Game prop replacement method and device, storage medium and electronic equipment
Patent Information
- Application Number
- CN202210238901.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-03-11
- Publication Date
- 2026-09-08
- Estimated Expiration
- 2042-03-11
AI Technical Summary
[0005]本公开提供了一种游戏道具更换方法、游戏道具更换装置、计算机可读存储介质与电子设备,进而至少在一定程度上解决相关技术中道具更换流程繁琐且耗时较长的问题
上述游戏道具更换过程中,实时获取游戏中的虚拟对象在游戏场景中所处位置的环境信息;响应于环境信息的变化满足预设场景变化条件,根据环境信息的变化对所述虚拟对象进行道具的调整。一方面,通过设置预设场景变化条件,被动触发道具更换,无需玩家主动执行更换道具的相关操作,减少了玩家操作负担和操作失误,保障了游戏对战的流畅性,增强了游戏作战节奏。另一方面,通过实时获取游戏中的虚拟对象在游戏场景中所处位置的环境信息,加强了道具动态更换与虚拟对象所处环境的之间的联系,使得道具更换更加符合场景环境特性,从而增强玩家的沉浸体验。
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Figure CN116764224B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and in particular to a method for changing game items, a device for changing game items, a computer-readable storage medium, and an electronic device. Background Technology
[0002] In some adventure or shooting games, players can control virtual characters to use items within the game's environment. During gameplay, players need to frequently switch items to meet the demands of different scenarios.
[0003] In related technologies, when players want to change the items they are using, they need to open their item inventory, select the appropriate item from the inventory, and then switch. The item changing process is cumbersome, time-consuming, and can easily affect the player experience.
[0004] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention
[0005] This disclosure provides a method for changing game items, a device for changing game items, a computer-readable storage medium, and an electronic device, thereby at least partially solving the problem of cumbersome and time-consuming item changing processes in related technologies.
[0006] Other features and advantages of this disclosure will become apparent from the following detailed description, or may be learned in part from practice of this disclosure.
[0007] According to a first aspect of this disclosure, a method for changing game props is provided, the method comprising: acquiring environmental information of the location of a virtual object in a game scene in real time; and adjusting the props of the virtual object according to the change of the environmental information in response to a change in the environmental information satisfying a preset scene change condition.
[0008] In one exemplary embodiment of this disclosure, adjusting the props of the virtual object according to the change of the environmental information includes: determining whether the original props used by the virtual object are weakened or prohibited props that do not conform to the change of the environmental information; if the original props used by the virtual object are weakened or prohibited props that do not conform to the change of the environmental information, then determining a first target prop that conforms to the change of the environmental information from the props owned by the virtual object; and adjusting the original props used by the virtual object according to the first target prop.
[0009] In one exemplary embodiment of this disclosure, adjusting the original prop used by the virtual object according to the first target prop includes: configuring the first target prop as the prop currently used by the virtual object, and placing the original prop used by the virtual object at the original position of the first target prop.
[0010] In one exemplary embodiment of this disclosure, the method further includes: determining from the items owned by the virtual object disabled items that do not conform to the changes in the environmental information; and disabling the disabled items of the virtual object.
[0011] In one exemplary embodiment of this disclosure, the virtual object has at least one item slot for equipping a spare item. If the original item in the item slot is disabled, the step of adjusting the virtual object's items according to the change in the environmental information further includes: responding to an item switching operation acting on the item slot, determining a second target item from the virtual object's item inventory that conforms to the change in the environmental information; and replacing the original item in the item slot with the second target item.
[0012] In one exemplary embodiment of this disclosure, the method further includes: replacing the original item located in the item slot with the second target item, which includes: adding the second target item to the item slot.
[0013] In one exemplary embodiment of this disclosure, the method further includes: after the original item located in the item slot is deactivated, placing the second target item in the original position where the second target item was located.
[0014] In one exemplary embodiment of this disclosure, the environmental information includes any one of the following: the terrain at the location of the virtual object in the game scene; the weather at the location of the virtual object in the game scene.
[0015] According to a second aspect of this disclosure, a game item changing device is provided, the device comprising: an information acquisition module for acquiring environmental information of the location of a virtual object in a game scene in real time; and an item adjustment module for adjusting the virtual object's items in response to changes in the environmental information to meet preset scene change conditions.
[0016] According to a third aspect of this disclosure, a computer-readable storage medium is provided having a computer program stored thereon, which, when executed by a processor, implements the above-described game item changing method.
[0017] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the above-described game item changing method by executing the executable instructions.
