: In response to the sliding operation of the backpack control satisfying the preset item matching trigger condition, and the sliding operation of the backpack control has not ended, based on the continuing movement direction of the dragging operation of the backpack control, the target information prompt control is determined from the plurality of item information prompt controls.
[0091] In an optional embodiment, in response to the sliding operation on the backpack control satisfying the preset item matching trigger condition, it is determined that multiple item information prompt controls can be displayed on the graphical user interface at this time. While displaying multiple item information prompt controls, the sliding operation on the backpack control has not ended, and the sliding operation can continue. Based on the direction of the continued movement of the sliding operation on the backpack control and the information prompt controls in that direction, the target information prompt control is determined from the multiple item information prompt controls.
[0092] In one possible implementation, multiple item information prompt controls can be displayed side-by-side in the same direction within the item matching trigger area, or they can be displayed separately in different directions within the item matching trigger area. To more promptly determine the target item the player might want to select during movement of the inventory control, it is preferable to display multiple item information prompt controls separately in different directions within the item matching trigger area. Then, based on the movement direction (or movement trend) of the inventory control, the player's likely target item can be determined promptly.
[0093] In another possible implementation, for the scheme of displaying multiple item information prompt controls separately in different directions of the item matching trigger area, it can be that the display is performed after the movement operation of the backpack control. That is, the item information prompt control is displayed in the direction of the continued movement of the swipe operation of the backpack control. This makes the display on the graphical user interface more concise. At the same time, players can focus on the operation of the target information prompt control in that direction, and thus more accurately determine the quantity and performance parameters of the target item.
[0094] In another possible implementation, the operation of selecting a target information prompt control from multiple item information prompt controls is an operation at a different stage of the same operation as the sliding operation of the backpack control. Alternatively, the selected target information prompt control can be determined based on the final stopping position of the sliding operation of the backpack control, thereby determining the corresponding target item, its quantity, performance parameters, and other information. The specific implementation method of determining the selected target information prompt control based on the final stopping position of the sliding operation of the backpack control is the same as the implementation method of determining the target information prompt control when the operation of selecting a target information prompt control from multiple item information prompt controls and the sliding operation of the backpack control are two different consecutive operations, and will not be described again here.
[0095] It is worth noting that the selection of target items can also be triggered in the item matching trigger area. Specifically, an item trigger position can be set in the item matching trigger area (taking the crosshair area of a shooting item as an example, the item trigger position can be the center of the crosshair area). When the backpack control moves to the item trigger position, the operation of equipping the target item to the target virtual character can also be triggered. However, since the parameter selection operation in the item matching trigger area may be limited by the area size, the items that can be triggered in the item matching trigger area are generally items that can be used directly without selecting corresponding performance parameters or quantities, such as the red dot sight of a shooting item.
[0096] Furthermore, after identifying the target information prompt control from multiple item information prompt controls, the target item currently selected by the player has been determined. Then, by operating on the target information prompt control, the quantity and performance parameters of the target item can be determined.
[0097] Specifically, the step of "determining the target information prompt control from the plurality of item information prompt controls and equipping the target item corresponding to the target information prompt control to the target virtual character" includes:
[0098] d1: In response to a sliding operation on the target information prompt control, the target quantity and / or target performance parameters of the target item are determined based on the distance between the end position of the sliding operation and the start position of the target information prompt control.
[0099] d2: Select the target item with the specified quantity and performance parameters from the backpack and equip it to the target virtual character.
[0100] In an optional embodiment, the determined target information prompt control has positions representing different quantities and / or performance parameters of the props. These positions can be identified by their distance from the starting position of the target information prompt control. Therefore, the target quantity and / or target performance parameters of the selected target props can be determined by the distance between the end position of the sliding operation on the target information prompt control and the starting position of the target information prompt control. Then, the target props with the target quantity and / or target performance parameters in the backpack can be equipped to the target virtual character.
[0101] The target information prompt control starts at the side of the target information prompt control that is close to the item matching trigger area.
[0102] In one possible implementation, when setting different item information prompt controls, the positions of different item quantities and / or item performance parameters on the item information prompt controls are preset, as are the distances between the positions of different item quantities and / or item performance parameters on the item information prompt controls and the starting positions of the item information prompt controls, thereby determining the target quantity and / or performance parameter information of the target item.
[0103] In another possible real-time approach, the target quantity and / or performance parameter information of the target item can be determined by the distance between the end position of the current sliding operation and the start position of the target information prompt control, as a percentage of the length of the entire target information prompt control.
