Game prop selection method and device, electronic equipment and storage medium

CN116492674BActive Publication Date: 2026-10-30NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310208666.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-02-28
Publication Date
2026-10-30
Estimated Expiration
2043-02-28

AI Technical Summary

Technical Problem

而在现有的主机手柄类游戏中,玩家每一次只能通过操控游戏手柄选中一个游戏道具,因此玩家只能一个一个的进行多次重复处理过程,这将导致玩家的操作及其繁琐,效率低下,大大影响了玩家的游戏体验

Benefits of technology

[0023]本申请实施例提供的游戏道具的选择方法,当玩家选中游戏道具展示界面中的一个游戏道具,且针对游戏手柄上的目标按键进行了按压操作,那么就以选中的游戏道具作为起点,在目标按键对应的选择方向上再选中其他游戏道具。具体的,再选中的其他游戏道具的个数与按压操作的按压幅度关联,也就是按照玩家按压目标按键的按压幅度来确定要选中的游戏道具的数量。最后确定最初选择的游戏道具和其他道具为集中选中状态。这样,当玩家通过游戏手柄发送一次处理操作时,游戏系统就可以对处于集中选中状态的所有游戏道具进行统一处理,玩家不需要针对每一个游戏道具进行重复操作。通过上述方法,玩家只需操控游戏手柄进行一次处理操作就可以批量的对多个游戏道具进行统一处理,这样将大大降低玩家的操作繁琐程度,简化用户操作,提高玩家的操作效率,从而大大提高玩家的游戏体验。

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Abstract

The application provides a game prop selection method and device, electronic equipment and a storage medium, applied to the technical field of games. The method comprises the following steps: in response to a selection operation on a game prop displayed in a game prop display interface, selecting a target prop on the game prop display interface. In response to a pressing operation on a target key on a gamepad, determining a selection direction corresponding to the target key and a pressing amplitude corresponding to the pressing operation. Determining a target number according to the pressing amplitude. Taking the display position of the target prop in the game prop display interface as a starting point, determining a target number of candidate props displayed in sequence in the selection direction. Setting the target prop and the candidate props to be in a concentrated selection state. The method can batch select game props in a game prop display interface and process them collectively, simplifying user operations and improving user game experience.
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Description

Technical Field

[0001] This application relates to the field of game technology, specifically to a method, apparatus, electronic device, and storage medium for selecting game props. Background Technology

[0002] Game items are a common way to enrich and supplement the rules and gameplay of a game. Well-designed items can make the game's background more complete, enhance player immersion, and make the gameplay more varied and interesting. Therefore, existing video games typically feature a wide variety of game items. Players acquire these items to enhance their character's skills, thereby increasing their chances of winning.

[0003] Players can view their acquired game items by opening their game inventory. The game inventory is the virtual space in the game where game items are stored. When a player acquires a new game item, the inventory records it. When a player clicks on the inventory, the game interface displays a showcase of all the game items in the inventory for the player to view. Players can then manage the items in their inventory, such as equipping gear, using consumable items, or deleting useless items. To manage items in the inventory, players must first select the item in the showcase and then perform the desired action.

[0004] Typically, players encounter situations where they need to perform the same action on multiple game items, such as deleting several items simultaneously. However, in existing console gamepad-based games, players can only select one item at a time using the gamepad. Therefore, players must repeat this process multiple times, resulting in tedious and inefficient gameplay that significantly impacts the player's gaming experience. Summary of the Invention

[0005] In view of this, this application provides a method, apparatus, electronic device, and storage medium for selecting game items. This method is applicable to scenarios using a game controller. Multiple game items can be selected centrally by controlling the depth of the player's press on a target button on the controller, making multiple game items appear as a single selected item. Thus, the player can select multiple game items with a single operation, and subsequent processing of these multiple game items requires only one operation. This greatly simplifies user operation and improves player efficiency.

[0006] The first aspect of this application provides a method for selecting game items, applied to a game controller, the method comprising:

[0007] In response to a selection operation on a game item displayed in the game item display interface, the target item on the game item display interface is selected;

[0008] In response to a press operation on a target button on the game controller, the selection direction corresponding to the target button and the press amplitude corresponding to the press operation are determined;

[0009] The target quantity is determined based on the pressure amplitude;

[0010] Starting from the display position of the target item in the game item display interface, determine the number of candidate items to be displayed sequentially in the selected direction;

[0011] The target item and the candidate item are set to be selected together.

[0012] A second aspect of this application provides a game item selection device, which is connected to a game controller and includes:

[0013] The processing unit is used to respond to the selection operation of game items displayed in the game item display interface, and to select the target item on the game item display interface.

[0014] The determining unit is used to determine the selection direction and the pressing amplitude corresponding to the pressing operation in response to a pressing operation on a target button on the game controller.