[0018] The technical solution disclosed herein has the following beneficial effects: During the aforementioned game item replacement process, environmental information regarding the location of virtual objects within the game scene is acquired in real-time. Responding to changes in environmental information that meet preset scene change conditions, the virtual objects' items are adjusted accordingly. On one hand, by setting preset scene change conditions, item replacement is passively triggered, eliminating the need for players to actively perform item replacement operations. This reduces player workload and errors, ensuring smooth gameplay and enhancing the pace of combat. On the other hand, by acquiring real-time environmental information about the location of virtual objects within the game scene, the connection between dynamic item replacement and the virtual object's environment is strengthened, making item replacement more consistent with the scene's characteristics and thus enhancing the player's immersive experience.
[0019] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description
[0020] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.
[0021] Figure 1 This diagram illustrates a flowchart of a game item replacement method in this exemplary embodiment; Figure 2 This exemplary embodiment shows a flowchart of adjusting the props currently used by a virtual object; Figure 3 This illustration shows a flowchart of adjusting a spare item located in an item slot according to this exemplary embodiment; Figure 4 This diagram illustrates a graphical user interface for a prop slot in this exemplary embodiment. Figure 5 This diagram illustrates a flowchart of a method for changing virtual objects based on terrain / weather changes in this exemplary embodiment. Figure 6This exemplary embodiment shows a flowchart of replacing a spare item located in an item slot according to changes in terrain / weather. Figure 7 This diagram illustrates a structural block diagram of a game item changing device according to this exemplary embodiment. Figure 8 An electronic device for implementing a game item changing method is shown in this exemplary embodiment. Detailed Implementation
[0022] Exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, these exemplary embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of the exemplary embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more of these specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.
[0023] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.
[0024] In this article, "first," "second," etc., are labels for specific objects, rather than limiting the number or order of objects.
[0025] In related technologies, players need to manually change items in their inventory before use. This process is cumbersome and time-consuming, disrupting the smooth flow of gameplay. Furthermore, to further improve item changing speed, some technologies equip players with multiple spare items simultaneously. However, due to the limited number of slots for spare items, this method is insufficient to meet players' combat needs.
[0026] In view of one or more of the above-mentioned problems, the exemplary embodiments of this disclosure provide a method for changing game items, which can be applied to adventure, shooting, or other games that require item changing. It should be noted that changes in the virtual scene in these games will affect the use of items, and the impact conforms to basic physical logic rules. For example, on rainy days, fire-type items cannot be used normally, and the range of bows and arrows is shortened.
[0027] In one embodiment of this disclosure, the game item changing method can run on a terminal device or a server. The terminal device can be a local terminal device. When the game item changing method runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices.
[0028] In one alternative 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 execution of game item changing methods 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 terminal device for information processing is 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 game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0029] In one alternative implementation, the terminal device can be a local terminal device. 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, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0030] Exemplary embodiments of this disclosure provide a method for changing game items, such as... Figure 1 As shown, the specific steps include S110 to S120: Step S110: Obtain environmental information in real time about the location of virtual objects in the game scene; Step S120: In response to changes in environmental information that meet preset scene change conditions, adjust the props of the virtual object according to the changes in environmental information.
[0031] In the aforementioned process of changing game props, on the one hand, by setting preset scene change conditions, the prop change is passively triggered, eliminating the need for players to actively perform the related operations, reducing the operational burden and operational errors of players, ensuring the smoothness of game battles, and enhancing the game's combat rhythm; on the other hand, by acquiring the environmental information of the virtual objects' positions in the game scene in real time, the connection between the dynamic change of props and the environment in which the virtual objects are located is strengthened, making the prop change more in line with the characteristics of the scene environment, thereby enhancing the player's immersive experience.
[0032] The following sections respectively address... Figure 1 Each step in the process will be explained in detail.
[0033] Step S110: Obtain environmental information in real time about the location of virtual objects in the game scene.
[0034] A virtual object refers to a controllable dynamic object within a virtual scene. Optionally, this dynamic object can be a virtual character, virtual animal, anime character, etc., competing in the virtual scene, and can be controlled by the player through an input device. A game scene is a virtual scene displayed (or provided) by an application running on a terminal or server. Optionally, this 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 either a two-dimensional or three-dimensional virtual scene, and the game environment can be sky, land, ocean, etc., and can include scene elements such as houses, forests, and bridges.
[0035] Environmental information may include any of the following: the terrain where the virtual object is located in the game scene; the weather where the virtual object is located in the game scene.