[0104] For example, if the target information prompt control is a bullet information control, and the entire bullet information control corresponds to 30 bullets, when the distance between the end position of the current sliding operation and the start position of the target information prompt control is 2 / 3 of the length of the entire target information prompt control, then it is determined that the number of bullets currently selected is 20, and then 20 bullets can be selected from the backpack and equipped to the target virtual character.
[0105] Furthermore, the quantity and performance parameters of the target item can be determined by the time the item stays at different item information positions on the target information prompt control during the sliding operation.
[0106] Specifically, the step "determine the target information prompt control from the plurality of item information prompt controls, and equip the target item corresponding to the target information prompt control to the target virtual character" further includes:
[0107] e1: In response to a sliding operation on the target information prompt control, determine the dwell time of the sliding operation at each item information position on the target information prompt control.
[0108] e2: The number of items and / or the performance parameters of items at the locations where the dwell time is greater than other dwell times are determined as the target number and / or target performance parameters of the target item.
[0109] e3: Select the target item with the specified quantity and performance parameters from the backpack and equip it to the target virtual character.
[0110] In an optional embodiment, the determined target information prompt control has positions representing different quantities and / or performance parameters of items. During the process of selecting the target quantity and target performance parameters, the player may repeatedly slide on the target information prompt control to find the most suitable quantity and / or performance parameters of items. Therefore, the accurate quantity and performance parameters of items cannot be determined solely based on the distance of the sliding operation on the target information prompt control. Therefore, the dwell time of the sliding operation at each item information position on the target information prompt control during repeated sliding operations can be counted. The quantity and / or performance parameters of items at the item information position with the longest dwell time can be determined as the target quantity and / or target performance parameters of the target item. Then, the corresponding target item can be matched to the target virtual character according to the player's selection.
[0111] In one possible implementation, the positions of each item information on the target information prompt control can be pre-set. The total length of the target information prompt control is pre-divided into multiple distance intervals, and each node of the distance interval can correspond to an item information position.
[0112] The division of distance intervals and the location of item information corresponding to each interval are pre-set during game setup. This can be determined by dividing the distance equally based on the total length of the target information prompt control, or by determining the number or performance parameters of frequently used items based on the player's historical operation information, and then appropriately reducing the distance intervals corresponding to these items so that players can find commonly used items with very short swipes.
[0113] For example, the target information prompt control is a scope information control. Different item information positions on the scope information control correspond to different scope magnifications, such as 2x, 4x, 8x, etc. Players repeatedly move on the scope information control to find the corresponding scope magnification. After testing, when players repeatedly slide on the scope information control, they stay at the item information position corresponding to the 8x scope for the longest time. At this time, the 8x scope is determined as the target item selected by the player.
[0114] It is worth noting that although the graphical user interface will prompt players to specify which usable items are in their inventory, players may overlook this information while performing game tasks, and thus select items that are not stored in their inventory, or select items in quantities exceeding the current storage limit. Therefore, before selecting the target item corresponding to the target information prompt control from the inventory, a prompt message should be displayed to inform the player that the corresponding target item is not stored in their inventory.
[0115] Specifically, the method of use further includes:
[0116] f1: Detect whether there is a target item in the backpack that corresponds to the target information prompt control.
[0117] f2: If there is no target item in the backpack that corresponds to the target information prompt control, display an item matching failure message on the graphical user interface.
[0118] In an optional embodiment, when a player selects the target information prompt control, it means that the player has selected the corresponding target item. At this time, it is necessary to check whether the corresponding target item exists in the backpack. If the corresponding target item is not stored in the backpack, the item matching failure message needs to be displayed on the graphical user interface.
[0119] In one possible implementation, the item matching failure message can be displayed at the top of the graphical user interface or at a preset location near the preset item matching trigger area. The item matching failure message can be a text prompt (e.g., "You do not own this item, please add it and select again") or an icon prompt, which uses a special display icon to indicate to the player that they do not currently own the corresponding target item.
[0120] In another possible real-time approach, the item matching failure message can also be displayed after the player selects the quantity of the target item by sliding the control for the target information (selecting an item with incompatible performance parameters, which in an optional embodiment means that the corresponding target item does not exist). That is, when the player selects more items than currently in their inventory, an item matching failure message will be displayed, and the quantity of items currently in their inventory will also be displayed to prompt the player to replenish or use items within the current allowed quantity. The specific prompting method is the same as when the target item does not exist, and will not be described in detail here.