[0015] The unit is also used to determine the target quantity based on the pressure amplitude.

[0016] The determining unit is also used to determine the number of candidate items to be displayed sequentially in the selected direction, starting from the display position of the target item in the game item display interface.

[0017] The processing unit is also used to set the target item and the item to be selected to a centralized selection state.

[0018] A third aspect of this application provides an electronic device, including: a memory and a processor, wherein the memory and the processor are coupled.

[0019] The memory is used to store one or more computer instructions.

[0020] The processor is used to execute one or more computer instructions to implement the method for selecting game items as described in the first aspect above.

[0021] A fourth aspect of this application also provides a computer-readable storage medium storing one or more computer instructions, characterized in that the instructions are executed by a processor to implement a method for selecting game props as described in any of the above technical solutions.

[0022] Compared with the prior art, the embodiments of this application have the following advantages:

[0023] The game item selection method provided in this application involves a player selecting a game item from the game item display interface and pressing a target button on the game controller. Starting with the selected item, other game items are then selected in the direction corresponding to the target button. Specifically, the number of other selected game items is related to the depth of the press operation; that is, the number of game items to be selected is determined by the depth of the player's press of the target button. Finally, the initially selected game item and other items are grouped into a single selected state. Thus, when the player sends a processing operation via the game controller, the game system can process all game items in the grouped state uniformly, eliminating the need for repeated operations on each individual item. This method allows players to process multiple game items in batches with a single operation using the game controller, significantly reducing operational complexity, simplifying user operations, improving operational efficiency, and ultimately enhancing the player's gaming experience. Attached Figure Description

[0024] To more clearly illustrate the technical solutions of the embodiments of this application, the drawings used in the description of the embodiments of this application will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0025] Figure 1 A flowchart illustrating a method for selecting game props provided in an embodiment of this application;

[0026] Figure 2 A schematic diagram of the structure of a game item display interface provided in this application embodiment;

[0027] Figure 3 This is a schematic diagram of another game item display interface provided in an embodiment of this application;

[0028] Figure 4 A flowchart illustrating another method for selecting game props provided in this application embodiment;

[0029] Figure 5 A flowchart illustrating another method for selecting game props provided in this application embodiment;

[0030] Figure 6 A schematic diagram of the structure of a game item selection device provided in an embodiment of this application;

[0031] Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation

[0032] In view of this, this application provides a method, apparatus, electronic device, and storage medium for selecting game items. This method is applicable to scenarios using a game controller. Multiple game items can be selected centrally by controlling the depth of the player's press on a target button on the controller, making multiple game items appear as a single selected item. Thus, the player can select multiple game items with a single operation, and subsequent processing of these multiple game items requires only one operation. This greatly simplifies user operation and improves player efficiency.

[0033] To enable those skilled in the art to better understand the technical solutions of this application, the application will be clearly and completely described below with reference to the accompanying drawings of the embodiments. However, this application can be implemented in many other ways different from those described above. Therefore, based on the embodiments provided in this application, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of this application.

[0034] It should be noted that the terms "first," "second," "third," etc., in the claims, specification, and drawings of this application are used to distinguish similar roles and are not intended to describe a specific order or sequence. Such data are interchangeable where appropriate so that the embodiments of this application described herein can be implemented in a sequence other than that shown or described herein. Furthermore, the terms "comprising," "having," and their variations are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0035] With the development and maturation of gaming technology, games have become a form of leisure and entertainment in our daily lives. In games, in-game items are a common means of enriching and supplementing the rules and gameplay. Well-designed items can make the game background more complete, enhance player immersion, and make gameplay more varied and interesting. Therefore, existing video games typically feature a wide variety of in-game items. Players acquire these items to enhance their character's skills, thereby increasing their chances of winning.

[0036] Game items include consumables, equipment, and quest items. Consumables include food, medicine, and crafting materials. Equipment includes weapons, helmets, and armor. Quest items are special items needed to complete a quest or rewards earned upon completion. Both permanent game items obtained through in-game purchases and temporary items acquired during gameplay are typically stored in the game inventory. The game inventory is a virtual space provided by the game for players to store various items. When a player acquires a new game item, the inventory records it. When the player clicks on the inventory, the game interface displays the corresponding item showcase, showing all the items in the inventory for the player to view. During gameplay, players can view and manage the items in their inventory at any time, allowing them to assist in completing game tasks and striving for victory.

