Prop use method and device, electronic equipment and readable storage medium

By displaying a circular item selection area in the graphical user interface of shooting games, and using trigger and swipe operations to select target items, the cumbersome operation problem when players change virtual items is solved, the selection efficiency is improved and the burden on terminal devices is reduced.

CN117482513BActive Publication Date: 2026-07-31NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2023-11-02
Publication Date
2026-07-31

AI Technical Summary

Technical Problem

In shooting games, players need to frequently operate the virtual backpack or item bar when changing virtual items, which increases the data processing volume and response frequency of the terminal device.

Method used

A method for using props is provided, which displays a circular prop selection area through a graphical user interface, selects the target prop selection sub-area by triggering operation and continuous sliding operation, and highlights it in the interface, allowing direct control of the virtual object to use the target prop.

Benefits of technology

It simplifies the selection process of virtual items, reduces the number of steps players need to take, and lowers the data processing pressure and response frequency of terminal devices.

✦ Generated by Eureka AI based on patent content.

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Abstract

This application provides a method, apparatus, electronic device, and readable storage medium for using virtual items. In response to a trigger operation applied to an item selection control, it displays an item selection area in a graphical user interface. In response to a sliding operation continuous with the trigger operation, it determines, based on the real-time sliding position of the sliding operation, the currently selected target sub-region within the item selection area and highlights the target sub-region. In response to the end of the sliding operation at the target sub-region, it controls a virtual object to use the virtual item associated with the target sub-region. This simplifies the virtual item selection process, reduces the operations required for players to select virtual items, and consequently reduces the data processing pressure on the terminal device and decreases the response frequency of the terminal device.
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Description

Technical Field

[0001] This application relates to the field of game technology, and in particular to a method of using props, an apparatus, an electronic device, and a readable storage medium. Background Technology

[0002] In recent years, people have been exposed to an increasing number of shooting games, such as first-person shooters and third-person shooters. In shooting games, if players want to achieve final victory, they need to continuously upgrade the virtual items used by their virtual characters during the game to improve the character's attributes and enhance their combat strength.

[0003] Currently, in shooting games, when players change the virtual items used by a virtual character, they need to open the relevant interface (e.g., item bar) of the virtual storage space (e.g., virtual backpack) used to store the virtual items acquired by the virtual character. They then need to "search" through the interface to select the desired virtual item from a large number of virtual items acquired by the virtual character. If there are too many virtual items in the virtual backpack or item bar, players need to repeatedly perform operations such as "page turning" and "swiping up and down" to find the desired virtual item. This repeated operation by the player increases the data processing load and response frequency of the terminal device. Summary of the Invention

[0004] In view of this, the purpose of this application is to provide a method, device, electronic device and readable storage medium for using virtual items, which can simplify the selection process of virtual items, thereby reducing the number of operations that players need to perform when selecting virtual items, and thus reducing the data processing pressure on terminal devices and reducing the response frequency of terminal devices.

[0005] This application provides a method for using items, which provides a graphical user interface through a terminal device; the graphical user interface displays at least a portion of the game scene and item selection controls; the method for using items includes:

[0006] In response to a trigger operation applied to the item selection control, an item selection area is displayed in the graphical user interface; wherein, the item selection area includes multiple item selection sub-areas; each item selection sub-area is circular, and different item selection sub-areas are arranged sequentially from the inside out with the center of the item selection area as the center;

[0007] In response to a sliding operation that occurs consecutively with the triggering operation, based on the real-time sliding position of the sliding operation, the target selection sub-region currently selected in the item selection area by the sliding operation is determined, and the target selection sub-region is highlighted.

[0008] In response to the end of the sliding operation in the target selection sub-region, the virtual object is controlled to use the virtual props associated with the target selection sub-region.

[0009] This application embodiment also provides a prop-using device, which provides a graphical user interface through a terminal device; the graphical user interface displays at least a portion of the game scene and prop selection controls; the prop-using device includes:

[0010] The area display module is used to respond to the trigger operation applied to the item selection control and display the item selection area in the graphical user interface; wherein, the item selection area includes multiple item selection sub-areas; each item selection sub-area is circular, and different item selection sub-areas are arranged sequentially from the inside to the outside with the area center of the item selection area as the center;

[0011] The area prompt module is used to respond to a sliding operation that is continuous with the triggering operation, and based on the real-time sliding position of the sliding operation, determine the target selection sub-area currently selected in the prop selection area by the sliding operation, and highlight the target selection sub-area;

[0012] The prop usage module is used to control the virtual object to use the virtual prop associated with the target selection sub-region in response to the end of the sliding operation in the target selection sub-region.

[0013] This application embodiment also provides an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus. When the machine-readable instructions are executed by the processor, the steps of the prop usage method described above are performed.

[0014] This application also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the above-described prop usage method.

[0015] The prop usage method, apparatus, electronic device, and readable storage medium provided in this application embodiment, in response to a trigger operation applied to a prop selection control, display a prop selection area in a graphical user interface; wherein, the prop selection area includes multiple prop selection sub-areas; each prop selection sub-area is circular, and different prop selection sub-areas are arranged sequentially from the inside out with the area center of the prop selection area as the center; in response to a sliding operation continuous with the trigger operation, based on the real-time sliding position of the sliding operation, the target selection sub-area currently selected in the prop selection area by the sliding operation is determined, and the target selection sub-area is highlighted; in response to the end of the sliding operation at the target selection sub-area, the virtual object is controlled to use the virtual prop associated with the target selection sub-area. In this way, when players need to select virtual items, they can trigger the display of the item selection area through the item selection control shown in the graphical user interface. Players can then use the item selection area to select virtual items, allowing them to complete the selection and use of virtual items without switching interfaces. This simplifies the virtual item selection process, reduces the number of operations players need to perform when selecting virtual items, and consequently reduces the data processing pressure on terminal devices and the response frequency of terminal devices.

[0016] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0017] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0018] Figure 1 A flowchart illustrating a method of using a prop provided in an embodiment of this application;

[0019] Figure 2 A graphical user interface diagram provided for an embodiment of this application;

[0020] Figure 3 This is one of the structural schematic diagrams of a prop-using device provided in the embodiments of this application;

[0021] Figure 4 This is a second schematic diagram of the structure of a prop-using device provided in an embodiment of this application;

[0022] Figure 5This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation

[0023] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. Based on the embodiments of this application, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this application.

[0024] Virtual objects:

[0025] This refers to a controllable dynamic object within a game scene. Optionally, this dynamic object can be a virtual character, virtual animal, anime character, etc. The virtual object is a character controlled by the player through an input device, or an artificial intelligence (AI) trained and set up for battle in a virtual environment, or a non-player character (NPC) set up for battle in a game scene. Optionally, this virtual object is a virtual character competing in the game scene. Optionally, the number of virtual objects in the game scene battle is preset or dynamically determined based on the number of clients joining the battle; this application embodiment does not limit this. In one possible implementation, the user can control the virtual object to move within the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc., provided by the application to fight against other virtual objects.