[0121] For example, if a player selects an item that exceeds the number currently in their inventory, and the player determines that the target item is bullets by selecting the target information prompt control, and there are indeed bullets in the current inventory, but the player selects 30 bullets by sliding the target information prompt control, while there are only 25 bullets in the current inventory, then an item matching failure message is displayed, indicating that there are only 25 bullets left and that they need to be replenished.
[0122] Furthermore, regarding the method of finding the corresponding items from the backpack and equipping them to the target virtual character, there is currently another implementation method. Specifically, the method further includes:
[0123] g1: In response to a click operation on the backpack control, display all items stored in the backpack of the target virtual character in the graphical user interface.
[0124] g2: In response to an item selection operation among all displayed items, select the target item from the inventory and equip it to the target virtual character.
[0125] In an optional embodiment, upon receiving a click operation on the backpack control, all items currently stored in the target virtual character's backpack are displayed in the graphical user interface. Based on the player's selection operation among all items, the target item is determined and then equipped to the target virtual character.
[0126] It's worth noting that all items stored in the backpack can be displayed in the entire item display area, which is located in a fixed position in the graphical user interface. Compared to the method of equipping target items by sliding backpack controls, this method can display all items, making it easier for players to understand the item situation. However, the entire item display area will obscure the display area of the graphical user interface, and the operation is relatively cumbersome. The specific selection and equipping of target items can be done differently according to the player's specific needs.
[0127] In one possible implementation, after identifying the target item, it needs to be promptly selected from the inventory and equipped to the target virtual character. Equipping the target item to the target virtual character can be divided into different assembly scenarios, which will be described below:
[0128] Specifically, the step "equipping the target prop corresponding to the target information prompt control to the target virtual character" includes:
[0129] h1: Replace the current item held by the target virtual character with the target item; or h2: Equip the target item onto the current item held by the target virtual character; or h3: Equip the target item onto the target virtual character.
[0130] In optional embodiments, the target item is equipped to the target virtual character. If the target item is an accessory item or a combination item with the current item, then equipping the target item to the target virtual character can be done by attaching the target item to the current item held by the target virtual character (e.g., attaching bullets to a shooting item, or attaching a scope or sight to a shooting item). If the target item is of the same type and level as the target virtual character's current item, then equipping the target item to the target virtual character can be done by replacing the target virtual character's current item with the target item (e.g., replacing the current rifle with a sniper rifle, grenade, etc.). If the target item is an item that needs to be worn on the target virtual character, then equipping the target item to the target virtual character can be done by wearing the target item on the target virtual character (e.g., wearing a helmet on the target virtual character's head).
[0131] The following will illustrate the usage process of game items in this application embodiment through specific examples. In this example, the shooting item currently held by the target virtual character will be used as an example:
[0132] Please see Figure 2 , Figure 2 One of the schematic diagrams of the graphical user interface provided in the embodiments of this application is shown below. Figure 2As shown, the graphical user interface 200 displays a target virtual character 210 and a backpack control 220. The target virtual character 210 holds a shooting tool 230. During the target virtual character 210's mission, it aims using the shooting tool 230, and the crosshair area 240 (equivalent to the preset tool matching trigger area) is displayed in the graphical user interface 200. When the backpack control 220 is dragged to the middle position of the crosshair area 240, the selected tool is confirmed to be a red dot sight, and the red dot sight (not shown in the figure) is equipped on the shooting tool 230. The tool information display area 250 in the graphical user interface 200 displays the red dot sight's equipment information.
[0133] Please see Figure 3 , Figure 3 This is a second schematic diagram of the graphical user interface provided in the embodiments of this application, as shown below. Figure 3 As shown, the graphical user interface 200 displays a target virtual character 210 and a backpack control 220. The target virtual character 210 holds a shooting tool 230. During the target virtual character 210's mission, it aims using the shooting tool 230, and a crosshair area 240 (equivalent to a preset tool matching trigger area) is displayed in the graphical user interface 200. When the backpack control 220 is dragged to the middle position of the crosshair area 240 and continuously slid upwards, the selected tool is determined to be a scope. A scope wearing information control 260 is displayed above the crosshair area 240, and multiple scope parameters are displayed on the scope wearing information control 260. Based on the end position of the sliding operation on the scope wearing information control 260, it is determined that a 4x scope is selected, and the 4x scope is equipped on the shooting tool 230 (not shown in the figure). The 4x scope wearing information is displayed in the tool information display area 250 of the graphical user interface 200.