[0037] Understandably, players can perform various operations on the game items in their inventory, such as equipping gear, using consumable items, or deleting useless items. During gameplay, players need to constantly check their inventory, organizing, changing, and using items. For example, the inventory might contain many useless low-level items, interfering with selecting useful items. Furthermore, virtual inventory storage space is usually limited; useless low-level items take up space, preventing players from picking up useful items. Therefore, players need to regularly organize their inventory, clearing space and discarding useless low-level items. They also need to strategically arrange the items acquired in the game on the inventory's item display page for easy access and to better utilize their potential. When players need to process items in their inventory, they must first use the game controller to select the item on the item display screen, and then use the controller to send the processing operation.

[0038] Typically, players encounter situations where they need to manage multiple in-game items simultaneously. For example, after leveling up their virtual character, they might want to discard all lower-level items from their inventory. Or, they might want to equip their character with multiple gear items. However, in existing console gamepad-based games, players cannot perform unified operations on multiple items because a gamepad can only select one item at a time. Therefore, players must perform repetitive processing one item at a time, resulting in tedious and inefficient gameplay that significantly impacts the gaming experience. Thus, in console gamepad-based games, enabling players to perform batch operations on multiple items in their inventory using only simple gamepad controls is a pressing issue that needs to be addressed.

[0039] To address the aforementioned problems, this application provides a method, apparatus, electronic device, and storage medium for selecting game items, applicable to game scenarios where virtual characters are controlled via a game controller. Players can control the depth of pressure applied to target buttons on the controller to select multiple game items simultaneously, resulting in a single selected item. This allows players to select multiple items with a single operation, and subsequent processing of these items requires only one operation. This significantly simplifies user operation and improves player efficiency. The method, apparatus, terminal electronic device, and computer-readable storage medium described in this application will be further described in detail below with reference to specific embodiments and accompanying drawings.

[0040] Figure 1 This is a flowchart illustrating a method for selecting game items according to an embodiment of this application. It should be noted that the steps shown in this flowchart can be executed in a computer system such as a set of computer-executable instructions, and in some cases, the steps shown can be executed in a logical order different from that shown in the flowchart.

[0041] like Figure 1 As shown, this selection method includes the following steps:

[0042] 101. In response to the selection operation of game items displayed in the game item display interface, select the target item in the game item display interface.

[0043] In the game, players need to constantly check and organize the items in their inventory. When a player needs to process multiple items simultaneously, such as equipping a virtual weapon, armor, and accessory to their controlled virtual character at the same time, they must first select these items on the corresponding game item display page in the inventory, and then perform the relevant processing operations. Normally, players can use a game controller to move the cursor to the desired item and click confirm to select it. However, in existing games, players can only select one item at a time. In this embodiment, players can perform batch operations on items, selecting multiple game items simultaneously.

[0044] First, players need to use their game controllers to select the first item displayed in the game's item showcase—the target item. Understandably, when players need to select multiple items, they first select the starting item, then move the cursor from that item to select the next. Therefore, the target item is the first item selected. For example, players use the up, down, left, and right buttons on their game controllers to move the cursor to the target item, and then press the confirmation button (such as the R button) to select it. The selected target item can be highlighted or marked with a selection indicator on the item showcase to distinguish it from other unselected items. For example, the target item's type and attribute information can also be displayed simultaneously on the item showcase for the player's reference.

[0045] In a specific example Figure 2 This is a schematic diagram of the structure of a prop display interface provided in this embodiment. Figure 2 As shown, 201 is the item display interface. This interface includes multiple item display slots (each square represents one item display slot). Each item display slot will show one type of item from the virtual inventory. For example, the game inventory includes the game item "Mana Stone". When the player selects "Mana Stone" as the target item 202 using the game controller,

[0046] The display status of the "Mana Stone" will change to notify the player that the item has been selected. For example, the icon corresponding to the "Mana Stone" can be marked with a red circle, the color of the display area corresponding to the "Mana Stone" can be changed, or the icon of the "Mana Stone" can be highlighted, etc., with no specific limitations. Simultaneously, the item display interface 201 can also display the type attribute information 203 of the selected "Mana Stone," including information on the "Mana Stone's" purpose, source, and usage scenarios, etc., with no further limitations. It is understood that the format of the item display interface corresponding to the virtual backpack can be various, its purpose being to display the virtual items stored in the virtual backpack, and the specific display format is not limited.

[0047] 102. In response to a press operation on a target button on the game controller, determine the selection direction corresponding to the target button and the press amplitude corresponding to the press operation.

[0048] After selecting a target item, pressing a target button on the game controller enters the item selection mode. This target button is essentially assigned the function of selecting multiple game items; when the player presses the target item, multiple items are selected starting from that target. For example, a shoulder button on the game controller can be designated as the selection button (target button). When the player presses the shoulder button, the selection mode is activated. The specific item to be selected is determined based on the player's press of the shoulder button. It's also possible that the target button can be any other button on the game controller; the selection function can be assigned to any button, as long as it doesn't conflict with other controller functions.