[0026] Game screenshots:

[0027] It refers to the screen corresponding to the application provided or displayed through a graphical user interface. In an optional implementation, the game screen is the display screen corresponding to the virtual scene displayed on the terminal device. The game screen may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the virtual scene.

[0028] In one embodiment of this disclosure, the method for using the prop can run on a terminal device or a server. The terminal device can be a local terminal device. When the method for using the prop runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices.

[0029] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separate. The storage and operation of item usage 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.

[0030] In an 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.

[0031] Research has found that in shooting games, when players change virtual items for a virtual character, they need to open the relevant interface (e.g., item bar) of the virtual storage space (e.g., virtual backpack) used to store the virtual items acquired by the virtual character. They then need to "search" through this interface to select the desired item from a large number of virtual items. If the virtual backpack or item bar contains too many items, players need to repeatedly perform actions such as "page turning" and "swiping up and down" to find the desired item. This repetitive process increases the data processing load and response frequency of the terminal device.

[0032] Based on this, this application provides a method for using virtual items. When a player needs to select virtual items, they can trigger the display of the item selection area through the item selection control shown in the graphical user interface. The player can then use the item selection area to select virtual items, allowing them to select and use virtual items without switching interfaces. This simplifies the virtual item selection process, reduces the operations required for players to select virtual items, and consequently reduces the data processing pressure on the terminal device and the response frequency of the terminal device.

[0033] Please see Figure 1 , Figure 1 A flowchart illustrating a method for using game items provided in this application embodiment. A graphical user interface is provided via a terminal device; the graphical user interface displays at least a portion of the game scene and item selection controls; such as... Figure 1 As shown in the embodiments of this application, the method of using the prop includes:

[0034] S101. In response to a trigger operation applied to the item selection control, display an item selection area in the graphical user interface; wherein, the item selection area includes multiple item selection sub-areas; each item selection sub-area is circular, and different item selection sub-areas are arranged sequentially from the inside to the outside with the center of the item selection area as the center.

[0035] S102. In response to a sliding operation that is continuous with the triggering operation, based on the real-time sliding position of the sliding operation, determine the target selection sub-region currently selected in the prop selection area by the sliding operation, and highlight the target selection sub-region.

[0036] S103. In response to the end of the sliding operation in the target selection sub-region, control the virtual object to use the virtual prop associated with the target selection sub-region.

[0037] This application provides a method for using a virtual item, which will be described in detail below. The item selection control can be either a control used to trigger the use of a specific item (in this case, the item selection control has a dual function: under a regular click operation, it can trigger the use of a specific item; under a trigger operation different from a click operation, it can trigger the display of the item selection area), or a control specifically used to trigger the display of the item selection area. The trigger operation described in this application can be a click operation, double-click operation, long-press operation, heavy-press operation on the item selection control, or a sliding operation starting from the item selection control. When a player has a need to use an item (especially when switching to use an item other than the current one), the item selection area can be displayed through the trigger operation, and then a specific virtual item can be selected in the item selection area through a sliding operation that is continuous with the trigger operation. The sliding operation and the trigger operation are continuous, meaning that after completing the trigger operation, the player immediately performs the sliding operation, and the same touch finger can be used to perform these two operations sequentially. The item selection area includes sub-areas associated with available virtual items, allowing players to quickly select and use their preferred items. This simplifies the selection process, eliminating the need to search through numerous items and reducing device response time and processing load. The circular sub-area shortens the swipe distance required to select a target item, further aiding in quick selection. Additionally, highlighting the target sub-area during item selection helps players identify the selected item, reducing the number of item selections and further minimizing device response time and processing load.

[0038] Here, the graphical user interface displays at least a portion of the game scene and item selection controls; players can select and use virtual items by triggering the item selection controls; these controls can be used to select all virtual items in the virtual storage space of virtual objects; they can also be used to select virtual items of preset item categories. For example, when the preset item category is medical supplies, the control can be used to select virtual items such as blood packs, bandages, and first-aid kits; when the preset item category is weapon attachments, the control can be used to select virtual items such as bullets and scopes; when the preset item category is throwables, the control can be used to select virtual items such as Molotov cocktails, flashbangs, and smoke grenades.

[0039] In step S101, players can select and use virtual items by applying a trigger operation and a continuous sliding operation following the trigger operation. This simplifies the player's operation steps and reduces the response frequency of the terminal device. Specifically, in response to the trigger operation applied by the player on the item selection control, the item selection area is displayed in the graphical user interface.

[0040] The item selection area includes multiple item selection sub-areas; each item selection sub-area is circular, and different item selection sub-areas are arranged sequentially from the inside out with the center of the item selection area as the center.

[0041] Each item selection sub-area displays the item attribute information of the virtual item associated with that item selection sub-area; the item attribute information includes one or more of the following: item name, item icon, and quantity owned.

[0042] Here, the item selection area includes multiple item selection sub-areas, each associated with different virtual items. Players can select and use different virtual items by choosing different item selection sub-areas.

[0043] In one implementation, the virtual props associated with each prop selection sub-region are determined through the following steps:

[0044] Step a: Obtain the multiple virtual items that the virtual object can currently use in the game.

[0045] In this step, the system determines the multiple virtual items that the virtual object can currently use in the game when the player applies a swipe operation to the item selection control.

[0046] Here, to make it easier for players to select the virtual items they prefer from the item selection area, when associating virtual items with item selection sub-areas, the position of the item selection sub-area associated with the virtual item in the item selection area can be determined based on the player's preference for using the virtual item; and the player's preference for using the virtual item can be determined based on parameters such as the virtual item's recent usage time, the number of items owned, and the frequency of use.

[0047] Step b1: Based on the most recent usage time of each virtual item, associate each item selection sub-area sequentially from the inside out.

[0048] In this step, the display order of each virtual object can be sorted according to the most recent usage time of each virtual item. The virtual item whose most recent usage time is closest to the current time is placed first in the display order, and so on. Starting from the item selection sub-area closest to the center of the item selection area, each item selection sub-area is associated with it in turn. That is, the closer the most recent usage time of a virtual item is to the current time, the closer its associated item selection sub-area is to the center of the item selection area.

[0049] It can be seen that the relative distance between the item selection sub-region associated with each virtual item and the regional center of the item selection region is positively correlated with the time difference between the most recent usage time and the current usage time of the virtual item.

[0050] The most recent use time of a virtual item is the time when the player last used the virtual item.

[0051] Alternatively, in step b2, associate each item selection sub-area sequentially from the inside out according to the quantity of each virtual item owned.

[0052] In this step, the display order of each virtual object can be sorted according to the number of each virtual item it owns. The virtual item with the most ownership is placed first in the display order, and so on. Starting from the item selection sub-area closest to the center of the item selection area, each item selection sub-area is associated with it outwards in turn. That is, the more virtual items are owned, the closer the associated item selection sub-area is to the center of the item selection area.

[0053] It can be seen that the relative distance between the item selection sub-region associated with each virtual item and the regional center of the item selection region is negatively correlated with the number of virtual items owned.