[0036] Step S120: In response to changes in environmental information that meet preset scene change conditions, adjust the props of the virtual object according to the changes in environmental information.
[0037] Changes in environmental information can be related to terrain or weather changes at the virtual object's location within the game scene. Terrain changes could include a virtual object moving from outdoors to indoors, or jumping from the ground to a tree; weather changes could include a change from sunny to rainy weather at the virtual object's location. Preset scene change conditions refer to the pre-set conditions that require item changes based on the game scene's terrain and weather. It's important to note that these preset scene change conditions must adhere to basic physical logic; for example, fire-based items should be unusable and arrow range reduced during rain to enhance the realism of the virtual game. This step monitors changes in the terrain and weather at the virtual object's location within the game scene to determine when items should be changed, ensuring that item changes align with player behavior and thus enhancing the player's immersive experience.
[0038] The term "props" here refers to virtual items that virtual objects can use in the game environment, including but not limited to virtual guns, virtual explosives, virtual bows and arrows, virtual daggers, virtual sticks, virtual frying pans, etc., which can enhance their own attributes, assist in combat, or inflict damage on other virtual objects.
[0039] It should be noted that when adjusting items, you can adjust the items currently used by the virtual object, the spare items configured in the item slots, the order of items in the virtual object's item inventory, and the items located in the quick access bar. The following explanation uses the adjustment of the virtual object's currently used items and the spare items configured in the item slots as examples.
[0040] When adjusting the props currently used by the virtual object, in one optional implementation, step S120 can be performed as follows: Figure 2 The steps shown are used to achieve this, specifically including the following steps S210 to S230: Step S210: Determine whether the original prop used by the virtual object is a weakening prop or a prohibited prop that does not conform to the changes in environmental information.
[0041] The original item used by a virtual object refers to the item currently being used by the virtual object. Weakening and prohibiting items do not conform to changes in environmental information and cannot be used normally in the environment where the virtual object is currently located. Prohibited items are those that the virtual object cannot use in its current environment, while weakened items are those whose use is restricted in the current environment—that is, items whose functions are diminished. It should be noted that the game system may sometimes disable or weaken item skills based on the intensity of changes in the virtual object's environment to align with real-world physics. When an item conforms to changes in environmental information, its use is unaffected; when an item does not conform to changes in environmental information, it cannot be used or its use is restricted. When an item's use is restricted, its damage, range, and other abilities may be weakened; for example, when it rains in a virtual scene, the range of the "bow and arrow" item decreases.
[0042] This process determines whether the original item used by the virtual object is a weakening item or a prohibited item that does not conform to changes in environmental information, so that the original item used by the virtual object can be replaced in time when it cannot be used normally, thereby enhancing the game's combat rhythm.
[0043] Step S220: If the original prop used by the virtual object is a weakened prop or a prohibited prop that does not conform to the change of environmental information, then determine the first target prop that conforms to the change of environmental information from the props owned by the virtual object.
[0044] The primary target item refers to an item that conforms to the changes in environmental information; that is, an item that can be used normally in the current environment. This can be a spare item in an item slot or an item in the inventory. When multiple items conform to the changes in environmental information exist, the item that conforms to the changes and is used more frequently by the player should be prioritized as the primary target item. If items that conform to the target virtual scene exist in both the item slot and the inventory, the item in the item slot that conforms to the changes in environmental information should also be prioritized as the primary target item.
[0045] For example, when a virtual object enters a house from outside, the short weapon that the virtual object possesses (such as a virtual dagger, a virtual stick, a virtual frying pan, etc.) can be used as the first target item. When a virtual object possesses multiple short weapons, the spare short weapon located in the item slot can be used as the first target item.
[0046] Step S230: Adjust the original prop used by the virtual object according to the first target prop.
[0047] The above Figure 2The steps shown passively trigger the replacement of the props currently used by the virtual object, without requiring the player to actively perform the operation of changing props, which can reduce the player's operational burden and operational errors to a certain extent.
[0048] In an optional implementation, when adjusting the original prop used by the virtual object according to the first target prop, it can be achieved by configuring the first target prop as the prop currently used by the virtual object, and placing the original prop used by the virtual object in the original position of the first target prop.
[0049] This process allows the virtual object to directly use the skill effects of the first target item by replacing the original item used by the virtual object with the first target item. At the same time, it also provides temporary storage space for the original item used by the virtual object, making it easier to find and reuse it later.
[0050] In one alternative implementation, disabled items that do not conform to changes in environmental information can also be identified from the items owned by the virtual object; and the disabled items of the virtual object can be disabled.