[0049] When a player presses a target button, the system needs to obtain the selection direction corresponding to that target button and the depth of the press. The game system then uses this information to determine the other items to be selected, based on the target item's position in the item display interface, the selection direction of the target button, and the depth of the press. The target item's position is the starting position, while the other items are displayed sequentially in the selection direction, and the number of items to be selected is related to the depth of the target button press.

[0050] In a specific example Figure 3This is a schematic diagram of another game item display interface provided in this application embodiment. 201 is the target item "Mana Stone" selected in step 102 above. It can be understood that the target item 201 is the leftmost of all the items to be selected, with the other items distributed to its right. The player can first move the cursor to the item box corresponding to the target item 201 and then select that item box. Next, the player needs to press the target button on the game controller. The selection direction corresponding to this target button is right; for example, the target button could be the right shoulder button. The number of items to be selected again is determined based on the depth of the player's right shoulder button press. For example, if the depth of the right shoulder button press corresponds to 3 items, then during the pressing of the right shoulder button, the cursor will pass through 301, 302, and 303 in sequence. Therefore, 301, 302, and 303 are the items to be selected. Understandably, the display status of an item needs to change each time the cursor moves over it, to indicate to the player that the item has been pre-selected. For example, the background color of items 301, 302, and 303 could be changed, or the icon color of items 301, 302, and 303 could be changed, or the type attribute information of the last candidate item 303 could be changed to be displayed for item 203, etc. There are no restrictions here.

[0051] As described above, during the player's press of the target button, the cursor can only move across one item display slot at a time. This is to avoid missing any items that need to be selected; therefore, the cursor needs to move to each item display slot. However, in the following situation, the cursor can move across multiple item display slots. For example, before the player presses the target button, the game item display interface can also display selection prompts about the item type, corresponding to the item type of the target item. The player can choose whether to select multiple items of the same type as the target item. If the player decides to select multiple items of the same type, then during the game system's sensing of the player pressing the target item, the cursor needs to automatically skip items that do not belong to the same item type as the target item and move to the next item of the same type as the target item.

[0052] For example, in the above Figure 3In the example shown, when the player selects "Mana Stone" 202 as the target starting item, a selection prompt needs to be displayed on the item display interface 201 to show the item type of "Mana Stone". Assuming the item type of "Mana Stone" is a support item, if the player confirms the selection prompt, then when the player selects alternative items via the movement operation, the game system needs to eliminate items that are not support items. Assuming that 302 is not a support item but an attack item, then when the player presses the right mouse button once, the cursor will move to 301, and 301 will be confirmed as an alternative item. Pressing the right mouse button again will move the cursor from 302 to 303, and 303 will be confirmed as an alternative item. It is understandable that the above embodiment simplifies user operation, helps users filter items, and makes it easier for them to select a type of game item, facilitating subsequent centralized processing of that type of item.

[0053] 103. Determine the target quantity based on the pressure level.

[0054] The depth to which the player presses the target button determines the number of items to be selected.

[0055] For example, a light tap on the target item reduces the number of items to be selected, while a heavier press increases the number of items to be selected. In a specific example, if the target item is a shoulder button, the player's press depth corresponds to multiple levels. Each level can correspond to a quantity. For example, the first level could correspond to 2, the second to 4, and so on. Alternatively, each increase in level could add 1. The specifics are not limited.

[0056] 104. Starting from the position of the target item in the game item display interface, determine the number of target items to be displayed sequentially in the selected direction.

[0057] Understandably, players can control the movement of the cursor on the item display screen by pressing the target button. For example, the target button can be the left or right shoulder button. The left shoulder button corresponds to the left selection direction, and the right shoulder button corresponds to the right selection direction. When the player selects the target item as the starting point, the cursor will be positioned at the corresponding location on the item display screen. Then, pressing the left or right shoulder button will move the cursor to the left or right. The movement of the cursor corresponds to the depth of the shoulder button press. For example, a player can first select the leftmost target item and then press the right shoulder button; all other selectable items will then appear to the right of the target item. The shoulder buttons have different levels of pressure; for example, when the player presses the right shoulder button at the first level, the cursor will move to the right to select the adjacent item on the right. When the player presses the right shoulder button to the third level, moving the cursor will move the item bar three positions to the right to select the three items on the right.

[0058] 105. Set the target item and the items to be selected to be in a concentrated selection state.

[0059] After selecting items in the item display interface, the player uses the game controller to send a confirmation, confirming the target item and the selected items as a single item. This single-selection status needs to be displayed in the game's item display interface. Essentially, once the single-selection status is confirmed, the display status of each selected item should be consistent with the display status of the target starting item. This allows the player to easily identify all selected items as a single item for subsequent actions.

