Interactive control method, device and electronic equipment for a game

CN117771659BActive Publication Date: 2026-09-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311570447.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-11-22
Publication Date
2026-09-25
Estimated Expiration
2043-11-22

AI Technical Summary

Technical Problem

相关技术中,枪械图标通常位于不易操作的界面位置,例如,界面的角落区域或界面中间的底部区域,玩家需要大幅挪动手指才可以触发枪械图标,导致更换枪械道具的操作缺少便捷性,操作体验较差

Benefits of technology

[0009]上述游戏的交互控制方法、装置和电子设备,通过终端设备提供一图形用户界面,在图形用户界面中显示游戏场景的场景画面和射击控件;其中,游戏场景中包括受控虚拟对象;受控虚拟对象携带多个枪械道具;多个枪械道具中的第一枪械道具为正在使用状态;响应针对射击控件的第一触发操作,控制受控虚拟对象使用第一枪械道具执行射击动作;响应针对射击控件的第二触发操作,将第一枪械道具切换为多个枪械道具中的第二枪械道具;其中,第二触发操作与第一触发操作不同;第二枪械道具与第一枪械道具不同;切换后的第二枪械道具为正在使用状态。该方式中,针对射击控件执行第一触发操作,可以控制受控虚拟对象使用第一枪械道具执行射击动作,针对射击控件执行第二触发操作,可以将第一枪械道具切换为多个枪械道具中的第二枪械道具;通过对射击控件执行与射击动作不同的触发操作,实现切换枪械道具,方便用户在易操作的界面位置切换枪械,不仅提高了枪械切换的便捷性,也降低了误触概率,提升了用户的游戏体验。

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Abstract

The present disclosure provides an interactive control method, device and electronic equipment of a game, wherein the method comprises: displaying a scene picture of a game scene and a shooting control in a graphical user interface; wherein the game scene comprises a controlled virtual object; the controlled virtual object carries a plurality of gun props; a first gun prop in the plurality of gun props is in a use state; in response to a first trigger operation on the shooting control, the controlled virtual object is controlled to use the first gun prop to perform a shooting action; and in response to a second trigger operation on the shooting control, the first gun prop is switched to a second gun prop in the plurality of gun props. This way, by performing a trigger operation different from the shooting action on the shooting control, the gun prop is switched, which facilitates the user to switch the gun prop at an easily-operated interface position, improves the convenience of gun switching, reduces the probability of accidental touch, and improves the user's game experience.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and in particular to a method, apparatus and electronic device for interactive control of games. Background Technology

[0002] In games involving shooting, player-controlled virtual characters can carry multiple firearms into the game environment. During a match, the player controls the virtual character to fire using one of these firearms. The game interface typically displays multiple weapon icons, each corresponding to a different firearm carried by the virtual character. Activating a weapon icon allows the player to switch between weapons. However, in some games, these weapon icons are often located in inconvenient areas, such as corners or the bottom center of the screen. Players often need to move their fingers significantly to activate these icons, making weapon switching inconvenient and resulting in a poor user experience. Summary of the Invention

[0003] In view of this, the purpose of this disclosure is to provide a game interaction control method, device and electronic device to facilitate users in switching weapons, improve the convenience of weapon switching, reduce the probability of accidental touches and enhance the user's gaming experience.

[0004] In a first aspect, embodiments of this disclosure provide an interactive control method for a game, providing a graphical user interface through a terminal device. The method includes: displaying a game scene and shooting controls in the graphical user interface; wherein the game scene includes a controlled virtual object; the controlled virtual object carries multiple firearm props; a first firearm prop among the multiple firearm props is in use; responding to a first trigger operation on the shooting controls, controlling the controlled virtual object to perform a shooting action using the first firearm prop; responding to a second trigger operation on the shooting controls, switching the first firearm prop to a second firearm prop among the multiple firearm props; wherein the second trigger operation is different from the first trigger operation; the second firearm prop is different from the first firearm prop; and the switched second firearm prop is in use.

[0005] Secondly, embodiments of this disclosure also provide an interactive control device for a game, providing a graphical user interface through a terminal device. The device includes: a display module for displaying a game scene and shooting controls in the graphical user interface; wherein the game scene includes a controlled virtual object; the controlled virtual object carries multiple firearm props; a first firearm prop among the multiple firearm props is in use; a control module for responding to a first trigger operation on the shooting controls, controlling the controlled virtual object to perform a shooting action using the first firearm prop; and a switching module for responding to a second trigger operation on the shooting controls, switching the first firearm prop to a second firearm prop among the multiple firearm props; wherein the second trigger operation is different from the first trigger operation; the second firearm prop is different from the first firearm prop; and the switched second firearm prop is in use.

[0006] Thirdly, embodiments of this disclosure provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the interactive control method of the game described above.

[0007] Fourthly, embodiments of this disclosure provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the interactive control method of the aforementioned game.

[0008] The embodiments disclosed herein bring the following beneficial effects:

[0009] The aforementioned interactive control method, device, and electronic device for the game provide a graphical user interface (GUI) through a terminal device, displaying a game scene and shooting controls within the GUI. The game scene includes a controlled virtual object carrying multiple firearms; a first firearm among the multiple firearms is currently in use. In response to a first trigger operation on the shooting controls, the controlled virtual object is controlled to perform a shooting action using the first firearm. In response to a second trigger operation on the shooting controls, the first firearm is switched to a second firearm among the multiple firearms; the second trigger operation is different from the first trigger operation; the second firearm is different from the first firearm; and the switched second firearm is currently in use. In this method, executing a first trigger operation on the shooting control allows the controlled virtual object to use a first firearm prop to perform a shooting action. Executing a second trigger operation on the shooting control switches the first firearm prop to a second firearm prop among multiple firearm props. By executing a trigger operation on the shooting control that is different from the shooting action, switching firearm props is achieved, making it convenient for users to switch firearms in an easily operable interface location. This not only improves the convenience of firearm switching but also reduces the probability of accidental touches, enhancing the user's gaming experience.

[0010] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.

[0011] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0012] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0013] Figure 1 A schematic diagram of a game interface provided in an embodiment of this disclosure;

[0014] Figure 2 A schematic diagram of another game interface provided in an embodiment of this disclosure;

[0015] Figure 3 A flowchart illustrating a game interaction control method provided in this embodiment of the disclosure;

[0016] Figure 4 A schematic diagram of a shooting control provided in an embodiment of this disclosure;

[0017] Figure 5 A schematic diagram of another shooting control provided in an embodiment of this disclosure;

[0018] Figure 6 A schematic diagram illustrating a second prop identifier provided in an embodiment of this disclosure;

[0019] Figure 7 A schematic diagram of an interactive control device for a game provided in an embodiment of this disclosure;

[0020] Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0021] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0022] Currently, in games that include shooting mechanics, player-controlled virtual characters can carry multiple firearms into the game environment. During a match, the player controls the virtual character to shoot using one of these firearms. The game interface typically displays multiple firearm icons, each corresponding to a different firearm carried by the virtual character. By activating a firearm icon, the player can control the virtual character to switch between firearms.

[0023] In related technologies, weapon icons are typically located in interface positions that are difficult for players to operate, for example, such as Figure 1 The bottom center area of ​​the game interface; or, the corner area of ​​the interface, such as... Figure 2 The weapon icon is located in the upper right corner of the game interface. Therefore, players need to move their fingers significantly to trigger it, making weapon switching inconvenient and resulting in a poor user experience.

[0024] In addition, such as Figure 1 and Figure 2 As shown, shooting controls, aiming controls, and controls for jumping and crouching are placed in the lower right corner of the game interface; controls for moving the virtual character are placed in the lower left corner. If the weapon icon were placed in these easily accessible areas—the lower right and lower left corners—it would be too close to other icons in these areas, interfering with other player actions and increasing the risk of accidental touches.