[0054] Alternatively, in step b3, associate each virtual item selection sub-area sequentially from the inside out according to the frequency of use of each virtual item.

[0055] In this step, the display order of each virtual object can be sorted according to the usage frequency of each virtual prop. The virtual prop with the highest usage frequency is placed first in the display order, and so on. Starting from the prop selection sub-area closest to the center of the area in the prop selection area, each prop selection sub-area is associated outward in sequence; that is, the higher the usage frequency of the virtual prop, the closer its associated prop selection sub-area is to the center of the area in the prop selection area.

[0056] It can be seen that the relative distance between the item selection sub-region associated with each virtual item and the regional center of the item selection region is negatively correlated with the usage frequency of the virtual item.

[0057] Here, to reduce player errors during the selection process, each item selection sub-area within the item selection area is set as a ring, allowing players to select and use virtual items by applying a sliding operation at any angle. In this way, players can select and use the virtual items they prefer without having to slide to a specific position, reducing the complexity of item selection, the cumbersome operations players need to perform to complete the selection of virtual items, and also reducing the response frequency of the terminal device.

[0058] The number of item selection sub-areas included in the item selection area should be related to the number of virtual items that the virtual object can select at this time. For example, if the virtual items that the virtual object can select at this time include health packs, bandages, and medkits, then three item selection sub-areas need to be displayed in the item selection area, respectively associated with health packs, bandages, and medkits, so that the player can use the item selection area to select any one of the health packs, bandages, and medkits. Therefore, when displaying the item selection area, the number of item selection sub-areas displayed in the item selection area should also be determined with reference to the number of virtual items that the virtual object currently possesses.

[0059] In one embodiment, displaying the item selection area in the graphical user interface includes: determining the number of display areas for the item selection sub-areas in the item selection area based on the number of virtual items currently available for use by the virtual object in the game; and displaying the item selection area in the graphical user interface, which includes the number of display areas for the item selection sub-areas.

[0060] In this step, the number of virtual items that the virtual object can currently use in the game is determined. Since the virtual object can pick up any virtual item that appears in the game, there may be a situation where there are too many items. In this case, if all usable virtual items are associated with the item selection area, a large number of item selection sub-areas need to be set in the item selection area. This would make the item selection area occupy a large space in the graphical user interface, obscuring the game scene in the graphical user interface. Therefore, when there are many items, it is necessary to reasonably plan the number of item selection sub-areas displayed in the item selection area based on the number of virtual items that the virtual object can currently use in the game, combined with the size of the graphical user interface and / or the current game progress, without affecting the player's normal gameplay. And according to the determined number of area displays, the item selection area including the number of item selection sub-areas displayed in the graphical user interface is displayed.

[0061] For example, the number of item selection sub-areas displayed in the item selection area can be reasonably planned based on the size of the graphical user interface. When the terminal device is a computer, since the display area of ​​the graphical user interface presented by the computer is larger, more item selection sub-areas can be planned in the item selection area, provided that the area spacing between the item selection sub-areas is not too small, so as to associate as many virtual items that can be used by the virtual object as possible in the item selection area, thereby simplifying the player's item selection steps.

[0062] When the terminal device is a mobile phone, the display area of ​​the graphical user interface is relatively small. Considering that displaying too many item selection sub-areas would result in too small a gap between the sub-areas, players are prone to misoperation. Therefore, when planning the number of item selection sub-areas displayed in the item selection area, the number of item selection sub-areas can be appropriately reduced. This can help players quickly complete the selection of virtual items and avoid players from making misoperations.

[0063] Furthermore, the number of sub-areas for item selection within the current game progress can be rationally planned. If the current game progress is at the beginning stage, since the battle situation is not tense at the beginning stage, the obstruction of part of the game scene displayed in the graphical user interface will not have a significant impact on the player's game process. At this time, the display area of ​​the item selection area can be expanded, and more sub-areas for item selection can be planned within the item selection area to associate as many virtual items that can be used by virtual objects as possible in the item selection area, simplifying the player's item selection steps.

[0064] If the current game is in its final stages, the tense situation at the end of the game can obscure parts of the game scene displayed in the graphical user interface, significantly impacting the player's gameplay. In this case, the display area of ​​the item selection area needs to be reduced to avoid interfering with the player's gameplay. Therefore, when planning the number of sub-areas displayed in the item selection area, the number of sub-areas can be appropriately reduced. This will not only help players quickly select virtual items but also prevent accidental operations.

[0065] Here, by pre-setting the display threshold of the item selection sub-area, it can be determined whether the display quantity of the item selection sub-area in the item selection area needs to be adjusted based on the number of available virtual items. Specifically, when the number of items is greater than the preset display threshold, the display quantity of the item selection sub-area can be determined based on the number of virtual items available to the virtual object; when the number of items is less than or equal to the preset display threshold, the display quantity of the item selection sub-area can be directly determined as the number of virtual items available to the virtual object.

[0066] For example, taking a preset display threshold of 5 as an example, when a virtual object has 3 virtual items, the number of display sub-areas in the item selection area can be determined to be 3; while when a virtual object has 8 virtual items, the number of display sub-areas in the item selection area needs to be determined by combining the size of the graphical user interface and / or the current game progress.

[0067] Alternatively, in another embodiment, displaying the item selection area in the graphical user interface further includes: displaying an item selection area in the graphical user interface that includes a preset number of item selection sub-areas.

[0068] In this step, in order to reduce the amount of data processing on the terminal device during the game, the number of item selection sub-areas can be preset. That is, a preset number of item selection sub-areas in the item selection area is set. During the game, the number of item selection sub-areas is no longer adjusted based on the number of virtual items that the virtual object can use. Regardless of whether the number of virtual items the virtual object has is high or low, the item selection area, which includes the preset number of item selection sub-areas, is displayed in the graphical user interface according to the preset number.

[0069] To prevent players from making incorrect selections when choosing virtual items by swiping, due to a lack of clarity regarding the currently selected item sub-area, the selected target sub-area is highlighted during the swipe operation to provide guidance and assist players in selecting virtual items.

[0070] In step S102, during the process of the player performing the sliding operation, the sliding position of the sliding operation is monitored in real time to determine the real-time sliding position of the sliding operation. Based on the real-time sliding position of the sliding operation, the target selection sub-area currently selected by the player in the item selection area through the sliding operation is determined. In order to prompt the player, the target selection sub-area in the item selection area is highlighted.

[0071] When the display position of the item selection control and the display position of the item selection area do not overlap and are far apart (for example, the display position of the item selection control is located in the lower left, right, or lower right of the graphical user interface, while the display position of the item selection area is located in the center of the graphical user interface), in order to facilitate the player's selection of virtual items, the selection of the item selection sub-area can be achieved by determining the mapping position of the sliding operation in the item selection area.

[0072] In one implementation, determining the target selection sub-region currently selected in the item selection area based on the real-time sliding position of the sliding operation includes:

[0073] S1021. Based on the initial sliding position and the real-time sliding position at the start of the sliding operation, determine the sliding distance and sliding direction of the sliding operation.