[0060] The game item selection method provided in this application involves a player selecting a game item from the game item display interface and pressing a target button on the game controller. Starting with the selected item, other game items are then selected in the direction corresponding to the target button. Specifically, the number of other selected game items is related to the depth of the press operation; that is, the number of game items to be selected is determined by the depth of the player's press of the target button. Finally, the initially selected game item and other items are grouped into a single selected state. Thus, when the player sends a processing operation via the game controller, the game system can process all game items in the grouped state uniformly, eliminating the need for repeated operations on each individual item. This method allows players to process multiple game items in batches with a single operation using the game controller, significantly reducing operational complexity, simplifying user operations, improving operational efficiency, and ultimately enhancing the player's gaming experience.

[0061] Based on the above embodiments, after the target starting item and the alternative items are in a concentrated selection state, the player needs to process the multiple items in the concentrated selection state uniformly. The following is a description of the uniform processing process:

[0062] Figure 4 This is a flowchart illustrating a method for unified processing of multiple props in a centralized display state, provided in an embodiment of this application. For example... Figure 4 As shown, after step 105 in the above embodiment, the unified processing method includes the following steps:

[0063] 401. Receive target touch operation for game controller.

[0064] When multiple items are selected together, players can use the game controller to initiate a unified processing flow. Specifically, players send processing commands via the game controller, and the game system then processes the selected items accordingly. This allows multiple items to be processed in a single operation, eliminating the need for repetitive operations on each item individually. This significantly reduces the complexity of player actions and simplifies the user experience.

[0065] For example, the target touch operation could be an action performed on a special button on a game controller. For instance, the A button on the game controller could be designated as the delete button. Therefore, when the player touches the A button, the game system senses the touch operation, determines that the target action is deletion, and thus needs to delete multiple items that are currently selected at once.

[0066] For example, touch controls can also be applied to combination touch operations on a game controller. For instance, the F key on the game controller can be designated as the key to access the processing menu. When the player presses the F key, the game system needs to display the processing menu on the game interface. This menu must display at least one processing command, such as "equip" or "drop". The player then uses the arrow keys to move the cursor, selects a processing command from the menu, and determines the final target command. Finally, the corresponding processing method is determined based on the target command.

[0067] 402. Obtain the processing instructions corresponding to the target touch operation.

[0068] Understandably, each touch operation can invoke a processing instruction, which is used to process multiple items that are in a centralized selection state in a unified manner.

[0069] 403. Process the items in the central selection state uniformly according to the processing instructions.

[0070] Once the game system determines the processing instructions based on the player's touch controls on the game controller, it can then process the multiple selected game items in a unified manner according to those instructions.

[0071] The following describes a special processing procedure. When multiple props are... Figure 1 Once the illustrated embodiment is selected, it can be processed uniformly, and the selected props can be screened a second time.

[0072] Understandable. Figure 1 In the illustrated embodiment, items from multiple item display slots arranged sequentially on the item display interface are selected. In most cases, these items are diverse. However, the unified processing operation typically targets items with common characteristics, such as a player wanting to equip multiple equipment items or discard multiple low-level items. Therefore, when a player selects multiple different types of game items from the item display slots, a filtering command can be sent to further filter the selected game items. For example, the processing menu bar displays attribute selection commands. When the player brings up the processing menu bar, they select the attribute selection command via the game controller. The game system responds to this selection, displaying various attribute selection options for the player. It then receives the player's selection of these attribute options via the game controller, determines the filtering conditions, and selects the target item from the multiple items in the selected state based on these conditions. Only the target item is confirmed as selected, and the selected state of other filtered items is canceled.

[0073] For example, after responding to a selection command for attribute selection, the game system can display attribute selection information including item level selection options, item type selection options, and item acquisition time options. The player then selects each option to determine the target attribute information, which forms the conditional strategy for item filtering. The game system then filters items based on this target data. In other words, based on the target attribute information, a second selection is made between the initial target item and at least one alternative item; the selected target processing item is the final item to be processed. At this point, the player can again use the game controller to select other processing commands in the processing menu, and process the final target processing item according to the corresponding processing method. For example, a second selection can be made between the initial target item and alternative items to select the target level target processing item, which is then discarded.

[0074] The item processing method provided in this application allows players to perform a secondary selection even after the target starting item and candidate items are in a centralized selection state, ultimately choosing the target item that should be processed for unified processing. This enriches the player's centralized processing operations, improves the ease of operation, and greatly enhances the gaming experience.

[0075] Based on the above embodiments, after the target item and the candidate items are in a concentrated selection state, the player can also cancel the concentrated selection state of a certain item using the game controller. The following describes the process of the player using the game controller to cancel the concentrated selection state of an item. Figure 5 This is a flowchart illustrating a method for canceling the centralized selection state of items provided in an embodiment of this application. Figure 5 As shown, in Figure 1 After step 105 of the illustrated embodiment, the cancellation method includes the following steps:

[0076] 501. Receive a cancellation request from the game controller and determine the target cancellation item based on the cancellation request.