[0134] Please see Figure 4 , Figure 4 This is a third schematic diagram of the graphical user interface provided in the embodiments of this application, as shown below. Figure 4As shown, the graphical user interface 200 displays a target virtual character 210 and a backpack control 220. The target virtual character 210 holds a shooting tool 230. During the target virtual character 210's mission, it aims using the shooting tool 230, and a crosshair area 240 (equivalent to a preset tool matching trigger area) is displayed in the graphical user interface 200. When the backpack control 220 is dragged to the middle position of the crosshair area 240 and continuously slid to the left, the selected tool is determined to be bullets. A bullet information control 270 is displayed above the crosshair area 240, and the number of bullets selected is determined to be 20 based on the proportion of the sliding distance of the sliding operation on the bullet information control 270. 20 bullets are loaded into the shooting tool 230 (not shown in the figure), and the bullet loading information is displayed in the tool information display area 250 of the graphical user interface 200.
[0135] This application provides a method for using game items. Responding to touch operations in a graphical user interface (GUI), the method controls a target virtual character to hold the current item and interact virtually with other virtual characters. Simultaneously, upon receiving a swipe operation on the backpack control, the method controls the movement of the backpack control within the GUI. When the swipe operation on the backpack control meets a preset item matching trigger condition, multiple item information prompt controls are displayed in the GUI. A target information prompt control is selected from these controls, and the target item corresponding to that target information prompt control is equipped to the target virtual character. By controlling the movement of the backpack control within the GUI, and displaying multiple item information prompt controls when a swipe operation on the backpack control meets the preset item matching trigger condition, and selecting the corresponding target item based on the operation on the selected target information prompt control, the method equips the target virtual character with the item. This reduces the number of steps required to acquire items, improving both item acquisition efficiency and human-computer interaction efficiency.
[0136] Based on the same inventive concept, this application also provides a device for using game props corresponding to the method of using game props. Since the principle of the device in this application is similar to the method of using game props described above, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.
[0137] Please see Figure 5 , Figure 6 , Figure 5 This is one of the structural schematic diagrams of a device for using game props provided in an embodiment of this application. Figure 6 This is a second schematic diagram of a device for using game items, provided as an embodiment of this application. Figure 5 As shown, the using device 500 includes:
[0138] The character control module 510 is used to control the target virtual character to perform virtual interactions with other virtual characters using the currently held props in response to a touch operation on the graphical user interface.
[0139] The control display module 520 is used to display multiple item information prompt controls in the graphical user interface in response to a sliding operation on the backpack control satisfying a preset item matching trigger condition;
[0140] The prop matching module 530 is used to determine the target information prompt control from the plurality of prop information prompt controls, and equip the target prop corresponding to the target information prompt control to the target virtual character.
[0141] In one possible implementation, such as Figure 6 As shown, the device 500 further includes an item selection module 540, which is used for:
[0142] In response to a click operation on the backpack control, all items stored in the backpack of the target virtual character are displayed in the graphical user interface;
[0143] In response to an item selection operation among all displayed items, the target item is selected from the inventory and equipped to the target virtual character.
[0144] In one possible implementation, such as Figure 6 As shown, the device 500 further includes an information display module 550, which is used for:
[0145] Detect whether the backpack contains a target item corresponding to the target information prompt control;
[0146] If the backpack does not contain the target item corresponding to the target information prompt control, an item matching failure message will be displayed on the graphical user interface.
[0147] In one possible implementation, when a sliding operation on the backpack control satisfies a preset item matching trigger condition, the control display module 520 is configured to:
[0148] In response to the sliding operation, the backpack control is moved to the item triggering area to meet the preset item matching triggering conditions.
[0149] In one possible implementation, the backpack control moves to a preset item trigger area to meet a preset item matching trigger condition, including any of the following:
[0150] The backpack control is currently located in the item matching trigger area;
[0151] After the backpack control enters the item matching trigger area, the backpack control stays in the item matching trigger area in the graphical user interface for a time longer than a preset time threshold.
[0152] After the backpack control enters the item matching trigger area, the movement distance of the backpack control in the item matching trigger area of the graphical user interface is greater than a preset movement distance threshold.
[0153] In one possible implementation, the target virtual character's current item is a shooting item, and the item matching trigger area is the crosshair area of the shooting item.
[0154] In one possible implementation, when the item matching module 530 equips the target item corresponding to the target information prompt control to the target virtual character, the item matching module 530 is used to:
[0155] Replace the current item held by the target virtual character with the target item; or
[0156] Equip the target item onto the current item held by the target virtual character; or
[0157] The target item is equipped on the target virtual character.