[0074] In this step, the sliding distance and direction of the sliding operation are determined based on the starting sliding position when the player triggers the sliding operation (i.e., the starting sliding position when the sliding operation begins) and the real-time sliding position to which the sliding operation is currently slid.

[0075] Here, the sliding distance refers to the straight-line distance between the initial sliding position and the real-time sliding position; the sliding direction refers to the relative direction between the real-time sliding position and the initial sliding position.

[0076] S1022. Based on the sliding distance and the sliding direction, determine the mapping position of the real-time sliding position in the prop selection area.

[0077] In this step, based on the current sliding distance and sliding direction of the sliding operation, and combined with the center of the item selection area, the real-time sliding position of the sliding operation is determined to be mapped to the item selection area.

[0078] In one embodiment, step S1022 includes: determining a position point in the prop selection area located in the sliding direction and at a distance of the sliding distance from the center of the prop selection area as the mapping position of the real-time sliding position in the prop selection area.

[0079] In this step, when mapping the real-time sliding position of the sliding operation to the item selection area, the center of the item selection area is taken as the starting point, and the position point in the item selection area located in the sliding direction and at a distance from the center of the item selection area is determined as the mapping position of the real-time sliding position in the item selection area. In this way, the mapping of the real-time sliding position of the sliding operation in the item selection area is realized.

[0080] S1023. Determine the item selection sub-region to which the mapped position belongs as the target selection sub-region currently selected by the sliding operation.

[0081] In this step, the mapping position of the real-time sliding position is determined to fall into the item selection sub-region of the item selection area, and the item selection sub-region into which the mapping position falls is determined as the target selection sub-region currently selected by the sliding operation.

[0082] Here, you can make the target selection sub-area stand out from other, unselected item selection sub-areas by changing the display parameters of the target selection sub-area.

[0083] In one implementation, highlighting the target selection sub-region includes:

[0084] The display parameters of the target selection sub-region are adjusted from the first display parameter to the second display parameter, and the target selection sub-region is displayed with the second display parameter.

[0085] In this step, after the player selects the target selection sub-region by sliding, the display parameters of the target selection sub-region are adjusted from the first display parameter when it is not selected to the second display parameter. The target selection sub-region is then displayed in the graphical user interface with the second display parameter, so that the target selection sub-region can be distinguished from other unselected item selection sub-regions in terms of display, thereby prompting the player.

[0086] The display parameters include one or more of transparency, brightness, and color.

[0087] When the display parameters include transparency, the transparency of the target selection sub-region displayed with the second display parameter is lower than the transparency of the target selection sub-region displayed with the first display parameter; that is, the target selection sub-region displayed with the second display parameter has lower transparency than the target selection sub-region displayed with the first display parameter.

[0088] And / or,

[0089] When the display parameters include color, the color of the target selection sub-region displayed with the second display parameter is different from the color of the target selection sub-region displayed with the first display parameter; that is, the color of the target selection sub-region displayed with the first display parameter is different from the color of the target selection sub-region displayed with the second display parameter. For example, if the target selection sub-region displayed with the first display parameter is black, then the target selection sub-region displayed with the second display parameter is yellow.

[0090] And / or,

[0091] When the display parameters include brightness, the brightness of the target selection sub-region displayed with the second display parameter is higher than the brightness of the target selection sub-region displayed with the first display parameter; that is, the target selection sub-region displayed with the second display parameter has a higher brightness than the target selection sub-region displayed with the first display parameter.

[0092] To provide more obvious assistance to players, during the player's sliding operation, operation guide lines can be displayed to indicate the currently selected target sub-region.

[0093] In one embodiment, the method of using the prop further includes: in response to a sliding operation that is continuous with the triggering operation, determining the line connecting the mapped position and the center of the prop selection area as an operation guide line, and displaying the operation guide line in the prop selection area to prompt the player to select the target sub-area currently selected through the operation guide line.

[0094] In this step, during the process of the player applying the sliding operation, the line connecting the mapped position and the center of the item selection area is determined as the operation guide line corresponding to the sliding operation, and the operation guide line is displayed in the item selection area. By displaying the operation guide line, the sliding direction and sliding distance of the sliding operation are shown in the graphical user interface, so as to prompt the player to select the target sub-area.

[0095] In step S103, the player can complete the selection of the target selection sub-region by ending the applied sliding operation; specifically, in response to the player's sliding operation ending in the currently selected target selection sub-region, the player controls the virtual object to use the virtual props associated with the target selection sub-region to complete the attack on the enemy virtual character, the healing of the virtual character controlled by the player, or the assistance to the friendly virtual character.

[0096] Here, while players are selecting and using virtual items through swiping, if a player wants to give up selecting a virtual item, they can do so by closing the selection sub-area.

[0097] In one embodiment, the prop selection area further includes a closed selection sub-area; the prop usage method further includes: in response to the end of the sliding operation at the closed selection sub-area, controlling the virtual object to abandon the selection of virtual props and closing the prop selection area.

[0098] In this step, players can abandon the selection of virtual items by ending the swipe operation in the closed selection sub-area; specifically, in response to the player's swipe operation ending in the closed selection sub-area, the virtual object is controlled to abandon the selection of virtual items and the item selection area displayed in the graphical user interface is closed.

[0099] Here, the closed selection sub-region is a central ring located at the center of the item selection region.

[0100] Considering that the distance between the closed selection area and other item selection areas is relatively short, players can only abandon the selection of virtual items by choosing to close the selection area. This may lead to accidental selection errors during the selection process. Therefore, to avoid players making selection errors, players can also slide out of the item selection area to trigger the abandonment of the selection of virtual items.

[0101] Please see Figure 2 , Figure 2 This is a schematic diagram of a graphical user interface provided in an embodiment of this application. Figure 2 As shown, the graphical user interface 2a displays at least a portion of the game scene 2b and an item selection control 2c (the currently used item is a grenade; clicking the item selection control will directly trigger the use of the grenade). Players can trigger the display of the item selection area 2d by applying a trigger operation to the item selection control 2c (e.g., long press or a swipe operation starting from the item selection control). The item selection area 2d includes multiple item selection sub-areas 2e; each item selection sub-area 2e is circular, and different item selection sub-areas 2e are arranged sequentially from the inside out, with the area center 2f of the item selection area as the center; the central ring of the area center of the item selection area 2d is the closed selection sub-area 2g; each item selection sub-area 2e displays the item name and item icon of the virtual item associated with that item selection sub-area.

[0102] In another embodiment, the prop usage method further includes: in response to the end of the sliding operation outside the prop selection area, controlling the virtual object to abandon the selection of the virtual prop and closing the prop selection area.

[0103] In this step, players can abandon the selection of virtual items by ending the swipe operation outside the item selection area; specifically, in response to the player's swipe operation ending outside the item selection area, the virtual object is controlled to abandon the selection of virtual items, and the item selection area displayed in the graphical user interface is closed.