[0051] For example, when a virtual object enters a building from outside, ranged attack items (such as virtual firearms, virtual explosives, and virtual bows and arrows) are disabled. Once a disabled item is set up, the virtual object will be unable to use it. By disabling items that are unusable in the environment where the virtual object is located, players can avoid accidentally selecting unsuitable items when changing their own equipment.
[0052] When adjusting a spare item located in an item slot, in one optional implementation, the virtual object may have at least one item slot for equipping a spare item. If the original item in the item slot is disabled, step S120 may also provide, for example... Figure 3 The steps shown are used to achieve this, specifically including the following steps S310 to S320: Step S310: In response to the item switching operation applied to the item slot, determine the second target item from the virtual object item inventory that matches the changed state of the target virtual scene; Step S320: Replace the original item in the item slot with the second target item.
[0053] The second target item is located in the item inventory and matches the changing state of the target virtual scene.
[0054] The item switching operation, which affects an item slot, can be performed by, for example, a player manually dragging an item from their inventory to that item slot. The dragged item can then be used as the second target item.
[0055] The item switching operation, which affects item slots, can also be achieved by, for example, hovering the mouse over an item in the player's inventory and entering the item slot number using the keyboard. The item currently being hovered over will then be designated as the second target item.
[0056] The item switching operation, which operates on item slots, can also be performed by the player directly entering the item slot number via the keyboard. In this case, when determining a second target item from the virtual object's item inventory that matches the changing state of the target virtual scene, a second target item can be automatically selected based on features such as the item's level, usage count, or position order in the inventory.
[0057] When replacing the original item in the item slot with the second target item, you can directly place the second target item in the item slot and temporarily store the original item in the item slot in the original position of the second target item.
[0058] For example, if a fire-type item is configured in item slot 2, and it rains at the location of the virtual object in the game scene, the fire-type item is disabled. In response to the item switching operation applied to item slot 2, the fire-type item can be replaced.
[0059] The above Figure 3 The steps shown can provide players with more convenient and usable items by replacing the original items that were disabled in the item slots, thus enabling dynamic configuration of items.
[0060] In an optional implementation, replacing the original item in the item slot with the second target item in step S320 can also be achieved by adding the second target item to the item slot, allowing both the original and second target items to coexist. It should be noted that in this case, if the player uses the item in the slot, they can utilize the skill effect of the second target item. Figure 4 As shown in the graphical user interface 400, item 402 in item slot 401 is the original item in the item slot, and item 403 is the second target item.
[0061] In the above process, by adding additional usable items to the item slots where the disabled items are located, players are provided with more convenient and usable items, thus achieving dynamic item configuration.
[0062] It should be noted that as the environment in which virtual objects are located in the game scene changes, the disabled items may adapt to the changes in environmental information. When the disabled items adapt to the changes in environmental information, they can be undisabled.
[0063] In one alternative implementation, when the original item in the item slot is deactivated, a second target item can be placed in the original location of the second target item. This process dynamically adjusts the item in the item slot based on the changing environmental information of the virtual object's location in the game scene, so as to adapt to the player's operational needs and reduce the player's operational burden.
[0064] like Figure 5 As shown, a flowchart is also provided for changing the props used by virtual objects according to changes in terrain / weather, which may specifically include the following steps S501 to S504: Step S501: Obtain terrain / weather environment information of the virtual object's location in the game scene in real time; Step S502: In response to changes in terrain / weather environment information that meet preset scene change conditions, determine whether the original props used by the virtual object are weakened props or prohibited props that do not conform to changes in terrain / weather environment information. Step S503: If the original prop used by the virtual object is a weakened prop or a prohibited prop that does not conform to the changes in terrain / weather environment information, then determine the first target prop that conforms to the changes in terrain / weather environment information from the props owned by the virtual object. Step S504: Configure the first target item as the item currently used by the virtual object, and place the original item used by the virtual object in the original position of the first target item.
[0065] like Figure 6 As shown, a flowchart is also provided for changing the spare item located in the item slot according to changes in terrain / weather, which may specifically include the following steps S601 to S606: Step S601: Obtain real-time terrain / weather environment information of the virtual object's location in the game scene; Step S602: In response to changes in terrain / weather environment information that meet preset scene change conditions, disable props that do not conform to changes in terrain / weather environment information are identified from the props owned by the virtual object. Step S603: Disable the virtual object's disabled items; Step S604: If the original item in the item slot used to equip the spare item is disabled, in response to the item switching operation applied to the item slot, determine a second target item from the virtual object item inventory that conforms to the change in terrain / weather environment information. Step S605: Add the second target item to the item slot; Step S606: After the original item in the item slot is deactivated, place the second target item in the original position of the second target item.