[0158] In one possible implementation, the prop matching module 530 is used to determine the target information prompt control through the following steps:
[0159] In response to a sliding operation on the backpack control satisfying a preset item matching trigger condition, and when the dragging operation on the backpack control ends, a click operation on the multiple item information prompt controls is received.
[0160] In response to a click operation on the plurality of item information prompt controls, the target information prompt control is determined from the plurality of item information prompt controls based on the operation position of the click operation.
[0161] In one possible implementation, the prop matching module 530 is used to determine the target information prompt control through the following steps:
[0162] In response to the sliding operation of the backpack control satisfying the preset item matching trigger condition, and the dragging operation of the backpack control not ending, the target information prompt control is determined from the plurality of item information prompt controls based on the continuing movement direction of the dragging operation of the backpack control.
[0163] In one possible implementation, when the item matching module 530 determines a target information prompt control from the plurality of item information prompt controls and equips the target item corresponding to the target information prompt control to the target virtual character, the item matching module 530 is configured to:
[0164] In response to a sliding operation on the target information prompt control, the target quantity and / or target performance parameters of the target item are determined based on the distance between the end position of the sliding operation and the start position of the target information prompt control.
[0165] Select the target item with the specified quantity and performance parameters from the backpack and equip it to the target virtual character.
[0166] In one possible implementation, the item matching module 530, in determining a target information prompt control from the plurality of item information prompt controls and equipping the target item corresponding to the target information prompt control to the target virtual character, includes:
[0167] In response to a sliding operation on the target information prompt control, the dwell time of the sliding operation at each item information position on the target information prompt control is determined;
[0168] The number of props and / or the performance parameters of props at the locations where the dwell time is longer than other dwell times are determined as the target number and / or target performance parameters of the target props.
[0169] Select the target item with the specified quantity and performance parameters from the backpack and equip it to the target virtual character.
[0170] This application provides a device for using game items. Responding to touch operations in a graphical user interface (GUI), it controls a target virtual character to hold the current item and interact virtually with other virtual characters. Simultaneously, upon receiving a swipe operation on the backpack control, it controls the backpack control to move within the GUI. When the swipe operation on the backpack control meets a preset item matching trigger condition, multiple item information prompt controls are displayed in the GUI. A target information prompt control is selected from these controls, and the target item corresponding to that target information prompt control is equipped to the target virtual character. In this way, by controlling the movement of the backpack control within the GUI, and displaying multiple item information prompt controls when a swipe operation on the backpack control meets the preset item matching trigger condition, and selecting the corresponding target item based on the operation on the selected target information prompt control, and equipping it to the target virtual character, the device reduces the number of steps required to acquire items, thus improving the efficiency of item acquisition and human-computer interaction.
[0171] Please see Figure 7 , Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 7 As shown, the electronic device 700 includes a processor 710, a memory 720, and a bus 730.
[0172] The memory 720 stores machine-readable instructions executable by the processor 710. When the electronic device 700 is running, the processor 710 communicates with the memory 720 via the bus 730, causing the processor 710 to execute the following instructions during operation:
[0173] In response to a touch operation on the graphical user interface, the target virtual character is controlled to interact virtually with other virtual characters using the currently held items;
[0174] In response to a sliding operation on the backpack control satisfying a preset item matching trigger condition, multiple item information prompt controls are displayed in the graphical user interface;
[0175] From the plurality of item information prompt controls, determine the target information prompt control and equip the target item corresponding to the target information prompt control to the target virtual character.
[0176] In one possible implementation, the instructions executed by the processor 710, wherein the response to a sliding operation on the backpack control satisfies a preset item matching trigger condition, include:
[0177] In response to the sliding operation, the backpack control is moved to the item triggering area to meet the preset item matching triggering conditions.
[0178] In one possible implementation, the instructions executed by the processor 710 specify that the movement of the backpack control in the graphical user interface satisfies the triggering conditions of a preset item matching trigger area, including any one of the following:
[0179] The backpack control is currently located in the item matching trigger area;
[0180] After the backpack control enters the item matching trigger area, the backpack control stays in the item matching trigger area in the graphical user interface for a time longer than a preset time threshold.
[0181] After the backpack control enters the item matching trigger area, the movement distance of the backpack control in the item matching trigger area of the graphical user interface is greater than a preset movement distance threshold.
[0182] In one possible implementation, the target virtual character's current item is a shooting item, and the item matching trigger area is the crosshair area of the shooting item.