[0104] Here, after players select and use virtual items by swiping, the item's attribute information and usage effects can be displayed to the players to help them understand how the virtual items are used.

[0105] In one implementation, after controlling the virtual object to use the virtual prop associated with the target selection sub-region, the prop usage method further includes: displaying the prop attribute information and prop usage effect of the virtual prop associated with the target selection sub-region in the graphical user interface.

[0106] In this step, after the player selects the target selection sub-area by sliding and uses the virtual item associated with the target selection sub-area, the item attribute information and the effect of using the virtual item associated with the target selection sub-area are displayed in the graphical user interface.

[0107] The prop usage method provided in this application embodiment, in response to a trigger operation applied to a prop selection control, displays a prop selection area in a graphical user interface; wherein, the prop selection area includes multiple prop selection sub-areas; each prop selection sub-area is circular, and different prop selection sub-areas are arranged sequentially from the inside out with the center of the prop selection area as the center; in response to a sliding operation continuous with the trigger operation, based on the real-time sliding position of the sliding operation, the target selection sub-area currently selected in the prop selection area by the sliding operation is determined, and the target selection sub-area is highlighted; in response to the end of the sliding operation at the target selection sub-area, the virtual object is controlled to use the virtual prop associated with the target selection sub-area. In this way, when players need to select virtual items, they can trigger the display of the item selection area through the item selection control shown in the graphical user interface. Players can then use the item selection area to select virtual items, allowing them to complete the selection and use of virtual items without switching interfaces. This simplifies the virtual item selection process, reduces the number of operations players need to perform when selecting virtual items, and consequently reduces the data processing pressure on terminal devices and the response frequency of terminal devices.

[0108] Please see Figure 3 , Figure 4 , Figure 3 This is one of the structural schematic diagrams of a prop-using device provided in an embodiment of this application. Figure 4 This is a second schematic diagram of a prop-using device provided in an embodiment of this application. A graphical user interface is provided through a terminal device; the graphical user interface displays at least a portion of the game scene and prop selection controls; such as... Figure 3 As shown, the prop-using device 300 includes:

[0109] The area display module 310 is used to respond to a trigger operation applied to the item selection control and display an item selection area in the graphical user interface; wherein, the item selection area includes multiple item selection sub-areas; each item selection sub-area is circular, and different item selection sub-areas are arranged sequentially from the inside to the outside with the center of the item selection area as the center;

[0110] The area prompting module 320 is used to respond to a sliding operation that is continuous with the triggering operation, determine the target selection sub-area currently selected in the prop selection area by the sliding operation based on the real-time sliding position of the sliding operation, and highlight the target selection sub-area;

[0111] The prop usage module 330 is used to control the virtual object to use the virtual prop associated with the target selection sub-region in response to the end of the sliding operation in the target selection sub-region.

[0112] Furthermore, when the area prompting module 320 determines the currently selected target sub-region in the item selection area based on the real-time sliding position of the sliding operation, the area prompting module 320 performs the following actions:

[0113] Based on the initial sliding position and the real-time sliding position at the start of the sliding operation, the sliding distance and sliding direction of the sliding operation are determined.

[0114] Based on the sliding distance and the sliding direction, determine the mapping position of the real-time sliding position in the prop selection area;

[0115] The item selection sub-region to which the mapped position belongs is determined as the target selection sub-region currently selected by the sliding operation.

[0116] Furthermore, when determining the mapped position of the real-time sliding position in the prop selection area based on the sliding distance and the sliding direction, the area prompting module 320 is used to:

[0117] The position point in the prop selection area that is located in the sliding direction and is a distance from the center of the prop selection area by the sliding distance is determined as the mapping position of the real-time sliding position in the prop selection area.

[0118] Furthermore, such as Figure 4 As shown, the prop-using device 300 further includes a prop association module 340, which is used to determine the virtual props associated with each prop selection sub-area through the following steps:

[0119] Obtain multiple virtual items that the virtual object can currently use in the game;

[0120] Based on the most recent usage time of each virtual item, each item selection sub-region is sequentially associated from the inside out; wherein, the relative distance between the item selection sub-region associated with each virtual item and the center of the item selection region is positively correlated with the time difference between the most recent usage time and the current usage time of that virtual item; or,

[0121] Based on the quantity of each virtual item possessed, each item selection sub-region is sequentially associated from the inside out; wherein, the relative distance between the item selection sub-region associated with each virtual item and the center of the item selection region is negatively correlated with the quantity of that virtual item possessed; or,

[0122] Based on the usage frequency of each virtual item, each item selection sub-region is sequentially associated from the inside out; wherein, the relative distance between the item selection sub-region associated with each virtual item and the regional center of the item selection region is negatively correlated with the usage frequency of the virtual item.

[0123] Furthermore, when the area display module 310 is used to display the item selection area in the graphical user interface, the area display module 310 is used to:

[0124] Based on the number of virtual items currently available to the virtual object in the game, determine the number of display areas for the item selection sub-areas within the item selection area; display the item selection area, including the number of display areas for the item selection sub-areas, in the graphical user interface; or,

[0125] The graphical user interface displays an item selection area that includes a preset number of item selection sub-areas.

[0126] Furthermore, such as Figure 4 As shown, the item selection area further includes a closed selection sub-area; the item using device 300 further includes a first deselection module 350, which is used for:

[0127] In response to the end of the sliding operation at the closed selection sub-area, the virtual object is controlled to abandon the selection of virtual props and the prop selection area is closed.

[0128] Furthermore, the closed selection sub-region is a central ring located at the center of the item selection region.

[0129] Furthermore, such as Figure 4 As shown, the prop-using device 300 further includes a second rejection module 360, which is used for:

[0130] In response to the end of the sliding operation outside the item selection area, the virtual object is controlled to abandon the selection of virtual items and the item selection area is closed.

[0131] Furthermore, the prop-using device 300 also includes an auxiliary selection module (not shown in the figure), which is used for:

[0132] In response to a sliding operation that occurs consecutively with the triggering operation, the line connecting the mapped position and the center of the item selection area is defined as an operation guideline, and the operation guideline is displayed in the item selection area to indicate to the player the currently selected target sub-area.

[0133] Furthermore, when the region highlighting module 320 is used to highlight the target selection sub-region, the region highlighting module 320 is used to:

[0134] The display parameters of the target selection sub-region are adjusted from the first display parameters to the second display parameters, and the target selection sub-region is displayed with the second display parameters; wherein, the display parameters include one or more of transparency, brightness, and color;

[0135] The transparency of the target selection sub-region displayed with the second display parameter is lower than the transparency of the target selection sub-region displayed with the first display parameter; and / or,

[0136] The color of the target selection sub-region displayed with the second display parameter is different from the color of the target selection sub-region displayed with the first display parameter; and / or,

[0137] The brightness of the target selection sub-region displayed with the second display parameter is higher than the brightness of the target selection sub-region displayed with the first display parameter.

[0138] Furthermore, each item selection sub-area displays the item attribute information of the virtual item associated with that item selection sub-area; the item attribute information includes one or more of the following: item name, item icon, and quantity owned.