[0025] Based on the above, this disclosure provides an interactive control method, apparatus, and electronic device for games, which can be applied to games or other applications that include shooting controls.

[0026] In one embodiment of this disclosure, the game interaction control method can run on a local terminal device or a server. When the game interaction control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.

[0027] 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 separated. The storage and execution of the game's interactive control methods are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0028] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0029] In one possible implementation, this disclosure provides a game interaction control method that provides a graphical user interface (GUI) through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The GUI provided by the terminal device can display interface content, such as game scene images, communication interaction windows, etc., depending on the type of application being launched.

[0030] To facilitate understanding of this embodiment, a game interaction control method disclosed in this embodiment of the invention will first be described in detail, such as... Figure 3 As shown, a graphical user interface is provided through a terminal device. The interactive control method of this game includes the following steps:

[0031] Step S302: Display the scene screen and shooting controls of the game scene in the graphical user interface; wherein, the game scene includes a controlled virtual object; the controlled virtual object carries multiple firearm props; the first firearm prop among the multiple firearm props is in use;

[0032] The aforementioned shooting controls are typically placed in easily accessible locations on the interface for players to perform shooting actions, such as the lower right or lower left corner of the graphical user interface. The multiple weapon items mentioned above are usually carried into the game by a controlled virtual object, such as in the controlled virtual object's inventory. These multiple weapon items include the player's currently active weapon item and the weapon item to be switched to. Optionally, the multiple weapon items can be of the same type or different types.

[0033] Specifically, the game scene and shooting controls are displayed in the graphical user interface. The game scene includes a controlled virtual object controlled by the player. The controlled virtual object carries multiple firearms that have been pre-selected from the equipment library, such as pistols, submachine guns, rifles, and sniper rifles.

[0034] In an exemplary embodiment, icons for multiple firearms are displayed in the upper right or upper left corner of the graphical user interface. These icons can be set as non-triggerable visual elements so that players can intuitively see the multiple firearms they are carrying. Optionally, the first firearm in use among the multiple firearm icons can be highlighted; alternatively, the multiple firearms can be pre-sorted, and their corresponding icons can be displayed according to the sorting.

[0035] Step S304: Respond to the first trigger operation for the shooting control and control the controlled virtual object to perform a shooting action using the first firearm prop;

[0036] The first triggering operation mentioned above can typically be a click operation performed by the player on the shooting control, corresponding to the first weapon item firing a single bullet; it can also be a combo operation performed by the player, corresponding to the first weapon item firing multiple bullets; or it can be a long press operation performed by the player and then released, corresponding to the first weapon item firing a burst of bullets.

[0037] In an exemplary embodiment, the player controls their finger to perform a click operation on the shooting control. That is, after the player touches the shooting control, they release their finger. At this time, the terminal device controls the controlled virtual object to fire a single bullet using the first gun prop.

[0038] Step S306: In response to the second trigger operation on the shooting control, switch the first firearm prop to the second firearm prop among multiple firearm props; wherein, the second trigger operation is different from the first trigger operation; the second firearm prop is different from the first firearm prop; the switched second firearm prop is in use.

[0039] The second triggering operation mentioned above is usually different from the first triggering operation. For example, when the first triggering operation is a click operation, the second triggering operation can be a sliding operation on the shooting control, or a dragging operation on the shooting control. The second weapon item mentioned above is usually different from the first weapon item; it should be noted that the second weapon item can be of the same type as the first weapon item, but the configuration may differ.

[0040] In one example, the second triggering action is directional. That is, when the player performs a second triggering action on the shooting control, the terminal device needs to determine the direction of the second triggering action. For example, multiple icons are displayed around the shooting control, corresponding to multiple firearms carried by the controlled virtual character; when the player performs a swipe action on the shooting control, starting from the shooting control and ending at one of the icons, the terminal device switches the first firearm to the second firearm corresponding to that icon.

[0041] For example, the arrangement order of multiple gun items can be preset. When a player performs a sliding operation on the shooting control, starting from the shooting control and ending at any position to the left or right of the shooting control, the terminal device will switch the first gun item to the previous or next gun item based on the arrangement order of the multiple gun items after judging the direction of the player's sliding.

[0042] In another example, the second trigger action is non-directional. That is, when the player performs the second trigger action on the shooting control, the terminal device does not need to determine the direction of the second trigger action. For example, multiple weapon items are pre-ordered; the player can perform a swipe action to the left starting from the shooting control, and then the terminal device, based on the pre-ordered sequence of the multiple weapon items, switches the first weapon item to the next weapon item.

[0043] For example, multiple gun prop icons are displayed around the shooting controls; when a player performs a drag operation starting from a gun prop icon and ending at the shooting controls, the terminal device switches the first gun prop to the second gun prop corresponding to that gun prop icon.

[0044] The above steps combine the weapon switching interaction with the shooting button, making it easier for players to switch weapons. At the same time, players do not need to move their hands out of the easily accessible area to switch weapons, reducing the probability of accidental touches and making the overall operation easier and smoother.

[0045] The interactive control method for the aforementioned game provides a graphical user interface (GUI) through a terminal device, displaying a game scene and shooting controls within the GUI. The game scene includes a controlled virtual object carrying multiple firearms. The first firearm among the multiple firearms is currently in use. In response to a first trigger operation on the shooting controls, the controlled virtual object is controlled to use the first firearm to perform a shooting action. In response to a second trigger operation on the shooting controls, the first firearm is switched to a second firearm among the multiple firearms. The second trigger operation is different from the first trigger operation; the second firearm is different from the first firearm; and the switched second firearm is currently in use. In this method, executing a first trigger operation on the shooting control allows the controlled virtual object to use a first firearm prop to perform a shooting action. Executing a second trigger operation on the shooting control switches the first firearm prop to a second firearm prop among multiple firearm props. By executing a trigger operation on the shooting control that is different from the shooting action, switching firearm props is achieved, making it convenient for users to switch firearms in an easily operable interface location. This not only improves the convenience of firearm switching but also reduces the probability of accidental touches, enhancing the user's gaming experience.

[0046] The following embodiments provide an optional implementation of controlling a controlled virtual object to perform a shooting action based on a first trigger operation.

[0047] Specifically, in response to a click operation applied to the shooting control, the controlled virtual object is controlled to perform a shooting action using the first firearm prop.

[0048] In other words, when a player clicks on the shooting control, the terminal device controls the controlled virtual object to use the first weapon prop to perform a shooting action.

[0049] For example, a player controls a shooting control in a graphical user interface by touching it with their finger and then releasing it, thus performing a click operation on the shooting control. The terminal device then controls the controlled virtual object to perform the corresponding shooting action with a rifle.

[0050] The following embodiments provide an optional implementation of switching firearms based on a second trigger operation.

[0051] In one alternative approach, in response to a sliding operation applied to the shooting control, the first firearm prop is switched to a second firearm prop among a plurality of firearm props.

[0052] In other words, when a player performs a swipe operation on the shooting controls, and the swipe operation passes through a portion of the shooting controls, the terminal device will switch the first weapon item to the second weapon item among multiple weapon items.

[0053] In one example, when the player controls their finger to perform a sliding operation on the shooting control, the terminal device switches the first weapon item to the second weapon item among multiple weapon items.

[0054] The above method, which involves performing a sliding operation on the shooting controls, helps players switch between weapons and items more conveniently.

[0055] In one alternative approach, in response to a sliding operation that starts from the shooting control and slides along a specified direction, the first firearm prop is switched to the second firearm prop among a plurality of firearm props.