[0066] Furthermore, the game allows for the inclusion of a passively triggered item replacement feature, enabling players to enable or disable this function based on their preferences. This feature also allows for configuration of item usage scope and priority, determining the virtual object to be replaced based on the pre-defined items to be used in different terrains / weather conditions and the items to be disabled.
[0067] Exemplary embodiments of this disclosure also provide a game item changing device, such as... Figure 7 As shown, the game item changing device 700 may include: The information acquisition module 710 is used to acquire environmental information about the location of virtual objects in the game scene in real time; The prop adjustment module 720 is used to adjust the props of virtual objects in response to changes in environmental information to meet preset scene change conditions.
[0068] In one optional implementation, the prop adjustment module 720 may include: a prop judgment module for judging whether the original prop used by the virtual object is a weakening prop or a prohibited prop that does not conform to the change of environmental information; a first prop determination module for determining a first target prop that conforms to the change of environmental information from the props owned by the virtual object if the original prop used by the virtual object is a weakening prop or a prohibited prop that does not conform to the change of environmental information; and a prop replacement module for replacing the original prop used by the virtual object with the first target prop.
[0069] In one alternative implementation, the prop replacement module can be configured to: configure the first target prop as the prop currently used by the virtual object, and place the original prop used by the virtual object in the original position of the first target prop.
[0070] In one optional implementation, the game item changing device 700 may further include: a disabled item determination module, used to determine disabled items from the items owned by the virtual object that do not conform to changes in environmental information; and an item disabling module, used to disable the disabled items of the virtual object.
[0071] In one alternative implementation, the virtual object has at least one item slot for equipping a spare item. If the original item in the item slot is disabled, the item adjustment module 720 may further include: a second item determination module, configured to determine a second target item from the virtual object's item inventory that conforms to the change in environmental information in response to an item switching operation applied to the item slot; and a spare item replacement module, configured to replace the original item in the item slot with the second target item.
[0072] In one alternative implementation, the backup item replacement module can also be configured to add a second target item to the item slot.
[0073] In one alternative implementation, the game item changing device 700 may further include: a backup item restoration module, used to place the second target item in the original position of the second target item after the original item in the item slot is deactivated.
[0074] In one alternative implementation, the environmental information in the game item changing device 700 may include any of the following: the terrain where the virtual object is located in the game scene; the weather where the virtual object is located in the game scene.
[0075] The specific details of each part of the game prop changing device 700 have been described in detail in the method section of the implementation. For any undisclosed details, please refer to the implementation content of the method section, and therefore will not be repeated here.
[0076] Exemplary embodiments of this disclosure also provide a computer-readable storage medium storing a program product capable of implementing the game item replacement method described above. In some possible embodiments, various aspects of this disclosure can also be implemented as a program product including program code that, when run on an electronic device, causes the electronic device to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of this disclosure. This program product may be a portable compact disc read-only memory (CD-ROM) including program code and may run on an electronic device, such as a personal computer. However, the program product of this disclosure is not limited thereto. In this document, the readable storage medium may be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution system, apparatus, or device.
[0077] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of readable storage media (a non-exhaustive list) include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.
[0078] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.
[0079] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.
[0080] Program code for performing the operations of this disclosure can be written in any combination of one or more programming languages, including object-oriented programming languages such as Java and C++, and conventional procedural programming languages such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's computing device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing devices can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or can be connected to an external computing device (e.g., via the Internet using an Internet service provider).
[0081] Exemplary embodiments of this disclosure also provide an electronic device capable of implementing the above-described game item replacement method. Referring below... Figure 8 To describe an electronic device 800 according to such an exemplary embodiment of the present disclosure. Figure 8 The electronic device 800 shown is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments disclosed herein.
[0082] like Figure 8 As shown, the electronic device 800 can be represented as a general-purpose computing device. The components of the electronic device 800 may include, but are not limited to: at least one processing unit 810, at least one storage unit 820, a bus 830 connecting different system components (including storage unit 820 and processing unit 810), and a display unit 840.
[0083] Storage unit 820 stores program code that can be executed by processing unit 810, causing processing unit 810 to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of this disclosure. For example, processing unit 810 can perform... Figure 1 , Figure 2 , Figure 3 , Figure 5 , Figure 6 Any one or more of the method steps.