[0139] Furthermore, after controlling the virtual object to use the virtual props associated with the target selection sub-region, the prop-using device further includes an effect display module (not shown in the figure), the effect display module being used for:

[0140] The graphical user interface displays the item attribute information and usage effects of the virtual items associated with the target selection sub-area.

[0141] The prop-using device provided in this application embodiment, in response to a trigger operation applied to a prop selection control, displays a prop selection area in a graphical user interface; wherein, the prop selection area includes multiple prop selection sub-areas; each prop selection sub-area is circular, and different prop selection sub-areas are arranged sequentially from the inside out with the center of the prop selection area as the center; in response to a sliding operation continuous with the trigger operation, based on the real-time sliding position of the sliding operation, the target selection sub-area currently selected in the prop selection area by the sliding operation is determined, and the target selection sub-area is highlighted; in response to the end of the sliding operation at the target selection sub-area, the virtual object is controlled to use the virtual prop associated with the target selection sub-area. In this way, when players need to select virtual items, they can trigger the display of the item selection area through the item selection control shown in the graphical user interface. Players can then use the item selection area to select virtual items, allowing them to complete the selection and use of virtual items without switching interfaces. This simplifies the virtual item selection process, reduces the number of operations players need to perform when selecting virtual items, and consequently reduces the data processing pressure on terminal devices and the response frequency of terminal devices.

[0142] Please see Figure 5 , Figure 5 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 5 As shown, the electronic device 500 includes a processor 510, a memory 520, and a bus 530. The memory 520 stores machine-readable instructions executable by the processor 510. When the electronic device runs a prop-using method as described in the embodiment, the processor 510 communicates with the memory 520 via the bus 530. The processor 510 executes the machine-readable instructions. The preamble of the method item of the processor 510 performs the following steps:

[0143] In response to a trigger operation applied to the item selection control, an item selection area is displayed in the graphical user interface; wherein, the item selection area includes multiple item selection sub-areas; each item selection sub-area is circular, and different item selection sub-areas are arranged sequentially from the inside out with the center of the item selection area as the center;

[0144] In response to a sliding operation that occurs consecutively with the triggering operation, based on the real-time sliding position of the sliding operation, the target selection sub-region currently selected in the item selection area by the sliding operation is determined, and the target selection sub-region is highlighted.

[0145] In response to the end of the sliding operation in the target selection sub-region, the virtual object is controlled to use the virtual props associated with the target selection sub-region.

[0146] In one feasible implementation, when the processor 510 is used to execute a real-time sliding position based on the sliding operation and to determine the currently selected target selection sub-region in the prop selection area through the sliding operation, it is specifically used for:

[0147] Based on the initial sliding position and the real-time sliding position at the start of the sliding operation, the sliding distance and sliding direction of the sliding operation are determined.

[0148] Based on the sliding distance and the sliding direction, determine the mapping position of the real-time sliding position in the prop selection area;

[0149] The item selection sub-region to which the mapped position belongs is determined as the target selection sub-region currently selected by the sliding operation.

[0150] In one feasible implementation, when the processor 510 is used to determine the mapped position of the real-time sliding position in the prop selection area based on the sliding distance and the sliding direction, it is specifically used for:

[0151] The position point in the prop selection area that is located in the sliding direction and is a distance from the center of the prop selection area by the sliding distance is determined as the mapping position of the real-time sliding position in the prop selection area.

[0152] In one feasible implementation, the processor 510 further performs the following steps to determine the virtual props associated with each prop selection sub-region:

[0153] Obtain multiple virtual items that the virtual object can currently use in the game;

[0154] Based on the most recent usage time of each virtual item, each item selection sub-region is sequentially associated from the inside out; wherein, the relative distance between the item selection sub-region associated with each virtual item and the center of the item selection region is positively correlated with the time difference between the most recent usage time and the current usage time of that virtual item; or,

[0155] Based on the quantity of each virtual item possessed, each item selection sub-region is sequentially associated from the inside out; wherein, the relative distance between the item selection sub-region associated with each virtual item and the center of the item selection region is negatively correlated with the quantity of that virtual item possessed; or,

[0156] Based on the usage frequency of each virtual item, each item selection sub-region is sequentially associated from the inside out; wherein, the relative distance between the item selection sub-region associated with each virtual item and the regional center of the item selection region is negatively correlated with the usage frequency of the virtual item.

[0157] In one feasible implementation, the processor 510, when performing the function of displaying the item selection area in the graphical user interface, specifically performs the following:

[0158] Based on the number of virtual items currently available to the virtual object in the game, determine the number of display areas for the item selection sub-areas within the item selection area; display the item selection area, including the number of display areas for the item selection sub-areas, in the graphical user interface; or,

[0159] The graphical user interface displays an item selection area that includes a preset number of item selection sub-areas.

[0160] In one feasible implementation, the prop selection area further includes a closed selection sub-area; the processor 510 also performs:

[0161] In response to the end of the sliding operation at the closed selection sub-area, the virtual object is controlled to abandon the selection of virtual props and the prop selection area is closed.

[0162] In one feasible implementation, the closed selection sub-region is a central ring located at the center of the item selection region.

[0163] In one feasible implementation, the processor 510 also performs:

[0164] In response to the end of the sliding operation outside the item selection area, the virtual object is controlled to abandon the selection of virtual items and the item selection area is closed.

[0165] In one feasible implementation, the processor 510 also performs:

[0166] In response to a sliding operation that occurs consecutively with the triggering operation, the line connecting the mapped position and the center of the item selection area is defined as an operation guideline, and the operation guideline is displayed in the item selection area to indicate to the player the currently selected target sub-area.

[0167] In one feasible implementation, when the processor 510 is used to perform the highlighting of the target selection sub-region, it is specifically configured to:

[0168] The display parameters of the target selection sub-region are adjusted from the first display parameters to the second display parameters, and the target selection sub-region is displayed with the second display parameters; wherein, the display parameters include one or more of transparency, brightness, and color;

[0169] The transparency of the target selection sub-region displayed with the second display parameter is lower than the transparency of the target selection sub-region displayed with the first display parameter; and / or,

[0170] The color of the target selection sub-region displayed with the second display parameter is different from the color of the target selection sub-region displayed with the first display parameter; and / or,

[0171] The brightness of the target selection sub-region displayed with the second display parameter is higher than the brightness of the target selection sub-region displayed with the first display parameter.

[0172] In one feasible implementation, each item selection sub-area displays the item attribute information of the virtual item associated with that item selection sub-area; the item attribute information includes one or more of the following: item name, item icon, and quantity owned.

[0173] In one feasible implementation, after controlling the virtual object to use the virtual props associated with the target selection sub-region, the processor 510 further performs:

[0174] The graphical user interface displays the item attribute information and usage effects of the virtual items associated with the target selection sub-area.