[0056] The specified direction is typically used to determine the second firearm among multiple firearm props corresponding to that direction. Optionally, the specified direction can be any direction around the firing controls; alternatively, a firearm prop corresponding to a sliding operation along the specified direction can be preset.

[0057] In other words, if a player performs a sliding operation that starts from the shooting control and slides along a specified direction, the terminal device will switch the first weapon item to the second weapon item among multiple weapon items.

[0058] In one example, the player controls their finger to slide it to the right from the shooting control, switching between the currently used rifle and the pistol. The rightward sliding action corresponds to the pistol among multiple weapon props, at which point the terminal device switches the rifle to the pistol.

[0059] In one approach, in response to a sliding operation originating from the shooting control, the sliding direction of the sliding operation is determined, and a second firearm prop to be switched is determined from multiple firearm props based on the sliding direction; in response to the end of the sliding operation, the first firearm prop is switched to the second firearm prop from the multiple firearm props.

[0060] The sliding direction mentioned above is usually relative to the center point of the shooting control, and different sliding directions correspond to different second firearms.

[0061] In other words, when the player controls their finger to perform a sliding operation starting from the shooting control, the first weapon item is switched; after the terminal device determines the sliding direction of the sliding operation, the second weapon item to be switched is determined from multiple weapon items based on the sliding direction.

[0062] In one example, starting with the shooting control, the player controls their finger to perform an upward swipe operation to switch the rifle currently in use; assuming that the upward swipe direction corresponds to the pistol among multiple weapon props, the terminal device determines the second weapon prop to be switched to as the pistol based on the swipe direction.

[0063] Furthermore, when the player finishes the swipe operation, the first weapon item is switched to the second weapon item among multiple weapon items.

[0064] For example, after the player releases their finger, the terminal device switches the rifle to a pistol, which is then in use.

[0065] In one alternative approach, in response to a sliding operation originating from the shooting control, the touch point position of the sliding operation is determined, and the direction of the touch point position relative to the shooting control is determined as the sliding direction of the sliding operation.

[0066] The aforementioned touch point location usually refers to the coordinates of the point on the screen where the finger touches the screen during the player's swipe operation.

[0067] In other words, during the process of the player performing a sliding operation starting from the shooting control, the terminal device updates the touch point position of the sliding operation. After obtaining all the touch point positions, the direction of the touch point position relative to the shooting control is determined as the sliding direction of the sliding operation.

[0068] In one example, the player controls their finger to perform a sliding operation starting from the shooting control. The terminal device obtains the positions of all touch points based on the trajectory of the sliding operation, and after fitting and calculating the position coordinates of all touch points, it obtains the direction relative to the shooting control. The terminal device then determines this direction as the sliding direction of the sliding operation.

[0069] In one optional approach, multiple firearm props each correspond to a first prop icon, and the first prop icons of the multiple firearm props are displayed at different directional positions on the firing control. When switching firearm props, in response to a sliding operation starting from the firing control, the position of the touch endpoint of the sliding operation is determined. If the position of the touch endpoint is located on the target first prop icon among the first prop icons, the firearm prop corresponding to the target first prop icon is determined as the second firearm prop to be switched. The first firearm prop is switched to the second firearm prop, or, in response to the end of the sliding operation, the first firearm prop is switched to the second firearm prop.

[0070] The first item identifier mentioned above can usually be an icon of a firearm item or the name of a firearm item.

[0071] In other words, a first item identifier is pre-assigned to each of the multiple weapon items, and different weapon items have different first item identifiers. These first item identifiers are displayed in different directional positions on the firing control, such as above, below, left, right, upper left, and lower right of the firing control. When the player performs a swipe operation starting from the firing control, the position of the touch endpoint is monitored; if the endpoint is located on the target first item identifier, the terminal device determines the weapon item corresponding to that target first item identifier as the second weapon item to be switched to.

[0072] For example, if a player controls their finger to perform a swipe operation starting from the shooting control, and stops swiping after reaching the first target item icon, the terminal device will identify the firearm item corresponding to the first target item icon as the second firearm item to be switched to.

[0073] Furthermore, the terminal device can switch the first weapon prop to the second weapon prop, or, after the sliding operation ends, switch the first weapon prop to the second weapon prop.

[0074] In one example, when the player stops swiping their finger at the target's first item marker, the weapon switch is completed, and the terminal device switches the first weapon item to the second weapon item.

[0075] In another example, the player controls the finger to perform a swipe operation, with the touch endpoint positioned on the target first item icon. Then, the player releases their finger to end the swipe operation, at which point the terminal device switches the first weapon item to the second weapon item.

[0076] In one alternative approach, a switching control is displayed around the firing control; when switching weapon items, in response to a sliding operation from the firing control to the switching control, a second weapon item to be switched to is determined; in response to the end of the sliding operation, the first weapon item is switched to the second weapon item.

[0077] In other words, a switching control for firearm props is pre-set. This switching control can correspond to a second firearm prop to be switched to, or it can be divided into multiple areas, with each area corresponding to a firearm prop carried by a controlled virtual object.

[0078] When the player controls their finger to slide from the shooting control to the switching control, the terminal device determines the second weapon item to be switched to; furthermore, after the player finishes the sliding operation, the terminal device switches the first weapon item to the second weapon item.

[0079] In an exemplary embodiment, a switching control is displayed around the shooting control. When the player controls their finger to perform a sliding operation starting from the shooting control and ending at the switching control, the terminal device determines the second weapon item to be switched to corresponding to the switching control. When the switching control corresponds to one weapon item, the weapon item corresponding to the switching control is determined as the second weapon item. When different areas of the switching control correspond to different weapon items, the weapon item in the area where the touch point of the sliding operation is located can be determined as the second weapon item. Furthermore, when the player releases their finger to end the sliding operation, the first weapon item is switched to the second weapon item.

[0080] In one alternative approach, the designated area surrounding the shooting control is divided into multiple sub-areas, with each weapon prop corresponding to one sub-area; in response to a sliding operation originating from the shooting control, the target sub-area where the touch point of the sliding operation is located is determined; in response to the end of the sliding operation in the target sub-area, the weapon prop corresponding to the target sub-area is determined as the second weapon prop.

[0081] The aforementioned surrounding area can typically be a circular area around the shooting controls, or a partial circular area around the shooting controls. The aforementioned target sub-region usually refers to the sub-region where the current touch point's coordinates are located during the player's swipe operation.

[0082] In other words, multiple sub-areas are set in the same direction as the shooting controls. Each sub-area corresponds to a type of firearm carried by the controlled virtual character. Players can perform a swipe operation to slide to the target sub-area to determine the second firearm.

[0083] Understandably, the player controls their finger to perform a swipe operation starting from the shooting controls, and the terminal device determines the target sub-region where the touch point of the swipe operation is located at the time of the swipe operation based on the real-time touch position of the finger on the graphical user interface.

[0084] Furthermore, if the player finishes the swipe operation in the target sub-area, the weapon item corresponding to the target sub-area will be designated as the second weapon item.

[0085] In an exemplary embodiment, starting from the shooting control, the player controls their finger to perform a sliding operation, sliding within a designated area around the shooting control. The terminal device acquires the position of the finger within the designated area around the shooting control in real time and determines the target sub-area where the touch point of the sliding operation is located. If the player releases their finger in the target sub-area and ends the sliding operation, the terminal device identifies the firearm prop corresponding to the target sub-area as the second firearm prop.

[0086] In one alternative approach, a tooltip icon is displayed for the firearm item corresponding to the target sub-area; wherein the tooltip icon indicates that if the sliding operation ends in the target sub-area, the firearm item corresponding to the target sub-area is identified as the second firearm item.