[0077] Once the target starting item and the alternative items are both selected, the player can send a cancel command via gamepad to remove the selection from one of the selected items. Specifically, the game system first needs to receive the cancel command from the gamepad, and then determine the target item to cancel from the multiple selected items based on the cancel command.

[0078] For example, a special target action button can be set on the game controller. When the player touches this target action button, the game enters a selection cancellation mode. In this mode, the game system first locks multiple items that are currently selected. Then, it receives the cancellation operation sent by the player and identifies the target item to be cancelled. For instance, after entering the selection cancellation mode, the player moves the cursor using the up, down, left, and right arrow keys to the unwanted item and then clicks the confirmation button. The game system then responds to this confirmation operation and designates that item as the target cancellation item.

[0079] 502. Cancel the selected state of the target item.

[0080] Finally, the game server responds to the cancel operation sent by the player using the game controller, canceling the selected state of the target item and restoring its display state. For example, when an item is selected, it is displayed with a gray icon background; after canceling the selection, the item will no longer display with a gray icon background, but will instead display the same as when it is unselected.

[0081] For example, after canceling the selected state of the target item, the player can touch the target operation button again. The game system will then exit the selected state cancellation mode for the user to perform subsequent processing. Please refer to the above for the subsequent processing procedure. Figure 4 The details of the illustrated embodiments will not be elaborated upon here.

[0082] In this embodiment, after the target item and candidate items are in a centralized selection state, the player can also select the target cancellation item using a game controller and then cancel the target cancellation item. This way, if the player selects too many, selects the wrong item, or doesn't want to process a particular item during the centralized selection process, they can select that item to cancel it without having to perform a batch selection again. This user-friendly operation simplifies the tediousness of the user's operation, improves operational efficiency, and greatly enhances the gaming experience.

[0083] Based on the above description Figure 6 This is a schematic diagram of a game item selection device provided in an embodiment of this application. The selection device is connected to a game controller, such as... Figure 6 As shown, the selection device includes:

[0084] The processing unit 601 is configured to select a target item on the game item display interface in response to a selection operation of a game item displayed on the game item display interface.

[0085] The determining unit 602 is used to determine the selection direction corresponding to the target button and the pressing amplitude corresponding to the pressing operation in response to a pressing operation on a target button on the game controller.

[0086] The determining unit 602 is also used to determine the target quantity based on the pressing amplitude.

[0087] The determining unit 602 is also used to determine the number of candidate items to be displayed sequentially in the selected direction, starting from the display position of the target item in the game item display interface.

[0088] The processing unit 601 is also used to set the target item and the candidate item to a centrally selected state.

[0089] In an optional implementation, the selection device further includes an acquisition unit 603.

[0090] The acquisition unit 603 is used to receive a target touch operation from the game controller after setting the target item and the candidate item to a selected state. It acquires the processing instructions corresponding to the target touch operation.

[0091] The processing unit 601 is specifically used to uniformly process the target item and the candidate item according to the processing instructions.

[0092] In an optional implementation, the selection device further includes a display unit 604.

[0093] The display unit 604 is specifically used to display a processing menu bar in the game item display interface after setting the target item and the candidate item to a centralized selection state. The processing menu bar displays at least one processing instruction.

[0094] The determining unit 602 is also configured to determine a first target instruction in at least one processing instruction in response to a selection operation on the processing menu bar sent by the game controller.

[0095] The processing unit 601 is specifically used to uniformly process the target item and the candidate item according to the first target instruction.

[0096] In an optional implementation, the acquisition unit 603 is further configured to acquire the item type corresponding to the target item.

[0097] The determining unit 602 is specifically used to select, starting from the display position of the target item in the game item display interface, a candidate item of the same type as the target item in the selection direction.

[0098] In an optional implementation, at least one processing instruction includes an attribute selection instruction.

[0099] The determining unit 602 is specifically used to determine the target attribute information corresponding to the attribute selection instruction in response to the first selection operation sent by the game controller for the attribute selection instruction.

[0100] Processing unit 601 is specifically used to determine the target item and the target processing item among the candidate items based on the target attribute information. It then updates the target processing item to a centrally selected state.

[0101] In an optional implementation, the processing unit 601 is also configured to perform a second selection operation in response to a game controller sending a processing command for another processing instruction in the processing menu bar.

[0102] The determining unit 602 is also used to determine the second target instruction corresponding to the second selection operation.

[0103] The processing unit 601 is also used to centrally process target processing tools according to the second target instruction.