[0183] In one possible implementation, the instruction executed by the processor 710, which involves equipping the target item corresponding to the target information prompt control to the target virtual character, includes:
[0184] Replace the current item held by the target virtual character with the target item; or
[0185] Equip the target item onto the current item held by the target virtual character; or
[0186] The target item is equipped on the target virtual character.
[0187] In one possible implementation, the instructions executed by the processor 710 determine the target information prompt control through the following steps:
[0188] In response to a sliding operation on the backpack control satisfying a preset item matching trigger condition, and when the dragging operation on the backpack control ends, a click operation on the multiple item information prompt controls is received.
[0189] In response to a click operation on the plurality of item information prompt controls, the target information prompt control is determined from the plurality of item information prompt controls based on the operation position of the click operation.
[0190] In one possible implementation, the instructions executed by the processor 710 determine the target information prompt control through the following steps:
[0191] In response to the sliding operation of the backpack control satisfying the preset item matching trigger condition, and the dragging operation of the backpack control not ending, the target information prompt control is determined from the plurality of item information prompt controls based on the continuing movement direction of the dragging operation of the backpack control.
[0192] In one possible implementation, the instructions executed by the processor 710, including determining a target information prompt control from the plurality of item information prompt controls and equipping the target item corresponding to the target information prompt control to the target virtual character, include:
[0193] In response to a sliding operation on the target information prompt control, the target quantity and / or target performance parameters of the target item are determined based on the distance between the end position of the sliding operation and the start position of the target information prompt control.
[0194] Select the target item with the specified quantity and performance parameters from the backpack and equip it to the target virtual character.
[0195] In one possible implementation, the instructions executed by the processor 710, including determining a target information prompt control from the plurality of item information prompt controls and equipping the target item corresponding to the target information prompt control to the target virtual character, include:
[0196] In response to a sliding operation on the target information prompt control, the dwell time of the sliding operation at each item information position on the target information prompt control is determined;
[0197] The number of props and / or the performance parameters of props at the locations where the dwell time is longer than other dwell times are determined as the target number and / or target performance parameters of the target props.
[0198] Select the target item with the specified quantity and performance parameters from the backpack and equip it to the target virtual character.
[0199] In one possible implementation, the instructions executed by the processor 710 further include:
[0200] In response to a click operation on the backpack control, all items stored in the backpack of the target virtual character are displayed in the graphical user interface;
[0201] In response to an item selection operation among all displayed items, the target item is selected from the inventory and equipped to the target virtual character.
[0202] In one possible implementation, the instructions executed by the processor 710 further include:
[0203] Detect whether the backpack contains a target item corresponding to the target information prompt control;
[0204] If the backpack does not contain the target item corresponding to the target information prompt control, an item matching failure message will be displayed on the graphical user interface.
[0205] By controlling the movement of the backpack control within the graphical user interface, when a sliding operation on the backpack control meets the preset item matching trigger conditions, multiple item information prompt controls are displayed. Based on the operation on the selected target information prompt control, the corresponding target item is selected and equipped to the target virtual character. This reduces the number of steps required to acquire items, thus improving the efficiency of item acquisition and human-computer interaction. Furthermore, by sliding on the target information prompt control, the quantity and / or performance parameters of the target item can be quickly selected, further simplifying the item acquisition process and improving the efficiency of item acquisition and human-computer interaction.
[0206] This application embodiment also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the following instructions:
[0207] In response to a touch operation on the graphical user interface, the target virtual character is controlled to interact virtually with other virtual characters using the currently held items;
[0208] In response to a sliding operation on the backpack control satisfying a preset item matching trigger condition, multiple item information prompt controls are displayed in the graphical user interface;
[0209] From the plurality of item information prompt controls, determine the target information prompt control and equip the target item corresponding to the target information prompt control to the target virtual character.
[0210] In one possible implementation, the instructions executed by the computer-readable storage medium, wherein the response to a sliding operation on the backpack control satisfying a preset item matching trigger condition, includes:
[0211] In response to the sliding operation, the backpack control is moved to the item triggering area to meet the preset item matching triggering conditions.
[0212] In one possible implementation, the instructions executed by the computer-readable storage medium specify that the movement of the backpack control in the graphical user interface satisfies the triggering conditions of a preset item matching trigger area, including any one of the following:
[0213] The backpack control is currently located in the item matching trigger area;
[0214] After the backpack control enters the item matching trigger area, the backpack control stays in the item matching trigger area in the graphical user interface for a time longer than a preset time threshold.
[0215] After the backpack control enters the item matching trigger area, the movement distance of the backpack control in the item matching trigger area of the graphical user interface is greater than a preset movement distance threshold.