[0087] In other words, the player controls their finger to perform a sliding operation starting from the shooting control. The terminal device determines the target sub-area where the touch point is located based on the touch point position of the sliding operation, and then displays the item prompt icon of the corresponding firearm item in the graphical user interface; the item prompt icon can be displayed in the direction of the target sub-area relative to the shooting control.

[0088] For example, when a player controls their finger to perform a sliding operation starting from the shooting control and slides to the target sub-area, the terminal device displays the item prompt icon of the corresponding firearm item in the target sub-area in the graphical user interface; at this time, if the player releases their finger in the target sub-area and ends the sliding operation, the terminal device identifies the firearm item corresponding to the target sub-area as the second firearm item.

[0089] In one alternative approach, the sub-areas corresponding to different firearm props have the same relative direction as the shooting controls, but different relative distances. The aforementioned third prop identifier can typically be an outline, line drawing, or image of the firearm prop.

[0090] The aforementioned third item identifier usually refers to the outline, pattern, or image of the firearm item corresponding to each sub-area.

[0091] Understandably, based on the multiple sub-regions corresponding to the firearms and props divided according to the specified surrounding area of ​​the shooting control, the third prop icon of the firearms and props corresponding to that sub-region is displayed in each sub-region.

[0092] In one optional embodiment, the designated surrounding area of ​​the firing control is divided into seven sub-regions; the seven sub-regions are in the same direction as the firing control, but at different relative distances. Accordingly, within each of the seven sub-regions located in the same direction as the firing control, a third item icon for the corresponding firearm item is displayed.

[0093] The following embodiments provide optional implementations to assist players in determining the direction of the swipe.

[0094] Each of the aforementioned multiple firearm props corresponds to a prop switching icon; the prop switching icons for the multiple firearm props are displayed at different directional positions on the shooting control. In one optional method, a target prop switching icon corresponding to the sliding direction is determined from the multiple prop switching icons, and the firearm prop corresponding to the target prop switching icon is determined as the second firearm prop to be switched.

[0095] The item switching indicator mentioned above can typically be a graphic, such as a circle, or a bar. It should be noted that the number of item switching indicators usually depends on the number of firearms carried by the player-controlled virtual object; for example, if the controlled virtual object carries two firearms, then there will be two item switching indicators.

[0096] Understandably, multiple weapon items each correspond to a weapon switching icon, and each weapon switching icon is displayed in a different direction on the shooting control. When the player performs a sliding operation starting from the shooting control, the terminal device determines the target weapon switching icon from the multiple weapon switching icons that corresponds to the sliding direction of the operation, and then determines the weapon item corresponding to the target weapon switching icon as the second weapon item to be switched to.

[0097] For example, if a player performs a swipe operation to the left on the shooting control, the terminal device obtains the swipe direction based on the swipe trajectory, then determines the target item switching icon that matches the swipe direction from multiple item switching icons, and then determines the firearm item corresponding to the target item switching icon as the second firearm item to be switched.

[0098] Furthermore, the sliding contact point responding to the sliding operation is located at the target item switching indicator, and the first item indicator of the corresponding firearm item is displayed on the target item switching indicator.

[0099] In other words, if a player performs a swipe gesture with their finger, and the swipe point is located at the target item switching icon, then the first item icon for the corresponding weapon item will be displayed at that target item switching icon. This first item icon can specifically be the weapon item's icon, model number, or name.

[0100] For example, such as Figure 4 As shown, when the player performs a leftward swipe operation on the shooting control, if the target item switching indicator corresponds to the submachine gun among multiple weapon items, then the submachine gun icon will be displayed on the target item switching indicator.

[0101] In the above method, the first item icon of the gun item corresponding to the target item switching icon is displayed to help players determine the gun item they want to switch to.

[0102] In one alternative approach, the target's first item identifier is displayed in the same direction relative to the shooting controls as the sliding direction of the sliding operation.

[0103] In other words, the first item identifier of the target is the item switching identifier where the sliding touch point of the sliding operation is located. For example, when the sliding direction is above the shooting control, the first item identifier of the target where the sliding touch point is located is also above the shooting control.

[0104] In one example, players can control the direction of the swipe operation based on the display direction of the first item icon corresponding to the weapon item they want to switch to relative to the shooting controls, thereby selecting the weapon item corresponding to the first item icon in that swipe direction.

[0105] In one alternative approach, the first item identifier corresponding to a firearm prop in use has a first display format; the first item identifier corresponding to a firearm prop in non-use has a second display format; the first display format and the second display format are different.

[0106] The first display format described above is typically used to highlight the first item identifier of a weapon item in use. For example, highlighting the first item identifier of a weapon item in use in green; or highlighting the first item identifier of a weapon item in use in red; or setting a glowing background effect for the first item identifier of a weapon item in use. The second display format described above is usually different from the first display format and is used to de-highlight the first item identifier of a weapon item that is not in use.

[0107] Understandably, based on the number of multiple firearms carried by the controlled virtual character, multiple first item icons are displayed in the graphical user interface, and the terminal device highlights the firearms in use in a first display format; firearms not in use are not highlighted in a second display format.

[0108] In exemplary embodiments, such as Figure 4 As shown, three first item icons are displayed in the graphical user interface. At this time, the weapon icon corresponding to the first item icon above the shooting control is the first weapon in use. Correspondingly, in the graphical user interface, the first item icon above the shooting control has a first display format with green highlighting, as shown below. Figure 4 The dark gray area shown; the first item icon to the right of the shooting controls is in an unused state, such as... Figure 4 The white area to the right of the shooting control shown.

[0109] In the above method, by displaying the first item identifier corresponding to the firearm item in use in the first display format, it is convenient for players to capture relevant information about the firearm item in use in a timely manner.

[0110] In one alternative approach, the first display format is also used to indicate the ammunition status of a firearm prop in use.

[0111] In other words, the terminal device can control the first item identifier to have a first display format corresponding to the ammunition status of the firearm item in use.

[0112] Optionally, the entire area of ​​the first item identifier corresponding to the firearm item in use can be displayed in the first display format; alternatively, a portion of the first item identifier corresponding to the firearm item in use can be displayed in the first display format.

[0113] It should be noted that the loading status refers to the loading degree. Specifically, a preset quantity level can be set for the remaining quantity of bullets corresponding to the firearm prop in use, or a loading ratio can be set. Furthermore, the terminal device selects the corresponding first display format according to the loading status and displays the first prop icon.

[0114] In one example, a preset quantity level is set for the remaining quantity of ammunition corresponding to a weapon in use. For example, the preset quantity level is divided into three levels according to the remaining quantity of ammunition, from most to least. When the remaining quantity of ammunition corresponding to a weapon in use reaches the corresponding level, the first display format of the first item icon corresponding to the weapon in use is switched; for example, when the remaining quantity of ammunition corresponding to a weapon in use reaches level one, level two, and level three, the first item icon corresponding to the weapon in use is highlighted in green, yellow, and red, respectively.

[0115] In one alternative embodiment, the first prop identifier in the first display format includes: a first strip-shaped identifier and a second strip-shaped identifier extending around the edge of the control display area of ​​the shooting control; the length ratio of the second strip-shaped identifier to the first strip-shaped identifier indicates the loading status of the firearm prop in use.

[0116] The first display format of the second bar logo is usually different from the first display format of the first bar logo; the second bar logo may cover all or part of the first bar logo.

[0117] Understandably, the first and second strip-shaped markers extending from the edge of the control display area surrounding the firing control corresponding to the firearm prop in use have a first display format; the length ratio of the second strip-shaped marker to the first strip-shaped marker indicates the ammunition status of the firearm prop in use, that is, the longer the second strip-shaped marker is, the more ammunition the firearm prop in use is loaded; the shorter the second strip-shaped marker is, the less ammunition the firearm prop in use is loaded.