[0104] In an optional implementation, the determining unit 602 is further configured to determine the target cancellation item among the target item and the candidate items in response to a cancellation operation for the target item and the candidate items.

[0105] The processing unit 601 is also used to cancel the centralized selection state of the target cancellation item.

[0106] In one optional implementation, the target buttons are shoulder buttons on a game controller. The determining unit 602 is specifically configured to, in response to a press operation on a shoulder button, determine the selection direction corresponding to the shoulder button and the press level of the press operation on the shoulder button. The target quantity is determined based on the press level.

[0107] In this embodiment, when a player selects a game item in the game item display interface and presses the target button on the game controller, other game items are selected in the direction corresponding to the target button, starting from the selected item. Specifically, the number of other selected game items is related to the press depth; that is, the number of game items to be selected is determined by the press depth of the player's target button. Finally, the initially selected game item and other items are considered to be in a centralized selection state. Thus, when the player sends a processing operation via the game controller, the game system can process all game items in the centralized selection state uniformly, eliminating the need for the player to perform repeated operations on each individual item. Using this method, players only need to perform one processing operation with the game controller to process multiple game items in batches, greatly reducing the complexity of player operations, simplifying user operations, improving player efficiency, and thus significantly enhancing the player's gaming experience.

[0108] It should be noted that the information interaction and execution process between the various modules / units in the device are different from those in this application. Figures 1 to 5 The various method embodiments are based on the same concept, and the details can be found in the descriptions of the method embodiments shown above in this application, which will not be repeated here.

[0109] The following describes an electronic device provided by an embodiment of this application. Please refer to [link / reference]. Figure 7 , Figure 7 This is a schematic diagram of an electronic device provided in an embodiment of this application. The electronic device 800 may be equipped with... Figure 6 The game item selection device described in the corresponding embodiment is used to implement Figures 1 to 5 The functions correspond to those in the embodiments. Specifically, the electronic device 800 includes: a receiver 801, a transmitter 802, a processor 803, and a memory 804 (wherein the number of processors 803 in the execution device 800 can be one or more). Figure 7 (Taking a processor as an example), the processor 803 may include an application processor 8031 ​​and a communication processor 8032. In some embodiments of this application, the receiver 801, transmitter 802, processor 803, and memory 804 may be connected via a bus or other means.

[0110] Memory 804 may include read-only memory and random access memory, and provides instructions and data to processor 803. A portion of memory 804 may also include non-volatile random access memory (NVRAM). Memory 804 stores processor and operation instructions, executable modules, or data structures, or subsets thereof, or extended sets thereof, wherein the operation instructions may include various operation instructions for implementing various operations.

[0111] The processor 803 controls the operation of the execution device. In specific applications, the various components of the execution device are coupled together through a bus system, which may include not only the data bus but also power buses, control buses, and status signal buses. However, for clarity, all buses in the diagram are referred to as the bus system.

[0112] The methods disclosed in the embodiments of this application can be applied to or implemented by processor 803. Processor 803 can be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above methods can be completed by integrated logic circuits in the hardware of processor 803 or by instructions in software form. Processor 803 can be a general-purpose processor, a digital signal processor (DSP), a microprocessor, or a microcontroller, and may further include application-specific integrated circuits (ASICs), field-programmable gate arrays (FPGAs), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. Processor 803 can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this application. A general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this application can be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software module can reside in a mature storage medium in the field, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 804, and processor 803 reads the information from memory 804 and, in conjunction with its hardware, completes the steps of the above method.

[0113] Receiver 801 can be used to receive input digital or character information, and to generate signal inputs related to the settings and function control of the execution device. Transmitter 802 can be used to output digital or character information through the first interface; transmitter 802 can also be used to send instructions to the disk group through the first interface to modify the data in the disk group; transmitter 802 may also include a display device such as a display screen.

[0114] In this embodiment of the application application, the application processor 8031 ​​in the processor 803 is used to execute... Figures 1 to 5 The method for selecting game items in the corresponding embodiment. It should be noted that the specific manner in which the application processor 8031 ​​executes each step is different from that in this application. Figures 1 to 5 The various method embodiments are based on the same concept, and the technical effects they bring are the same as those in this application. Figures 1 to 5 The corresponding method embodiments are the same, and for details, please refer to the description in the method embodiments shown above in this application, which will not be repeated here.

[0115] This application provides a computer-readable storage medium, which includes computer instructions. When executed by a processor, the computer instructions are used to implement the technical solution of any of the game item selection methods in this application.

[0116] In a typical configuration, a computing device includes one or more processors (CPU), input / output interfaces, network interfaces, and memory.

[0117] Memory may include non-persistent storage in computer-readable media, such as random access memory (RAM) and / or non-volatile memory, such as read-only memory (ROM) or flash RAM. Memory is an example of computer-readable media.