[0175] In this way, when a player needs to use an item, a swipe gesture triggers the display of the item selection area. This area includes sub-areas associated with available virtual items, allowing players to quickly select and use their preferred item. This eliminates the need for players to search through numerous virtual items, simplifying the selection process and improving efficiency while reducing device response time and data processing load. The circular sub-area shortens the swipe distance required to select the desired area, further assisting in quick selection. Additionally, highlighting the selected sub-area during the swipe gesture helps players identify their chosen item, preventing confusion and ensuring a clear visual representation of their selection. Virtual items, in the event of operational errors, can indirectly reduce the number of times players select virtual items, further reducing the response frequency and data processing pressure on terminal devices. To reduce the sliding distance during the selection process, each sub-area of ​​the item selection area is set as a ring, allowing players to select and use the corresponding virtual item by applying a sliding operation at any angle. In this way, players can select and use the virtual items they prefer without having to slide to a specific position, reducing the tediousness of item selection, reducing the complicated operations players need to perform to complete the selection, and also reducing the response frequency of terminal devices. Considering that the display position of the item selection control does not coincide with the display position of the item selection area, and there are cases where they are far apart, in order to facilitate the selection of virtual items, the mapping position of the sliding operation in the item selection area can be determined, and the selection of the sub-area of ​​the item selection can be realized by the mapping position.

[0176] This application embodiment also provides a computer-readable storage medium storing a computer program, which is executed by a processor, wherein the processor performs the following steps:

[0177] In response to a trigger operation applied to the item selection control, an item selection area is displayed in the graphical user interface; wherein, the item selection area includes multiple item selection sub-areas; each item selection sub-area is circular, and different item selection sub-areas are arranged sequentially from the inside out with the center of the item selection area as the center;

[0178] In response to a sliding operation that occurs consecutively with the triggering operation, based on the real-time sliding position of the sliding operation, the target selection sub-region currently selected in the item selection area by the sliding operation is determined, and the target selection sub-region is highlighted.

[0179] In response to the end of the sliding operation in the target selection sub-region, the virtual object is controlled to use the virtual props associated with the target selection sub-region.

[0180] In one feasible implementation, when the processor is used to execute a real-time sliding position based on the sliding operation and determine the currently selected target selection sub-region in the prop selection area through the sliding operation, it is specifically used to:

[0181] Based on the initial sliding position and the real-time sliding position at the start of the sliding operation, the sliding distance and sliding direction of the sliding operation are determined.

[0182] Based on the sliding distance and the sliding direction, determine the mapping position of the real-time sliding position in the prop selection area;

[0183] The item selection sub-region to which the mapped position belongs is determined as the target selection sub-region currently selected by the sliding operation.

[0184] In one feasible implementation, when the processor is used to determine the mapped position of the real-time sliding position in the prop selection area based on the sliding distance and the sliding direction, it is specifically used for:

[0185] The position point in the prop selection area that is located in the sliding direction and is a distance from the center of the prop selection area by the sliding distance is determined as the mapping position of the real-time sliding position in the prop selection area.

[0186] In one feasible implementation, the processor also performs the following steps to determine the virtual props associated with each prop selection sub-region:

[0187] Obtain multiple virtual items that the virtual object can currently use in the game;

[0188] Based on the most recent usage time of each virtual item, each item selection sub-region is sequentially associated from the inside out; wherein, the relative distance between the item selection sub-region associated with each virtual item and the center of the item selection region is positively correlated with the time difference between the most recent usage time and the current usage time of that virtual item; or,

[0189] Based on the quantity of each virtual item possessed, each item selection sub-region is sequentially associated from the inside out; wherein, the relative distance between the item selection sub-region associated with each virtual item and the center of the item selection region is negatively correlated with the quantity of that virtual item possessed; or,

[0190] Based on the usage frequency of each virtual item, each item selection sub-region is sequentially associated from the inside out; wherein, the relative distance between the item selection sub-region associated with each virtual item and the regional center of the item selection region is negatively correlated with the usage frequency of the virtual item.

[0191] In one feasible implementation, when the processor is used to execute the function of displaying the item selection area in the graphical user interface, it is specifically configured to:

[0192] Based on the number of virtual items currently available to the virtual object in the game, determine the number of display areas for the item selection sub-areas within the item selection area; display the item selection area, including the number of display areas for the item selection sub-areas, in the graphical user interface; or,

[0193] The graphical user interface displays an item selection area that includes a preset number of item selection sub-areas.

[0194] In one feasible implementation, the prop selection area further includes a closed selection sub-area; the processor also performs:

[0195] In response to the end of the sliding operation at the closed selection sub-area, the virtual object is controlled to abandon the selection of virtual props and the prop selection area is closed.

[0196] In one feasible implementation, the closed selection sub-region is a central ring located at the center of the item selection region.

[0197] In one feasible implementation, the processor also performs:

[0198] In response to the end of the sliding operation outside the item selection area, the virtual object is controlled to abandon the selection of virtual items and the item selection area is closed.

[0199] In one feasible implementation, the processor also performs:

[0200] In response to a sliding operation that occurs consecutively with the triggering operation, the line connecting the mapped position and the center of the item selection area is defined as an operation guideline, and the operation guideline is displayed in the item selection area to indicate to the player the currently selected target sub-area.

[0201] In one feasible implementation, when the processor is used to highlight the target selection sub-region, it is specifically configured to:

[0202] The display parameters of the target selection sub-region are adjusted from the first display parameters to the second display parameters, and the target selection sub-region is displayed with the second display parameters; wherein, the display parameters include one or more of transparency, brightness, and color;

[0203] The transparency of the target selection sub-region displayed with the second display parameter is lower than the transparency of the target selection sub-region displayed with the first display parameter; and / or,

[0204] The color of the target selection sub-region displayed with the second display parameter is different from the color of the target selection sub-region displayed with the first display parameter; and / or,

[0205] The brightness of the target selection sub-region displayed with the second display parameter is higher than the brightness of the target selection sub-region displayed with the first display parameter.

[0206] In one feasible implementation, each item selection sub-area displays the item attribute information of the virtual item associated with that item selection sub-area; the item attribute information includes one or more of the following: item name, item icon, and quantity owned.

[0207] In one feasible implementation, after controlling the virtual object to use the virtual props associated with the target selection sub-region, the processor further performs:

[0208] The graphical user interface displays the item attribute information and usage effects of the virtual items associated with the target selection sub-area.

[0209] In this way, when a player needs to use an item, a swipe gesture triggers the display of the item selection area. This area includes sub-areas associated with available virtual items, allowing players to quickly select and use their preferred item. This eliminates the need for players to search through numerous virtual items, simplifying the selection process and improving efficiency while reducing device response time and data processing load. The circular sub-area shortens the swipe distance required to select the desired area, further assisting in quick selection. Additionally, highlighting the selected sub-area during the swipe gesture helps players identify their chosen item, preventing confusion and ensuring a clear visual representation of their selection. Virtual items, in the event of operational errors, can indirectly reduce the number of times players select virtual items, further reducing the response frequency and data processing pressure on terminal devices. To reduce the sliding distance during the selection process, each sub-area of ​​the item selection area is set as a ring, allowing players to select and use the corresponding virtual item by applying a sliding operation at any angle. In this way, players can select and use the virtual items they prefer without having to slide to a specific position, reducing the tediousness of item selection, reducing the complicated operations players need to perform to complete the selection, and also reducing the response frequency of terminal devices. Considering that the display position of the item selection control does not coincide with the display position of the item selection area, and there are cases where they are far apart, in order to facilitate the selection of virtual items, the mapping position of the sliding operation in the item selection area can be determined, and the selection of the sub-area of ​​the item selection can be realized by the mapping position.