[0118] In exemplary embodiments, such as Figure 5 As shown, the graphical user interface displays three first item icons, such as... Figure 5 The three arc-shaped bar logos shown.

[0119] Furthermore, the first bar-shaped indicator corresponding to the firearm prop in the control usage state of the terminal device is displayed in a first display format. For example, the first bar-shaped indicator extending from the edge of the control display area surrounding the shooting control corresponding to the firearm prop in the usage state is highlighted in green. Figure 5 The bold line to the left of the shooting control; the second bar icon corresponding to the weapon in use is displayed in the first display format, for example, the second bar icon extending from the edge of the control display area surrounding the shooting control for the weapon in use is highlighted in green, such as... Figure 5 The dark gray area to the left of the shooting controls is shown. Players can determine the ammunition status of the weapon by comparing the length ratio of the second bar to the first bar, as displayed in the first display format, and then decide whether to switch weapons or change magazines.

[0120] In one optional approach, a second item identifier for a firearm item is displayed in a designated area of ​​the graphical user interface; wherein, the second item identifiers of multiple firearm items are arranged and displayed in the designated area in a preset order; and the firearm item corresponding to the second item identifier with a specified display format is in use.

[0121] The aforementioned specified interface area typically refers to the upper left or upper right corner of the graphical user interface. The aforementioned second item identifier typically refers to a visual element corresponding to multiple firearms, such as outlines, patterns, or images of multiple firearms; optionally, corresponding numerical labels can be set for the second item identifiers of multiple firearms. The aforementioned specified display format is typically used to highlight the second item identifier, for example, highlighting the second item identifier of a firearm in use in green, or setting a glowing background effect.

[0122] In one alternative embodiment, such as Figure 6 As shown, in the upper right corner of the graphical user interface, outlines of three firearm props are displayed in a preset order, and their corresponding second item identifiers are numbered 1, 2, and 3. Currently, the firearm prop with number 1 is in use, so its corresponding second item identifier is highlighted in green, as shown below. Figure 6 The dark gray area in the upper right corner of the graphical user interface shown.

[0123] In the above method, visual elements of firearms and props arranged in a preset order are displayed in a designated interface area, which makes it easier for players to intuitively understand the status information of the firearms and props they are carrying and to determine which firearms and props they are using.

[0124] The following embodiments provide optional implementations for reloading firearm props.

[0125] In one optional approach, if it is determined that the remaining quantity of bullets corresponding to the firearm prop in use is lower than a preset quantity threshold, a magazine reload control corresponding to the firearm prop in use is displayed at a specified position of the shooting control; in response to a trigger operation on the magazine reload control, the firearm prop in use is controlled to change the magazine prop; wherein the magazine prop is associated with a specified quantity of bullets.

[0126] The aforementioned preset quantity thresholds typically refer to the minimum remaining quantity of ammunition for a weapon currently in use. The specified location can be a fixed location or a different location; for example, the specified location can be set at the position corresponding to the trigger operation during use. The aforementioned preset distance thresholds typically refer to the maximum distance between the reload control and the firing control.

[0127] The aforementioned triggering operation for the reload control can typically be a click on the reload control or a sliding operation starting from the reload control. The specified quantity usually refers to the number of bullets in the ammo item; optionally, this specified quantity allows the player to fire multiple times, for example, the specified quantity of ammo items associated with the magazine item needs to be higher than a specified quantity threshold.

[0128] In other words, when the terminal device determines that the ammunition for the currently used firearm is about to run out, it displays the magazine control for the currently used firearm at a designated location in the shooting controls.

[0129] Furthermore, after the player triggers the reload control, the terminal device controls the firearm in use to change the magazine. Optionally, the available magazines are displayed in descending order of the specified number of bullets.

[0130] In one example, when the terminal device determines that the remaining quantity of bullets corresponding to the currently used firearm prop is lower than a preset quantity threshold, the reload control corresponding to the currently used firearm prop is displayed at a designated location in the graphical interface. At this time, if the player controls the reload control to perform a click operation, the terminal device controls the currently used firearm prop to replace it with the magazine prop that has the most bullets.

[0131] In the above method, a magazine reload control is displayed at a designated location in the shooting controls to indicate to the player that the bullets of the weapon being used are about to run out, and the magazine of the weapon being used is replaced in time after the player performs the trigger operation.

[0132] In one alternative approach, the specified position of the magazine reload control relative to the firing control is matched with the sliding direction of the sliding operation when switching between firearms in use.

[0133] In other words, the reload control is positioned relative to the firing control based on the direction of the sliding operation when the player switches between the currently used firearms, and the reload control is displayed at that position.

[0134] For example, starting with the shooting control, the player controls their finger to perform a leftward swipe operation; after the player releases their finger, the terminal device switches to the weapon in use; then, based on the leftward swipe direction, the terminal device sets a specified position in the left area of ​​the shooting control, and displays the reload control at that specified position.

[0135] In another alternative approach, the aforementioned multiple firearm props have a preset switching order; the following embodiment provides an optional implementation of this approach, in which the second firearm prop is switched based on a second trigger operation.

[0136] Specifically, in response to a sliding operation applied to the shooting control, the second firearm item is determined based on the switching order; wherein, if the first firearm item is the last firearm item in the switching order, the first firearm item in the switching order is determined as the second firearm item; and the first firearm item is switched to the second firearm item.

[0137] The preset switching order usually refers to the relative order of each firearm item to other firearm items; according to the preset switching order, the firearm items can be switched cyclically.

[0138] Understandably, when a player performs a sliding operation on the shooting controls, for example, if the sliding operation passes through a portion of the shooting controls, the terminal device determines the second weapon item after the first weapon item based on a preset switching order.

[0139] In an exemplary embodiment, if a player controls their finger to perform a sliding operation in any direction starting from the shooting control, the terminal device will determine the next firearm item after the first firearm item in use as the second firearm item based on the switching order.

[0140] It should be noted that if the first weapon item currently in use is the last item in the switching order, then after the player controls their finger to perform a swipe operation in any direction past the shooting controls, the terminal device will determine the first weapon item in the switching order as the second weapon item.

[0141] Furthermore, after identifying the second firearm prop, the terminal device switches the first firearm prop that is currently in use to the second firearm prop that is to be switched.

[0142] For the above method embodiments, see Figure 7 The diagram illustrates an interactive control device for a game, providing a graphical user interface via a terminal device; the device includes:

[0143] The first display module 702 is used to display the scene screen of the game scene and shooting controls in the graphical user interface; wherein, the game scene includes a controlled virtual object; the controlled virtual object carries multiple firearm props; the first firearm prop among the multiple firearm props is in use;

[0144] The first control module 704 is used to respond to the first trigger operation of the shooting control and control the controlled virtual object to perform a shooting action using the first firearm prop.

[0145] The first switching module 706 is used to respond to a second trigger operation on the shooting control to switch the first firearm prop to a second firearm prop among multiple firearm props; wherein, the second trigger operation is different from the first trigger operation; the second firearm prop is different from the first firearm prop; and the switched second firearm prop is in use.

[0146] In the aforementioned device, executing a first trigger operation on the shooting control can control the controlled virtual object to use a first firearm prop to perform a shooting action. Executing a second trigger operation on the shooting control can switch the first firearm prop to a second firearm prop among multiple firearm props. This method combines the interaction of switching firearms with the shooting control by executing a trigger operation different from the shooting action on the shooting control, making it convenient for users to switch firearms in an easily operable interface location. This not only improves the convenience of firearm switching but also reduces the probability of accidental touches, enhancing the user's gaming experience.

[0147] The aforementioned first control module is also used to respond to click operations applied to the shooting control and control the controlled virtual object to perform shooting actions using the first firearm prop.