[0118] Computer-readable media, as defined herein, includes both permanent and non-permanent, removable and non-removable media, which can store information using any method or technology. Information can be computer-readable instructions, data structures, program modules, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape, magnetic magnetic disk storage or other magnetic storage devices, or any other non-transferable medium that can be used to store information accessible by a computing device. As defined herein, computer-readable media does not include non-transitory computer-readable media, such as modulated data signals and carrier waves.

[0119] Those skilled in the art will understand that embodiments of this application can be provided as methods, systems, or computer program products. Therefore, this application can take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, this application can take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0120] Although this application discloses preferred embodiments as described above, it is not intended to limit this application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this application. Therefore, the scope of protection of this application should be determined by the scope defined in the claims of this application.

Claims

1. A method for selecting game props, applied to a game controller, characterized in that, The selection method includes: In response to a selection operation on a game item displayed in the game item display interface, the target item on the game item display interface is selected; Obtain the item type corresponding to the target item; In response to a press operation on the shoulder button of the game controller, the selection direction corresponding to the shoulder button is determined, and the press level of the shoulder button is determined according to the press amplitude of the press operation; Based on the preset correspondence between pressing levels and quantities, the target quantity is determined according to the pressing levels; Starting from the display position of the target item in the game item display interface, while pressing the shoulder button, the cursor is controlled to skip item display positions that are inconsistent with the item type corresponding to the target item, and moves sequentially along the selection direction to item display positions that are consistent with the item type corresponding to the target item, until the target number of candidate items is determined; The target item and the candidate item are set to be selected together.

2. The selection method according to claim 1, characterized in that, The method further includes: After setting the target item and the candidate item to a selected state, a target touch operation is received for the game controller. Obtain the processing instruction corresponding to the target touch operation; The target item and the candidate item are processed uniformly according to the processing instructions.

3. The selection method according to claim 1, characterized in that, The method further includes: After setting the target item and the candidate item to a selected state, a processing menu bar is displayed in the game item display interface, and the processing menu bar displays at least one processing instruction. In response to a selection operation on the processing menu bar sent by the game controller, a first target instruction is determined among the at least one processing instruction; The target item and the candidate item are processed uniformly according to the first target instruction.

4. The selection method according to claim 3, characterized in that, The at least one processing instruction includes an attribute selection instruction; the step of determining a first target instruction among the at least one processing instructions in response to a selection operation on the processing menu bar sent by the game controller includes: In response to a first selection operation sent by the game controller for the attribute selection instruction, the target attribute information corresponding to the attribute selection instruction is determined; The unified processing of the target item and the candidate item according to the first target instruction includes: The target item and the target processing item among the candidate items are determined based on the target attribute information. Update the target processing tool to the selected state.

5. The selection method according to claim 4, characterized in that, The method further includes: A second selection operation in response to other processing instructions in the processing menu bar sent by the game controller; Determine the second target instruction corresponding to the second selection operation; The target processing tool is processed according to the second target instruction set.

6. The method according to any one of claims 1 to 5, characterized in that, After determining that the target item and the candidate item are in the selected state, the method further includes: In response to a cancellation operation for the target item and the candidate item, a target cancellation item is determined from the target item and the candidate item; Cancel the selected state of the target cancel item.

7. A selection device for game props, said selection device being connected to a game controller, characterized in that, The selection device includes: The processing unit is configured to respond to a selection operation of a game item displayed in the game item display interface and select a target item on the game item display interface. The acquisition unit is used to acquire the item type corresponding to the target item; A determining unit is configured to respond to a pressing operation on a shoulder button of the game controller, determine the selection direction corresponding to the shoulder button, and determine the pressing level of the shoulder button according to the pressing amplitude of the pressing operation; based on a preset correspondence between pressing levels and quantities, determine the target quantity according to the pressing level; and taking the display position of the target item in the game item display interface as the starting point, during the pressing of the shoulder button, control the cursor to skip the item display positions that are inconsistent with the item type corresponding to the target item, and move sequentially along the selection direction to the item display positions that are consistent with the item type corresponding to the target item, until the target quantity of candidate items is determined; The processing unit is also used to set the target item and the candidate item to a centralized selection state.

8. An electronic device, characterized in that, include: The memory and the processor are coupled; The memory is used to store one or more computer instructions; The processor is used to execute one or more computer instructions to implement the game item selection method as described in any one of claims 1-6.

9. A computer-readable storage medium storing one or more computer instructions thereon, characterized in that, The instruction is executed by the processor to implement the method for selecting game items as described in any one of claims 1-6.

Citation Information

Patent Citations

  • Virtual unit selection method and device in game, storage medium and electronic equipment

    CN113457144A