[0216] In one possible implementation, the target virtual character's current item is a shooting item, and the item matching trigger area is the crosshair area of the shooting item.
[0217] In one possible implementation, the instructions executed by the computer-readable storage medium, wherein equipping the target prop corresponding to the target information prompt control to the target virtual character, include:
[0218] Replace the current item held by the target virtual character with the target item; or
[0219] Equip the target item onto the current item held by the target virtual character; or
[0220] The target item is equipped on the target virtual character.
[0221] In one possible implementation, the instructions executed by the computer-readable storage medium determine the target information prompt control through the following steps:
[0222] In response to a sliding operation on the backpack control satisfying a preset item matching trigger condition, and when the dragging operation on the backpack control ends, a click operation on the multiple item information prompt controls is received.
[0223] In response to a click operation on the plurality of item information prompt controls, the target information prompt control is determined from the plurality of item information prompt controls based on the operation position of the click operation.
[0224] In one possible implementation, the instructions executed by the computer-readable storage medium determine the target information prompt control through the following steps:
[0225] In response to the sliding operation of the backpack control satisfying the preset item matching trigger condition, and the dragging operation of the backpack control not ending, the target information prompt control is determined from the plurality of item information prompt controls based on the continuing movement direction of the dragging operation of the backpack control.
[0226] In one possible implementation, the instructions executed by the computer-readable storage medium, wherein determining a target information prompt control from the plurality of item information prompt controls and equipping the target item corresponding to the target information prompt control to the target virtual character, includes:
[0227] In response to a sliding operation on the target information prompt control, the target quantity and / or target performance parameters of the target item are determined based on the distance between the end position of the sliding operation and the start position of the target information prompt control.
[0228] Select the target item with the specified quantity and performance parameters from the backpack and equip it to the target virtual character.
[0229] In one possible implementation, the instructions executed by the computer-readable storage medium, wherein determining a target information prompt control from the plurality of item information prompt controls and equipping the target item corresponding to the target information prompt control to the target virtual character, includes:
[0230] In response to a sliding operation on the target information prompt control, the dwell time of the sliding operation at each item information position on the target information prompt control is determined;
[0231] The number of props and / or the performance parameters of props at the locations where the dwell time is longer than other dwell times are determined as the target number and / or target performance parameters of the target props.
[0232] Select the target item with the specified quantity and performance parameters from the backpack and equip it to the target virtual character.
[0233] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0234] In response to a click operation on the backpack control, all items stored in the backpack of the target virtual character are displayed in the graphical user interface;
[0235] In response to an item selection operation among all displayed items, the target item is selected from the inventory and equipped to the target virtual character.
[0236] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0237] Detect whether the backpack contains a target item corresponding to the target information prompt control;
[0238] If the backpack does not contain the target item corresponding to the target information prompt control, an item matching failure message will be displayed on the graphical user interface.
[0239] By controlling the movement of the backpack control within the graphical user interface, when a sliding operation on the backpack control meets the preset item matching trigger conditions, multiple item information prompt controls are displayed. Based on the operation on the selected target information prompt control, the corresponding target item is selected and equipped to the target virtual character. This reduces the number of steps required to acquire items, thus improving the efficiency of item acquisition and human-computer interaction. Furthermore, by sliding on the target information prompt control, the quantity and / or performance parameters of the target item can be quickly selected, further simplifying the item acquisition process and improving the efficiency of item acquisition and human-computer interaction.
[0240] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.
[0241] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the shown or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.
[0242] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0243] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0244] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the 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 to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0245] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The scope of protection of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application, and should all be covered within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
Claims
1. A method for using a prop in a game, characterized in that, A graphical user interface is provided through a terminal device, wherein at least a portion of the game scene and a backpack control are displayed in the graphical user interface, and the game scene includes a target virtual character controlled by the terminal device; The method of use includes: In response to a touch operation on the graphical user interface, the target virtual character is controlled to interact virtually with other virtual characters using the currently held items; In response to a sliding operation on the backpack control satisfying a preset item matching trigger condition, multiple item information prompt controls are displayed in the graphical user interface; each item information prompt control corresponds to an operable item; the multiple item information prompt controls are displayed separately in different directions in the item matching trigger area; A target information prompt control is determined from the plurality of item information prompt controls. In response to a sliding operation on the target information prompt control, the quantity and performance parameters of the target item are determined. The target item corresponding to the target information prompt control is then equipped to the target virtual character according to the determined quantity and performance parameters.