[0148] The aforementioned first switching module is also used to respond to a sliding operation applied to the shooting control, switching the first firearm prop to the second firearm prop among multiple firearm props.

[0149] The aforementioned first switching module is also used to respond to a sliding operation that starts from the shooting control and slides along a specified direction, switching the first firearm prop to the second firearm prop among multiple firearm props.

[0150] The aforementioned first switching module is also used to respond to a sliding operation starting from the shooting control, determine the sliding direction of the sliding operation, determine the second firearm prop to be switched from multiple firearm props based on the sliding direction, and switch the first firearm prop to the second firearm prop from multiple firearm props in response to the end of the sliding operation.

[0151] Each of the aforementioned multiple firearm props corresponds to a first prop icon, and the first prop icons of the multiple firearm props are displayed at different directional positions on the shooting control. The aforementioned first switching module is also used to respond to a sliding operation starting from the shooting control, determine the position of the touch endpoint of the sliding operation; when the position of the touch endpoint is located on the target first prop icon in the first prop icons, determine the firearm prop corresponding to the target first prop icon as the second firearm prop to be switched; switch the first firearm prop to the second firearm prop, or, in response to the end of the sliding operation, switch the first firearm prop to the second firearm prop.

[0152] The aforementioned device further includes: a second display module for displaying a switching control around the firing control; the first switching module is further configured to determine the second firearm prop to be switched in response to a sliding operation from the firing control to the switching control; and to switch the first firearm prop to the second firearm prop in response to the end of the sliding operation.

[0153] Each of the aforementioned multiple firearm props corresponds to a prop switching icon; the prop switching icons of the multiple firearm props are displayed in different directional positions on the shooting control; the aforementioned first switching module is also used to determine the target prop switching icon corresponding to the sliding direction from the multiple prop switching icons, and to determine the firearm prop corresponding to the target prop switching icon as the second firearm prop to be switched.

[0154] The aforementioned device further includes: a second switching module, used to respond to the sliding contact of the sliding operation being located at the target item switching indicator, and to display the first item indicator of the corresponding firearm item on the target item switching indicator.

[0155] The display direction of the first item marker relative to the shooting control is the same as the sliding direction of the sliding operation.

[0156] The first item identifier corresponding to the firearm props in the above-mentioned use state has a first display format; the first item identifier corresponding to the firearm props in the non-use state has a second display format; the first display format and the second display format are different.

[0157] The aforementioned first display format is also used to indicate the ammunition status of firearms and props in use.

[0158] The first prop identifier of the aforementioned first display format includes: a first strip-shaped identifier and a second strip-shaped identifier extending around the edge of the control display area of ​​the shooting control; the length ratio of the second strip-shaped identifier to the first strip-shaped identifier indicates the loading status of the firearm prop in use.

[0159] The aforementioned device further includes: a third display module, used to display the second item identifier of the firearm prop in a designated interface area of ​​the graphical user interface; wherein, the second item identifiers of multiple firearm props are arranged and displayed in the designated interface area in a preset order; the firearm prop corresponding to the second item identifier with a specified display format is in use.

[0160] The aforementioned device further includes: a magazine reloading module, used to determine that the remaining quantity of bullets corresponding to the firearm prop in the current state is lower than a preset quantity threshold, and to display a magazine reloading control corresponding to the firearm prop in the current state at a specified position of the shooting control; wherein the distance between the magazine reloading control and the shooting control is lower than a preset distance threshold; and to control the firearm prop in the current state to change the magazine prop in response to a trigger operation on the magazine reloading control; wherein the magazine prop is associated with a specified quantity of bullets.

[0161] The specified position of the magazine reload control relative to the firing control matches the sliding direction of the sliding operation when switching between firearms in use.

[0162] The aforementioned multiple firearm props have a preset switching order; the aforementioned first switching module is also used to respond to the sliding operation acting on the shooting control, and determine the second firearm prop after the first firearm prop based on the switching order; wherein, if the first firearm prop is the last firearm prop in the switching order, the first firearm prop in the switching order is determined as the second firearm prop; and the first firearm prop is switched to the second firearm prop.

[0163] This embodiment also provides an electronic device, including a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-executable instructions to implement the interactive control method of the game described above. This electronic device can be a server or a terminal device.

[0164] See Figure 8 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores computer-executable instructions that can be executed by the processor 100. The processor 100 executes the computer-executable instructions to implement the interactive control method of the game described above.

[0165] Furthermore, Figure 8The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.

[0166] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 8 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0167] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0168] The processor in the aforementioned electronic device, by executing computer-executable instructions, can implement the following operations in the interactive control method of the aforementioned game: displaying a scene of the game scene and shooting controls in a graphical user interface; wherein the game scene includes a controlled virtual object; the controlled virtual object carries multiple firearm props; the first firearm prop among the multiple firearm props is in use; responding to a first trigger operation on the shooting controls, controlling the controlled virtual object to use the first firearm prop to perform a shooting action; responding to a second trigger operation on the shooting controls, switching the first firearm prop to a second firearm prop among the multiple firearm props; wherein the second trigger operation is different from the first trigger operation; the second firearm prop is different from the first firearm prop; the switched second firearm prop is in use. In the above method, executing a first trigger operation on the shooting control can control the controlled virtual object to use a first firearm prop to perform a shooting action. Executing a second trigger operation on the shooting control can switch the first firearm prop to a second firearm prop among multiple firearm props. This method combines the interaction of switching firearms with the shooting control by executing a trigger operation different from the shooting action on the shooting control, making it convenient for users to switch firearms in an easily operable interface location. This not only improves the convenience of switching firearms but also reduces the probability of accidental touches, enhancing the user's gaming experience.

[0169] The processor in the aforementioned electronic device, by executing computer-executable instructions, can perform the following operations in the interactive control method of the aforementioned game: responding to a click operation applied to the shooting control, controlling the controlled virtual object to perform a shooting action using the first firearm prop.

[0170] The processor in the aforementioned electronic device can execute computer-executable instructions to perform the following operation in the interactive control method of the aforementioned game: in response to a sliding operation applied to the shooting control, switch the first firearm prop to the second firearm prop among multiple firearm props.

[0171] Each of the aforementioned multiple firearm props corresponds to a first prop icon, and the first prop icons of the multiple firearm props are displayed at different directional positions on the shooting control. The processor in the aforementioned electronic device, by executing computer-executable instructions, can implement the following operations in the interactive control method of the aforementioned game: in response to a sliding operation starting from the shooting control, determine the position of the touch endpoint of the sliding operation; in response to the position of the touch endpoint being located on the target first prop icon among the first prop icons, determine the firearm prop corresponding to the target first prop icon as the second firearm prop to be switched; switch the first firearm prop to the second firearm prop, or, in response to the end of the sliding operation, switch the first firearm prop to the second firearm prop.

[0172] The processor in the aforementioned electronic device, by executing computer-executable instructions, can implement the following operations in the interactive control method of the aforementioned game: displaying a switching control around the shooting control; the processor in the aforementioned electronic device, by executing computer-executable instructions, can implement the following operations in the interactive control method of the aforementioned game: in response to a sliding operation from the shooting control to the switching control, determining the second weapon item to be switched; in response to the end of the sliding operation, switching the first weapon item to the second weapon item.

[0173] Each of the aforementioned multiple firearm props corresponds to a prop switching icon; the prop switching icons of the multiple firearm props are displayed in different directional positions on the shooting control; the processor in the aforementioned electronic device, by executing computer-executable instructions, can realize the following operation in the interactive control method of the aforementioned game: determine the target prop switching icon corresponding to the sliding direction from the multiple prop switching icons, and determine the firearm prop corresponding to the target prop switching icon as the second firearm prop to be switched.