[0210] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0211] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the shown or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0212] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0213] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0214] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0215] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The scope of protection of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application, and should all be covered within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. A prop use method characterized by, Provide a graphical user interface through terminal devices; The graphical user interface displays at least a portion of the game scene and item selection controls; the method of using the items includes: In response to a trigger operation applied to the item selection control, an item selection area is displayed in the graphical user interface; wherein, the item selection area includes multiple item selection sub-areas; each item selection sub-area is circular, and different item selection sub-areas are arranged sequentially from the inside out with the center of the item selection area as the center; In response to a sliding operation that occurs consecutively with the triggering operation, based on the real-time sliding position of the sliding operation, the target selection sub-region currently selected in the item selection area by the sliding operation is determined, and the target selection sub-region is highlighted. In response to the end of the sliding operation in the target selection sub-region, the virtual object is controlled to use the virtual props associated with the target selection sub-region; The determination of the target selection sub-region currently selected in the item selection area based on the real-time sliding position of the sliding operation includes: Based on the initial sliding position and the real-time sliding position at the start of the sliding operation, the sliding distance and sliding direction of the sliding operation are determined. Based on the sliding distance and the sliding direction, determine the mapping position of the real-time sliding position in the prop selection area; The item selection sub-region to which the mapped position belongs is determined as the target selection sub-region currently selected by the sliding operation.

2. The prop use method according to claim 1, wherein Determining the mapping position of the real-time sliding position within the item selection area based on the sliding distance and the sliding direction includes: The position point in the prop selection area that is located in the sliding direction and is a distance from the center of the prop selection area by the sliding distance is determined as the mapping position of the real-time sliding position in the prop selection area.

3. The prop use method according to claim 1, wherein The following steps are used to determine the virtual items associated with each item selection sub-area: Obtain multiple virtual items that the virtual object can currently use in the game; Based on the most recent usage time of each virtual item, each item selection sub-region is sequentially associated from the inside out; wherein, the relative distance between the item selection sub-region associated with each virtual item and the center of the item selection region is positively correlated with the time difference between the most recent usage time and the current usage time of that virtual item; or, Based on the quantity of each virtual item possessed, each item selection sub-region is sequentially associated from the inside out; wherein, the relative distance between the item selection sub-region associated with each virtual item and the center of the item selection region is negatively correlated with the quantity of that virtual item possessed; or, Based on the usage frequency of each virtual item, each item selection sub-region is sequentially associated from the inside out; wherein, the relative distance between the item selection sub-region associated with each virtual item and the regional center of the item selection region is negatively correlated with the usage frequency of the virtual item.

4. The prop use method according to claim 1, wherein The display of the item selection area in the graphical user interface includes: Based on the number of virtual items currently available to the virtual object in the game, determine the number of display areas for the item selection sub-areas within the item selection area; display the item selection area, including the number of display areas for the item selection sub-areas, in the graphical user interface; or, The graphical user interface displays an item selection area that includes a preset number of item selection sub-areas.

5. The prop use method according to claim 1, wherein The item selection area also includes a closed selection sub-area; the item usage method also includes: In response to the end of the sliding operation at the closed selection sub-area, the virtual object is controlled to abandon the selection of virtual props and the prop selection area is closed.

6. The prop use method according to claim 5, wherein The closed selection sub-region is a central ring located at the center of the item selection region.

7. The prop use method according to claim 1, wherein The method of using the prop also includes: In response to the end of the sliding operation outside the item selection area, the virtual object is controlled to abandon the selection of virtual items and the item selection area is closed.

8. The prop use method according to claim 1, wherein The method of using the prop also includes: In response to a sliding operation that occurs consecutively with the triggering operation, the line connecting the mapped position and the center of the item selection area is defined as an operation guideline, and the operation guideline is displayed in the item selection area to indicate to the player the currently selected target sub-area.

9. The prop use method according to claim 1, wherein The highlighted target selection sub-region includes: The display parameters of the target selection sub-region are adjusted from the first display parameters to the second display parameters, and the target selection sub-region is displayed with the second display parameters; wherein, the display parameters include one or more of transparency, brightness, and color; The transparency of the target selection sub-region displayed with the second display parameter is lower than the transparency of the target selection sub-region displayed with the first display parameter; and / or, The color of the target selection sub-region displayed with the second display parameter is different from the color of the target selection sub-region displayed with the first display parameter; and / or, The brightness of the target selection sub-region displayed with the second display parameter is higher than the brightness of the target selection sub-region displayed with the first display parameter.

10. The prop use method according to any one of claims 1 to 9, characterized by, Each item selection sub-area displays the item attribute information of the virtual item associated with that item selection sub-area; the item attribute information includes one or more of the following: item name, item icon, and quantity owned.

11. The prop use method according to claim 1, wherein After controlling the virtual object to use the virtual props associated with the target selection sub-region, the prop usage method further includes: The graphical user interface displays the item attribute information and usage effects of the virtual items associated with the target selection sub-area.

12. A prop using apparatus characterized by comprising: Provide a graphical user interface through terminal devices; The graphical user interface displays at least a portion of the game scene and item selection controls; the item usage device includes: The area display module is used to respond to the trigger operation applied to the item selection control and display the item selection area in the graphical user interface; wherein, the item selection area includes multiple item selection sub-areas; each item selection sub-area is circular, and different item selection sub-areas are arranged sequentially from the inside to the outside with the area center of the item selection area as the center; The area prompt module is used to respond to a sliding operation that is continuous with the triggering operation, and based on the real-time sliding position of the sliding operation, determine the target selection sub-area currently selected in the prop selection area by the sliding operation, and highlight the target selection sub-area; The prop usage module is used to control the virtual object to use the virtual prop associated with the target selection sub-region in response to the end of the sliding operation in the target selection sub-region; When determining the currently selected target sub-region in the item selection area based on the real-time sliding position of the sliding operation, the area prompting module is used to: Based on the initial sliding position and the real-time sliding position at the start of the sliding operation, the sliding distance and sliding direction of the sliding operation are determined. Based on the sliding distance and the sliding direction, determine the mapping position of the real-time sliding position in the prop selection area; The item selection sub-region to which the mapped position belongs is determined as the target selection sub-region currently selected by the sliding operation.

13. An electronic device, comprising: include: The device includes a processor, a memory, and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory via the bus, and the machine-readable instructions are executed by the processor to perform the steps of the prop-using method as described in any one of claims 1 to 11.

14. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the prop-using method as described in any one of claims 1 to 11.