[0084] Storage unit 820 may include readable media in the form of volatile storage units, such as random access memory (RAM) 821 and / or cache memory 822, and may further include read-only memory (ROM) 823.
[0085] The storage unit 820 may also include a program / utility 824 having a set (at least one) of program modules 825, including but not limited to: an operating system, one or more application programs, other program modules, and program data, each or some combination of these examples may include an implementation of a network environment.
[0086] Bus 830 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local bus using any of the various bus structures.
[0087] Electronic device 800 can also communicate with one or more external devices 900 (e.g., keyboard, pointing device, Bluetooth device, etc.), and with one or more devices that enable a user to interact with electronic device 800, and / or with any device that enables electronic device 800 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via input / output (I / O) interface 850. Furthermore, electronic device 800 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 860. As shown, network adapter 860 communicates with other modules of electronic device 800 via bus 830. It should be understood that, although not shown in the figures, other hardware and / or software modules can be used in conjunction with electronic device 800, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0088] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the method according to the exemplary embodiments of this disclosure.
[0089] Furthermore, the above figures are merely illustrative representations of the processes included in the methods according to exemplary embodiments of this disclosure, and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal order of these processes. Additionally, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.
[0090] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0091] Those skilled in the art will understand that various aspects of this disclosure can be implemented as systems, methods, or program products. Therefore, various aspects of this disclosure can be embodied in entirely hardware implementations, entirely software implementations (including firmware, microcode, etc.), or implementations combining hardware and software aspects, collectively referred to herein as “circuit,” “module,” or “system.” Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.
[0092] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is defined only by the appended claims.
Claims
1. A method for changing game props, characterized in that, The method includes: The system acquires environmental information about the location of virtual objects in the game scene in real time; the environmental information includes any one of the following: the terrain and weather at the location of the virtual object in the game scene; In response to changes in the environmental information that satisfy preset scene change conditions, the original props used by the virtual object or the original props located in the prop slots are adjusted according to the props possessed by the virtual object that conform to the changes in the environmental information; the adjusted original props are weakened props or prohibited props that do not conform to the changes in the environmental information.
2. The method according to claim 1, characterized in that, The step of adjusting the original items used by the virtual object or the original items located in the item slots based on the items possessed by the virtual object that conform to the changes in the environmental information includes: Determine whether the original prop used by the virtual object is a weakening prop or a prohibited prop that does not conform to the changes in the environmental information; If the original item used by the virtual object is a weakened item or a prohibited item that does not conform to the change of the environmental information, then a first target item that conforms to the change of the environmental information is determined from the items owned by the virtual object. Adjust the original props used by the virtual object according to the first target prop.
3. The method according to claim 2, characterized in that, The step of adjusting the original prop used by the virtual object according to the first target prop includes: Configure the first target item as the item currently used by the virtual object, and place the original item used by the virtual object in the original position of the first target item.
4. The method according to claim 1, characterized in that, The method further includes: Identify disabled items from the items possessed by the virtual object that do not conform to changes in the environmental information; Disable the disabled items of the virtual object.
5. The method according to claim 4, characterized in that, The virtual object has at least one item slot for equipping a spare item. If the original item in the item slot is disabled, the step of adjusting the original item used by the virtual object or the original item in the item slot according to the items possessed by the virtual object that conform to the changes in the environmental information further includes: In response to an item switching operation applied to the item slot, a second target item matching the change in the environmental information is determined from the virtual object item inventory; Replace the original item in the item slot with the second target item.
6. The method according to claim 5, characterized in that, The step of replacing the original item in the item slot with the second target item includes: Add the second target item to the item slot.
7. The method according to claim 6, characterized in that, The method further includes: Once the original item in the item slot is deactivated, the second target item is placed in its original position.
8. A game item changing device, characterized in that, The device includes: The information acquisition module is used to acquire environmental information about the location of virtual objects in the game scene in real time; the environmental information includes any one of the following: the terrain and weather at the location of the virtual object in the game scene; The prop adjustment module is used to adjust the original props used by the virtual object or the original props located in the prop slot in response to changes in the environmental information and to meet preset scene change conditions, based on the props owned by the virtual object that conform to the changes in the environmental information; the original props to be adjusted are weakened props or prohibited props that do not conform to the changes in the environmental information.
9. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the method described in any one of claims 1 to 7.
10. An electronic device, characterized in that, include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 7 by executing the executable instructions.
Citation Information
Patent Citations
Game equipment control method and equipment and computer readable storage medium
CN113952716A