[0174] The processor in the aforementioned electronic device can execute computer-executable instructions to achieve the following operation in the interactive control method of the aforementioned game: in response to the sliding touch point being located at the target item switching indicator, the first item indicator of the corresponding firearm item is displayed on the target item switching indicator.

[0175] The display direction of the first item marker relative to the shooting control is the same as the sliding direction of the sliding operation.

[0176] The first item identifier corresponding to the firearm props in the above-mentioned use state has a first display format; the first item identifier corresponding to the firearm props in the non-use state has a second display format; the first display format and the second display format are different.

[0177] The aforementioned first display format is also used to indicate the ammunition status of firearms and props in use.

[0178] The first prop identifier of the aforementioned first display format includes: a first strip-shaped identifier and a second strip-shaped identifier extending around the edge of the control display area of ​​the shooting control; the length ratio of the second strip-shaped identifier to the first strip-shaped identifier indicates the loading status of the firearm prop in use.

[0179] The processor in the aforementioned electronic device, by executing computer-executable instructions, can perform the following operations in the interactive control method of the aforementioned game: displaying the second item identifier of the firearm item in a designated interface area of ​​the graphical user interface; wherein, the second item identifiers of multiple firearm items are arranged and displayed in the designated interface area in a preset order; the firearm item corresponding to the second item identifier with a specified display format is in use.

[0180] The processor in the aforementioned electronic device, by executing computer-executable instructions, can perform the following operations in the interactive control method of the aforementioned game: determining that the remaining quantity of bullets corresponding to the currently used firearm prop is lower than a preset quantity threshold, and displaying a reload control corresponding to the currently used firearm prop at a specified position of the shooting control; wherein the distance between the reload control and the shooting control is lower than a preset distance threshold; responding to a trigger operation on the reload control, controlling the currently used firearm prop to change the magazine prop; wherein the magazine prop is associated with a specified number of bullets.

[0181] The specified position of the magazine reload control relative to the firing control matches the sliding direction of the sliding operation when switching between firearms in use.

[0182] The aforementioned multiple firearm props have a preset switching order; the processor in the aforementioned electronic device, by executing computer-executable instructions, can implement the following operations in the interactive control method of the aforementioned game: responding to a sliding operation acting on the shooting control, determining the second firearm prop after the first firearm prop based on the switching order; wherein, if the first firearm prop is the last firearm prop in the switching order, the first firearm prop in the switching order is determined as the second firearm prop; and the first firearm prop is switched to the second firearm prop.

[0183] This embodiment also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the interactive control method of the above-mentioned game.

[0184] The aforementioned computer-readable storage medium stores computer-executable instructions. By executing these computer-executable instructions, the following operations in the interactive control method of the aforementioned game can be implemented: displaying a scene of the game scene and shooting controls in a graphical user interface; wherein the game scene includes a controlled virtual object; the controlled virtual object carries multiple firearm props; a first firearm prop among the multiple firearm props is in use; responding to a first trigger operation on the shooting controls, controlling the controlled virtual object to perform a shooting action using the first firearm prop; responding to a second trigger operation on the shooting controls, switching the first firearm prop to a second firearm prop among the multiple firearm props; wherein the second trigger operation is different from the first trigger operation; the second firearm prop is different from the first firearm prop; and the switched second firearm prop is in use. In the above method, executing a first trigger operation on the shooting control can control the controlled virtual object to use a first firearm prop to perform a shooting action. Executing a second trigger operation on the shooting control can switch the first firearm prop to a second firearm prop among multiple firearm props. This method combines the interaction of switching firearms with the shooting control by executing a trigger operation different from the shooting action on the shooting control, making it convenient for users to switch firearms in an easily operable interface location. This not only improves the convenience of switching firearms but also reduces the probability of accidental touches, enhancing the user's gaming experience.

[0185] The aforementioned computer-readable storage medium stores computer-executable instructions. By executing the computer-executable instructions, the following operations in the interactive control method of the aforementioned game can be realized: in response to a click operation applied to the shooting control, the controlled virtual object is controlled to perform a shooting action using the first firearm prop.

[0186] The aforementioned computer-readable storage medium stores computer-executable instructions. By executing the computer-executable instructions, the following operation in the interactive control method of the aforementioned game can be realized: in response to a sliding operation acting on the shooting control, the first firearm prop is switched to the second firearm prop among a plurality of firearm props.

[0187] Each of the aforementioned multiple firearm props corresponds to a first prop icon, and the first prop icons of the multiple firearm props are displayed at different directional positions on the shooting control. The processor in the aforementioned electronic device, by executing computer-executable instructions, can implement the following operations in the interactive control method of the aforementioned game: in response to a sliding operation starting from the shooting control, determine the position of the touch endpoint of the sliding operation; in response to the position of the touch endpoint being located on the target first prop icon among the first prop icons, determine the firearm prop corresponding to the target first prop icon as the second firearm prop to be switched; switch the first firearm prop to the second firearm prop, or, in response to the end of the sliding operation, switch the first firearm prop to the second firearm prop.

[0188] The processor in the aforementioned electronic device, by executing computer-executable instructions, can implement the following operations in the interactive control method of the aforementioned game: displaying a switching control around the shooting control; the processor in the aforementioned electronic device, by executing computer-executable instructions, can implement the following operations in the interactive control method of the aforementioned game: in response to a sliding operation from the shooting control to the switching control, determining the second weapon item to be switched; in response to the end of the sliding operation, switching the first weapon item to the second weapon item.

[0189] Each of the aforementioned multiple firearm props corresponds to a prop switching icon; the prop switching icons of the multiple firearm props are displayed at different directional positions on the shooting control; the aforementioned computer-readable storage medium stores computer-executable instructions, and by executing the computer-executable instructions, the following operation in the interactive control method of the aforementioned game can be realized: determining the target prop switching icon corresponding to the sliding direction from the multiple prop switching icons, and determining the firearm prop corresponding to the target prop switching icon as the second firearm prop to be switched.

[0190] The aforementioned computer-readable storage medium stores computer-executable instructions. By executing the computer-executable instructions, the following operations in the interactive control method of the aforementioned game can be realized: when a sliding touch point responds to a sliding operation and is located at a target item switching indicator, the first item indicator of the corresponding firearm item is displayed at the target item switching indicator.

[0191] The display direction of the first item marker relative to the shooting control is the same as the sliding direction of the sliding operation.

[0192] The first item identifier corresponding to the firearm props in the above-mentioned use state has a first display format; the first item identifier corresponding to the firearm props in the non-use state has a second display format; the first display format and the second display format are different.

[0193] The aforementioned first display format is also used to indicate the ammunition status of firearms and props in use.

[0194] The first prop identifier of the aforementioned first display format includes: a first strip-shaped identifier and a second strip-shaped identifier extending around the edge of the control display area of ​​the shooting control; the length ratio of the second strip-shaped identifier to the first strip-shaped identifier indicates the loading status of the firearm prop in use.

[0195] The aforementioned computer-readable storage medium stores computer-executable instructions. By executing the computer-executable instructions, the following operations in the interactive control method of the aforementioned game can be realized: displaying the second item identifier of the firearm item in a designated interface area of ​​the graphical user interface; wherein, the second item identifiers of multiple firearm items are arranged and displayed in the designated interface area in a preset order; the firearm item corresponding to the second item identifier with a specified display format is in use.