2. The method of use according to claim 1, characterized in that, The response to a sliding operation on the backpack control satisfying a preset item matching trigger condition includes: In response to the sliding operation, the backpack control is moved to the item triggering area to meet the preset item matching triggering conditions.
3. The method of use according to claim 2, characterized in that, The backpack control moves to the preset item trigger area and meets the preset item matching trigger condition, including any one of the following: The backpack control is currently located in the item matching trigger area; After the backpack control enters the item matching trigger area, the backpack control stays in the item matching trigger area in the graphical user interface for a time longer than a preset time threshold. After the backpack control enters the item matching trigger area, the movement distance of the backpack control in the item matching trigger area of the graphical user interface is greater than a preset movement distance threshold.
4. The method of use according to claim 2, characterized in that, The target virtual character is currently holding a shooting item, and the item matching trigger area is the crosshair area of the shooting item.
5. The method of use according to claim 1, characterized in that, The step of equipping the target prop corresponding to the target information prompt control to the target virtual character includes: Replace the current item held by the target virtual character with the target item; or Equip the target item onto the current item held by the target virtual character; or The target item is equipped on the target virtual character.
6. The method of use according to claim 1, characterized in that, The target information prompt control is determined through the following steps: In response to a sliding operation on the backpack control satisfying a preset item matching trigger condition, and when the sliding operation on the backpack control ends, a click operation on the plurality of item information prompt controls is received; In response to a click operation on the plurality of item information prompt controls, the target information prompt control is determined from the plurality of item information prompt controls based on the operation position of the click operation.
7. The method of use according to claim 1, characterized in that, The target information prompt control is determined through the following steps: In response to a sliding operation on the backpack control satisfying a preset item matching trigger condition, and the sliding operation on the backpack control not yet ending, a target information prompt control is determined from the plurality of item information prompt controls based on the continuing direction of the dragging operation on the backpack control.
8. The method of use according to claim 1, characterized in that, The step of determining a target information prompt control from the plurality of item information prompt controls and equipping the target item corresponding to the target information prompt control to the target virtual character includes: In response to a sliding operation on the target information prompt control, the target quantity and / or target performance parameters of the target item are determined based on the distance between the end position of the sliding operation and the start position of the target information prompt control. Select the target item with the specified quantity and performance parameters from the backpack and equip it to the target virtual character.
9. The method of use according to claim 1, characterized in that, The step of determining a target information prompt control from the plurality of item information prompt controls and equipping the target item corresponding to the target information prompt control to the target virtual character includes: In response to a sliding operation on the target information prompt control, the dwell time of the sliding operation at each item information position on the target information prompt control is determined; The number of props and / or the performance parameters of props at the locations where the dwell time is longer than other dwell times are determined as the target number and / or target performance parameters of the target props. Select the target item with the specified quantity and performance parameters from the backpack and equip it to the target virtual character.
10. The method of use according to claim 1, characterized in that, The method of use also includes: In response to a click operation on the backpack control, all items stored in the backpack of the target virtual character are displayed in the graphical user interface; In response to an item selection operation among all displayed items, the target item is selected from the inventory and equipped to the target virtual character.
11. The method of use according to claim 1, characterized in that, Before determining the target information prompt control from the plurality of item information prompt controls, the method further includes: Detect whether the backpack contains a target item corresponding to the target information prompt control; If the backpack does not contain the target item corresponding to the target information prompt control, an item matching failure message will be displayed on the graphical user interface.
12. A device for using props in a game, characterized in that, A graphical user interface is provided through a terminal device, wherein at least a portion of the game scene and a backpack control are displayed in the graphical user interface, and the game scene includes a target virtual character controlled by the terminal device; The device for use includes: A character control module is used to respond to touch operations on the graphical user interface and control the target virtual character to perform virtual interactions with other virtual characters using the currently held props. The control display module is used to display multiple item information prompt controls in the graphical user interface in response to a sliding operation on the backpack control satisfying a preset item matching trigger condition; each item information prompt control corresponds to an operable item; the multiple item information prompt controls are displayed separately in different directions in the item matching trigger area; The item matching module is used to determine a target information prompt control from the plurality of item information prompt controls, and in response to a sliding operation on the target information prompt control, determine the item quantity and item performance parameters of the target item, and equip the target item corresponding to the target information prompt control to the target virtual character according to the determined item quantity and item performance parameters.
13. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the method of using game items as described in any one of claims 1 to 11.
14. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the method of using game items as described in any one of claims 1 to 11.
Citation Information
Patent Citations
Prop using method and device, storage medium and computer equipment
CN112870718A