[0196] The aforementioned computer-readable storage medium stores computer-executable instructions. By executing these computer-executable instructions, the following operations in the interactive control method of the aforementioned game can be implemented: determining that the remaining quantity of bullets corresponding to a currently used firearm prop is lower than a preset quantity threshold, and displaying a magazine control corresponding to the currently used firearm prop at a specified position of the shooting control; wherein the distance between the magazine control and the shooting control is lower than a preset distance threshold; responding to a trigger operation on the magazine control, controlling the currently used firearm prop to change magazines; wherein the magazine prop is associated with a specified number of bullets.

[0197] The specified position of the magazine reload control relative to the firing control matches the sliding direction of the sliding operation when switching between firearms in use.

[0198] The aforementioned multiple firearm props have a preset switching order; the aforementioned computer-readable storage medium stores computer-executable instructions, and by executing the computer-executable instructions, the following operations in the interactive control method of the aforementioned game can be realized: responding to a sliding operation acting on the shooting control, determining the second firearm prop after the first firearm prop based on the switching order; wherein, if the first firearm prop is the last firearm prop in the switching order, determining the first firearm prop in the switching order as the second firearm prop; switching the first firearm prop to the second firearm prop.

[0199] The computer program products of the game interaction control method, device and electronic device provided in the embodiments of this disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.

[0200] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0201] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.

[0202] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, 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 disclosure. 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.

[0203] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0204] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure 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 disclosure. 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 disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A method for interactive control of a game, characterized in that, The method of providing a graphical user interface via a terminal device includes: The graphical user interface displays a game scene and shooting controls; wherein, the game scene includes a controlled virtual object; the controlled virtual object carries multiple firearm props; the first firearm prop among the multiple firearm props is in use; In response to a first trigger operation on the shooting control, the controlled virtual object is controlled to perform a shooting action using the first firearm prop; In response to a second trigger operation on the shooting control, the first firearm prop is switched to a second firearm prop among the plurality of firearm props; wherein, the second trigger operation is different from the first trigger operation; the second firearm prop is different from the first firearm prop; and the switched second firearm prop is in use. The step of responding to a second trigger operation of the firing control and switching the first firearm prop to the second firearm prop among the plurality of firearm props includes: In response to a sliding operation originating from the shooting control, the sliding direction of the sliding operation is determined, and a second firearm prop to be switched is determined from the plurality of firearm props based on the sliding direction; In response to the end of the sliding operation, the first firearm prop is switched to the second firearm prop among the plurality of firearm props.

2. The method according to claim 1, characterized in that, The step of controlling the controlled virtual object to perform a shooting action using the first firearm prop in response to a first trigger operation on the shooting control includes: In response to a click operation applied to the shooting control, the controlled virtual object is controlled to perform a shooting action using the first firearm prop.

3. The method according to claim 1, characterized in that, The step of switching the first firearm prop to the second firearm prop among the plurality of firearm props in response to a second trigger operation on the firing control includes: In response to a sliding operation that starts from the shooting control and slides along a specified direction, the first firearm prop is switched to the second firearm prop among the plurality of firearm props.

4. The method according to claim 1, characterized in that, The plurality of firearm props each correspond to a first prop icon, and the first prop icons of the plurality of firearm props are displayed at different directional positions on the shooting control; The step of responding to a second trigger operation of the firing control and switching the first firearm prop to the second firearm prop among the plurality of firearm props includes: In response to a sliding operation originating from the shooting control, determine the position of the touch endpoint of the sliding operation; When the position of the touch endpoint is located on the target first item identifier in the first item identifier, the firearm item corresponding to the target first item identifier is determined as the second firearm item to be switched; In response to the end of the sliding operation, the first firearm prop is switched to the second firearm prop.

5. The method according to claim 1, characterized in that, The method further includes: A toggle control is displayed around the firing control; The response to the second trigger operation of the firing control, switching the first firearm prop to the second firearm prop among the plurality of firearm props, includes: In response to a sliding operation from the shooting control to the switching control, the second firearm prop to be switched is determined; Upon completion of the sliding operation, the first firearm prop is switched to the second firearm prop.

6. The method according to claim 1, characterized in that, Each of the multiple firearm props corresponds to a prop switching icon; the prop switching icons of the multiple firearm props are displayed in different directional positions on the shooting control; The step of determining the second firearm prop to be switched from the plurality of firearm props based on the sliding direction includes: From the plurality of item switching icons, a target item switching icon corresponding to the sliding direction is determined, and the firearm item corresponding to the target item switching icon is determined as the second firearm item to be switched.

7. The method according to claim 6, characterized in that, The method further includes: The sliding contact point in response to the sliding operation is located at the target item switching indicator, and the first item indicator of the corresponding firearm item is displayed on the target item switching indicator.

8. The method according to claim 4, characterized in that, The display direction of the target first item identifier relative to the shooting control is the same as the sliding direction of the sliding operation.

9. The method according to claim 4, characterized in that, The first item identifier for firearms in use has a first display format; the first item identifier for firearms not in use has a second display format; the first display format and the second display format are different.

10. The method according to claim 9, characterized in that, The first display format is also used to indicate the loading status of the firearm prop in the usage state.

11. The method according to claim 10, characterized in that, The first prop identifier in the first display format includes: a first strip-shaped identifier and a second strip-shaped identifier extending around the edge of the control display area of ​​the shooting control; the length ratio of the second strip-shaped identifier to the first strip-shaped identifier indicates the loading status of the firearm prop in the use state.

12. The method according to claim 4, characterized in that, The method further includes: The second item identifier of the firearm prop is displayed in a designated interface area of ​​the graphical user interface; wherein, the second item identifiers of the plurality of firearm props are arranged and displayed in the designated interface area in a preset order; the firearm prop corresponding to the second item identifier with a specified display format is in use.

13. The method according to claim 1, characterized in that, The method further includes: If the remaining quantity of bullets corresponding to the firearm prop in use is determined to be lower than a preset quantity threshold, the magazine control corresponding to the firearm prop in use will be displayed at a specified position on the shooting control. In response to a trigger operation on the magazine reload control, the firearm prop in use is controlled to change to a magazine prop; wherein the magazine prop is associated with a specified number of bullet props.

14. The method according to claim 13, characterized in that, The specified position of the magazine reload control relative to the firing control matches the sliding direction of the sliding operation when switching the firearm prop in use.

15. The method according to claim 1, characterized in that, The multiple firearm props have a preset switching order; The step of responding to a second trigger operation of the firing control and switching the first firearm prop to the second firearm prop among the plurality of firearm props includes: In response to a sliding operation applied to the shooting control, a second firearm item following the first firearm item is determined based on the switching order; wherein, in the switching order, the first firearm item is the last firearm item, and the first firearm item in the switching order is determined as the second firearm item; Switch the first firearm item to the second firearm item.

16. An interactive control device for a game, characterized in that, The device provides a graphical user interface via a terminal device, the apparatus comprising: The display module is used to display the scene screen of the game scene and shooting controls in the graphical user interface; wherein, the game scene includes a controlled virtual object; the controlled virtual object carries multiple firearm props; the first firearm prop among the multiple firearm props is in use; The control module is used to respond to a first trigger operation on the shooting control and control the controlled virtual object to perform a shooting action using the first firearm prop; A switching module is used to respond to a second trigger operation on the shooting control to switch the first firearm prop to a second firearm prop among the plurality of firearm props; wherein, the second trigger operation is different from the first trigger operation; the second firearm prop is different from the first firearm prop; and the second firearm prop after switching is in use. The switching module is further configured to respond to a sliding operation starting from the shooting control, determine the sliding direction of the sliding operation, determine the second firearm prop to be switched from the plurality of firearm props based on the sliding direction, and switch the first firearm prop to the second firearm prop from the plurality of firearm props in response to the end of the sliding operation.

17. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the interactive control method of the game according to any one of claims 1-15.

18. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the interactive control method of the game as described in any one of claims 1-15.

Citation Information

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